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Fantasy ALTER ONE-Lore

ALTER ONE-History
THE HISTORY
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The Beginning/Age of Eden-Long ago the world was created by the Aetherians. Having favored the humans, the Aetherians bestow gifts upon mankind to aid in their progression. With these gifts, humans quickly became an extremely advanced species and entered periods of untold prosperity and peace with Aetherians acting as their guide to the correct path of life. However, humans became dissatisfied with merely following one of many possible paths. They begin to stray from the provided path and seek their own desires. Angered by their hubris, the Aetherians left the world of Altair to the humans, seeking to create an alternate world…leaving this one behind. Providing a final warning to the prideful humans who chose free will over assured prosperity. This was the end of the Age of Eden and the First Rebellion.

Age of Liberation-After the Age of Eden and the First Rebellion the humans enjoyed their newfound freedom. There was a period of peace, growth and purpose. Without the shadows of the Aetherians looming over mankind people were free to choose their own path. However, unbeknownst to the prideful humans they began to regress ever so slightly. Overtime, technology became less refined, yet relied on even more to deal with the even quicker regression of their magic. Mana became too scarce with the disappearance of the Aetherians. Naturally, humans seeking to maintain the lifestyle of their ancestors began to fight over resources and commit terrible taboos to cling to a lifestyle they had already lost. Man’s liberation was also their regression.

The Great War of Oblivion/Age of Oblivion-Humanity entered a very dark age. The world was torn asunder by a global scale war and humanity’s greed. Pollution from the weapons and technology built without the Aetherian’s guidance consumed the world. Moreover, the weapons that had been left behind by the Aetherians were abused by bloodthirsty warmongers. It was said that over 3/4 of life was destroyed in the war. It was around this time that the Nether came to be…the monsters, soon after. Mankind was forced to band together to avoid total extinction. No one knows exactly how extinction was avoided, but the will to live was greater than their circumstances.

Renaissance-Mankind clung to the very things that aided in their destruction, technology from the past and each other. Through determination, will, and fortune, they were able to rebuild what their ancestors tore down and bring civilization back to Altair. Though they did not have the knowledge, or power to recreate the Age of Eden, this era gave them one thing the Age of Eden never needed, hope.

Age of Romance-What will define the Age of Romance now that mankind has returned to their feet. You will decide.

…….Welp….at least that’s how the story goes. Some think this was all the result of just some rocks colliding by happenstance with some explosions here and there.
 
LOCATIONS AND MAP
LOCATIONS


The world of Altair is vast and ever expanding. A adventurers plunge into the chaos of the unknown the corners of the map become filled, yet more mysteries lie in their wake. Below you will find a list of important countries, cities, and areas; however, Altair is limitless...who knows what else is out there?

  • Vrae Syx
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    VRAE SYX’s foundations can be traced back to its capital, RYZE, self-heralded as the most advanced city in Altair. (Prodos of ACCEL would have something to say about that). Founded on top of ancient ruins, and vast aether deposits, VRAE SYX utilized these blessings from god to catapult it to the forefront of progress. Vrae Syx was able to quickly seize lands, and plunder the resources of the disadvantaged. Despite their relatively advanced weaponry and lifestyle in comparison to most of the world, these are still even less than cheap imitations of the past, but they remain undeterred. Moreover, the most powerful relics are reserved for the chosen, a term that has become synonymous with the rich and powerful, as is the case with most people. VRAE SYX believed the relics of the past were signs of divinity, shards that have broken off from the gods to guide humanity. The people of VRAE SYX, have but one goal, to conquer the world and unite them in belief to recite the World’s Prayer and summon God to re-enter that golden age of prosperity.

    CAPITAL: RYZE

    GOVERNMENT: Vrae Syx is a theocracy that worships technology of the past. They believe these are divine works left by God for his chosen. The Church of Eleven rules over Vrae Syx, with the Prime Minister deciding who from the six families will serve as the Supreme Leader. This leader is referred to as the Omen. This council of six all hail from individual bloodlines and families who are said to have blood ties to the angels of Eleven.

    RELIGION-Like most of Altair, the people of VRAE SIX believe that there are multiple gods. However, instead of worshiping a few gods that embody their belief system they hold them all to be valid, sharing a single consciousness. Hence, it can be jarring to outsiders when they refer to the commonly referred to 11 gods as a singular god simply referred to as Eleven. Then there are the few extremists who believe the human race as a whole to be god, having lost access to a stream of consciousness that would allow them to be transcendent.

    MILITARY: Those who serve in the military, no matter the rank are referred to as “The Order”. Reincarnation is promised to those who will lay down their life for the resurrection of Aste. Once he returns, those who died for him will serve as his elite guard and council.

    RACE: Humans dominate this nation. Enslaving other creatures is not seen as a taboo since those who are less than human fall out of the Gaze of God. In fact, most humans see it as a privilege for non-human creatures to aid in their progress, or daily lives. The nobles in particular believe in having control over exotic races/creatures as a status symbol. Some races are so far out of the Gaze of God that they must be eradicated. These beliefs seem to be stronger the closer one is to the capital. The humans of Vrae Syx are usually in conflict with Auris, Wisps and Azura. The Goloths who avoid slavery have their own small communities. However, not all regions of Vrae Syx believe Goloths should be slaves, some revere them as guardians for humanity.

    IMPORTANT INFO

    God’s Gaze: The belief that one can only exist if they are observed. Those who are prosperous and have purpose fall at the center of God’s Gaze. Those who lack purpose and are seemingly cursed fall out of his gaze. There are those who God turns a complete blind eye to, refusing to acknowledge their existence. Such beings are anomalies that the chosen must eradicate.



 
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PLAYABLE RACES
AVAILABLE RACES


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    Humans-Not the strongest, wisest, or ancient, but somehow they seem destined for…something. Humans make up most of Altairs population. Possessing no physical, or mystical advantages to the other races, humans have survived this long in part due to their numbers, tenacity and ability to adapt. The potential of the human race is boundless, whether that be for better or worse is currently unknown. Nevertheless, they have survived this long against all odds; that much is undeniable. Although it isn’t uncommon for humans to befriend other races, as a whole they are generally wary of the other races almost as a necessity. Ironically, as a collective they may be the most feared race.

    Notable Traits: Humans are an adaptive species, capable of many things. While they are inferior in many ways to their counterparts, they have shown the ability to learn, adapt and make a path for the future.

    Life Expectancy: 75-100
    Mana potential: Low-High


 
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MAGIC AND HOW IT WORKS
(Will make tabs soon lol)


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MAGIC AND HOW IT WORKS.

Magic, or Aetherian Arts in this world are actually quite technical. When mankind was created, certain restrictions were placed upon them so that they would not destroy themselves with power that they could not contain. In fact, any and everything consists of some sort of code created by the gods so that they serve their specific purpose. Moreover, these restrictions coupled with their “program” were placed upon any and everything in life. To wrap your mind around it, imagine the human being as a program with restricted access to the web. The web in this case would be the universe created by the gods. Magicians in this case would be considered hackers who gain temporary access to things that they probably shouldn’t. Nevertheless by hacking into this code and rearranging it, different spells can be born as they gain temporary access to the world and turn it into power. Theoretically, a magician should be able to achieve the power of a god if they have enough skills right?...Wrong. If we were to go back to the program analogy, imagine if a simple program designed to play tic tac toe was tasked with managing chess software? It would likely crash. On a much bigger scale, tapping into the power of the literal universe and playing god is already dangerous in itself, but a mage who isn’t careful could cause severe harm to himself and others. After all, their body isn’t made to handle a permanent removal of the restrictions placed upon them, nor process something that powerful. In short, their own code would unravel and they would be deleted……...whatever that may entail. Because of this, high level spells that can destroy a city are almost as mythological as the gods they worship.Moreover, what was once a string of code has now devolved into a lengthy incantation that loses a few things in translation leading to weaker spells. Nevertheless, the pride of a magician is to push the boundary…perhaps they may eventually find what lies beyond it?


MANA POTENTIAL
Of course no one is born the same. For this reason many people are born with a certain aptitude for magic. This aptitude at its core is determined by something known as the God Sequence. The God Sequence is the theoretical number that represents the makeup of Aetherians. The closer a mortal's coding is to the god sequence, the greater mana potential they have. If we were to go back to the hacking principle, think of it this way. Trying to hack google with your Macbook air from the comfort of your home is a lot harder than someone who might actually work right next to the main server. In short, these people don’t have to use as much energy or effort to manipulate and access the codes necessary to create magic. This can also be attributed to magic type. Moreover, their body is more apt to handle higher levels of magic/manipulation. If your sequence leans toward crafting enhancer magic, then it would be quite difficult to pull off fire spells. You could still learn any spell, but you would waste a lot more mana than someone “programmed” to perform fire magic. For this reason, many mages specialize in one area and some choose to specialize in just a few spells, mastering them and making them as strong/efficient as possible. No one is quite sure how this is determined, but it has been researched that twins can be born on complete opposite ends of the spectrum when it comes to mana potential. It’s still a mystery and most attribute it to chance, or the blessings of the gods. Nevertheless, their path is not set in stone, many train to increase their power/aptitude regardless of how they were born.

**Magicians can hold affinity within 3 types of magic, primary, secondary, and tertiary; however, the more abilities you possess the less potent your abilities are as it is extremely difficult to learn more than one ability. Moreover, you would need a tutor for the secondary, and tertiary abilities. This can be done by interacting with NPC’s, quests, or through each other. A little tedious I know; however, by gaining more abilities it is possible to create amalgamation (united) spells that combine your abilities for more special attacks.


TYPES OF MAGIC

Elemental Magic: Perhaps the most popular type of magic among mages. Mages tap into the power of the basic elements of the world. The stronger/more unique the element, the harder it is to control.

Enhancement Magic: It is believed that everything in this world has restrictions placed upon it except for the gods. At a core level of magic, enhancement is achieved by removing restrictions; however, the mortal body can only handle so many restriction removals (i.e buffs). So the more powerful the buff the less time one can use it. Depending on what the buff is there may be physical consequences. (Ex. Improving your eyesight immensely might result in anything from eye irritation to permanent blindness depending on the spell.) When using enhancement it is definitely a risk/reward type system so be prepared to set appropriate consequences for your spells.

Curse Magic: If Enhancement magic is removing restrictions curse magic is inputting restrictions to hinder their opponent. Be careful though, you just might curse yourself if you are not focused, so be sure to not be interrupted during your spell casting.

Taboos: Magic that manipulates one’s existence, or magic the Aetherians deemed as dangerous and immoral. Sure the people alive today do not know that they are essentially altering their own sequence (this is not to be confused with setting and removing restrictions.) The magic soon to be listed requires the user to alter their own sequence to an extent that their very existence is altered. For example any kind of actual shape shifting, blood magic, necromancy, etc. You might notice that some of these magics do not seem to be as powerful as other potential magics, yet they are classified as a taboo. This sentiment derives from the origins of magic and how the people of that era understood the potential consequences of manipulating the sequence of another being. For example, it was completely possible to mess with someone else’s sequence and turn them into a disgusting, disfigured mass (although it takes A LOT of energy to alter someone else's code to that extent.) Alter your sequence to quite literally turn into the loved one of another. Perhaps someone would attempt to revive someone who is dead; however, with a lack of understanding of how death works they simply created an uncontrollable zombie or placed a living soul into the dead. Examples like this is why manipulating the sequence of others was frowned upon and outlawed even during the age of Eden. Many mages practicing these taboos are subject to becoming a Wanderer (See Non Playable Races).

Refinement

Refinement was a technique developed by a war veteran named Iolas who was on the losing side of a war between two unique races. Unable to utilize magic well, he created this technique to even the odds. What is a refinement? Using super intense conditioning, mystical methods, or a myriad of other techniques, the soul of an individual slowly becomes more and more malleable(a process referred to as refining) until it resembles their desired state. After all, if your body is unable to handle a certain condition, why not force it into that state albeit temporarily. Using this, the person utilizing this technique can gain increased physical attributes based on their refinement in order to perform small superhuman feats, but they are prone to a burden that goes along with this ability due to your body rejecting the foreign soul. Nevertheless, the penalties are not as severe due to the user tapping into the power of their own soul instead of an outside source.

Aside from the burden that goes with each refinement, there is another penalty. After altering their soul to this extent, the user is unable to utilize magic as the body cannot process utilizing two such techniques. There have been those who have tried and the results have been catastrophic. In conclusion, refinements give less power than magical enhancements or spells, but are more liberal in their use with lesser penalties.

Examples
Refinement of Battle(Fighter)-Users of this refinement gain an overall boost to their physical attributes. They may spend energy to gain abilities such as 360 degree understanding of the battlefield, the ability to ignore injuries and blood loss for a time, or superhuman reflexes etc

For a more in depth explanation on refinements, read here! Credits to Athanas Athanas for this idea

UPGRADES
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Automata has an option available to their race in place of refinements. Automata have an option to equip upgrades to improve their overall capabilities. However, with upgrades come the risk of losing oneself due to corrupted, or incompatible parts. They almost always come with a GLITCH. Unfortunately, continually upgrading can lead to cyberpsychosis. Essentially this is the near equivalent of becoming a wanderer for a Automata. Totally not ripping off Cyberpunk2077 but it is what it is.
 
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Aetherians (Gods/Godesses)
Aetherians


Aetherians are the gods of this world. All powerful beings of incomphenisble power and glory their legends spread far and wide. Presently, while they are not quite completely mythic some believe that the Aetherians have turned their backs on Altair, while others believe they never existed at all. Despite the fact many still believe in them, some choose particular Aetherians to worship. A pirate might find solace in Wonnozoth, while a ruler of a nation may worship Oen. This can also cause a contention amongst people who have differeing values. As a whole, history, legend are so scattered and blended no one can say for sure who is right, or wrong.
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    Oen the Beam of Judgement
    Oen bestowed Altair the gifts of Light and Power. It is because of Oen that the denizens of Altair can even use magic today. He is often referred to as the God of Judgment and the one who many believe inacted the Taboos due to his ties to the gifts of power. He is often depicted as a stern man engulfed and fire/light. He is widely worshipped amongst those in authority and power. Moreover, although there is no official chief of the Aetherians in mythology, many like to consider him their leader due to his relationship with authority and judgement.


 
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LEGENDS OF ALTAIR
As with any worlds, there are tales that may or may not hold a modicum of truth. However those are myths. Legends are those who battled against all odds to etch their name into history whether it be good, or bad. It would not be wise to take these legends lightly. Below will be a list of Myths, Legends, and Anomalies of the past.
 
Technology
TECHNOLOGY

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The world of Altair has been greatly influenced by technology, and magic. Having allegedly been a major factor in any point in history, it is no wonder that citizens of all backgrounds can’t help but seek a stake in it. Whether it is for personal gain, the betterment of Altair, or sure curiosity it is safe to say that technology is not going anywhere.

Technology today: If you were growing up in the countryside your first hint at disparity among classes might have been a passing air ship as you moor your boat. Recovery has gone relatively well as engineers have tried their best to reverse engineer the technology that had been left behind while filling in the blanks with modern (albeit insufficient) principles. The result? Less reliable magical items, weapons relying on gunpowder, steam engines, and rickety flying machines. Moreover, some scientists have even developed manatech. Guns that fire bullets through mana, hoverboards, advanced architecture and other items. With inventions like these, humanity is out of the gutter, correct?...Not exactly.

The most advanced technology is extremely hard to replicate, and sometimes it is a long shot to merely repair. There are several gadgets that are so mind boggling to modern minds that they are useless and appear to serve no actual purpose aside from becoming a collectors item. With this being the situation, those with power and influence usually keep these items for their use. Even most civilizations started with ruins from the past being the center of the city. This usually leads to the outskirts of cities being considerably less advanced than the more metropolitan areas. In Altair,

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Past technology: Even with blueprints, it would be hard for the best engineers to recreate that glory. Even the generation of man who preceded those of the Age of Eden could not replicate that era of prosperity perfectly. It is said that the technology of that era could easily break the natural laws of today. With tales like that circulating, of course people now search for ruins and artifacts that they can utilize to satisfy their own ends.

Ruins: Ruins are unpredictable. Many have died exploring places in search of artifacts from the past only to disappear without a trace. For that reason, many ruins that have been found appear to be relatively untouched despite their known existence. Explore with caution.

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Adventurers Guild
ADVENTURER RANKS

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With so much to discover in the world, organizations who prefer not to be directly under the government's thumb, but aren’t quite ready for that criminal lifestyle have been established. Adventurer guilds are attractive for the aforementioned reasons; however, it is often said it is the legends who have charted a path forward draw in dreamers, hoping to do the same in the infinite potential of the unknown.



- Tungsten = 6,191 Degrees F
Nations are wary of your existence. You have truly forged a path to becoming a legend, truly an exception amongst the rule. Somehow, someway you will have contributed greatly to the history of Altair and its people. Surely, your name will be etched in history eternal.

- Platinum = 3,215 Degrees F
You are a true hero capable of turning the tides of war even if only for a little. Brushes with death is just another day in the life for you and you are expected to overcome the impossible. At this rank, you are expected to stave off various threats. You have performed a feat and claimed a ruin on your own.

- Iron = 2,800 Degrees F
To enter the top 3 ranks of adventurer class, you must perform a feat. A feat is a threshold towards legend status and many guilds have different thresholds. For example (defeat a dragon as well as receive 30 A+ reviews.) This is just an example. These feats vary from guild to guild, but it is clear that strength is not the only manner in which someone rises in rank, but acceptance and the ability to solve problems.

- Gold = 1,948 Degrees F
Most adventurers do not surpass this rank. You are a solid and reliable adventurer and can complete most quests. In fact you may have garnered fame amongst your guild/city. You have been out in the world enough to know the potential dangers of the unknown and you know how to return home alive at least, even if barely. If you stay within your wheelhouse, you can make a decent living.

- Bronze = 1,675 Degrees F
Probably the most common rank amongst adventurers. You might be more than a marshmallow but burnt bread isn’t that much better. That said, you are a competent Adventurer and people cannot go wrong having you take their requests. Catch those petty criminals, get those mischievous wild beasts eating my crops out my farm. It is likely you have completed 10+ quests.

- Lead = 621.5 Degrees F
The lowest rank of adventurers. You are a marshmallow on a stick and the world is on fire. Keep helping old ladies and getting cats out of trees.​
 

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