Marked Ones: Advent of the Demon Prince

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Synopsis

World Information

This is a reference chapter for those who need it regarding the power systems in this novel. Please start at "Prologue" for the beginning of the story.

*WARNING: SOME DATA HERE MAY INCLUDE SPOILERS*

Political powers:

Five Kings Union (Human)

 -Kingdom of Arcadios (Symbol, Golden Eagle on a Red Shield)

 -Wisteria Concord (Symbol: Wisteria flower)

 -Paede Kingdom (Symbol: Red Lion)

 -Keinydd Kingdom (Symbol: Black Coiled Python)

 -Kingdom of Docia (Symbol: Blue Griffon on a White shield)

 

Beast Kingdoms

 -Raleron (Symbol: Tiger paw)

 -Eroa ( Symbol: Roaring Bear)

 -Alorek (Symbol: 5 black claw marks)

 

Elven Kingdoms

 -Aedrider (Symbol: Crossed Hammers)

 -Haedda (Symbol: three silver feathers)

 

Far Shores: Mysterious nation of seafarers from beyond the mist that surrounds the continent on which the story takes place. There is no dedicated symbol; all Far Shores citizens are heavily tattooed.

Power Systems:

Warrior and Mage Ranks:

 -Novice

 -Beginner

 -Intermediate

 -Advanced

 -Master

 -King

 -Empyrean

 

Marks (based on standard threat level of the mark itself, does not determine ones ability to utilize the skill. IE someone with a basic mark of speed, might be able to combine it with master level sword arts to defeat an Empyrean level swordsman)

 -Basic

 -Abnormal

 -Lethal

 -Unknown (Marks that have not been seen before, or their potential for harm is -unquantifiable)

 

Monsters: Each rank up is generally a 2 times increase in base power. At S-Rank this rule breaks down as monsters can scale to unquantifiable levels of power.

 -F-Rank

 -E-Rank

 -D-Rank

 -C-Rank

 -B-Rank

 -A-Rank

 -S-Rank

 

Magic Weapons: Strength level of magic effect multiplies 2 times per rank of item. IE fire damage of a common fire dagger would be 32 times stronger at divine level

 -Common

 -Uncommon

 -Rare

 -Legendary

 -Ancient

 -Divine

 -Primordial

Magic

-Elemental Magic: Fire [Flamma], Water [Aqua], Wind [Ventus], Earth [Terra]

-Transcendent Magic: Magma [Eruptio], Ice[Glacies], Thunder[Tempestas], Metal [Ferrum]

-Other: Light [Lux], Dark [Umbra], Enchantment, Identification

Important Magic information:

-Physical Mana: Mana that powers Arts

-Metaphysical Mana: powers Magic

-Mana Manipulation: Able to change how a Spell or Art is generated after activation. Can change where in the body the mana is focused and manipulate some of the way the spell works.

- Channeling: pure control of mana at the base level. Able to over-power or under-power Spells/Arts. Voiceless casting of Arts and Magic. Can use 100% of possible mana in body, to the point of even causing death. Also able to funnel Physical and Metaphysical mana into either Arts or Magic with impunity