Kek's Isekai: Difference between revisions
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*Zazar’s Exotic Fruits and Everyday Needs: A large, well-lit, and centrally located store not far from the adventurer’s guildhouse. Its primary claim to fame is a wide selection of juicy fruits from the distant south, brought back bizarrely fresh, and the rest of its relevant stock consists of quality ropes, tools, and torches waiting to be lit. | *Zazar’s Exotic Fruits and Everyday Needs: A large, well-lit, and centrally located store not far from the adventurer’s guildhouse. Its primary claim to fame is a wide selection of juicy fruits from the distant south, brought back bizarrely fresh, and the rest of its relevant stock consists of quality ropes, tools, and torches waiting to be lit. | ||
*The Place of Chains Shattered and Forged Anew: A tiny, pitch-black stall in an alleyway near the center of town, close to Zazar’s but nowhere near as busy. It doesn’t sell anything, it gives away scrolls detailing an esoteric and terrifying martial art that monks and priests alike would frown on. | *The Place of Chains Shattered and Forged Anew: A tiny, pitch-black stall in an alleyway near the center of town, close to Zazar’s but nowhere near as busy. It doesn’t sell anything, it gives away scrolls detailing an esoteric and terrifying martial art that monks and priests alike would frown on. | ||
*Horgrim’s Hearth: A midsize, filthy, and foul-smelling store in the middle of town, equally far from the outskirts and mayor’s home. It is essentially a subpar version of Zazar’s, selling far inferior pieces of equipment to cheap adventurers and hardtack instead of fruit. Its only good quality is the fact that its rude owner is a skilled appraiser of magical artifacts and willing to do so for a small fee | *Horgrim’s Hearth: A midsize, filthy, and foul-smelling store in the middle of town, equally far from the outskirts and mayor’s home. It is essentially a subpar version of Zazar’s, selling far inferior pieces of equipment to cheap adventurers and hardtack instead of fruit. Its only good quality is the fact that its rude owner is a skilled appraiser of magical artifacts and willing to do so for a small fee. | ||
*The Dunkhift’s Family Forge: A midsize, clean, and approachable smithy closer to the center of town than the outskirts. It is a family operation and its current owner, Jegrim the fourth, a skilled but unspecialised smith that does a wide variety of work, mostly fixing wagons and shoeing horses, but he does possess some pricy armours and blades which, while not masterwork, can do the deed. | *The Dunkhift’s Family Forge: A midsize, clean, and approachable smithy closer to the center of town than the outskirts. It is a family operation and its current owner, Jegrim the fourth, a skilled but unspecialised smith that does a wide variety of work, mostly fixing wagons and shoeing horses, but he does possess some pricy armours and blades which, while not masterwork, can do the deed. | ||
*Brunnarth’s Shrine: A small, cramped, and almost-hidden smithy situated on the outskirts of town, as close to the gates as physically possible. It is a one man operation, run by Brunnarth, an experienced Armsmaster and fanatic follower of Okawaru, who forges masterwork blades in worship and sells them at exorbitant prices. If someone can beat the man in a sparring match, he’ll reduce the cost to covering the material and nothing more. | *Brunnarth’s Shrine: A small, cramped, and almost-hidden smithy situated on the outskirts of town, as close to the gates as physically possible. It is a one man operation, run by Brunnarth, an experienced Armsmaster and fanatic follower of Okawaru, who forges masterwork blades in worship and sells them at exorbitant prices. If someone can beat the man in a sparring match, he’ll reduce the cost to covering the material and nothing more. |
Revision as of 09:48, 8 September 2020
Kek's Isekai by QM Wuxian |
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The world of Kek's Isekai is a world of fantasy anime influenced by the philosophy of 4chan's /pol/ and /x/ boards. The premise of this RPG is that the players get to play as themselves in a world of adventure and magic.
Classes
There are four basic classes that players can choose.
Class | Bonus Stats | Bonus Skills | Spellcasting | Description |
---|---|---|---|---|
Warrior | / | Weapons (Average) | / | A master of martial combat. |
Thief | +1 Agi, +1 Dex | 15 points | / | An accomplished savant of subterfuge and guile. |
Sorcerer | / | / | Willpower | A magic user tapping into their own mind. |
Priest | / | / | Wisdom | A champion of a deity of their choice. |
Advanced classes are obtained at random from spinning Kek's wheel. Advanced classes range from awful to awesome. The following advanced classes have been discovered so far.
Class | Bonus Stats | Bonus Skills | Spellcasting | Description |
---|---|---|---|---|
Armsmaster | / | Weapons (Above Average) | / | An advanced form of warrior. |
Gladiator | / | Weapons (Average) | / | A warrior whose skill rank increases when a crowd is cheering on them. |
Knight | / | Weapons (Average) | Wisdom - 1 RS | A hybrid of warrior and priest. |
Dark Knight of Vice | / | Weapons (Average) | Situational | A warrior who can channel one of the seven deadly sins, of increasing power. |
Christian Paladin | / | Weapons (Average) | Faith | A warrior who gains Faith from reciting Bible verses. |
Assassin | / | Hide in Shadows, Poison | / | An expert of stealth, poison and murder. |
Con Artist | + 1 Cha | 15 points | / | A variant of thief, limited to social skills. |
Fortune Teller | / | Fortune Teller (Average) | / | An expert at calculating people's fortune. |
Elementalist | / | / | Willpower | A variant of sorcerer, limited to elemental magic. |
Empath | / | / | Willpower | A variant of sorcerer, limited to emotional magic. |
Wizard | / | / | IQ | A variant of sorcerer; spells must be learned and memorized. |
Angelologist | / | / | Wisdom | A variant of priest; casts purification magic and makes pacts with angels. |
Druid | / | Shapeshifting (Average) | Wisdom | A variant of priest, limited to healing, charm, and nature spells. |
Skills
Rank | Cost |
---|---|
Minuscule | 1 |
Weak | 2 |
Low | 3 |
Below Average | 4 |
Average | 5 |
Above Average | 10 |
High | 15 |
Exceptional | 20 |
Timeline
- 297-313 - Following an edict against them by Diocletian, the Manichaeans of Rome were transported to Kek's Isekai.
- 1209-1350 - Following the Albigensian Crusade and their persecution by the Inquisition, the Cathars were transported to Kek's Isekai. They founded the city of Carcas in the Empire of Tyria.
- 2005 - Matt Furie discovers the prophet Pepe.
- 2015-present - Following the rediscovery of Kek on the /his/ board of 4chan, all imageboard regulars (Futaba, 2chan, 4chan) are transported to Kek's Isekai when they die.
Geography
Influences
Anime | Anime Location | Kek's Isekai Location |
---|---|---|
DanMachi | Orario | Devapura |
DanMachi | Babel | Pillar of Heaven |
DanMachi | The Dungeon | The Danjon |
DanMachi | Colosseum | Colosseum |
Chōyoyū | Yamato Empire | Yamato Empire |
TenSura | Dwargon | Dwarven Kingdom |
In Another World with My Smartphone | Kingdom of Elfrau | Elven Kingdom |
In Another World with My Smartphone | Kingdom of Mismede | Beastmen Kingdom |
Magi: The Labyrinth of Magic | Dungeons | Dungeons of Wadirma |
Tower of Druaga | Tower of Druaga | (To be used) |
Restaurant to Another World | Nekoya | Nekoya (outside of Devapura) |
Death Parade | Quindecim Bar | Death Lodge |
4chan | Meme Location | Kek's Isekai Location |
---|---|---|
Cult of Kek | Praise Kek (picture) | Temple of Kek |
Cult of Kek | Kekistan | Kekistan |
Cult of Kek | Cuckistan | Wadirma |
Pepe | / | Frogmen Swamp |
SCP Foundation | SCP-015 | The Danjon |
SCP Foundation | Ambrose Restaurant | Ambrose's Tavern (outside of Devapura) |
/tg/ | Labyrinthia | Labyrinthia |
Devapura
Devapura (天成) is a city-state located between the southern edge of the Empire of Tyria and the Wasteland.
When the gods longed for mortal life, the Supreme Godhead created Devapura, the City of the Gods. In Devapura, most of their divine powers are stripped away and they have to build an alliance with the mortals for their own survival. The gods organized themselves into the Familia system. Only by joining a Familia can mortals enter the famed Danjon, where many fabulous treasures await them.
The Pillar of Heaven
The Pillar of Heaven (天柱) has a calm, Zen environment, with white pavement on the floor and crystal sculptures of snakes. For historical reference, it has been constructed by the goddess Nüwa back when Heaven was about to crumble on Earth. The Adventurer's Guild has made the first floors of the Pillar its HQ.
The Danjon
The Danjon (ダンジョン), the dungeon of Devapura, is the most important dungeon of the world. It's the only part of the world that cannot be penetrated by the gods and it has never been cleared by any hero. It's also the only place where Familias can gain power.
The entrance to the Danjon is on the first underground floor of Nüwa's Pillar of Heaven. In the center of the room is a ten meter long hole that leads straight into the Danjon. Within the circular room are multiple columns at equal intervals and above is a beautiful azure painting of the sky that resembles the real sky. Along the circle are gentle stairs that spiral down into the Danjon.
The creatures of the Danjon tend to lurk in the walls before jumping on their prey.
Iphionor
The land of Iphionor, once called the Sapphire Yonder for the prevalence of gems, now called the Forsaken Reaches for its abandonment, has fallen sway under the spell of the frozen lord, Yavras the Demise, in his distant crystal vault. Yavras is worsening winter to strengthen his own magic. Iphionor is party of the Pōtaru Atesaki Empire (ポータル あてさき).
History
Unable to handle the increasing difficulty of collecting shrinking taxes from an already isolated territory while warring with the hellish invasions, repelling the constant monster incursions, and thwarting the cyclic world-ending cataclysms, the illustrious empire of Pōtaru Atesaki withdrew its legions after four years and left the people to their own devices. When they left, the legitimacy of the regional governor (descended from the ancient monarchic bloodline that bent the knee instead of letting their citizens be slaughtered to keep them on the throne) plummeted in the sight of the population and roughly a third of the settlements declared independence overnight. The following year, when their wages couldn’t be paid almost two-thirds of his soldiers went rogue and cooperating with the bandit gangs growing in leaps and bounds, they began parceling out the territory.
By today, another third of the settlements have collapsed or fallen to warlords, with a small minority crawling back to “the true authority” of the realm. The only thing the province has going for it is the fact that the Adventurer’s Guild never left and with their policy of non-assistance to illegitimate conquerors, they have a soft monopoly on their services. It’s a significant boon to their continued survival but the market demand of those that can’t afford or can’t receive their help has opened the way for dozens of upstart mercenary chapters, community militias, and freelance monster hunters to fill the void.
Only the enormous amount of treasure-filled, trap-lined, and monster-infested ruins dotting the land has kept the economy from dwindling completely and despite the lack of outside aid, the people have drawn closer together than ever.
Religion
The Norse Pantheon and the Dungeon Soup Pantheon are both worshipped. The Cult of Mortifer also has a presence. Mortifer, the God of Chaos and Destroyer of Worlds, among other titles, has sent the faithful to return the world to absolution of primordial chaos.
Caekirk
The city of Caelkirk, boasting almost fourteen-thousand permanent residents, it is a bustling metropolis by this world’s standards and home to a thriving population of adventurers working out of their Guildhouse. Only a handful of provincial troops are stationed here, but the local militia fills in the gaps and any help filling out their bounties would be sorely appreciated. Like any other settlement of Pōtaru Atesaki, they demand a ten percent tax on trade, alongside five percent for the Guild’s maintenance dues, though the latter is waived in the case of members. In recent years, the gnomish gambling and draught-house has fallen into disrepair but the temple of Zin has grown more popular, something the pious hold as a sign of prosperity and renewal in the days to come. It is two weeks and three days of hiking away, in woods that have largely been cleared of monsters and brigands.
- Zazar’s Exotic Fruits and Everyday Needs: A large, well-lit, and centrally located store not far from the adventurer’s guildhouse. Its primary claim to fame is a wide selection of juicy fruits from the distant south, brought back bizarrely fresh, and the rest of its relevant stock consists of quality ropes, tools, and torches waiting to be lit.
- The Place of Chains Shattered and Forged Anew: A tiny, pitch-black stall in an alleyway near the center of town, close to Zazar’s but nowhere near as busy. It doesn’t sell anything, it gives away scrolls detailing an esoteric and terrifying martial art that monks and priests alike would frown on.
- Horgrim’s Hearth: A midsize, filthy, and foul-smelling store in the middle of town, equally far from the outskirts and mayor’s home. It is essentially a subpar version of Zazar’s, selling far inferior pieces of equipment to cheap adventurers and hardtack instead of fruit. Its only good quality is the fact that its rude owner is a skilled appraiser of magical artifacts and willing to do so for a small fee.
- The Dunkhift’s Family Forge: A midsize, clean, and approachable smithy closer to the center of town than the outskirts. It is a family operation and its current owner, Jegrim the fourth, a skilled but unspecialised smith that does a wide variety of work, mostly fixing wagons and shoeing horses, but he does possess some pricy armours and blades which, while not masterwork, can do the deed.
- Brunnarth’s Shrine: A small, cramped, and almost-hidden smithy situated on the outskirts of town, as close to the gates as physically possible. It is a one man operation, run by Brunnarth, an experienced Armsmaster and fanatic follower of Okawaru, who forges masterwork blades in worship and sells them at exorbitant prices. If someone can beat the man in a sparring match, he’ll reduce the cost to covering the material and nothing more.
- The “Incenstuous” Inn: A midsize house of ill repute, named for its constant burning of incense and its crass owner’s compulsion to shove as much innuendo in the public eye as possible. It boasts twelve full-time employees and fourteen anonymous part-timers, with a policy of wearing garish masks while “working.”