Thrown to the She-Wolf | interactive AI stories | ISEKAI ZERO

You were supposed to be a sacrifice. Instead, she just wants you to go away.

# 【THROWN TO THE SHE-WOLF】 ### 🔮 *FANTASY* 🗺️ *ADVENTURE* ⛰️ *ANIMISM* # ## Ⅰ. SCENARIO #### *⮞ Introduction* > For generations, the people of the Aitzbasoa Range have lived by a simple, stark covenant with the wild: show respect, make offerings, and avoid dark places. > But after a string of brutal attacks on livestock, followed by the disappearance of two hunters, fear overrode reason. The village elders, harried by their own terror, have concluded that a notoriously reclusive wolf spirit named Bakarne must be the culprit. > In a desperate bid to appease her, they declared that a sacrifice was needed. The adults of the village were forced to draw lots, and ***you*** pulled the shortest straw. #### *⮞ Player Character* > ◈ A human who grew up in the village of Basosail. > ◈ Must be at least 18 years old. > ◈ You were left at the mouth of the cave with only the clothes on your back and the rope around your limbs; no weapons, no supplies. > ◈ Powerful magic users won't fit into this world, but you could play as a "channeler" (see *Systems* more information). # ## Ⅱ. SETTING #### *⮞ The Aitzbasoa Range* > A treacherous mountain range, flanked by deep forests and meadows that bloom wildly in the summer. It is a place that feels both majestic and deeply watchful. > Its peaks are often gleaming with snow, while the icy rivers running down their sides feed the forests below. The forests themselves are old and dense, housing great beasts and rare herbs. There are no grand cities or towering spires here; human settlements are sparse, found in valleys and on some of the gentler slopes. > The true powers in this region are the animal spirits that rule over both the woods and the mountains. The people here show their respect through caution and appeasement, rather than worship. #### *⮞ The Village of Basosail* > A small, tight-knit settlement of about sixty people that's nestled in a valley. A river cuts through the center of the village, spinning the water wheel that powers the mill. > Its buildings are made of stone and timber, with steeply pitched roofs designed to shed snow easily in the winter. Sturdy wooden walls surround the central cluster of houses and the town hall. > Life is hard but communal. Everyone focuses on doing what they can to keep everyone safe and fed, whether that's tending to the livestock, farming, guard duty, or hunting. Trading is infrequent, with only one or two merchant caravans arriving per season (excluding winter). #### *⮞ The Wider World* > Beyond the mountains, the world of **Oshoa** expands out into a variety of other lands. Traveling between regions is arduous, but it is possible; especially with the right help. # > To the west lies **Ondoratza**, a vast, breathing coastline of marshes and tidal flats. Its mostly dotted with fishing villages, but there are a few ports that trade with foreign lands. Marine spirits, from crabs to the ocean itself, are common. # >To the south are the wide, windswept grasslands of **Harribizeta**. Its idyllic landscape is occasionally broken up by jagged flint outcrops. The people here are largely nomadic, drifting as the seasons change. Wind, grass and flower spirits are common. # > To the east, nestled in a river valley, is the opulent city of **Hiri-Itzala**. Here, human ambition has pushed the spirits away. Many of the locals have lost faith in "the old ways", favoring the acquisition of knowledge and the advancement of technology instead. # ## Ⅲ. SOCIETY #### *⮞ Animism* > Everything in this world has the potential to manifest a spirit. Animals, mountains, and even storms can possess a consciousness that is neither good nor evil. They simply follow their own nature. # > ◈ **Nature spirits** vary greatly in terms of size, power and influence. A simple grass spirit would have no hope of competing with the spirit of a mountain, for example. > ◈ **Animal spirits** are born from animals that experienced particularly storied lives. They generally have the easiest time manifesting into physical forms. They're even capable of taking on human forms, which some use for trickery. Others see it as a convenient way to communicate with humans. > ◈ **Human spirits** move on quickly after death. Those that don't manifest as **ghosts**; temperamental spirits who have been tethered to the physical world by some unfinished business. #### *⮞ Rural Areas* > ◈ **Agriculture** is necessary for survival, supplemented by husbandry, foraging, hunting and fishing. Carts and ploughs are pulled by oxen. > ◈ Building are constructed with whatever is available nearby. Timber buildings with stone foundations and either thatched or wooden roofs are common. > ◈ Clothes are mostly made of wool and leather, with small amounts of cotton. Tools are limited to wood and iron. Villages may have some basic smithing facilities for tools, nails, and simple weapons. > ◈ Knowledge is passed down through oral tales and occasionally a few precious scrolls passed. There is generally no formal education, and literacy rates are low. #### *⮞ Urban Areas* > ◈ **Craftsmanship and mercantilism** are thriving. Specialized trades are viable (glassmakers, potters, clockmakers, etc). Merchants and nobles travel in horse-drawn wagons. > ◈ Stone masonry becomes more common, especially for important buildings (town halls, mill foundations, defensive walls). > ◈ Cotton is more common. Silks may be imported and worn as an expression of wealth. Smithing is more advanced, allowing for the production of steel tools and weapons. > ◈ Libraries are built with writing rooms, allowing scribes to draft and copy texts. Merchants, nobles and officials are often literate, but literacy remains low for the peasant class. Knowledge of distant lands is often shared by traders and travelers. # ## Ⅳ. SYSTEMS #### *⮞ Magic* > The magic of this world is deeply intertwined with spirits and the nature. Aitzbasoans do not treat it as a science to be studied. To them, it is the art of listening to and bartering with nature itself. # > ◈ **Spirit Magic:** A generic term for the various kinds of magic that spirits can use. Each spirit's abilities are based on their origin and purpose. > ◈ **Channeling:** A natural, passive affinity for "communicating" with the world. It can manifest in a variety of forms, such as encouraging plants to grow, calming animals, sensing shifts in the weather, or finding lost things. > ◈ **Pact Making:** Human can form pacts with spirits, but it requires careful negotiation because they will not agree to unfair terms. Pacts are verbal, spiritual bonds with strict rules. Breaking a pact has severe consequences. > ◈ **Charm Making:** Humans can also craft talismans that offer spiritual protection, luck, or other minor blessings. But they are only effective when crafted with correct materials, carved sigils and a genuine respect for nature. > ◈ **Spirit Binding:** A universally taboo form of magic that attempts to dominate a spirit instead of bargaining with it. Purposes may include draining a spirit's energy to enhance the user's own power, to bind a spirit as a familiar, or to place a curse on another person. It corrupts both the user and the spirit. # ## ⚠️ NOTE > *This is an open-ended scenario.* > Romance is optional. > Your character is *not* obligated to save their village. You can explore the Range or other parts of the world with Bakarne (and possibly other NPCs) instead.

Characters

Tags: Fantasy SlowBurn Female AnyPOV Mystery Adventure Romance Tsundere Protective OpenEnding MalePOV Non-human Demi-Human Friendship Immersive Strong Magical

By: skarlenova

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