The AlterOne Universe and Technology

Winter Savior

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The AlterOne Universe and Technology

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North - Air Region
Northeast (Mountains) - Earth Region
Southeast (Serpent) - Water Region
East Central (w/Alter City) - Fire Region
West Central (Sand Dunes) - Desert [undesignated region]
West (w/Falodar) - Former Adreark [technically New Adreark]
South Central (below Desert) - Vitriyos

*Y Shaped island disputed between Fire Kingdom and Water Nation before Unification but claimed by government after unification.
*Eastern Isles not listed (est. number in thousands).

DAYS AND DATES

Sunday – Zutna
Monday – Jadore
Tuesday - Lundra
Wednesday – Midra
Thursday – Codra
Friday – Quadore
Saturday – Autna


Perut
Eniro
Nievut
Giugno
Firut
Marno
Sevut
Agisto

8 Months, 37.5 Days in a Month, 300 Days in a Standard Year [Month End/Begin Day is split into halves of a day]

SKYFLEET

SkyFleet Ranks

High Admiral – sole commander of the SkyFleet
**Three Stars over an Eagle Crest centered around an olive branch**
Admiral – commands the Fleet of a specific sector
Vice Admiral – commands (2) Squadrons, Task Force, which in wartime are called Battle Fleets
Commodore – leads a Squadron consisting of complimentary ships designated for a specific task
Captain – Heads a unit, leading the group in work on a single defined task or activity
Commander – usually commands a ship
Lieutenant
Ensign
Master Air Sergeant
Air Sergeant
Leading Airman
Airman

SkyFleet Unit Formations

Sector Fleet – (3) Command Ships, (4) Destroyers, (16) Cruisers, (32) Frigates
Task Force – (2) Command Ships, (2) Destroyers, (8) Cruisers, (16) Frigates
Squadron – (1) Command Ship, (1) Destroyer, (4) Cruisers, (8) Frigates
Unit – (2) Cruisers, (4) Frigates
Element – (1) Cruiser, (2) Frigates

Ships of the SkyFleet

Command Ship – airborne carriers consisting of
Cruisers – lead ships in an element, usually front of the force
Destroyers – battleships designated for heavy duty firepower
Frigates – fast moving, light ships meant to maneuver in and out during battle

ALTER CITY POLICE

Police Ranks

*Ranks listed are only for district departments. Municipal leadership (i.e Alter City metropolitan area) is run out of the City Hall and consists of the the Commissioner and his advisory board which consists of a Deputy Commissioner, and Chief Advisers, all of whom outrank district chiefs.

Chief of District
Commander
Colonel
Captain
Lieutenant
Sergeant
Detective
Officer

ALTERAN FORMING CONFEDERATION​

-A region as defined by the AFC consists of the land administered by the regional Lord-Governorship. Every forming club in that region competes for the regional championship against clubs also in that region in singles, dual, and teams of three to five man competitions. The top five clubs of each region then compete in the National League Conference, where national champions are crowned in each tournament.
-Throughout the season, there will a few non-league games against clubs teams from other regions.
-No individual can go to the Regional Championship without the team; the rankings are done by gathering the points gained from each event. A match between two clubs consists of (3) singles, (1) 5 on 5, (1) 3 on 3, and (2) 2 on 2 battles over a two day period, with 15 points possible upon a clean sweep. This system leads, at times, to some of the better competitors not making it out of their regional competitions.

ORGANIZATIONS​

The Aduri Syndicate [Fire]: the Aduri have always been a coherent unit, being the only Elementist clan to never have the ever constant internal wars for power, has left them the only stable force. The only thing the Syndicate is concerned about is controlling the city, and doing whatever it takes to achieve that.

The Terragoto [Earth]: consisting of all Earth based elements, and the largest faction, the organization is not a transitional group of leadership. Due to their powerful iron element, the House of Drovan has controlled the Org for generations, taking over shortly after the organization was founded. Though with their numbers dwindling, the other Houses may now rise against the Dynasty.

The Blue [Water]: using the ability to monopolize the fishing industry, the Water Houses have a base of operations in every port in Adreark; meaning many places to dump their enemies. Unlike the other Organizations, the Blue’s Headquarters lies on an island off the coast where the current Head of the Organization resides, while he orchestrates his business and Org operations through his sons.

The Black Falcons [Air]: perhaps the most volatile Organization, the Falcons are currently a splintered group. The Lightning Houses have rebelled against their Wind House counterparts, while the rare Light Houses remain neutral, but are used by both the Lightning and the Wind.

ORGANIZATION STRUCTURE

The Kontikoff: the ‘Head of Houses’, this is the leader of the Organization. A shortened form of this is ‘the Koff’. The Koff is usually the leader of the most powerful House, though a challenge can be made by a seated Dux in the Org for the title of Koff, and if the Koff declines, it is the same as a declaration of war. If the Koff agrees and loses, the winner is named the new Koff. This usually gives way to a power struggle between Houses. Another action would be to call for a vote among the Duxen of the Org to name a new Head. This is rarely done as it shows weakness if the Dux in question intends to take over as well as many Dux generally out for their own House advancement. Upon the death of a sitting Koff, his named successor takes over, usually another member of the family.

Dux: the title of each House leader, usually preceding their actual name (i.e. Dux Vikaeli). The Dux reports directly to the Koff, but runs the inner workings of his House Org autonomously, with no say from the Koff. The Duxs of an Organization meet with the Koff and discuss matters that affect the Org, but the final say is always that of the Koff.

Citepa: the captains of a House, they are appointed by their Dux. Citepas handle the tasks assigned to them by the Dux and for larger Houses, a Citipa can control a branch of the House in another city, in these cases, they are the acting Duxs of the areas.

Barridans: they are in charge of groups of 10 or 20, depending on the size of the House, and manage the undertaking of the actual deeds being done by the House.

Gints: the foot soldiers of a House, gints handle the grunt work, be it murder, racketeering, smuggling, and anything in between.

FIGHTING STYLES

There are hundreds of styles and variations of styles in visart fighting forms, below are some of the more general.

Numraata: counter style; this form has the user on the defensive, parrying an opponent’s attack and moving into a counter strike.

Propunati: defensive style; the user focused more on protecting themselves, keeping their attacks short and revealing little break in their defense, keeping their movements close to the body so as not to bring about an opening.

Utranto: aggressive style; the user brings about faster strikes and maneuverability, while focusing less on defensive. This style is used by most fire formists.

Allitup: flowing style; the movements of this form are of a more fluid nature, where the formist uses a more lulling sequence of attack and defense, moving into their opponent’s attacks, getting closer so that the user may perform the ‘silent strikes’ maneuver that involves fast strikes in such close proximity to the opponent that victory is soon followed. This style is used by most wind formists.

Rorsfic: strong style; a technique used primarily by Earth formists, the users use their strength to shatter and break. One of the slower forms, the user is positioned in a constant defensive stance.

Contat: fast and deadly, this form is used by Lighting formists, bringing about a flurry of aggressive fighting much similar to Utranto, but with less maneuverability and more focus on a continuing variety of attacks, used to break down an opponent’s barrier before going in for the final strike.

WEAPONRY AND FIGHTING EQUIPMENT

Eskrima Sticks: can be electric based, bladed, traditional style metal or wood

Dual Attachable Swords: thinly bladed swords that connect at the base and sides, to form a double edged rod or a twice-striking double edge sword respectively. When connected at the base, not as long as a double edged staff.

Bladed Staff: Can be single or double edged, usually about four to five feet, with the blade adding another foot and a half.

Explosive Throwing Knives: can be automatically denoted on contact or timed to the user

MAPPING AND MOVEMENT

Troop Travel Before Diesel Era: 5mph – 50 miles per day – 12 hours
Average Speed of Airship: Patrol Cruising – 170 to 230mph, Mission Cruising – 540 to 575mph, Top Speed – 610mph
Scaling: 1,300 miles – 1.7cm, 76.47 miles – 1mm
Horizontal Length of Alterus: 6,800 miles
Vertical Length of Alterus: Highest to Lowest Point – 7,100 miles, Iron Peak to Serpent’s Sea – About 2,750 miles
Population: About 1.8 Billion, Top Five Cities (15%) - 270,000,000, Approximately 54 Million/per city avg.

TIMELINE OF ALTERONE UNIVERSE

+A.D: After Deva's Departure
+BAU: Before Alteran Unification
+AU: After Alteran Unification

*1st MEW (184-204 A.D): Initially the war between the Deva and his sons, who each controlled a specific elemental region. Though Deva and his sons disappeared from the realm, the war was still unsettled, causing continued fighting between the magikos and the visarts, each vying for lost power or more gain.
-Succession of the Light (195-201 A.D): Amid the war, the Land of Light which had grown powerful in the fighting, turned on their leaders from the Land of Air in what collimated in a Civil War in which the Air Nation granted regions to the Visarts of Lightning in exchange for their full participation in their war in favor of the Air Nation. The viciousness of the Lightning and the power of the Air Nation’s Null Force Unit quickly ended the conflict. The victory was not decisive; thus the Light was allowed autonomy within the Air Nation.
-The two major powers of the war agreed to a peace after a half year stalemate between the two sides.

*Battles of the Centennial (400 A.D): During the country wide celebration for the 400th Anniversary of the Departure of Deva, the celebration just before the Week of Mourning, simultaneous attacks by a radical magiko force throughout the Fire Kingdom set off a series of battles with the Fire based nation against a group that became known as the Veldt. Civilian causalities were many, but visarts quickly forced back the Veldt, with the following weeks bringing a series of quick skirmishes throughout the border of the terra. Within a month, the Veldt melted away. Though Adreark discredited any notion that they were behind the attacks, the KoF was still wary.

*2nd MEW (1543-1649): After a series of political disputes over the alleged murder of an Air Citizen by a masked man from Adreark, and the man’s subsequent release after payment to the Air Nation by Adreark, the tension between the two nations reached a climax when the family of the slain went out for Vendetta against the murderer and his clan. This clan war soon attracted numerous others who took sides for their respective country until there were so many warring factions that after 5 years, the Air Nation officially declared war on Adreark and were joined by the KoF.
-The Land of Sand joins the side of Adreark
-The Land of Water comes ashore and attacks both the KoF and the Earth Kingdom

*Woodcutting War (2324-2326): KoF woodcutters were cutting down woods just over their border with the Earth Kingdom’s Wood Region. The Land Of Wood residents had little problem with it, they made new trees every day. But one night the woodcutters’ drunken ventures caused them to set fire to the forest, which was the home of a number of villages. The fires caught quickly, with numerous deaths in the aftermath. The woodcutters themselves died in their drunken haze amid the flames, which gave the Land of Wood and their Earth Kingdom leaders no one to blame it on. The Land of Wood pressed the Earth Kingdom to do something, for they knew that to attack the Fire Kingdom themselves meant suicide for their region. The EK demanded reparations from the KoF, which was denied upon the KoF being given forms of consent from the representative of the province bordering the LoW which certified the cutting of wood by the woodcutters of the region, stopping the EK’s insistence that the workers were illegally working across the border. The KoF claimed that their nation was not at fault for a problem between two regions. The talks soon ended, to be brought up again at a later date. The following month, an assassination attempt was made on both the provinces representative and the village leader, with the prior succeeding. The provincial militia soon crossed the border and raided numerous LoW villages, before being turned back at their capitol. An emergency meeting between the two nations saw the EK declaring that the KoF had declared unofficial war by sending a military force across the border and attacking EK settlements. The KoF took responsibility for the attacks and the groups separated, now at war. The representative from that province was soon brought up on charges of National Endangerment as well as Abuse of Power and swiftly executed in a public beheading.

*3rd MEW (2412-2430 BAU)

*Nomad –Swamp Wars (3616-3621 BAU): A traveling band of nomadic families from the Lands of Fire and Sand, came to the swampy regions of Alterus and decided to settle down and hone their new art of crystalline. But a group was already there, and did not want to share. The Swamp visarts attempted to expel the nomads but were soon overpowered by their new form. The crystal visarts’ leader was a female of exceptional skill in the new art and under her rule she instated a social hierarchy in which only females could rule the country, her acts of taking another female as her consort and adopting a female heir apparent became law of the ruling class.

*4rd MEW (507-451 BAU)

*Unification of Alterus, Calender reset (1 AU)

*Diesel War (1839 – 1842): Major gasoline companies had taken to hiring mercenary groups to protect their shipments and pipelines from enemy corporations and pirates. An increase in hostilities culminated in all-out war between these gas giants which soon got the military involved. The results of the war left all gas production and handling, in the hands of the government, monitored by the military.

1875
-Dirzo Lambert born

1891
-Nikita Vikaeli born

1900
– Fisroy Ebuza is born

1901
– Rowen Sel is born
-Argil Quinn is born

1904
– Beginning of the Despot Wars

1904-1936
[CAN NOT POST SPOILERS]

1937
- Start of AlterOne
 
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Souji

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Wow, this is a fantastic lore you've built. I'll give it a full read later.

Is this a fan fiction? Because it also has viability as a RolePlay.

I like how the world is like a truncated version of Australia, lol
 

Winter Savior

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Wow, this is a fantastic lore you've built. I'll give it a full read later.

Is this a fan fiction? Because it also has viability as a RolePlay.

I like how the world is like a truncated version of Australia, lol
It's an original work. The latest chapter can be found here: and in that thread you will find all past chapters as well.

If you want to be updated for when I release chapters join my AlterOne Group, shown in my sig.
 

Germanicus

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This is nice, I want to do something similar with my scion chronicles once it has developed .

a sucker for backstory and mythos, especially when it looks historical.
 

Winter Savior

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If you haven't already, you can find more history and backstory on the forum I created. Currently highlighted is are the Despot Wars, the people of Amron, and the origins of the Alteran people.
 

Winter Savior

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Thanks. I would be okay with people doing a role play off of this if their interested but of course, they'd have to follow the story along with this. Least I'd believe so.

I think the most interesting idea here is the competitive sport I created. Not vastly different from simple tournament fighting at first glance but I took ideas from soccer with the different city teams and clubs (i.e Alter city formist club). And the way the leagues are set up to make competitions a variable, you don't have to be the best player to make it out of your region but you've got to have a solid team.
 
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