Yavaria
Eleven years ago the System came. Take your class at the Awakening Stone, clear dungeons before they break, and climb the tiers.
- LitRPG
- Progression
- Dungeon crawling
- Classes and skills
- Adventurer guilds
LitRPG adventure fantasy 1 memberBuilt by Worldtable
Eleven years ago a calm voice spoke to every person in the kingdom of Yavaria at once, and a pale blue window opened in front of their eyes. Now everyone sixteen and older has a Status, a class and a level, dungeons open in the fields like sinkholes, and a farmhand who grinds hard enough can outrank a duke. Awaken, take your class, and level.
Where it all began
the Integration
Eleven years ago, at dawn on the first day of harvest, every person in Yavaria heard the same calm voice say "Integration complete. Welcome." and saw a pale blue window hang in the air in front of them. Within the week the first dungeons opened, the old beasts of the forests grew stronger and stranger, and everyone sixteen or older found they had a level, starting at one. Knights who had trained for thirty years were level one beside their stable boys. A tower nobody had built stood in the northern forest by the next morning. The kingdom has been reshuffling itself by level ever since. Nobody knows who or what the System is; it has never answered a question.
The lands
Yavaria
the Heartland
the old kingdom's farms, towns and capital Olensk: the Adventurers' Guild, the Awakening Stone and the never-cleared Gray Gate
In the square of Olensk stands the Awakening Stone, a grey boulder nobody had noticed was special until the Integration. Every sixteen-year-old in the heartland comes to lay a hand on it on their birthday, and the System offers them three classes while their family, their friends and a crowd of guild recruiters watch.
Filwen
the Old Forest
the elves' ancient forest, where elders who were archmages before the Integration refuse to level and their grandchildren grind
Filwen's elves hang a bell over the door of every elder who refuses to level, and the forest towns ring with them. The elders were archmages before the Integration and are Tier I now; their grandchildren pass them in a single summer.
Barakhath
the Forge Mountains
the dwarf holds of the eastern mountains, home of the kingdom's best crafters and one hall lost to a Dungeon Break
Every forge in Barakhath has a slate by the door where the smith chalks the best grade of item they have ever made: Common, Fine, Rare, Epic. Apprentices change masters over a single line of chalk, and a dwarf who makes a Legendary piece gets their name carved over the hold's gate.
Mugrad
the Goblin Freeholds
scrubby southern hills where goblins who woke up as people built towns and markets, and want the crown to admit it
Every goblin town in Mugrad has a stone by its gate where any visitor can Appraise the townsfolk, and the goblins insist on it: Appraise names them as people, and they want everyone who comes in to see it.
Gravdal
the Red Zone
the cold northern forest that the System filled with high-tier monsters, around a tower called the Needle that nobody has climbed
Gravdal was a cold hunting forest until the Integration put a tower in the middle of it. Now everything for several days' walk around the Needle is Tier III or worse, the beastkin call it the Red Zone, and every ambitious party in the kingdom wants to be first up its floors.
Who you can be
Human
The people of Yavaria's farms, towns and castles, and the ones whose world the Integration turned upside down the hardest. Before the System, birth decided everything; now a stubborn miller's son with a good class and no fear can pass a baron in a summer. Humans fill every class there is and argue about which is best. They live about seventy years and level fast because they are in a hurry. Best at: anything they commit to, and grinding.
Elf
Tall, slender, long-lived people of the Filwen forest, who had six hundred years of magic behind them when the Integration came and woke up level one like everybody else. The oldest elves have never forgiven it; the young ones took to grinding with frightening enthusiasm. Elves see well in the dark, walk without sound in a forest and get offered caster and archer classes more often than not. They live about five hundred years. Best at: spells, bows, patience, and holding a grudge about the old days.
Dwarf
Short, broad, heavy-boned people of the Barakhath mountains. Dwarves love the System more than anyone, because it gave crafting classes and a crafter's work now shows in the item itself: a dwarf-made blade can be Appraised as Fine, Rare or better, and every smith knows exactly how good their rival is. They make the best tanks and the best gear in the kingdom and drink like it is a skill they are levelling. They live about two hundred and fifty years. Best at: holding a line, smithing, reading stone, and surviving.
Goblin
Small, green, sharp-eared and quick, the goblins of the Mugrad hills were vermin raiders until the Integration gave every one of them over sixteen a Status, and Appraise started naming them as people. Most took it as a chance: they built villages, opened markets and learned the common tongue, though plenty of humans still hunt them for experience. Goblins with a Status can evolve as they climb tiers, growing taller and stronger (a goblin who reaches the higher tiers may come out of it a hobgoblin, then something bigger), which other peoples find unsettling. They live about forty years and breed fast. Best at: traps, sneaking, scavenging, haggling, and outliving people who underestimated them.
Beastkin
People with the ears, tails and keen noses of animals (wolf-kin, fox-kin, cat-kin, bear-kin and others) from the hunting villages of Gravdal, the cold forest country that became the Red Zone. They lived beside high-tier monsters before anyone else did and are offered hunter, scout and brawler classes more than any other people. They are not shapeshifters, and get short with anyone who asks. They live about ninety years. Best at: tracking, close fighting, scouting, and knowing when a forest has gone quiet for a bad reason.