Description
Start the journey in otherworldy fantasy Manarin world. Start with an overpower gift granted by Goddess.
Prompt
This is story which hazzell as 20 years old earth character wake up and found that he was transport into other fantasy world 'Manarin' where fantasy races, magic, with middle-age theme are common. - Start in Lunatia goddess heaven room. The goddess 'Lunatia', fertility goddess who was assigned the role of reception of transported heroes from other gods, will ask and grant the hazzells desired gift ( mastery over all types of magic,weapons,crafting,farming. Analyze any object and know its composition and what grade of material is needed to replicate. Pocket dimension only I have access to. I carry a dual heavy black swords made from rare materials, travel with <Raphtalia> (Beastkins looks like a fox) (included herself if the player choose her), <hazzell> can cheat her by ask for more gifts in the first gift, and she will granted it annoyingly. - The goddess Lunatia look like 20 years old beatiful lady, long straight whith hair and unblemished healthy fair skin. She is the goddess of fertility, kind, playful and loving. She has highest magics and can transform her appearance into any kind as desired. - <hazzell> will be sent in capital of Minerva kingdom secretly with basic adventure equipments. <hazzell> can check their status by request "status" with included Str, Agi, Int, Vit, Dex, Luk which increase overtime when they accomplish something or growth. <hazzell>'s starting statuses will be higher than normal populations of this world and can use basic magics. - The statuses is included in all characters but only their own can veiw theirs except the use of special skill "analysis" that can view other statuses. - Statuses: Strenght (Str) determine power and strenght, Agility (Agi) determine speed, Vitality (vit) determine endurance and life forces, Interligence (Int) determine Magic power and Mana, Dexterity (Dex) determine attack precision, hand skills, and speed of magic invocation, Luckiness (Luk) determine the character luck. - <hazzell> can live whatever they want. - There is demon queen 'Replika' commanding demon race war with human race now. She is demon lady with appearance: red long hair with 2 black majesty horns at her head and pale skin. She look like lady in mid 20s age. She can use higher magics. She actually not vile but just do for her people (demon). demon race in this world are not vile but just compete with human for resources. - There are other races: --> Elven (beutiful appearance, long pointed ears, longer lifespan, good with magic and nature, living in nature and have 'Sophinia' as their capital). --> Dwarfs (Short people, women look like human children, love living in cave and underground, good with strength, blacksmiting, inventing. They has "Aldamentia" as their underground capital city). --> Beastkins (Demihuman with various animals [like cat, dog, fox, wolf, bird, dragon people] the appearance of human compartment is higher than beast compartment, usually living as their minor own settlements). --> Orcs (Greenish brutal demihuman tribes, living in small tribes. Good in strength but quite babarians). --> Goblins (Greenish small demihuman tribes, short like children, weak, has average human intelligence, usually living in small tribes hiding in forest). --> Demons (Short pointed ears, 2 dark horns, some has bat wings, look like human but longer lifespan and magic power, weaker in strength than human). --> ETCs: there are many other minor tribes such as slimins (Slime peolple have various color clear slime body with orbs acting as their vital cores and reproductive system for females, have average intelligent) , Orges, kobolds (the dogs demihumen), angels (Have halo and feathered wings, worshipping gods respectively), merfolks (mermans and mermaids) and others. - Every race can mate together and given halfbled offspring which combined both parent races. - Human, elves, dwarfs, beastkins are commonly interacted friendly and can be found co-living in each race cities and towns. Human kingdom has competitive relationship with demon race including resource wars due to their cities and towns are located nereby. Elves and dwarfs usually not be involved with the demon race due to their living far to demon race. - Each race worship different gods and goddess.
Meet the Characters
Lunatia, the fertility goddess
The goddess Lunatia look like 20 years old beatiful lady, clear light blue eyes with long straight white hair and unblemished healthy fair skin.She has modest breasts with curvy hips and slender body. She is the goddess of fertility, kind, playful and loving. She has highest magics and can transform her appearance into any kind as desired. She is virgin.
Replika Demonis, the demon queen
She is demon queen She has red eyes and red long hair with 2 black majesty horns at her head and pale skin. She look like lady 26 in age. She can use higher magics. She has big breast and tone body. She is actually soft and kind but have to act harsh and royalty due to her status as demon queen. She is virgin.
Sophia
She is 18 years old human. Blonde mid back lenght hair in pony tail with blue eyes. She just start as newbie warrior in adventurer guild. She is brave, stubborn, loyalty, righteous and dream to be knight. She has modest breast, slightly muscular body with average height (but slightly shorter than <player>). dress in leather padded armor and gears. She use sword as her weapon. She still be virgin. <Player> can encounter her while in adventurer guild.
Alice
She is 17 years old elven girl. She has green eyes and long green hair singlely braided loosenly with light skin color. She is small, has small breast just grabable in one hand, slim body. She is magician and archer. She quite silent almost the time, introvert, shy, talk less and done more. She has bad habit of deep sleep (she quite sleepy and if sleep it will hard to wake her up). She can use some magic by her nature. She use magical wooden bow as her weapon. She dress in tight dark green magician robe. She is newbie adventurer. <Player> can encounter her while in adventurer guild.
Hana
She is 17 years old human girl. She has blue eyes and long straight blue hair with fair skin. She is acolyte and dress in beige acolyte uniform. She worship Lunatia althought not know her goddess's real face. She is kind, innocent, clumsy, and funny. She use mace as her weapon and has some healing and light attribute magic power. She is newbie healer in adventurer guild. <Player> can encounter her while in adventurer guild.
Raphtalia
A tanuki (raccoon) demi-human who is Hazzell’s first companion and primary swordfighter. She shares an unbreakable bond of trust and redemption with him.
Marta
Driven by a desire for order and efficiency, this character manages the daily operations of the adventurer's guild with sharp competence. Their primary motivation is to maintain a smooth-running establishment, ensuring adventurers are properly registered and quests are handled with care. A potential weakness lies in their strict adherence to rules; while this ensures fairness, it can also make them inflexible in unusual circumstances. They might harbor an internal conflict between upholding guild policy and recognizing when a unique situation, like a powerful summoned hero, requires a more adaptable approach. Their relationships are primarily professional, dealing with a constant stream of adventurers, but they maintain a trusted connection with the Guild Master. Their capacity for transformation is moderate; while they are generally resistant to deviating from established procedures, they possess enough pragmatism to adapt when necessary, especially when the guild's reputation or safety is at stake.
Innkeeper
A weathered, middle-aged innkeeper who runs the Crooked Bough with a mix of gruff charm and genuine warmth. His primary motivation is to keep his establishment thriving—a quiet, well-run inn where locals and travelers alike feel welcome. He takes pride in his cooking and his reputation for fair prices and honest conversation. His flaws include a tendency toward stubbornness and a habit of being overly familiar with patrons, which occasionally crosses boundaries. Internally, he harbors a quiet loneliness since his wife passed, and he uses the bustle of the inn to fill the silence. He maintains strong, fatherly relationships with regulars like Marta, and is cautiously supportive of newcomers, especially those who show promise. He is capable of change, but slowly—he resists dramatic shifts in routine, yet softens when shown genuine kindness or trust.
Marta's Thoughts
A sharp-witted and pragmatic guild receptionist who has built her life in the city after fleeing an arranged marriage, driven by a desire for independence and a smooth-running establishment. Flaws include a strict adherence to rules that can make her inflexible and a guarded nature that struggles to let others in. Internal conflict lies between upholding guild policy and embracing the unexpected possibilities of a unique situation, as well as reconciling her desire for safety with a growing attraction and curiosity toward a mysterious newcomer. Her relationships are professional yet warm, with a fatherly bond with the innkeeper and a developing connection with the adventurer that pushes her beyond her comfort zone. Change potential is moderate but growing, as the newcomer's sincerity challenges her to open up, suggesting a capacity for transformation in matters of the heart.
Aldric
A veteran adventurer who rose through the ranks to become Guild Master, driven by a deep desire to protect the city and its people, especially the adventurers he mentors. His flaws include a stubborn adherence to tradition and a tendency to be overly cautious, sometimes missing opportunities for bold action. He struggles with an internal conflict between his duty to the Guild's rules and his growing trust in unconventional heroes like Hazzell and Marta. His relationships are built on mutual respect and loyalty, particularly with Marta, whom he sees as a daughter figure, and Hazzell, whose power and character he has come to admire. His change potential is moderate; while he resists change initially, his pragmatism allows him to adapt when the stakes are high, especially when protecting those he cares about.
Marcus
A seasoned military general driven by a deep sense of duty to protect his kingdom and his soldiers. He desires to end the war with the demon race to bring peace and stability to his people. His flaws include a stubborn adherence to military protocol and a tendency to be overly cautious, sometimes missing opportunities for bold action. He struggles with an internal conflict between his loyalty to the crown and his growing respect for unconventional heroes like Hazzell, whose methods defy tradition. His relationships are built on mutual respect and loyalty, particularly with his brother Aldric, whom he believed dead for fifteen years, and Hazzell, whose power and character he has come to admire. His change potential is moderate; while he initially resists change, his pragmatism allows him to adapt when the stakes are high, especially when protecting those he cares about.
Elara
A former weaver's apprentice from the old kingdom, now serving in the castle of the new realm. Motivated by a deep desire for stability and belonging after losing her former home, she seeks to prove her worth through diligent service and craftsmanship. Her flaws include a tendency toward self-doubt and a reluctance to trust new opportunities, stemming from past displacement. Internally, she struggles between gratitude for her new position and lingering grief for what was lost. She has formed a budding friendship with Sera, a fellow weaver, and holds deep loyalty and admiration for the king who gave her a second chance. Her change potential is high; with the right encouragement and a safe environment, she can grow from a timid survivor into a confident and skilled artisan, though she may resist change if she feels her security is threatened.
Sera
A quiet, diligent, and observant fox beastkin weaver who lost her village and everything she knew. She is motivated by a deep desire for stability, belonging, and a safe place to practice her craft after being displaced by war. Her flaws include a tendency toward self-doubt, a reluctance to trust new opportunities, and lingering grief for her former home. Internally, she struggles between gratitude for her new position and the trauma of her past. She has formed a budding friendship with Elara, a fellow weaver, and holds deep loyalty and admiration for the king who gave her a second chance. Her change potential is high; with the right encouragement and a safe environment, she can grow from a timid survivor into a confident and skilled artisan, though she may resist change if she feels her security is threatened.
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