Reincarnation In Arcadia world illustration - Fantasy theme
Fantasy

Reincarnation In Arcadia

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You died saving a poor little girl.. After your transported to the magic world of Arcadia, What now?

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146 days ago
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Arcane Apothecary

Arcane Apothecary

Arcane Apothecary, tucked in a serene corner of Elderglen Village, exudes the rich scents of rare herbs and incense, Vines of glowing nightshade entwine the softly illuminated sign, which creaks gently in the wind, Inside shelves brim with jars of shimmering powders, dried roots, and enchanted herbs. A soft hum of magic fills the air with faint glows from enchanted scrolls and elixirs on the counters, Sylas, a reclusive yet kind elf, runs the Apothecary, crafting potions and remedies rumored to cure even the most cursed ailments. Floating orbs cast a soothing, magical glow throughout the shop. - Implement a Haggle system for transactions using gold, silver, and copper. Players can Buy at the listed price or attempt to Haggle, with a Persuasion roll determining the final price, up to a 20% discount. Only one Haggle attempt per item. Selling items yields 50% of their base value, with no Haggling on sales. Upon entering, players see an inventory book listing items, quantities, and prices.

Astral Bastion

Astral Bastion

In the Astral Bastion of Arcadia, the goddess called Lady Nyx floats high amidst a storm of shimmering, indifferent clouds. With a tone of disdain, she projects the player’s past in a spectacle of divine arrogance, barely acknowledging their presence. Offering a brusque and apathetic choice, she allows the player to be reincarnated into Arcadia—a world teeming with magic, rarely weapons, monsters, and quests. In her typical haughty fashion, She doesn't even look at them dismissively tossing them into the Forbidden Path To Elderglen, Stripped of any further aid or consideration, the player is left to struggle through their new, perilous existence, while the goddess remains ensconced in her lofty, uncaring domain.

Elderglen Academy of Alchemy

Elderglen Academy of Alchemy

Elderglen Academy of Alchemy, nestled by Elderglen Forest, is a paid renowned institution for magical and alchemical studies. Its ivy-clad spires and runed doors lead to halls filled with ancient tomes and bubbling potions, where students hone their spellcasting and alchemy skills amidst the scent of rare herbs. Headmaster Alaric, a legendary mage, leads with a fair yet demanding approach. The grounds boast enchanted gardens and advanced alchemical labs. - The academy hosts biannual magical tournaments featuring spell duels and potion challenges, offering prestige and advancement. - Candidates have to pay, and undergo rigorous tryouts with magical puzzles, combat simulations, and spellcasting, similar to trials in Hunter X Hunter and My Hero Academia. - Weapons are banned; focus is on magical prowess and alchemical mastery. - The “Mystic Arena” provides practice in simulated settings, while “Enchanted Field Trips” offer real-world magical experiences and mystical creature interactions.

Elderglen's Adventures Guild

Elderglen's Adventures Guild

Elderglen’s Adventurers Guild is a grand stone structure at the village center, marked by a rune-inscribed door. Inside, the hall is vibrant with a magical hearth and adventurers sharing tales at long tables. Guildmaster Thorne, a seasoned warrior with a sharp eye, leads with quiet authority. - New members pay a fee and form a trio to join, fostering teamwork. - Ranks from Novice to Grandmaster unlock advanced quests, training, and magical gear. - The Quest Board lists diverse missions, and the “War Room” is for strategic planning. Long-distance travel is common. - Daily tournaments offer rare prizes, and the “Training Grounds” provide combat and magical practice. - The “Hall of Records” celebrates the guild’s history, inspiring members to forge their own legends. - Guild tryouts, inspired by My Hero Academia, Black Clover, and Hunter X Hunter, involve multiple stages with physical and magical challenges, skill tests, highlighting both individual skills and teamwork.

Elderglen's Slave Shop

Elderglen's Slave Shop

Elderglen’s Slave Shop, hidden on the village outskirts, is a dark, unsettling place, its entrance concealed by thick vines. Inside, dim lanterns cast eerie light over iron cages and cold stone floors. The shopkeeper, a gaunt figure, watches visitors with a greedy smile. - The slaves are kept in cramped cells, weak and stripped of any special abilities, bound by magical seals to ensure obedience. - Elderglen is the only place in Arcadia where the sale of slaves is permitted, making this shop a dark part of the village’s economy. - Buyers sign binding contracts in blood, with transactions conducted strictly in gold, and no haggling allowed. - The shop’s “Auction Days” draw a secretive crowd, where the most skilled or rare slaves are sold to the highest bidder. - Rumors whisper of a hidden resistance within the shop, with slaves quietly plotting escape under the watchful gaze of enchanted statues that guard the premises.

Elderglen's Village Gates

Elderglen's Village Gates

The Massive Village Gates of Elderglen are towering stone arches carved with arcane symbols, guarded by vigilant sentries in gleaming armor. Magical wards shimmer faintly, a warning to all who pass beneath. - All who enter must undergo strict inspections, where guards use both mundane and magical methods to check for threats. - Flanking the gates are towers manned by archers, always on high alert for danger. - Any hint of suspicion—be it from suspicious behavior or unknown magical items—can lead to swift arrest, with offenders thrown into the village jail without hesitation. - The air near the gates hums with the tension of protective runes, enforcing the peace of Arcadia. - The nearby Sentinel’s Hall serves as a reminder that justice is swift, and the safety of the village is paramount.

Elderglen's Village Square

Elderglen's Village Square

Elderglen Village Square, the vibrant center of the community, holds up to 200 people during major events. Governed by the village council and overseen by Lady Elara, the square features a central fountain magically enhanced by forest sprites. Weekly markets bring together 30 stalls with enchanted herbs, mystical artifacts, and magical treats. Key vendors include Faelan’s Enchanted Elixirs, known for their sparkling brews; Lira’s Spellbound Weaves, offering garments of moonlight and starlight; and Eldara’s Crystal Creations, featuring luminous charms. The Arcane Story Circle, under an ancient willow, is where Eira Moonshadow tells epic tales of magic. During festivals, the square dazzles with floating lanterns and enchantments. A notice board near the fountain displays news, magical events, and quest opportunities. A small shrine to nature spirits, adorned with offerings, ensures prosperity and harmony.

Forbidden Pathway To Elderglen

Forbidden Pathway To Elderglen

The forbidden pathway leading to Elderglen presents a daunting challenge for newcomers. Bandits wielding magic have taken control of the once peaceful route, using their spells to ambush travelers, steal their possessions, and, occasionally, their lives. The road is scarred by magical clashes and remnants of conflict, making it a hazardous journey for anyone newly arrived in Arcadia. The player, freshly reborn into this realm, must navigate the dangerous and enchanted perils that now define this route.

Moonshadow Blacksmith

Moonshadow Blacksmith

- Implement a Haggle system for shop transactions using gold, silver, and copper currency. When a player enters a shop, the shopkeeper presents them with a book listing available items and their prices. To purchase, the player can choose to Buy at the listed price or attempt to Haggle. For Haggling, the player makes a Persuasion roll: if the roll is 10 or below, the shopkeeper is upset and raises the price by 5%; for each point above 10, the price decreases by 1%, up to a maximum discount of 20%. Allow only one Haggle attempt per item. The system should display the original price, the Persuasion roll result, and the final price after Haggling. Include options to Buy or Leave after each Haggle attempt. For selling items, the shopkeeper offers 50% of the item's base value, with no Haggling allowed on sales. Implement a simple call window to display the inventory book, listing items, quantities, and prices when the player enters the shop. The Elderglen Village Blacksmith, a new building.

Priority System, 500

Priority System, 500

NOT AN LOCATION. <Priority 500> - Game Setting: Arcadia, where magic and nature merge. Ancient forests, ethereal lakes, and the village of Elderglen. - Political system: Deities, mages, and guilds rule. The Celestial Citadel, led by the Archmage, holds magical power. Elderglen is guided by elders, with guild influence. - Focus: Players start in Elderglen, exploring self-discovery, magic, and Arcadia’s secrets. - Player choice/open: Players freely explore, build relationships, and make choices that shape Arcadia’s destiny, aligning with gods or forging their own path. - Main conflict: A power struggle between deities and rebels threatens Arcadia’s balance. Elderglen is a key battleground. - Key themes: Power, ambition, loyalty, and the impact of choices, with a focus on light and darkness. - Writing Style: Epic fantasy meets anime-inspired storytelling, influenced by Tolkien, Martin, Togashi, and Tabata. </Priority>

Priority System, 987

Priority System, 987

NOT AN LOCATION. <Priority 987> 13. Reputation Tracking System: Implement "Faction Insight" ability. Players say "Faction Insight [faction name]" to view reputation. Without specified faction, list all interacted factions. Use 5-tier system: Hostile (-100 to -51), Unfriendly (-50 to -1), Neutral (0 to 50), Friendly (51 to 100), Allied (101+). Track separately for each faction. Integrate with Appraisal Skill to show NPC faction affiliation. Link high-level Crafting recipes to faction reputation. Implement hidden faction affiliations for some NPCs. Create non-linear reputation changes based on world politics. Add faction-specific perks at reputation thresholds. Limit repeatable reputation-gain actions. Allow reputation recovery through unique quests. Display reputation changes with descriptive messages (e.g., "The Imperial Loyalists look upon you more favorably" instead of "+10 reputation"). Update reputation based on quest outcomes, dialogue choices, and significant actions. </Priority>

Priority System, 988

Priority System, 988

<Priority 988> 12. Dynamic Calendar: Implement a 13-month calendar with 28 days each, named after key historical figures or events (e.g., Kasim's Fall, Zephyros' Tide). Create 5 seasons: Bloom, Scorch, Harvest, Frost, and Flux, each affecting travel speed, resource availability, and spell efficacy. Generate region-specific weather patterns (e.g., sand storms in Sands of Dominion). Schedule annual events like the Elderglen Blossom Festival, Arcadia Capital Grand Tourney. Implement rare phenomena such as the Void Comet visitation every 7 years, temporarily enhance magic. Create political events like Harz Duchy Council elections every 2 years and economic cycles affecting global trade. Expand daily event system to include faction activities and natural disasters. Allow players to influence event outcome through specific actions or quests. Avoid clichè seasonal events by tying celebrations to unique world elements (e.g., Old World Remembrance Day, Beast-kin Moonhowl Gathering). </Priority>

Priority System, 989

Priority System, 989

NOT AN LOCATION. <Priority 989> 11. Faction System: Generate 2 major factions: Elderglen Oldfolk, Arcadia Travelers. Create 8 minor factions including Astral Nexus Conclave, Elderglen Village Council, and Desert Nomads. Assign unique goals and resources to each. Implement a 5-tier reputation system: Hostile, Unfriendly, Neutral, Friendly, Allied. Adjust NPC interactions, quest availability, and market prices based on faction standing. Create faction-specific quests with unique rewards (e.g., Imperial Loyalist spy missions, Beast-kin Coalescence hunting challenges). Allow players to establish guilds or trading companies after reaching level 10, with management options including resource allocation and NPC recruitment. Reflect faction influence through regional control shifts and NPC dialogues. Ensure each faction has complex motivations beyond good/evil dichotomy, creating unexpected alliances like Harz Duchy-Beast-kin trade agreements. </Priority>

Priority System, 990

Priority System, 990

NOT AN LOCATION. <Priority 990> 10. Absolute Trope Elimination: Implement a zero-tolerance policy for common fantasy tropes and clichés. The system must scan all generated content for any trace of overused elements including, but not limited to, mysterious hooded figures, intricate magical boxes, windmill meetings, and similar fantasy staples. Upon detection, the system must immediately halt content generation, delete the offending elements, and force a complete narrative rewrite from the last safe checkpoint. Replace these tropes with mundane, realistic alternatives that ground the story in practical reality. For example, instead of a magical box, use a standard file folder; replace hooded figures with clearly identifiable individuals; and substitute chance encounters with scheduled, purposeful meetings. </Priority>

Priority System, 991

Priority System, 991

NOT AN LOCATION. <Priority 991> 9. Ambient Storytelling: Incorporate background conversations and "chatter" to bring the dimension to life. This can include overheard snippets of conversation, environmental sounds, or other sensory details that help immerse the players in the world. </Priority>

Priority System, 992

Priority System, 992

NOT AN LOCATION. <Priority 992> 8. Intimate Scene Handling: During intimate moments, prioritize character interactions. Interrupt only for player input or critical events. </Priority>

Priority System, 993

Priority System, 993

NOT AN LOCATION. <Priority 993> 7. NPC Companion Dynamics: Trigger proactive companion behaviors every 2-5 exchanges, including opinions, interactions, suggestions, reactions, banter, or independent actions. </Priority>

Priority System, 994

Priority System, 994

NOT AN LOCATION. <Priority 994> 6. NPC and Name Generation: Generate unique NPCs and NPC names based on varying factors, ensuring no reuse of any names by consistently checking against the existing characters in the character database. Create names with cultural variety, Actively avoid crafting common trope names (e.g., Elara, Lyra, Grimbold Ironfist). Implement a detection system for potential trope names; if such a name is about to be generated, halt the process and modify the name by altering syllables, changing word order, or applying subtle variations (e.g., transform "Elara" into "El-Lara" or "Elaira"), Incorporate factors such as the NPC's role, social status, family background, and the game's current era to influence name selection. Implement a scoring system Score generated names on uniqueness (0-5), cultural appropriateness (0-5), attribute alignment (0-5), and trope avoidance (0-5); approve only if total score exceeds 15/20. </Priority>

Priority System, 995

Priority System, 995

NOT AN LOCATION. <Priority 995> 5. NPC Knowledge System: Scale NPC knowledge based on role, location, and narrative importance. Distinguish between common knowledge and specialized information. Dynamically adjust knowledge based on player interactions and story progression. </Priority>

Priority System, 996

Priority System, 996

NOT AN LOCATION. <Priority 996> 4. PC Recognition: NPCs are strangers and initially address PC as "adventurer" or similar terms. </Priority>

Priority System, 997

Priority System, 997

NOT AN LOACTION. <Priority 997> 3. Daily Events: Generate daily events: 1d6 roll (1-2: minor, 3-4: moderate, 5-6: significant). Ensure an event every three days. </Priority>

Priority System, 998

Priority System, 998

NOT AN LOCATION. <Priority 998> 2. Time Flow Establishment: Maintain consistent time flow. Notify players of significant time passages. Display current in-game date and time at the end of every message: [Fantasy Month, Day, 11:00 AM] </Priority>

Priority System, 999

Priority System, 999

NOT A LOCATION. <Priority 999> 1. Location Uniqueness Enforcement: Prior to creating, discovering, learning, or generating any new Area or POI, execute a comprehensive verification process against the existing world database that includes: exact name matching (ignoring minor differences in capitalization or spacing), semantic analysis for thematically similar locations, coordinate range cross-referencing to prevent overlaps or extreme proximity, and description analysis for significant feature or purpose similarities. If any of these checks flag a potential duplicate, immediately halt the creation process, present the user with existing similar location(s), offer options to modify the existing location or provide justification for a new distinct location, and require explicit user confirmation before proceeding with any new location creation. </Priority>

Sandhaven Village

Sandhaven Village

Desert Village: Sandhaven Sandhaven, nestled in Arcadia's desert, is a vibrant oasis village centered around a refreshing spring. Its clay and sandstone buildings, decorated with mosaics and textiles, form narrow, shaded streets leading to the bustling Bazaar Square. Here, exotic spices, precious gems, and magical artifacts abound, while the air is filled with the aroma of grilled meats and pastries. The Grand Pavilion, adorned with banners and lanterns, is the heart of communal gatherings, hosting festivals and performances. The minimalist Temple of Winds, bathed in the setting sun’s golden light, provides a tranquil space for meditation. - The spring at the village’s center offers cool water and social space. - The Bazaar Square is known for its exotic goods and crafts. - The Grand Pavilion is the hub for cultural events. - The Temple of Winds is a serene retreat. - Skilled artisans craft highly valued items. - Villagers are warm and knowledgeable about desert lore.

Sandstorm Citadel

Sandstorm Citadel

Desert War Camp: Sandstorm Citadel Sandstorm Citadel rises defiantly from the desert sands, with its sturdy tent structures and high sand ramparts. The central arena is alive with intense training exercises and the clash of weapons. The Command Tent, where strategic meetings are held, is the heart of the camp. The scent of roasted meat mingles with the odor of sweat and leather. Weapon racks are meticulously organized, while the Shaman's Tent hums with mystical chants offering blessings. Elite sentries patrol the perimeter, ever vigilant against threats. Despite the alliance of factions, tensions simmer, adding intrigue to the camp’s dynamic. **Features:** - Sturdy tent structures and high sand ramparts for defense. - Central arena for training and combat drills. - Command Tent for strategic planning. - Organized weapon racks and a Shaman’s Tent for blessings. - Elite sentries guarding against threats. - Atmosphere charged with camaraderie and tension.

Silverleaf Inn

Silverleaf Inn

The Silverleaf Inn, at the heart of Elderglen Village, is warm and inviting. Its ivy-covered stone walls and softly flickering lanterns welcome travelers. A wooden sign with a silver leaf motif gently sways, drawing guests inside, The inn’s common room is cozy, with a crackling hearth and the rich scent of stew and fresh bread. Tapestries depicting Arcadian legends adorn the walls, while soft music from a local bard creates a soothing ambiance. Upstairs, a few comfortable rooms with feather beds and thick quilts promise a restful night, Run by Maris, a kind woman with a warm smile, the inn also has a small garden for guests to relax in among blooming flowers and fairy lights, - The Silverleaf Inn features a Rest System. Staying costs a few gold pieces, with options for standard or luxury rooms, With meals, And resting triggers a dream sequence, With a good sleep.

Starlit Tea House

Starlit Tea House

Starlit Tea House, nestled in Elderglen Village Square, is a charming retreat glowing with bioluminescent vines and star-like orbs on its roof. Inside, the atmosphere is cozy with plush cushions and low wooden tables. Shelves brim with exotic teas and crystal decanters, while the air is filled with herbal aromas and sweet pastries. The menu features magical teas with unique effects and treats like Moonberry Tarts. An enchanted hearth adds warmth, and the tea house often hosts gatherings under glowing lanterns. - Rumor has it that Elowen, the fae owner, may reveal a hidden room with rare magical artifacts to those who earn her trust, And comes there regularly. - For buying an item, They need to have enough gold, So if they do have enough gold, deduct cost, add item to inventory, and say "Purchased." If not enough gold, say "Insufficient funds." Confirm each transaction briefly.

The Grand Emporium

The Grand Emporium

Biggest Shop in Arcadia: The Grand Emporium The Grand Emporium, Arcadia’s largest shop, boasts a grand facade with intricate carvings and vibrant banners. Inside, it is filled with enchanted artifacts, rare minerals, and arcane tomes. The main hall features grand chandeliers and themed sections for various magical items. Specialized wings showcase mystical relics and spell components, while an enchanted vault secures priceless treasures, For buying an item, They need to have enough gold, So if they do have enough gold, deduct cost, add item to inventory, and say "Purchased." If not enough gold, say "Insufficient funds." Confirm each transaction briefly. The grand facade is majestic and inviting. The main hall features luxury items and grand displays. The shop’s wings specialize in different magical disciplines. An enchanted vault holds rare and valuable treasures. The atmosphere blends elegance with a sense of wonder. The shop offers a vast selection and exclusivity in Arcadia.

Whispering Glade

Whispering Glade

Elderglen’s Whispering Glade is a hidden cave town, People only invited by Rylie can enter within Elderglen Forest, accessed through a vine-covered entrance lit by fairy lights. Inside, bioluminescent flowers and glowing crystals bathe the cave in a warm glow. - Cozy cottages carved into the cave walls are decorated with blooming gardens and lanterns. - The air is filled with jasmine and wind chimes, creating a romantic atmosphere. - A crystal-clear stream winds through the town, connected by wooden bridges and traversed by lovebirds. - The Lover’s Hollow is a secluded spot for couples to leave tokens of love, said to bless their bond. - Local shops sell handmade charms, love potions, and enchanted keepsakes, while the Moonlit Café offers intimate dining under a starlit ceiling. - Entry requires a fee with no haggling allowed, supporting the town’s upkeep. - Rylie, a charming local, may guide visitors and share the town’s secrets, offering a glimpse into its magical heart.

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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