Ayrmith knew that it was time and that it would take a lot of power to futile the dream that Cungto had inspired. An upgrade to his Airsmith class. First, he would need to create the new special focus that the class would have, creating and entering Sub System Worlds.
Each item or being in creation was connected to the system, and could theoretically level up, gain stats, Skills, Experience, Perks, and Classes. The problem was most Items couldn’t act to archive the growth. So Ayrmith drew on the connection that the system has with each part of creation, he then piggybacked a new sub-system onto that connection.
The sub-system would create an infinitely sized, random landscape, that would follow the Laws of Creation, and the Acts that have been set down.
Depending on how the sub-system is set up it will generate one of two effects. An empty world that can be used for storage, or an active world that allows the Anchor (item or person that the connection is made through.) to grow. There would be several bonuses and penalties for both options.
The storage world (Sub System World – Storage) would be created empty, and safe, but the Anchor wouldn’t be able to fully enter the area. There would be safeguards to make sure that only the Anchor would be able to open their storage world. The main penalty is the person that the storage world was linked to wouldn’t be able to fully use the area.
The active worlds (Sub System World – Growth) would be different, they would allow growth for their Anchor. The terrain will grow more difficult to progress through the farther it is explored, and the longer that it is assessable. Spread through the world will be rewards, Bonus Experience, Knowledge, and material goods.
Act: Ayrmith creates Sub System World – Storage, Sub System World – Growth
The next step was to create and recruit the defenders for the active worlds.
Ayrmith knew he would need his defenders to be more than a mindless beasts, and he knew forcing the sentient races to fight to boost an item wouldn’t work. He would have to create a path that would allow for monsters and for a path for sentient defenders. His mind stretched out looking over every creature in creation, seeking out the ones that were unwanted the lost. He paused the Tomeborne, which would meet many of the requirements, they would need better bodies, and they would also need some guidance. Then his eyes looked at the spirits many had fallen to the priest, others were in paradise, but a few might have the fighters drive, or the desperation for life again.
Ayrmith created a powerful ritual. Any creature, being, or spirit that chooses to use the ritual will sacrifice their body and temporary freedom. They will have a divine teleportation to a Sub System World and will be given a new body (Determined by the system, based on the value of the Anchor) with full knowledge of its power and movements. If they kill (or are part of the group that kills) the invaders they will get to retain the new body, if they fail and die they will be given another body and have to continue challenging the invaders.
With the creation of the ritual he sent out a silent pulse, The effects of this pulse were called the Tomeborne, and the spirits, the desperate and lost to agree to the terms of the ritual. A chance for a new life, or a second chance, or for some an attempt at immortality, whatever the reasons any choose to agree, would know the ritual.
Act: Ayrmith recruits from the Tomeborne, and spirits to become his defenders of the Sub System World – Growth
Ayrmith then created the other powers that he would also be adding to the Airsmith class upgrades. He created the System Information Sight, allowing users that trained their skills to be able to read the system data about people and things. With training will they unlock the skill System Information Deciphering allowing them to gain more information, and allows the users to determine the value that the system gives things, also allows the user to know the level of the defenders in a Sub System World – Growth before opening a portal into it. The final level of this skill tree would be System Information Unlocked, it gives all the information that the system has about someone or something. The downside to these skills is they aren’t fast, the System’s information isn’t very user-friendly, and understanding the information requires concentration.
Act: Ayrmith created the System Information Path
Depleted of power Ayrmith growled not yet finished with his demands upon the world. His voice came out like the wind blowing through the branches weakened and ethereal, “
Cungto it is time for you to lend me your strength to finish this class.”
Then his body grew firm as if calling on all of his hidden reserves to keep going. His voice thundered “
Airsmith gain the power of to access, and link the Sub System Worlds.” With his decree Airsmiths would be able to open Sub System Worlds when in physical contact with the Anchor, though only one Sub System World could be open per item per invasion. (An Airsmith can open a portal into a knifes Sub System World but then no one else can open the Sub System World into that knife until everyone has left the knife, or died.) The Airsmith also needs to be with the party that goes into the Sub System World so that they can create a portal out of the Sub System World.
He also gained the ability to link a Sub System World – Storage world to someone, limiting them to being the only ones able to gain access to it. (Inventory)
Airsmith’s form wavered like a heat haze threatening to break from the demand put on it, Again his voice struck with all the force of a meteor strike, “
Airsmith gain the power of the System Information Path. Learn the path, grow in its skills show the world.” With this commandment, he gave the Airsmith access and accelerated learning of the System Information Path.
Act (Granted by Cungto): Ayrmith adds access to Sub System Worlds and System Information Path to the Ayrsmith Class.
Rules of the - Sub System Worlds:
An inventory by making an empty Item world
Sub System World – Storage
- Empty with only a random ground formed.
- Access is limited to the User the of Storage World
- Limited Land with no bonuses for exploring
Sub System World – Growth
- Anchor = item (or person) that the connection to the Sub System World – Growth is made through.
-The Anchor cannot enter into its own linked Sub System World
-There can’t be a Growth World in a Growth World.
-Growth Worlds can have anything that is connected to the system in them.
-The Growth World’s landscape will be random, and increasingly difficult to journey through the farther you travel.
-The defender’s abilities, and stats, will be based on the Value of the Anchor, the distance traveled inside the Sub System World – Growth, and the number of Defenders that are already defeated.
-The Intelligence of the defenders will increase as the difficulty increases. Leading to sentient defenders, and even defenders more advanced in supernatural abilities. (The environment will reflect the Defenders intelligence, After developing to the level of having shelters, Villages will start appearing with the Defenders living in them. When the Defenders reach the level of weapons and armors, blacksmiths will appear.)
-Defenders can be generated as any living creature or race. Regardless of their Intelligence. ( A wolf Defender may be as smart as a human, or a human Defender may not be sentient)
-By traveling through the Growth Worlds rewards will be earned, in the form of extra Experience, Energy Knowledge (any of the current options), Class Knowledge, or material goods. The rewards will directly relate to the difficulty of the area, defenders, and duration.
-The Anchor will gain a quarter of the Experience gained in the Growth World.
-If an item levels due to progress made in the System World it will imminently gain Stats, Skills, Repair, and Perks. How these are distributed will be based on if the item is owned, or unowned (all divine artifacts count as the gods regardless of who currently possesses it). If the item is owned then the owner gets to determine all Stats, Skills, and Perks. If it is unowned then the system will determine the Stats, and the Skills, and Perks will be randomly chosen out of the offered options.
Ayrmith's power shimmers across the Void granting these powerful gifts with immediacy. Their new storage capacity comes in extremely handy for those who labored and adventure across the lands. Now many could make a longer crossing without fear of heavy things weighing them down or slowing their travel. With this advent, a new resurgence in travel is born anew and better yet, such cavernous storages could easily carry ten times what a man or beast might carry.
The Growth SubSystem worlds were strange and terrifying places, that did not obey the laws of the natural world in some respects, though their challenges were fierce and the enemies were strange and equally tough and dangerous. With the addition of the Ayrmith SubSystem vision, an even more powerful understanding of this place was revealed, a challenge from the Gods that ruled the heavens that got progressively harder and more difficult as the adventurers ascended levels. The Enemeies enjoyed a wide array of powers and levels as they served out their time within the Growth realms.
Though many thought such things were fanciful if not impossible for themselves, they often cheered on the young and naive, who often were held to account by the renewed class of the Ayrsmith. These men and women became the guides on such journeys and reported how their bands of adventurers faired to the Ayrsmith Authority - The Elders that grew up around this new idea. They recorded the processions upon their tablets of the age, Fellowship of the "so and so", and so on.
This message was last edited by the GM at 01:37, Sat 25 June 2022.