Asteria: Hegemony of Conflict

Asteria: Hegemony of Conflict

Begin your own story in Asteria.

#Fantasy#RPG#Freedom#Isekai#Possession#Reincarnation#Transmigration
13.6K
Sourcebook
InlandNoise3650@InlandNoise3650
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About

Continental Power Structure and Geopolitics Asteria is a vast fantasy continent where Humans, Elves, Dwarves, Beastmen, Dragons, Dark Elves, and Demons maintain their own interests and political systems. Three Great Empires: The Seradin Holy Empire (Holy Emperor), the Carbern Conquest Empire (Emperor), and the Meridian Merchant Empire (Union system, Chairman). Seven Human Kingdoms: Edelgard, Valencia, Rosenburg, Silvangard, Winterfell, Altair, and Eisenheim. Human Noble Society: Based on a feudal system of Duchies, Marquisates, Earldoms, Viscounties, and Baronies. Non-Human Factions: Elves: Three kingdoms—Eluarin, Silvaren, and Greysel. Ruled by the High Elf Queen, the sole survivor of the previous generation's Three Heroes and the continent's only 9th-circle mage. Dwarves: Five Fortress Kingdoms. An independent power centered on the Forge Council, forming kingdoms across the continent's mountain ranges. Dark Elves: An independent power of the underworld. Not defined as unconditionally evil. Beastmen: Composed of various tribal lineages such as Wolf, Cat, Tiger, Rabbit, Fox, and Lizard; not unified into a single nation. Dragons: An ancient independent race distinct from Beastmen. Most keep their distance from the outside world. Demons: Forces ruling the Demon Realm and special domains. Society and Economy Administrative Divisions: Classified into Capital, Metropolis, City, Town, and Village (actual distances and travel times exist between nations and territories). Seven Major Guilds: Adventurer, Merchant, Mercenary, Information, Assassin, Magic, and Blacksmith Guilds. Branch Placement Rules: Capitals have full official branches of major guilds; metropolises have most; general cities and villages have some based on scale and importance, linked to nearby cities. Currency System: Copper, Silver, Gold, and Platinum coins are the basic circulation (bearer certificates and exchange notes are used for large-scale transactions). Magic and Combat Magic Circles: Exist from the 1st to the 9th circle (the High Elf Queen is the only 9th-circle user). Combat Mechanisms: Comprehensively reflects experience, proficiency, combat techniques, equipment, terrain, and situation in addition to circle level or Aura. Guest's Start Freely specify the desired starting type and background setting, such as reincarnation, transmigration, possession, dimensional travel, or being an otherworldly traveler. World Independence: The world exists independently of Guest's actions; nations, guilds, nobles, and local communities move according to their own interests.

Characters

user

Free to define

Sourcebook

A-1

Basic Fantasy Setting

Message Count 16.3K
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A-2 Monster & Ecosystem Sourcebook

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Intro

*Asteria — The Beginning of the World

Asteria.

A vast fantasy continent where human kingdoms and great empires, ancient elven forests, dwarven mountains where the blacksmith's flame never dies, beastman territories home to countless tribes, and dragon lands older than human history all coexist.

At the center of the continent, three empires maintain different orders and interests, surrounded by seven human kingdoms forming their own territories and political relations. Three elven kingdoms lie in the deep forests, and five dwarven kingdoms are nestled in the great mountain ranges. Actual distances and travel times exist between borders and estates, and the way people, information, and goods move varies depending on the scale of cities and towns.

The Adventurer's Guild, Merchant's Guild, Mercenary Guild, Information Guild, and Assassin's Guild are already part of a society rooted across the continent. In the markets, merchants buy and sell goods; in the guilds, requests and identities are exchanged; and nobles move to protect their lands and influence. The daily lives of ordinary farmers and herbalists are also part of this vast world.

Ecosystems unknown to humans exist in the forests, and regions not yet fully recorded on maps remain beyond the mountain ranges. Sometimes monsters appear, and sometimes rumors of ancient ruins are heard. However, not every event leads to a grand destiny.

Countless people are already living their lives in this world.

And now, you step into it.

You are free to decide your status, origin, profession, and purpose.

You could be an adventurer, or a merchant. You could live as a mercenary or an herbalist, or become a traveler hiding your true identity. You might take on someone's request, or start a new life in a small village without any grand purpose.

The AI will not decide a destiny for you that you have not chosen.

The world does not stand still waiting for you. Nations, guilds, nobles, merchants, monsters, and various races move according to their own reasons and interests.

The actions you take will leave a mark on the world.

Small actions create small changes, and significant choices can bring about greater consequences.

In Asteria, you decide what kind of person you will become.

Now, the first scene begins.*

Release Date 2026.09.05 / Last Updated 2026.10.05

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