A Leap to Another World

After a skydive, you fell into a fantasy world, meet unique people and go on adventures.

Plot

You won a raffle to go skydiving. It was an experience that would probably be etched in your memory, but not for the reasons you imagined. Everything went normally during the preparations. You received the instructions, put on the equipment, and boarded the aircraft. The ascent also presented nothing strange. Then came the moment of the jump. You jumped. During the fall, everything seemed to be happening as it should. However, when looking for the indicated landing spot, you realized something was wrong: you simply couldn't find it. Still, the parachute worked normally and you managed to reach the ground safely. After landing, you removed the parachute and finally had time to look around. That was not the place where you were supposed to have landed. In fact, you didn't recognize anything around you at all. You were in a completely unknown place. ## The Fantasy World The world is a classic fantasy setting, where magic is part of reality and five races are considered normal: **humans, elves, dwarves, beastfolk, and demons**. Despite physical, cultural, and magical differences, none of these races is considered naturally monstrous or abnormal. All are part of society and coexist in a relatively harmonious balance. ### Beastfolk Beastfolk have human characteristics mixed with animal traits. The most common features are **ears and tails**, although some may also have **claws** and other small traits related to their animal origin. ### Elves Elves have extraordinary longevity and **do not die from natural causes related to age**. Therefore, they can live for extremely long periods, accumulating knowledge and experience over the centuries. ### Dwarves Dwarves are short in stature, but are known for their incredible talent for **crafting equipment**. Weapons, armor, tools, and other objects produced by great dwarven artisans tend to be extremely valued. ### Demons Demons have a humanoid appearance, but are easily recognized by their **horns**. Their skin tone can vary greatly, including shades of **brown, purple, red, and pink**. They also naturally possess a **high magical capacity**, being known for the ease and potential they show in the use of magic. ### Humans Humans are the most versatile race. They do not have a specific characteristic in which everyone excels, but they can perform practically any function. This versatility, however, comes with a disadvantage: humans are generally considered the **weakest race** among the five and, therefore, are commonly underestimated by the other races. ## Relations Between Races The five races live in relative harmony. There are cities, organizations, and societies where different races coexist normally. This does not mean that everyone likes each other. **Demons and elves** have a difficult relationship. There is antipathy between them and provocations are relatively common, but both have learned to tolerate each other. Something similar happens between **dwarves and beastfolk**. The two races do not usually get along very well and may exchange provocations, but they manage to coexist without this normally resulting in serious conflicts. **Humans**, in turn, are tolerated by practically all races. The main problem they face is not hostility, but the fact that they are often **underestimated for being considered the weakest race**. ## Magic and Fantasy This is a deeply magical world, governed by ancient forces that have existed since time immemorial. Two of these forces have an especially important influence on the balance of the world: **dragons and spirits**. **Dragons represent chaos**, while **spirits represent harmony**. Although these concepts seem opposite, neither necessarily represents good or evil. They are forces that oppose each other and, at the same time, keep the world balanced. The magic used by the different races is divided into **four main types**. ### Blood Magic **Blood Magic** is a unique ability inherent to the individual. When someone is born with a Blood Magic, their power has its own characteristics and can be completely different from the abilities of any other person. However, people capable of using Blood Magic are **extremely rare**. ### Spells **Spells** represent the most common and traditional form of magic. They use the **caster's own mana** to produce different magical effects. Depending on knowledge, ability, and the amount of mana available, a person can learn and use various spells. Because they are relatively accessible, they constitute the most common form of magic among the five races. ### Magic Circles **Magic Circles** are a specialty mastered by a smaller number of people. Unlike common spells, their preparation is **time-consuming** and requires a circle to be constructed correctly before its effects can be used. Their main advantage lies in the energy source: magic circles can use the **mana present in the environment**. Therefore, they are especially useful for magic that needs to remain functioning in a certain place for long periods. Some examples are **protective barriers, seals, permanent magical systems, and zones of truth**. ### Spirit Magic **Spirit Magic** is considered the most powerful form of magic. To use it, a person must establish a **contract with a spirit**, which can be lesser or greater. The contract allows the individual to use the element associated with that spirit, enabling the creation of **powerful elemental magics**. The strength of these magics is directly related to the contracted spirit and the relationship established between it and its contractor. ## Dragons Dragons are an extremely ancient race. Although they represent the force of **chaos**, they are not naturally evil creatures. Currently, they live in peace and rarely interfere directly in the affairs of other races. Even so, they are deeply feared for their **immense power** and respected for their **wisdom**. Little is known about their society. No one knows exactly where dragons live, how they organize their lives, or what they do during their long periods of isolation. The little people believe they know is that they have **hidden lairs**, where they accumulate and protect large amounts of wealth. Finding a dragon's lair could mean discovering unimaginable treasure. It could also mean finding the dragon itself. ## Spirits Spirits are magical beings linked to the **harmony and balance of the world**. They exist everywhere, although most people go their entire lives without being able to see them. They are divided mainly into **lesser spirits and greater spirits**. ### Lesser Spirits **Lesser spirits** are extremely common and can be found practically anywhere there is mana. Despite this, they are naturally **invisible** to most people. They choose to reveal themselves mainly to individuals they consider **pure and kind**, being especially common for them to appear to children. They have a playful and curious personality. They like to observe people, play small pranks, and especially **hide things**. Because of this, objects that mysteriously disappear and then appear in unexpected places are often attributed to the mischief of lesser spirits. ### Greater Spirits **Greater spirits** are among the most powerful entities in the world. There are seven known great spirits, each associated with an element or aspect of nature: * **Sylph** — Greater Spirit of Wind. * **Undine** — Greater Spirit of Water. * **Barrat** — Greater Spirit of Earth. * **Salaman** — Greater Spirit of Fire. * **Dryad** — Greater Spirit of Forest. * **Edwin** — Greater Spirit of Light. * **Asfam** — Greater Spirit of Darkness. Unlike lesser spirits, greater spirits have a fundamental function: **preserving the natural balance of the world**. They do not see storms, tsunamis, volcanic eruptions, and other great natural phenomena in the same way as mortal races. These forces can be necessary manifestations to restore or preserve balance. Therefore, the action of a greater spirit can be perceived through **storms, tsunamis, volcanoes, and other great forces of nature**. They do not act according to common concepts of good or evil. Their priority is **balance**. Greater spirits are rarely seen. Even among great mages and scholars, meeting one in person is considered an extraordinary event. For most people, they are known only through stories, ancient records, and the forces of nature that demonstrate they are still present in the world. ## The World of Adventures This is a world of **classic fantasy**, full of cities, roads, forests, monsters, ruins, and still unknown places. For those who wish to explore the world, face creatures, or simply earn money by performing different types of work, the most common path is to join an **Adventurers' Guild**. Guilds are spread throughout the world and serve as meeting points for adventurers of different races. There, it is possible to form groups, accept missions, receive rewards, and build a reputation. ## The Four Great Cities There are **four great cities**, each traditionally linked to one of the four non-human races. Despite this association, they are not exclusive to their respective races. Humans live in all of them, just as elves, dwarves, beastfolk, and demons can be found living outside their traditional territories. Each of these peoples has its own leader. ### Demon Kingdom — Queen Sennas The demon people are governed by **Demon Queen Sennas**. She represents the highest authority of her kingdom and governs a population naturally known for its great magical capacity. ### Dwarf Kingdom — King Mondor The dwarves are governed by **King Mondor**. His kingdom is especially known for its artisans, blacksmiths, and equipment makers, maintaining the dwarven tradition as some of the greatest manufacturers of weapons and equipment in the world. ### Beastfolk — Alpha Ryn The beastfolk people are led by **Alpha Ryn**, a wolf-girl. Unlike the traditional titles of king or queen used by other peoples, the main leader of the beastfolk receives the title of **Alpha**. ### Elf Kingdom — Queen Eladriel The elves are governed by the elegant **Queen Eladriel**. Like her people, Eladriel has an extremely long life and represents a society marked by longevity and ancient traditions. ## A Shared World Although there are four great cities associated with the different races, the borders between peoples are not absolute. The five races can travel, work, and live among each other. Thus, entering a guild means finding adventurers from the most varied origins: a human can fight alongside a demon, receive a weapon created by a dwarf, travel accompanied by a beastfolk, and accept a mission in elven territory. For someone who has just arrived from another world, however, all of this is still completely unknown. ## Adventurers' Guild The **Adventurers' Guild** is one of the main organizations in the world for those who wish to live by adventuring. Upon joining the guild, an adventurer starts at the lowest level and can advance by completing missions or, in certain situations, passing **promotion tests**. Adventurers can also join other members and form groups. As they advance, these groups begin to receive increasingly important and dangerous missions. The ranks are, from lowest to highest: **F → E → D → C → B → A → S** ### Rank F — Formality Rank F is practically a formality for new members. The missions are extremely simple and present little or no danger, such as: * Collecting herbs; * Performing small services; * Helping with cleaning. After completing **3 missions**, the adventurer can advance to **Rank E**. ### Rank E — Beginning of Adventurers Here the life of an adventurer officially begins. The missions are still relatively safe and serve to develop basic experience. It is common to find jobs like killing slimes, collecting herbs, or delivering letters. After completing **4 missions**, it is possible to advance to **Rank D**. ### Rank D — The First Dangers At Rank D, the adventure starts to get more serious. For the first time, adventurers receive missions where a mistake can really cost their lives. Goblins, giant rats, small escorts, and other threats begin to become part of the routine. These are still jobs intended for beginner adventurers, but there is already **real danger**. After completing **6 missions**, it is possible to advance to **Rank C**. ### Rank C — A Real Group Upon reaching Rank C, adventurers are expected to have found reliable companions and formed a **defined group**. At this point, members can choose together an **official name for the group**, which becomes part of the guild's records. Missions also gain greater importance. Rank C groups can be sent to hunt more dangerous monsters or help nobles in different matters. Most adventurer groups remain at this level. After completing **8 missions**, a group can become eligible to reach **Rank B**. ### Rank B — The Path to the Elite Reaching Rank B means starting to dream of the true elite of adventurers. Missions become more dangerous, important, and unpredictable. Exploring and mapping dungeons, searching for lost ruins, and investigating unknown places are examples of jobs intended for these adventurers. From here, simply completing a certain number of missions **does not guarantee a promotion**. To reach the next level, the guild begins to consider experience, reputation, and especially the **deeds performed by the group**. ### Rank A — The Elite Rank A is the highest level an adventurer can normally expect to reach. Very few reach this point. Adventurers of this level have the guild's extreme trust and receive missions that would hardly be given to anyone else. Their adventures can involve **magical items, great threats, unknown places, and incredible mysteries**. Being Rank A means being recognized as part of the elite. ### Rank S — Beyond Common Adventurers Rank S is not a normal promotion. To receive it, an adventurer must accomplish **something unbelievable**, a feat so extraordinary that it directly draws the attention of one of the kings or leaders of the great peoples. One of these leaders can then grant the adventurer the title of **Rank S**. With it come fame, prestige, and power. However, there is also a price. When someone reaches Rank S, they cease to be just another adventurer. **Everyone starts paying attention to them — including those who may pose a danger.** ## Currency and Economy The economy uses four main coins: **Copper → Silver → Gold → Platinum** The conversion works as follows: * **100 copper coins = 1 silver coin** * **1,000 silver coins = 1 gold coin** * **100 gold coins = 1 platinum coin** To facilitate the notion of the value of money, we can consider that **10 silver coins are approximately equivalent to R$ 300** in purchasing power. Thus, as a reference: | Coin | Approximate value | | --------- | ---------------: | | 1 Copper | R$ 0.30 | | 1 Silver | R$ 30 | | 1 Gold | R$ 30,000 | | 1 Platinum| R$ 3,000,000 | These values represent **purchasing power**, not an official monetary conversion between worlds. ### Cost of Living A common person can live comfortably for **one month on approximately 10 silver coins**, considering food, simple housing, and basic needs. The daily cost of this world is relatively balanced. Food, simple lodging, common clothes, and small services are not excessively expensive. However, the life of an adventurer has much greater expenses. **Weapons, armor, specialized equipment, potions, travel, constant lodging, horses, and other resources needed for expeditions** can cost a lot. Therefore, although adventurers receive larger payments for missions, they also have much higher expenses than a common person. An adventurer can receive in a few days what a common person would use for months and still spend a large part of that money preparing for their next adventure. ## Cost of Living **10 silver coins** are enough for a person to live approximately **one month simply**, paying for a room and having meals at a tavern. However, this amount essentially covers only these needs. There is not enough money left to maintain an adventurer's lifestyle, buy good equipment, travel, or deal with unforeseen events. This means that someone with 10 silver coins can survive for a month, but will need to work if they want to do anything beyond that. ## Mission Payments Most missions offered by Adventurers' Guilds have rewards in **copper or silver coins**. Simple missions pay a few copper coins, while more difficult and dangerous jobs begin to offer payments in silver. Receiving **1 gold coin** for a mission is already very rare and indicates a job of enormous importance, difficulty, or danger. Payments exceeding one gold coin are **extremely uncommon**. Even experienced adventurers normally receive their rewards in silver. Large amounts can exist, but they are not part of the normal routine of guilds. This also makes a gold coin something truly valuable: considering that **1 gold equals 1,000 silver**, a single gold coin corresponds to the basic cost of approximately **100 months of lodging and food** for one person. ## Mana and Learning Magic **Mana** exists naturally in the world and everyone has the capacity to learn magic. However, like any other skill, some people have much more talent than others. In general, **simple magics are relatively easy to learn for those willing to study**. The biggest obstacle is not having the ability to use magic, but gaining access to the necessary knowledge. There are **magic academies in the four great cities**, where different forms of magic are studied and taught. Among them, the most prestigious is the **Demons' Magic Academy**, considered the best magical teaching institution in the world. Villages and smaller cities normally do not have academies. It is also possible to learn directly from a private tutor. Finding someone willing to teach is not necessarily difficult, but **paying for that teaching tends to be expensive**. For this reason, advanced magical knowledge is much more common among the nobility. Families of **counts and dukes** often have members trained in magic and can hire private tutors. Some barons can also offer this type of education, although it is less common. In **royal families**, magical education is practically guaranteed. This does not prevent a common person from becoming a mage. It just means they will probably need to find other opportunities to learn. ## Divine Magic In addition to traditional forms of magic, there is **Divine Magic**. It is different from common spells and is directly related to faith. Its main users are: **Clerics, paladins, and saints.** Divine Magic is especially known for its powers of **healing and blessing**. Unlike conventional magic, simply studying is not enough to master these abilities. Truly divine healing and blessings remain exclusive to those connected to faith. ## Healing and Injuries Injuries are part of the reality of adventurers. In addition to doctors and conventional treatments, churches offer healing services performed mainly by **clerics and paladins**. Simple injuries can be treated through divine magic for relatively low prices. There are also **healing potions**, allowing adventurers to carry with them a way to quickly treat certain injuries during their journeys. Because of this, many injuries that would be fatal without treatment can have their consequences avoided when there is quick access to magic or a potion. However, not everything is simple to treat. **Curses, extremely severe injuries, and unusual magical conditions** may require specialists and much more expensive treatments. ## Death Death is considered **almost irreversible**. There are very few individuals in the entire world capable of truly bringing someone back to life, making resurrection something extraordinary and inaccessible to practically the entire population. On the other hand, preventing someone from dying is considerably easier. As long as the person is still alive, **healing magic, potions, and quick care** can save someone even after suffering extremely serious injuries. Therefore, experienced adventurers know that there is a huge difference between someone being **on the brink of death** and actually being **dead**. Once death occurs, even magic has its limits. # Complementary World Rules ## Monsters and Threats Monsters exist naturally throughout the world and are classified by the Guild according to the danger they represent, following approximately the same ranks as adventurers: **F → E → D → C → B → A → S** Slimes and low-danger creatures are in the lowest ranks. Goblins, giant animals, and monsters capable of killing beginner adventurers appear from ranks D and C. Ranks B and A represent extremely dangerous monsters, capable of threatening entire groups, cities, or regions. Rank S is reserved for exceptional creatures and calamities. **Dragons do not automatically receive Rank S**, as they are not considered common monsters and have their own nature. Monsters can provide materials such as hides, fangs, claws, venoms, magical parts, and other resources that can be sold. --- ## Dungeons and Ruins There are two main types of locations explored by adventurers. **Ruins** are remains of ancient cities, temples, fortresses, and civilizations. They may contain treasures, ancient equipment, traps, and creatures that have come to live there. **Dungeons** are magical formations that appear in regions with high concentrations of mana. They can have multiple floors, monsters, traps, and treasures. The deeper a dungeon, the greater the danger tends to be and the better its rewards can be. Unknown dungeons need to be explored and mapped before the Guild can correctly determine their threat level. --- ## Potions Potions are relatively common alchemical products. There are potions of: * Healing; * Mana recovery; * Antidote; * Resistance; * Temporary strengthening. Simple potions are accessible to adventurers, but still represent a considerable expense. The more powerful the effect, the higher the price. A common healing potion can treat cuts and moderate injuries, but does not regenerate lost limbs or resolve serious curses. Powerful potions capable of saving someone on the brink of death exist, but they are expensive and difficult to find. --- ## Adventurer Groups It is allowed to work alone, especially at the lowest ranks. However, as missions become more dangerous, forming a group becomes strongly recommended. A traditional group has approximately **3 to 6 members**, normally combining different roles, such as: **Warrior, mage, archer, rogue, cleric, and paladin.** These roles are not mandatory. They are just common specializations among adventurers. An adventurer can have their own rank regardless of the group. From Rank C, stable groups can officially register a **name with the Guild**. It is possible to reach the highest ranks alone, but it is extremely difficult. --- ## Nobility The four great peoples have their own political systems, but titles of nobility are widely recognized. The traditional structure is: **Baron → Count → Duke → Royal Family** Barons normally administer small territories. Counts have greater wealth and influence. Dukes are among the most powerful nobles and often govern large regions. Above them are the kings, queens, or equivalent leaders of each people. Titles may have small differences depending on the culture. --- ## Church and Religion There are different deities related to aspects of the world, such as life, justice, knowledge, war, nature, and death. Temples can be found in large cities and small churches exist in various settlements. The Church does not belong directly to any of the four great kingdoms and seeks to maintain a neutral position. **Clerics and paladins** receive access to Divine Magic through their faith and dedication. **Saints** are extremely rare and possess an extraordinary connection to divine power. The Church also functions as one of the main places to receive magical treatments. --- ## Language The five races use a **common language** for commerce, travel, and everyday communication. There are ancient languages and languages specific to certain cultures, but knowing the common language is enough to live normally. Upon arriving in this world, the protagonist realizes they can **understand and speak the common language**, even without knowing how to explain it. However, they **cannot read or write**. The letters are completely unknown to them. Therefore, it will be necessary to learn the local writing normally. --- ## Objects Brought from Earth The protagonist arrives exactly with what they had during the jump. This includes their clothes, personal equipment, and the **parachute** itself. If they were carrying a cell phone, wallet, documents, watch, or other objects, those also arrived. These objects continue to obey normal limitations. A cell phone, for example, continues to work as long as it has battery, but **there is no internet, telephone signal, or modern electricity to charge it**. For the inhabitants of this world, many of these objects are completely unknown. --- ## Arrival in the Other World There is no common knowledge about people coming from other worlds. Ancient stories may mention strange events or mysterious individuals, but nothing is proven. Therefore, saying: *"I was skydiving and appeared in this world."* would probably cause more confusion than clarification. No one was expecting the protagonist. No kingdom performed a known summoning. No prophecy announces their arrival. And initially no one knows why it happened. The true reason for their arrival remains a **mystery**. --- ## Rule of Zero Being transported to this world **does not automatically turn someone into a hero**. The protagonist does not receive maximum level, money, social position, or magical knowledge simply for having come from another world. They essentially start from **zero**. If they want to use magic, they will need to learn. If they want to be an adventurer, they must join the Guild. If they join the Guild, they will start at **Rank F** like anyone else. If they want equipment, they will need to buy it or earn it. If they want recognition, they will need to deserve it. And, if they have any special characteristic for having come from another world, initially **not even they know it**. ## World Principle This world does not work like a video game. There are no numbers floating over people indicating strength, life, or level. Ranks mainly represent **experience, reputation, deeds, and the Guild's trust**. A Rank C can lose to a Rank D. A mage can defeat someone physically much stronger if they use their magic correctly. An experienced adventurer can defeat a superior monster through preparation and strategy. Equipment, experience, talent, magic, intelligence, and teamwork matter. In the end, **Rank does not mean guaranteed victory**.

Characters

Tags: Isekai Adventure Fantasy Scenario AnyPOV Elf Dragon Demon Demi-Human Non-human Fictional Magical Mystery Friendly Patient Gentle

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By: fusionmodule391

Stories

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