Ávalon: A Fallen One's Journey (Isekai) v0.2

A colossal continent where power is born from fame or flesh. Many fall. Few ascend.

Plot

### 1. The Continent of Ávalos: History, Economy, Customs, and Races Ávalos is not a young world. Its history stretches back millennia before the first Tower spat out its first Fallen One. It is a continent of absurd proportions, so vast that scholars of the **Academy of Vhal'Ryn** estimate that a lifetime of uninterrupted travel would not be enough to cover all its borders. Ávalos is a place where beauty and horror walk hand in hand — floating cities sustained by collective **Aura**, forests where trees whisper secrets in dead languages, glass deserts created by ancient battles between titans of **Ímpeto**, and seas whose waves carry fragments of forgotten realities. Ávalos society is a boiling cauldron of races, cultures, and ambitions. **Humans** are the most numerous, adaptable, and, many would say, the most ambitious — they founded the first **Trade Guilds** and turned the continent into an interconnected economic web. **Demi-humans** — anthropomorphic beasts of diverse lineages, such as the **Leonine** of the golden plains of **Zah'Kar**, the **Vulpine** merchants of the river routes, and the **Dragonborn** of the volcanic mountains — occupy all social strata, from beggars to kings. **Elves** in this world are not the ethereal beings of children's stories; they are exotic, with skin ranging from crystal blue to moss green, pupil-less eyes that glow faintly in the dark, and an innate connection to **Aura** that makes them naturally adept at magic — which generates both admiration and resentment. **Elemental creatures** — fire gnomes, wind sylphs, stone gorgons — are treated as second-class citizens in some regions, while in others they are revered as emissaries of the ancient gods. Coexistence among the races is tense and complex. There is no widespread open war, but there are **deep-rooted prejudices**: humans who distrust demi-humans, elves who consider themselves superior, elementals who are seen as mere tools. Alliances are forged by interest — a human merchant guild may hire elven archers to protect caravans, while a band of demi-human mercenaries may be hired to drive an elemental village from fertile lands. The politics of Ávalos is a chessboard of convenience, and loyalty has a price. The economy of Ávalos revolves around the **Glint** — a coin minted from a metallic alloy that exists only on this continent, extracted from the depths of the **Black Iron Mountain Range**. The Glint is accepted almost everywhere, but each region has its peculiarities: in the **Plains of Vhal**, trade is conducted in gigantic fairs that last for weeks, where merchants of all races negotiate livestock, grain, and magical artifacts; in the **Coastal Cities of Mareluz**, the barter of favors and secrets is worth as much as gold; and in the **Towers of the Fallen**, the trade is in a different currency — **information**. It is said that a well-kept secret can buy a kingdom. Customs vary as much as the landscapes. At the **Festival of Masks of Vhal'Ryn**, everyone wears masks to hide their race and status, allowing commoners and nobles to negotiate as equals for one night. In the **Plains of Zah'Kar**, the Leonine hold the **Hunt of the Sun**, an annual competition where young adults prove their worth by facing wild beasts without weapons — only with raw **Ímpeto**. And in the **Floating Islands of Aether**, **Aura** mages hold fame duels, where the goal is not to kill, but to publicly humiliate the opponent to steal their reputation. The folklore of Ávalos is rich with stories about **The Fallen** — beings who plummet from the sky or emerge from mysterious Towers. Some are remembered as heroes who saved cities, others as tyrants who reduced kingdoms to ashes. But most are forgotten. Most die alone, nameless, without Glint, without Aura. Most are just... dust. ### 2. Geography and Dangerous Regions Ávalos is divided into distinct regions, each with its dangers, wonders, and opportunities. There is no complete map — there are **maps**, many of them incomplete, outdated, or deliberately false to protect secrets. What follows is an overview of the most known and feared lands. #### **Vhal'Ryn, the Central Metropolis** Also called **The City of a Thousand Towers**, Vhal'Ryn is the beating heart of Ávalos. Built on a crossroads of trade routes, it is a cauldron of races, languages, and cultures. Its towers — some raised by **Aura** magic, others carved by **Ímpeto** — house guilds, academies, black markets, and temples of forgotten gods. The city is governed by the **Council of Seven Guilds**, an unstable alliance of merchants, mages, warriors, and thieves who maintain an armed peace. In the depths of Vhal'Ryn, beneath the bustling streets, there are **catacombs** where forbidden cults perform rituals with **Aura** stolen from dead Fallen. It is said that whoever controls the catacombs controls the secrets of the city — and perhaps of the world. **Dangers:** Guild wars, political assassinations, Aura cults, beasts that escape from the Academy's magical laboratories. #### **The Plains of Zah'Kar, the Breadbasket of Ávalos** A green vastness stretching for hundreds of leagues, Zah'Kar is the breadbasket of Ávalos. Here, the **Leonine** and other demi-human races cultivate grains, raise livestock, and hold the largest livestock fairs on the continent. The plains are dotted with **ancient menhirs** — gigantic stones covered in runes that no one can read. It is said that these menhirs are the bones of titans who died in the **War of the First**, and that touching one grants visions of the past — or eternal curses. **Dangers:** Wild beasts, Aura storms that transform animals into monsters, bandits who attack caravans, and the mysterious **Wind Knights**, Ímpeto warriors who ride literal storms. #### **The Black Iron Mountain Range, the Throne of Beasts** A chain of volcanic mountains that cuts the continent from north to south. Here, **Ímpeto** is denser, easier to train — it is said that the very stone of the mountains absorbs the strength of warriors who die there. The mountains are inhabited by **Dragonborn**, half-dragon creatures who value strength above all. In the depths of the range, there are **ancient forges** where legendary weapons were created, and **caverns** that lead to an underground world of lava and Glint crystals. It is also home to the **Sleeping Titans** — colossal beings of stone and fire who have slept for millennia. It is said that if one of them wakes, Ávalos will be reduced to ashes. **Dangers:** Volcanic eruptions, fire beasts, landslides, and the **Titan Cults**, who seek to awaken the sleeping giants. #### **Mareluz, the Magical Coast** A coastal strip of hypnotic beauty, where the sea glows with a bluish light at night — an effect of the residual **Aura** leaking from nearby **Floating Islands**. Mareluz is the center of maritime trade, but also a place of mysteries. The surrounding waters are inhabited by **sirens** — not the docile creatures of legends, but intelligent predators who negotiate with sailors in exchange for sacrifices. On the cliffs, **sea elves** have built cities carved from living coral, where music is magic and betrayal is art. **Dangers:** Aura storms, siren attacks, ghost ships that appear from nowhere, and the **Floating Islands** — where Aura mages duel to the death for eternal fame. #### **The Towers of the Fallen** Scattered across Ávalos — in deserts, forests, mountains, and even at the bottom of the sea — there are **Towers** of unknown origin. Some are as tall as mountains, others are mere obelisks. All are made of a material that does not reflect light, does not absorb heat, and cannot be scratched by anything known. It is from these Towers that **The Fallen** emerge — people from other worlds, disoriented, with no memory of how they got here. Some Towers are active, regularly spitting out Fallen; others have been dormant for centuries. No one knows who built them, why they exist, or what happens to those who enter them. It is said that whoever enters a Tower never comes out — or comes out... different. **Dangers:** Hostile Fallen, creatures that live near the Towers, and the very uncertainty of what exists inside them. ### 3. The Power System: The Dance between Aura and Ímpeto In Ávalos, power is not just a matter of training or talent. It is a matter of **choice** — and every choice has a price. There are two fundamental forces that govern reality: **Aura** and **Ímpeto**. They are opposite, complementary, and, for some, the key to becoming something beyond mortal. #### **AURA: The Power of Fame** **Aura** is magic shaped by external perception. It is not born from the body, but from **belief**. An Aura user is as strong as their reputation — the more people fear, revere, admire, or hate them, the more powerful their Aura becomes. Aura allows impossible feats: flying, throwing fireballs, manipulating time, creating illusions that deceive the senses, healing wounds with a touch. It is an **easy** power to obtain — anyone who convinces others that they are powerful can become powerful — but also **easy to lose**. If an Aura user is publicly humiliated, if their fame withers, if no one believes in them anymore... their Aura disappears. They return to being an ordinary mortal. **How it works in practice:** - **Fame** is the fuel. An unknown peasant has no Aura. A famous gladiator has enough Aura to break stones with their hands. - **Belief** is the key. It is not enough to be famous; people must **believe** that you are powerful. A liar who convinces a city that they are a god can, literally, become one. - **Aura rituals** can amplify power — sacrifices, public duels, dramatic declarations. Everything that increases fame increases Aura. - **Aura is volatile.** A user can be betrayed by their followers, or lose control of their image, and see their power evaporate. **Examples of Aura Users:** - **The Specter Queen of Vhal'Ryn**, an elf who rules the catacombs through fear. Her Aura is so dense that she can become intangible. - **The Bard of a Thousand Voices**, a human who travels across Ávalos spreading stories — some true, some not — to increase their own Aura. #### **ÍMPETO: The Power of Flesh** **Ímpeto** is the absolute opposite of Aura. It is the **internal**, permanent, physical, raw, and dense power. Ímpeto warriors do not fly, do not cast spells, do not manipulate reality — they **break** reality with the strength of their own bodies. Ímpeto condenses muscles, bones, and weight. It transforms the body into a living weapon. Ímpeto users can resist magics that would destroy cities, break Aura barriers with a punch, and survive falls from a thousand meters. Ímpeto is **difficult** to obtain — it requires years, decades, sometimes a lifetime of brutal training — but it is **permanent**. Once achieved, no one can take it from you. **Trainable Variations of Ímpeto:** - **Iron Ímpeto:** The most common. Focused on endurance and brute strength. Users can bend metal with their hands, resist blades, and survive explosions. - **Blood Ímpeto:** Focused on regeneration and vitality. Users can heal wounds quickly, resist poisons and diseases, and fight for days without rest. - **Bone Ímpeto:** Focused on durability and impact. Users can harden their bones to the point of being harder than diamond, and their blows cause seismic damage. - **Muscle Ímpeto:** Focused on speed and explosion. Users can move faster than the eye can follow, and their attacks are devastating. - **Lung Ímpeto:** Focused on endurance and breath. Users can hold their breath for hours, run for days without stopping, and ignore pain and exhaustion. - **Heart Ímpeto:** The rarest and most dangerous. Focused on absolute control over heartbeats. Users can stop an opponent's heart with a touch, or accelerate their own metabolism for superhuman feats — at the cost of aging faster. **The Origin of Power:** Few know, but both Aura and Ímpeto have a common origin — and that origin is **forbidden**. It is said that the first Aura users stole their power from **entities beyond reality**, and that the first Ímpeto users were **slaves who freed themselves** from those same entities. The truth is known only to the **high elites** — the Council of Seven Guilds, the **Elders of the Towers**, and secret sects such as the **Children of Silence**. For the rest of Ávalos, Aura and Ímpeto are just... powers. Tools. Weapons. **The Combination: Aura + Ímpeto** There are those who master **both** forces. They are extremely rare — perhaps a dozen in the entire continent — and extremely powerful. A warrior who combines Aura and Ímpeto can fly while crushing mountains, cast spells while resisting magics, manipulate reality while breaking the laws of physics. But the price is high: most go insane, die young, or become something... **less than human**. ### 4. The Truth about the Fallen You You are not the first. You will not be the last. And you are definitely not special. **The Fallen** are people who appear in Ávalos from other realities — worlds that no one here can imagine. They plummet from the sky on starless nights, or emerge from **Towers** that no one knows who built. Some appear naked, with no memory of how they got here. Others appear with strange weapons, unknown clothes, and looks of those who have seen things that the mortals of Ávalos should not see. The history of Ávalos is **shaped** by Fallen. The **Mad King of Vhal'Ryn**, who tried to destroy the city three hundred years ago, was a Fallen. The **Saint of Zah'Kar**, who unified the plains under a single banner, was a Fallen. The **Tyrant of Black Iron**, who enslaved half the mountain range, was a Fallen. Some are remembered as heroes. Others as monsters. Most are forgotten. **What this means for you:** - No one will worship you for free. No one will believe you are special just because you came from another world. - There are **dozens** of other Fallen in Ávalos right now. Some are famous. Some are feared. Some are dead — their bodies thrown into mass graves, their Auras stolen by cultists. - You can become a merchant, an adventurer, a villain, a hero, a king, a god — or you can die in the first week, forgotten by all. - The choice is yours. But remember: in Ávalos, **power** is earned, not given. And the road to the top is paved with the bones of those who tried before you. --- **END OF THE ENCYCLOPEDIA OF ÁVALOS**

Characters

Tags: Fantasy Adventure OpenEnding AnyPOV Multiple Non-human Demi-Human Elf Mermaid Dragon Supernatural PoliticalIntrigue Noble Commoner Royalty Mysterious Dangerous Violence War Mercenary Adventurer Knight Mage Summoner Player Transmigration System HiddenPower WorldWeary

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By: garasu

Stories

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