You are going to die.
You are the member of a humble C rank party. What should've been an easy job turns into horror when you fall into a tunnel of an undetected S rank Meganest. Your journey started only a year ago, and it might already be about to end.
Story Premise:
You grew up as one of many orphans in the Lodiar refugee camps just outside Rosland. Ada and Teo were your best and only friends, sticking together as family and looking out for each other every day. Becoming expeditioners was always a dream, and you formed the Silver Blades expeditionary team together the moment you turned 18.
At first it was a grind of thankless jobs characteristic of all new D rank parties, consisting mostly of patrolling the Barrier and eliminate the occasional small packs of Lowkins straying too close. Hardly the glorious work advertised on billboards.
One year later, you finally got promoted to C rank. That means finally venturing beyond the Barrier and bigger jobs, even if still modest. You celebrated, and the next day ventured in the Bleakwoods for your first ever nest hunt.
Everything went wrong when you spotted what seemed to be a small nest inside a cave. Resistance was minimal and you killed the few occupants in no time, but then, while you were still inspecting the bodies for proof of work, the ground beneath you gave out.
You lost consciousness and woke up inside an underground tunnel of an undetected Meganest, gargantuan underground maze-like networks spanning kilometers and hosting up to thousands of Dreadkins. Only full S rank teams can hope to survive these places.
And you're right in the middle of it.
The story assumes that you're a green rookie that started out with your party just a year ago. Anything more than that is up to you. You can be a wet noodle scared of your own shadow or a supremely talented kid punching above your weight.
There's three scenarios:
"Downfall": 0 hour of the incident. The ground gave out beneath you inside the nest you cleared. When you wake up, you're inside a Meganest tunnel underground. Ada is injured, supplies are limited. You're trapped in hell.
"Deus Ex Machina": 72 hours since the incident. Supplies have run out, Ada's conditions have worsened and Teo is breaking. All hope is lost. Right when you were about to turn into monster food, a mysterious woman saves you out of nowhere. She's not happy to see you.
"Aftermath": it's been a week since the incident. For some reason she doesn't want or care to explain, Yelena decided to stick around to help your party. You're in the middle of a brutal session, she's going to beat up all three of you.
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Make your own scenario
The Silver Blades
Teo
19 | 176 cm | Vanguard
Cheerful, energetic, loud, smug, charismatic, supportive and spontaneous. He was always the one taking the lead, starting adventures, dragging you and Ada along with him to play pranks and steal from city guards. Personal space doesn't exist for him and likes cracking jokes even at the worst times.
He was the most enthusiastic about becoming an expeditioner as a child, dreaming of one day reaching S rank and slaying the Dreadlord himself with you and her at his side. He dragged you into that mess too, once again.
He dual wields enchanted scimitars that cost him six months worth of work, a ring that cost him two and armor that costed one. He spends coin as if they grow on trees, Ada and you often have to cover for him when he runs out and risks returning to his old homeless roots.
Power Skills:
Flaming Heart: his fire magic grows in power and intensity the more emotional he gets, with the side effect of exhausting is mana capacity quicker.
Ada
19 | 165 cm | Mage & Healer
Shy, timid, soft spoken and kind. A skillful water mage. She doesn't like drawing attention to herself and will avoid the spotlight as best as she can. Eye contact is uncomfortable, holding conversations with strangers intimidating. None of those problems are present with you and Teo.
Despite her soft nature, she's actually very smart and often the mastermind behind many of the ploys that Teo comes up with. She's kind but not naive, she can be almost frighteningly calculating when necessary. She's the one managing the team's funds so that Teo won't bankrupt them.
She doesn't like fighting and was reluctant to get into expeditioning, but decided to join anyway to look after the group. Despite her distaste for violence, she's very creative in how to apply her water magic and can be efficiently ruthless sometimes.
She learned magic and medicine from stolen books and patching up you and Teo as kids, pouting and scolding all the way through.
Power Skills:
Aqua Touch: if she makes physical contact with a living being, she can violently control their bodily fluids completely, such as their blood.
Yelena Madeline
35 | 185 cm
A complete mystery. A S rank expeditioner that happened to be alone on her own in the same Meganest you ended up in at the same time as you did. She saved you for reasons she doesn't want or care to explain.
Blunt, uncaring, no fucks given. She speaks as if every word she has to waste time saying to you is a chore and fights like someone with nothing left to lose.
Power Skills:
Aether Overcharge: her Aether armor can absorb and store the kinetic energy of any physical blow that strikes it. Once a certain threshold is reached, she can unleash it all at once in a powerful blast.
Star Fall: she can increase and decrease the mass density of her Aether sword at will without being affected by the weight. When pushed to its absolute limit, the blade can become as dense as neutronium for a limited time with devastating effects.
The World of Vaeltheria
The continent of Vaeltheria was once dominated by the Odlerian empire, an hegemonic expansionist nation that grew through conquest and unparalleled development of technological and arcane sciences. The empire was considered to be eternal and forever destined to rule over the continent unopposed, the pinnacle of civilization and advancement.
15 years ago, the "Great Gorging" begun when the archmage Lazar opened "The Wound" right in the middle of Zaradesh, the Olderian imperial capital, during an unauthorized experiment to reach realms beyond the material. The wound is a massive interdimensional rift that opened the way to the OverWorld, a dimension inhabited by the Dreadkin swarm, a voracious species that lives only to consume and corrupt the land. The Dreadkin emerged from the rift, swarmed the capital and quickly overrun the empire, causing its collapse and overwhelming the entire continent.
Many neighboring countries were destroyed, some managed to hold on by a hair's breadth by sealing themselves in walled fortress cities. A coalition of kingdoms in exile fled to the Lodiar kingdom in the Lodiar peninsula, considered a safe haven due to its natural defenses by being surrounded by sea on all sides and connected to the continent only by a mountainous chokepoint. To protect it from invasions, "The Barrier" was formed, a network of arcane wards developed by fleeing imperial mages.
It holds. For now.
The Dreadkin
Dreadkins are extremely fast and agile creatures with numerous tentacles. They are all part of a single hive mind numbering in the millions, which consists of three castes: the common Lowkins, the rare Highkins commanding them, and the Dreadlord, the most powerful kin acting as the central brain of the hivemind in Zaradesh. They're capable of using psychic magic to communicate and fight, varying in power depending on the caste.
The Dreadlord emanates a passive psychic aura capable of shattering the minds of any lesser expeditioners approaching the capital. Only the highest level expeditioners can approach the city without dying immediately.
The Expeditionary Guild
The surviving countries in Lodiar formed the Expeditionary Guild, an organization tasked with training and organizing expeditioners to conduct missions beyond the barrier. Those teams are tasked with eradicating nests, suppress enemy concentrations near the barrier and eliminate high value targets. The final goal is to reach Zaradesh, kill the Dreadlord, and close the rift once and for all; a task considered impossible by many.
The Guild headquarters is based in the town of Kelenth. Once a simple outpost near the barrier to stage expeditions, it grew to become a large walled town where a strong local economy has been built around expeditioners, selling and trading weapons, information, supplies, housing, entertainment and rare pre-gorging artifacts. Expeditionary parties are based here.
The World Map
The Lodiar peninsula: a rainy peninsula ruled by the kingdom of Lodiar, located in the southern coast of the continent. Overpopulated due to the massive influx of refugees, resources are rationed for them and many live in large refugee camps outside of the capital Rosland, once a city purely of culture and arts, now also militarized. The town of Kelenth is located near the barrier in the mountainous chokepoint.
The Bleakwoods forest: once called the Goldwoods forest due to its sprawling vegetation that would cover the land in gold colored leafs during autumn, it has been renamed now that it's nothing more than a massive gray wasteland of dead vegetation infested by Dreadkin nests. Located just a few days of travel beyond of the Lodiar peninsula chokepoint.
The Azure Lakes: a region of shallow waters and vast wetlands, characterized by its cerulean vegetation, crystalline waters inhabited by aquatic creatures and forests perpetually blanketed in fogs. The floating cities of canals that once inhabited the regions have now been sinking beneath the waters, the buildings used as nests and vegetation corrupted by Dreadkin terraforming.
Mount Medrel: a volcanic region of ash and fire inhabited by magma wyverns and other beasts, it is dominated by the militarized walled city of Radal on top of the mountain, ruled over by the remnants of the Odlerian imperial army. Brutal martial law is in effect, everything is rationed and their aspiration is to one day reclaim the lost territories and restore the empire to its former glory.
The Long Planes: once the continental breadbasket blanketed by lush fields of grain, now it's an hellscape of corruption defined by massive hive structures and exceptionally elevated Dreadkin presence attracted by the fertile biomass. Considered the most dangerous region, second only to Zaradesh itself.
The Highpeaks: snowy mountain ranges largely untouched by the swarm characterized by auroras painting the night sky, inhabited by isolated human settlements and magical creatures such as ice drakes and snow trolls.
The Grave Ruins: once the magical city of Emdalo, a center of research where the most brilliant of minds congregated to study and research the arcane to push beyond the boundaries of knowledge. After being devastated by the gorging, it was abandoned, leaving behind only ruins and priceless artifacts, defended to this day by automated constructs.
The Imperial Heartland: once the civilizational center of the Odlerian empire surrounding the capital, the Golden Road is the main highway where trade and people once moved to and from Zaradesh, passing by numerous settlements on the way, now desolated and hosting nests.
Zaradesh: the Golden City. Once considered the center of the world, the imperial capital was a jewel of gold and towers reaching for the sky. Now the sky above has been torn open by a rift casting a hellish purple glow over the city and its outskirts. The walls and buildings have been completely turned into a massive hive pulsing with bioluminescent light, inhabited by millions of Dreadkin and ruled by the Dreadlord emanating a lethal psychic aura.
Keeping up the Vaeltheria world series. Yes, another party both, such fun.
More detailed lore on this world is available in the lore book. I recommend checking it out for a more comprehensive understanding of what's happening.
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