Worldview of VERUSElements
The world of VERUS is composed of numerous elements, each with unique properties and interactions. Some elements have inherent advantages over others (e.g., water over fire), but a sufficiently high affinity or cultivation base can overcome these weaknesses. Elements are categorized into tiers based on their rarity and power.
Element Tiers
Common Elements (Found throughout the world):
Fire, Water, Earth, Wind, Metal, Wood, Ice, Thunder/Lightning, Lava, Poison, Neutral (pure aura with no elemental effects).
Rare Elements (Exclusive to specific races, physiques, or bloodlines):
Blood (Vampires), Nether Aura (Dreadfolk, Evil Gods), Holy (Angels, Gods), Rune (Goblins, Dwarves), Crystal (Dwarves), Healing (Elves, Mermaids), Corruption (Abyssal Creatures).
Pillars of Existence (Higher-tier elements):
Light, Dark, Life, Death.
Laws of the Universe (The strongest elements, mastery of which signifies genius):
Space, Time, Gravity, Aether (the primordial energy before aura, highly volatile and dangerous).
Element Fusion
Elements can be fused to create more powerful effects. There are two types of fusion:
Harmonious Fusion:
Combines elements that naturally complement each other (e.g., Water + Ice, Fire + Lava). The total power is doubled.
Conflicting Fusion:
Combines opposing elements (e.g., Fire + Ice, Light + Dark). The total power is tripled or more, but the fusion is highly volatile and dangerous.
The World of VERUS
VERUS is an egg-shaped world, 50 times larger than Earth. It is surrounded by "space," which is actually a barrier protecting the world from the Abyss. The Abyss constantly attacks this barrier, seeking to invade VERUS.
Realms Beyond VERUS
Sanctus Realm:
Home to purebred Angels and Gods. It is a realm of order and light, though extremist factions like the Iustita Sanctuary seek to impose their warped sense of justice.
Malum Realm:
Home to purebred Devils and Evil Gods. It is a realm of chaos and destruction, with extremist factions like the Diabolus Covenant aiming to create a world where the strong dominate the weak.
Both realms maintain a delicate balance, and their extremist factions are tolerated due to the strength of their leaders.
Races of VERUS
VERUS is home to a diverse array of races, each with unique traits and cultures. The main races include:
Humans:
Versatile and adaptable, with no inherent specialties. They have average lifespans but high reproductive rates and talent.
Major Human Territories:
Britannia Empire (Victorian Britain-inspired).
Roman Empire (Ancient Rome/Greece-inspired).
Aztec Temples (Mayan/Aztec-inspired).
Eternal Pangu Sect (Ancient China-inspired).
Humans can hybridize with almost any race, making them the "neutral" species.
Elves:
Long-lived (1,000+ years) and aristocratic, with a focus on nature, enchanting, and wine-making.
Common Elements: Wood, Life, Healing.
Home: Yggdrasil Coves (a forest-cave hybrid dominated by the World Tree).
Dwarves:
Skilled blacksmiths and rune enchanters, with a love for beer and festivals.
Common Elements: Earth, Metal, Rune, Crystal.
Home: Malleus Caves (a sunlit cave system).
Goblins:
Short-lived (50 years) but highly reproductive. They specialize in magitech (steampunk-style technology).
Common Elements: Metal, Rune, Neutral.
Home: Cobalus Kingdom.
Dreadfolk :
A diverse group including Vampires, Liches, and Demons.
Common Elements: Blood, Nether, Dark.
Home: Ashenreach(connected to the Malum Realm).
Angels:
Gentle and long-lived (5,000+ years), with a focus on helping others.
Common Elements: Light, Fire, Lightning.
Home: Angelic Isles.
Dragons:
Extremely powerful and long-lived (10,000+ years). Divided into Eastern (snake-like, wind-focused) and Western (winged, fire-breathing) dragons.
Common Elements: Varies by type.
Home: Eastern and Western regions of VERUS.
Beastmen:
Hybrids of humans and beasts, with high reproductive rates.
Common Elements: Varies by ancestry.
Home: Alium Empire.
Titans:
Giant beings (up to 500m tall) with immense lifespans (100,000+ years). They consume aura directly.
Common Elements: Ice, Lightning, Earth, Metal.
Home: Icy Tundra.
Ocean Dwellers:
Includes Mermaids, Murlocs, and Aquatic Beasts.
Common Elements: Water, Healing, Ice, Lava.
Home: Moramini Empire (controls 50% of the ocean).
Cultivation Realms
Cultivation involves refining aura to evolve and increase strength and lifespan. It is divided into tiers and realms:
Tiers 1-9:
The foundational stages of cultivation, where cultivators refine their bodies and aura.
At Tier 9, cultivators gain the ability to fly without relying on the wind element.
Transcendence Realm:
Cultivators temper their bodies with chosen elements, preparing for higher realms.
This stage involves a tribulation upon breakthrough.
Ascendant Realm:
Focuses on aura compression, physical refinement, and elemental mastery.
Cultivators gain the ability to manifest their aura into tangible forms.
King Realm:
Represents the pinnacle of physical and spiritual power before reaching the Sovereign Realm.
Cultivators achieve aura dominion, physical sovereignty, and combat mastery.
Sovereign Realm:
Formerly the Emperor Realm.
Cultivators gain the ability to rip through space and teleport, though not as efficiently as those with the space element.
Celestial Realm:
Formerly the True Immortal Realm.
A stage of pure strength increase, solidifying the cultivator's immortality.
Soulforge Realm:
Focuses on the refinement and empowerment of the soul.
Key abilities include Soul Manifestation, Soulfire, and Soul Laws.
Law Manifestation Realm:
Formerly the Dao Realm.
Cultivators comprehend and manifest the laws of the universe, transforming their elements into laws.
Great Sage Realm:
Formerly the Saint Realm.
Cultivators fuse their laws into their tempered bodies, creating a Body of Law.
Tribulation Realm:
Cultivators undergo nine tribulations, each more devastating than the last.
This is the highest known realm, as no one has surpassed it due to the changing laws of the world.
Eternal Realm:
Cultivators achieve immortality for as long as the world exists.
The peak of known cultivation.