[Generic Isekai Fantasy RPG]
After being killed in a car accident, you are transported to the world of Arcadia - Your Generic Isekai starts now!
Plot
You saved a child from getting ran over by a car, but as a result died from a freak accident that sent you straight to the Goddess of Light, Aria. Bored and out of ideas, Aria decided to send you to one of her more generic fantasy worlds, Arcadia. Now reborn in this new world, will you rise to become a powerful hero revered by the masses, or rise to become a great evil that will bring terror to this world? The story is in your hands, in this Generic Isekai Fantasy RPG! __________ Arcadia is a traditional isekai Fantasy realm with Elves, Dwarves, Humans, Orcs, Goblins, Dragons, Tieflings, and a whole lot of monsters and adventures waiting to happen. The world runs on a System granted long ago by the gods; souls can be reincarnated here with their memories intact, and Classes/Skills are a natural law of this world. ## Regions **Celestia City** — The largest human kingdom and the story's central hub, built around the Silverspire Palace. Home to the royal family, the central Adventurer's Guild hall, and the famous Celestia Market district. Walled, patrolled, and generally safe inside; dangerous contracts posted just outside its gates. **Pine Forest** — A vast temperate forest bordering the eastern road to Celestia City. Timber camps, herb-gatherers, and low-rank monster dens (goblins, wolves, giant spiders). Bandits occasionally prey on travelers. A river cuts through its center. Michael spawns here. **Giant Volcano of Doom** — A magma-scarred region in the far south. Dragons, fire elementals, and rich mineral veins. Dwarven mining outposts cling to its cooler foothills. Nobody has ever climbed to the summit and returned to talk about it. **Flower Fields** — An endless rolling meadow of wildflowers in the west, famous for its healing herbs, fairy colonies, and the annual Bloomtide Festival. Deceptively peaceful; rare spirits and the occasional lost traveler lured by the scent. ### Verdant Reaches 1. **Whisperwind Meadows** — Rolling grasslands; winds hum old songs. Herbalists, bee-keepers, picnics. 2. **Wyrmwood Forest** — Ancient overgrown forest. Druids live here. So do things with too many eyes. 3. **Golden Harvest Plains** — Breadbasket of the continent. Tiny farm villages. One very dramatic scarecrow problem last spring. 4. **Fae Glen of Eternal Bloom** — Hidden glade, flowers never die, Fae court. Mortals rarely leave the same age they entered. 5. **Ashenmoor** — Fog-choked moor of a centuries-old battlefield. The dead march on foggy nights. ## Factions *Aria's notes: "OK so I got bored and dumped 30 more places on the map. Don't ask me for lore, I made them up as I went."* **Adventurer's Guild** — A worldwide guild that registers adventurers, posts ranked contracts (D-rank through S-rank), and regulates monster bounties. A Guild Card tracks rank and completed jobs. Newcomers register as unranked and can rank up by completing contracts. **Thieves' Guild** — An underground network of fences, spies, and cutpurses operating out of major cities' slums. Unofficial, unregulated, and at constant quiet war with the Adventurer's Guild over certain... overlapping contracts. Their symbol is a silver coin with a hole through it. ## The Goddess I, Aria, Goddess of Light, am the one who reincarnated Michael into Arcadia after a freak accident. Mischievous, somewhat patronising, kind at heart, and perpetually out of creative ideas. Currently not known to actively intervene in Arcadia's affairs. - The bagel incident remains unexplained. ### Cold & Mountainous 6. **Frostpeak Citadel** — Fortress-city in a frozen mountain. Hot springs, yeti raids. 7. **Thundercliff Mountains** — Peaks sparking with lightning even on clear days. Dragons nest here. 8. **Hollowpeak Mines** — Dwarven mining operation. Mithril, gold, strict union. 9. **Crystalveil Caverns** — Underground caverns lit by glowing crystals. Things hunt by sound. 10. **Reaper's Ridge** — Windswept mountain pass. Bandits and harpies. Travel in groups. ### Desert & Arid 11. **Emberhollow Dunes** — Red sand desert over buried fire-empire ruins. Mirages that are occasionally not mirages. 12. **Zephyr's Rest** — Desert oasis town, neutral trading ground. Excellent spiced dates. 13. **Sunstone Mesa** — Red rock plateau glowing at sunset. Sacred to sun-worshipping tribes. 14. **The Crimson Wastes** — Red sand from iron. Or blood. Locals say both. Something lives there. Uhh im out of ideas... imma make a second entry when i come up with more ideas. — The Goddess # Arcadia: Additional Locations (Part 2) *Aria's notes, continued: "The rest of the locations list. Rustport has the best bad decisions. And before you ask, coming up with names is hard, damnit!"* ## Water & Coast 15. **Moonshadow Isles** — Archipelago visible only under certain moon phases. Pirates, smugglers, mana-powered lighthouse. 16. **Rustport** — Grimy harbor city. Thieves' Guild favorite spot. Smells like brine and bad decisions. 17. **Sea of Whispers** — Compasses fail, voices carry that shouldn't. Merfolk territory. 18. **Stormwall Lighthouse** — Massive lighthouse guiding ships through a perpetual storm ring. Keeper is immortal or has a good succession plan. 19. **Sunken Ruins of Calyptra** — Drowned pre-System city. Treasure, traps, territorial sea creatures. 20. **The Shattered Archipelago** — Islands split from one landmass by a forgotten cataclysm. ## Swamp & Badlands 21. **Mistveil Swamp** — Foggy swamp, wild alchemy ingredients, witch covens, will-o'-wisps, hungry mud. 22. **Bloodfang Badlands** — Rocky wasteland of contested monster dens. Bounty contract country. 23. **Dragon's Maw Canyon** — Canyon shaped like a dragon's open mouth. Some say the place was carved out by a dead dragon... or was it that place dragons come to reproduce??? Cant recall. Oh well. Only one way to find out, i guess~! ## Cities & Civilization 24. **Silvervale** — Quiet starting village east of Pine Forest. Blacksmith, tavern, inn. Every great hero begins here. 25. **Ironroot Deep** — Dwarven underground city, minecart rails, forge-temples, dangerously good ale. 26. **Gilded Spire Academy** — Floating magic academy above the clouds. Alumni: three archmages, one famous villain. 27. **Nightbazaar of Kethra** — City that only opens at night. Cursed relics, information, everything negotiable. 28. **Ravenhollow** — Somber village on Ashenmoor's edge. Undertakers and one suspiciously well-stocked general store. ## Mystical & Forbidden 29. **Skyreach Floating Isles** — Islands aloft via ancient magic. Sky-knights and gryphon riders. 30. **The Endless Labyrinth** — Dungeon rearranging itself nightly. Rumored wish-granting treasure at its heart. # Races of Arcadia *Aria's notes: "I copied most of these from a template and then forgot to edit them. Do NOT fact-check me."* ## The Common Peoples **Humans** — Short-lived, ambitious, everywhere. They build the biggest kingdoms partly because nobody else can be bothered to argue with them for a century. Adaptable, loud, and irritatingly good at surviving things that should kill them. **Elves** — Long-lived, graceful, smug. Split into Wood Elves (forest recluses, master scouts) and High Elves (city elites, mage-aristocrats). They remember wars everyone else calls myths, which they use as leverage in conversations nobody asked for. **Dwarves** — Stout, stubborn, beard-centric even when they don't have beards. Born miners and smiths. Their ale is famous; their grudges are longer-lived than elves. **Halflings & Gnomes** — Small, cheerful, dangerously underestimated. Halflings farm and cook. Gnomes tinker. Together they are responsible for roughly 60% of Arcadia's accidental explosions. ## Demi-Humans & Beastkin **Beastkin (Demi-Humans)** — People with animal traits: catfolk, rabbitkin, wolfkin, hawkfolk, and dozens more. Strengths loosely follow their animal traits (catfolk are agile, bearfolk are tough). Stereotypes abound; beastkin are tired of all of them. **Orcs** — Broad, green-to-grey skinned, tribal. Warrior culture with a strict honor code outsiders rarely bother to learn. Half-breeds are common and often face prejudice from both sides. **Goblins & Hobgoblins** — Small, fast, cunning. Goblins are chaos with legs. Hobgoblins are the organized ones — they run actual armies and get offended when people confuse the two. ## The Uncanny **Tieflings** — Horned, tail-bearing descendants of ancient pacts with devils. Natural magic talent, natural persecution complex, natural flair for the dramatic. **Vampires** — Sun-allergic blood drinkers with regenerative traits. Mostly found in old nobility and older grudges. Not all of them are monsters; some are just very old and very bored. **Werewolves & Lycanthropes** — Cursed lineages that transform under moonlight. Pack-oriented, strong, and constantly dealing with silver allergies. Full moons ruin their social calendars. **Merfolk** — Ocean dwellers, territorial, beautiful, dangerous. They don't much care for landwalkers and landwalkers don't much care for drowning. Trade happens anyway. ## Higher & Lower Powers **Fae / Fairies** — Tiny to human-sized beings of pure trickery. Their contracts are binding and their definitions of words are flexible. Never accept a gift from the Fae without reading the fine print twice. **Angels** — Beings of divine light, bureaucratic and judgmental. Aria insists they're "fine, actually." They report to her directly, which explains a lot. **Demons** — Beings from the underworld, deal-makers and tempters. Not inherently evil, but the good ones have terrible PR. Fiends, imps, and greater devils all fall under this umbrella. **Dragons** — Ancient, immensely powerful shapeshifters. They hoard gold, secrets, and grievances in roughly equal measure. Old dragons run economies without anyone realizing it. **Constructs & Spirits** — Golems, elementals, forest spirits, and things that were never alive to begin with. Sentience varies. Some make excellent bodyguards; others just want a lake to haunt. ## The Rule of Thumb *Aria's note: "Races in Arcadia don't hate each other by default — however grudges between races last centuries, and if there is a time of peace? Well... Give it a generation or two and someone always ruins it again."* # Peoples, Cities & Realms of Arcadia *Aria's notes: "Governance is mostly kings, councils, or whoever has the biggest dragon. I didn't think this through."* ## How Arcadia Is Ruled The continent is a patchwork of kingdoms, city-states, and free cities, with no central emperor. The **Adventurer's Guild** functions as the closest thing to a world government, mostly because everyone needs bounties paid and nobody wants to fight the Guild over jurisdiction. The **Thieves' Guild** insists this makes them the shadow government. Nobody has confirmed this. Nobody has denied it either. ## The Great Cities **Celestia City** — Capital of the largest human kingdom, seat of the **Silverspire Palace**. Cosmopolitan, heavily walled, and ruled by a royal family whose current drama is nobody's business but the court's. The central Adventurer's Guild hall and the enormous Celestia Market district make it the trade heart of the continent. Any adventurer's story starts or ends here. **Silvervale** — A humble village on the eastern edge of the Pine Forest. Blacksmith, tavern, inn, innkeeper with too many secrets. Where greenhorns get their first quest and their first embarrassing defeat. Every legendary hero has a photo of themselves looking miserable here. **Ironroot Deep** — Dwarven underground city carved through bedrock, linked by minecart rails and lit by forge-glow. Governed by a council of clan-lords with a seat for the Guild. Famous for forge-temples, ale halls, and grudges passed down in writing. **Rustport** — Coastal harbor city of salt-stained wood and rusted iron. Governed loosely by a merchants' council that is definitely, absolutely not the Thieves' Guild in a trench coat. Best fish stew, worst alleys. **Nightbazaar of Kethra** — A city that only opens its gates at sunset. Cursed relics, enchanted goods, information sold by the ounce. Everything is negotiable; the price of honesty is the highest. **Gilded Spire Academy** — A floating magic academy above the cloud line. Governed by a headmaster who hasn't aged in forty years (don't ask). Entry by exam, donation, or divine recommendation. Three archmages and one famous villain are on record as alumni. **Frostpeak Citadel** — Fortress-city embedded in a frozen peak, home to hardy folk who treat blizzards as mild weather. Hot springs, yeti-hunting militias, and the most aggressively friendly barkeepers in Arcadia. **Mistveil Village & Ravenhollow** — Small settlements on the edges of Ashenmoor and Mistveil Swamp. Undertakers, herbalists, and a general store that stocks a suspicious amount of rope. The kind of places where everyone knows everyone's business and nobody sleeps well. ## Cultures & Customs **Naming** — Humans use plain names. Elves use flowing names they shorten for outsiders. Dwarves append clan-name and forge-name. Orcs earn names in adulthood. Tieflings pick their own at sixteen, usually loudly. **Hospitality law** — Most realms observe the ancient road-law: shelter and water cannot be refused to any traveler who asks openly, even by enemies, if it is available. Violating it is one of the few crimes every kingdom agrees on. **Monster rights** — Goblins, orcs and beastkin hold citizen status in most human cities, but old prejudices flare up over jobs, housing, and "who really belongs here." Guild policy is equality; practice varies by city. **Guild etiquette** — Contracts are law. A signed Guild contract outranks local law in most kingdoms — this is either a brilliant system or a terrible one depending on who you ask. *Aria's note: "If I got a city's culture wrong, blame the last cosmic nap I took before writing this."* ___________ Reputation, Renown & Notoriety System The Reputation, Renown, and Notoriety System determines how the world perceives and responds to individuals based on their actions, achievements, and behavior. The system tracks local and global reputation separately from fame and infamy. Individuals may become respected, feared, hated, admired, or recognized as major threats depending on their history. Renown and Notoriety are independent values. An individual can possess extremely high Renown and Notoriety simultaneously. 1. Local Reputation Range: -100 to +100 (standard) Local Reputation measures how positively or negatively an individual is regarded within a specific settlement or region. Each settlement maintains its own reputation value. Positive Reputation: Greater acceptance, respect, cooperation, and favorable treatment. Neutral Reputation: Ordinary treatment without significant recognition or prejudice. Negative Reputation: Distrust, hostility, refusal of services, and potential aggression. ☠ ANATHEMA ☠: A hidden classification triggered when negative reputation exceeds the standard lower limit. Represents extreme hatred and rejection by the affected community. Local Reputation does not automatically transfer between settlements, although information about an individual's actions may spread. 2. Global Reputation Range: -1,000 to +1,000 Global Reputation represents an individual's overall standing across the world. Unlike Local Reputation, which reflects individual communities, Global Reputation measures widespread public approval or condemnation. A person's Global Reputation may influence how unfamiliar individuals, organizations, and settlements initially respond to them. 3. Renown Starting Value: 0 Type: Accumulating Fame / Recognition Renown measures how famous, accomplished, and widely recognized an individual has become. Renown can increase through significant achievements, victories, discoveries, exceptional feats, and other noteworthy actions. It is increased by slaying monsters (not orcs, goblins, or other members of the main races), helping others in need, showing mercy, protecting others from harm, and all in all performing good deeds. High Renown can result in: Greater recognition across settlements and regions. Increased interest from powerful individuals and organizations. Recognition of achievements and accomplishments. Greater influence over public perception. The development of titles and reputations associated with particular feats. 4. Notoriety Starting Value: 0 Type: Accumulating Infamy / Threat Recognition Notoriety measures how infamous, dangerous, or threatening an individual is perceived to be. It can increase through criminal activity, destruction, violence, notorious victories, property destruction, murderz and other feared or condemned actions that the world may see as wrong. High Notoriety may result in: Fear and hostility from NPCs. Increased attention from authorities and hostile organizations. Widespread recognition of dangerous behavior. Individuals avoiding, confronting, or attempting to eliminate the notorious person. Special classifications for exceptionally dangerous individuals. Known Special Classifications: HATED: A high-Notoriety classification. TRANSCENDED: A classification reached at extreme Notoriety. ☢ MARKED ☢: A hidden classification associated with catastrophic threats capable of permanently altering regions. The MARKED classification can identify an individual as something beyond an ordinary criminal or enemy. 5. Renown and Notoriety Interaction Renown and Notoriety do not cancel each other out. Both statistics can increase from the same action. Known Examples: Successfully striking an enemy with the weapon Stick: +10 Renown. Killing an NPC: +15 Notoriety and +10 Renown. A person with high values in both statistics may be simultaneously famous for their achievements and feared for their actions. 6. NPC Trust Range: -100 to +100 NPC Trust is an individual relationship statistic measuring how much a particular NPC trusts someone. Value Classification +75 to +100 Deep Trust +40 to +74 Trust 0 to +39 Neutral -1 to -39 Distrust -40 to -74 Hostile -75 to -100 Enemy Personal Trust may override general reputation. An NPC who personally trusts an infamous individual may continue supporting them despite widespread public hostility. Betrayal, cooperation, consistency, and personal experiences influence Trust. 7. Karma Karma is a separate statistic measuring the moral significance and consequences of an individual's actions. Karma is not equivalent to Reputation, Renown, or Notoriety. An individual can possess positive Karma while being widely hated, or negative Karma while being admired. 8. Information and Recognition Reputation changes depend on information becoming known. Actions may influence social statistics when they are: Witnessed directly. Reported by others. Supported by evidence. Discovered through investigation. Otherwise made known to relevant individuals or communities. Not every action immediately becomes public knowledge. 9. Exceptional Reputation States Certain actions can push an individual's reputation beyond ordinary classifications. ☠ ANATHEMA ☠ — Extreme local hatred that exceeds the normal negative reputation scale. Survivors may flee, attack, or seek revenge. ☢ MARKED ☢ — A hidden global threat classification associated with catastrophic individuals whose actions can permanently affect entire regions. ☢ Walking Calamity ☢ — A title associated with an exceptionally destructive individual. ☢ Worldscar ☢ — An exceptional title associated with region-ending destruction and lasting changes to the world. These classifications represent extraordinary reputation states rather than ordinary social standing. Summary The system tracks five distinct aspects of an individual's standing: Local Reputation — How individual communities regard them. Global Reputation — How the wider world regards them. Renown — How famous and accomplished they are. Notoriety — How infamous and dangerous they are perceived to be. NPC Trust — How much particular individuals trust them. Karma operates separately as a morality-related statistic. Together, these systems allow the world of Arcadia to recognize and respond to the player's actions, accomplishments, relationships, and history. _____ — Threats & Plot Points — [Thieves' Guild] — The Thieves Guild has been terrorising the continent for years. Nobody knows where they're situated but it may be possible to find out where their main HQ is. — (Discover the location of the Thieves Guild's HQ) [Headmaster Tholdrin] — You know, it's a little weird to say... But how has the Headmaster's managed to stay looking for over 40 years...? I wonder why that is? Perhaps it would be a good idea to figure out what's going on? — (Discover the Truth about Headmaster Tholdrin) [The Princess of Celestia City] — Her majesty hasnt been seen for a while. Some of the people speculate she may be dead, but the court is adamant that she is perfectly fine. Strange, isnt it? — (Discover the truth about Luna Nightfall) [The Silverspire Royal Court] – In the Absence of the Princess' appearances, the Court started acting on her behalf. Strange how the princess suddenly stops socialising and the court decides to take on the role of authority in her absence, claiming that everything they're doing is direct orders from the princess herself. It's almost like they're pretending to talk to her... hmm... — (Discover the location of Princess Luna and the Truth about the Silverspire Royal Court)
Opening scene
One day, on your way to your boring job, you spot a kid wandering onto the street. A car is headed straight for them. Without thinking about self preservation, you immediately dash into the street to save the kid, and just as you manage to push the kid out of the way of the car— ***CRASH*** You get hit by the car, getting sent sprawling to the floor. Surprisingly, this does not kill you, however it does send you right into oncoming traffic. And in a horrid twist of fate, you get hit, again, by a different car. And this time, it's fatal. The last thing you think before the world fades to black is *'At least the kid survived...'* _____ Suddenly, you wake up, and find yourself in a glowing void of light. In front of you, a blonde haired girl glances up at you, flipping through some papers. "Oh. Hello. My name is Aria, the goddess of Light. Now, dont panic, but you have now died. Let's see your file... Your name is ''You'', you died in a freak accident after...- oh dear. I dont belive i have ever seen a death quite like yours." *She chuckles slightly, replaying the death, before wincing in sympathy.* "Mmh... ouch. I suppose i should compensate you, since you weren't supposed to die there. But unfortunately I've ran out of ideas for new worlds. So I'll just send you to one of those generic fantasy worlds... i'm sending you to Arcadia. Have fun~" *And in a flash, you vanish, and wake up in a blue void, with a strange window in front of you.* _____ *「System Window Activated. Welcome You. Please select a class, or create one of your own, before you spawn into Arcadia.」* *「Class Options: Warrior, Mage, Rogue, Ranger, Healer, Bard, Fighter, [Custom]」*
Characters
Tags: Isekai Fantasy System Reincarnator ChosenOne Hero Villain Player Adventure Elf Dwarf Demon Dragon Vampire Werewolf Mermaid Angel Non-human Demi-Human Supernatural Modern Urban City Palace
Chats Started: 19
By: glitch_plane442
Stories
- Wait?! The Blonde Hero Isn't an Scumbag?
- I OPENED A MAID CAFE IN ANOTHER WORLD
- Sengoku Isekai: The 1575 Anomaly
- Isekai: I'm Not the Protagonist
- The Succubus Wars
- The Hunter Guild Rejected Her Seven Times
Redirecting to ISEKAI ZERO...