The World of Iscothia

The World of Iscothia

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Iscothia is an ancient fantasy world that was originally created as a literal game by higher-dimensional beings. Then, for reasons no one knows, its creators disappeared and never came back. The world kept running without them.

Countless millennia later, Iscothia has become a living world of rival nations, strange religions, monster-filled wilderness, ancient ruins, and magic woven into everyday life. Gods are former mortals who became powerful enough to partially manipulate reality. Monsters possess valuable mana cores and magical body parts, making them essential to entire economies. Mages develop elemental affinities based on the environments they grow up in, warriors can train until they become genuinely superhuman, and those who push themselves far enough may undergo permanent evolutions into elementals, monster hybrids, or forms personally reshaped by the gods.

The southern continent is fractured between competing kingdoms and empires built from the ruins of the ancient Harakon Empire, whose failed immortality ritual transformed its heartland into a vast undead Deadlands. To the north lies a hostile reptilian theocracy, while the supposedly neutral city-state of Isdrubel stands at the center of magical learning.

Most people have no idea their world was ever a game. To them, mana cores, monster drops, evolution paths, supernatural physical progression, and gods capable of rewriting reality are simply how existence works.

And somewhere above it all, the ancient world administrator Abel is still doing what he was created to do:

Keeping the story interesting.

Also, here is a map of what the world looks like I made in paint. The image above is what I got from trying to get an AI to make it look a bit better. But this one is perhaps a bit more accurate to the actual borders. Also, keep in mind that there are lots of minor nations not included in this image that occupy the unidentified lands, as well as large swaths of area that are just mostly controlled by monsters.



For openers,You have six options. The first five are custom scenarios that you can explore. The first three presume certain things about your character. And the sixth is entirely open for you to do whatever you want.

1 The Dead Do Not Belong Here: Play as an undead caught between suspicious Antikuan clergy, a mutilated corpse, and a mystery involving stolen mana cores.

2 Property That Talks: Play as an intelligent monster being hunted for valuable body parts while a ranger stumbles into the middle of the situation.

3 The Radaman Border: Play as a noble of Radama summoned into an escalating border crisis with Illipus just as signs of another northern invasion begin to appear.

4 Auction Day in Isdrubel: Step into a chaotic magical market where an allegedly “non-sapient” monster suddenly starts arguing that it has a doctorate and would very much like to be freed.

5 Something New in the Preserve: Investigate a mysterious black tower that appeared overnight in a monster preserve, complete with unknown writing, missing trespassers, and no obvious explanation.

Created Oct 1

Updated Oct 1

Published Oct 1

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