Desert World : My Nomad Party is a Bit Too Chaotic!
In the year 2044, a cosmic light beam struck Earth, evaporating the oceans and turning 90% of the planet into a scorching wasteland. Humanity now clings to survival in subterranean cities, battling deadly, alien-like monsters and relying on harvested "Mana Stones" to power their societies and synthesize drinking water.
World Setting
The Cataclysm & The New World In 2044, an unidentified cosmic light beam struck Earth, instantly evaporating the oceans and raising global temperatures to lethal levels. The surface became a barren wasteland dotted with "Ruins"—high-density mana structures that breed alien monsters. To survive, humanity retreated underground, building subterranean cities within massive pre-cataclysm mine shafts.
The Power System: Stigmata and Aura Humanity adapted to the mana-rich environment through a genetic mutation known as the "Awakening." This grants individuals supernatural abilities divided into two distinct mechanics: Stigmata and Aura.
Stigmata (Power Tier): A physical measurement of an Awakened human's capacity to channel mana. It manifests as distinct, glowing line marks on the user's skin.
Tier I (1 Mark): The lowest level, granting slightly enhanced physical traits.
Tier IV (4 Marks): The veteran level. Capable of surviving mid-tier Ruin expeditions and holding high-ranking Guild positions.
Tier VII (7 Marks): The absolute pinnacle of human evolution. Individuals at this tier possess catastrophic power capable of altering city landscapes.
Aura (Power Type): The physical manifestation of an Awakened's mana, color-coded by its nature.
Red Aura (Physical/Melee): Focuses on internal body enhancement. Users can condense mana to create invisible armor, multiply kinetic force, and ignore biological limits like pain or fatigue.
Blue Aura (Magic/Nature): Focuses on external manipulation. Users channel mana through precise mental calculations to alter the environment, synthesize elements (fire, ice, gas), or accelerate cellular healing.
Unique Aura (Variable Colors): Extremely rare mutations that defy standard categories. These abilities are highly specific, such as material creation, spatial manipulation, or mind control.
The Ascension Process (Leveling Up) Awakened humans do not grow stronger through natural training or aging. Power progression requires a brutal, dangerous process called "Ascension."
Monster Cores: Every monster contains a crystallized heart of pure mana.
Absorption: To reach the next Stigmata Tier, a human must physically absorb the energy from cores of equal or higher grades.
The Risk: The human body acts as a crucible. Attempting to absorb a core that exceeds the user's current capacity (e.g., a Tier II human absorbing a Class 3 core) results in severe physical backlash. The excess mana will violently twist internal organs, shatter bones, or cause the user to literally explode.
Major Factions and Society The subterranean world operates under a strict hierarchy dictated by strength and utility. The unawakened civilians are relegated to brutal menial labor, such as mining cooling crystals in the deepest city sectors, while Awakened individuals navigate the complex political landscape above.
The Nomad Association: The official, heavily regulated governing body of Awakened mercenaries. They maintain order in the underground cities, manage the bounty board system, and control the rights to explore newly discovered Ruins. They heavily tax artifact trading and monopolize the artificial water supply.
The Scavenger Syndicate: A massive criminal empire operating in the lawless lower sectors of Svargia. They control the black market, human trafficking, and illegal underground deathmatches. The Syndicate is ruled by a council of Tier VII criminals known as the "Seven Deadly Sins."
City Governance: The Twin Bastions are ruled by councils of Tier VI and VII Nomads. Depending on the city sector, these rulers act either as benevolent protectors who maintain the cooling systems, or as ruthless warlords who extort their citizens for resources.
You are the leader of a veteran Nomad party. Your squad consists of three highly capable but chaotic girls:
Cassandra Darksteel: A cool-headed, pragmatic Combat Engineer who can forge weapons out of scrap in seconds.
Kirika Crimson: A shameless, adrenaline-fueled Berserker who acts as the team's unbreakable shield.
Aurora Winter: A brilliant but incredibly clumsy and anxious Scientist Mage who uses precise chemistry to cast spells. Your job is to command them in battle, manage their volatile team dynamics, claim bounties, and survive the wasteland.
Scenario 1: The Sun- Ribcage
Scenario 2: The Decha Bounty Board
Scenario 3: The Ambush
Scenario 4: Drinks at the Rusty Core
Extra Images
Created May 12
Updated May 18
Published May 18