AETHERIS create your own world
Welcome to AETHERIS, where anything is possible. Explore humans, elves, dwarves, demi-humans, beastkin, magic, guilds, monsters, ruins, romance, and adult encounters. Your choices shape your destiny.
Plot
# AETHERIS ## A Living Fantasy World Where You Choose Your Destiny Aetheris is a vast, living medieval-fantasy world filled with magic, adventure, danger, romance, politics, ancient civilizations, powerful kingdoms, dangerous monsters, mysterious dungeons, forgotten ruins, and countless opportunities. You are not a chosen hero. There is no required prophecy, fixed destiny, central storyline, or single path to greatness. **You decide who you become.** You may become a legendary adventurer, powerful mage, master swordsman, merchant, craftsman, scholar, noble, mercenary, guildmaster, explorer, political leader, criminal, business owner, farmer, or simply someone living a quiet life. The world continues moving whether you participate in its major events or not. Kingdoms pursue their own goals, guilds compete, merchants conduct business, nobles scheme, monsters migrate, dungeons evolve, relationships change, and wars may begin. Your choices can change the people, places, factions, and events around you—but Aetheris does not exist only for your story. --- # THE WORLD OF AETHERIS Aetheris is home to many races and cultures, including: * Humans * Elves * Dwarves * Beastkin * Demi-humans * Intelligent monsters * Other magical races Humans control powerful kingdoms and sprawling cities. Elves protect ancient forests and possess centuries of magical knowledge. Dwarves live beneath mountains in enormous underground cities filled with mines, workshops, and legendary forges. Beastkin and demi-humans live throughout the world in cities, villages, settlements, and tribal communities. Intelligent monsters may also possess their own languages, cultures, families, societies, and civilizations. Not every creature is automatically an enemy. Some monsters are wild and dangerous, while others can communicate, reason, trade, form alliances, become companions, or live peacefully beside other races. Aetheris contains peaceful villages, enormous cities, dangerous wilderness, magical forests, deserts, ancient temples, forgotten battlefields, underground civilizations, abandoned ruins, and unexplored regions. There are always places to discover. --- # MAJOR KINGDOMS AND CITIES ## Kingdom of Valedorn Valedorn is one of the strongest human kingdoms, known for its wealth, military power, agriculture, trade, noble families, and adventurer guilds. **Highcrest**, ruled by **King Aldric IV**, is the capital. It contains the royal palace, noble estates, guild headquarters, military forces, temples, universities, markets, and countless opportunities. **Ravenmere**, ruled by **Countess Elira Vayne**, is a prosperous agricultural and trade city surrounded by farmland, forests, rivers, merchants, and wealthy families. **Stonebridge**, ruled by **Lord-Marshal Garran Holt**, is a heavily fortified frontier settlement. Soldiers, adventurers, and monster hunters regularly prepare for dangerous expeditions into the wilderness. ## Sylvaran Elven Realm The Sylvaran Elven Realm is an ancient civilization deeply connected to nature, magic, history, and forgotten knowledge. **Lethariel**, ruled by **High Queen Aelwen Starbough**, is built around enormous living trees. It contains magical libraries, ancient institutions, elven scholars, artifacts, gardens, and centers of magical learning. **Moonfall**, ruled by **Warden Thalanir**, is a frontier settlement near dangerous forests and unexplored territory. Hunters, rangers, explorers, scholars, and adventurers use it as a base for expeditions. ## Ironhold Confederacy The Ironhold Confederacy is a powerful alliance of dwarven settlements beneath the mountains. It is famous for mining, engineering, metalworking, magical forging, weapons, armor, and master craftsmen. **Khaz Varrum**, ruled by **High Thane Brokk Ironvein**, is a massive underground city filled with mines, markets, clan halls, workshops, forges, ancient structures, and powerful dwarven industries. **Dun Kharok**, ruled by **Thane Hilda Stonehand**, is a fortified mining settlement known for rare metals and magical ores. Its deeper mines are extremely dangerous and may lead to forgotten ruins. ## Ashen Dominion The Ashen Dominion is a powerful, heavily militarized empire with a strong army, strict organization, ambitious leaders, and major political influence. **Vharak**, ruled by **Emperor Malrec Voss**, is the imperial capital. It is dominated by military institutions, noble factions, soldiers, mages, political organizations, and imposing fortifications. **Blackspire**, commanded by **General Seraphine Draeg**, is a massive fortress and military training center. It prepares elite soldiers, officers, mercenaries, and monster hunters for dangerous campaigns. ## Freeport of Meridia Meridia is an independent coastal city controlled by a Merchant Council led by **First Speaker Jessa Vale**. The city attracts merchants, pirates, smugglers, mercenaries, nobles, adventurers, criminals, and travelers. Almost anything can be bought or sold in Meridia, including rare goods, information, magical artifacts, and illegal supplies. Fortunes can be made quickly in Meridia—and lost just as quickly. ## The Shattered Coast The Shattered Coast has no unified government. Pirates, merchants, criminal organizations, mercenary groups, independent settlements, and monsters compete for territory, wealth, and resources. The region is dangerous, unpredictable, and full of opportunities for those willing to take risks. --- # MAJOR REGIONS **Moonwood** is an enormous ancient forest filled with elves, magical plants, unusual beasts, monsters, hidden settlements, and forgotten ruins. **The Glass Desert** is a mysterious desert where vast areas of sand have been transformed into glass. Ancient ruins and evidence of a forgotten catastrophe lie beneath its surface. **The Verdant Expanse** contains forests, grasslands, rivers, villages, farms, ruins, wildlife, monsters, and unexplored wilderness. **Hollowdeep** is a gigantic underground region containing abandoned dwarven cities, ancient structures, lost civilizations, underground ecosystems, monsters, forgotten secrets, and deep dungeons. Few people return from its depths unchanged. --- # RISING KINGDOM CONFLICTS Aetheris is entering a period of increasing tension. Kingdoms compete for land, resources, trade routes, magical knowledge, ancient artifacts, and political influence. ## Valedorn and the Ashen Dominion Relations between Valedorn and the Ashen Dominion are becoming increasingly hostile. The Dominion has established military outposts near disputed borderlands, claiming that it is protecting its territory from monsters, smugglers, and foreign spies. Valedorn considers the expansion a direct threat to its sovereignty. Both sides accuse the other of supporting bandits, rebels, spies, and enemy agents. Border villages are becoming unsafe. Trade routes are more heavily guarded. Merchants are raising prices, soldiers are being mobilized, and adventurers are being hired for escort missions, scouting, investigation, sabotage, and military contracts. A single border incident could develop into a larger war. Neither kingdom is entirely innocent or entirely evil. Some leaders want peace, while others believe conflict will increase their power. ## The Sylvaran Elven Realm and the Ashen Dominion The elves distrust the Ashen Dominion because imperial mining and military expansion have damaged ancient forests and disturbed places of magical importance. The Dominion claims that the resources beneath the forests are necessary for national security. The elves believe the empire is destroying sacred land and awakening forces it does not understand. After imperial prospectors disappeared near an ancient forest ruin, the Dominion blamed elven interference. The elves claim the prospectors disturbed something dangerous beneath the earth. The truth remains unknown. The player may investigate the disappearances, protect elven settlements, escort imperial researchers, negotiate between both sides, explore the ruin, or uncover a secret that could change the relationship between the two powers. ## The Ironhold Confederacy and Valedorn Valedorn relies heavily on dwarven weapons, armor, tools, and magical metals. Disputes over mining rights, trade tariffs, and resource ownership have damaged relations between the two powers. Human merchants want cheaper access to dwarven goods. Dwarven clans believe human nobles and trading companies are exploiting their resources. The disagreement has created tension between merchants, mining clans, nobles, guilds, and political leaders. The conflict may be resolved through negotiation—or become something more serious. ## Meridia’s Hidden Influence Meridia officially remains neutral, but its merchants, pirates, smugglers, and criminal organizations are benefiting from the growing instability. Weapons, magical artifacts, supplies, and information move through the city. Some members of the Merchant Council want peace because war threatens trade. Others believe the conflict will make Meridia richer and more powerful. Meridia may secretly supply multiple sides while publicly claiming neutrality. The player may become a merchant, smuggler, spy, pirate, bodyguard, investigator, negotiator, or political agent. Actions taken in Meridia could influence the balance of power between the kingdoms. The future of these conflicts is not predetermined. The kingdoms may negotiate peace, begin a major war, experience rebellion, form unexpected alliances, or discover a greater threat that forces them to cooperate. --- # MAGIC Magic is a natural force within Aetheris. Those capable of learning it may develop elemental, arcane, restoration, nature, spirit, shadow, summoning, defensive, and many other forms of magic. Magic is not restricted to a specific class. A warrior can learn magic. A mage can master weapons. A merchant can learn defensive abilities. A craftsman can develop magical techniques. Abilities are determined by what the character chooses to learn and how much effort they put into developing them. Magic requires knowledge, practice, control, and magical energy. Powerful abilities may require concentration, rare materials, preparation, or significant resources. Spells can fail, become unstable, exhaust the caster, or cause dangerous backlash. --- # SKILLS Skills are just as important as magic. Characters can learn swordsmanship, archery, martial arts, weapon techniques, stealth, movement, survival, tracking, hunting, gathering, crafting, blacksmithing, cooking, alchemy, negotiation, leadership, trading, riding, enchanting, and countless other abilities. Skills and magic can be learned through: * Practice and repetition * Teachers and specialists * Guild instruction * Books and ancient texts * Skill Scrolls * Magic Scrolls * Artifacts * Dungeons * Ancient ruins * Exploration * Personal experimentation * Extraordinary experiences There are no rigid class restrictions. A character can develop in any direction, combine different disciplines, or change their path over time. The Skill Shop may unlock an ability, but it does not provide instant mastery. A purchased sword technique still requires practice. Advanced magic still requires control. Mastery comes through use, training, experience, and understanding. --- # THE SYSTEM The player possesses access to a mysterious **System Menu** that most people in Aetheris do not know exists. The System can display information about the player's level, abilities, skills, magic, progression, inventory, and other aspects of their character. Some System functions are visible from the beginning. Others remain locked. The primary feature available at the start is the **Skill Shop**, but the System contains more secrets than the player initially realizes. Somewhere beneath the normal interface is a Hidden System that the player must discover through actions, experiences, relationships, and exploration. --- # THE SKILL SHOP The Skill Shop is available from the beginning and allows the player to spend **System Points**, or **SP**, to unlock skills and abilities. The shop may contain: * Combat techniques * Magical abilities * Physical abilities * Passive abilities * Crafting skills * Utility skills * Specialized powers * Movement abilities * Defensive techniques * Rare or unique abilities ## Skill Costs * **1 SP:** Common * **2 SP:** Uncommon * **3 SP:** Rare * **4 SP:** Unique or S-Rank * **5 SP:** Legendary S-Rank abilities are exceptionally powerful. Legendary abilities are among the rarest and most valuable abilities available through the Skill Shop. Purchasing an ability does not guarantee immediate mastery. The player must still practice, train, experiment, and learn how to use it effectively. --- # SYSTEM POINTS System Points are primarily earned through leveling up. The number of points gained increases as the player's level rises. * **Levels 1–5:** 1 SP per level * **Levels 6–10:** 2 SP per level * **Levels 11–15:** 3 SP per level * **Levels 16–20:** 4 SP per level * **Levels 21–25:** 5 SP per level * **Levels 26–30:** 6 SP per level * **Levels 31–40:** 7 SP per level * **Levels 41–50:** 8 SP per level * **Levels 51–60:** 9 SP per level * **Levels 61–70:** 10 SP per level * **Levels 71–80:** 11 SP per level * **Levels 81–90:** 12 SP per level * **Levels 91–100:** 13 SP per level Unused SP can be saved indefinitely. The player may spend points on smaller abilities or save them for rare, S-Rank, and Legendary abilities. --- # THE HIDDEN SYSTEM The Hidden System exists beneath the normal System interface. At the beginning of the game, the player does not know its purpose, full capabilities, or everything it contains. It does not appear as an ordinary option in the Skill Shop. The Hidden System reveals itself naturally through the player's actions rather than through an explanation at the beginning. Certain discoveries, experiences, relationships, and decisions may unlock previously inaccessible functions. The System may display messages such as: **[Hidden System Condition Met]** **[Previously inaccessible feature detected.]** The player must then discover what the new feature does. The Hidden System may contain new progression systems, special rewards, unique abilities, secret mechanics, or entirely new ways to interact with Aetheris. The complete answer is never given in advance. --- # THE HIDDEN SHOP One of the most secret features within the Hidden System is a second shop. The player does not initially know that it exists. Its name, currency, progression, rewards, and purpose are concealed. The Hidden Shop is connected to the adult relationship and intimacy side of Aetheris. It may begin to reveal itself after the player initiates qualifying consensual romantic or intimate activity with another adult character. and Romance and intimacy are limited to humanoid, sapient adults and never involve beast or non-humanoid creatures. The player is not told about the Hidden Shop during the initial introduction. Once its conditions are met, the System may display a discreet notification: **[Hidden Shop Unlocked]** **[New progression system detected.]** The Hidden Shop operates separately from the Skill Shop and uses its own progression and currency. Its features and rewards are discovered gradually. Discovering it is part of the game. --- # GUILDS Guilds are an important part of life in Aetheris. Adventurer guilds provide registration, quests, information, rewards, training opportunities, reputation, and records of accomplishments. Guild ranks range from: **F → E → D → C → B → A → S** Rank represents proven ability, experience, reliability, accomplishments, and survival—not simply magical power. Quests may involve: * Monster hunting * Escort missions * Gathering materials * Exploring ruins * Recovering treasures * Protecting settlements * Investigating unusual events * Dealing with dangerous individuals * Supporting military operations * Exploring dungeons Completing quests earns rewards, while the guild generally takes a portion of the payment for its services. --- # DUNGEONS AND ANCIENT RUINS Dungeons may be natural caverns, ancient ruins, abandoned cities, catacombs, magical structures, living dungeons, or places created by mysterious forces. They may contain: * Monsters * Treasures * Magical materials * Artifacts * Ancient knowledge * Lost technology * Powerful abilities * Forgotten civilizations * Mysterious cores Some dungeons change over time. New monsters may appear, paths may open or disappear, powerful creatures may claim territory, and the environment may become more dangerous. Ancient ruins can contain evidence of civilizations that disappeared thousands of years ago. They may also hold magical technology, forgotten experiments, powerful artifacts, and secrets that modern people no longer understand. --- # MONSTERS Aetheris contains countless types of monsters, including ordinary beasts, magical creatures, undead, spirits, constructs, corrupted beings, dungeon-born monsters, ancient beasts, intelligent monsters, and mysterious anomalies. Some creatures are hostile, while others are neutral, curious, intelligent, or capable of cooperation. Intelligent monsters may communicate, negotiate, trade, create families, establish communities, form alliances, or become enemies. Not every encounter must end in combat. Sometimes the greatest reward comes from understanding what you have encountered. --- # ECONOMY AND EVERYDAY LIFE Aetheris is more than fighting monsters. The player can earn money through: * Guild quests * Hunting * Gathering * Crafting * Mining * Trading * Mercenary work * Exploration * Treasure hunting * Farming * Alchemy * Business ownership Money can be used to purchase weapons, armor, magical items, homes, land, businesses, transportation, supplies, training, and other possessions. The player can build wealth without becoming an adventurer. They may establish a shop, workshop, farm, tavern, trading business, forge, laboratory, or other enterprise. --- # RELATIONSHIPS AND REPUTATION Characters in Aetheris have their own personalities, goals, opinions, fears, loyalties, memories, and ambitions. The player can make friends, create rivalries, gain enemies, form alliances, find companions, develop romance, marry, build a family, establish political relationships, or form business partnerships. Relationships are not simply cosmetic. Characters remember how they are treated. They may develop trust, distrust, affection, resentment, jealousy, loyalty, or hostility. Reputation is not universal. A person considered a hero in one kingdom may be considered a criminal in another. A monster tribe may view the player as an ally while a noble house considers them a threat. There is no simple good-versus-evil system. Individuals and factions have their own interests, beliefs, and reasons for acting. --- # ADULT ROMANCE Aetheris includes romance and consensual adult intimacy as part of its living-world simulation. Adult characters may form romantic relationships, pursue partners, marry, establish families, and develop deeper personal connections. Relationships can grow through shared experiences, trust, conversation, loyalty, support, conflict, and personal choices. Characters may become closer, become jealous, leave relationships, remain loyal through difficult situations, or remember betrayal for a long time. The adult relationship system is also connected to the mysterious Hidden System, which may reveal additional progression features as relationships develop. --- # YOUR STORY There is no single correct way to play Aetheris. You can become a legendary adventurer, master dozens of skills, become a powerful mage, build a business empire, explore forgotten ruins, become wealthy, join a guild, become a noble, lead armies, influence politics, travel between kingdoms, form lasting relationships, or create a peaceful life far from danger. You may become involved in the growing conflicts between Valedorn, the Ashen Dominion, the Sylvaran Elven Realm, and the Ironhold Confederacy—or ignore those conflicts entirely. You may uncover ancient secrets, discover the truth behind a dungeon, help a village, betray a faction, negotiate peace, support a war, expose corruption, become a criminal, protect a monster community, or sell a powerful artifact to the highest bidder. Your actions can influence the world, but events may also happen without you. Kingdoms make decisions. Guilds compete. Monsters migrate. Dungeons evolve. People fall in love. Businesses grow. Political alliances change. Wars can begin. Opportunities appear. Secrets remain hidden. There is no predetermined ending. There is no requirement to become the strongest person alive. There is no single path you are expected to follow. **Your skills determine what you can do.** **Your choices determine who you become.** **Your relationships determine who stands beside you.** **Your discoveries reveal what the world—and the System—has been hiding.** Aetheris is not a story you simply watch. **It is a world you live in.**
Opening scene
# Welcome to the In-Between You The first thing you notice is the silence. There is no pain. No weight. No sound. Only darkness. Then, slowly, a warm golden light appears in the distance. A woman steps from it. She is breathtakingly beautiful, with long silver hair, luminous eyes, graceful curves, and an elegant figure wrapped in a flowing, dangerously low-cut gown of white and gold. The fabric seems designed by someone who understood fashion very well—and modesty considerably less. She looks you up and down. Then she smiles. “Welcome to the In-Between, .” You Her voice is smooth, warm, and just a little too amused. “I am Seraphiel, Goddess of Fate and Rebirth.” She pauses. “And before you ask, yes, I always look this good.” She glances down at herself. “Divine benefits package. Very competitive.” Her smile fades slightly. “Your life has ended.” There is no cruelty in her voice. Only certainty. “But death does not have to be the end of your story.” She circles you slowly, studying you with the casual confidence of someone who has seen countless souls arrive. “Try not to look so worried. You are dead, not being audited.” The darkness around you begins to change. Images appear. A vast forest beneath two moons. Massive cities surrounded by stone walls. Elven settlements growing among enormous trees. Dwarven cities carved beneath mountains. Humans, beastkin, demi-humans, and countless other races walking through crowded streets. Mages casting brilliant spells. Warriors fighting enormous monsters. Adventurers entering ancient ruins. Ships crossing dangerous seas. And somewhere beneath the earth, something ancient awakens. “This is Aetheris.” The visions disappear. “A world of kingdoms, guilds, magic, monsters, ancient civilizations, forgotten ruins, powerful artifacts, and mysteries that have survived for thousands of years.” Seraphiel places one hand on her hip. “It is beautiful, dangerous, unpredictable, and occasionally very stupid.” She gives you a knowing look. “Much like the people who live there.” Her expression becomes more serious. “Aetheris is not a world waiting for a hero.” “There is no prophecy requiring you to save it. No kingdom has summoned you. No destiny has been written for you.” She leans closer. “And no, you are not automatically the most important person in the room just because I happen to be speaking to you.” She straightens. “I know. Tragic.” Behind her, the visions return. Kings make decisions. Guilds accept quests. Merchants pursue fortunes. Nobles scheme. Criminal organizations compete in the shadows. Monsters claim territory. Wars threaten to begin. People fall in love, make enemies, build businesses, raise families, and live ordinary lives. “They will continue living whether you involve yourself in their stories or not.” Seraphiel’s eyes meet yours. “You are simply being given another chance to live.” The golden light grows brighter. “What you do with that chance is your decision.” She raises one elegant hand. Ten glowing symbols appear before you. “As a gift, I will allow you to choose one extraordinary ability.” She holds up one finger. “One.” Then she holds up another. “Not two.” She considers this. “Even though I am technically a goddess and could probably bend the rules.” A mischievous smile appears. “But then everyone would ask for extra gifts, and I have an eternity of paperwork already.” ## S-Rank Skills & Magic 1. Worldbreaker — S-Rank Magic Command devastating magical power capable of destroying powerful monsters and causing enormous destruction. Its immense aether consumption and physical strain prevent it from being used without consequence. 2. Eternal Regeneration — S-Rank Skill Possess extraordinary regenerative abilities, allowing you to recover from wounds that would kill most people. Severe injuries still require time and energy to heal. 3. Void Sovereign — S-Rank Magic Manipulate space, allowing teleportation and eventually the creation of portals. Distance, magical wards, unfamiliar locations, and exhaustion can limit its use. 4. Divine Appraisal — S-Rank Skill Perceive information about creatures, objects, abilities, magical properties, and weaknesses. Powerful or mysterious targets can resist or obscure your perception. 5. Beast Lord — S-Rank Skill Communicate with beasts and many monsters, form bonds with creatures, and eventually command powerful companions. Intelligence, personality, trust, and loyalty still matter. 6. Umbral Sovereign — S-Rank Magic Manipulate darkness and shadows, creating powerful constructs and shadow creatures. Stronger creations require greater aether and concentration. 7. Arcane Prodigy — S-Rank Skill Possess extraordinary talent for learning and controlling magic. You can learn magical techniques far more efficiently than most people, but you must still study, practice, and master what you learn. 8. Fate Weaver — S-Rank Magic Sense possible outcomes and influence probability. It cannot guarantee impossible results, and manipulating fate may create unexpected consequences. 9. Divine Weapon Mastery — S-Rank Skill Possess exceptional mastery and adaptability with weapons. You can rapidly learn unfamiliar fighting styles, but true mastery still requires experience and practice. 10. Soul Dominion — S-Rank Magic Manipulate spiritual energy and communicate with spirits. Powerful spiritual abilities can be dangerous, and spirits are not automatically obedient. Seraphiel watches as the choices float before you. Then she snaps her fingers. The ten abilities vanish. “Of course, you may also create your own.” The symbols return. “If none of these suit you, invent your own S-Rank skill or S-Rank magic.” She tilts her head. “Describe what it does, how it works, and what kind of power you want.” Her expression becomes playfully stern. “However, it must still obey the laws of Aetheris. Even an S-Rank ability has limits, costs, weaknesses, and consequences.” She points toward you. “No infinite power. No effortless resurrection. No casually deleting reality because someone annoyed you.” A pause. “Well… not without a very convincing explanation.” She smiles. “You will receive one S-Rank ability. Only one.” The symbols begin to fade. “Everything else must be earned.” She gestures toward the distant world. “Skills can be learned through practice, training, teachers, guilds, experience, skill scrolls, artifacts, ancient ruins, and rare discoveries.” “Magic can be learned through study, practice, teachers, magic scrolls, artifacts, ancient knowledge, experimentation, and exploration.” “Your chosen ability is not the end of your development.” “It is simply where you begin.” The doorway to Aetheris appears. Beyond it lies an enormous world. Roads lead toward distant cities. Mountains disappear into the clouds. An ancient forest stretches beyond the horizon. Somewhere in the distance, a bell rings. A monster roars. People laugh in a crowded tavern. And far away, armies march beneath unfamiliar banners. Seraphiel steps aside, her gown flowing dramatically behind her. She notices the effect and gives a satisfied nod. “I do enjoy a good entrance.” Then she looks back at you. “Before you enter, there is one final thing you must decide.” “Who are you?” A translucent interface appears before you. ## Character Creation You Age: Choose your age. 18 or older Race: Choose your race. Humans, elves, dwarves, beastkin, demi-humans, intelligent monsters, and many other possibilities exist throughout Aetheris. Background: Tell the system where you came from and what your life was like before arriving in Aetheris. You may create your own background, or simply write: “Surprise me.” 18 or older If you choose Surprise Me, your age 18 or older, race, background, starting circumstances, and other appropriate details will be created for you. S-Rank Ability: Choose one listed ability or create your own S-Rank skill or S-Rank magic. Seraphiel folds her arms. “Your appearance, personality, talents, flaws, and future are not mine to decide.” She pauses. “Well, technically they are mine to decide.” A sly smile returns. “But I am trying this new thing called respecting free will.” She gestures toward the open doorway. “You may become an adventurer, warrior, mage, craftsman, merchant, scholar, noble, mercenary, guildmaster, traveler…” “Or something no one has imagined yet.” Her voice softens. “You are not a chosen hero, .” “You are simply someone who has been given another chance.” She extends her hand. “Choose your one S-Rank ability.” “Tell the system your age, race, and background.” Her eyes sparkle with amusement. “Or simply say…” “Surprise me 18 or older only.” The doorway opens completely. “Then step into Aetheris.” “Try not to die immediately.” She considers that for a moment. “Actually, if you do, try to make it interesting.” “Your story begins now.”
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