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Realistic or Modern BEING HUMAN - AETHER LORE

Avari

Four Thousand Club
Welcome to the lore page for BEING HUMAN. The following is a work in progress, that will be added to and adjusted as required. It will serve as a simple reference, and is not required reading - although characters with from Aether might find it especially useful for writing back stories. At the end of the day, it will be enjoyable fluff at the very least.
 
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LOCATION GUIDE

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Westcliffe Castle

The Ancestral seat of the Fairchild family, The Royal Imperial Family of Alcamoth. Westcliffe Castle provides military forces to the entire west of Aether and had stood as a symbol of the Fairchild’s might since ancient times.

Westcliffe Town

Sitting south-east to the castle lies Westcliffe Town. A medium sized settlement that provides housing for many of the families of soldiers who serve in the military.

Alcamoth

The capital city of the Human Empire of Aether and the seat of power for both the Church of Light and Aether’s royal family. Alcamoth boasts a population of over a million people. It houses the Great Library of Aether, as well as the largest chapel in the land and a robust shopping district.

Cloudtop

The Ancestral home of the Hinokah family. A Human tribe of fierce and respected warriors. Long since pledged to the Fairchild dynasty - the Hinokah have served as personal guards and assassins for almost two millennia. They have a historically bitter relationship with the Cainhursts.

Kolaghan’s fall

A mountain range north of Alcamoth, aptly named as the land where Verity Fairchild slew the great black Dragon Kolaghan. It is said that what remains of Kolaghan’s bones still rest upon the highest peak.

Crowhaven

A mighty fortress belonging to the Cainhursts, a Human Family known for their affinity for dark magic and Wyvern riding. The Cainhursts have been pledged to the Fairchild dynasty for almost two millennia, but have a icy relationship with both Hinokah and Fairchild. Their ancient ancestral home of Blackrock was lost to them many centuries ago due to Lucrezia - and the loss is still bitter.

Erebor’s Rest

An ancient tower to the east of Kolaghan’s Fall and the resting place of Erebor, the Dragon Knight. Many Paladin initiates undergo their rites to become fully fledged Paladin warriors at Erebor’s Rest.

The Dark Fort

The site of a terrible battle long ago, the Dark Fort is a lonely and haunted place and travelers tend to give the Dark Fort a wide berth. Some say that dark forces still lurk amongst the rubble, and the area regularly sees its fair share of fool-hardy adventurers.

Al-Anduin Beacon Tower


One of four of the remaining ancient beacons, these towers were once used to warn cities and towns of approaching enemy armies during antient times, Al-Anduin remains in regular use by Alcamoth and a small village lays nearby where travelers can rest before leaving the Capital.

Fort Virtue

This grand fort earned its name by being an extremely arduous trail ground, where many have fallen before. Occasionally used by the military and mercenary bands as a testing ground, those who pass the Fort’s trails have been said to gain great power and wealth later in life.

Lake Anduin

A freshwater lake east of Alcamoth, Lake Anduin is rich with fish and is a peaceful area, making it a popular destination for travelers.

Vakaris Town

An important and prosperous town, Vakaris attracts trade from all over Aether thanks to its convenient location in the center of the continent. Filled with numerous shops for anything anyone might ever desire, Vakaris is rapidly growing - and may even one day contend with Alcamoth itself. With great riches however, also comes great crime and Vakaris is rife with corruption and thievery that has yet to be stamped out. Its general proximity to the Dark Lands has also stifled its growth.

Vinistead Village

A trading post to the north of Vakaris, Vinistead has long held a position of strategic value to the rest of Aether thanks to its surrounding fertile land. Much of the food for Alcamoth and Vakaris is grown in the surrounded area of Vinistead. After efforts to reclaim the wetlands to the north failed, the population largely abandoned the area, leaving a handful of settlements working the land farming what they can and harvesting the rich peat for the surrounding cities. The farmers are paids handsomely for being willing to work and live so closely to the ominous Wetlands and Lucrezia's Empire.

Enderach Plains

Comprised of many miles of rolling hills and grassy fields where all sorts of creatures roam, Enderach Plains was once home to many towns and villages that have been destroyed over years of conflict. Many ruins still scatter the landscape, making Enderach a popular destination for adventurers. Many areas in the plains lead to underground ruins and forgotten temples that are still yet to be recovered by Alcamoth. The site of many terrible battles, Enderach can be a dangerous place for the unsuspecting traveler..

Deludge Wetlands

A bleak and cold place comprised of forest and swamp, the Deludge Wetlands was once home to a large elvish civilization and a vibrant ecosystem. Avoided by all but the most brave or foolhardy adventurers who are attracted to the land by stories of ancient elvish treasure, the Wetlands is a dangerous area filled only with desolate tundra and disease carrying bugs of distressing size. Much of the wetlands remains a mystery, and hunters can be paid handsomely by the right patron for their discoveries within the swamps.

Ba-Deluga Lost Beacon Tower

One of four of the remaining ancient beacons, these towers were once used to warn cities and towns of approaching enemy armies during ancient times. Ba-Deluga was abandoned long ago and has since been swallowed by the swamp lands. No one has set foot in Ba-Deluga for centuries, at least to common knowledge.

Lake Odania

A huge freshwater lake in the east of Aether. Not a natural lake, but crater caused by a magical explosion of incredible power long, long ago. The ancient land of Odania once stood there, and its destruction is still met with pangs of loss by many members of the populace. It is said that the ruins of Odania still sit at the bottom of the Lake, but so far all attempts to locate the ruins have met with failure. Lake Odania is still affected by the magical cataclysm from ancient times, and many strange occurrences have been noted to take place in the vicinity.

La-Vinima Beacon Tower

One of four of the remaining ancient beacons, these towers were once used to warn cities and towns of approaching enemy armies during the Dark Ages. Still in regular use by the Alcamoth military, La-Vinima has high strategic value as it has sights on the Merluminal Forest to the south, and the Throne of the Abyss to the East.

Gularum

The last remaining bastion of Dwarven kind in Aether. Gularum is a grim place by all accounts, and the local populace is unfriendly and unwelcoming to most travelers who have nothing of value to offer. It is however, one of the few places in the world where true Dwarven crafts are available making it a popular destination for many warriors and traders despite the disposition of the Dwarves. Travellers who wander into the mountains may come across the battlements of a tower top, which serves as the base for merchants who wish to trade with the Dwarves - The true Gularum resides below the surface, and few are permitted within.

Arcanlux

A small village town on the very edge of the Merluminal Forest, Arcanlux boasts a population of mostly Elves and Half-Elves. Originally set up as a trading post for those who would risk travelling into the Forest, Arcanlux has transformed into a distinctive city of its own right.

Va-Lumis Beacon Tower

One of four of the remaining ancient beacons, these towers were once used to warn cities and towns of approaching enemy armies during the Dark Ages. Va-Lumis has long since been lost to the outside world due to its location within the Merluminal Forest, but it is unknown if the Lumen Elves are making any use of the Tower.

Merluminal Forest

The Merluminal Forest is a gigantic and ancient area that makes up much of the southern area of Aether. Home to the Lumen Elves, Merluminal is an enchanted wood which repels almost any who try to travel within. Adventurers and travelers report of becoming lost within hours of entering, regardless of their method of navigation and are forced to retreat to Arcanlux. A mysterious area, that is avoided by most.

Lumensiri

The capital city of the Lumen Elves, which exists deep within the Merluminal Forest. Lumensiri is the oldest city in Aether and has been cut off from the outside world for over seven centuries.

Throne of the Abyss

A lonely mountain sitting to the south of Lake Odania, the Throne of the Abyss is a twisted and evil place where a terrible battle raged long ago.

Overtide Island

As the waters from the Cerulean Sea wash over the pearl-white sand of its beaches, rare materials are known to occasionally land upon the shore. Despite its riches and tropical atmosphere, Overtide Island is deserted due to two factors - Firstly, the fact many fiercely territorial Griffons use the island as their nesting grounds makes any kind of approach a risky proposition. Secondly, it is deep within Lucrezia's territory; making any expedition suicidal at best.

Magruhdul

The lost Dwarven City. Once home of the Dwarves, before being captured by Lucrezia.

Dul-Magnar Beacon Tower

One of four of the remaining ancient beacons, these towers were once used to warn cities and towns of approaching enemy armies during the Dark Ages. Long since abandoned by Alcamoth due to its remote position, Dul-Magnar changes ownership frequently - occasionally used by roaming bands of Barbarians or Orc scouts.

Mipha’s Rest

A fortress sitting on the very edge of the world, Mipha’s Rest was said to have been used by Mipha herself as a research laboratory in ancient times. Due to the location of the fort and the current political turmoil in the area its exact position is yet to be clarified. The Church of Light has been considering an expedition to recover the fort, but as yet the journey has been decided to be too perilous.

Blackrock

An ancient fortress as ancient as Alcamoth itself, Blackrock was once the seat of the Cainhursts but has long been used by Lucrezia as her home. Destroyed at the climax of the Shadow War.
 
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Within the world of Aether, the practice of spell-craft was widely used by its inhabitants. Everyone, regardless of species or social standing had some natural born affinity to draw mana from the atmosphere and manipulate it to form spells. However, to become a master of Magic was a lifelong undertaking that few could afford to indulge in. Many schools of magic are also restricted to certain races and bloodlines. The most widely used Magic is known as "Tier Magic", with the power and knowledge required to wield certain spells broken up into various categories and tiers - and are described as such by their users.

Power can be drawn from other sources when mana is not available - a user with sufficient knowledge can use life force, blood or acquire power through specific rituals that require a spiritual patron.

TIER 0
For those who possess little in terms of talent or ability and tends to lack any practical use outside of vaguely amusing visual tricks and other harmless uses. It can be used to fulfill the needs of a simple life, but not much else. Tier 0 is not even considered to be true magic by many.

TIER 1
The most common tier of magic, used by the vast majority of the population. Many practical magics inhabit this tier, and most can ascend to Tier 1 with a small amount of training - though it can take a considerable amount of time and effort to achieve this for those without any real talent for magic. As an example - Average soldiers of the Human Empire inhabit this tier.

TIER 2
The common goal for most who seriously pursue magical power. Those who can wield Tier 2 spells make up only 5% of the entire population of Aether. Those who reach Tier 2 usually make good money in specialist jobs or become elite mercenaries. Many of the Lumen Elves, born with great magical ability inhabit this tier.

TIER 3
The true elite. Tier 3 magic wielders are quite a rare sight, and tend to attract something of a celebratory status if they bring attention to themselves. They are highly sort after among the nations of the world for their power and knowledge.

TIER 4
Only a select few of unnatural talent and after undergoing a lifetime of intense and demanding training can ever hope to become a Tier 4 wielder. A user of this magnitude could change the course of a seemingly doomed battle, or be used as a nuclear deterrent against other rival nations. In the present day of Aether, there are only 50 known wielders of 4th Tier magic - spread across the world and over several different species.

TIER 5
The true pinnacle of what a even a immortal can ever hope to achieve, and considered to be the absolute pinnacle of what mankind is capable of. There are scarcely a dozen individuals with the power of Tier 5 magic, though some Tier 4 users have managed to cast Tier 5 spells while working together and taking part in complex and highly draining rituals.

TIER 6
The realm of legend, unseen in many an age. Humans are incapable of casting such spells, even if they had the knowledge to do so - the enormous energy required would mean instant death for the user. The magic is incredibly dangerous to perform and can sometimes have truly disastrous consequences. Verity Fairchild was considered a Tier 6 wielder.

TIER 7
Unknown to the general population. Tier 7 is of such power that to even learn of its magic can cause madness in the learner. Little is known, and only a select few incredibly ancient and powerful individuals even know about it. To wield a Tier 7 spell is to transcend the nature of reality. It is said the lost Aurelia could wield Tier 7 Magic.

THE INFINITE TIER
Unknowable. The realm of Meyneth. Used simply to describe the power of a Creator.​
 
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The dominant religious and military organization in the world of Aether. A Quasi-Military group that rose to power during the age of Verity Fairchild - who they worshiped as a prophet of Meyneth.
The Church has a reputation as a merciless and uncompromising defender of Alcamoth's interests, and is widely considered to be the true political power behind the current Fairchild dynasty.
The Church actively hunts evil beasts, demons and abominations that terrorize the land - but also convert all those they encounter to the worship of Meyneth: by force if necessary.

CHURCH STRUCTURE
The Church of Light is divided into three core groups -- The Clerics, The Paladins and the Sentinels. The All-Mother is the head of the Church. Beneath the All-Mother are the three individuals who make up the Holy Council and represent the three groups - The High Sentinel, The Lord Inquisitor and the High Priest. The Holy Council reports to the All-Mother directly and advises her on all matters pertaining to their station.

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Clerics
The role of Cleric is a versatile and far-reaching role within the Church. Clerics range from dedicated healers, to spiritual teachers and academics. Every place of Worship with the Church has several clerics on hand for whatever the public requires. The ranks of Clerics descend as follows:

  1. The High Priest - The Highest level of office among the clerics, The high Priest holds a position on the Holy Council and is selected from the Grand Clerics.
  2. The Grand Clerics - Responsible for a select amount of land within Church territory, Grand Clerics are usually each tasked with twenty to thirty Oratories and report only to the High Priest. Grand Clerics are usually exceptionally powerful healers and have at least a decade of faultless service to the Church.
  3. Matriarch - Traditionally a female role. The leader of an Oratory. Every Town and City under Church control has a Oratory, and they are expected to provide for their flocks spiritual well-being.
  4. Acolyte - The rank and file of the Church, Acolytes spend their time pursuing their selected interest - whether it be healing, religious instruction or a more academic pursuit.
  5. Initiate - The beginning rank for those joining the Church, Initiates usually spend 1-2 years serving under the instruction of a Matriarch in a Oratory before choosing if they would like to become a Cleric or Paladin.

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Paladins

The Paladins are the military order within the Church, tasked with keeping the peace and staying vigilant against signs of evil and corruption. They protect communities and towns from various threats,are highly disciplined and devoted to the Church and played a tremendous role in defending Alcamoth settlements from Lucrezia. The ranks of Paladins descend as follows:

  1. High Sentinel - The high commander of the Paladins and member of the Holy Council. The High Sentinel is tasked with upholding the law of the Church across the land and carrying out the will of the All-Mother
  2. Knight-Commander - A Knight Commander is a Paladin who has exceptional leadership skills and devotion to the Church’s cause. Most Knight-Commanders have control over a dozen Knight-Captains and report to the High Lord of Justice on a frequent basis.
  3. Knight Captain - The second highest ranking officer of the Paladin Order, Knight Captains are respected and talented leaders who have risen through the ranks. Knight-Captain's can be responsible for defending a range of Church interests.
  4. High Paladin - A powerful and experienced Paladin, High Paladins are loyal and hardy and relied upon by Knight-Captains to carry out orders to the rank and file members of the Church.
  5. Paladin - Clad in heavy plate armor, usually wielding a blessed blade, a Paladin swears to uphold justice and righteousness wherever they go. They represent they might of the Church and are as respected by their allies almost as much as they are feared by their enemies.

Inquisitors

The secretive and feared Sentinels act as secret police to defend the Church from signs of corruption - from threats both within and outside. Though relatively small in number their presence is felt far and wide wherever they are: for a Sentinel is only deployed when the Church is highly concerned about something. The absolute elite, a Sentinel is the strongest the Church has to offer. Every Sentinel is capable of wielding Tier 4 magic and is trained from birth to be fanatically loyal to the Church.

The Inquisitors are overseen by a individual known as the High Inquisitor - but unlike the High Sentinel and High Priest, their identity is a secret to all but the Holy Council.​
 
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The Elves of Aether are divided into two distinct groups: Imperial and Lumen.

The Lumen Elves
The Lumen elves are a mysterious tribe of Elves who live within the enchanted forests of Merluminal. Isolating themselves from the rest of Aether, Lumen Elves have been known to repel those who are foolish enough to stray into their forest - with force if necessary. Lumen elves are dedicated to the preservation and cultivation of nature, as well as maintaining their elvish culture of which much has been lost over the ages. They have no formal diplomatic ties to the outside world - and it was only at the very climax of the Shadow War against Lucrezia that the Lumen finally deigned to fight against her - recognizing the threat she posed to the last great forest of Aether.

Like the ancient Druids, Lumen Elves revere the natural world above all and this reflects in their magical abilities. Fueled through a transcendent union with nature and a great devotion to the Elven goddess Ehlonna, Lumen spells are oriented toward the natural world - the power to manipulate plants to their need; to twist trees to form a shield to fend off attacks, or vines to ensnare their enemies. They can commune with plants and animals as necessary to gather information and create a rain of thorns to fall down upon their foes. They age slowly, even by Elven standards but can experience a feeling of nausea if parted from nature for too long - this effect is especially prevalent if the Lumen Elf finds themselves underground or cut off from the world for an extended amount of time.

Lumen Elves skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but is occasionally blond or copper-colored. Their eyes are usually green, but can also be brown or hazel. Every Lumen Elf threads plants into their clothing - taking exquisite care to weave the flowers and leaves into intricate items. The flowers never wilt.

Imperial Elves

Imperial Elves were those who had integrated into Human society - living within the great capital of Alcamoth or in any of the many dozens of towns and settlements that dotted the landscape. Imperial Elves are faced with persecution by many Humans, and are usually employed as cheap low skill labor.
 
The Creation of Aether
"Before Aether became as it is now, before there was Light and Dark, before there was time, space or matter - there was the void. Within this great emptiness, dwelt the Creator; who in the ancient tongue was known as Meyneth; the Mother of all. She made the Aurelia - who were offspring of her thought. A manifestation of what she wished to be the concept of life. Meyneth tasked the Aurelia with the creation of reality. To put form to her dreams. -They formed the World; and the laws of nature that would govern it. Once the work was completed, Meyneth sent these spirits down to the World - which they called Aether, where they took physical form. They were tasked with keeping order, and spreading life to all corners of its surface. They created the first great city - Odania, and used the powers given to them by their Mother to give form to new, lesser races who would go out from the city and in turn create their own nations. This much is taught by the Church. For an age, the Aurelia oversaw a blossoming world of prosperity that was until Meyneth closed her heart to her creation. For reasons unexplained, the creator abandoned her children and returned to the void - leaving Aether to its fate. The Aurelia found themselves striped of much of their power and were no longer able to create new life; nor could they will matter into existence. Aether began to fall into instability and chaos as the children of the Aurelia began to war against each other. Aether was maintained by the presence of God, and without her it was only a matter of time before everything sank back into the.. nothingness. And so - in their wisdom and desperation, the Aurelia combined what remained of their God-given power into two great vessels - that would act as anchors of creation, allowing the world to maintain stability. The first Vessel was called Rakuyo - meaning Darkness. The second vessel was named Luxetsu - meaning Light. The Aurelia were diminished. Much of their power was given in the creation of this final gift to their children. And though their mother had left them, they continued to observe Aether. As they were created to do so. They would watch, and never interfere, living in hope that perhaps one day... Meyneth would return. Until one day... One of the Aurelia stepped outside the walls of Odania. They say she had grown tired of spending eternity simply watching the other races. The world was not the peaceful place it had been during the times of Meyneth - chaos still existed throughout the world. She wanted to walk among her children. Speak with them. She had been given the gift of curiosity by Meyneth - and she wished to use it. The first man she met was one of Humanity. An innocent man who had been injured in a great war between two powerful Human families who fought for control of the great plains. His family had been slain in front of him, his wife and daughter, and he was laying at the side of the road, alone and dying. The curious Aurelia came to the man, and healed his wounds - but the man suffered from a wound no spell could hope to heal. Despair. The Aurelia decided to bring the man back to Odania. The first of their children to walk back into that sacred city since the days of Meyneth. The other Aurelia were displeased of this. They had chosen isolation from the world, fearing not only that their interference might damage the natural order that had been put in place. But the corruption in the hearts of their children might spread into Odania itself. And they were right. The man asked the Aurelia many questions. He could not understand why the Aurelia - with seemingly limitless power - were content to watch the world go by. To not intervene in times of horror and bloodshed. Why hadn't they stopped the war? Why hadn't they saved his family? The answers given to him did not satisfy him. And it is said that madness began to swell in his heart - birthed from his sorrow and anger. He yearned for the strength to prevent any more suffering. and once he had that power...You know the name of this man. The man who the Church teaches was the chosen one of Meyneth. Verity Fairchild. But his power came at a terrible price. Luxetsu and Rakuyo were two great powers kept in perfect balance. If one was removed, the power can no longer be kept in check. Odania vanished. Along with Rakuyo. With only Luxetsu now present in Aether, the world became unstable. Corrupted creatures came from the darkest depths of the world. Much of the land became poison. Lush forests were reduced to poisonous bogs. Fertile plains became lifeless deserts. It was years later, when the man who had become King of a united Aether was confronted by someone he thought long lost. A single Aurelia who had survived the cataclysm of her home. The two began a terrible battle. Though Verity wielded the power of Luxetsu, the Aurelia was a God in her own right. Much of Eastern Aether was ruined in their struggle. But in the end, despite her strength - Verity cast down his enemy. "It was then he realized that this last Aurelia had been the one that saved him an age ago. He had slain his one true friend. His despair consumed him, as he realized the destruction he had wrought upon his home and his eyes were opened to his folly. Verity died soon after and his empire crumbled in his wake, leaving his descendants with only a small chunk of it, that which would become Alcamoth. But it seems he forsook the power that had made him a God shortly after that battle, passing it down to his children. This power has endured to this day through his bloodline. It is a power that resides in you, Roland. The power of Luxetsu."

-Lucrezia's tale
 

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