The year is 2776. The destruction of the environment has continued at an ever-increasing intensity to the extent that the surface of the earth has become near uninhabitable. Humans rely on cutting-edge technologies and neural implants for necessities, education, and entertainment on demand. Within months of its release, Japanese corporation DAKAI's virtual reality FSMMO-RPG « ΔRK // FANTASY » becomes the most widely played game globally, winning over 50% of the world's remaining population to form a dedicated playerbase. Swathes of players have built new lives for themselves in DAKAI's intricately crafted world, including those originally uninterested in games— escaping into a false reality teeming with promise, hungering for freedoms they could never taste otherwise. Whether you're an aspiring adventurer, hardcore gamer, hopeful settler or otherwise, this 'ark to paradise lost' will carve out a place for you.
SPECIAL THANKS
N0-FUTUЯE's current skin was created by pharaoh leap of pixel perfect. Icons and images on the site belong to their respective original artists and creators, and we do not claim ownership over them. N0-FUTUЯE draws inspiration from Bofuri, Overlord, and various other games and isekai series. Codes used on the site are created by the staff team unless otherwise specified or credited.
AN APOCALYPTIC VRMMO ROLEPLAY
MICHI
Raise thy lantern, pioneer. Shine upon the far frontier.
RANK
ADMINISTRATOR
Code person living in the land down under. Writes posts when not warring against giant spiders and the cost of living crisis.
FFXIV veteran player. Very casual Blue Lock enjoyer.
VAN
Let the light in, brighten the shades that sleep inside you.
RANK
ADMINISTRATOR
Dungeon and encounter master, storyteller, and player of himbos. Big brain full of ideas.
It's his turn with the brain cell.
SAF
Delve in this dark abyss. Fathomless emptiness.
RANK
GLOBAL MODERATOR
Bubble tea addict and enjoyer of angry men. SKT T1 superfan. Tried to play jungle once but died to the red buff monster.
Has a sleep schedule so terrible you'll forget she's Australian.
AVALORE
Diving into the mire! Laid out upon the pyre!
RANK
GLOBAL MODERATOR
Code helper and player of war crime bimbos. Quietly and secretly planning world domination when no one's looking.
All her characters have huge naturals.
WELCOME BACK, PLAYERS
WE'RE GLAD TO SEE YOU AGAIN.
Welcome Beta Testers and returning Empire Online Players! We're glad you've chosen to join us here at N0-FUTUЯE— a brand new MMORPG roleplay experience designed to take some of our favorite elements from series like Bofuri and Overlord and blend it with new experimental features. Thank you for taking the time to play test this new site with us; be sure to claim your bonus before our first major patch, and submit any bugs, glitches, or feedback on our Discord server- where you can also find updates and patch news.
Within the world of « ΔRK // FANTASY » there exists a multitude of different races for players to choose from. These myriad races (or sub-races) are classed into three categories: Humanoid, Demi-Human, and Heteromorphic. [break][break] While the races live in general harmony, racism— especially towards those of the Heteromorphic category— still exists in abundance in certain nations such as Arcadia, where certain religious sects believe them to be more akin to monsters than men. Different classes of races cannot mate and produce offspring together. [break][break] Players often select races based on cosmetics or for roleplay purposes, as while races can provide certain bonuses or abilities, or start with certain talents, none are considered objectively 'stronger' than others. For races with unique talents, you can find the skills your character can purchase or develop as they level up HERE. [break][break] It is currently not possible to change race, so make your choice carefully.
They are ephemeral, but their cities and dominions bloom like spring flowers
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Consisting of sapient species, Humanoids are capable of interbreeding due to their similar biologies. They are the most commonly found NPC race in Empyrea; all of the nations found within Empyrea are inhabited to some extent by humanoids, making them the most populous race in the known world. They are versatile, adaptable, and hugely varied in appearance, allowing them to excel in many roles and positions, as well as possess a wide range of talents.[break][break]
MORE ABOUT HUMANOIDS
Throughout history, humanoids have been known as the sentient species most prone to rapid expansion and development. They have robust but varying physiologies, with internal makeups and processes typical of most bipedal mammals. Their size and proportions give the appearance of them being coordinated and more than capable of physical labor. [break][break] Like the other races, humanoids are capable of manifesting and channeling magic. Elves, in particular, have been known to develop powerful natural affinities to magic, and many possess an innate skill for spellcasting. [break][break] Humanoids also differ vastly in life expectancy. Humans live up to 100 years, while elves and dwarves can easily exceed 150. Disease does not exist in the world of Empyrea, and so does not afflict them or affect their health in any way. [break][break] All humanoids reach physical maturity at eighteen years of age, at which point they have usually finished any academic or military education they have engaged in.
Humans are the most populous race in Empyrea, with a majority of non-player characters being of the human race. Despite their numbers, they are far from united in ideology. Humans vary culturally from on another, and come in an array of skin tones and musculatures depending on their ancestry. Humans from Helheim tend to be pale, and humans from Hakair can possess far darker skin tones. [break][break] Although their biologies allow for little latent talent of their own, humans are respected for their numbers and their ability to adapt. Most are well-educated and well-spoken, but also naturally talented warriors and spell casters. Human Players start with an additional +10 points in every stat, two Aether spells, and one additional Tier I base element spell of their choice. [break][break] Due to their numbers and power in the world, many humans— especially those of noble status residing in Arcadia— are prone to prejudice against less populous races and even humans from other nations. Arcadians and Siegfriedians in particular are always in some manner of conflict.[break][break]
ELVES
Elves are humanoids of otherworldly grace, possessing elegant builds, ethereal beauty, and pointed ears that set them apart from other humanoids. They have less musculature than others of their racial category on average, and are generally slightly longer lived than them as well. Some are even known to be able to live to 200 years of age, rivalling the lifespan of average demi-humans. [break][break] Elves reach physical maturity at the same age as humans and dwarves, but their ability to develop their magic comes more naturally in comparison to the others. Naturally gifted in the arcane arts, Player Elves start with two base Tier I elemental spells and one at Tier II, they also receive a bonus +30 MAG upon creation. [break][break] Elves have successfully integrated into human society, being the most 'human-like' of all the races, they enjoy little racial conflict. Some Elves, especially those at the Academia Empyrea, can be haughty due to their latent magical talents. Despite this, they are generally gracious even to those who fall short of their high-expectations.[break][break]
DWARVES
Strong, stocky, and shorter than any other humanoid race (they stand well under 5 feet tall), Dwarves are skilled builders, survivalists, and boast a long tradition of courage and martial skill. Though once scattered into myriad nomadic tribes that made the frigid, harsh lands of Helheim home, a majority of them have since banded together to form coordinated and thriving settlements. Many more still have branched outwards, building homes and families in other nations. Though they are still outnumbered by Humans and Elves outside of Helheim, their hardy and bold natures have carved them a solid place in the world. [break][break] Dwarves, in particular, are known for their ability to magicraft and appraise magical items. Player Dwarves begin with Magicrafting I, a +20 bonus to both DEF and HP, and one piece of uncommon equipment of any slot with an ENCHANTMENT OF THEIR CHOICE UNDER THE UNCOMMON CATEGORY FROM HERE. [break][break] Dwarven skin ranges from deep brown to paler hues, but the most common shades are light brown or a tan, like tones of earth. Their hair tends to be worn long, but in simple styles, is usually black, gray, or brown— though some dwarves are known to have red hair. Male Dwarves value their beards highly and groom them carefully.
We named the trees, the wind, the mountains— we know their power
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Demi-Humans appear 'human-like', but possess obvious skin colors or physical attributes that clearly set them apart from other humanoids. It can be a combination of stature and body shape, which is just far enough from humanoid norms to be considered nonhuman, and/or some physical features such as animal ears or limbs. [break][break] The most common form of Demi-Human are chimeric beings that share animal and human characteristics. They can differ vastly in appearance even then, from looking like a bipedal lion to perhaps only possessing a cat's tail. [break][break] A majority of Demi-Humans live in close family settlements, forming communities to support one another in a world largely dominated by humanoids. A majority of their race can be found in Hakair, where native Demi-Humans seek to uphold their spiritual legacy. [break][break]
MORE ABOUT DEMI-HUMANS
Demi-Humans can vary wildly in shape and size. In general, it is widely accepted that there are three types of Demi-Humans: Bestial Demi-Humans that resemble other animals, beasts, or creatures but are otherwise vaguely humanoid; 'Passing' Demi-Humans that more closely resemble humans, but retain a level of animal or unusual features such as ears, tails, feathers, or being of massive size; and Shapeshifter Demi-Humans (specifically Merpeople) that retain either an animal or human appearance of their choosing due to being able to shift in and out of each form at will. [break][break] Demi-Humans are known to be natural masters in the art of spiritweaving due to being in tune with the spiritual realm. Their physiology allows for them to age far more slowly than humans, and some Demi-Humans are said to have been alive for thousands of years.
Essentially enlarged humans, Giants are a race of demi-humans that possess powerful bodies and are capable of reaching up to 15-feet in height. On average, a giant is between 9 to 13 feet in height. They are robust and physically powerful, with hardy bodies able to withstand extreme environments where humanoids would struggle to survive. Unlike the ice giants and frost trolls of Helheim, regular Giants are capable of speech and have integrated fully into society. [break][break] They are known to be somewhat slower in intelligence than other races, and Players who play Giant characters may find their capacity to speak in long sentences with complicated words slightly diminished due to the game's programming. They may even find their tempers run hotter the longer they stay logged into the game. Player Giants start with +50 in both DEF and RES, and +20 in HP. [break][break] Despite being physically impressive with their exceptional durability, any Giant's weak spot is their eyes, as they rely primarily on sight. Their other senses, namely hearing and smell, are generally weaker than that of other sub-races.[break][break]
BEASTFOLK
Beastfolk are demi-humans with animalistic traits at different levels of severity from possessing animal ears and tails but otherwise appearing human, to appearing like bipedal animals with largely bestial features. Beastfolk with similar animal traits (feline, canine, etc.) tend to group together in coordinated communities and form lifelong, solid bonds with one another based on their similar cultures and struggles. While they may differ in body shape and animal traits, all Beastfolk are exceptionally agile and physically capable. [break][break] All Player Beastfolk start with +80 AGI and possess the keenest senses of all the sub-races (followed closely by Werebeasts), especially in the dark. They are able to see in complete darkness, and are nigh impossible to sneak up on due to their equally sensitive senses of smell and hearing. Conversely, strong stenches and jarring noises are easily capable of disorienting them if they are unprepared. [break][break] It is exceedingly common for Player Beastfolk to begin adapting certain stereotypical behaviors of the animal their character is associated with the longer they remain logged into the game. Feline Beastfolk may become more aloof over time, while canine Beastfolk may suddenly become overexcited at small things that bring them joy.[break][break]
BIRDFOLK
Like the Beastfolk, Birdmen can possess varying levels of animal traits. Some are merely humans who appear to have wings upon their back, while others may possess an avian head and talons, and sprout feathers from other parts of their bodies. In the most extreme cases, Birdmen can entirely resemble birds that possess regular intellect and are capable of speech. [break][break] Birdmen seem to be particularly concerned of their plumage, and are typically viewed as quite vain due to the attention they pay towards their appearance. They are sometimes derogatorily referred to collectively as 'peacocks' despite presenting features from dozens of species of birds such as hawks, pigeons, and seagulls. Curiously, Birdmen cannot present traits from flightless birds like chickens or penguins. [break][break] All Birdmen are capable of flight. Player Birdmen start with a Wings/Flight talent in addition to their class-based talent, as well as +30 AGI and +20 ATK. [break][break]
LIZARDMEN
Humanoid lizards that have shared human and reptilian characteristics. Unlike the Beastfolk and Birdmen, who have varying levels of animal traits, Lizardmen universally resemble bipedal lizards, and differ little in terms of general appearance. They do differ in size, however, and the physically largest Lizardmen are often considered the strongest— regardless of whether this is true based on their stats. The average height of an adult male Lizardman is about 6'3" (190 cm). [break][break] All Lizardmen are sturdy, sporting scales similar to those of a crocodile's. They are defensively very powerful, and have 1.4x more muscle mass compared to humanoid races. All Lizardmen also possess thick, crocodile-like tails that extend from their hips and webbed feet for ease of movement underwater. Player Lizardmen start with +50 DEF and the Histskin talent. [break][break] Although they are physically imposing and powerful fighters, a Lizardman's greatest weakness is their tails which, while capable of growing back (slowly), are where their scales are weakest and susceptible to being severed. Once a Lizardman's tail is severed, they lose their sense of balance, rendering combat extremely difficult and themselves vulnerable.[break][break]
MERPEOPLE
Also known as Mermen, Merpeople are demi-humans capable of living on both land and underwater. They are found at the coasts or the great lakes of Empyrea, and are able to shift between a fully human-looking and half-human, half-fish hybrid form. Otherwise, they come in a variety of appearances and, when transformed, also present a wide range of scale colors. [break][break] Merpeople vary in height and size as much as humans do. Player Merpeople start with a Merman talent in addition to their class-based one. Merpeople can breathe underwater indefinitely, and are capable of starting with the base spell Apas II, granting them early access to more complex spells. They also start with +30 in MAG and +20 in AGI. [break][break] Like other demi-humans, Merpeople tend to group together into highly organised communities to protect their thriving culture and history. Their scales are akin to human hair, and can readily and repeatedly be regrown.
The rarest and most discriminated against race in Empyrea, heteromorphs are also known as 'inhumans'. Most members of this race have features that are considered monstrous, although they are sometimes able to assume forms that allow them to 'pass' as humans. What differentiates a heteromorph from a demi-human is their inability to control any transformations they undergo. [break][break] Typically, a heteromorph's physical aberrations cannot be controlled or contained. Their bodies and physiologies sometimes actively work against them, and for the longest time, they were considered non-sentient creatures and hunted by humanoids and demi-humans alike. [break][break] Although they have now been accepted into society (some begrudgingly), heteromorphs are still assumed to be naturally 'evil' due to their nature, appearance, and other misconceptions regarding their origins. Many take to crime or live in isolation away from others and, despite their persecution, the jarring difference between each sub-race of heteromorph, as well as their lack of heritage, culture, and family mean they are generally unable to maintain large communities. [break][break]
MORE ABOUT HETEROMORPHS
Heteromorphs are even more varied in appearance and biological makeup than humans and demi-humans. Some have unchanging physical forms, while others are able to transform into something that deviates wildly from their original appearance. Universally, however, heteromorphs are unaffected by time and do not age. [break][break] It is common for others to mistake unintelligent beast races as members of the heteromorphic race. They are heavily discriminated against and poorly understood, with natural powers and talents derived from places unknown and therefore terrifying to humanoids and demi-humans. [break][break] The talents of heteromorphs often manifest in disturbing ways, and are tied directly to their biological makeup or physiology. It is currently unknown as to how heteromorphs 'come into being' as they are not known to form relationships, connections, or be able to reproduce.
Although their name suggests a mechanical body, Automatons are instead sentient puppets— their bodies artificial, but not machine. It's not exactly known what powers them. They display very little emotion, and are immune to poison and pain. Players who play Automaton characters take damage as normal, but never feel the pain of battle, even in the event of grievous injury or loss of limbs. However, they may find their range of emotions and ability to detect lies, sarcasm, and humor stunted as a result of the game's programming.[break][break]
Automatons do not generate body heat, nor do they have a heartbeat or need to breathe, allowing them to remain undetected by certain species of monsters. However, being in harsh weather conditions or kept underwater causes their joints to slow and malfunction.[break][break]
Depleting their magical reserves may cause Automatons to enter a lengthy 'hibernation' state to recover; they are naturally resistant to magic as a result of this physiology. Player Automatons receive a +50 bonus to RES to start.[break][break]
FAIRIES
Despite their enchanting beauty, Fairies are categorized as heteromorphs due to their terrifying ability to bewitch and charm. Regardless of their age, they always appear as young, beautiful men and women possessing of hypnotically seductive dispositions. Their charm is effective against humanoids and demi-humans but, curiously, not so much against other heteromorphs. [break][break] All fairies possess butterfly-like wings, which they cannot conceal with anything— including magic. These wings produce a fine powder which allows them to cast powerful illusion spells— and they are the only race capable of doing so without the aid of class talents. Player Fairies start with a unique racial talent, as well as +50 AGI. [break][break] When angered, all Fairies (Players included) cannot control their transformation into a far more monstrous creature. Their faces twist into something distinctly insect-like, possessing fearsome mandibles and multiple eyes. In this form, they become more akin to wild beasts in their unbridled aggression. This form persists until their magic is depleted or they are killed.[break][break]
WEREBEASTS
Although sometimes mistaken as shapeshifter demi-humans, Werebeasts are in fact heteromorphs who are forced to transform into far more grotesque beasts under select conditions. They possess no control over their transformations, which are universally excruciating to undergo, even to Players. It is also fascinating to note that no two werebeasts transform into the same creature. [break][break] Unlike in popular fiction, Werebeast transformation does not happen only under the full moon— but on every other night without fail. They take on a hybrid, physically imposing man-beast form on most of these nights, and fully transform into large beasts if the night so happens to also host a full moon. In this state, they are in possession of their intelligence and ability to speak, but feel an almost irresistible propensity towards indiscriminate violence and destruction. [break][break] Player Werebeasts have keen senses and are able to start with a Werebeast talent, and may develop rapid regeneration abilities. They start with a bonus +80 in ATK and, similar to Automatons, feel little to no pain from attacks regardless of whether they are transformed.[break][break]
VAMPIRES
Immortal undead, Vampires are often considered the most powerful of the heteromorphs based on their ability to consume and control blood, alongside their various other powers. Unlike the eternally beautiful Vampires of fiction, Empyrea's Vampires bear a twisted 'true form' that likens their appearance to a lamprey. This true form is revealed whenever they decide to utilize their vampiric powers, and cannot be hidden. As the most feared of the heteromorphic "monsters"— Vampires are the only sub-race that continues to be feared and vilified across all nations. If a person, Player or otherwise, is revealed as a Vampire, all nearby NPCs are programmed to attack them without mercy. [break][break] Their lamprey-like mouths allow them to drain an NPC of their blood within minutes, leaving nothing but a mummified corpse. They are able to use this blood to perform hemokinetic feats; all Player Vampires start with a unique racial talent. They also start with an additional +25 to both ATK and MAG and, like Werebeasts, can develop rapid regeneration. [break][break] All Vampires are, however, weakened by sunlight and suffer a heavy movement penalty in the daytime if directly exposed to the sun. Due to programming, Vampire Players begin to feel an aloofness or twisted sense of superiority over demi-humans and humanoids the longer they immerse into the game.