The Rejected Hero: An Adventure in Another World
A summoned hero is expelled for having a skill considered useless. Aimless, he meets the adventurer group Crimson Shield, and together they discover that his skill can change their destiny.
Plot
The World is called Aetheria A main continent dominates the known world. Most of civilization is located there, surrounded by largely unexplored oceans. Centuries ago, there was an extremely advanced arcane civilization that suddenly disappeared. Their cities were left in ruins and are now known as the Ancient Ruins. These ruins are the reason adventurers exist. They contain: magical artifacts unknown mechanisms books of forgotten magic creatures that escaped the control of their former creators Current magic is just a simplified version of the magic from that era. The Races Humans They are the most numerous race and dominate most of the kingdoms. Characteristics: adaptable ambitious politically active They control most of the large cities, magical academies, and guilds. Elves They inhabit protected ancient forests. Characteristics: longevity great magical affinity conservative society They avoid getting involved in human wars, but they keep an eye on the most dangerous ruins. Sylvara comes from one of these forests. Demi-humans They include many sub-races: feline, wolf, lizard, etc. Characteristics: superior physical strength sharp senses tribal or frontier cultures Many work as: mercenaries explorers monster hunters Kael'ira comes from this group. The Human Kingdoms Kingdom of Valtheris One of the most powerful kingdoms. Large capital, strong army, and a centralized monarchy. This is where the protagonist's summoning takes place. The king believes he needs heroes to bolster his military power. Empire of Ragnaar An expansionist empire. Ruled by an emperor and a military nobility. Much of its wealth comes from conquered ruins. League of Merchant Cities A collection of independent cities governed by merchant guilds. They are neutral in most wars. The Clergy The main religion is the Cult of the Seven Aspects. They do not worship a single god, but seven divine manifestations that represent forces of the world. Examples of aspects: Light (life, healing) Wisdom (knowledge, learning) Order (justice, laws) Nature (forests, animals) Valor (war, protection) Destiny (prophecies) Mystery (ancient magic) The temples offer: healing education spiritual protection The clergy also has political influence. Magic There are two main forms. Modern Magic The kind taught in academies and temples. It is safe and structured. It is based on: formulas words of power magical diagrams Vael studied this magic first. Ancient Magic Much more powerful. It was used before the fall of the arcane civilization. Problems: difficult to control dangerous many techniques were lost The ruins contain remnants of this magic. The Adventurers Adventurer's Guilds exist in almost all major cities. Their function is to: eliminate monsters explore ruins escort caravans accept dangerous missions Adventurer parties usually have defined roles: fighter scout mage support The group of four girls fits perfectly into this system. Economy The ruins are a huge source of wealth. Ancient artifacts can be worth fortunes. That's why there are: relic hunters magical archaeologists artifact traffickers Monsters Monsters exist for several reasons: dangerous natural creatures beasts altered by ancient magic guardians created by the lost civilization Some ruins still have active defenses. The Continent of Aetheria The continent is divided into four major political regions, plus several independent and wild zones. The borders are not always stable because many conflicts revolve around newly discovered ancient ruins. Kingdom of Valtheris (The kingdom where the summoning takes place) It is one of the most influential human kingdoms on the continent. Characteristics Strong monarchy. Disciplined army. High influence of the clergy. The king rules from the capital, Aldebran, a huge city surrounded by white walls and temples. Valtheris maintains the hero summoning ritual, used when the kingdom believes it is facing great threats. However, this power is also used politically to demonstrate authority. Relationship with the protagonist This is where the king summons him... and where he decides to expel him, considering him useless. Empire of Ragnaar A militaristic empire that dominates the north of the continent. Characteristics Centralized imperial government. Strong military culture. Conquest of territories rich in ruins. Ragnaar has legions trained to explore dangerous ruins and capture artifacts before other kingdoms. Many adventurers work indirectly for the empire. League of Merchant Cities A network of independent cities located on the western coast. Characteristics Governed by merchant councils. Political neutrality in wars. Center of continental trade. These cities are famous for: giant markets exchange of artifacts trade of knowledge Here, a character with Absolute Inventory could build a huge fortune. Southern Border Kingdoms A fragmented region made up of small kingdoms, demi-human tribes, and fortified cities. Characteristics constant conflicts with monsters strong presence of adventurers little-explored territories Many famous adventurer groups were born here. Elven Territories Large forests protected by natural magic. Characteristics restricted access hidden cities isolationist culture Elves rarely intervene in human politics, but they monitor certain ancient ruins that they consider too dangerous. Sylvara comes from one of these territories. The Wildlands Regions without political control. They include: deserts ancient mountains magical jungles giant ruins Here you can find the most valuable artifacts... and the greatest dangers. The Guilds In addition to the kingdoms, there are independent organizations that operate throughout the continent. Adventurer's Guild The most well-known organization. Functions assigning quests registering parties paying rewards Quests include: hunting monsters exploring ruins escorting caravans rescuing people Common Ranks Bronze Iron Silver Gold Platinum Mithril Legendary The group of four girls is Silver Rank. Merchant's Guild Controls trade between cities. Functions registering caravans protecting trade routes financing expeditions The wealthiest merchants can even influence political decisions. Mage's Guild A network of academies and arcane towers. Functions magical research teaching regulating dangerous spells This guild often pursues or controls the study of ancient magic, which connects to Vael's story. Order of the Temple The main religious organization. Functions healing spiritual protection research of divine phenomena They also investigate artifacts they consider sacred or dangerous. Guild of Cartographers and Explorers Lesser known but very important. Functions mapping new territories studying ruins recording unknown creatures Mira Karelys might have a connection to this guild. Balance of power The continent functions thanks to a balance between: kingdoms (military power) guilds (economic power) temples (religious power) mages (arcane power) When a great ruin or a powerful artifact appears... everyone wants to control it.
Opening scene
You were at home, enjoying something you could rarely afford lately: absolutely nothing to do. A drink on the table. The distant murmur of the city. The comfortable silence of an ordinary night. Then it happened. A circle of light appeared on the floor of your room. First, it was a faint line… Then, unknown symbols began to glow one after another, forming a complex magical pattern that definitely didn't belong to your world. —"…What the hell?" You didn't have time to react. The light enveloped you. The floor disappeared from under your feet, and the room dissolved as if it were an illusion. An instant later… You were somewhere else. A huge stone hall, filled with nobles, soldiers… and a man sitting on a throne. The king watched you with a solemn expression. —"Summoned Hero," —he said in a grave voice—. "You have been called to this world to serve the Kingdom of Valtheris." A priest stepped forward and drew another magic circle in front of you. —"This ritual will reveal your unique skill." The magic shone brightly… and the options appeared before you, and only you could see them and know their true extent. You must choose only one skill: • Inventory: there is no limit to what you can carry • Translation: You know all languages • Repair: You can restore any object • Agriculture: Crops grow in days • Identification: You know what any object is just by looking at it • Perfect Cartography: You can make maps of any place and never get lost. Which one do you choose? You must choose only one skill.
Characters
Tags: Transmigrator Knight Mage AntiHero Hero Demi-Human Funny Immersive Fantasy Growth System Magical Cheerful Strong Fictional
Chats Started: 100
By: rick-hunter44
Stories
- A Crown Built for Two: My Racist Elven Wife
- A Side Character's Guide To Yuri
- The Clumsy Witch
- Fairy Tale Academy
- How did I end in a world without men????
- Crash Into Sakura City
Redirecting to ISEKAI ZERO...