Ranks
Defines social standing or power class in both the mortal world and combat hierarchy.
Noble Ranks: Commoner < Knight < Baron < Viscount < Count < Marquis < Duke < Archduke < Prince < King < Emperor
Power Ranks (Combat): Tier-0 Tier-1 Tier-2 Tier-3 Tier-4 Tier-5 Tier-6 Tier-7.
Rank is earned through trials, recognition, conquest, or divine favor. Higher tiers often require achievements, bloodline activation, or breaking a "limit."
Talent
A measure of one's innate potential for growth in a specific discipline—be it combat, magic, or craftsmanship.
Grades: F, E, D, C, B, A, S, SS, SSS
Rare talents may only awaken under stress, ritual, or life-or-death events.
Some talents manifest visually (flames, eyes, aura flare); others are subtle (luck, timing, intuition).
Bloodline
Inherited power through lineage. Affects physical traits, elemental affinity, growth potential, and occasionally personality.
Ranks: Mortal < Lesser < Noble < Grand < Imperial < Divine < Ancient Primordial
Bloodlines can remain dormant until awakened through rituals, trauma, combat, or spiritual inheritance.
Some bloodlines mutate or corrupt the user if misused. Others may "consume" weaker hosts.
Arts
Martial disciplines refined into systems of internal or external combat. Often passed down through clans, sects, or weapon schools.
Ranks: Basic < Disciple < Adept < Expert < Master < Grandmaster < Forbidden
May include Movement Arts (footwork, stealth), Breathing Arts (internal circulation), and Weapon Arts (sword, spear, unarmed, etc.)
Training multiple arts risks "Spiritual Clash," unless properly harmonized.
Spells
Codified magical expressions powered by Mana. Often require incantation, focus, and willpower.
Ranks: Novice < Adept < Excpert < Master < Arch < Forbidden
Spells are divided by School (e.g. Flame, Ice, Illusion, Space, Necrotic).
Forbidden Spells are outlawed in most empires due to mass destruction, soul tampering, or reality distortion.
Aura
Manifestation of soul power, typically cultivated by martial warriors rather than mages.
Used to boost speed, strength, perception, and killing intent.
Ranks: Dormant < Lesser < Small < Great < Greater < Large < Immense
Unique Aura Types (e.g., Blood Aura, Death Aura, Flame Aura) may unlock special techniques or Aura Forms.
Aura control is essential in high-tier combat to resist fear, pressure, or divine coercion.
Mana
Mystic energy drawn from nature, spirits, or the user's own core. Mages refine and circulate mana through internal pathways.
Ranks: Impure < Thin < Refined < Dense < Crystalized < Huge < Grand
Mana rank determines casting power, spell layering, and range.
Overdrawing leads to soul instability, circuit burns, or arcane backlash.
Weapons
Forged instruments of war, judged by craftsmanship, enchantment, and spirit attunement.
Grades: Crude < Basic < Fortified < Enchanted < Blessed < Relic < Mythic < World-Forge
Some weapons awaken sentience, demand blood rituals, or "bond" with their wielders.
Spirit Weapons evolve with the user. Relic Weapons typically have a kill count—or a title.
Armor
Defensive equipment forged from steel, leather, or beast-hide. Some incorporate magical or alchemical elements.
Grades: Crude < Basic < Fortified < Enchanted < Blessed < Relic < Mythic < World-Forge
High-grade armor often contains glyph arrays, aura shielding, or elemental resistance.
Monsters
Beasts, aberrations, and unnatural horrors that exist outside the civilized world. Monsters vary in intelligence, threat level, and origin.Some are born of nature. Others are products of curse, failed experiments, or summoned abominations.
Monster Classifications:
Beastkin – Natural predators enhanced by aura or mana. Examples: Dire Wolves, Flame Boars.
Magical Beasts – Born from mana-rich environments. Often elemental. Examples: Thunder Elk, Glacial Serpents.
Aberrants – Twisted, mutated lifeforms. Often born from failed rituals, curses, or the Abyss. Examples: Fleshmelt Slugs, Blood Wasps.
Undead – Reanimated corpses, ghosts, or soul-bound entities. Typically weak to divine and fire arts.
Constructs – Artificial beings powered by runes, spirit cores, or lost technology. Examples: Golem Brutes, Steel Sentinels.
Dragontouched – Creatures bearing dragon blood or influence. Often intelligent, extremely dangerous.
Eldritch – Foreign entities from beyond the known world. Typically immune to logic and pain. Sanity damage likely.
Boss-Class Monsters – Named threats with territory, spawn cycles, and unique abilities. Slaying one may alter the ecosystem.
Threat Ranking System:
Rank F: Harmless or low threat (Slimes, Giant Rats)
Rank E-D: Local threats (Pack predators, low-tier undead)
Rank C-B: Capable of killing trained fighters. Often lead packs.
Rank A: Regional disasters. Requires squads or elite adventurers.
Rank S: National threat. Kingdoms prepare for years.
EX: World-altering. May require divine intervention.