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Pokemon Neoverse Part 4: Aterr's Geology

Posted by CrashCourse81 - October 12th, 2022


Anyone who has seen this https://www.newgrounds.com/art/view/crashcourse81/pokemon-neoverse-logo will know what this is about. I recommend reading the description in this pic before reading this.


This is Part 4 in a series of documents detailing the Neoverse Project, which I've been working on for some time now. If you want to see the previous Parts, look here.

https://crashcourse81.newgrounds.com/news/post/1309027

https://crashcourse81.newgrounds.com/news/post/1309029

https://crashcourse81.newgrounds.com/news/post/1309030


This Part will be explaining Aterr itself, ranging from its continents to its inner workings to the biology of its offspring, etc. I'll also be talking a bit more about the setup of civilisations and stuff related to them.


Note: The titles will be at the sides because they won't stay centered for some reason. -_- Also, this is all copy and pasted from my DA St.ash Journals, with a few alterations.


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Planet Aterr

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The Planet's Core

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Aterr's core, called the Crutinar, is not like the core of our world. Rather than magma, it is made up of pure Cruia, every kind of Cruia in fact, and acts as the planet's constant energy source. The Crutinar originally didn't have all the elements in it however, only the four basic ones (fire, water, wind and earth), and not all of the elements flowed to the surface. From what studies have been conducted on it, the Crutinar was energised with more kinds of Cruia by the Source Gem when it first fell to Aterr, and it was also given the ability to create its own, hence why there are different types of Cruia today. In fact it was the Source Gem that allowed Aterr's core to even spread its Cruia around in the first place!


Originally, it was "dormant". It kept the planet going but it never had its energies flow out of it before. When the Source Gem energised it, it made the core active and caused it to send spikes of Cruia throughout the planet, which are now known as Conduits and Cauldrons (universally known as Power Spots). Conduits are springs that produce a pure form of one type of Cruia, while the Cauldrons are larger springs that produce three-five types, and with somewhat greater power. It was these springs that empowered the original Primon and Hybreeds, and they still exist to this day. While these springs also act as the main source of Cruia flowing around the planet's surface, the Crutinar also lets out its own waves, similar to the Sourcewaves, which spread smaller but still helpful amounts of Cruia throughout Aterr. Unlike the Sourcewaves, the Corewaves happen every single day, but the waves are too weak to be felt. These, the Conduits and Cauldrons ensure that Aterr is never without Cruia.


According to scientists, the Crutinar bears not only every kind of Cruia (currently known) inside it, but also bears the genetic codes and atomic makeups of Aterr's different features, including its creatures and humans. Further study has proven that Aterr, via the Crutinar, is capable of shaping itself and its beings to some degree, as there have been sightings of Originals being born from a horde of Cruia coming together, though not enough to make them Pokemon. When a Sourcewave hits them, something is triggered in them that transforms them into Pokemon. Because of Cruia's ability to copy the makeups of different things, Aterr is almost constantly creating new lifeforms around it.


Going back to Power Spots for a minute, these things have become another important part of human and Pokemon life, but mostly human. The Aterr Leagues commonly build their installations over one of these for numerous reasons:

  1. To give the Gym Leaders, High Fivers and Champions a constant source of energy from which they can draw power from.
  2. To give their civilisations some appropriate power sources. Their installations double as energy farms in that regard.
  3. To ensure they don't come under the control of undesirables. Even a common crook could become a major threat if infused with pure Cruia.
  4. To limit the possible damage they could do to their areas.

There are also two ways in which a Cauldron is born. The first and most normal way is if the Crutinar exumes more Cruia than usual, shooting a bunch of it towards the surface (think of it like a sunspot). The second and more unique way is they can be formed from nearby Conduits grouping together, which is another reason why they produce different kinds of Cruia (if the Conduits bore different kinds that is, which they usually do). However, useful as they are, Conduits and Cauldrons can also be very dangerous, as mentioned in the fourth reason for their built-overs. They can cause an area to change in ways that would be detrimental to it; a fiery Conduit could cause a forest fire; an electric Conduit could cause electrical disturbances and storms; a wind Conduit could cause gale forces or hurricanes, etc. Cauldrons are even worse, as they are much bigger and have more energy and types than normal Conduits, and thus can cause more damage. Even stepping into one of these if you're not prepared can be devastating, as pure Cruia has a corruptive quality and can overwrite every other Cruia in the subject's body. There are a few rare cases where Dimmed humans have actually attained power rather than be corrupted by it thanks to bathing in a Conduit or Cauldron, while some Fluxed humans have gone out of control due to the power surge they receive. Even if you take away all those points, Conduits and Cauldrons still tend to draw Pokemon to them, who may end up guarding or bathing in them and becoming much stronger than usual, which can lead to problems in taking over the spot, the Pokemon being too tough to handle, even becoming Killers...


To stop these occurrences from happening, there were special inhibitors made called Power Plugs, which are large lid-like devices placed on top of a Conduit that limit how much energy they exhibit to a moderate amount, just enough to prevent any disasters from occurring. Multiple of these (or a larger one) are needed for Cauldrons due to their size, and you can find one at almost every Aterr League installation. When the owner of one is bested, the challenger is even allowed to bathe in their Conduit/Cauldron for a time, but they must only do so sparingly, especially with Cauldrons. Staying in one too long can either corrupt or even kill the bather, yet it seems like the owners can stay in them for longer periods of time, perhaps due to already bearing pure Cruia? Not every Conduit and Cauldron has one though, and even those that do may sometimes break through the Power Plug/s when it experiences a "hiccup" of sorts. Occasionally, the Crutinar will emit stronger Corewaves that cause the present Conduits and Cauldrons to be overcharged for a short while, which can allow them to break through a Power Plug if they're not reinforced enough. This is one of the reasons why the Aterr Leaguers remain in their installations a lot of the time, to ensure their Power Plugs aren't broken open by forcing it down with their own powers, as stronger Corewaves cannot be predicted.


While on the topic of pure Cruia, there's actually a name for that too: Cruiora. This Cruia is both stronger and more affecting than regular Cruia, and can grant one that manages to absorb it a Greater Element, which is basically a better version of a previous Element. Pokemon and humans that bear these are few and far between, with the Gym Leaders, High Fivers and Champions being the common exceptions, as well as a few Vanguards. Cruiora's effect on environments can be hefty as well, and it's for this reason that it is absorbed, to prevent a drastic and/or unneeded change. Though some people do wish to gain Greater Elements of their own, and search around the world for unguarded Cruiora.


One last note on Power Spots is that they're also not eternal. Every few years the Crutinar will unleash much stronger Corewaves than usual, which causes the current Power Spots' links to the core to be broken, thus making them disappear, after which new ones appear. This can be VERY inconvenient for Aterr Leagues, since they would have to move their installations to where the new ones are, or abandon the old ones to make new installations on the new spots. Said spots may very well be in Free Pokemon areas, hostile territories or a place they just can't be reached.


Simply put, the planet's core is both wondrous and chaotic.


(Fun Facst:

- Crutinar is "Cruia" with "sentinam" added on, meaning "blood pump" (essentially referring to a heart), while Cruiora is "Cruia" with "fortis" added on, meaning "strong blood."

- The Power Spots come from the places that allow Dy/Gigantamaxing in Pokemon Sword and Shield. In the Neoverse, they (and Power Plugs) were given the name after humans started bathing in and gaining/heightening their Powers from them. The public majoratively uses it, even if the spots aren't always used by and affect not only humans.)


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The Planet's Three Shields

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Aterr is surrounded by a set of three global shields, each with its own function. There's the stratosphere, the atmosphere, and finally the limisphere, which has a more special function than the other shields. The limisphere was formed during the Origin Era, after the Source Gem impacted the planet. The energies sent out from the first Power Spots flowed up above the atmosphere and WOULD have floated into space. However, they were strangely brought together to form the limisphere instead, which prevents Cruia from escaping Aterr, allowing its denizens to flourish. However, strong or high amounts of Cruia, usually harmful ones, can create holes in the limisphere, which allows it to escape out into space. This can sometimes cause an occasional drop of Cruia in certain areas, which can lead to problems such as crops not growing, building materials becoming scarce, Pokemon losing their source of energies, etc. Even certain Power Spots like poisonous or electrical ones can be a problem, as the Cruia they release can damage the limisphere! The good thing is it has regenerative qualities, so the holes won't remain in them forever...provided the cause of them doesn't continue what it's doing that is.


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The Planet's Continents

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There are currently seven continents around Aterr, most of which came from one: the super-continent Tirfs, which was split apart into six pieces after a second giant meteor struck the planet and caused an event that weakened and split the continent up. Since the Flashfreeze Era the new continents have been gaining new land, turning them into the landmasses they are known as today. Most of them have become majorly inhabited and have civilisations established on them. Each continent is split into regions, each of which is managed by a High Fiver and four Gym Leaders. The Aterr League and Management HQs locations vary, though their joint HQ is usually in the most major city of the continent. Here are their names and a short explanation of what you can expect to see on them.

  • Urepoe: Known for its classy regions and love for agriculture, Urepoe (your-reh-po-eh) is a rather calm and peaceful place. It's got a bunch of history to it, particularly about the beginning of civilisation itself and the birth of its many sports, a lot of which are held here.
  • Tailitsuara: Tailitsuara (tai-lit-sue-are-rah) is one of the more wild continents of Aterr, most known for its massive expanse of nature known as the Wastescape, which is harsh yet beautiful. It's also known for a city with a famous musical theatre that many musicians around the planet wish to perform in, and is home to many of the world's nature-protecting Alliances.
  • Cifara: Another wildborne continent, Cifara (si-far-rah) is said to be home to many tribes that have relations to the Flashfreeze Hybreeds, though most live outside of civilisation. The continent itself is more wild than rural, and the people are said to get along with Pokemon a lot here. It's also home to a bunch of strong and fierce Pokemon, who live much like the tribes do...
  • Inomarcae: One of the biggest continents on the planet, Inomarcae (in-no-mar-kay) is where Aterr's strongest government (in terms of military power) dwells. People there pride themselves on being denizens to the "greatest continent on Aterr", but it's not AS great as they would have you think it is. It does still have its sights to see though, including a massive stadium where different sports are held, a Cauldron-embued supervolcano that still exists today, and a chasm that supposedly leads to the depths of the planet...
  • Isomacrae: A continent that is located to the south of Inomarcae. Contrary to its upward neighbour, Isomacrie (iss-so-mac-cray) has more relations to Cifara in the way that much of the continent is wild, though more of it is rural than Cifara's. The humans AND Pokemon there love to have parties and festivals, and they're even said to worship some of the oldest Pokemon and humans in Aterrian history, having built cultures around them.
  • Saia: Another one of the biggest continents, and one with a lot of secrets to hide. Saia (sai-ah) is close to Urepoe, close enough that there are oceanic and aerial routes formed between their bordering countries. It's also the most technologically-advanced continent in the world, though its government is a bit torn; the Management is imperialistic and weary of outsiders (including from Inomarcae), while the League is compassionate and greeting to outsiders. Much history surrounds this place like in Urepoe, including times of war and strife that grew Saia into what it is now.
  • Nicatretca: Nicatretca (ni-sah-tret-kah) is a vastly different continent from the others, as it is mostly formed of ice rather than earth. A remnant of the Flashfreeze Era, apparently. Due to the harsh cold that pervades this continent and the Pokemon who are nurtured by it and its freezing waters, Nicatretca is inhabited by very few humans. The Source Gem is supposedly buried deep beneath the continent itself, and people have been trying to find ways to unearth it, but at what cost...?

Besides the continents, there are also a few islands around the world, some off the continents' coasts, others simply nearby. The former are considered parts of the continents, while the latter are free spaces.


Excluding Nicatretca, each continent also has its own government to lead it, which all initially did so separately. But a few millennia ago, a treaty was organised after chaos erupted on each continent, due to powerful weapons being used against everyone and everything. It is not known who or WHAT did this, but it was said to be humans and Pokemon who came together against those who sought the end of the world, to prevent their world from being decimated like in the Origin Era. This was called the Aterr Unity Event, or AUE, which involved the following rules:

  1. All continents were ordered to cease hostilities immediately.
  2. Each government was to sign a document of agreement, an agreement to allow another government's people to and from their continent.
  3. Any and all slaves or prisoners of the conflicts were to be released and either returned back to their homes or given their rights as citizens back.
  4. The weapons used in the conflict were to be destroyed or, if impossible, decommissioned and hidden where they would never be found.
  5. Each government will supply the necessary goods to help each other rebuild and heal, both their civilisations and their land.

The governments accepted these conditions, although some felt "wrong" in helping out people they considered enemies or lessers, but they didn't have a choice BUT to help them out. The world was in shambles during that time, and they needed their own help to recover from it, or else they'd perish. The ones who brought the continents together were heralded as heroes and saviors, being called the Archaic Alliance. This Alliance's actions is also what caused the birth of other Alliances, as Pokemon had been thought of and treated more like attack animals or slaves during that time. Since then, Aterr has seen a slow yet fast recovery, although conflict on and between the continents would resume after a while, and continue to the present day. Despite that, the world is majoratively at peace now, and they've created two things after the AUE, which I'll explain below...


(Fun Facts:

- The continents' names are all rearrangements of our own, of which these ones are based off.

- Because of the continents' increased size compared to our own, the oceans are smaller than ours but still important and prominent.

- While the regions remain a thing in the Neoverse, the games will NOT be centered around just one. Rather, the whole continent a game is set on.)


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Ranks and Work

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First up is Ranks. Work has existed since before the AUE, but sometime after it and the creation of Alliances, a Rank system was built to show how good an Alliance was at its job. Every human has the allowance to take up a job if they wish to, but it's Alliances whose jobs are the most...fruitful. After being registered by an Aterr League, every Alliance starts off with a Rank, which either rises or lowers depending on their actions and performance. Alliances start off at Newbie Rank, as they have only begun being an Alliance. To raise it, they can either perform their assigned jobs (self-assigned or no) or they could take on Tasks, which vary from personal requests to government missions to local assistance, etc. They are put up in both the real world and the Aterrnet, being seen on boards in cities, towns and villages, and when searching through an AT or the Aterrnet itself. Tasks also have a 10-segmented bar showing how difficult they would be. 1 is the easiest, 10 is the hardest, and also rarest. There are Alliance Points (or AP) and other rewards such as items given to those who complete their Tasks, which vary among the difficulties. Getting enough AP raises your Rank, which gives you access to tougher Tasks, certain shop items and even access to certain parts of the continent! However, failing a Task or doing something you weren't supposed to during it will give you minus points, which can lead to you going down in rank and eventually gaining negative ranks as well. Not something you'd find fun, unless you LIKE to be a bad person.


If someone gets below 0 points and continues to lose them, the government/s will resign them as an official Alliance and order their disbandment, or at least keep a better eye on them. Some are simply tracked, others attempt to run out of the public AND government eyes, and others just cause crimes. The latter Alliances usually have posters placed up of them for Outlaw Tasks, but it's a little more complicated than it looks. Some of these criminals have broken laws or did bad things because they were forced to, maybe due to someone blackmailing them or they wanted to stop something from happening and had to perform a drastic move to do it, and this has lead to others being reluctant to accept these Tasks, because they know (or believe) some of these people don't deserve to be locked up. Others are simply too scared to tackle criminals, but the rest are more than willing, either wanting to make money, get famous or are naive. People have sometimes made arguments, complaints and even riots about this issue, most of which have been ignored or taken down in order to prevent further unrest, which more often than not merely causes it to spread. Luckily this sort of thing isn't very common around the majority of Aterr, though you may find it happening in places you wouldn't expect it to...


On a different note, Alliances that have gotten a high amount of points and higher ranks are often treated like celebrities, which they usually are. These people have either earned their ranks through doing many Tasks or accomplishing other feats that impressed many people, and as such have earned high places in the world. As you can expect though, not every one of these Alliances are so good. Some are stuck-up and cocky because of their high ranks, others are distant to "lowriders" (one of many names they have for lower-ranking people), and others sometimes abuse their authority. Another similarity this society has with ours, but again, not TOO widespread. It can be hard to deal with though...


(Fun Facts:

- The rank system and Tasks are based off of the ranks and jobs from the Mystery Dungeon series.

- The idea for negative ranks and doing bad stuff came from the alignment system in the InFamous series.)


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The Subalxeceli

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Standing up from one of the oceans of Aterr is a space elevator with seven gigantic segments attached to it. This is the Subalxeceli, and it stands as one of the many wonders of the world. It's also where the CAP is led from. It was made as another part of the AUE to act as something to bring them together. The seven segments are each for a Champion from every continent, though the only empty one so far is the one furthest up, for Nicatretca, which doesn't yet have an Aterr League or even an Aterr Management. These segments also have hubs where former and current Champions are recorded (essentially second Halls of Fame), and where stuff on their continents can be checked and recorded too. They also act as places for them to rest. The elevator was only recently finished, but it already has a ruler; in the EIGHTH segment that floats above it, the Seltevco, lives the Monarch, a being above even the Champions that serves as the leader of the CAP. Their elemental power and combat abilities are far beyond any of the Aterr Leaguers (especially since they are made to bear the Omni-Element), while their political power is far beyond any of the Aterr Managers. There can only be one Monarch at a time, and so far there has only BEEN one Monarch, who trains arguously and endlessly while enforcing his laws on the world. He goes by the name of Craltis Borai, but he doesn't work alone.


After he rose to power in the Subalxeceli, Craltis created an inner circle called the Lorefighters, who are basically his own Vanguard. They act as guardians of the Subalxeceli and enforcers of Craltis's will while on Aterr, and are not to be taken lightly. Each of them has power and capabilities equivalent to a Champion's, and they've been disciplined to a fanatical level by Craltis himself, meaning you don't want to cross them. They bear the authority of a Champion too, so you can't speak out against them so easily if you disagree with something. That something will most likely be one of the harsh training regiments Craltis has come up with, which he sends the Lorefighters to spread around Aterr in the hopes of producing vastly powerful Alliances, though most of the time people and Pokemon wimp out or get too injured from these regiments, and are sadly not compensated for it.


To put it lightly, Craltis is a tyrant, and he has been ignoring the plights and arguments of the CAP while furthering his goals. They're not even allowed to visit the Subalxeceli without a very good reason, which has more or less become Craltis's fortress. If he is allowed to continue, he could very much spell a time of great turmoil among Aterr, just like millennia ago...But he's sadly not the only threat to its safety...


(Fun Facts:

- Subalxeceli and Seltevco mean "lair of the seven stars" and "eighth star's space" in Latin.

- The term Monarch comes from Pokemon Journeys. I thought about the Neoverse having its own Monarch and Monarch-based system, thus I came up with this.)


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Alternate Forms of Cruia

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Cruia normally appears as flowing energies, with their colour indicating what elements they control/embody. But they can come in other forms too, which are highly sought all around the world.


The first kind is Crystia, which is basically crystallized Cruia. How this happens isn't very clear, but it supposedly has to do with the flow of Cruia suddenly stopping and gathering together in one place, after which it becomes solid. Crystia appear as different jewels, which made people give them the nickname "Fragment Gems" after the Source Gem. They are normally found underground, in caves or even out in some open areas, and are mined a lot to be used as power sources. Crystia bear more power than normal Cruia, due to being a confluence/focus of the stuff, though they're hard to ABSORB Cruia from. This is why they're broken down and made into liquids, gases or even returned to energy form, though it tends to flow away when in the latter form, so it's mostly made into the former two. Speaking of which, one of them's up next.


The second kind is Floia, a name earned from how the Cruia flows around like water or general liquids. In this state they can have soft, gentle appearances or thick, creamy appearances depending on what element they were, and can be drunk or washed over you, though only the former method really works since the liquid needs to be consumed in order for it to have an effect on you. In society, Floia is usually a type of special drink or drink addition that can give those who drink it differing power-ups, as well as quench their thirst (and in some cases, hunger) when they need to. Floia isn't just made though; some rivers, lakes and even parts of oceans are made of Floia. Obviously normal watery rivers are Floia, though rivers of magma, poison and other liquids also count as Floia. Studies have also shown that while in this state, they can contain but not absorb other kinds of Cruia into them, meaning you could be drinking or swimming in other elements! This could also give it different properties, hopefully not harmful ones...


The third kind is Mistia, the gaseous variant and the rarest out of them all. Like Floia, Mistia can be either soft and thin or thick and rough depending on what element it was. A lot of Mistia is usually poisonous gases emitted from certain Aterrians or from factories, while the rest is either fog or plain mist. The former is what causes the planet's greenhouse effect, as you can expect. They can be absorbed either quicker or slower depending on its weight, but it's usually recommended that you DON'T. Absorbing Mistia can make you cough a bunch or even sick, and not just because of the majority of it is poisonous; like Floia, Mistia can take other Cruia into it, which gives it different properties depending on the element/s. This can make it harmful to absorb, as the element/s can mix unstably with your own Cruia and cause disorders. For this reason, Mistia is avoided the most out of all the forms.


Because of its amazing worth, some people search hard for Cruia to make themselves stronger...or to make a profit. Many people have caused crimes in order to horde Cruia, such as attacking mining sites and stealing the Crystia obtained from it, sucking bodies of Floia dry for their power, and venturing into Mistia to infuse it with Cruia or merge it with other Mistia to create stronger forms. These people are called Cruiscum, and are one of the most common types of criminals put up for capture on Outlaw Tasks. They often travel in groups, acting like bandits by attacking passerbys and stealing whatever form of Cruia they have on them, including Pokemon. They may even try to absorb the Cruia from other people, if they're capable of it. Like any underworld, Cruiscum vary in terms of their threat and plans, and their locations aren't always known, but many Alliances offer their help in trying to take these people down. The success has been...mixed, and some attempts have even backfired with the Alliances getting captured instead and used as Cruia bribes. Some people steal Cruia so they can use it to get money off of others, being possibly the most petty out of all Cruiscum, but still dangerous. Stuff like trafficking Pokemon and causing slaughters are also things they do, as they can harvest the Cruia from Pokemon using devices they possess, and Aterrian lifeforms let out a lot of Cruia when they die as their bodies eventually disappear, which the Cruiscum take with them. It's like battling, but much more gruesome, as they're not just ending lives with these actions but taking them.


So, all in all, Cruia is a resource held in high esteem, be it out of respect, fear or interest.


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Humans and Pokemon Biology

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Since I've already explained a lot of stuff they share, I'll just be talking about some miscellaneous stuff.


Starting off, I mentioned Pokemon have ages in Part 3, which are influenced majorly by their Stages, but what I DIDN'T mention is that they're related to how they act, not what their actual age is...kind of. Both humans and Pokemon are categorized by their physical age and mental age. They have different age ratings depending on how young they act, which are:

  • Newborns: Aterrians who have just been born in some way, and have no knowledge of the outside world. Physically 0-2 year-olds.
  • Children: Usually small and weak Aterrians, like human children or First-Stage Pokemon. Physically 3-11 year-olds.
  • Adolescents: Usually medium-sized Aterrians who have developed somewhat, but are yet to fully mature. Physically 12-17 year-olds.
  • Adults: Aterrians who have fully grown and matured a lot. This is the age when Pokemon are able to breed. Physically 18-39 year-olds.
  • Grown Adults: Adult Aterrians who have lived for some time past Adolescent and learned even more than before. Physically 40-69 year-olds.
  • Oldies: Aterrians that have lived a long time and seen much. Physically 70-99 year-olds.
  • Relics: Very few Aterrians possess this category. Those who have lived for at least a century earn this title, and tend to possess more knowledge than anyone. Physically 100-??? year-olds.

Physically, an Aterrian's age can be told with ease, though mentally, it depends on how smart they act. You could very easily find a First-Stage Pokemon that looks rather young, but has actually lived for a longer time and knows more than you'd think. These Pokemon are mostly Revised ones who have been able to perform the process on their own.


One question you may be asking is "Where does an Aterrian's power come from?" From their hearts. While Originals seem to lack control over it, both humans and Pokemon produce and control Cruia from their hearts, which also keeps them alive (obviously). With every pump they make, they send Cruia throughout the body and to where they need to go; if the bearer is attacking with their hands, the Cruia goes into the hands; if they're shooting beams from their eyes or mouth, the Cruia goes into their head; if they're producing something from their...um, nether regions, the Cruia goes to there. The neat part is the heart can produce infinite amounts of Cruia, just like the Crutinar, but at a steadier pace of course, since it's not constantly used up. Each heart starts off with a certain amount of "space" inside them, which is how much Cruia they can create/hold until they hit their limit. This space can be expanded by absorbing Cruia and letting it meld with the heart's space, allowing it to produce more Cruia of its own. This is also how Aterrians restore their energies when they're depleted. The expanse of the heart's space also plays into something else they have, called Cruia Codes.


These genetic/cybernetic codes extend into "trees", which are comprised of Cells. When a Cell is embued with enough Cruia, it becomes more active and gives the bearer something new, like increased strength or a new Move or even slightly transforming them, depending on what they got. Cruia Codes (and by proxy, heart spaces) expand whenever an Aterrian Levels Up, but their further expanses vary between humans and Pokemon. With humans they expand further whenever a "tree's branch" has been fully activated, while Pokemon's Cruia Codes gain a whole new ring of Cells when their Tier increases. This ensures that both sides can continue growing even after they've reached max Level/Tier. It's a very handy thing, but Pokemon seem to be more limited due to having mastery over only a few elements. Meanwhile humans, who start off with none (most of the time), can master any element, and any they DO master only strengthens certain parts of the Cruia Codes, adding to them even. The possibilities are plentiful.


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That's it for this Part. The explanations are continued here. https://crashcourse81.newgrounds.com/news/post/1309516


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