you are known as traveler amongst people, while not new you now discover one variable truth.
Creepers, suck!
what was once a routine convoy from the more southern reaches of the known world has turned into a nightmare by a horde of creepers, most of the convoy was fine and speed away the part of the convoy that was intersected by the exploding house plants you were a part of and you got separated trying to get back to the convoy, but that is a future problem, right now you are being chased by creepers in the dead of night with other mobs taking notice, and you are running straight for a small hill with a cave noticeable, well it's either running into the cave or trying to climb a mountain, in a hasty decision you run into the cave and block it off with sand laying around in your possession, walling off the cave entrance with the hisses of creepers and other mobs on the other side.
ok current crisis over, you then pull out a torch and light it, you hold it up and get spooked by a grottel as it skitters deeper into the cave you see a light at the end of the tunnel, you go forwards to see it's a lush cave with moss and glow berries lighting the room, with a vain of copper and some coal deposits, with the crab like grottel seen burrowing into the ground a few blocks away into the ground, but the main ticket item being a large structure, large columns of what seems to be quartz, large gems going through the gate like structure and topped off with an angular roof, and despite the glow of the berries the inside of the gate is pitch black and despite having a back (you checked), but the strange part is... it's not cuboid in shape, it had so many curves primarily in the quartz pillars that you couldn't wrap your head around it, so sweating in your iron armor and knowing that the sun won't rise for a couple of hours, and that the vines aren't making all of the cavern glow so taking a chance you go into the structure.
after what seems to be ages of walking you come out the other side with it being... daytime? yes, it was daytime and just like the structure everything here was curved, angular and mostly not cuboid, and the trees, the general area comprising creeper country is most of the savanna, all of the desert and some of the nearby jungle, these looked more like taiga trees, and the sun, yep, it's official.
you found another dimension, and a weird one at that.
you decided to look in your inventory and take notes on your profession.
Before I go into your choices this is not your bog-standard vanilla Minecraft world, not only will I be having mods stuff but I'm also pulling mobs from Minecraft dungeons, plus I'm using famous content creators and mod makers as historical or even current figures (because in terms of cannon it's a positive in Mojang's book).
- mowie's mobs
- Alex's mobs
- farmer's delight (plus the addons and some things I add in like kangaroo pizza)
- ice and fire
- golemania
- max's tiny golems
- tinker's construct
- impaled by doctor4t
- Mason Decor
- twilight forest
- between lands
- aether
I do have more but I'm saving them for when certain conditions are met, or certain things happen but you can also suggest mods to me. But as a general rule I won't add anything that is un-minecrafty (curved weapons or anything that doesn't look like it's from Minecraft) advance modern tech (steampunk, Redstone and magic stuff like golems or magical creatures are fine just nothing like a modern car that uses oil) stuff that adds end of the world stuff (scape and run parasites, solar apocalypse, etc.) stuff that majorly changes the terrain, (adding new biomes and stuff, dimensions are ok) and anything outside of the norm for minecraft magic (sorry magic fans other than expansions on what is in the game or dimension based stuff I ain't budging), so you can suggest mods to add in if they don't conflict with what I say.
[] normal: you are bog standard at most things, you know how to mine, fight, track and even a bit of more mystical knowledge like Redstone, potion making and golemancy but those are more of the obvious things like "snow golems are made like this and are the worse golem." and "this is a strength potion, it makes you stronger than normal." so no excelling in anything and not a noob at things either.
+/-: you are a black slate, nobody hates you or loves you.
inventory:
iron armor full set no enchants.
32 steaks
32 torches
an iron sword
an iron pickaxe.
an iron ax.
64 emeralds
flint and steel
6 bottles of honey
assortment of random blocks like dirt, sand and some wood.
map of creeper country.
[]miner: you spend most of your time down underground mining, it's high risk as minus the night the underground of the overworld is a mob machine, pumping out zombies, skeletons, creepers and other such horrors from the depths, but the blacksmiths need goods, the golem makers need ores and you are one of the dozens of souls that pick up the trusty pickax and went to digging down below, in order to protect themselves and to make things easier for themselves most miners join up into mining guilds, there are a multitude of small ones and even more independents but there are two big ones, the smooth stone conglomerate and the deep divers.
standard pros and cons for miners general:
+: you have more knowledge about caves, minerals and their environment meaning if you see an ore, you know you have an idea what it is.
+: your gear is more suited for long mining trips up to a day or two.
+: miners are more trusting of you and will open up more.
-: while your great at mining you aren't that great at surface survival.
-: while you have extensive knowledge of mining it's not complete any you know nothing about the horrors of the deep dark.
{} if you are a part of SS:
+: you know even more about the upper underground due to connections of the smooth stone guild thanks to a mix of experience and reading from SS's reservoir of knowledge.
+: you can get even more out of smooth stone miners.
-: miners that are a part of smaller mining guilds will trust you less than independent
-: not only do you not know much about the deep dark, but you are even penalized and at worse kicked out for going there by the SS due to it breaking the treaty they have with DD.
{} if part of DD:
+ you practically live down there with all the goods needed for long term survival and the knowhow of what to expect, what to see underground what mobs, places of interest, from topsoil to bedrock, both in what they are and where to go, if your DD you never get lost.
+/-: while miners will be jaded at first because of the closed off nature of the DDs once you are friends, they trust you a lot, even their rivals in SS have faith in them but it will take time.
-: while you are amazing when it comes to mining and surviving underground you are a complete dunce when it comes when it comes to topsoil... anything minus the basics of travel, one famous example comes from one DD miner trying to sheer a pig to get milk to forge bread, while you aren't
that bad you are not better.
inventory if chosen:
iron armor full set no enchants. (Enchanted with basic stuff if part of DD)
an enchanted iron sword
one TC Diamond pickax (enchanted if part of DD)
two iron pickaxes (4 for SS and DD)
64 bowls of mushroom soup (x2 both guilds)
2 stacks of torches (4 for SS and 6 for DD)
flint and steel
70 emeralds
6 bottles of honey
assortment of random blocks like sand but mostly from underground like gravel and cobblestone.
map of creeper country. (No map for DD)
[] hunter: you spent your days as one who tracks down beasts both small and big, passive and deadly, though you are nowhere near the greats you are one who can track down moderately well, knowhow to survive in the wild decently and know how to carve up an animal. two groups are best in their field when it comes to this, the sons of mowzie and the dragon riders.
standard pros and cons for hunters in general:
+: thanks to their profession they traveled the known world a fare better than average and not only knows what mobs are who, but also how best to cook them, slice them up and of course kill them.
+: hunter usually bunch up in groups in order to hunt more dangerous game, and while not as concrete as miners' hunters can open up to you easier than most, just so long as it's not about rare animal parts.
+/-: most hunters have a biome preference and know more about that one while more exotic biomes like mushroom isles and especially in other dimensions. (player's choice if they want a preference, they know everything about one biome at the cost of knowing nothing about a different biome, not possible is part of one of the two groups)
-: while they do face mobs on the daily when it comes to the front, but cave navigation is an entirely different story, they can get lost easily and most hunters don't go caving unless it is with other hunters or with a miner mainly because for them it's unfamiliar territory.
{} if part of the SOM: Living in the high MT peaks the sons of mowzie were once slaves captured by the villager's insidious cousins in the illager, but during the war of axes they violently broke free and since then became the bane of the known world due to their constant fighting, especially in the first nether war as they sided with the invading nether lords against the rest of the continent. Despite their bad rap the average SOM hunter is the best in the business, due to living all their lives in the violent northern mountains where mobs emerge from every hole, they are a hardy bunch and able to track a white hare in a snowstorm.
+: thanks to your training and or life you are amazing when it comes to hunting down prey, doesn't matter the biome or place, if it is trackable then you can track it, though each hunter is situated to hunt a certain kind of creature, be universal amazing with ground animals (great with underwater and meh with sky), sea animals (great with sky, meh with ground) or sky (great with ground, meh with water), but when you got a SOB you get a good tracker.
+: your survival skill are impeccable, able to live off the land so long as there is land to live off of.
-: NOBODY TRUSTS YOU, it would be like pulling teeth doing anything other than hunting with people as due with the son's turbulent history they would rather trust a creeper with building their house then to give you anything (this only goes for builders, villagers are chill), for all they know you would just bring it back to the son's elders in order to better their strategies.
-: due to the groups action's, you are barred from entering the kingdom of restonia at all or the area controlled by the dragon riders
{}: if part of the dragon riders: the dragon riders are an ancient group in contrast to the "relatively" new sons of mowzie, while the sons are good at trapping and killing a dragon rider is able to tame a lot of creatures from the smallest platypus to their name's sake. They also hold a... semi monopoly on dragon steel production, though.
+: due to being in the order you have been trained to combat a number of foes, this including dragons, you have even ridden dragons before. though with someone else
+/-: if you prove your worth by doing a great deed (for example killing a great mob or felling a vicious foe) you are able to enter a trial to get your own dragon egg, but you are responsible for hatching it, feeding it and paying for its armor.
-: due to its main factor of flying beasts the order never taught their members how to swim, so if you are underwater, you are boned unless someone helps you.
-: members of the sons hate you.
inventory:
iron armor (already enchanted if part of either faction)
TC iron ax (diamond and enchanted if one of the sons, but made of dragonsteel and not enchanted if part of the dragon riders)
iron shield and knife
bow with a stack of arrows (two if part of the sons.)
flint and steel
a stack of assorted meats cooked and uncooked.
a little under a stack of emeralds 45 (even less if part of either group, 30)
skillet (to cook food on the go)
an assortment of random blocks like wood, sand and dirt.
map of creeper country and surrounding areas (if part of either group it's a map of the entire continent)
[] Redstoner: the mineral of Redstone is a fascinating thing, on a basic level it could make your life easier with automatic farms and the like, but at a more complex level Redstone could do anything, though a complete noob would have issues with it minus the bare basics, but Redstoners usually get lumped together with potion brewers and golem makers due to the fact that the mecha of Redstone restonia is also the mecha of those two things.
standard pros and cons:
+: you know a bit about Redstone and when you see something Redstone based you can hypothesize how it was made.
+: due to the intelligence required to understand Redstone you are more intelligent than most meaning you can pick both languages faster and understand more advance forms of thinking like the (yet unknown) chemistry.
-: in exchange for increased intelligence, you aren't as good with hand-on-hand combat as most people.
{} if enrolled in the Redstone colleges: founded by both the founder and first Redstone builder the great mumbo jumbo founded the first college of Redstone to teach the younger generations the finer things of Redstone, a lot of time latter the war of axes would begin and to combat both the illager's sorcery and golemancy, both the college of enchantment (or as some might say magic) and golemancy were founded to combat it, lastly during the first of the nether wars and the discovery of nether wart, blaze rods and soul sand the secrets of potion brewing became more common, and thus the college of brewery was formed. the only free ways to enter the college is to either be a native of the badlands stricken restonia or be admitted by a professor of one of the colleges and the former is only good for one course, if picked you were the former and only one college was chosen.
general perks:
+/-: people respect you more as the colleges and restonia as a whole have a great reputation, other may be more hesitant with you like more independent redstoners and some flat out hate you like the sons.
+/-: if you pick one of the 4 you will not have materials for the other 3 you didn't picked
{} if majored in the Redstone college: the oldest and most prestigious of the Redstone colleges, here you learned the finer arts of Redstone circuitry, from simple piston doors to flying machines.
+: you are great at Redstone engineering, you can see a basic contraption and know how it works, even the more intermediate you have more of a clue than the average independent Redstoner.
+/-: you have the parts needed to construct a basic flying machine, though it only goes in one direction.
{} if majored in golemancy: the most advanced out of the colleges what started as a backyard builders learning from villagers bloomed into a college all of their own, responsible for the golem workshop and the tnt, diamond, obsidian and furnace golems.
+: you know how to make and maintain golems.
+/-: you have enough materials to make an iron golem plus two coal golems.
{} if majored in enchantments: the most mysterious of the colleges the enchantment or magic college dabble in the mystic arts of enchanting, necromancy and all things one can call magical, they are also the ones who send expeditions to check out magical dimensions.
+: you know immediately what enchants are on what item due to your time at the college.
+/-: you carry around a portable e-chant table and bookshelves, this way you can do enchanting on the go.
-: however, unlike the other colleges you are the least able to defend yourself, one someone is on you, you are boned.
{} if majored in brewing: the youngest of the 4 colleges, before the nether was discovered the only potion one could craft with second hand witch equipment was a weakness potion and trying to get the witches to speak was like pulling teeth, after the nether opened up, it also led to the discovery of the potion staple of nether wart along with blaze rods to make the stands, then the flood gates were opened, everything was thrown into those stands, from common dirt to diamonds and in the middle of the cowboy show the potion college came into being to form some basics and to train people in this new art form but to also turn one of the nether's strengths against them.
+: you know all the potion recipes and know exactly what potion do what and for how long.
+: thanks to the nature of most potions and its creation, they are the most militarized house out of the 4, so you are more armed in both potions and a knife.
+/-: you have a brewing stand on your person, meaning you can brew potions on the go; however, it takes time for them to brew.
-: potion brewing is expensive work, not only does the stand require advance materials but the stuff needed is not cheap, so coming by some brewing reagents will be hard.
inventory:
crossbow (tc if part of the colleges, enchanted if part of the enchanted college, plus a knife if part of the brewing college)
2 stacks of arrows (4 for all the colleges but for enchanting you only get one arrow with the Infinity enchantment.)
enchanted iron armor (better enchantments if part of the namesake college)
a stack of Redstone torches plus one regular torch of visibility
a badge of completion if in one of the colleges.
assortment of themed stuff (if part of Redstone, you get 2 stacks of Redstone, 2 dispensers, 2 repeaters, two levers, 4 tnt, and the components to make a flying machine (2 slime blocks, 2 sticky pistons and 2 observers). If part of enchanting you get 2 stacks of lapis lazuli, 9 bookshelves, 1 enchanting table and a number of books to put enchantments on. if part of golemancy you get enough for a single iron golem and 2 coal golems along with a stack of coal, plus the components to make 3 plank golems and 3 stone golems. if part of brewery you get a brewing stand, an assortment of things to make 6 healing potions, along with you already having 6 healing potions, half splash, half normal. if independent then you have, 1 dispenser one pressure plate, 2 tnt, enough to make 2 plank golems and 1 stone golem, half a stack of lapis lazuli, half a stack of Redstone, 4 potions of healing.)
16 emu burgers
6 bottles of honey.
random asortment of blocks like sand, redstone and cobblestone.
flint and steel (or if part of the enchanting college an octine ingot)
a map of creeper country.