Agaroth lore
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Fantasy World of Agaroth RP RPG
60 entries · scan depth 4 · budget 750 tokens · recursive scanning off
Fantasy World of Agaroth RP RPG
Book settings
- #1Currency
Keys: copper, silver, money, gold
Enabled · After character · Order 10 · 100%
Entry settings
currency three currency's are copper, silver and gold (1 gold = 10 silver, 1 silver = 10 copper)
- #2Contracts
Keys: Contracts
Enabled · After character · Order 10 · 100%
Entry settings
Contracts types Teaching/training Teaching and training young adventurers how to either fight, training them, or teaching them magic. have to be at least b-rank or higher. Escort contracts Caravan/ship escorting, These contracts should be from current location to another major city usually by boat or caravan and should take 10 to 20 days depending on how far away the end goal is and how you are traveling. Combat contracts fighting/killing, These contracts should be in or in close proximity to the current location and should just be simple go to location and fight or subdue the enemy. Rare materials acquisition This type is not paid for like normal contracts you are sent to a location and have to find the materials usually very rare or hard to acquire. (High risk high reward) Monster parts acquisition This type is not paid for like normal contracts you are sent to a location and have to kill the monster and take its parts you bring back what you get and are paid for. (High risk high reward) Dungeon diving This type is not paid for like normal contracts you join a party or go solo and head in to a dungeon to find lost treasure and gear. (high risk, high reward) Exploration contracts finding places, These contracts should pay very well and take a long time to find the place and travel too it. Recon contracts Spying, information gathering.
- #3Continent
Keys: Contenent
Enabled · After character · Order 10 · 100%
Entry settings
Valerius is a mega continent on the planet of Agaroth it is very diverse it is about 52.8 million km² (Fifty-two million, eight hundred thousand square kilometers) in size. The planet has two magnetic poles and an equator, Valerius has dozens of countries and nations, some peaceful, some war-like, and everything in between. Some nations will be allied to each other and others will be at war with each other.
- #4Zallkath
Keys: Zallkath
Enabled · After character · Order 10 · 100%
Entry settings
Zallkath is the Capital City of thekingdom of Volstrum. Located in the centre of Valerius is the only remaining fully operational pre-fall of twilight Fortress citadel it is a massive triple layered star fortresses mega city (2,500km²) surrounded by black iron ancient 50 foot walls at each layer. Zallkath has 8 massive points jutting out kilometres. the outer layer is used mainly as farm land and cultivation. the Middle layer is mostly housing, shops and markets and industry, at the centre layer is where the main adventures guild branch and royal palace and noble housing are located along with academy's. at the dead centre of the city is the Aegis spire a massive 2Km tall tower. All star-forts city's had anAegis spirebut zallkath's is the only one in existence in the current age. where the a massive Arcane-Core sits atop it shields the whole city with a powerful shield the tower is also home to The Apex Arcana high council. Zallkath is also has the only remaining recharging sky-Cruiser port located at the lower floors of the Aegis spire two hundred meters from the ground eight docking ports around the tower in total with recharging power couples.
- #5Crossvale
Keys: Crossvale
Enabled · After character · Order 10 · 100%
Entry settings
Crossvale a small farming and wood cutting city north west of Zallkath it is part of the Kingdom of Volstrum..built on a cross roads that can lead to Fellstar,*raven woods or Illiven: it has a wooden wall surrounding it. and a keep. there is a bridge to the north-west over the Leviathan’s Wake river that leads to a road to fellstar along the river. This land is in the territory of the kingdom of Volstrum.
- #6Raven woods
Keys: Raven woods
Enabled · After character · Order 10 · 100%
Entry settings
Raven woods a huge forest island between a large fork in the leviathans wake river the river runs around it and joins back up it has two crossings one on the west side and one on the east side it is in the middle of the of the continent north of Zallkath and east of Crossvale. The east crossing is in the town Wyrm's Arch. the top half of the island is mountainous and the lower is forest. both crossing as in the lower half and have a road between them. This land is in the territory of the kingdom of Volstrum apart from the east bridge in the town of wyrms arch.
- #7Wyrms arch
Keys: Wyrm's Arch
Enabled · After character · Order 10 · 100%
Entry settings
Wyrm's Arch a fortress town that is built around the east bridge in the *Raven woods it is part of the Thalassocracy of helmanth and protects the bridge and the Raven woods island from the Vrak-scul barbarians in the north and from the bandits on the road. it is directly west of seaxel,north-west of the seaxel swamps and east of zallkath and crossvale it has a large fortification around the east bridge crossing and the town on the seaxel side of the bridge with 30 foot tall walls and a garrison.
- #8Wild lands
Keys: Wild lands
Enabled · After character · Order 10 · 100%
Entry settings
Wild lands the land between Raven woods,Wyrm's Arch, seaxel and the Frost wyrm mountains known as the wild lands a place where bandits and barbarian raiders from Vrak-scul constantly raid caravans traveling the road. it is north and north-west of the seaxel swamps. and covers about 5 million square kilometres mostly hills and forests the more northern parts are very cold and the south runs along the seaxel swamps. this is in the Thalassocracy of helmanth's territory. and to the east it meets the sea.
- #9Vrak-scul
Keys: Vrak-scul
Enabled · After character · Order 10 · 100%
Entry settings
Vrak-scul a large barbarian city in the Wild lands on south-west side of the frost wyrm mountains at the most northern part of the wild lands they are very aggressive and raid the road in the Wild lands between Wyrm's Arch and seaxel. they are very powerful warriors as they deal with the frost wyrms in the mountains all the time. Usually have tough leather armour and bone weapons made from frost wryms.
- #10Iron pass
Keys: Iron pass
Enabled · After character · Order 10 · 100%
Entry settings
Iron pass is a fortified checkpoint within the kingdom of Volstrum, located in the lower south-eastern foothills of the Gloom Spire Peak's south of Zallkath. Positioned directly north of the Markot Dunes in the only natural mountain gap running toward the west side of the jagged coast, it serves as a critical defense line protecting the kingdom from orc and goblin raiding parties launching out of Drak'Mar. A small mining and farming village named Ashvale is situated close to the fortress, nestled against the north-eastern side of the mountains.
- #11kingdom of lendanta
Keys: kingdom of lendanta
Enabled · After character · Order 10 · 100%
Entry settings
kingdom of lendanta: in the far west just inland of the sea lies the kingdom of lendanta. and the city ofFellstar. lendanta is a mostly agricultural and fishing kingdom with small noble family's selling food and fish from the huge creator lake connected to a massive river running to the sea, it has a massive naval presence military, trade and fishing, and huge stretches of fertile flat land around the citythe kingdom of lendanta controls most of the western continent. and supplies food to a large portion of the lesser kingdoms. the kingdom's **Coat of arms:**is a black shield with white star half covered by a full light blue moon. is based on the west side of the continent.
- #12Fellstar
Keys: Fellstar
Enabled · After character · Order 10 · 100%
Entry settings
Fellstar is the capital of the kingdom of lendanta. (500km²) also known as the (star and moon city) it is built in the ruins of a star fortresses city it is built not within the crater, but upon its northern and western rim. Only the outer north, north-east, and west star points of the ancient fortress wall survived the Fall of Twilight. with the 50 foot black iron walls leading to the waters edge. It was mostly destroyed in the fall of twilight. its known as the moon and star city as the outer top outer wall looks like a star peaking around a full moon from the air. The city has a 50 foot wall of black iron with heat burns from the crater side. that is were burned in to it by what ever destroyed it. it now has a huge (2000km²) circular lake hundreds of meters deep at the centre with theLeviathan’s Wake river running though the most south part of the lake connecting it to the sea on the west coast. The city is built in the outer layer walls of what was left after the fall of twilight it has a extremely long crescent shaped deep water port around the top north-east of the crater inside the walls and has a massive naval fleet. Fellstar uses the Coat of arms of lendanta.
- #13Illiven
Keys: , Illiven
Enabled · After character · Order 10 · 100%
Entry settings
Illiven: is the elven forest city of the kingdom of Lendanta, located south of Fellstar within the Island forest of Ilmavar. Seamlessly integrated into the surrounding woodland, the city features towering white-wood spire buildings and is fortified by a thirty-foot tall white-wood defensive wall. Locked in a state of constant warfare with the Gak-Gorta orcs, the city operates two large white-wood river ports along the Leviathan’s Wake river to manage regional transit. Its official coat of arms displays a white tree set against a green diamond background.
- #14Island forest of Ilmavar
Keys: Island forest of Ilmavar
Enabled · After character · Order 10 · 100%
Entry settings
Island forest of Ilmavar is a massive, two million square kilometer island covered in dense forest, serving as the territory of the kingdom of Lendanta. Enclosed entirely by the engineered loops of the Leviathan’s Wake river, the island hosts the city of Illiven. It connects to the mainland via two colossal white-wood bridges—one running north to fellstar and one running east toward Crossvale and Zallkath. Over long centuries of conflict, the southern half of the island has been heavily deforested and overhunted by the invading orcs of Gak-gorta, who rely on it as their sole source of timber and raw resources.
- #15Thalassocracy of helmanth
Keys: Thalassocracy of helmanth, helmanth, Thalassocracy
Enabled · After character · Order 10 · 100%
Entry settings
Thalassocracy of Helmanth is a primitive yet prosperous maritime empire fuelled entirely by the slave trade and a high volume of exotic resources and agriculture. Characterized by a highly aggressive, warlike nature compared to neighbouring realms, the nation is ruled by an elite class of merchants and slave traders motivated strictly by profit. Its official coat of arms features a dark green bordered banner displaying a yellow background, an orange sun cantered in the middle, and a black key positioned horizontally underneath it.
- #16Seaxel
Keys: seaxel
Enabled · After character · Order 10 · 100%
Entry settings
Seaxel far East of ZallKath it is the capital city of theThalassocracy of helmantha large city with a thick stone 25 foot fortified wall around it. it has two parts to the city the upper and lower district's the rich in the upper district and poor in the lower district. it has 2 large markets in the centre of the city.it is located just north-east on the edge of the Seaxel Swamps. and off the east coast of the continent. has a large port where the easiest route to Saharin is it goes around the east side of the continent next to the Corsair Ridge mountains of the Saharin Desert.. this route is a pirate raiding area but is the fastest way to get to Saharin. most of Saharin's trade is done through Seaxel. There is also a long road through the wild lands leading to Wyrm's Arch then over the raven woods island with two bridge's over the Leviathan’s Wake river running from Seaxel to Zallkath just below the Frost wyrm Mountain's and above the Seaxel Swamps this is the easiest route to travel but has many bandits and barbarians raiders on the road usually trying to steal the rare resources coming from Saharin sold in Seaxel and headed to Zallkath.
- #17Saharin
Keys: Saharin
Enabled · After character · Order 10 · 100%
Entry settings
Saharin is the largest beast-kin city located extremely far south-east of ZallKath and is very difficult to get to its only accessible by boat, sky-cruiser or over the Saharin Desert. it is built on the coast of a large lagoon connected to the sea through the mountains of the crystal peaks south of the city. in the south of the Saharin Desert. and the Crystal Peak mountains. mainly grows spices, makes wine and mines rare materials to trade. has a large port, it is mostly slums and shanty towns but does have a small very rich district. it has a large slave trade. it is very hot. it is part of the Thalassocracy of Helmanth.
- #18Khar
Keys: Khar
Enabled · After character · Order 10 · 100%
Entry settings
Khar a small mostly lizard and beast-kin coastal town on the west side of the Crystal Peak mountains on the far east side of the jagged coast and just below where the Jag'tor jungle ends. This is a rest stop on the long sail to Saharin it has a small port and is part of the Thalassocracy of Helmanth. has a lighthouse.
- #19Jag'tor jungle
Keys: Jag'tor jungle,
Enabled · After character · Order 10 · 100%
Entry settings
Jag'tor jungle a large two million square kilometres jungle running on either side of the jagged coast and some of the most northern mountains of the Crystal Peak mountains it encroaches in to the north-west of the saharin desert and the very south-west edge of the seaxel swamps. the east side of the Jag'tor jungle is in the Thalassocracy of helmanth's territory.
- #20Vulture Bay
Keys: black market, Vulture Bay
Enabled · After character · Order 10 · 100%
Entry settings
Vulture Bay a smuggler and pirate cove on the very furthest east side of the Saharin desert over the Corsair Ridge mountains it is hidden in a rocky bay and has a thriving black market. and has many famous pirates on the level of A-rank up to SS-rank they raid the waters around the east waters of the Corsair Ridge mountains all the way to thejagged coast. This place is completely devoid of law and order only money and power matter in Vulture Bay. and many very powerful people go there for things you cant buy legally. it only accessible from the sea vai ship.
- #21Krakdor hold
Keys: Krakdor hold
Enabled · After character · Order 10 · 100%
Entry settings
Krakdor hold the last pre fall of twilight dwarf forge city hold. It is built deep under Mount Krakador far north-west of Fellstar in the cold reaches of the top north-west of the continent. it has massive pre fall of twilight forges and makes extremely high quality armour and weapons from exotic metals and materials. its coat of arms is a dark grey pentagon with a white anvil on it and a flame above it. is part of the kingdom of lendanta:.
- #22Gak-Gorta
Keys: largest orc city, Gak-Gorta
Enabled · After character · Order 10 · 100%
Entry settings
Gak-Gorta south of Illiven this is the largest orc city on the continent and is in a constant state of war with Illiven located in northern part of the Badlands next to the Leviathan’s Wake river to the north and the massive Gatha mountains. has a large war band that is always raiding. is connected to the Island forest of Ilmavar by a massive orc draw-bridge made from orc forged steel over the Leviathan’s Wake river. it is mostly cut off from the rest of the world by the Gatha mountains, Leviathan’s Wake river and Ironwail Narrows.
- #23The Badlands
Keys: The Badlands
Enabled · After character · Order 10 · 100%
Entry settings
The Badlands a dead land where orcs rule south of the city of Gak-Gorta it is a hell hole of heat and horrible to travel through but is said to have the ruins of a star-citadel somewhere there. it is in the south-west of the continent. west of the Ironwail Narrows. no one claims this territory.
- #24Astral Strand
Keys: Astral Strand
Enabled · After character · Order 10 · 100%
Entry settings
Astral Strand just off the south-west of the The Badlands it is a large island that is completely made up of dark blue and dark purple crystals and huge crystal spire trees. These crystals are very rare outside of this place and can be used to create powerful magic enchantments. The island is surrounded by high cliffs and mountains on the west, north and south and can only be easily accessed by the east side facing the The Badlands. it emanates a strange power that is turning the near by water and land of the The Badlands in to a blue and purple hue and mutating the wild life. This place is very dangerous as there are very powerful crystal elementals roaming the island. no one claims this territory.
- #25Azura lake
Keys: Azura lake
Enabled · After character · Order 10 · 100%
Entry settings
Azura lake a massive lake south-west of crossvale and north west of the Iornwail narrows it is surrounded by trees and has a huge island in the middle of it with its own lake. it is north-east of the Gatha mountains it stops most orc war bands that get over the Gatha mountains from the badlands. This land is in the territory of the kingdom of Volstrum.
- #26Ironwail Narrows
Keys: Ironwail Narrows
Enabled · After character · Order 10 · 100%
Entry settings
Ironwail Narrows south west of the Iron pass it is a huge maze of river valleys rich in iron.Gloom weavers like to nest in the valley's. it leads to the furthest south coast on the continent and on its furthest south mountains has lots of volcanic activity its biggest volcano being Drakotera where fire drakes and dragons nest. it is not connected to the Leviathan’s Wake river. but gets its water from run off from theGloom spire Peak's it is between the Badlands and the jagged coast right at the bottom of the continent. people go their to collect gloom weaver silk as it is one of the strongest forms of light armour over twice as strong as mithril but is very dangerous to find and harvest as any form of vibration on a web unless abandoned will attract the gloom weaver to it. no one claims this territory.
- #27Gloom spire Peak's
Keys: Gloom spire Peak's
Enabled · After character · Order 10 · 100%
Entry settings
Gloom spire Peak's a large mountain range south-west of zallkath south of Crossvaleeast of the Azura lake and west of the iron pass. It is the centre most mountain range of the continent and is connected to the Ironwail Narrows from the north. has two large run off rivers that feed the river valleys of the Ironwail Narrows that spilt in to many smaller ones the further towards the sea it gets. This land is in the territory of the kingdom of Volstrum.
- #28Drakotera
Keys: Drakotera
Enabled · After character · Order 10 · 100%
Entry settings
Drakotera is a massive, unclaimed volcano located on the far southern coast at the mouth of the Ironwail Narrows. It serves as a nesting ground for fire drakes and dragons. The native reptilian beasts harbour a deep hatred for the neighbouring gloom-weavers, as they frequently find themselves trapped in the spiders' massive, high-tensile webs.
- #29Crystal Peak mountains
Keys: Crystal Peak mountains, Crystal Peak
Enabled · After character · Order 10 · 100%
Entry settings
Crystal Peak mountains the massive mountain range just south of Saharin over the far side of the lagoon some say a massive sapphire spire is visible on clear days at the top of the tallest mountain. east of the jagged coast. they are known for their light sapphire blue mountain tops and rare materials. large crystal elementals roam the mountain's. the most northern parts of the Crystal Peak mountains are covered in the Jag'tor jungle. This land is in the territory of the Thalassocracy of helmanth.
- #30Seaxel Swamps
Keys: Seaxel Swamps
Enabled · After character · Order 10 · 100%
Entry settings
Seaxel Swamps this is located north of the Saharin Desert and is a place of death and old curses it is huge and has the Leviathan’s Wake river running through the bottom half of it towards the city of Seaxel.This land is in the territory of the Thalassocracy of helmanth.
- #31Saharin Desert
Keys: Saharin Desert
Enabled · After character · Order 10 · 100%
Entry settings
Saharin Desert. south of the Seaxel Swamps and north of the city of Saharin it is massive seven million square kilometres. said to have multiple old ruins and secrets. but is extremely hot, dangerous and easy to get lost in. and is said to be home to gigantic armoured worms. it is in the bottom south-east of the continent and surrounded by the Corsair Ridge mountains these mountains wrap all the way around from north-east to the south-east of the Saharin Desert. to the opening of the Saharin lagoon of the desert, the Crystal Peak mountains wrap around the south, to the north-west of the desert the most northern part's of the Crystal Peak mountains are covered in the Jag'tor jungle. This land is in the territory of the Thalassocracy of Helmanth.
- #32Frost wyrm Mountain's
Keys: Frost wyrm, Frost wyrm Mountain's
Enabled · After character · Order 10 · 100%
Entry settings
Frost wyrm Mountain's north of zallkath it is a mega mountain range stretching across the whole continent as far east as the coast just north of the city of seaxel and west to Mount Krakador the main part of the range is located north of zallkath it where frost wyrms and dragons nest it has the massive Leviathan’s Wake river running through the lower half of it. no one owns this territory but it does cover parts of all three of the major kingdoms lands.
- #33Crystal forest
Keys: Crystal forest
Enabled · After character · Order 10 · 100%
Entry settings
Crystal forest north of fellstar and east of the Krakdor hold west of the main Frost Wyrm Mountain's it is located just under the long mountain range that runs above Fellstar to Krakdor mountain in the north it is a massive forest of crystal trees, a kind of trees that give extremely hard wood and only grows in extreme cold. this land is not owned by any kingdom.
- #34Hyperion Valley
Keys: Hyperion Valley
Enabled · After character · Order 10 · 100%
Entry settings
Hyperion Valley even further north past the Frost wyrm Mountain's you will find the Hyperion Valley a massive valley thousands of Kilometres long and hundreds wide where massive titanic beasts called Glacial Dreadnought's roam. it is a frozen hell with barely any civilisation. crystal trees also grow here. this land is not owned by any kingdom.
- #35Drak'Mar
Keys: Drak'Mar, second largest orc city
Enabled · After character · Order 10 · 100%
Entry settings
Drak'Mar the second largest orc city south of the iron pass past the Markot Dunes far south located between the Ironwail Narrows and the The Jagged Coast unlike Gak-Gorta Drak'Mar is home to goblins and orc's that raid together. it is a large city surrounded by mountains on the south, east and west with a large fortified wall on the north side.
- #36Markot Dunes
Keys: Markot Dunes
Enabled · After character · Order 10 · 100%
Entry settings
Markot Dunes is a 2 million km² desert within the territory of the kingdom of Volstrum. Located south of Iron pass and north of Drak'Mar, the arid landscape is situated east of Ironwail Narrows and west of The Jagged Coast. The rolling sand dunes throughout this region are uniquely characterized by a vast number of dead trees.
- #37The Aeon Spire
Keys: the ascended, The Aeon Spire
Enabled · After character · Order 10 · 100%
Entry settings
The Aeon Spire a tower build before the fall of Twight it at the most western point of the Hyperion Valley and on the tallest mountain in the known world Vael-Vokk at over thirty thousand feet from sea level it has a long snake like fortification from the base of the tallest peak to the very top and over fifty thousand steps to reach the peak. said to be where the ascended meet. one of the hardest places on all of Agaroth to reach.
- #38Leviathan’s Wake river
Keys: river, Leviathan’s Wake river
Enabled · After character · Order 10 · 100%
Entry settings
Leviathan’s Wake river a massive pre-Fall canal-river system engineered to connect the major cities of the old world. It does not follow natural watersheds its flow is regulated by ancient arcane sluices that still function to this day. it connects most of the known world it runs past all major city's and is extremely dangerous in certain parts. it starts from thejagged coast runs up to the Seaxel swamps forks off one leading to Seaxel running along the south of the Seaxel swamps to the east sea. the other fork headed towards Zallkath then forks again around the island of the raven woods to the south of the end of the frost wyrm mountains then joins back in to one river and heads west towards Fellstar it passes above Crossvale where there is a bridge then after that it forks again one forks south-west heading towards Island forest of Ilmavar and Gak-Gorta down the north-west side of the Badlands in to the west sea. the other fork heads straight west going above the Island forest of Ilmavar towards Fellstar's great creator lake meeting it at the south point of the lake then running though it in to the west sea. it has multiple large bridge crossings build over it big enough for multiple ships to sail under, one just north-west of Crossvale one on the very west of the Seaxel swamps north of the Jag'tor jungle leading to Saharin and two connecting the Island forest of Ilmavar to the main land.
- #39jagged coast
Keys: jagged coast
Enabled · After character · Order 10 · 100%
Entry settings
jagged coast is a massive, unclaimed southern coastline where the Leviathan’s Wake river meets the sea. Characterized by hundreds of small cliffs and sharp rocks protruding from the water, it forms a treacherous marine highway that serves as one of the only maritime routes to Saharin, located east of the Ironwail Narrows. The seaside cliffs throughout this rugged region are heavily populated by nesting wyverns.
- #40Arcane-Core
Keys: Arcane-Core's, Arcane-Core, Core
Enabled · After character · Order 10 · 100%
Entry settings
Arcane-Core's vary by size and power level. The true cores used atop an Aegis spire are the most powerful in existence, generating independent energy capable of powering entire cities for tens of thousands of years. In contrast, smaller cores used in sky-cruisers function like batteries, requiring a recharge every few months. If damaged or destroyed, any variant of these cores can go critical, exploding to unleash catastrophic amounts of energy.
- #41Sky-Cruiser's Ports
Keys: Sky-Cruiser's Ports, Aegis spire, zallkath
Enabled · After character · Order 10 · 100%
Entry settings
Sky-Cruiser's Ports: While most large cities feature standard docking variations, Zallkath hosts the world's only operational, pre-Fall of Twilight port. This specialized facility directly hooks into the main Aegis spire energy grid, using its true Arcane-Core to recharge the battery-like cores of docked ships.
- #42Sky-Cruiser's
Keys: Sky-Cruiser's
Enabled · After character · Order 10 · 100%
Entry settings
Sky-Cruiser's are massive sky ships, ranging from 50 to 200 meters long, powered by small arcane-core engines. Used to transport vital goods and important personnel between major cities, each flight is heavily guarded by at least one Archmage and two S-rank or higher warriors. Only 27 of these vessels exist in the current age due to the lost technology required to manufacture them. They maintain travel speeds of 80 to 120 km/h and can fly continuously for several months before requiring a recharge at the capital.
- #43Sky-Cruiser Daxgkor
Keys: Sky-Cruiser Daxgkor
Enabled · After character · Order 10 · 100%
Entry settings
Sky-Cruiser Daxgkor: is the last surviving combat-class vessel in existence. Classified merely as a light battle carrier from the pre-Fall era, this 250-meter black iron behemoth is all that remains of the old world's aerial fleets. Looming over Zallkath airspace, it still possesses enough firepower to obliterate entire cities, requiring a crew of 200 and fielding an elite wing of four SSS-rank wyvern riders from its top flight deck. • Specifications & Layout: 250m long, 80m wide, 50m high. • Propulsion: Powered by two lower-hull anti-gravitational Arcane-core lift engines and two massive stern thrusters. • Weaponry: Armed with two flanking, independently rotating Arcane-core Aetheric Beam cannon turrets designed to level city blocks. • The Bridge: A forward-facing command center housed within a massive glass dome reinforced by black iron and defensive magic.
- #44The Apex Arcana high council
Keys: The Apex Arcana high council
Enabled · After character · Order 10 · 100%
Entry settings
The Apex Arcana high council. A council of some of the most powerful mages in the known world located at the Aegis spire. they look after the tower and are responsible for the city's safety. has ten members and each of them are SSS-rank with the The Prime Exarch a man named Zyhyrus. supposedly an ascended with around seven million BP.
- #45Titanic beasts and leviathans.
Keys: titans, Titanic beasts, leviathans
Enabled · After character · Order 10 · 100%
Entry settings
Titanic beasts and leviathans: are unintelligent mega-beasts hundreds of meters in size that roam the remote, forgotten corners of the world. Functioning like moving mountains, these ancient creatures have survived for hundreds to thousands of years, with some predating the fall of Twilight. Possessing an immense scale of 5 million to 20 million BP, this classification includes monolithic apex creatures like the Glacial Dreadnought found within the frozen reaches of Hyperion Valley.
Glacial Dreadnought's are 150-meter-tall apex predators dominating Hyperion Valley with a sleek, athletic, bipedal build built for terrifying bursts of speed. Possessing around 6 million to 8 million BP, its slate-grey hide is heavily shielded by steel-hard, segmented dark cobalt-blue plates along its back, tail, neck, head, shoulders, and legs. It features muscular clawed arms, spiked elbows, a spiked tail, and a massive, forward-curving horn used to shatter mountains. Hunting with calculated stealth, its red eyes, snout of icicle-sharp teeth, and white-trimmed armor provide perfect camouflage within snowy crevasses. Its arrival is signalled by a piercing, metallic screech that shatters glaciers for miles around.
- #46Magic
Keys: Magic, spells
Enabled · After character · Order 10 · 100%
Entry settings
Magic: The recognized schools of magic that can be studied include Ice, Lightning, Fire, Life, Dark, Death, Earth, Water, Wind, Nature, Illusion, Necromancy, and Chronomancy. Among these disciplines, Necromancy and Chronomancy are universally banned and considered highly illegal across the continent.
- #47Battle power rating
Keys: , Battle power
Enabled · After character · Order 10 · 100%
Entry settings
The world has a Battle power rating system people can see their own Battle power otherwise known as "BP". The average BP for a normal human is around one thousand and for a average SSS-rank it is one-million five hundred thousand for the top tier world threats examples "ancient dragon lords" and "ancient-Vaelendor's" it can go up to ten million and above, people can use an appraisal skill to see other peoples BP if there is no magical interference. the adventurers guild uses this system to place people in to ranks from F-rank to SSS-rank
- #48The Battle Power system
Keys: , Battle Power system
Enabled · After character · Order 10 · 100%
Entry settings
The Battle Power system: is accessed via Appraisal skills, a form of magical perception that reads another's BP unless blocked by environmental or magical interference. While most individuals can instinctively view their own BP without training, adventurers and warriors specifically train to perceive the BP of others as a vital, life-or-death survival tool.
- #49Battle power
Keys: Battle power
Enabled · After character · Order 10 · 100%
Entry settings
Battle power or (BP) is calculated based on anything that increases combat effectiveness, including gear, magic capacity, physical strength, techniques, and spells. For example, a rusty short sword might add 100 BP to an unarmed person, whereas a legendary weapon can add between 20,000 and 100,000 BP. Any skill or attribute a character learns or trains will increase their BP over time, and all commercially available armour, weapons, and items are sold with an explicit BP value denoting their power level.
- #50Power Ranks
Keys: D-rank, E-rank, SSS-rank, The Ascended, C-rank, A-rank, SS-rank, F-rank, S-rank, B-rank
Enabled · After character · Order 10 · 100%
Entry settings
Power Ranks F-rank: 500 – 1500. The raw, the young, the untrained. City rats are more dangerous than some of them. E-rank: 1500 – 2,500. Basic trained soldiers, novice adventurers. Competent enough to swing a sword without cutting themselves. Usually not a threat. D-rank: 2,500 – 7,000. Veterans of small skirmishes. Adventurers who've survived a few dungeons. C-rank: 7,000 – 17,000. The backbone of any adventurer's guild. Skilled, capable, can face down lesser monsters. B-rank: 17,000 – 40,000. Noteworthy warriors. Magi of respectable power. They make up the elites of most local guilds, and take on contracts that would kill lesser men. A-rank: 40,000 – 100,000. Regional powers. Those who walk into a town and are given wide berth. They have faced true monsters and lived. S-rank: 100,000 – 500,000. Legends in their own right. Kingdom-level assets. World-shapers in the making. SS-rank: 500,000 – 1,500,000. Once-in-a-generation talents. Those who kill dragons. Barely a handful exist per nation. SSS-rank: 1,500,000 – and above. The Pinnacle. The living weapons that world leaders and ancient orders both court and fear. At this level, the world itself has to account for you when you move. only around three hundred SSS-rank individuals exist, and those who do are treated with a mix of reverence, fear, and outright disbelief—especially if they do not fit the expected image. And then… beyond that. Beyond even SSS, there is a threshold most do not speak of. For there, the numbers cease to have meaning to ordinary people. And those who reside there are known as the Ascended. The Ascended: people exceeding 5 million BP. usually magical by nature and extremely powerful people that have pushed the very limits of what can be done with mortal limits. either through enlightenment, stolen power, or pure will. these people are usually quite single minded, prodigies or just insane.
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