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LEGEND | Alterion

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Alterion  Snapshot

 

Note: This snapshot is a WIP. It is not meant to replace the Lore Article, merely offer a very brief overview. Links to specific Lore articles will end up living here and this post specifically will end up being linked and referenced in the Alterion board as well. 

Alterion Lore Page 

Government 

Alterion is unique in that it can fit a multitude of definitions. To the outside world, it’s a Theocracy with the Masons ruling over the people by divine right of the Crystal. Those within the nation itself, Alterion very much appears an Oligarchy, with a select few (Regents, CEOs, Crime Bosses) working together to rule over the populace. To those who fill these shows, Alterion is known as an Autocracy with the High Mason, Ocelot Royce having absolute authority over the nation, as a whole.

Alterion is composed of three Regions, each the size of a small nation in their own right. All three Regions now operate at the pleasure of the Masons, but have been broken up into different Province's with each Province being ruled by a Regent. As the largest region, Cosanastre is split into the most Province, and is Alterion's capitol city. Each Province's Regent is granted authority over their Province(city/kingdom) and granted the right to rule as they see fit, provided they follow two basic tenants. First, they must continuously pay taxes to the Mason's, for protection both physical and spiritual and second, they must swear fealty to the High Mason. 

Though Ocelot rarely calls upon his Regents, he expects loyalty from all of his citizens. 

 

Religion 

Related Links: Masonism: The Clergy ; The Crystal

The dominant religion in Alterion is Masonism. Their leader is known as the High Mason and they worship the Masonress Riva, who they believe to be the messiah. Their angels are considered children of the Crystal and are called Archons.

Alterion's believe in an afterlife and in the existence of alternate planes of existence. The Alterion refer to the realm of their Archon's as Valholl  (the hall of heroes). It is considered to be similar to Renovatio's realm of Qua'Xar. Alterion's also recognize the existence of Inferno and utilizes their own version of Heaven's Gate for entering and travel between therealms. 

See Religion tab for more information. 

 

Education

There is public education, as funded by the Masons for all children in Alterion, regardless of age or station (though children of the Uppers/the Nobility often receive private schooling to prevent them from mixing with undesirables.) The Masonic Clergy also provide schooling to any who seek knowledge, but reserve the secrets of their Alchemy for those who have earned the privilege. 

 

Law and Order

Related Links: The Poors Sons; The Justicar

The Masons are the ruling political body of Alterion. They are represented in the Alterion Justice system by two separate, yet equally important groups: The Poor Sons who attempt to stop and apprehend criminals and the Justicar who wage righteous justice on those who have offended the state. Certain members of the Masonic Clergy may pass judgement as well, but the Justicar corps often serve as judge, jury and executioner. It is not uncommon, however, to see a Justicar apprehend criminals.

It’s worth nothing the Masons maintain national oversight, but individual Regents reserve the right to rule their Province/Kingdom as they see fit. The Poor Sons and The Justicar still have authority, but will (almost always) defer to the Regent’s government in matters of the Provincial Courts. 

So essentially, you have the Masonic Courts and the Provincial Courts. 

The same applies for Provincial defense. It’s safe to assume there will always be Poor Sons and Justicar stationed somewhere in all the Province’s but, again, they will (almost always) defer to whoever the Regent places in charge of their Province’s security. 

 

National Defense

Related Links: The Royal Alterion MilitaryThe Masonic Imperial Family

The Nation of Alterion is defended by the Masons, in conjunction with multiple Businesses and Private Military Companies. Much like the King would press his Nobles into service, any PMC or Weapons Manufacturer that wishes to continue doing business in Alterion (or continue living) are required to assist the Masons in all matters of National Defense.

The Royal Alterion Military of the Masons is broken down into Multiple Branches:

Branches

Sanctum—The High Mason’s personal soldiers. An elite subset within RioT. 

COMMANDER: HIGH MASON

RioT—Genetically modified super soldiers, beholden to the High Mason.

COMMANDER: HIGH MARSHSALL

Justicar- Holy Knights of the church.

COMMANDER: HIGH INQUISITOR

ARMADA—Heavy Artillery. Maintains and pilots Alterion's massive war machines.

COMMANDER: HIGH FIST

Radicals—Black Ops Intelligence Agency

COMMANDER: HIGH KING, PRINCE

SEER—Alterion’s version of a Mage Council. Made up of Alchemists and the brightest minds of Alterion.

COMMANDER: HIGH OVERSEER

Poor Sons & Proteus-- Weapon Masters and foot soldiers. The general military of the Masons. 

The  Regents sit on the High Mason’s Council and have a voice in matters of War, but final say is ultimately the High Mason’s.Ocelot's Council consists of his personally appointed Ministers, The Cabinet (Any and all Regents of Alterion, including Cosanastre, Ark Prime and Izral), Military High Command and the Royal Family

 

Magic and Technology

Related Links: Crystallyns, Tellyns and other Preternaturals; Tellus Seeds 

Alterion doesn't practice traditional magic, viewing magic unaided by the Crystal as of questionable means.

The closest thing to Mages Alterion has would be the Alchemists. While Alterion does practice traditional alchemy and chemistry, the term has become something of a catch all for abilities granted via the Crystal.Other forms of magic exist and are practiced in secret within, Alterion—but it's not something the populace likes acknowledging.The most common forms of Alchemy (Magic) within Alterion follows and are in order from Common to Exceptional.

Please note: that the order does not dictate supremacy over the other, merely the level of exposure.

Alteria/Alterna— Imbued with the power of the Crystal these manufactured crystals come in all shapes and sizes and grant individuals abilities and powers they might not otherwise have, and/or enhance current abilities/powers.

Crystallyn—Crystallybs are individuals infused with the Crystal's power, either by genetic enchantment or by virtue of birth (given that the Crystals power literally infects the land it resides in, it's very common for children to be born with preternatural abilities.)

Masonic Alchemy —Just as the Runemaster serves as the jack-of-all-trades for the magical community, so too does the Alchemist serve the psionic/scientific. The alchemist uses scientific knowledge and complex formulae in conjunction with Alchemic symbols to unleash devastating attacks. Just as a Runemaster studies spells and their workings, an alchemist studies the world and it's compounds in order to manipulate it.

There are numerous schools of Alchemy each of which differ in their results, but all operate off of the same principle of equivalent  exchange.

Many practice the basics of Masonic Alchemy, but few can claim to be a master of a specific School.

Tellyn—the term reserved for individuals who have consumed a Tellus Seed and gained supernatural abilities as a result.

 

Technology and Setting

From a technological standpoint Alterion is on par, if not a small step ahead of Renovatio—if only in regards to biotechnology.

Alterion is a blend of dark science fantasy and horror. There are certainly modern and futuristic elements, at play. You'll see motor cars, you'll also see horse(and various other creature)drawn carriages. You'll see men in doublets and men in jerkins alongside men in business suits. You'll see a man in a suit of armor. It's common for people to utilize swords and other bladed weaponry as guns (as is the case with most RP) aren't tried and true methods of stopping an attacker. Older sections of certain  Provinces may have archaic temples and castles with vaulted skyscrapers looming over them.

If you're looking for some motivation to go off of it see it as an amalgamation of FF7/FF15, Devil May Cry, and Full Metal Alchemist in terms of setting and architecture. There's inspiration drawn from various other series and fandoms, but these are the most prevalent.

 

Political Climate & Important Events

Related Links: Political Turmoil & Affiliations

Alterion has three distinct and powerful political factions at play: The Masons, The Hunters and the Rebellion. These three groups represent the greatest military forces on Alterion, and their relations are very vital to the balance of power and maintaining the Alterion Nation. The three powers exist in a delicate balance of power, not all the details of which are known. It is however known that only the other two organizations are equivalent to the Masons' military might. While there are certainly more than three organization at the end of the day, a player/groups alliance will fall into one of these three Categories.  Heroes have immerged within all three factions, and infighting is common among them, but full out war has been averted for a number of years. 

 

 

 

 

 

 

 

Edited by paradigm

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Government

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Alterion's Flag and the National Emblem.

Ocelot Royce is the supreme leader of the people, as their High Mason and also serves as the CEO (High King) of Daius Industries (the Daius Syndicate.) Directly beneath Ocelot and serving outside the command of any save the High Mason is the Minister of Public Enlightenment and Propaganda and the Minister of Science and the Occult. These two positions possess total autonomy from any body of authority in Alterion and are charged with maintaining the Masons power, no matter the cost. 

Edited by paradigm

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Religion 

What Are the Masons? The Masons are the dominant political and religious force in Alterion. It is widely believed amongst the Masons that Riva, a female mason attributed with building the first Cathedral of Cosanastre, Alterion's capitol city, was the daughter of the one true God, the Crystal and was birthed purely by it’s will. Riva claimed on many occasions to know the true name of the Crystal and was reportedly able to perform miracles with the power gained by this knowledge. On the eve of her 35th nameday Riva claimed that she would make the name known to her most trustworthy followers, unfortunately Riva was slain before ever bestowing the Name and power to anyone. Although her body was never recovered her tools remain with the Head Mason of the Cathedral. 

The Masons are Priests but are far from pious. They've more akin with sages and wise men moreso than modern day religious figures. 

Can I NPC One? I'm not opposed to this, as people come in all shapes and sizes, but please use common sense. I don't want to label a thread non-canon because someone portrayed a Mason as a fantasy doppleganger of a modern catholic priest. There are duds and bright folks in every bunch, so I'm completely okay with people NPCins Apprentices and Priests, but beyond that I'd like someone to speak to me, if only for guidance. 

Can I play one? You most certainly can, but again please don't hesitate to ask questions if you're not sure about something.  Members are not required to start their character at the Apprentice level and may assume either Apprentice, Priest or Bishop rank. Anything higher though, will require my approval, but only so I can fill you in on the hush hush secrets of the Inquisitors and the Arch-Masons.

Apprentice

Spoiler

 

An Apprentice's clothing, gear and station will very based on the member of the Clergy their serving and the task provided to them. Though it's not unheard of for an Apprentice to be pressed into service with the Poor Sons, or assist a Priest or higher member of the clergy with the capture/eradication of an Unnatural, most operate as servants within the Cathedral. 

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Priests and Seers.
 

Spoiler

 

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Level Two members of the Clergy. Frequently tasked with concerns of the lesser nobility and assisting Poor Sons and other assets of the Cathedral. Often donned in some variation of Masonic Robes or Cassock. 

 

Bishops and Clerics
 

Spoiler

 

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Level Three members of the Clergy. At this level a member of the Masons may travel to foreign lands and deal with Unnaturals. Frequently assist the Upper nobility and High Profile assets of the Cathedral. Bishops and Clerics are given a great deal of freedom when choosing their clothing as they may need to fit in elsewhere or dress for utility's sake. 

 

Archdiocese

Spoiler

 

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Level Four members of the Clery. The Archdiocese officially hold the moniker of Inquisitor and operate on the same level of authority as a Justicar. They are thus considered Holy Knights of the Crystal and afforded such authority over the other members of the Clergy. They deal almost solely with sniffing out heretics and unnaturals, but frequently assist the Justicar in their daily duties.  They often don a uniform, not unlike the Justicar's own complete with runic stitching and enhancements for defense. 

 

Arch-Mason

Spoiler

 

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Level Five members of the Clergy. The Arch-Masons hold the highest rank in the Masonic Clergy, aside from the High Mason and serve as his spiritual council in all religious matters. They direct the lesser members of the clergy to follow the High Mason's will and are expected to deal with supremely powerful Unnaturals and severe threats to national defense. They are granted a unique set of enchanted robes, said to have been handed down from Riva's original council and are afforded the courtesy of choosing their own garb. 

 

What Are the Archons? The Archons are the Alterian equivalent to Renovatian Seraphim. They are often called the Children of the Crystal in Alterion theology and are worshiped by the Masons and their followers as Angels and Saints. The key differences between Archon and Seraphim are largely geographical, their racial similarities far outweighing their differences. They are celestial beings from another plane of existence, created by the Crystal (itself a High Archon.)

Theology: Masonic theology places Archons in the highest choir/court of the Angelic hierarchy (the Host.) They are depicted as children of the crystal, its chief defenders and inheritors of its will. A great deal of importance on the Archon's with the Masons viewing them as alternate faces of the Crystal and commanders of its celestial Host.. It is believed the Archons also make up the pantheons of polytheistic religions, explaining duplicates as mere 'alter-ego's of the Alterion' Archon. In the case of differing religious viewpoints where there is no Archon duplicate for a religious figure/deity, it is assumed the being is some form of Archon, as of yet undiscovered by the Masons. 

Archons & Saints 

What Are the Fallen? The Fallen is the term used for those Archons and Seraphim cast out by their brethren. They are oftentimes reviled as demons and typically depicted as wicken creatures bent on doing evil. Many sects of Masonism view them as troubled children of the Crystal that have lost their way. 

Demonology: Masonic priests are expected to have an in depth understanding of the Archons, as well as their Fallen brethren. Demonology is the branch of theology relating to supernatural beings who are not gods. Such deals both with benevolent beings that have no circle of worshippers or so limited a circle as to be below the rank of gods, and with malevolent beings of all kinds. The original sense of "demon", from the time preceding Riva's reign, was that of a benevolent being, but in the modern Masonic faith the name now holds connotations of malevolence. Demons, when regarded as Fallen, may belong to either of the classes of spirits recognized by primitive animism; that is to say, they may be human, or non-human, separable souls, or discarnate spirits which have never inhabited a body. 

Fallen & Enigmas

 

Edited by paradigm

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Law and Order

 The Poor Sons 

Much like real life Crusaders a Poor Sons equipment is as good as he/she can afford. The Cathedral and the Masons ensure that their front line soldiers are outfitted well enough, but a Poor Son who desires advanced cutting edge body armor, will need to provide it at their own cost. That being said, the armor provided by The Masons is still easy to maneuver in, not overly heavy and has a great deal of stopping power. The Poor Sons serve as general infantry and also assist the Justicar in policing and defending the populace. Ultimately, however, each City/Sector/Village is expected to see to its own defense and turn to the Poor Sons, only as a means of support. Poor Sons have chapter houses scattered throughout Alterion to better assist with recruitment and to offer aid when necessary. 

Spoiler

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Spoiler

 

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The Standard Poor Son uniform. Individual Poor Sons are allowed some measure of autonomy in variant forms, but this would be the standard NPC garb with the chisel and hammer dangling from the breast pocket. It is most often worn beneath their power armor, if any armor is worn, at all. 

 

The Justicar 

Though technically a specialized unit within the Poor Sons, the Justicar are often viewed and treated as their own autonomous body. While the Poor Sons defend the city and it's inhabitants, the Justicar officially police them and often serve as judge, jury and executioner if the mood suits them. Justicar are highly skilled in Alchemy and are charged (often in conjunction with Masonic Priests) with capturing or destroying demons and other unnaturals. Oftentimes serving as and assisting the Mason's Inquisitor's most Justicar must be prepared, at a moment's notice to go to war in the name of the Crystal. Certain Justicar deemed loyal enough and of sufficient strength are afforded the title of Inquisitor. 

Spoiler

 

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  Justicar and Justicar w/Inquisitor Honors, respectively. 

 

 

Edited by paradigm

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 National Defense

Royal Alterion Military

Alterion's military structure is a confusing and fickle thing to most foreigners. With so many different branches, it can be very difficult to determine the purpose of each organization. The basics of it break down the entire organization into two branches: those that police and enforce the law, and those that protect the city and its inhabitants from internal and outside threats. The Poor Sons and the Justicar see to former, whilst the Imperial Family, RioT & Sanctum, The Radicals, ARMADA and SEER handle national defense. 

Imperial Family 

Related Links: Masonic Imperial Family 

The Imperial Family is tasked with protecting the High Mason, Ocelot Royce. It is colloquially known as the Masonic Family and its members have been blessed with Ocelot's blood and thus a portion of the Crystal's power. Though this power effectively makes them beholden to their patriarch, the benefits far outweigh the costs.

The Daius Syndicate 

Related Links: Daius Snapshot, The RioT ProgramDaius Industries and Radicals  

RioT--Sanctum

The Radicals 

The Proteus Company 

Related Links: Proteus Enterprises and ARMADA

 

 

Poor Sons & Justicar (see L & O)

 

Edited by paradigm

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Magic and Technology 

Crystallyns: Known Crystallyns 

Tellyns: Known Tellyns

Althane: Known Althanes 

Masonic Alchemy

Just as the Runemaster serves as the jack-of-all-trades for the magical community, so too does the Alchemist serve the psionic. The alchemist uses scientific knowledge and complex formulae in conjunction with Alchemic symbols to unleash devastating attacks. Just as a Runemaster studies spells and their workings, an alchemist studies the world and its compounds in order to manipulate it. 

There are numerous schools of Alchemy each of which differs in their results, but all operate off of the same principle of equivalent exchange. 

Known Schools : Below are a list of known schools in Alterion. If you have custom schools you would like to create and have them added to the Legend page, please be sure to notify me. It is common for practiced Alchemists to have knowledge of multiple school, but in order to be called an Alchemist you must demonstrate mastery of, at least, one. 

Spoiler

 

The Strong Arm school 

The Strong Arm method utilizes a combat alchemy that mixes alchemical skill with physical prowess. With the aid of transmutation circles, the Alchemist transmutes objects mainly by punching them.  This method transfers the kinetic energy of of the blows into alchemical energy, enhancing the speed and force of transmutations. This method of alchemy is mainly used to rapidly produce large stone spikes, walls or other objects from the earth at an alarming rate . Additionally, the style allows The Alchemist to double as a source of heavy artillery, transforming raw stone or brickwork into projectiles which are then launched with the force of his punch.

The Flame School 

A  remarkably powerful fire-based combat style of Alchemy. This  unique style of combat alchemy is made possible by spark generating cloth, or matches (anything that can create a spark)--provided the proper symbols are present. This style allows the Alchemist to manipulate the concentration of oxygen in the air surrounding his target, raising its density to a level at which it becomes a volatile and flammable oxidizer, and creating narrow pathways of oxygen through which he can direct the ensuing flame that blossoms from the spark. A 'snap' sound is caused by the instantaneous speed at which the highly concentrated gases and sparks react together and pop (not his fingers actually 'snapping', to common belief.)

While rainy days can hinder  Flame Alchemy--particularly in the case of spark producing cloth, it becomes clear that water itself does not make the The Flame School entirely as useless. Using the transmutation array present, it is able to separate hydrogen atoms from the oxygen atoms in water molecules, isolating them into a highly combustible fuel and powerfully volatile oxidizer, respectively. Though this method can only be used when a large quantity of water is present in a relatively closed-off space (and not in the rain where the air is open and separating hydrogen and oxygen for the purpose of combustion would pose far too much danger to anyone in the vicinity), with an outside source of ignition such as a cigarette lighter or a match, The Alchemist can produce extremely powerful, localized explosions.

The Flame school allows the Alchemist to delegate each hand to a different flame effect, possibly due to a difference in hand dexterity. The    Non-dominant  hand appears to allow for large explosive attacks, while the favored allows for smaller, but strong and very accurate pinpoint flame attacks,  Overall, because of his Flame Alchemy.

The Red Lotus/Crimson School 

Is a unique type of alchemy that involves orchestrating explosions and is centered around the transmutation arrays placed on the Alchemist's palms. The Red Lotus style  uses this array to transmute ordinary matter into explosives by clapping the Alchemists hands together. By combining the contradictory symbols of the sun and moon, gold and silver, water and fire, the Alchemist creates an unstable imbalance of energy in whatever matter he touches, causing it to explode violently. He is also capable of causing that instability to flow from one place to another at his will, essentially directing localized explosions from long range. By using only the hexagram of his transmutation circle and not the celestial runes, the Alchemist can also perform more mundane transmutations that involve the alteration of matter, but not its detonation.

The Crimson School's method of transmutation is quite different. Instead of creating an energy imbalance within an object, the Alchemist shifts the atomic and molecular composition within objects so as to change whatever he touches into a chemical explosive. This method can be used on inanimate objects, or living things, especially people. With this technique, the Alchemist can completely obliterate a person's being or even explode small portions of the body independently from others.

The Sewing Life School 

The Sewing Life method is easily the most taboo of all the schools and comes dangerously close to Human Transmutation, at times. the Sewing Life Alchemist, as the name implies, specializes in te merging of life forms and souls. The most common practice of this method os the creation of Chimeras, a combination or two or more differing animals. However, there are those who create Human Chimeras--granting humans animal traits and abilities or, in extreme cases, the ability to assume a monstrous hybrid form. Amongst the Sewing Life school's bag of tricks is the creation of Blood Seals/Runes. A Blood Seal is used to attach a human soul to an inanimate metal object, such as a suit of armor. The metal object will bind with the iron in the blood, effectively rendering the item a vessel for the soul. The [ABBR=feels no pain, hunger, or fatigue, able to perform immense physical feats. Can sustain damage exceeding human limits, a state of nigh invulnerability.]benefits [/ABBR]of this are many, but the [ABBR=If rune is damaged, the bond will break. May experience identity and existential crises, leading to deteriorating mental health.  If one's soul is bound to an inanimate object for long, the soul and object will eventually start to repel each other. The person will start to experience moments of exhaustion, which cause that person's soul to disappear from the object, as stated by Al, who compares his body to a time bomb. This can lead to the complete destruction of the soul as it slips away to The Gate. This makes the blood rune only a temporarily effective technique.

drawbacks are equally plentiful. 

The Iron Blood School 

The Iron Blood method is dependant upon the Alchemist wearing two elaborate gauntlets with stylized metal plating on the forearms and the backs of his hands, and rings around the wrists. The rings are inscribed with alchemical markings while the seven plates on each arm are marked (in descending order from elbow to wrist) Inuenies, Occultum, Lapitem, Visita, Interiora, Terra, Rectificando.

The Alchemist transmutes by slamming his fists together to create a transmutation circle with his arms and then uses direct hand contact to transform large nearby objects to the shape of his choosing. An Iron blood Alchemist is capable of transmuting a building into a huge mass of weapons (cannons, Gatling guns, etc.)

The Freezing School 

As its title indicates the Freezing method is able to freeze any source of water, even sources with water essence in them, allowing the Alchemist to use any available source of water for a variety of feats such as paths to walk on or forming crude weapons to strike at his opponents with. As a last resort attack, he can also freeze his own blood so as to strike his target. Contrary to his title, The Freezing Alchemist is capable of more than freezing and upon touching a target he can boil the water so as to create a thick cloud of vapor and make his escape. By touching his opponent, he can freeze or boil the water in their body to instantly kill them; however, this technique is ineffective when not used on flesh, such as a mechanical prosthesis. The most powerful technique in the Freezing School's repertoire involves drawing several transmutation circles around a location in a formation similar to the design of his gauntlet's transmutation. With this formation, the large amounts of ice that can be created from the transmutation circles are apparently endless. Destroying the transmutation circles are the only way to disable this technique, which also proves difficult as the ice buries them endlessly.To quickly access his alchemy, the Alchemist embeds his transmutation circle on his gauntlet and or may tattoo it on the palm of his hand. The Freezing method's circle consists of a point within a circle with two curves around them which make contact with the borders of another circle and two lines coming from the center touching the borders, resembling an eye with a line across and a text on an external circle. 

The Silver School 

Much like the Crimson Lotus Alchemist, the Silver Alchemist has transmutation circles prepared upon the palms of his hands, though in a far more elaborate and intricate manner. The Silver method, however, has differing circles on each palm and smaller circles on the tip of each finger and various alchemical texts and markings on each finger between the circles. Because of this, the Silver Alchemist does not need to touch his hands together to form a circle in order to fight with alchemy.

The Silver method has a penchant for blades, creating a large number of swords, shuriken, and chained blades.

The Crystal School 

The Crystal method is one of the oldest known schools of Alchemy and covers a wide berth of techniques. Unlike the other schools of Alchemy, the Crystal Method is not usually applied directly to combat, but rather proves to be proficient when it comes to support tasks--such as healing or deciphering codes. The Alchemist  is also very skilled in medicine and construction of support items. (See: Alterna)

The Armored/Golem School 

The Armored Golem School is another taboo school. It relies on transmutation circles inscribed upon the body and hands, in order to tear off pieces of the Alchemist's soul/awareness and inhabit inanimate objects, ie. Empty suits of Armor or battle dolls/marionettes. Should the false body be destroyed the soul (supposedly) returns to the Alchemist, who retains the ability to operate separately from the Golem body. A seasoned Golem alchemist could theoretically create an entire army this way but does so at great cost and risk of his own sanity and wellbeing.

The Full Metal School
Much like the Crimson Lotus Alchemist, and the Silver Alchemist, the Full Metal Alchemist has transmutation circles prepared upon the palms of his hands, though in a far less elaborate and intricate manner, requiring the Alchemist to touch his hands together before a transmutation can be performed.

The Fullmetal method has a penchant for blades, creating a large number of swords, spears, javelins, and arm blades from nearby sources of metal. The Full Metal Alchemist, true to his name, is capable of finding metal in any of his surroundings, pulling minerals from the earth itself in order to enhance/create his arsenal. He also tends to use his surroundings more so than other Alchemists, his unique transmutation array allowing him to manipulate the minerals in the earth with ease.
 
Alchemic Vision
The Alchemist's equivalent of Arcane Sight. Akin to it's magical counterpart Alchemic Vision focuses energy and emits it upon the eye into a transmutation array, allowing the alchemist to see metaphysical  auras.. The effect is similar to that of a detect magic spell, but it does not require concentration and discerns aura location and power more quickly.
 
Once activated the Alchemist knows the location and power of all magical auras within his sight. Alchemic Vision is realized when the sclera of the Alchemist yield the alchemic formulae necessary to complete the array. 

 

23
 

Alterna/ Alteria

Alteria/Alterna Crystals -Imbued with the power of the Crystal these manufactured crystals come in all shapes and sizes and grant individuals abilities and powers they might not otherwise have, and/or enhance current abilities/powers. At its core the use of Alterna could be considered (to foreigners) as crystal magic, wherein individuals use a combination of their own energy and the shard's energy to yield devastating results. To Alterion, as a whole, Alterna and its use is considered alchemy and operates on the Alterian definition of equivalent exchange (energy in = energy out.) Alterna is quite similar to Renovatio's Materia with a few minor, but key differences. Alterna does not need to be implanted in the body. It operates as jewel and crystal magic would. Different Alterna do different things, some are spell specific, some summon beasts and monsters to fight on their behalf, others store spells and allow a variety of uses with just one shard. The possible combinations are endless and have seen fit to empower Alterion's weakest denizens to the point that no man, woman, or child in Alterion need move about undefended. 

Alterna differ in appearance based on the manufacturer. Some cut their shards into geometric shapes, others employ greater artistry, and some just pop out jagged shards. Color and translucence do not dictate power. An blue opaque shard may possess more power than a red translucent cube and vice versa. It is impossible for an individual to inherently know what type of Alterna someone has with a mere glance. They almost always have to touch the shard and channel some form of energy into it, to understand what the shard might do. Some manufacturers engrave symbols on their shards to indicate the particular type of Alterna they've made, but only the most skilled craftsman who custom make their shards do so. 

More often than not a company stamps their logo on the shard before churning them out for sale and leaves branding and spell designation to the merchant's peddling the wares. If that sounds reckless or dangerous, it's because it is. 

Spoiler

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Edited by paradigm

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Setting & Locales  

Cosanastre  --The Holy City. The very first city founded, Cosanastre is the largest city in Alterion and also the nation's Capitol. Built around the Crystal, it is easily the most densely populated city in all of Alterion. Home to the Masonic Cathedral and Daius Industries Corporate Headquarters, Cosanastre offers a marketplace and trading hub the size of which is unrivaled in all of the known world. An entire district, dedicated solely to the buying and selling of goods stretches throughout the City's center. As the Holy City, Cosanastre is also the most fortified and well guarded city in Alterion, being protected by the Poor Sons as well as the Corporations' soldiers.Though it it is not the most advanced city, Cosanastre revolutionized the use and application of Crystal energy. Reactors are housed in every district to insure clean and efficient energy is pumped throughout the city, at all times. Cosanastre is also responsible for building and maintaining the Reactors that power the other cities, as well. Cosanastre sports distinctive Renaissance architecture, and contains a plethora of entertainment centers and places of worship, as well as a large business district. The city sits around the Masonic Cathedral which was, in turn, built around the Crystal, the supposed deity of the Masonic Faith. The city is a marvel to behold hosting ancient architecture alongside modern marvels, such as skyscrapers. It is not uncommon to find a gothic castle in the backdrop overlooking a suburban cityscape.

Arkadia Prime  --The City of Tomorrow. The epicenter of technology. Faster growing than any of the other cities in Alterion, Prime's ascension is due primarily to it's avid exploration and space program. Broken up into several different portions, each housing their own 'theme' of lifestyle, Prime's entirety is flight. From spaceports sending out daily launches to 'The Prime'—a floating example of human self-awareness and second world to the city far, far below to the bustle and hustle of local airship ports and cantinas surrounding most of the city.The eastern portion of Arkadia Prime, often simply called Arkadia East, houses the elder peoples of the city in a serenity-now sort of environment. Lush green walks and actual, synthetic vegetation along with thriving organic vegetation under constant maintenance brings a feeling of healing and calm to the soul. While some might claim those within A East, Hippies and Oldies, most of the wealth of the entire city lies in the CEOs, CFOs, and Military Leaders whom reside in these parts.

Izral  --The Free City. The city of Izral is one of Alterion's crowning achievements, for no matter how the Masons have strove and struggled over the centuries, Izral has forever been a hotbed of the Rebellion. In many ways, it was the birthplace of the First Rebellion and every High Mason who has held the tools, since Riva herself, believes the key to defeating the Rebellion lies within the city of Izral. Never one to be held for more than a few decades, the power structure of Izral is fluid, at best. 

Xaengri-La --The Spirit Realm. That which lies beyond the veil of life, Xaengri-La is home those souls who met a tragic end and various other celestial and demonic beings. Given that it inhabits another plane entirely, Xaegri-La is massive (possibly limitless) in size and impossible to quantify. Political factions ranging from Demons, to Archons, Deities and all things in between run amok. There is no one set governing entity, though certain areas are controlled and maintained by certain groups

Lands of Alterion  --Alterion is more than its gargantuan nation sized cities. Many people look at Alterion and see a land of technology and futuristic tech, but it is surrounded by all the trappings of a fairy tale setting. Dense forests populated with vicious monsters are scattered throughout Alterion, but none as large as the terrifying MaGnus Forest. There are mountainous, forested and wooded regions inhabited by various humanoid species (orcs, elves, goblins and fae) that were driven off by the first Alterion settlers. This is not your Mother's Alterion, this is the eldrtich world, the world that time forgot...tread lightly...here there be monsters. 

Edited by paradigm

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