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Chapter 2 - Zapthar information

The Day Before the 16th Birthday of the Two Princes

It was the day before the 16th birthday of the two princes from the Aurelius family. The palace was full of joy as preparations were underway for the grand celebration the next day. However, late that night, Lord Aeron summoned his sons to his chambers. Alaric and Kaelen, puzzled by the late-night summons, exchanged confused glances. They knocked on the door, and Lord Aeron called them in. They entered and bowed to their father.

Lord Aeron wished them long life and success in their pursuit of power. The princes, eager to know why they were called at such an hour, asked in unison, "Why did you call us here tonight?"

With a calm expression, Lord Aeron replied, "You know, you are above others your age, not only because of your genes but because of something far more significant. In Zapthar, people can alter their genes through the use of their powers. But the true reason you are destined for greatness lies in your bloodline. You are descendants of the Aurelius family. We bear their name because everything we have—our power, wealth, and respect—is a gift from our ancestors. They were among the eight strongest individuals in Zapthar's history."

Alaric and Kaelen listened attentively, respectfully silent as their father continued.

"The Aurelius family, along with the other seven powerful families, divided Zapthar into eight territories. One of those territories is ruled by us. Tomorrow, you both will leave our kingdom and assume new identities. You are not to use our family name for personal gain. You will collect experience and power on your own."

The princes nodded, and Lord Aeron's tone became more serious.

"Before you leave, I want to give you some basic information about Zapthar. Listen carefully, for you must be prepared. No one can protect you once you leave. The world is vast, and the dangers are many."

Lord Aeron then began to explain.

"Our planet, Zapthar, is divided into eight main territories, each ruled by a different powerful family. There are also some unclaimed lands and hidden secrets throughout Zapthar."

The Eight Territories of Zapthar:

Aurenvale – Known as the "Golden Land," a prosperous and lush territory, rich in resources and power. It belongs to us.

Cindralis – A volcanic region ruled by fire-wielding lords, famous for its molten landscapes and unyielding warriors.

Vyrathyn – A cold, mountainous domain shrouded in mist, home to the strongest elemental users of ice and wind.

Nytheris – The shadowy, mysterious land of night, known for its assassins and masters of dark energy.

Solaryn – A sunlit desert kingdom where light and heat-based powers dominate.

Mythros – The ancient forest territory filled with magical creatures and druids who wield nature's energy.

Zephyros – A coastal and island-based region, ruled by masters of water and air, blending seafaring power with mystical arts.

Tharondor – The central and most fortified region, known as the "Seat of Kings," where political power and the strongest warriors converge.

Levels of Power in Zapthar:

Novis

Basic energy manipulation (e.g., small sparks or a faint glow of power).

Enhanced physical attributes (slightly stronger, faster, or more durable than normal).

Ability to sense the presence of energy in the surroundings.

Adeptis

Minor elemental control (e.g., creating small flames, moving water, or stirring the air).

Limited self-healing (can heal small wounds or recover faster).

Improved senses (e.g., sharper vision, hearing, and awareness).

Praetis

Intermediate energy control (e.g., forming small energy shields or projectiles).

Resistance to environmental extremes (e.g., withstanding cold or heat for longer).

Enhanced agility, allowing faster reaction times or minor acrobatics.

Fervan

Control over advanced elements like lightning or frost (though still limited).

Minor telekinesis (lifting small objects with the mind).

Improved endurance, allowing the individual to fight or move for hours without tiring.

Ascendia

Advanced energy manipulation, such as creating energy weapons or barriers.

Control over surroundings, like altering terrain (e.g., shaping earth or summoning winds).

Minor teleportation (short distances).

Vorithar (Flight Stage)

Ability to fly with complete control over speed and direction.

Mastery of an element, such as creating storms or massive fireballs.

Energy-based healing (can heal themselves or others of significant injuries).

Zenathar

Control over light or shadow, bending them to conceal themselves or blind enemies.

Creating massive constructs from energy, like barriers, weapons, or even temporary allies.

Immunity to lesser elemental attacks and minor invincibility in battle.

Eminar

Aura manipulation, allowing them to project fear, calm, or other emotions.

Time-slowing abilities for short bursts (can manipulate time perception slightly).

Advanced telekinesis capable of moving massive objects.

Mythralis

Creation of illusions or altering reality in small areas.

Summoning energy-based creatures or avatars to fight alongside them.

Ability to manipulate weather on a large scale, summoning storms or calming the skies.

Hevarin (Peak Power)

Total elemental mastery, controlling multiple elements simultaneously.

Regeneration, allowing them to recover from almost any wound.

Energy fusion, allowing them to absorb and redirect attacks.

Aetherion (Ultimate Godlike Power)

Reality manipulation on a large scale (e.g., altering landscapes or creating new structures).

Cosmic control, such as pulling power from stars or bending space itself.

Immortality and invulnerability to all but the rarest, most divine forces.

Becoming a living embodiment of Zapthar's source of power, capable of shaping the destiny of the entire world.

"Our ancestors reached the level of Aetherion," Lord Aeron concluded.