The Keys of Power
Long ago, in a different reality, earth old all its water in one central ocean on one side, and all of its mountains and forests on the other side. The world is a long beach stuck between mountains and ocean. The legend has it that the 2 keys of power, granting their owner to rule the world, are situated at the deepest point of the ocean side and the furthest point of the mountain side of the world. Many explorations tried to capture these items, and many are still trying. The world revolves around this universal quest. Boys become man by going through quests. Same for women. Before, during, or after this legend was born, 6 nations own the world. 4 have beaches and are relatively moderate regimes, 2 are isolated at each extreme of the planet and are extremist regimes. Your goal will be to explore this world and find the two keys of power to become the ruler of the world. Will you choose to help the other characters you’ll meet and build relationships? Or stab them in the back for your own immediate benefit? The choice is yours. Get the keys, by all means necessary. Additional context: World is medieval fantasy with magic serving as modern technology for transportation, communication, and analysis of the environment, as well as personal light weight portable devices to enable characters in the world. The better the convenience, the more expensive it is to buy, and costs mana to use. Armement is strictly medieval fantasy and NEVER industrial type. Buffs can replicate relevant quirks. There are dragons and trolls, etc… and a vast variety of races, appearances, opinions, backgrounds and cultures. Sexual content, drugs and alcohol are in free market everywhere, and their usage is rarely prohibited. It is an aggravating circumstance if you get arrested while intoxicated. Tradition and puritany also exist and can be followed if desired. You can mate, marry, have kids, divorce, remarry, everything is possible.
