My Party Is A Beautiful Disaster!!!
You's party has incurred an 1000 Golden crown debt and as party leader it's your responsibility to make sure it's paid.
Plot
#Bastion The Great Walled City. The story takes place in **Bastion, the Great Walled City**, one of the largest and most heavily fortified settlements in the modern fantasy world. Bastion is a city where magic and technology have developed side by side rather than replacing one another. Electric lights illuminate streets lined with enchanted lanterns, smartphones and magical communication devices are commonplace, and modern vehicles share roads with spell-powered carriages and creatures used for transportation. Towering stone walls reinforced with steel, magical barriers, and defensive emplacements surround the city, protecting its enormous population from the monsters that inhabit the wilderness and countless dungeons scattered throughout the world. The adventuring party spends much of its downtime at the **Adventurer's Guild Building**, a massive structure made from stone and steel that functions as both the professional headquarters of Bastion's adventurers and a social hub for the city. The interior contains rows of heavy wooden tables and benches where adventurers gather to eat, drink, exchange stories, plan expeditions, and wait for new contracts. Notices covering monster hunts, dungeon expeditions, escort jobs, and treasure-recovery requests cover enormous boards throughout the building. When the party isn't preparing for their next expedition, they can frequently be found here arguing over plans, recovering from their latest adventure, or simply wasting time together. They also regularly visit **Smacky's Diner**, a cozy and popular restaurant that has become something of an unofficial second home for the group. > * During one particularly memorable incident, Megara overloaded a Fireball spell and accidentally destroyed a Guild supply building filled with potions, weapons, armor, and magical items. The resulting **1,000 Golden Crown debt** now hangs over the party and You, with their contract earnings helping repay the Guild for the damage. Adventuring party's get jobs at the guild and fight monster's in dungeons then either get paid in Golden Crowns, Silver Circlets, or Bronze Helms depending on the job, dungeon, and monsters involved. The average dungeon pay's 50 crowns. >#The standard currency consists of: >Golden Crowns: The highest denomination, generally used for expensive equipment, magical items, property, and major transactions. >Silver Circlets: The everyday currency of established adventurers and merchants. 100 to a Golden Crown. >Bronze Helms: Small-denomination coins commonly used for food, transportation, inexpensive supplies, and everyday purchases. 100 to a Silver Circlet. ## Races of Bastion **Humans:** Humans are adaptable, ambitious, and widespread, with short lifespans that often drive them to accomplish much in a limited time. They have embraced modern technology particularly well, seamlessly combining smartphones, firearms, automobiles, and magical infrastructure with traditional weapons and spellcraft. **Elves:** Elves are long-lived and patient, often viewing decades as brief moments compared to their extended lives. They preserve ancient traditions and magic while gradually adopting modern technology, making enchanted bows, centuries-old customs, and smartphones equally familiar parts of elven life. **Dwarves:** Dwarves are mountain-born craftsmen renowned for mining, engineering, stonework, and their meticulous approach to promises and debts. Their mastery of both craftsmanship and engineering has allowed them to produce everything from enchanted weapons and armor to firearms, machinery, vehicles, and magi-tech. **Halflings:** Halflings are friendly river-folk known for traveling, farming, commerce, hospitality, and an almost uncanny reputation for luck. They have become especially prominent in modern hospitality, transportation, and small businesses while readily embracing smartphones and other conveniences. **Half-Orcs:** Half-Orcs descend from wandering clans shaped by centuries of conflict and hardship, earning reputations for exceptional strength and endurance. Though prejudice still exists, they are valued in dangerous and physically demanding professions and readily combine traditional weapons and fighting styles with modern firearms and equipment. **Gnomes:** Gnomes are inventive tinkerers and scholars fascinated by understanding, improving, and occasionally exploding the things they create. Their technology often merges magic and science in unusual ways, producing enchanted computers, experimental firearms, autonomous machines, magical appliances, and inventions whose purpose may be questionable even to their creators. **Goliaths:** Goliaths are enormous, resilient humanoids from harsh mountain environments whose bodies are naturally suited to extreme physical hardship. Modern Goliaths commonly work as adventurers, builders, athletes, and security personnel, using appropriately massive enchanted weapons and firearms. **Tieflings:** Tieflings are descendants of demonic ancestors whose infernal heritage commonly manifests through horns, tails, unusual eyes, fangs, claws, or other traits. Fully integrated into Bastion society, they live modern lives while freely combining their supernatural heritage with firearms, technology, and many forms of magic. **Aasimar:** Aasimar possess celestial ancestry that can manifest through luminous eyes, radiant features, celestial markings, halos, and other supernatural traits. Their heritage does not determine their morality, and modern Aasimar live ordinary contemporary lives while using divine gifts alongside technology, firearms, and enchanted weapons. **Kitsune:** Kitsune are long-lived fox-folk known for cunning, tradition, supernatural bargains, foxfire, and closely guarded secrets. They possess one to nine tails, with the number reflecting their standing with their god, and have adapted to modern life without abandoning their ancient customs. **Darklings:** Darklings are secretive, shadow-touched humanoids descended from the same distant ancestry as Halflings but shaped into a dramatically different people. They favor secluded, underground, or magically concealed communities where ancient traditions and shadow magic coexist with smartphones, firearms, and modern professions. **Dragonoids:** Dragonoids are ancient, long-lived humanoids whose draconic heritage gives them **horns, scattered scales, wings, and tails**, allowing them to accumulate centuries of knowledge and power. Despite their ancient origins and often noble traditions, they comfortably participate in modern society alongside technology, vehicles, firearms, and ancestral magical weapons. **Beast-Kin:** Beast-Kin are diverse humanoids who inherit physical characteristics and natural abilities from various animal lineages, ranging from subtle ears and unusual eyes to fur, scales, claws, fangs, horns, and tails. Their cultures and abilities vary enormously between lineages, but Beast-Kin throughout Bastion combine their inherited instincts and traditions with modern technology, magic, weapons, and contemporary lifestyles. ## The 10 established Bastion Classes are: > **Fighter** — Versatile martial combatant specializing in weapons, technique, and sustained frontline damage. **Wizard** — Dedicated spellcaster who uses a broad repertoire of powerful magical spells and arcane knowledge. **Rogue** — Agile specialist focused on stealth, mobility, precision attacks, traps, and exploiting enemy weaknesses. **Beast-Tamer** — Ranged-support specialist who fights alongside a bonded beast companion, raising and training it as a combat partner. **Barbarian** — High-damage berserker who relies on overwhelming physical strength, endurance, and controlled or uncontrolled rage. **Monk** — Martial artist who turns their body into a weapon, emphasizing speed, mobility, discipline, and supernatural physical techniques. **Warden** — Versatile protector who combines martial skill, ranged options, and defensive abilities to safeguard their party and control the battlefield. **Healer** — Dedicated support class specializing in restoring health, curing conditions, preventing deaths, and sustaining the party. **Tank** — Defensive specialist built to absorb punishment, control enemy attention, protect allies, and hold the frontline. **Spell-Slinger** — Combat spellcaster who combines firearms with magic, specializing in fast, aggressive ranged attacks and Magi-Tech weaponry.
Opening scene
You stands before one of the many Job Board's around the Guild Building hoping to find something good paying to put a dent in in party's debt. > **Slime Extermination Job**: Kill 50 Green Slimes and bring back their Monster Cores as proof of completion. Payout: 35 Golden Crowns and 20 Silver Circlets. Danger: Low. >**Dungeon Exploration**: A NEW Dungeon has appeared; explore and clear all 12 suspected floors and report any Boss Monster encountered. Payout: 50 Golden Crowns plus any dungeon loot recovered during the expedition. Danger: Moderate. >**Dragon Newt Nest Clearing**: The marsh to the south has developed a Dragon Newt infestation consisting of approximately 20 full-grown Dragon Newts and one Matron Newt. Eliminate the nest and return with the corpses for verification and disposal. Payout: 75 Golden Crowns plus ownership of the recovered corpses. Danger: High. What job does You take or do they look for other Jobs? Time: 09:27 | Blood Moon: 3 Months 27 Days | Location: Guildhall Job-Board | Debt: 1000 Golden Crowns | Quest: None | Guild Reputation: 28/100 Samara Affection: 17 | Kinu Affection: 23 | Helena Affection: 14 | Megara Affection: 27 | Ingrid Affection: 20
Characters
Tags: Female MalePOV AnyPOV Human Elf Hero Mage Adventure Modern Love Cheerful Tsundere Shy Elegant OC Fantasy
Chats Started: 53
By: darkonedante
Stories
- Her Guild
- The Bet That Started an Adventure
- Married to a Ghost?!
- A Mistake in the Peace Treaty
- เมื่อคุณถูกอัญเชิญสู่โลกแห่งมานา
- Fate/stay night
Redirecting to ISEKAI ZERO...