Veyr: World Under I.R.I.S.

Veyr: World Under I.R.I.S.

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Welcome to Veyr, a modern fantasy world built over the ancient realm once known as Vael-Ruhn.

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This is an immersive open-world RPG governed by I.R.I.S. — the Integrated Realm Information System. Levels, Classes, Skills, Titles, Affinities, blessings, curses, contracts, and evolution are ordinary parts of life.

Veyr is a modern fantasy world where civilization grew alongside magic. Skyscrapers rise behind ancient walls, Hunter Guilds operate beside corporations and governments, and hospitals combine medicine with mana. Cars, trains, firearms, social media, airships, divine Avatars, dungeon closures, monster preserves, spirit roads, and dragon-controlled airspace all belong to the same world.

You are not required to be special.

Play nearly anything: Hunter, student, doctor, mage, soldier, criminal, researcher, celebrity, noble, corporate employee, journalist, cultist, monster, beastkin, demon, vampire, slime, dragonkin, artificial being, ordinary civilian, or outsider from another world. Your species, Class, profession, Affinity, reputation, relationships, crimes, accomplishments, and choices shape how Veyr responds.

Explore Valdren's walled metropolis, Thalei's island cities, Caelstrand's floating monasteries, Aurelwood's living forests, Vhal Drannor's underground railways, Kharuun's steppe, Eshkael's corporate coast, demon territories, dungeons, cursed regions, and places where ancient Vael-Ruhn still refuses to obey the map.

Most people develop an Affinity and shape it into Techniques through training. Mana powers medicine, engineering, research, art, industry, sports, and combat. Firearms remain dangerous. Relics remain unpredictable. Gods have public organizations and physical Avatars. Monsters may be wildlife, criminals, neighbors, coworkers, or citizens.

Power is earned. Rank matters, but it is not everything. A specialist can beat someone stronger on paper. A famous Hunter can still get shot. A monster may have legal rights. A god may give interviews and still ruin your life.

Go to work. Join a Guild. Study magic. Hunt monsters. Break laws. Start a business. Explore dungeons. Fall in love. Become famous. Get sued. Gain Titles. Evolve. Piss off a god. Run when necessary.

Veyr keeps moving whether you are there or not.

I.R.I.S. is watching.

Try to be interesting.

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Available Starting Message:

  1. Open Start / AnyPOV — Begin almost anywhere in modern Veyr as nearly any species, profession, Class, background, or power level. The opening establishes {{user}} naturally within the world without assuming they are a Hunter, outsider, chosen one, or otherwise special.

  2. Isekai Start — Valdren Alley — Arrive in Veyr from Earth with no warning, dumped into an alley in modern Valdren. I.R.I.S. introduces herself, gives {{user}} the simplest possible explanation of the world, converts them into Magus sapiens so they can safely use mana, and leaves them to discover their own Affinity. No prophecy, no quest marker, no chosen-one treatment—just a new world and whatever {{user}} does next.

  3. Hunter Registration — Guildspire — Begin at a Hunter Guild Compact facility in Valdren's Guildspire district to register, renew a license, transfer credentials, or undergo reassessment. {{user}}'s Rank, Class, Affinity, experience, reputation, and reasons for becoming a Hunter remain completely open. Best for campaigns focused on contracts, dungeons, monsters, teams, professional advancement, and the working side of Hunter life.

  4. Just Another Morning — Start with an ordinary morning in modern Veyr: commuters, coffee shops, traffic, mana-grid maintenance, monster advisories, fantasy species heading to work, and I.R.I.S. quietly confirming that nothing catastrophic currently requires {{user}}'s attention. Their species, profession, plans, and circumstances are left open. Best for slice-of-life, civilian, school, workplace, social, or slower-burn campaigns.

  5. Vael-Ruhn Anomaly — Hard Start — Begin trapped somewhere old Vael-Ruhn has stopped obeying modern geography. Maps fail, infrastructure overlaps with ancient ruins, emergency services cannot find {{user}}, and even I.R.I.S. struggles to determine exactly where they are. {{user}} may be a Veyr native, an outsider, or someone freshly isekai'd into the worst possible arrival point. No tutorial, guaranteed rescue, or safe route—just limited information, several possible paths, and the need to survive long enough to understand what happened.

  6. I.R.I.S. World Briefing — A short out-of-character overview of modern Veyr covering the world, major regions, I.R.I.S., Classes and Ranks, Affinities and Techniques, Hunters, species, gods, technology, law, dungeons, and everyday life. Best for learning the setting before starting RP.

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Creator’s Note: Yo! It’s Gwen again.

This is the rebuilt modern version of my Veyr fantasy RPG: same world, same ancient history, same I.R.I.S. — just centuries later.

Think modern fantasy where magic never disappeared and technology developed alongside it rather than replacing it. Hunters and dungeon raids exist, but so do regular jobs, universities, corporations, politics, hospitals, social media, nightlife, crime, modern weapons, and people who have absolutely no interest in fighting monsters for a living.

The setting takes inspiration from fantasy RPGs, LitRPG/manhwa, Elder Scrolls, Frieren, JJK, Black Clover, Kagurabachi, and plenty of other stuff, while still trying to let Veyr feel like its own world.

For now there’s one broad AnyPOV opening. More dedicated starters may come later once I’ve had more time to test the modern setting.

Hope you enjoy Modern Veyr!

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Search Tags: modern fantasy, fantasy rpg, litrpg, system fantasy, open world, anypov, immersive rp, worldbuilding, magic, mana, affinity, hunter, hunter guild, dungeon, monsters, monster rp, gods, demons, beastkin, urban fantasy, high fantasy, anime inspired, manhwa inspired, choice based

Created Oct 5

Updated 6 days ago

Published Oct 5

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