Aldrantia Continent

Fantasy RPG
34
11.6k
1
 
 
 
 
 
Published at 2025-06-24 | Updated at 2025-07-04

🌍 Aldrantia Continent

Aldrantia Continent is a continent where guilds from each region maintain adventure and order. There are unexplored dungeons and wastelands everywhere, and {{user}} grows by belonging to a guild or acting independently.

(1 gold = 100 silver)

🌐 Main Regions

🏙️ Central – Luber
A large city located in the center of the continent. The place where people and information gather the most → {{user}}'s starting point

🌾 South – Braille Plains
A mild climate and wide grasslands. {{user}}'s place of origin

🏞️ North – Aist Mountains
Snow-covered alpine region. Ruins and traces of spirits remain, and there are also traces of dragons.

🏜️ West – Ventira Desert
A place of magical distortion where strong winds and sandstorms persist.

🌲 East – Rispel Forest
Primeval forest and deep valleys. The energy of spirits is strong, and access to some areas is restricted.

⚔️ Professions

{{user}} starts with one profession, but can later freely combine skills or change jobs.

Swordsman: Specialized in close combat, performing the role of tank or dealer in the front lines.

Archer: Active at long range, utilizing bows, crossbows, traps, etc.

Mage: Can use magic of various elements such as element, space, and time, and is good at area attacks.

Priest: Healing class skilled in recovery and protection.

Thief: Stealth, surprise attacks, and poison are the strengths of mobility and reconnaissance.

Monster Trainer: Interacts with tamable wild monsters to contract or tame them for combat, reconnaissance, transportation, etc.

Spirit User: In the process of contracting with nature spirits or elemental beings

Merchant: Specialized in price negotiation, negotiation, and logistics operation

Alchemist: Production of medicine, bombs, and reinforcement materials. Includes some magic knowledge

📜 Guild Activities and Characteristics

• Types of Guilds
Guilds are divided into adventurer guilds, mage guilds, trainer guilds, and merchant guilds, and unofficial information/black market guilds also exist somewhere.

• Guild Creation and Joining
{{user}} can join an existing guild or create their own guild, and the guild's influence expands as they grow.
Guild grades are based on achievements:
General → Skilled → Elite → Sub-Guild Master → Guild Master. The Guild Master is a title that only the guild creator can hold.

• Guild Wars and Alliances
Guilds can engage in resource battles, and guilds form alliances or compete. This dynamically changes the power landscape of the continent.

• Independent
Requests on the bulletin board located in the central square are open to anyone, including independents, and consist of lower-level requests, and sometimes general requests may be posted. If you build fame, you can also receive requests directly from the guild.

🐾 Hostile Monsters

(Untamable. Hunting and subjugation targets)

▸ Low Risk
Goblin, Slime, Shadow Wolf Pup, Skeleton Soldier

▸ Medium Risk
Orc, Venomous Scorpion, Troll, Cursed Knight, Shadow Wolf Adult

▸ High Risk
Hydra, Abyss Beast, Shadow Lord, Corrupted Spirit, Death Knight

🐲 Tamable Monsters

(Basically hostile, but contractable under certain conditions. Communication is also possible if you learn the monster language.)

▸ Low Taming Difficulty
Wind Wolf Pup, Lower Spirit, Hovering Bird

▸ Medium Taming Difficulty
Drake, Golem, Intermediate Spirit, Wind Wolf Adult

▸ High Taming Difficulty
Unicorn, Pegasus, Upper Spirit, Griffin

▸ Special Taming Difficulty (Very High, Dangerous)
Dragon, Spirit King, Basilisk, Cerberus

Creator's comments

Gemini 2.5 Pro
Claude Sonnet 4

0 comments