Other World: Isekai world illustration - Isekai theme
Isekai

Other World: Isekai

R
Rathatri

After a tragic Truck-Kun accident you are transported to a world of sword and sorcery.


Author's Note: NEW LOCALES! A BIG BAD! Create your character, start in the Celestial Sanctum, and then you will go from there. I recommend just adjusting the TEMPLATE HERO: as he has two special skills in his character sheet! Choose any boon from the goddess, want to read minds, be invisible or wield a flaming sword, just ask, she might be nice and say yes or she might say no.
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Al-Qaritha

Al-Qaritha

Al-Qaritha, a jewel in the desert's heart, dazzles with its golden domes and intricate minarets. Recently discovered, its remote location and high teleportation costs deter all but the most determined. Vibrant bazaars overflow with exotic wares, their air thick with spices and intrigue. The Sin-Dria, a mysterious race of sand people, inhabit the city, their innate magic palpable yet subdued. Distrustful of outsiders, they move like shadows through winding streets. A newly unearthed dungeon beckons adventurers, its secrets untouched. Fountains and lush courtyards offer respite from the desert heat. The city hums with ancient power, its very foundations steeped in arcane energy. Here, amidst the blend of opulence and mystery, the past and present collide, promising untold wonders for those brave enough to explore. - The people speak in a fantasy arabic tongue and accent.

Al-Qaritha Dungeon

Al-Qaritha Dungeon

Al-Qaritha Dungeon is a newly discovered maze of ancient stone corridors and hidden chambers, teeming with perilous sand creatures. Only 10 floors have been cleared by brave adventurers. F1: Sand rats, dust mephits. Boss: Giant Scorpion F2: Sand golems, quicksand. Boss: Dune Stalker F3: Dust devils, sand elementals. Boss: Whirling Sandstorm F4: Mummies, scarabs. Boss: Ancient Pharaoh F5: Sand wraiths, crystal scorpions. Boss: Glass Golem F6: Mirages, sand sirens. Boss: Illusion Weaver F7: Dune sharks, sand wurms. Boss: Sand Kraken F8: Desert djinni, living mirages. Boss: Sand Sorcerer F9: Animated ruins, sand colossus. Boss: Sand Avatar F10: No combat. Boss: Great Sphinx with deadly riddle The 10th floor is not combat-related. It is guarded by a mighty Sphinx who poses a riddle to all who reach this level. No one has been able to answer the riddle correctly. A wrong answer results in instant death.

Bode

Bode

Bode, the vibrant capital of Harz Duchy, is a bustling metropolis governed by Brocken North Braun Anhalt. The city's economy thrives on wine exports and magical artifact imports. Bode's inhabitants speak Common with a distinctive rolling 'r' accent. Humans comprise 70% of the population, with significant minorities of dwarves, halflings, and gnomes. The Grand Market Square hosts the renowned Ethereal Elixirs, purveying exotic potions, and Dwarven Forge, famous for enchanted weaponry. The Arcane Academy attracts scholars from across the realm. The Whispering Willow Tavern serves the duchy's finest wines and hearty venison stews. Underground, the Shadowmist Casino caters to risk-takers. The annual Wine Festival draws thousands, turning the cobblestone streets into rivers of merriment. Bode's strategic location and diverse populace make it a melting pot of culture, commerce, and intrigue in the heart of Harz Duchy

Bode Labyrinth

Bode Labyrinth

The Bode Labyrinth is a notorious 50-floor dungeon, renowned for its complex winding passages and treacherous traps. Many have ventured into its depths, but only the most prepared ever emerge unscathed, bearing witness to the dangers that lie within. It is a place where the brave test their limits and legends are born from the challenges faced in the shadows. -Floor 1 Contains: Giant rats, weak slimes Floor 1 Boss: Goblin Chieftain -Floor 10: The Whispering Caverns Contains: Banshees, shadow creatures Floor 10 Boss: Wraith Lord -Floor 20 Contains: Fire elementals, salamanders Floor 20 Boss: Lava Golem -Floor 30 Contains: Ice wolves, frost giants Floor 30 Boss: Ancient Wendigo -Floor 40 Contains: Animated constructs, time elementals Floor 40 Boss: The Grand Artificer -Floor 50 Contains: Reality benders, cosmic horrors Floor 50 Boss: The Labyrinth's Heart, a sentient dungeon core

Celestial Sanctum

Celestial Sanctum

The Celestial Sanctum is a radiant and ethereal space, filled with shimmering lights and floating orbs that pulse with divine energy. Here, the goddess conducts her sacred rite of reincarnation, where chosen heroes are granted a new life to restore balance in the realms. Surrounded by an air of tranquility, this chamber exists in a dimension slightly apart from the material world, pulsating with both magic and mystery.

Detri Forest

Detri Forest

Detri Forest is a mysterious and dense woodland, home to a variety of creatures including cunning goblins and enormous spiders lurking in the shadows. The thick canopy overhead casts deep shadows on the forest floor, creating an eerie atmosphere that deters even the bravest adventurers. Whispers among travelers speak of a hidden elven village deep within the depths of the forest, but whether these rumors hold any truth is yet to be discovered.

Elaris Glade

Elaris Glade

Elaris Glade, a secluded elven village, nestles within the depthsbof Detri Forest. Led by the Royal Family the village's economy centers on sustainable forestry and rare herb cultivation. Elves comprise 100% of the population, They hold no love for outsiders. They speak Elvish with a melodic, nature-inspired dialect. The village exports healing herbs and imports arcane tomes. At its heart stands the Elaris Glade Palace, housing the sleeping Princess Elysid, victim of an ancient spell. Notable establishments include the Moonbeam Apothecary, and the Whisperleaf Archery Range. The Dreamweaver's Loom produces enchanted tapestries, while the Starlight Grotto serves as a gathering place for rituals. Elaris Glade's inhabitants live in harmony with nature, their tree-homes seamlessly blending with the forest. The village's ultimate hope lies in awakening Princess Elysid, believed to hold the key to their destiny and return to the elven golden days.

Imperial Capital

Imperial Capital

The Imperial Capital, stands as the resplendent heart of the Imperial Kingdom, a sprawling metropolis teeming with life and grandeur. With a population of approximately 10,000 souls, the city is a labyrinth of opulent boulevards, bustling marketplaces, and awe-inspiring architecture that spans centuries of imperial rule. At the city's core rises the Golden Spire, a colossal tower of shimmering metal and enchanted stone that houses the Imperial Palace. Its shadow falls across the Noble Quarter, where ornate mansions and lavish gardens showcase the extravagant wealth of the aristocracy. In stark contrast, the Lower Ward's narrow streets and crowded tenements pulse with the energy of commoners and laborers. A melting pot of races, cultures, and dialects from across the known world Extreme wealth disparity, with nobles flaunting their riches through elaborate attire and ostentatious displays. -Players must use the imperial capital gates to access the city, no other approach is allowed.

Imperial Capital Labyrinth

Imperial Capital Labyrinth

A treacherous 13 floor dungeon that continuously evolves, filled with hordes of monsters and formidable bosses at the end of each floor. Often called the 'Beginners Dungeon' with other dungeons being more difficult. Every floor is a relentless challenge. -Floor 1: Contains goblins, Floor 1 Boss: Hobgoblin Chief -Floor 2: Contains rats, Floor 2 Boss: Giant Rat -Floor 3: Contains skeletons, Floor 3 Boss: Skeleton Warrior -Floor 4: Contains slimes, Floor 4 Boss: Gelatinous Cube -Floor 5: Contains kobolds, Floor 5 Boss: Kobold Sorcerer -Floor 6: Contains giant spiders, Floor 6 Boss: Spider Queen -Floor 7: Contains zombies, Floor 7 Boss: Zombie Ogre -Floor 8: Contains orcs, Floor 8 Boss: Orc Warlord -Floor 9: Contains animated armor, Floor 9 Boss: Iron Golem -Floor 10: Contains ghosts, Floor 10 Boss: Banshee -Floor 11: Contains werewolves, Floor 11 Boss: Alpha Werewolf -Floor 12: Contains harpies, Floor 12 Boss: Harpy Matriarch -Floor 13: Contains minotaurs, Floor 13 Boss: Minotaur King

Old World

Old World

A corrupted realm, once a land of hope, now languishes under the iron fist of Demon King Ryuto Kasim, a former isekai hero twisted by vengeance. The skies, perpetually overcast. Humans, the majority, huddle in cities, while corrupted elves, dwarves, and beast-kin serve the dark lord. The capital, Shadowfall, houses Kasim's Obsidian Throne, from where he plots against the goddess. The Weeping Meadows, once fertile, now grow poison crops. The Howling Mines echo with the cries of slave laborers. Kasim's corrupted party members rule as terrifying lieutenants. The realm exports tainted resources and imports slaves and weapons. Only the Ancient Gates, crackling with fading magic, hold back the armies. Whispers of resistance, led by those who remember Kasim as a hero, offer a flicker of hope. - No one can leave or enter this land unless using the Gate of the Ancients. - Upon entering region, Narrative tone switches to that of a dark, gritty dystopia

Other World

Other World

In the magical realm of Other World, adventurers brave dangerous dungeons and labyrinths, often aided by companions. Humans coexist with mystical races and beast-kin humanoids. Creatures like goblins, orcs pose threats, magic-users of various disciplines shape the world. World Instructions: - Begin each message with [Location name (X, Y coordinates), fantasy date, time]. Example: [Pathway to Somara Village (-866, -1418), 15th day of Harvestmoon, Morning]. - Describe locations with active NPCs, conversations, and rumors. Simulate a dynamic world with events progressing over time. - Avoid cliché fantasy tropes (no mysterious hooded figures or intricately-carved boxes). -Boost NPC companion dynamism: Every 2-5 exchanges, initiate proactive behaviors (opinions, interactions, suggestions, reactions, banter, independent actions). - Narrative tone; Isekai, slice of life, with moments of adventure and conflict.

Quratar

Quratar

Quratar, a bustling metropolis in the Other World, is renowned for its vibrant marketplace and mystical energies. The city's economy thrives on trade of exotic goods from various realms. Governed by the enigmatic Archmage Council, Quratar boasts towering spires and colorful streets filled with laughter and music. The common tongue is spoken with a lilting accent, peppered with arcane phrases. Humans form the majority, with significant populations of elves, dwarves, and the shape-shifting Morphlings. Notable establishments include the Whispering Scroll Library, Ethereal Brews Potion Shop, and the Starlight Bazaar. The city exports enchanted items and imports rare magical ingredients. Mystical energies grant inhabitants peculiar abilities, enhancing the enchanting atmosphere. Quratar's legendary Mage Academy attracts aspiring spellcasters from across the realms, further cementing its status as a hub of magic and commerce..

Quratar's Labyrinth

Quratar's Labyrinth

Quratar's Labyrinth is an ancient, sprawling dungeon with countless floors. Often dubbed 'The hardest dungeon'. The deepest explored level is the 91st floor, while reaching the 80th floor marks one as a top-class adventurer. Entry fee: one silver coin. -Floor 1: The Gatehouse Contains: Goblins, animated armors, carnivorous vines Floor 1 Boss: The Gatekeeper, a shape-shifting mimic -Floor 2: Contains: Giant rats, kobolds Floor 2 Boss: Kobold King -Floor 3: Contains: Skeletons, zombies Floor 3 Boss: Necromancer ... -Floor 40: The Chromatic Crucible Contains: Color sprites, prismatic oozes, reality-bending illusions Floor 40 Boss: The Kaleidoscope Archon ... -Floor 90: Contains: Time elementals, paradox demons Floor 90 Boss: Chronomancer Supreme -Floor 91: The Void's Edge Contains: Fragments of unrealized realities, beings from beyond the veil Floor 91 Boss: The Unformed One Floors beyond 91 remain unexplored and shrouded in mystery.

Sands of Dominion

Sands of Dominion

Vast dunes dominate the landscape, concealing fierce beast kin tribes and the elusive Sin-Driar. The Rubel War Camp bustles with activity, while Oasis Village offers respite. Hidden beneath the sands, The Bunker houses dark secrets. In the distance, the remote kingdom of Al-Qaritha shimmers like a mirage. The air thrums with tribal drums and the scent of spiced meats. Giant sand worms lurk beneath, their movements sending tremors across the dunes. By day, the sun scorches mercilessly; by night, the desert gleams under twin moons. Water is precious, tribes warring over every oasis. The Beast Kin rule the surface, while Sin-Drai navigate the treacherous reaches of the desert. Ancient ruins dot the landscape, hinting at forgotten civilizations. In this harsh realm, only the strongest survive, as tribes vie for dominance under the unforgiving desert sky. A mystical Cave of Wonders is rumored to be hidden here.

Shadowfall

Shadowfall

Shadowfall, the nightmare capital of Old World. Ruled by Demon King Ryuto Kasim from his Obsidian Throne, the city is a twisted mockery of its former glory. Corrupted humans form 60% of the population, with tainted elves, dwarves, and demonic entities making up the rest. The local dialect, Shadowtongue, is a guttural perversion of the common speech. The Weeping Citadel, Kasim's fortress, dominates the skyline, its walls oozing a viscous, black ichor. Notable locations include the Crimson Bazaar, where flesh and souls are traded freely, and the Pit of Fallen Heroes, an arena where captured resistors fight for survival. The Alchemist's Asylum produces horrific concoctions that twist body and mind. Shadowfall's economy thrives on suffering, exporting cursed artifacts and importing slaves. The Whispering Spire, once a beacon of hope, now broadcasts Kasim's propaganda. In the Undercity, a secret resistance movement plots in the shadows, clinging to fading memories of their former hero.

Somara Village

Somara Village

Somara Village, nestled in rolling hills, is led by Elder Thorne, a human druid. The economy centers on agriculture and crafts. Villagers speak Common with a rural , country accent. Humans comprise 70% of the population, with communities of dwarves, halflings, gnomes, elves, and beast-kin. The Village Square hosts the Harvest Moon Inn, Thornberry's Apothecary, Whispering Willow Weavers, and Ironroot Blacksmith. Somara trades textiles and remedies for ores and spices. The Blossom Festival is a highlight. Rare monster attacks and adventurers add excitement. Players start their Other World journey here. - NPCs have limited local knowledge and daily routines. Treat PC as stranger initially, using terms like "traveler." Reference NPC's current activity in dialogue. Allow NPCs to initiate interactions based on needs/interests. Gradually update NPC knowledge through interactions, maintaining consistent memory across encounters. Ensure NPC behavior aligns with their role and task.

The Great Ocean

The Great Ocean

A vast expanse of azure waters, dotted with diverse island clusters. Governed in full by Mer-King Zephyros, assisted by the Oceanic Council, comprised of reps from each major island, the region's economy thrives on trade, fishing, and tourism. The common tongue here is peppered with nautical terms and island-slang. Mer-People form 75% of the population, with significant communities of humans, beast-kin, and dwarves. Notable islands include Tidal Haven, a mer-people sanctuary; King's Coral Isle, seat of the mer-king; Dragon's Rest Isle, home to a vicious dragon; Coral Bluea, a bustling trade hub; and Boni Boni Resort Island, a hedonistic paradise. The ocean exports pearls, fish, and enchanted coral, while importing surface world goods. - Great Ocean Travel: The Great Ocean region consists entirely of islands and open water. All travel between locations requires the express use of boats or ships. The only place to acquire vessels, whether by purchase or rental, is New Tide Harbor.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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