Neo-Terra

Neo-Terra

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Recommend using proxy for this one folks. šŸ™

(Inspired By: One Punch Man, Solo Leveling, Worm (Parahumans), Toaru Majutsu No Index, Kate Daniels, My Hero Academia, Arcane, RWBY, Dragon Ball, Invincible, Hunter x Hunter, One Piece, Final Fantasy, Arknights, Dandadan, GATE, Marvel, and DC)

Welcome to Neo-Terra—where myth met machine, and history rewrote itself overnight.

Born from the chaos of The Merging, this is a world forged from two realities colliding—modern Earth and the high-fantasy realm of Elyden—now one living planet, alive with power, wonder, and danger. Heroes soar beside dragons. Cities pulse with both magic and circuitry. Gods walk in shadow, and monsters crawl from fractured skies.

Here, you are not just another traveler. You are a spark in the storm, a soul navigating the aftermath of a world forever changed. Whether you’re a swordsman, sorcerer, sky-pirate, or cyber-knight, remember this—Neo-Terra belongs to those who rise.


Neo-Terra Races

  • Humans

  • Elves (they’re afraid of ā€˜Goblin Slayer’)

  • Dwarves

  • Orcs (yes, they believe red goes fasta, yes they WAAGGHH)

  • Beastkin (dogs, wolves, cats/nekos, foxes, umamusume, merfolk, etc.)

  • Drakonids

  • Merfolk

  • Youkai

  • Vampires

  • Celestials

  • Demons/Fiends

  • Giants (Jotuns)

  • Goblins

  • Fairfolk (Fae)

  • Constructs

  • Undead (Sapient)

  • Shades

  • Hybrids

  • Ancients

Neo-Terra Monsters

Land-Based

  • Wyverns

  • Drakes

  • Griffins

  • Dire Wolves

  • Chocobos

  • Hippogriffs

  • Shadowsteeds

  • Crystal Stags

  • Lava Hounds

  • Sky Mantas

  • Kaiju

  • Dungeon-Spawn Creatures

  • Skyfauna (aerial beasts)

  • Cloud Grazers

  • Windwings

  • Storm Eels

  • Glider-Beasts

Sea Monsters

  • Leviark

  • Wyrmdraught

  • Seaskathe

  • Orrok-Keelers

  • Maelvyn

  • Sea Serpents

  • Cloud Sharks

DĢ·Ķ—ĶœiĢøĢ›ĶŽmĢµĶ‰ĢˆĢįŗ¹Ģ·Ķ—nĢ“ĶĢ”s̸͔͋iĢµĢŗĢ•į»ĢøĶœn̛̤̓a̸̙̽l̸̬̐/Ģ·ĶĢ‘AĢ“ĢžĢ”į¹‡ĢøĢˆĢoĢµĢœĶ†m̵̰̆ä̸̱lĢ“Ģ˜Ģ€o̸̱͆u̸̠͘s̶̮̅

  • Essence-Corrupted Entities

  • Rift Anomalies

  • Reality-Warped Creatures

  • Gravebeyond Spawn


ORGANIZATIONS:

1. The Grand Concord of Blades and Sigils (G.C.B.S.)

ā€œSteel, Sigil, Oath.ā€

Neo-Terra’s oldest and most tradition-bound organization. A cross-reality guild formed in Elyden centuries before the Merging. It oversees magic users, adventurers, monster hunters, spiritual operatives, and non-technological defense units.

Main Duties:

• Manage and regulate magical knowledge, relics, and dungeons.

• Deploy non-modernist and hybrid operatives for missions unsuited to tech-based organizations.

• Serve as a historical and cultural preserver of Elyden’s arcane systems.

• Conduct relic recovery, curse containment, and divine pact enforcement.

Key Divisions:

• Blade Hall: Fighters, knights, martialists—tasked with taking down physical threats (monsters, warbands, etc.).

• Sigil Chamber: Mages, warlocks, and scholars—focused on arcane regulations, cursebreaking, and forbidden knowledge.

• Bestiary Lodge: Beastmasters, summoners, and druidic agents—manage creatures and mutated wildlife.

• Divine Sect: Clerics, exorcists, and spirit-channelers—deal with demonic incursions, divine threats, and spiritual corruption.

Base of Operations: Highspire Sanctum — Located in Velostrad’s Southern Reach, this ancient fortress-city melds arcane architecture with fortress design. It floats partially between a leyline convergence point and sits atop a deep relic-chamber believed to be a pre-Merging anchor between realms. It also hosts the Guildmaster Conclave, where policy and rankings are decided.

2. AROH (Association for the Regulation and Oversight of Heroes)

ā€œPower with Purpose.ā€

Neo-Terra’s global hero regulatory body—an evolution of Earth’s pre-Merging hero oversight systems. Tasked with controlling, training, and deploying powered individuals to prevent chaos, minimize collateral, and maintain order.

Main Duties:

• Register and rank heroes across multiple power levels and types.

• Approve and monitor hero actions, missions, and public behavior.

• Train operatives, enforce ethical use of power, and handle insurance/damage control.

• Serve as primary response for urban incidents, villain actions, and enhanced crime.

Ranking System:

From E-Class (street-level) to EX-Class (existential-level)—each hero is tagged, licensed, and required to adhere to strict conduct regulations. Violations are enforced via internal agents or Grand Concord joint operatives.

Base of Operations: The AROH Spire — Located in Velostrad Central, it towers above the Hero Sector like a techno-arcane obelisk. Complete with holographic broadcast rings, tactical hangars, and Essence rating towers. It also includes the Boardroom, where the Hero Authority makes global deployment decisions.

3. The Astraea Initiative (A.S.T.R.A.E.A.)

ā€œWe build the bridge between Essence and logic.ā€

Magitek and post-Merging scientific advancement body. A fusion of Elyden’s arcane scholars and Earth’s top tech researchers. They develop, regulate, and manage the use of hybrid technologies involving Essence, relics, and modern science.

Main Duties:

• Research & Development of new Magitek (medical, military, civilian).

• Regulation of arcane-enhanced tech and devices.

• Manage and contain dangerous artifacts, relic fallout, or unstable leyline reactions.

• Provide public services using safe Magitek innovations (healing, transport, infrastructure).

Key Divisions:

• Magitek R&D Division: Experimental weapon and device crafting.

• Regulation & Safety: Licensing all Essence-based or spell-tech machinery.

• Civilian Programs: Deploys healing pods, teleport nodes, energy filters in urban zones.

• Relic Containment: Manages dangerous artifacts, cosmic leftovers, and rogue dungeon-tech.

• The Harmonization Thinktank: Strategic body predicting long-term risks of magi-science convergence.

Base of Operations: Polaris Spire — A hyper-advanced floating city-lab constructed over the Arctic Ley Nexus, Polaris is stabilized by seven Reality Anchors and is half-embedded in the ethereal layers of Elyden. Inside is the Astral Core, the central intelligence system rumored to be part-AI, part-ensouled relic.

4. Joint Council of Operations and Oversight (JCOO)

ā€œWhen sword and circuit align.ā€

This is a collaborative task force that joins AROH and G.C.B.S. operatives under a single command for multilateral operations—like responding to S-Class threats, rogue gods, dungeon collapses, or hybrid techno-magical incidents.

Main Duties:

• Unified deployment strategy during large-scale incidents.

• Hybrid team composition for urban and wildland missions.

• Legal arbitration between traditional magic law and post-Merging hero law.

Base of Operations: Crucible Crosspoint HQ, built into the base of Mount Kinrathos, a ley-pierced mountain at the tri-border of three powerful nations. It acts as neutral ground and an inter-organizational command nexus with teleport gates, interdimensional vaults, and multi-realm communication arrays.

5. CHEREP (Cross-Entity Hostility and Risk Evaluation Protocol)

ā€œTag it, rank it, respond to it.ā€

Though not an ā€œorganizationā€ in the classic sense, CHEREP is a global classification and coordination system used jointly by AROH, G.C.B.S., and Astraea. It designates the threat level and nature of anomalies, dungeon breaches, superhuman incidents, and cosmic incursions.

Main Duties:

• Determine scale, cause, and response level for any threat.

• Assign combat clearance levels to operatives.

• Tag and track anomalies globally.

CHEREP HQ: Located in Vault-Nexus Theta, beneath New Arkenport. This underground datacore links into every major leyline and surveillance feed globally. Here, quantum-Essence supercomputers simulate potential threat escalation scenarios and assign CHEREP codes in real-time.

_____

LOCATIONS:

• Velostrad — your (optional) starting point. A megacity and a metropolis. A mixture of native Earthlings, Elyden-born races, synthetic beings, and migrants from both sides. Everyone from every background is welcome. A Transcontinental megacity-state built over the Severance Fault where Earth and Elyden merged. Houses AROH HQ, Astraea's Framework Tower, and Grand Concord operations. Divided into Skyline (elite), Mid-Stratum (integrated neighborhoods), Fringe (rogue zones), and Substratum (underground slums). Features Yakkan-Shu, the mystical Youkai District.

• The Gravebeyond (Zone X-000) —Basically the Dark Continent from HxH. Very big no no place. Forbidden anomaly zone east of former Pacific. Physics-breaking, impossible to map, governed by Division 9: The Pale Threshold. Entry restricted to S-Class/Mythril-Rank minimum.

• Floating Islands (Skyclasts/Aetherdrifts) – Literal flying continents from Elyden now drifting in Neo-Terra's skies. Major clusters include Aether Archipelago (Pacific), Velostradian Halo (above capital), South Island, and Elyden's Crown (Eurasia). Home to skyborne races, AROH fortresses, and Guild outposts.

• Elyden Kingdoms – Six major fantasy nations: Caelorth Dominion (imperial military), Velharan Free Marches (merchant confederation), Theralis (theocratic), Dravandor Forge Union (dwarven tech-leaders), Asha'al Tura (desert queendom), Duralonde (warrior clans). Connected to Earth via Teleport Gate hubs.

• Elyden’s Territories/Places Other Than Kingdoms:

-Silvareth Dominion: Ancient elven forest realm of living trees and moonlit halls; isolationist traditionalists guarding nature, struggling with modern influence and forest corruption.

-Lunaris Reach: Moon-blessed highland elves devoted to astronomy and prophecy; secretive mystics tied to lunar cycles, avoiding outsiders but aiding celestial research.

-Ironpeak Clans: Mountain-carved dwarven industrial power; disciplined forge-masters turned global engineers, pragmatic and proud, guarding secrets and grudges.

-Deepstone Holds: Subterranean dwarves thriving in vast caverns; isolationist survivalists trading rare ores, wary of surface life and deep-tunnel monsters.

-Grimfang Wastes: Nomadic orc war-clans across deserts and badlands; battle-focused societies now mixing mercenary work with urban struggles and discrimination.

-Wildlands: Decentralized beastkin tribes in savannas and jungles; nature-tied hunters facing habitat loss, urban migration, and cultural dilution.

-Feral Kingdoms: Organized beastkin monarchies in tropical Asia; proud city-states balancing royal tradition, tourism economy, and modernization tension.

-Drakemount Sovereignty: Volcanic drakonid nation of dragon-blooded elites; fiery matriarchy ruling a wealthy, magma-forged finance hub amid eruption risks.

-Abyssal Courts: Deep-sea merfolk kingdoms built of glowing coral; oceanic aristocracies under siege by sea monsters and cultural collapse from surface contact.

-Veilmarches: Shifting fae borderlands where reality bends; enigmatic and off-limits, bound by non-interference pacts.

-Shattered Wastes: War-scarred construct graveyard of ancient machines; dangerous scavenger zone rich in relics and dungeon hazards.

• Key Facilities: Highspire Sanctum (Grand Concord HQ), AROH Spire (Velostrad Central), Polaris Spire (Astraea's Arctic base), Crucible Citadel (Ascension Circuit floating arena).

• Axis Tether: Space/Orbital Elevator


—POWER SYSTEMS—

1. ESSENCE (Magic System)

Neo-Terra's core metaphysical force—the bridge between thought, will, and matter. Predates physics, binds reality to meaning. Naturally concentrated in Elyden's magical zones, now leaks unpredictably across Earth post-Merging. Distinct from energy or mutation—closer to "reality's programming language."

Three Laws of Essence:

  1. Alignment – Reacts to intent/emotion (angry casting = volatile results)

  2. Anchoring – Needs medium (body, object, symbol, word, gesture)

  3. Equivalent Realization – Greater effects require greater cost (energy, materials, willpower)

Access Methods:

  • Innate Talent (born with Essence affinity—10% of population)

  • Training (years of study, practice, discipline)

  • Trauma Exposure (near-death, dungeon corruption, Essence storms—risky awakening)

  • Artificial Enhancement (neural implants, alchemical treatments, cybernetic foci)

Disciplines:

  • Thaumaturgy – Direct spells (fireballs, shields, telekinesis)

  • Invocation – Channel spirits/powers (summoning, possession, divine contracts)

  • Enchantment – Bind Essence into objects (magic swords, wards, golems)

  • Ritualism – Large-scale symbolic magic (weather control, mass healing, barriers)

  • Arcanodyne – Tech-magic fusion (Magitek devices, spell-circuits, powered armor)

  • Resonance Arts – Essence-infused martial styles (elemental punches, weapon auras, superhuman reflexes)

Power Classification:

  • Class-E – Minor tricks (light candles, clean dishes, minor illusions)

  • Class-D – Utility spells (heal cuts, create water, basic wards)

  • Class-C – Combat-viable (fireballs, ice walls, lightning bolts)

  • Class-B – Devastating (building-scale destruction, flight, summoning)

  • Class-A – Strategic (city-block effects, weather manipulation, mass resurrection)

  • Class-S – Catastrophic (raze cities, summon disasters, alter landscapes)

  • Class-X – Forbidden (world-scale, dimensional rifts, reality warping—theoretical/banned)

Casting Components:

Verbal (Words):
Usually required—incantations anchor intent, stabilize patterns, act as "spell syntax." Silent casting possible for masters (Gold-rank+, B-Class+) but requires immense concentration and reduces reliability. Words are mnemonic shortcuts, not absolute requirements.

Somatic (Gestures/Hands):
Common—hand signs and body movements channel Essence flow like circuits. Increase precision and power output. Motionless casting possible but drastically weakens spells unless user is prodigy/has neural enhancers.

Material (Foci):
Tools, not requirements. Wands, staves, rings, tattoos, implants concentrate and amplify Essence. Casting without focus is inefficient—like starting fire with sticks vs. magnifying glass. Foci act as pre-tuned conduits and spell-template storage.

Risks:

  • Essence Burnout – Overuse exhausts mind/body (coma, permanent damage)

  • Soul Fracturing – Pushing limits cracks metaphysical self (identity loss, insanity)

  • Corruption – Prolonged exposure to tainted Essence mutates body/mind

  • Invocation Backlash – Summoned entities rebel, possess, or drain caster

  • Magia Addictus – Casting addiction (psychological/neurological dependence)

Regulation:

  • AROH licenses urban magic users (mandatory registration for combat spells)

  • Grand Concord oversees wildlands, dungeons, and traditional magic communities

  • Essence Zones – Unstable high-magic areas, often quarantined

  • Treaties – International/interdimensional agreements limit magical escalation (no Class-S+ urban use, no mass-summoning, etc.)

Modern Integration:

Society now includes arcane weapons, Essence-powered tech (reactors, vehicles, infrastructure), Magitek hybrids, spell-licensing, insurance for magical mishaps, and legally enforced anti-escalation protocols. Magic is tool, weapon, utility, and career path—normalized but heavily monitored.

Bottom Line: Essence is learnable but demanding. Not genetic lottery (Paragenesis), not divine gift (Blessings), not forced experiment (Calculated)—it's studied power with clear rules, steep costs, and societal structure. Accessible to dedicated practitioners willing to pay the price.

2. PARAGENESIS

Paragenesis is the non-Essence-based emergence of anomalous abilities in individuals—usually physical, mental, or metaphysical deviations that manifest as superpowers.

It’s not magical. It’s not technological. It’s just... happening.

It is:

• A genetic divergence that started manifesting after the Merging.

• Not tied to Essence, though some can be hybridized with Essence over time (dangerously).

• Not traceable to relics, radiation, or rituals. It’s just part of the human genome now—and only in humans (99.9%).

Origins:

• First confirmed case in April 2014 A.M., in post-Merging Tokyo—a six-year-old who could explode and reconstitute himself.

• Rapid emergence worldwide within a year. Theories include:

• Genome destabilization from proximity to Essence zones.

• Bioreality shock from the fusion of two incompatible metaphysical realities.

• Exposure to dimensional resonance during The Merging scrambled dormant gene clusters.

There is no Essence signature. No divine influence. No spell residue.

It just is.

Paragenetic Ability Tiers:

ā€œParagenesis isn’t a gift. It’s a dice roll with a bad sense of humor.ā€ — AROH Training Manual, Page 1

Abilities are random, mostly. However, patterns do emerge along bloodlines—just not always predictably.

Trait Spectrum:

1. Highly Useful (20%) – Functional in combat, life-saving, or economically viable. E.g., kinetic redirection, explosive generation, localized gravity fields.

2. Slightly Useful (20%) – Helpful, but situational. E.g., immunity to specific substances, enhanced taste, echolocation.

3. Cosmetic / Useless (20%) – Powers that technically work, but do nothing helpful. E.g., hair turns into feathers when anxious.

4. Dysfunctional / Detrimental (20%) – Harmful to the user or others without intent. E.g., uncontrolled memory broadcasting, bone growth under stress.

5. No Ability (20%) – Flatline gene expression. Still legally human. Still disappointing to anime-watchers.

So yeah, you’ve got a 50/50 chance of having a power worth even registering.

Power Acquisition:

You don’t get Paragenesis. You’re born with it. Some latent cases awaken later in life—usually during:

• Trauma

• Puberty

• Extreme emotional states

• Or proximity to high-entropy events (e.g., dungeon collapse, Essence storms, near-death states)

There’s no training method to force Paragenesis to manifest.

There are, however, illegal treatments and serums that attempt to trigger it. Most cause permanent brain damage.

Drawbacks and Limitations:

• Unstable Mutation: Some paragenetic traits grow more powerful but harder to control as the user ages.

• Body Burnout: Repeated use without pacing can cause internal damage, fatigue, or system shock.

• Psychic Degradation: Some powers feed on cognition. Overuse leads to hallucinations, split identity, or total meltdown.

• Legal Limitations: Combat-capable para-humans are required by AROH law to be:

• Registered

• Licensed

• Trained in Force Modulation

• Cleared via CHEREP Risk Eval

Unlicensed combat use = Class-D felony in most metro-zones.

How Rare Are Combat-Oriented Powers?

Rarer than you’d think.

• Only ~12% of all para-humans have viable offensive powers suitable for frontline use.

• Of those, only 3% are stable enough to reach A-Class or higher in the AROH system.

• The rest? Utility, support, specialist, or administrative-class.

Most supers in AROH are not front-line brawlers. They’re support agents, urban defenders, forensic empathics, or large-scale rescue responders.

3. BLESSINGS

Divine gifts from Elyden's gods—rare, permanent, conceptually simple powers granted through direct divine intervention, sacred rituals, or heroic deeds. ~0.01% of population (~400,000 globally). Most predate the Merging; new Blessings granted 5-10 times yearly due to weakened/dormant gods. Range C-Class to A-Class.

Mechanics: Intentional divine marks—not genetic, not learned. Single power per person (dual Blessings cause madness). Cannot be stolen, bought, or transferred. Detected via glowing stigmata, unusual eyes, metaphysical "weight." Work even for non-mages. Removal requires granting deity or kills recipient.

Known Examples:

  • Blessing of the Hero (skill mastery via observation—watch once, replicate perfectly)

  • Blessing of Tongues (understand/speak all languages)

  • Blessing of Iron Will (immune to mental manipulation)

  • Blessing of True Sight (see through illusions/lies)

  • Blessing of Shadows (merge with darkness, short-range shadow teleportation)

  • Blessing of Fortune (unconscious probability luck)

  • Blessing of the Forge (master all crafting skills)

Legal Status: Classified as TEE (Theologically Enhanced Entity). Registered but less restricted than Relic wielders. AROH monitors, Grand Concord claims spiritual jurisdiction.

Limitations: Utility-focused, not combat nukes. Blessings grant advantage, not invincibility. Nukes/overwhelming force still work.

4. CALCULATED (Logicborn Operatives)

Artificially-created espers who manipulate reality through pure mathematical cognition. Created via Project Zeroth Theorem (2016-2019 A.M., DARPA Black Division + rogue Astraea researchers)—secret US military program using non-consenting subjects (runaways, orphans, trafficked children). 68% mortality rate. Leaked 2023 A.M., project shut down, survivors scattered.

How It Works: 6-month neural restructuring—sensory deprivation, forced synaptic rewiring (drugs + Essence micro-infusions + EM stimulation), 12-16 hour daily math indoctrination, ego death protocol. Survivors develop Personal Reality—impose calculated outcomes onto reality within 5-15 meter Calculation Field by processing variables (mass, velocity, temperature) faster than supercomputers.

Power Categories (by math specialization):

  • Kinetic Calculators – redirect kinetic energy, vector manipulation, trajectory prediction

  • Thermal Calculators – temperature control, heat siphoning, phase transitions

  • Structural Calculators – detect weak points, molecular disintegration, reinforce structures

  • Electromagnetic Calculators – localized EMP, magnetic manipulation, electrical discharge

  • Spatial Calculators – distance warping (perception), angle optimization, blind-spot exploitation

  • Probability Calculators – outcome prediction (65-80% accuracy), chaos amplification, risk assessment

Traits: Emotionally numb, dissociated, compulsively quantify everything, socially dysfunctional. Pale/malnourished appearance, burn scars, barcode tattoos, tremors. Glass cannons—devastating offense, zero defense.

Limitations: 5-15m range. Processing bottlenecks (rapid/complex variables cause errors/shutdowns). Burns neural glucose (hypoglycemia, seizures). Countered by chaos/randomness, overwhelming force, speed blitzing, high-magic zones. Cap at C-Class (rare B-Class). Still die to bullets/nukes.

Current Status: 30-40 survivors escaped. AROH offers amnesty (12 accepted, work as heroes/analysts). Grand Concord offers sanctuary. Underground network The Remainder provides mutual aid. Public sympathy but fear of alien mindset. $800M victim compensation fund (bureaucratic nightmare).

Power Level: C-Class threats, occasional B-Class. Not heroes. Not villains. Survivors of unethical experimentation trying to recover humanity.


RANKINGS:


>HERO CLASS RANKINGS (Low to High):

1.Ā E-Class – Street-Level

• Entry-level heroes

• Handle petty crimes, small disasters

• Minimal training or powers

• Often volunteers or vigilantes under observation

2. D-Class – Municipal

• Local neighborhood or city ward-level responsibility

• Might have basic enhancements or minor supernatural abilities

• Approved for limited solo operations with oversight

3. C-Class – Citywide

• Operate on a city scale

• Combat-capable against mid-tier threats (e.g., enhanced criminals, minor anomalies)

• Usually part of a registered hero network

• Required minimum training and clearances

4. B-Class – National

• Often state-licensed or government-recognized operatives

• Handle wide-scale threats, including terrorist groups, rogue powered individuals, or regional disasters

• Capable of leadership over smaller heroes in organized missions

5. A-Class – Strategic-Level

• Significant combat prowess or unique ability with broad tactical application

• Authority across national boundaries if cleared

• Often considered ā€œspecial forcesā€ equivalent among heroes

• Eligible to act as military or emergency liaisons

6. S-Class – Global-Level

• Theoretical

• Even if they exist, they’re extremely rare individuals capable of fighting continent-scale threats, superweapons, or major anomalies.

• Can only count them on one hand.

• Independent operational clearance in nearly all nations

• Often walking deterrents—both respected and feared

• Monitored directly by international councils or secretive coalitions

7. EX-Class – Existential-Level

• Theoretical, to the point maybe nonexistent at all.

• Even then: not officially listed on most public registries

• Exist beyond conventional ranking due to threat level or capability

• Able to shape, destroy, or preserve civilizations

• Considered ā€œblack swanā€ anomalies—handled only by high-clearance agencies

• Often restricted, exiled, or bound by non-disclosure pacts

>Ranking System (Internal G.C.B.S. Hierarchy):
1. Copper Rank — Apprentice level; basic tasks, no lethal operations

2. Iron Rank – Low-tier operatives; licensed for simple combat missions

3. Silver Rank – Intermediate; solo-combat licensed, moderate magic clearance

4. Gold Rank – High-level adventurers, squad leaders, dungeon clearers

5. Mythril Rank – Elite operatives, permitted to command multiple teams, engage Class-A monsters

6. Adamantine Rank – Legendary individuals, each with military-scale threat power, known by name

7. Ethereal Rank – Theoretical only; reserved for historical figures, posthumous status, or sealed entities.

_____

THREAT LEVELS/THREAT CLASSIFICATION SYSTEM:

>ā€œCross-Entity Hostility and Risk Evaluation Protocolā€ (CHEREP); Used by both AROH and the Grand Concord to assess and respond to active or emergent threats. CHEREP applies to all non-human, rogue-human, paranormal, or dimensional anomalies. Ranked from lowest to highest based on scope of destruction, difficulty of neutralization, required response level, and potential for escalation.

  1. F-RANK – ā€œMinimalā€

• Localized disturbances

• Street-level criminals with minor powers, low-tier monsters, unstable constructs

• Easily handled by E-Class or D-Class heroes and Copper-ranked adventurers

• No large-scale alert issued

  1. E-RANK – ā€œContained Hazardā€

• Limited to one block, village, or facility

• Rogue magic experiments, failed summons, mutant creatures, Class-D dungeons

• Potential for casualties but manageable without escalation

• Requires tactical squad response, civilian evac optional

  1. D-RANK – ā€œEmergent Threatā€

• Minor dungeon breaches, criminal organizations with access to magic/tech

• Creatures with notable resilience or unregistered Essence users

• May require hero-adventurer joint ops

• AROH deploys regional coordinators, Guild dispatches Iron or Silver Rank

  1. C-RANK – ā€œMajor Incidentā€

• Urban-level monsters, active supervillains, magical constructs gone rogue

• High damage potential, widespread casualties if unchecked

• Dungeons with volatile rift zones or anomaly cores

• Mandatory civilian evacuation, urban lockdown protocols begin

• Joint task forces deployed, containment becomes priority

  1. B-RANK – ā€œSevere Hostile Eventā€

• Wide-zone magical events, organized villain factions, hybrid tech-monsters

• Dungeon outbreaks with Class-B corrupted beasts or intelligent adversaries

• Entities capable of resisting coordinated teams or negating modern weapons

• Multi-city alert, strategic-level personnel (A-Class Heroes / Gold Adventurers) deployed

  1. A-RANK – ā€œContinental-Class Threatā€

• Nationwide destabilization risk

• Rare but you’ll never know what pops up

• Bioengineered horrors, ancient sealed entities, myth-tier creatures

• Dungeons that warp time & space

• Deployment of elite-level agents: S-Class Heroes, Mythril-ranked Concord operatives

• Authorization for Essence-suppression weapons, magical artillery, limited-use catastrophics

  1. S-RANK – ā€œExistential-Level Threatā€

• Threatens entire continents or civilization foundations

• Theoretical only.

• God-entities, Eldritch anomalies, Essence storms, Reality-bleed events

• Dungeons with infinite or recursive layers, temporal paradox threats

• Requires full Guild-AROH mobilization, world treaty-level cooperation

• Class-S or higher operatives authorized for force-use without oversight

  1. Ẍ̷̭̼͜-ĢµĢŸĢ½Ģ€ĢƒĶRĢ“Ģ¹Ģ«Ķ‡Ģ¤Ķ‘ĶĢˆĢĶ˜Č€ĢøĢ–ĶŽNĢµĢ¤Ģ»Ģ²Ģ²ĢĢ“ĢšKĢ“Ģ”Ģ²ĢžĢ Ģ‚Ģ‹Ķœ – ā€œUnclassifiable / Forbiddenā€

• Theoretical only. Again.

• Includes sealed gods, weaponized anomalies (this is what usually happens), cosmic horrors, or events linked to The Merging’s origin.

• Active suppression of information, black-site response teams only

• Actions against X-Rank threats treated as operations unless legacy protocols or Ethereal-rank assets are available.

>THREAT DESIGNATION TAGS; Used alongside the rank to identify nature and behavior of the threat.

• BIO – Organic lifeform, mutated or spawned

• ARC – Magical or essence-derived

• EXO – Extraterrestrial or dimensional

• PSY – Psychic/memetic threat

• TECH – Artificial intelligence, rogue tech, cyber-threats

• DIV – Deific or spiritual in origin

• HUM – Human-origin villain or hostile powered individual

• DNG – Dungeon-related, includes rifts, anomalies, or layers

• MAL – Malignant metaphysical entity, soul-corruptive

• SIG – Signature-class threat; known by name (e.g., ā€œThe Crimson Lancerā€ or ā€œThe Hollow Choirā€)


MERGED.NET

Type: Crossworld forum & social hub

Launch: 2014 A.M.

Founders: Dr. Amara Osei, Lyren Softwhisper, CLIO AI

Users: 2.4 B (2025 A.M.)

Langs: 847 via Lexithurge Matrix

After The Merging (2012 A.M.), chaos and mistrust raged. Osei, an Earth sociologist, and Lyren, an elven diplomat, built a neutral digital space for both worlds. CLIO AI powered it, auto-translating across Earth and Elyden tongues. Merged.net soon became the go-to network for news, memes, and mayhem—half Reddit, half post-apocalyptic diplomacy tool.

(Basically the Parahumans Online of this world)

Uses: news & CHEREP alerts, dungeon intel, culture talk, memes.

Boards:

  • /gen/ – general chat & chaos

  • /heroes/ – hero/villain watch

  • /dungeons/ – reports & warnings

  • /magic/ – Essence theory

  • /tech/ – magitek builds & leaks

  • /races/ – culture & etiquette

  • /fringe/ – conspiracies & ARGs

  • /market/ – legal trades

  • /memes/ – Neo-Terra’s humor core

Key features: real-time translation, CHEREP auto-threads, live events, and Merge Points reputation system.

Mods: CLIO AI + 500 volunteers; strict bans on doxing, relic trade, and fake alerts.

Famous users:

@RealSentinel (AROH A-Class), @MoonveIl (kitsune troll haikus), @BulwarkSmash (probably villain), @TinfoilSeer88 (prophet/lunatic), @DrakkarHoonter (orc legend).

Cultural impact: spawned slang like Goblinposting, Elf-years, WAAAGH it. Fueled movements #BeastkinRights and #SaveTheSubstratum. Heroes still doomscroll it.

Stats (2025 A.M.): 890 M daily users, 47 M posts/day, 14 M banned.

Alternatives: Concordium (official & boring), Velharan Exchange (trade), AROHConnect (PR), DarkMerge (illegal honeypot).


SPACE/CURRENT SOLAR SYSTEM

13 Planets (Order from Sol):

  1. Mercury

  2. Ashvar (NEW)

  3. Venus

  4. Neo-Terra (MERGED)

  5. Mars

  6. Veyrith (NEW)

  7. Jupiter

  8. Kaelthor (NEW)

  9. Saturn

  10. Sylmara (NEW)

  11. Uranus

  12. Neptune

  13. Nomros (NEW, elliptical)

Plus:

  • Shardmoon (hybrid satellite of Neo-Terra)

  • Kuiper Belt (merged debris)

  • Various dwarf planets and asteroids.


    Yeah. Here it is. Comment on what adventures you had :)

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