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Qin

The Regal Rper

Mad Scientist
General Information
This page will discuss the mechanics and functions of powers and abilities within the Alphaverse. All information from this page is tied to the actual beliefs of how powers work within the world. Simply put, this is not just a system it generally covers the worldview of how people see powers.



  • Qin

    Qin , or aura, is the supernatural energy derived from the ‘universe’ that grants an individual their powers and abilities. It has two types: internal and external energy.

    To obtain full access to Qin you have to open all Six Gates. The Sixth Gate grants the actual powers, all other gates grant unique abilities when opened.

    Note: The beliefs of where Qin comes from varies greatly from country to country / culture to culture. Most beliefs relating to Qin can be traced usually to religious beliefs since ancient times.

    Who Gets Qin?
    It is commonly believed that only a given number of beings are born with the ability to utilize Qin.

    Divisions of Qin
    There are two forms of Qin.
    • - Ji / External Energy

    • - Uun / Internal Energy

    Both of these are only capable of being used for physical endeavors.


    Ji
    Derived: Somewhere from the Helio Continent.

    Ji literally means 'external energy' and is the invisible energy that exists outside and surrounds the body.

    Capabilities of Ji
    Ji, is released at the Fourth Gate. With Ji, you can perform the following:

    • 1. Allows user to strengthen muscles, skin, and bones to a certain degree

    • 2. Can be applied to strengthen objects / items to a certain degree


    Uun
    Derived: Somewhere from the Helio Continent.

    Uun literally means 'internal energy' and is the invisible energy that exists within and inside the body.

    Capabilities of Uun
    Uun, is released at the Third Gate. With Uun you can:

    • 1. Allows user to fortify internal organs to a certain degree

    • 2. Slightly increases recovery


    Mechanics of Qin
    Details on Qin and the Six Gates.

    Zon
    Zon is the invisible, unique energy that is emitted by those who have the potential to use Qin. Only certain types of machinery can pick up on Zon due to the unique frequency it emits, and only an Ether Class is capable of sensing Zon out of all other classes.

    Like Qin, Zon is invisible to the regular people.

    Zon is generally broken into Seven Frequency Levels.

    Zon Mechanics
    • 1. Can be used to detect those who may have the ability to use Qin

    • 2. Specially designed sensors or equipment can be used to detect Zon.

    • 3. Only the Ether Class can detect Zon naturally

    • 4. The frequency Zon emits, changes after each gate is opened.

    • 5. Can be used to vaguely guess through a series of tests, what Aura Class a person may fall in when their Sixth Gate opens.

    Zon Frequency
    Zon Frequency is what is used for tracking the different stages people with Qin go through. This is how researchers of Aurotology keep track of the various stages Qin puts a person through.

    There are Seven Stages of the Zon Frequency in total and each stage says which gate is opened.

    Stage 0- Simply states that none of the gates are open and that a person has the potential to unlock their Qin.

    All Stages 1 - 6 represent the gate that is opened.


    The Gates
    Covers all Six Gates and the abilities each one provides. Each Gate emits a color when opened and is overshadowed by the last.

    • 1.First Gate: Ennoia / Mind Gate

    • - Grants you the power to see, sense, and feel the presence of Aura Users (who are not masking their presence).

    • - Grants you the power to see, sense, and feel the presence of Aura Users

    • 2. Second Gate: Thyra / Throat Gate

    • Grants a minor ability associated to one's species or to one's Class

    SpeciesRacial-PowerFunction
    HumanDepends on Player
    • Player will get to choose 1-2 abilities that is related to their Main Power.
    Example: Jack is a Earth Elemental, his Racial Ability is to feel vibrations within the earth to utilize it to detect others.
    ElfEnhanced SensesGrants Elves the ability to heighten their perception and awareness using any of their five senses; taste, touch, hearing, smell, and sight can all be heightened. Also grants them the ability of Night Vision.
    DwarvesDurability & EmpowermentGrants Dwarves greater durability above their own species to resist higher damage. Also grants them the ability to temporarily become 2x stronger physically and mentally through will, anger, or fear.
    GiantSize AdaptationGrants a Giant the ability to shift their size through will power by either growing a shrinking. Giants can grow one foot larger, which will grant them 2x strength. And can shrink all the way down to 6'5; Doing this grants 4x strength.
    SilaAnimal Connection & Enhanced Body
    • 1. Sila unlock the physical capabilities of their animal race. Example would be a Sila of the Cat race having enhanced balance.
    • 2. Sila also gain the power connect to animals that they can influence but cannot control.
    Example: Kaz is a Sila of the Arachnid Race. This allows him to not only utilize the other unique feats associated to his species but also allows him to influence spiders, but does not grant him direct control over them. He can communicate and understand the behavior or actions of spiders and has the power to direct them to perform certain tasks provided they are capable or willing.
    AmyrGenetic Power
    • Amyr unlock the ability to utilize 1 - 2 supernatural abilities associated with their Race.
    Example: Kalron is a Amyr of the incubus race. Two possible abilities would be Seductive charm and Enhanced Speed.

    • 3. Third Gate: Kardia / Heart Gate

    • - Channels Uun throughout the body.

    • - Allows User to utilize Uun (Internal Energy)

    • 4.Fourth Gate: Voluntas / Solar Gate

    • - Allows User to utilize Ji (External Energy)

    • - Does not allow user to utilize both Uun and Ji, but allows user to swap control between the two.

    • 5.Fifth Gate: Vasi / Support Gate

    • - Allows for User to Control both Ji and Uun, simultaneously or separately

    • - Does not grant powers

    • 6. Sixth Gate: : Exousia / Crown Gate

    • - Grants a person powers befitting their Class

    • - Is separate from Ji & Uun and will not be effected by Qin dampeners unless the equipment is designed to combat one's power specifically.

    Example
    Person A can have Qin dampening handcuffs placed on them, which will weaken their Ji and Uun to protect themselves, but if they have super strength as a power, their physical strength will not disappear.


 
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Races of Alfeza
Species & Races
This page will cover the list of species available for players and will give brief information on them.


Playable Species
Players are capable of playing a total of six different species. These species go as follows:

- Humans
- Elves
- Giants
- Dwarfs
- Sila
- Amyr


Non-Playable Species
- Monsters

Demographics
This will cover the rough ranking of species and groups in terms of population numbers across the globe.

1. Humans
2. Amyr & Sila
3. Elves, Dwarfs, Giants
4. Monsters
5. Aura Users
  • Artificials

  • Naturals

  • Abnormals

Biological Compatibility
All species have the ability to procreate with one another, so long as they share a similar level of sapience .

Lifespans
All species age at the same rate.



  • Humans
    As far as old historic records can tell, Humans have been one of the most susceptible species to the monsters that exist in the world of Alfezia but also one of the most adaptable. Human beings are a copious species of diversity and are known for having been the first Aura Users to ever exists according to legend, and the few records that exist of the Dark Ages.
 
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Countries of Alfeza
  • michal-kus-speedie-scape1.jpg
    Short summary
    Agenta is a frozen, mountain dotted country. The people of Agenta are rugged, savage, near lawless survivalist society and damn good warriors, with an extreme adherence to tradition. They hold extreme reverence for aura users, Amyr & Sila. This reverence brought upon by faith in the monster known as Kindra, a massive lava beast recorded to have prevented the near destruction of Agenta. The worship of this beast is known as Kindrism.

    Tradition is at every step no matter how the technology continues to progress in Agenta. Tattoos are given to signify adulthood, to unlock your aura, and to mark your accomplishments. The 6 trails for becoming a slayer stay to today no matter how barbaric other countries see them, and family names are still closely coveted as the clan names of old.

    Government
    Theocracy; a form of government in which a religious institution is a source from which all authority derives.

    The main religion that controls Agenta is Kindrism. It is the worship of a gigantic monster who keeps the people of Agenta safe by keeping monsters under his control, and guiding the people of Agenta through his Herald.

    The bulk of the Agentian government is one of free form, "let the people handle it". It rarely gets involved with any minor crimes and the general legal code goes as follows,

    1. Do what you must.

    As a result this lack of legal code leads to a very weary, yet trustful society. Everyone is held to a standard of society by everyone else, and people band together against people who choose to take advantage of the lack of true legal systems. Some villages have their own legal systems but overall the main, central government steps in very little. As outside of the 3 major cities, the government simply lacks the funds to chace every criminal with a legal force.

    That is not to say that people can just run willy nilly and do whatever they want, it is just usually left up to the smaller governments within villages and cities. The head government controls many things within Agenta, the military, Violetcrest academy, foreign relations and so, but the lives of the people are none of it's business.

    Agenta is a theocracy and is ran by a religious leader. It is simple, Kindra himself picks a herald, they are to be selected upon the old heralds death and the cycle continues. A herald of kindra is usually characterized by glowing orange eyes, and being a powerful telepath from a young age with no training. The Herald of Kindra handles all things foreign from Agenta, epidemics within the country and any major projects within the country. They also keep a log of major events within Agenta within The Chamber of Kindra and lastly they relay any messages that Kindra may have to the people.


    Government Figures
    Head of State
    : The Herald of Kindra | Sila | Beevite Race| Aniya Graham | 29 | Esper (Telepathy)
    High General: Ivan Asimov | Human | 28 | Emuter
    Head of the Royal Guard: Miri Asimov | Human | 28 | Esper (Teleportation)
    Royal Spymaster: Damir Yankovik | Human | 41 | Elemental (Light)

    Brief History
    During the dark ages Agenta was a collection of tribal peoples in the mountain ranges. They got by like anyone else, fighting monsters and living off the land the best way they could. During an unremarkable day, a voice began to tell the village elders of impending doom. Telling them that the only way they could stop it, is to travel a mountain referred to as "Agenta". Taken as a warning of the gods, the tribe began to move to the mountain, the tribe elders eyes glowing a deep orange as they moved closer to the mountain, and the eldest began to speak of protecting the mountain. Once arrived, they were met with the sight of a massive mountain erupting, rubble flying everywhere and then... silence.

    This was all long ago though, when tents were your house and heat was a campfire. Now the men have built sprawling cities and learned how to harness the hot magma for heat in the frozen wasteland. They know how to farm, and blacksmith. They have learned how to record knowledge for the future generations. They have learned how to induce aura within a person using rituals with the element of Sekrilite.

    Good things do not stay hidden. The isolated Agentians have met other countries in the last hundred years that they have quickly had to adapt to them. The Dukreians have lusted for their Sekrilite and seemingly their land in the past. However with new leadership they have proven good allies. The Hushurans have yet to respond to (or send back) to the envoys sent to their territory and they have heard rumors of ocean people.


    Facility: Violetcrest Summit
    A facility for those in the business of becoming slayers placed in Providence next to Lake. It is a huge structure placed in the relatively small town it resides in and is well known for producing Slayers capable of hunting monsters. They must complete the 6 trails before they can graduate.

    Monster hunters exist in many places and in Agenta there is a certain opinion about them. It is a position that is rarely commented upon within Agenta’s borders. The people themselves see a monster that saved them from extinction, yet they understand not all monsters will want the best for mankind. It is also well understood that not all monsters follow Kindra’s call.

    Some Agentian’s choose to undertake the task of this necessary evil, for one reason or another they choose to attend Violetcrest Summit to become dedicated monster Slayers and to travel across the world to slay monsters who do not follow Kindra’s call.

    Those who wish to follow this path are taught the ways of coordinated takedowns wrapped into a fighting style named Muckbrawl

    Tattoos & Awakening Rituals: Tattoos are also used extensively in the process to awakening the aura within an individual who wishes to undergo the treatment. It is a long and arduous process that involves extensive material gathering from all across Agenta. Most notably frostfire (a herb in the upper mountains), charcoal, and Sekrilite. Sekrilite being a rare earth crystal that is effective at helping the mind and body unlock the ability to unlock the gates and use their Qin. It is ground up and combined with regular tattoo ink.

    Once the ink is made. The awakening ritual begins with drinking frostfire tea, to numb pain and boost the immune system. Then a trained tattoo artist begins to work. Using the Sekrilite ink to draw patterns across the back. Each artist has his own pattern, but they all serve the same purpose. Once the tattoo is applied, once it dries it will start to amplify any capabilities of aura within a person. Immediately unlocking the first gate if possible. After each gate is opened it is recommended to return an artist to get additional tattoos to represent how experienced you are, though some wait till they have fully trained. Once the sixth gate is unlocked a special tattoo is added to the middle of the back to represent what you are capable of.

    These tattoos with the Sekrilite shards stay active forever, even once the body as died. They are apart of the person like anything else and they react with aura just as they did when it was applied. When a trained aura user pulls upon their abilities. Any tattoos they have will react accordingly. Some glowing with aura, some crackling with power, no matter the case they are permanent and a sign of great power within any Agentian who gets them.

    Aims: To teach every student how to effectively hunt monsters alone or in a team. To figure out more about the monsters, to learn more about them, and how to slay them. A simple aim that delves into endless biology, fighting techniques and training.

    The facility itself is built to offer wonderful relaxation, and its works while you are not learning. The usual schedule involves a rigorous schedule that seeks to strike a balance of hands on training and classroom learning. It is not for everyone, but those who make it through the training will find themselves fully competent.

    The advancement is simple. Unlock your gates through one way or another. Then train and complete the six trails.

    Ages: The age minimum for Violetcrest academy is 14, graduation is based purely on skill and how fast one can unlock the gates. 22 years of age is the closing date for Violetcrest academy and if you do not graduate by 25 you are considered a lost cause and will be dropped for someone else with more ability.

    Housing: The housing of Violetcrest Academy is top notch, the average student getting at-least 2 rooms to their self. Albeit each housing unit is outdoors but they are dotted all across the mountainside making for an easy time to unwind from a long day of harsh training. The houses are locked with a key that only that student owns. You are allowed the bunk up for extra benefits, such as a larger overall housing unit.

    Training: As stated, training is a mixture of things that are meant to make someone a great monster hunter. It is a 50/50 split of knowledge and physical training. You will need to know all of it to pass, as it is the academies job to make sure you grow into a respectable slayer, not a corpse. What is being trained will usually be posted in the lobby of the academy, and training groups are broken into classes depending on your gates opened. Specialty training exist with those with certain powers.

    Training is included but not limited to Muckbrawl (Agentian coordinated take-downs, teams of 2-5 working to take down a foe many times larger than them), usage of bows, crossbows, guns, swords, reaction times test, physical conditioning, mental conditioning, sparring and hunting lesser monsters who refuse Kindra's call in the outskirts of Agenta.

    After Training: After training in Violetcrest academy, accomplished students may apply to become a teacher. However those who do not are told to leave, as the academy lacks the space to store people who aren't being trained or doing the training.


    The Six Trails

    Trail 1 - Complete a pilgrimage to Agentis and leave an offering to Kindra.


    Trail 2 - Receive designs for your family weapon and somehow have it made. Either through your own skill or hiring someone


    Trail 3 - Receive a blessing from your father, mother, or priest of Kindra


    Trail 4 - Go on an hunting party to hunt down a beast.


    Trail 5 - drink the blood of their prey after slaying it. The entire hunting party does this.


    Trail 6 - Travel back home with a trophy as proof of your conquest. Then receive a tattoo of your family crest anywhere of your choosing. Marking yourself as an adult and capable.




    The Forbidden Trail - involves if you have done a crime so great to have your family name stripped from you. It involves dying in combat against a foe of incredible strength and is the only way to recover from extreme shame. People who undergo this fate are referred to as berserkers.

    Cities


    • e9e872487c73583b2adc301fa49fd718 (1).jpg
      Placed north of Providence towards the edge Agenta. It is the crowning jewel of the Agentian people. Being a massive city build into the great Kindred mountains that hold their ancient protector, Kindra. The mountains themselves are full of lava and it is harnessed to to keep the cities warm in the cold mountains and by blacksmiths across the city. Agentis is best known by outsiders for it’s massive monuments to Kindra, it’s blacksmiths flawless work and it’s numerous wonders of modern mechanical technology.

      The People of Agentis
      Agentis consist of a majority of humans with a minority of elves and dwarves. A good many Amyr and Sila live among those who exist in Agentis and are generally looked upon with respect. In strict population counts done with taxes, it evens out to around 40% human, 20% elven, 25% Amyr/Sila, 10% Dwarves and 5% Giants.

      Tourist attractions
      The monument of Kindra is a religious pilgrimage site for many and a site of study for some. Made from pure meteorite, the monolith with ancient text carved into it. It is a wonderful, standing reminder of what the people of Agentis stand for and perfectly embodies the Agentian people, strong, unmovable, and indestructible. This monument is called "Kindra's Monolith"

      Another popular sight is for aspiring engineers called "Gearworks", a massive steel mill that works fully off geothermal energy. It is worked by 250 skilled engineers daily and produces the worlds largest amount of steel daily. It is a enigma of gears, machinery, and pure engineering never before seen on such a scale. Not to mention the workshops stationed all around the massive building, which produce nearly anything you could imagine with skill unrivaled across the globe.



    Religions
    Kindrism is the main religion and the religion in control of all of Agenta. It believes in Kindra, is a monster that saved the planet from annihilation and to praise KIndra because of their protection from the monsters. They follow the command of a powerful telepath who is selected to listen and relay, called The Herald of Kindra.

    There are many Heralds Of Kindra throughout history, all of which are different but all stay at the Heralds chamber in Agentis. They record everything to be said by Kindra and keep it guarded under lock and key to prevent theft.

    Kindra their self is located in the base of the Agentis volcano and has an altar dedicated to them in the center Agentis. It is considered the site of all pilgrimages to Agentis and most who go there leave offerings to Kindra at the monolith known as "Kindra's Monolith". Agentian’s praying at the alters claim they can hear the voice of Kindra and can too feel a warmth deep within the cockles of their mind.

    Kindra is well known as a powerful telepath, communicating with many people and beast, even if preferring his herald. Many lesser minded beast are noted to be underneath his control. With bright orange glowing eyes as the telltale sign of a beast under Kindra’s command. These beast are treated with the same respect Kindra is given, with burning loyalty and a want to protect them at any means.

    Treatment and Usage of Monsters
    Kindra is capable of controlling monsters and as a result monsters in large swaths of land around Agentis and throughout Agenta have monsters who are peaceful. They do not attack humans and are easily distinguishable by deep warm, glowing eyes. The usage of these peaceful monsters range from pets, to work animals to hunting companions against monsters who refuse Kindra's call.

    If a monster accepts the call, it is beyond tolerated but allowed into cities and villages. It is not a common sight to see a orange eyes monster walking the streets of a town, or in a cold winter for monsters to walk into Agentis and to sleep through the harsh nights. The bodies of sleeping monsters surrounding Kindra's Monolith. The few outsiders who see this often see it as endangerment of the townsfolk, but they need not worry. For the monsters are like them, they only seek the warmth of Kindra in such a cold world, and they have no right to deny them.

    Treatment Of Shikari and Foreigners
    Shikari are treated no different from the average citizen, based purely on their choice of career. To achieve praise there must be more to it than simply the career status of a Shikari in Agenta.

    Foreigners tend to be treated with caution and wariness but overall, so long as they abide to the rules will be welcomed.
 
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