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Realistic or Modern Fields of Aiso Lore Sheet

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CITY OF WOLF PEAK

The city of Wolf Peak is nestled halfway up the mountains, located in a natural valley. A river cuts through the center of the city, dividing into two down the way - effectively cutting the city into three parts. This may have inspired the city's architects, as there are three districts to it. To the south is the campus of Wolf Peak Academy, one of the more prestigious universities in the country. The majority of the campus is school buildings, including dorms and shops. Other than that, there is a large park, sporting area, and other such places one would hope for from a college campus.

To the northwest is the residential area, from the more wealthy homes nearer to the center, spreading out to suburban homes around the edges, excepting for the area where the local schools are (Kindergarten/Elementary, Middle and High), and the are right next to the river where most apartments are found. And to the northeast is the commercial district, filled with businesses of all types, including the corporate office of Feron Entertainment Unlimited - the creator or Field of Aiso. They are found almost right in the center, where the buildings get tall and much more corporate.​
 
FIELDS OF AISO
--Game Mechanics--

Fields of Aiso is a groundbreaking science-fantasy game created by Feron Entertainment Unlimited. Though the worlds of Virtual Reality and Holographics have both made strides in the past few years, they have never truly come together, nor - as FEU claim - been brought to their full potential. Fields of Aiso utilizes both using their own homegrown hardware/software combination.

The meat of the game is a somewhat standard VRMMORPG. The player creates their own 'Avatar', to be a custom-built form for them to traverse this world. From there they are taken to answer what is more than not a personality quiz. Based upon the answers from there, as well as the character's choices in avatar creation, the avatar is paired with a totally unique champion. The champion, from then on, is the companion to the avatar. They fight for the avatar, gather supplies for them, and even act as a true companion to the player with a complex AI that mimics even the most complex human emotions.

Battles are held in a 'real-time turn-based' combat system. The champion is able to move once their action bar has refilled, which takes a variable amount of time according to the attack, skill, or item used last round. Even so, the battles are not static. The action bar refills fast enough that it seems like a nonstop flow of action, especially when taking into account the animations between moves. Champions can be left to fight completely autonomously, they can be commanded on when to do what every turn, or some mix of the two.

Champions, however, are very weak without their gear. As such, each champion is allocated a chip case and a deck. The chip case holds chips - armor, weapons, equipment and spells - that can then be equipped onto the deck, which will materialize the gear or allow them to use the ability next turn. (Note: Spells and Skills are different. Spells are more powerful, but the chips must cool down once used. Skills are inherent to the champion and their gear, though generally weaker they also allow for more utility than simple attacks when used). Chips wear down through use, so it is recommended that players gather a large collection to use, so that they don't lose their only piece of gear during a battle. (Note: The only way to truly lose chips is to sell or trade them. Even broken gear regenerates over time)​

Chips are also the type of loot, next to money (Ferrus Coins). A secondary kind of loot is crafting ingredients. Crafting ingredients that are not found on defeated enemies are found in nodes, such as ore deposits, plant growth, fishing spots, etc. The amount and tier of ingredients depends on the node, the area, and the champion's appropriate gathering skill. Ingredients can be sold for extra Ferrus coins, or they can be crafted. Crafting is a science, where any ingredient combination can be done, and a chip will always come of it. However, higher tier ingredients and more thoughtful combinations create more useful chips which may also be auctioned/sold for more Ferrus coins (or, of course, traded). And when you leave the fields, your champion may find ingredients of their own accord!

Outside of the game, the fun does not stop. Each copy of FoA comes with a real-life chip case and deck. The chip case syncs up with your character data, allowing you access to every chip that you currently have in the game. The deck allows for a holographic projection of your champion to appear in the real world! Unfortunately they are less interactive in this world, but if you happen to meet a fell avatar on the street, you can challenge them to a duel! Be it friendly or with chips up for ante, the battle will happen in the real world almost like it does in the game!​
 
FIELDS OF AISO
--The World--

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The world of Fields of Aiso is one large continent with two smaller islands unreachable in normal PvE gameplay. Players all begin in the port capital city of Alphet - located in the deepest part of the western gulf. This - the Western valley - is the home of the Crown, and thus the largest hub for players in the game. There are other big cities, of course; each one is a hub with an auction house, quests, and everything else that one might expect.

The northern wetlands, home of Enkeran - the laketop city - and the surrounding area are one of the two mid-level areas. The southern Savannah - home of Gerod - is the other. In general, the farther east one goes, the higher a level the enemies and gathering nodes are. There is scaling to a point, so those going back to dungeons and raids in the early areas won't find it a completely easy task. However, the main exception to this rule is..

The central mountain range - home of Shellat, the cave system city. This is one of the highest level areas in the game, and is also where one may find the Obelisk of the Devil. Using this obelisk will bring you to one of two areas of your choice - either the PvP area of the underworld, or the entrance of the Raid of Nine Circles. The raid of Nine Circles is a unique raid, where each level must be beaten before the next can be attempted. Each level is much harder than the last - so much so that only a few have beaten the 8th circle, and the boss of the 9th has never been seen - making this raid more difficult than that of Angdal.

The underworld is one of the PvP areas found outside of duel arenas. Entering this area, you automatically opt-in to PvP (which is normally disabled unless you opt-in outside of duel challenges). Thus it is a very dangerous area to enter, but may also be very lucrative. Losing in PvP (or PvE for that matter) loses you some Ferron Coin and sees you teleported back to the last city or town you binded your home-crystal to. The only way to lose chips is an ante duel. However, the underworld is home to very many gathering nodes that give out rare materials that otherwise only drop rarely from certain mobs. Thus, PvP is not necessary for any sort of progression in the game outside of tournaments and other similar activities.​
 
--The Factions--

The Crown Army: The warriors of good, of light, of Aiso. They are the champions and the avatars from Alphet, who fight Angdal. They are organized, they are allies, and they are one.

Wandering Blades: The wanderers, the fighters, the mercenaries. They do not swear allegiance to the Crown, they fight for money, fame, glory. And yet they oppose Angdal all the same.

Cult of Angdal: The corrupted, the dark, the lost. Those who have fallen to Angdal, who now have lost their souls to the dark. The only way out for them is death, and that is a mercy compared to serving under Angdal.

--Races--

Aiso is home to many races, of various sizes and shapes. Almost all can become an avatar. Some of them are...

Human, Elf (Wood, High and Dark), Dwarf, Warforged, Fey (Including Nymph, Undine, Efreet, Sylph, Gnome), Tiefling, Dragonspawn, and more.

--Monsters--

Just as there are many civilized races, there are also monsters - the corrupted spawn or Angdal, or beasts corrupted by his energy. There are many, too numerous to list here. But anything beyond natural beasts are the servants of Angdal, and desire destruction above all else.

--Known Dragons--

Aiso - the creator dragon, the dragon of life. She's been seen very little in the past centuries, but it is said that the entirety of the Fields of Aiso was created by her. She is the chief of the pantheon of the crown. The Valkyries, bearers of the blessing of champions (that which allows a being's spirit to be reborn to an avatar), are her servants, warriors in their own right.

Angdal - the destroyer dragon. Angdal is Aiso's twin brother, the darkness to her light. His goal is to destroy everything that her sister created. His corruption touches those falling off the path of Aiso, and they begin to hear his voice. He whispers to them, and they begin the deep descent into madness, soon becoming one of the cultists of Angdal

Verila - The water dragon. Thought to inhabit the lake beneath Enkeran, she is also thought to be the master of all water and its forms. Assumed to be mated with Kassio

Kassio - The Mountain dragon. He is thought to inhabit the highest peak in Aiso, the master of land. Taught to be mated with Verila in theology.

If there are other dragons in the world, or offspring of water and mountain, they are yet unknown. However, there is dragonspawn, those imbued with dragonsblood from past centuries. How the dragonsblood came to be is unknown, but it is not thought to be from the actual bonding of dragon and other being.​
 
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~~Game Mechanics II~~

--Guilds--

Guilds are a gathering of players, more permanent than parties. They get their own special voice channel, and are able to communicate over long distances. As well, the guild leader is able to purchase a plot of land for their guild. Such a plot is visited by using a special teleportation crystal given to each player in the guild, or from an invite to a non-guild member. The leader is able to create the perfect home or hall for their guild, and can even give each member their own space, or room, to customize.

Guilds are able to take part in raids as a full team, can enter into special tournaments, and depending on the guild level, can gain a weekly tithe of Ferrus Coins and Materials.

--Champions in the real world--

Early in the story, the champions of the PCs will join them in the real world. They will be invisible to all except those with their own champion spirits, unless they are equipped with chips. They act as themselves, just like in the game. However, they do not seem to be ignorant of the real world. They recognize the player as their avatar, despite differing looks. They understand what things are and generally what is happening around them. Champion spirits can also interact with one another, as can players interact with another's champion spirit. They are also always around, cannot be dismissed, and generally stay near their player. When equipped with chips, they materialize like normal, however they are still as aware as they are normally in the game and now IRL. What caused this, and why it only affects a few, will be unknown.​
 

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