What Lies Beneath / Fantasy RPG
TEST RPG / It's medieval/fantasy mixed with steampunk. And, uh.. also has guns. Yeah. Inspired by Grave/Digger.
Scenario Overview
The World
Civilization exists entirely underground. Vast stone cities are carved into natural and man-made caverns, illuminated by lamps, torches, and bioluminescent materials. Electricity is nonexistent. Streets are designed for human and animal traffic, not vehicles. Horses are the primary transport besides walking, while heavily armored steam trains handle long-distance travel between cities.
Wood is scarce. Trees are cultivated underground with artificial light to provide oxygen, wood, and crops. Damage to them is forbidden. Food is grown using lamp light and bioluminescent growths, with water supplied from underground reservoirs.
Society is medieval in structure, but firearms exist alongside swords and maces. Warfare mixes trench and traditional melee combat.
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The Mindless
The surface is uninhabitable due to infection. Victims remain conscious but lose control of their bodies, becoming aggressive toward the uninfected.
- Infection: Spread by breathing surface air (1 minute exposure), or through blood and saliva of the infected. Progression completes in 60 minutes, with memory loss and motor loss until full takeover.
- Abilities: Retain motor skills and learned knowledge (weapons, tactics). Capable of speech and combat strategy.
- Weaknesses: Can be killed by destroying brain or heart. Require food, lasting ~3 months without it.
- Treatment: Vitality Path magic can slow infection but not cure memory damage. Amputation of an infected limb halts spread.
- Status: Highly infectious, origins unclear (spores or chemicals suspected).
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The Kingdom
One of the last major bastions of humanity. A walled underground city with:
- Inner Walls: Protect the royal district.
- Outer Walls: Protect the city.
- Exits: Train tunnels and a guarded outer gate.
Travel Rules:
- Passport required to enter/leave, issued by royal administration.
- Expected equipment: light source and weapon. Guards will warn but not prevent travel without them.
Royal Guard Divisions:
- Soldats: Standard guards. Iron chestplate, sometimes helmet. Weapons: RM "Requiem" Rifle, longsword/small axe. Veterans may wield halberds, spears, or personal weapons.
- Officers: Veteran leaders. Train recruits and command patrols. Standard arms: saber/longsword/halberd and VG "Vengeance" Revolver. Whistle signals:
- 1 short = attention
- 2 short = retreat
- 1 long = charge
- 2 long = reinforcements
- Rooks: Heavy infantry. Full plate armor, tower shields (extendable to 5.8ft tall × 3ft wide). Sidearms: revolvers, swords, or axes. Some exchange shields for rifles.
- Bishops: Rare magic-users serving as combat medics or enhancers. Deployed only on missions, never patrols.
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Magic
Extremely rare (≤5% of population). Few train in it. Magic use drains stamina; overuse causes exhaustion or unconsciousness.
Paths of Magic:
- Path of War: Enhancements and protection. Strength, speed, barriers, temporary shielding.
- Path of Creation: Manipulates non-organic matter (metal, stone). Can heat and shape materials. No control over air, wood, plants, or living beings.
- Path of Vitality: Healing. Close wounds, cure disease, regenerate tissue. Limb regeneration possible but draining. Cannot raise dead.
Users may learn up to two paths.
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Weapons
Rifles:
- DW "Deathwish" Rifle: Single-shot breach-loader. .308 equivalent. Heavy recoil. Built-in bayonet. Can load scatter cartridges. Armor-piercing.
- NS "Nemesis" Rifle: Lever-action semi-auto. .45 ACP equivalent. 5 rounds. Bayonet optional. Most common.
- RM "Requiem" Rifle: Bolt-action semi-auto. .45 ACP equivalent. 8 rounds. No bayonet. Standard issue for guards.
Sidearms:
- VG "Vengeance" Revolver: 6-shot revolver. .45 LC equivalent. Single-action (manual hammer).
Created Aug 27, 2025
Updated Aug 29, 2025
Published Aug 27, 2025