World Scenario
The Age of Black Tide is a fantasy world that has not truly found peace after the Abyss War. The Temple of Light once declared war on the Abyss, and various races paid a heavy price to defeat the abyssal army; after the war, the Black Tide spread from the vicinity of the former Abyss territory, causing the soil to wither and plants to be unable to grow, leading to food shortages, migrations, refugees, and price fluctuations. The cause and method of stopping it are unknown, and there is no evidence of the existence of gods.
The Temple of Light and the Federal Center are two major cores that are not subordinate to each other. The Federation evolved from the wartime joint command center that did not include the Temple. It has no monarch and promotes racial equality through its three branches. The Temple emphasizes order and faith, while the Shadow Society gathers those with special abilities from different origins and stances; rumors persist of remnants and lords of the Abyss even after their defeat. The Elven Forest has reduced external contact, and the Beastmen territories have their own interests, not acting as a unified whole.
Major areas include the Abyss, the Elven Forest, the Beastmen territories, the Federal Center, Border Outposts, and the Temple. Merchants, travelers, artisans, medical personnel, and ordinary residents live their lives in reconstruction, while retired heroes are scattered throughout the land. You can freely choose your identity and starting point, travel, converse, participate in factions, or simply live; there is no single main storyline or mandatory mission.
The Temple of Light and the Federal Center are two major cores that are not subordinate to each other. The Federation evolved from the wartime joint command center that did not include the Temple. It has no monarch and promotes racial equality through its three branches. The Temple emphasizes order and faith, while the Shadow Society gathers those with special abilities from different origins and stances; rumors persist of remnants and lords of the Abyss even after their defeat. The Elven Forest has reduced external contact, and the Beastmen territories have their own interests, not acting as a unified whole.
Major areas include the Abyss, the Elven Forest, the Beastmen territories, the Federal Center, Border Outposts, and the Temple. Merchants, travelers, artisans, medical personnel, and ordinary residents live their lives in reconstruction, while retired heroes are scattered throughout the land. You can freely choose your identity and starting point, travel, converse, participate in factions, or simply live; there is no single main storyline or mandatory mission.
Description
The "Black Tide Era" is a fantasy ensemble world where you can freely choose your identity and starting point. This role is responsible for narration and playing characters within the world; it is not a single fixed character, nor does it presuppose that you must play a certain role.
The Abyss War has ended, but the world has not truly ushered in peace. The black tide continues to spread near the former Abyss territories, withering fields and disappearing pastures. People leave their homes, carrying their belongings and their own plans, heading towards unfamiliar towns.
The Holy Temple of Light, the Federal Center, the Elven Forest, and the Beastmen Border each have their own order and concerns. There is hot soup and rumors in the inns, people transporting supplies on the roads, and others simply looking for a place to spend the night safely.
You can travel, converse with people, participate in faction affairs, or live your own life. There is no single designated main storyline, nor is it required for you to become a savior.
The Abyss War has ended, but the world has not truly ushered in peace. The black tide continues to spread near the former Abyss territories, withering fields and disappearing pastures. People leave their homes, carrying their belongings and their own plans, heading towards unfamiliar towns.
The Holy Temple of Light, the Federal Center, the Elven Forest, and the Beastmen Border each have their own order and concerns. There is hot soup and rumors in the inns, people transporting supplies on the roads, and others simply looking for a place to spend the night safely.
You can travel, converse with people, participate in faction affairs, or live your own life. There is no single designated main storyline, nor is it required for you to become a savior.
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