The world of Isekai Hell is vast and full of fantasy, mystery, danger, and heart. What's more, it is a living world that will grow and change with time as rp'ers explore it and tell their Isekai stories.
You have died or otherwise transmigrated from your original world. Your soul and whatever comes with you finds itself in a new world with new surroundings: the world of Isekai Hell. During your trip, you are made aware of [god]. The entity speaks with you familiarly and tells you many things. Why you were chosen. Where you were going. What became of the things you left behind. For some of you, you have a world to get back to and must discover the way. For some, you have nothing worth returning to and must make the most of this new life. For others, it is unclear where you came from if you came from anywhere else at all.
When describing the world you were going to, [god] mentioned many things about the world. The people were as diverse as the animal life back on your home world. What you would call fantasy races and magic existed. With that revelation came the explanation about how magic worked and how you would be able to grow and acquire power and influence in time. However, [god] was particularly vague when it came to what you actually had to do in this new world. It was also noted that there would be others such as yourself in the world and that [god] intended to bring more as he was able.
As you near your end of time with [god] and are about to awaken in the new world, he answers the remaining question hanging in the air,
"...This world is forever stuck in place. Whether it's demon lords, plague, war, or other natural disasters, the world refuses to progress in development. Through mass loss of life, discovery, and culture, the inhabitants of the world can barely stave off moving backwards in their struggle for a better tomorrow. Your mission, should you accept it, is to save the world from its perpetual stasis. Otherwise, live as you please..."
Next thing you know, you are waking up to your new reality, life, and/or memories.
Country - Protectorate of Ryke
Sporting several rivers, some of which are massive in size, the country is rich in plant life and animals. Most of the country is covered in temperate decidious forests. A few of the water ways are encased in temperate rainforest. Surrounded on all sides by powerful nations larger than they are, the protectorate of Ryke walks a narrow line of neutrality and diplomacy. A series of mostly wise rulers has allowed for the country to see a boom in trade and culture as it acts as the buffer zone between the 3 countries that surround it as well as countries from even further away thanks to intercontinental waterways. Located in the eastern continent and north east of the eastern continent's central lake.
To the far east of the country there is hill country mostly covered in Tiagas with a few Tundra areas.
Population - <1,000,000
The small country unsurprisingly has a smaller population than the kingdoms and empires it sits by. Most of the populate are humans with a healthy amount of faefolk like the elves, dwarves, and others. To a lesser degree, but notable, there are also many of the Beastfolk. Lizardmen and Predator feline species being fairly abundant among their number.
Capital - Ryken
A city built and kept alive by the countries largest river: Kabnak, it sees several tons of goods flowing in and out of its ports on a regular basis. It is by far the most prosperous city in the country and where most of the nobility reside. The massive palace of the royal family sits overall and is able to survey the lifeline of the city and country with ease: its water and road ways. Despite being the capital of a protectorate, what the city and country lacks in military might, it makes up for with its wealth. Making money enough from trade to rival other nations, the country is able to afford its talented Adventurers and mercenaries. The official currency of Ryken is called Rykes.
Common in several major cities, especially in the Protectorate of Ryke, as well as smaller towns, a magical item known as Black Orb is in circulation. Possessed by the law enforcing body of the area, the black orb is used to determine criminals and monsters from normal travelers. Titles will appear on the black orbs surface when used. When a user places their hand on the orb, the titles that show will be specifically theirs. The titles shown will only be criminal titles or monster titles. No other titles will be shown. Monsters and criminals will be prevented entry into city or town and in some cases killed on the spot or hunted down with the discovery.
While the predominant forms of travel are on boats in the water ways and animal drawn wagon/carriages, there is a 2nd option: Portals. Magic portals cover the world. Most are hidden away in dungeons, deep forests, and treacherous mountains, but a few towns and all major cities have one. Portals allow for travel between any 2 portals instantly. However, they are limited in size, can act as borders between some nations, and can only warp and individual to another portal location they have already been to. Due to the constraints of its use and potential for abuse, most portals are heavily guarded. Black Orbs tend to be used on those passing through portals. Portal travel is not cheap, costing several Rykes per leg of the journey.
Major groups of individuals working together to influence events in Ryke and beyond are listed here. This is not a complete list, but can give a starting point to those interested in involving their characters in such things. Among those not listed, there are whispers of various criminal and monstrous groups as well:
Nobles: Ryke has a diverse faction of nobles responsible for the governing of the protectorate. Among the nobles, there are many sub functions that answer to one foreign body or special interest or another. Nobles purely interested in the governing of just Ryke's people are far and few between. With the power to levee taxes, raise armies, and get audiences with local leaders of other factions including other nobles, they are some of the most powerful people in the country on paper.
Adventurer's Guild: The guild spans the globe but has country specific branches that answer to the rules and authorities therein. It is a place respected as the goto to request things done and have them done. The ranks of the guild are made up of warriors, mages, and many other talents from around the world. Just about any task that comes with a financial reward will get done. Due to their military might, they are closely monitored by the Noble factions. Their vast needs for equipment and supplies make the patron favorites with the Merchant's guild.
Merchant's Guild: a loose association of trade groups that control the trade and commerce of a region. They are responsible for the acquisition, distribution and create of many goods the world over. Most companies and businessmen are affiliated with the Merchant's guild or one of its affiliates. While the Nobles can set taxes on trade, travel, and entry among other things, it si the merchant's guild that determines base pricing and where shops are allowed to open and do business. More than one town has had its supply of necessary commodities shortened by a displeased Merchant's guild. They regularly hire the Adventurer's guild as protectors and escorts.
Church: while there are several faiths in Ryke, there is an organized body of believers that establishes which faiths are worthy of worship and which are heresies, cults, and extremist groups. This faction generally has the favor of the people and is one respected by all other factions for one reason or another. Supported predominantly by the donations of the people and other factions, they dole out miracles and blessings in good measure. It is said they have performed such feats as bringing a [god] to meetings and raised the dead back to life.
Religion - Many
As a melting pot for several cultures and peoples from the country and those beyond, the religious beliefs of many a people have seeped into the country. As such, the country and cities have taken an open minded approach to most beliefs. However, there is an active effort by zealots of a few orders to proselytize to the country's more savage populations. Citizens and Sentient monster folk are regularly engaged by the zealots to try and convert them from their believes to ones of the broader and more tolerate beliefs of the cities.
Ryke is one of the freest trading nations in the world. Anyone can start up a business and sell off their creations or goods they buy of producers. The competition is fierce, but there is not government intervention. Ryke, as a country, has certain stipulations placed on it by its neighbors that they must give favorable trade deals equally and in abundance.
The currency in Ryke and accepted in the 3 major nations is called Rykes. While the surrounding nations may have their own currencies or thoughts on trade, Rykes are considered most stable, widely circulated, and accepted at this time. Rykes are metal elongated coins that come in copper, silver, gold, and platinum versions. The average peasant working a skilled job generally lives on 100 Rykes a day (food, lodging, basic purchases). 1 ryke = 1 copper ryke. 10 rykes = 1 silver ryke. 100 rykes = 1 gold ryke. 1000 rykes = 1 platinum ryke. Due to advantageous trading arrangements for other nations, Ryke is a better place for merchants than it is craftspeople. Better and more specialized crafts are imported from other nations, but Ryke has a wide variety of goods to offer as well. Making money on every transaction that passes through her, Ryke is a prosperous country acting as the trade up for the eastern half of the continent.
The world is filled with hostile creatures and other antagonistic forces. Here are a few lists to hint at the types of creatures one might find in the wilderness of the world. While variations between monsters and their capabilities exist, most are Graded based on their overall capability. (list will grow over time...)
Animals - Grade F - Most animals from Earth are also present in Isekai Hell. They are as docile or hostile as usual. However, in addition to mundane animals, you also have their Giant versions. Badgers and hogs as big as horses. Snakes big enough to swallow men. Frogs that could treat wolves like flies. Giant spiders that make it a habit to feed on predatory feline beasts. Stupid and generally easier to slay than elephants, they are a common hunting target of human rangers and low level adventurers.
Bandits - Grade F - A country rich in natural resources and trade goods is also a prime candidate for banditry. Humanoids driven by desperation or greed. While some are more skilled than others, most are not particularly threatening unless ambushing and/or in greater numbers.
Goblinoids - Grade F - humanoids of varying size and intelligence. They typically enjoy violence and pillaging and prefer taking from others rather than creating anything of their own. Their most plentiful form are child sized idiots easily dispatched. Their hardier forms being larger and stronger than humans with some cunning. None of the variations are particularly well armed or particularly skilled. Often the servants of stronger Monster races.
Zealots - Grade F - whether for religious or environmental reasons, humanoids that view the other humanoids as blights upon the world are not uncommon in the dark corners of the country. Regularly known for abducting individuals for sacrifices or conversions, they are typically easier to dispatch than bandits, but they frequently have magic users in their number and are more hidden in their activities.
Common Undead [Zombies/Skeletons/Ghouls] - Grade F - undead of the monster tree. Not needing to sleep, breath, or in some cases feed, they are nearly inexhaustible enemies. Fortunately, their corpse like bodies are particularly fragile from rot. Something to watch out for is that it is never clear when an undead is truly dead...Zombies are slow moving meat puppets craving flesh. Skeletons are walking bones. Ghouls are like cunning zombies capable of moving quickly.
Woodland Demons - Grade F creature with particularly hardy vitality. More plant than flesh and blood, killing one requires excessive violence as if hacking at a zombie with no head weak point. Will scratch and rip and flail at anything it can get its hands on. Many of them wear F grade wooden armor that acts as an extra layer and/or an extension of their bodies. They lack vital points. Piercing and Bludgeoning damage doesn't seem to effect them as much. To aid in walking and standing upright, they temporarily root themselves. Their connection to the earth also seems to give them an extra sense that allows them to better pick up on the movements on and in the earth like a tremorsense. So long as more than one appendage remains intact, the demon can and will continue its assault. Seems to feed on the fluids and soft tissue of its victims and can regain lost strength through it. It was learned that the woodland demons are mostly blind and rely heavily on what they perceive through their roots and the wind.
Orcs - Grade E - Typically bigger and stronger than humans, they are creatures that have a certain thirst for war and the hunt and spend their lives to such pursuits. Generally trained in combat, hunting, and better equipped than goblinoids, they are some of the stronger common monster types in the region.
Dire Beast - Grade D - Animals that are overwhelmed with atmospheric mana or other tampering. They are typically bigger and more monstrous in nature and appearance. They can have human level intellects and typically lead packs of lesser beasts. Owlbears and Dire Wolves would be common examples of dire beasts.
Lycanthropes - Grade C - Humanoids that have contracted a particular curse or disease that compels them to change into a monstrous beast that generally desires violence among other base instincts. Resistent to the most common forms of combat and physically superior to most humanoids when enraged, they are a particularly dangerous threat that occasionally appears in the country's wilderness.
Nomadic Clan-Badgers - Grade C
These beasts are nomadic, having no claimed home and are on a journey to hopefully find a permanent home one day. Blacksmiths and proficient in magic, but they lack in numbers as a plague influences their people. They tend to stay away from people if they can, unless one of their own falls victim of their Rage Inducing Disease, or Rid. They will enter villages with markets and buy equipment if they need to. They look like badgers but walk on 2 legs and grow up to 4' tall. Those effected by Rage Inducing Disease (RID) plague lose their sense of reason and become WereBadgers, like lycanthropes. They grow up to 8' tall and lose the ability to make use of their magics and equipment from their normal form.
Honey Bees - Grade C
3 ft. (With the exception of Queen Bee who has humanoid form reaching up to 6ft. At most) 70 lbs. All bees belong to a colony under a Queen Bee, although there are rare cases of solitary bees. The quality of the colony is on a case by case basis. It could be discerned immediately by the size and production of honey, the larger the colony and the better honey produced proves that they are thriving. Their main weapon is their stinger which contains dangerous venom. Bees are generally not hostile if not provoked. With the right conditions, it is possible to come into a cooperative partnership with them as there are several elf villages who each has a hive under their protection.
As the character base grows and time passes, more and more rps will be created, and with them the world will grow. This post and perhaps others will chronicle the characters in the world and their journeys.
For those that wish to scramble their way to the top by other means, or perhaps for those looking for a good deal, the Isekai Hell Marketplace is the place to look. There you can perform trades of some things with your fellow rp'ers. Common exchanges include points for rp, points for a crafted item, one item for another item, and the list goes on.
Many things inspire us to create. For many, music is one of the greater inspirers next to pictures. Can remind you of things or help you visualize the more abstract. Music can make you feel. We decided to take some suggestions for an IH theme that tends to capture the various aspects of the world and its characters in the opinion of some of its members. Feel free to take a listen and suggest additional tracks for us to add. Many characters in the character list also come with their own themes to listen to.