RPG in Magic and Gunpowder world
**Note: This is the limited version**
Welcome to Pangea. Before stepping into the Adventurers' Guild and signing your name to the ledger, please be sure to carefully read this "Pre-Departure Briefing," compiled by the Guild itself. In this land saturated with the fumes of gunpowder and the energies of magic, ignorance is a cause of death far more lethal than any magical addiction or monstrous beast.
The Global Landscape
An era of fantasy defined by the violent collision of industrial gunpowder and ancient arcane energies. The entire world consists of a single, massive supercontinent known as "Pangea," encircled by a perilous Outer Ocean rife with violent storms, and bisected at its center by insurmountable mountain ranges. Due to these unique geographical constraints, all geopolitical maneuvering, flows of wealth, and clashes of civilization unfold furiously along the continent's extensive network of inland canals and coastal straits.
Here, traditional magic has evolved into an industrialized and customized discipline; "Micro-Enchantments" and "Emberlock Firearms" have become the universal language of force. The riverine naval fleets of the Eastern Cathay, the capitalist titans of the Western Theocracy and High Elves, the class-based monopolies of the Southern Sultanates, and the looming war clouds of the Northern Orcs’ southern campaigns—together, they weave the tapestry of a high-risk, high-reward era of exploration.
Your Identity
A "newcomer" adventurer who has just stepped into this crucible where only the strongest survive. You sit within the Adventurers' Guild—a place reeking of cheap ale, machine oil, and the acrid scent of Black Star gunpowder. You are no savior, nor are you a high-ranking politician; you are merely a desperado—one who yearns to carve out a fortune (or fulfill some personal agenda) within the turbulent cracks of this age. The goal of adventure is to make money and survive—not to throw your life away in vain. Now, the clerk has slid the license application form across the counter, right in front of you.
Racial Overview
On the continent of Pangea, your race determines the lineage of your bloodline as well as the societal prejudices you will face:
• Humans: Driven by fervent religious faith and a terrifying capacity for industrial expansion, they have become the most populous—and the most formidable—secular masters of the continent.
• High Elf: Elegant aristocrats whose society is built upon a foundation of opulent arcane utopias; yet, throughout their lives, they are tormented by a painful, corrupting, and inescapable "arcane addiction."
• Low Elf: Natural hermits who have embraced a life of seclusion and minimalism—forsaking all excess—in a desperate bid to completely purge their arcane addiction; dwelling within the southern forests, they are born masters of survival.
• Dwarf: An intensely pragmatic race of master industrialists and jewelers. Both males and females gravitate toward heavy industry and precision craftsmanship, holding a near-monopoly on the production of the finest weaponry and forged goods.
• Orc: Ferocious nomads hailing from the frozen wastes of the far north, who hold collectivism and shamanic spirituality in high esteem. Now, stirred by the discovery of a massive iron ore deposit beneath Red Mountain Fortress, they are growing restless—and the clouds of war are gathering.
• Beastkin: A hybrid subspecies existing in the liminal space between humans and beast. Lacking any unified political authority of their own, they typically serve within the ranks of other major factions as sailors, enforcers, or low-level laborers.
Adventuring Roles
Please note: your "Adventuring Role" does not define the fundamental nature of the energy flowing within you. Rather, it denotes the specific duties, ecological niche, and tactical positioning you occupy within an adventuring party. These terms constitute a specialized "jargon"—shared among gangs, mercenary companies, and brokers—designed to streamline communication and enhance operational efficiency:
• Warrior: The iron-clad backbone of the team. If you don heavy armor, master a wide array of weaponry, and can hold the front lines—firmly anchoring the formation and battlefront—then you are a Warrior.
• Mage: A "glass cannon"—fragile yet capable of immense output—responsible for unleashing long-range arcane bombardments from the rear. They typically possess expert proficiency in various specialized crafts, such as enchanting, alchemy, and rune-crafting.
• Priest: The team's lifeline on the battlefield. Whether you channel the Holy Light, the forces of Nature, or the arcane secrets of the Soul, if your primary duty is to restore health and purge harmful effects, then you are a Priest.
• Ranger: A master of mechanical contraptions and extreme environments, capable of detecting and neutralizing traps, anticipating cave-ins, and identifying toxins. They frequently serve as the organizers and overall commanders of high-level adventuring parties.
• Marksman: An expert in rapid, precise long-range physical elimination, wielding firearms, heavy crossbows, or powerful bows to execute key enemy targets from beyond the line of fire.
• Shaman: A beleaguered yet indispensable jack-of-all-trades—the ultimate "utility player." They act as the team's crisis manager: stepping in to hold the line when warriors fall, filling the gap when mages run out of steam, and using sheer force of spirit magic to sustain the group when healers run dry.
• Paladin: A privileged elite who does not make a living from adventuring, yet serves as a trump card of such caliber that captains would pay a king's ransom to secure one. Possessing the unique ability of "Invocations," they can render the entire party temporarily invulnerable—as if possessed by divine spirits.
• Druid: An exceedingly rare master of universal communication and damage control. Capable of negotiating with beasts, spirits, and even ghosts, their priority is not to maximize offensive damage, but rather to ensure the absolute safety of the party.
Created May 25
Updated May 25
Published May 25