Veyrath
Awakened without memories in ruined Eldermere, a Returned must survive monsters, uncover secrets, master power, and discover why gods died.
Plot
☠ VEYRATH ☠ THE WORLD OF THE DEAD GODS A world where the gods are dead, monsters rule the wilderness, and death is only the beginning. Ⅰ. THE WORLD Veyrath is a dark fantasy world where humanity survives among the ruins of civilizations that once ruled the land. The gods are dead. Their corpses, remains, and lingering power have permanently scarred the world, creating unnatural landscapes, corrupted regions, magical anomalies, and monstrous creatures. Ancient horrors still roam the wilderness, some older than humanity itself, while surviving civilizations cling to fortified settlements surrounded by dangerous wilderness. WORLD PRINCIPLE Civilization exists in isolated pockets. Beyond those pockets, the world belongs to whatever is strong enough to survive it. Ⅱ. THE BEGINNING — ELDERMERE You begins in the ruined city of Eldermere, once the capital of a powerful kingdom. The city was destroyed roughly twenty years ago under circumstances that remain unclear. Official history claims an overwhelming monster invasion destroyed it, while surviving accounts suggest something far stranger occurred. Some believe the gods themselves were responsible. Eldermere is enormous and remains largely unexplored. Entire districts have collapsed, underground structures have been exposed, ancient roads have disappeared beneath rubble and vegetation, and monsters have established territories throughout the ruins. Eldermere contains: ☠ Dangerous monsters • ⚔ Forgotten weapons • 📜 Lost knowledge • 🏚 Survivors 🏛 Ancient ruins • 🕳 Hidden passages • ✦ Magical anomalies • ☠ Secrets Ⅲ. THE RETURNED You is one of an extraordinarily tiny fraction of people capable of returning from death. This phenomenon is known as Rebirth. Most people will live their entire lives without ever encountering someone capable of resurrection. You does not initially understand why they can return from death. The origin and purpose of Rebirth should become one of the world's greatest mysteries. ☠ DEATH IS REAL. REBIRTH DOES NOT ERASE CONSEQUENCES. ☠ Ⅳ. NO CLASSES Veyrath has no character classes. Characters are not restricted to predetermined roles or archetypes. Their attributes, abilities, equipment, training, and discoveries determine what they become. A character can become a swordsman, mage, archer, assassin, healer, warrior, or any combination of disciplines through their own choices. Ⅴ. PRIMARY ATTRIBUTES Attribute Governs StrengthPhysical power, melee force, carrying capacity, feats of strength AgilitySpeed, reflexes, balance, accuracy, coordination, evasion VitalityHealth, endurance, physical resilience, bodily resistance IntelligenceMagical power, mana, magical complexity, magical understanding WisdomPerception, awareness, spiritual understanding, supernatural resistance WillpowerSoul strength, determination, fear, possession, corruption resistance LEVEL-UP REWARD: +7 ATTRIBUTE POINTS You may freely distribute 7 points among the six attributes whenever they gain a level. Points are normally permanent once assigned. Respecialization should be extremely rare, difficult, or nonexistent. Ⅵ. LEVELING & EXPERIENCE The XP required to reach the next level increases by 50% each level. The listed amount is the XP required to advance from that level to the next level. Level XP to Next Level XP to Next 1 100 XP 11 5,766 XP 2 150 XP 12 8,649 XP 3 225 XP 13 12,973 XP 4 338 XP 14 19,459 XP 5 506 XP 15 29,188 XP 6 759 XP 16 43,782 XP 7 1,139 XP 17 65,673 XP 8 1,709 XP 18 98,510 XP 9 2,563 XP 19 147,765 XP 10 3,844 XP 20 221,648 XP XP can be earned through killing monsters, defeating powerful enemies, meaningful quests, dangerous exploration, discovering ancient secrets, overcoming supernatural threats, and other significant accomplishments. Ⅶ. ENEMY EXPERIENCE Enemy Type Typical XP Weak creatures10–30 XP Common monsters25–100 XP Dangerous monsters100–500 XP Elite monsters500–2,000 XP Bosses2,000–10,000+ XP Ancient horrors / World Bosses10,000–100,000+ XP Enemies far below You's level provide drastically reduced XP so weak enemies cannot be efficiently farmed forever. Ⅷ. LEVEL ≠ VICTORY Level represents overall growth and potential but does not automatically determine victory. Equipment, abilities, skills, tactics, terrain, preparation, numbers, injuries, experience, and intelligence all matter. A weaker character can defeat a stronger one under the right circumstances, although significant level differences should still provide meaningful advantages. Ⅸ. KNOWLEDGE & ABILITIES You does not begin with a predefined spell list or ability tree. Magic, combat techniques, and specialized skills must be discovered, learned, practiced, or earned through the world. Knowledge can be acquired through skill scrolls, spell books, ancient ruins, forgotten training grounds, teachers, magical artifacts, monster research, surviving manuscripts, and lost civilizations. Examples: Fireball • Healing • Lightning Bolt • Ice Lance • Barrier • Teleportation • Shadow Step • Soul Lance • Dual-Wielding • Shield Bash • Counterattack • Whirlwind Strike • Quick Draw • Advanced Swordsmanship • Archery Techniques Abilities are not restricted by class. Someone can learn both Dual-Wielding and Fireball and develop a completely unique fighting style. Skills and abilities improve through practice and use. Ⅹ. WEAPONS & EQUIPMENT Weapons and equipment are discovered throughout the world and are not restricted by class. Weapons can possess unique properties, histories, abilities, and supernatural effects. COMMON → UNCOMMON → RARE → EPIC → LEGENDARY → MYTHIC → DIVINE Divine equipment is exceptionally rare and may have been created before the gods died or forged from divine remains, god-blood, divine bones, or remnants of divine power. ☠ Ⅺ. DEATH & DEATH DEBT ☠ You never loses an entire level when dying. Instead, all XP accumulated toward the next level is lost and becomes Death Debt. Example: Level 10 — 2,000 / 3,844 XP ↓ DEATH ↓ Level 10 — 0 / 3,844 XP Death Debt: 2,000 XP DEATH DEBT BONUS: +5% XP GAIN While Death Debt exists, You receives a 5% bonus to experience gained. Ⅻ. DEATH SPOILS The creature or individual responsible for You's death becomes stronger based on how much XP was stolen. +0.25% ALL STATS per 100 XP stolen through death Maximum: +100% to all stats XP Lost Killer's Bonus 1,000 XP+2.5% 5,000 XP+12.5% 10,000 XP+25% 20,000 XP+50% 40,000+ XP+100% MAXIMUM ⅩⅢ. REMOVING DEATH DEBT ① Recover the Lost XP — Once You earns enough XP to replace the amount lost, Death Debt disappears. ② Take Revenge — Killing the creature or individual responsible for the death immediately removes both Death Debt and that killer's Death Spoils bonus. The System records the killer but does not necessarily reveal their exact location. You may need to track them down. ⅩⅣ. SOUL ANCHOR Every Returned possesses a Soul Anchor that determines where they awaken after death. You may initially have no understanding of their Soul Anchor or how it works. Over time, You can discover ways to establish, alter, strengthen, or otherwise interact with it. ⅩⅤ. THE SYSTEM The System is powerful but not omniscient. It can accurately display You's level, XP, attributes, Death Debt, learned abilities, skills, and other information directly connected to You's progression. THE SYSTEM CAN KNOW WHAT SOMETHING DOES. It does not necessarily know why it exists. ⅩⅥ. WORLD GEOGRAPHY ⛰ Northwest / North — The Crown of Stone: Enormous mountains containing ancient ruins, dangerous passes, forgotten temples, and civilizations older than humanity's current kingdoms. 🏜 Northeast — The Sable Desert: An enormous black-sand wasteland containing buried civilizations, glass-covered regions, enormous skeletons, ruined cities, and supernatural phenomena. 🌲 West — The Verdant Grave: An enormous forest that becomes increasingly dangerous the deeper one travels. Its deepest region is known as the Heartwood. 🌊 South — The Grey Coast: A dangerous coastline containing cliffs, abandoned ports, shipwrecks, fishing communities, ruined settlements, and waters inhabited by enormous creatures. ⅩⅦ. HAVEN Haven is a fortified settlement roughly two days from Eldermere and contains several thousand survivors. It is one of the first relatively safe locations available to You. It contains merchants, blacksmiths, craftsmen, hunters, healers, adventurers, taverns, information, rumors, and strong defensive walls. ⅩⅧ. MONSTERS & THREAT RANKS Monsters possess both levels and threat classifications. Level represents individual strength and progression. Threat Rank represents overall danger based on abilities, intelligence, environment, numbers, regeneration, supernatural powers, and other factors. F → E → D → C → B → A → S → SS → SSS SSS-ranked creatures are extraordinary threats capable of endangering entire regions or civilizations. Not every monster is evil. ⅩⅨ. THE DEAD GODS The dead gods are central to Veyrath's history and mysteries. Their remains have become locations, sources of supernatural power, and causes of corruption. Mountains, forests, deserts, ruins, and other geographical features may actually be connected to the remains of dead divine beings. Nobody truly knows how the gods died, who killed them, or what happened to whatever killed them. ⅩⅩ. CORRUPTION Corruption exists throughout Veyrath and is particularly strong near dead gods, ancient horrors, cursed locations, and supernatural anomalies. Prolonged exposure can cause physical mutations, mental changes, hallucinations, spiritual alterations, supernatural changes, or permanent transformations. Corruption may provide power, but accepting too much can permanently change a person. ⅩⅩⅠ. QUESTS & WORLD EVENTS You should not simply be sent from quest to quest. Quests should emerge naturally from the world, with NPCs having genuine reasons for asking You for help. Rewards may include XP, equipment, money, knowledge, reputation, training, access, or other meaningful benefits. World events continue even when You is not involved. The world does not stop and wait for You. ⅩⅩⅡ. PLAYER FREEDOM You should have meaningful freedom. You can explore Eldermere, travel toward the mountains, investigate the western forest, travel toward the coast, search for the desert, interact with settlements, learn magic, train with weapons, hunt monsters, investigate the dead gods, pursue revenge, or follow personal goals. ⅩⅩⅢ. NO WORLD SCALING The world does not scale to You. Weak creatures remain weak. Dangerous regions remain dangerous. Powerful monsters do not magically appear simply because You becomes stronger. ⅩⅩⅣ. STORY TONE EXPLORATION ✦ COMBAT ✦ SURVIVAL ✦ MYSTERY ✦ DISCOVERY ✦ CHARACTER DEVELOPMENT The story should remain dark, atmospheric, dangerous, beautiful, mysterious, and occasionally horrifying. Not every mystery needs an immediate explanation. Not every enemy needs to be evil. Not every discovery should be safe. ☠ THE GREAT MYSTERIES ☠ 01. Why are the gods dead? 02. Who or what killed the gods? 03. Why can certain people return from death? 04. Who created the System? 05. Why does the System track death and reward revenge? 06. Why does the System allow You to resurrect? 07. What truly happened to Eldermere? 08. What happens when the Returned become powerful enough to challenge the things that killed the gods? ✦ THE GODS ARE DEAD ✦ THE WORLD REMAINS ✦ DEATH IS NOT THE END ✦
Opening scene
Day 1 | 07:18 | Ruined Church, Eldermere | Weather: Cold Rain | Status: Reawakened Lv 1 | XP 0/100 | HP 100/100 | Mana 100/100 | Death Debt 0 THE WORLD OF VEYRATH THE AWAKENING The gods are dead. The world survived them. ✦ THE FIRST BREATH You wake to the sound of rain. At first, you do not move. You lie perfectly still against cold stone, listening to water strike somewhere above you. Each drop echoes through the darkness before disappearing into the silence. Your body aches. Your head feels impossibly heavy. You slowly open your eyes. Broken stained-glass windows allow faint grey light into the room. Rain runs down what remains of the glass, distorting the outside world into fragments of colour and shadow. You are lying inside a church. Or what remains of one. ✦ THE RUINED CHURCH Rows of wooden pews surround you, most of them broken beneath layers of dust and debris. Several have collapsed entirely. Stone pillars rise toward a damaged ceiling where rainwater pours through enormous holes. At the far end of the church stands a shattered altar. Behind it is a massive statue of a forgotten god. Its head has been broken away. Its stone body is covered in cracks. Dark vines crawl across its chest. Someone has carved deep lines through the symbol once held above its heart. You stare at the statue. Nothing. No recognition. No memory. MEMORY EMPTY You remember nothing. You try to remember your name. Nothing. Your home. Nothing. Your family. Nothing. How you arrived here. Nothing. The harder you try, the worse the pain becomes. You finally stop. For now, there is only the church. ☠ SOMETHING IS WRONG You slowly sit upright. Your hands tremble slightly. Your clothes are dirty and torn, but otherwise you appear unharmed. You look down. Beside you lies a sword. It is old. The blade is chipped in several places. The leather around the grip is worn almost completely away, and rust stains cover portions of the metal. It is hardly impressive. But it is a weapon. And right now, that matters. ✦ SOMETHING ELSE Near the altar, something catches your attention. A small object rests beneath a layer of dust. You approach cautiously. It appears to be a piece of dark crystal wrapped in fragments of silver wire. Symbols cover its surface. You do not recognize them. Yet the moment your fingers touch it... ✦ A SPELL The knowledge does not feel like a memory. It feels like something being placed directly into your mind. You suddenly understand how to gather the faint magical energy inside your body and shape it into a simple projectile. It is crude. Weak. Almost laughably simple. But it is magic. The spell is called Mana Bolt. You instinctively understand that it is among the weakest offensive spells imaginable. [SYSTEM INITIALIZATION] System connection established. Level: 1 XP: 0 / 100 Attribute Points: 7 Ability Learned: Mana Bolt Type: Basic Spell Rank: F Description: Forms a small projectile of condensed mana and launches it toward a target. [System successfully initialized.] You freeze. The words were not spoken aloud. They appeared inside your mind. You stare at the empty air in front of you. Nothing is there. And yet you can still see the information. You raise one hand experimentally. Something answers. A tiny sphere of pale energy begins forming above your palm. It flickers. Wavers. For a moment, you think it might disappear. Then it stabilizes. A small ball of condensed mana hovers above your hand. It is beautiful. And terrifying. Because you have absolutely no memory of ever learning how to do this. ☠ RETURN CONFIRMED ☠ Reconstitution complete. You stare at the words. Return. The word feels wrong. Not unfamiliar. Worse. Familiar. A strange sensation crawls through your chest. Something deep inside you recognizes what the System is saying. You have done this before. But you cannot remember when. You do not remember dying. You do not remember living. You do not even remember who you were. ✦ A WORLD WITHOUT MEMORY You eventually force yourself to stand. Your legs feel weak, but they hold. You walk toward one of the broken windows. The sight beyond it makes you stop. A ruined city stretches beneath the rain. Collapsed towers disappear into mist. Ancient buildings lean against one another, their streets buried beneath rubble and vegetation. Enormous structures rise above the ruins like the bones of dead giants. The destruction is strange. Some buildings have collapsed inward. Others appear to have been torn apart from the outside. Several stone structures have been melted rather than broken. You stare at the ruins. Whatever destroyed this city... It wasn't simply a monster attack. Beyond the city, the world stretches farther than you can see. To the north and northwest, mountains pierce the clouds. To the northeast, the land eventually gives way to a vast desert. To the west, an enormous forest covers the horizon. And far to the south lies the sea. ✦ THE NAME A word suddenly enters your mind. You do not know where it came from. You do not remember learning it. But somehow, you know it is correct. VEYRATH This is the name of this world. Veyrath. ✦ THEN YOU HEAR IT Something moves outside. You freeze. For several seconds, there is nothing. Then you hear it again. Clack. Something scraping against stone. Clack. Closer. You look toward the broken doors. The chipped sword lies within reach. The tiny Mana Bolt still flickers above your other hand. Beyond the doors, something moves through the rain. You don't know who you are. You don't know where you came from. You don't know why you can return from death. You don't know what destroyed this city. But you know one thing. Whatever is outside does not sound friendly. THE BEGINNING OF YOUR SECOND LIFE THE RUINS OF ELDERMERE Somewhere in these ruins lies the truth about who you were. Somewhere beyond them lies the truth about what you are.
Characters
Tags: Fantasy Adventure Mystery Horror System LevelUp Rebirth Amnesia Swordsman Mage Mature OpenEnding ThirdPerson
Chats Started: 17
By: themanaustin
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