The Four Power Systems of the World
In this world, power manifests in four distinct forms, each shaping society, warfare, and destiny in unique ways:
MAGIC
Magic is the foundation of supernatural arts—spellcasting, potion brewing, and the manipulation of reality through mana.
What sets each mage apart is their "FACTOR"—a personal attribute that defines the nature of their magic. It's more than just elemental affinity; a Property shapes how a mage perceives and interacts with the world. While examples will unfold gradually, by Chapter 14, the main character's unique Property will offer a clear understanding of how powerful and individualistic these traits can be.
Casting a spell requires absolute control over mana, the lifeblood of all mystical activity. Mages must shape their intent so precisely that the invisible becomes visible—thought becoming reality.
There are Nine Circles of magical mastery. Each circle represents a leap in power and understanding. Only those who reach the Ninth Circle earn the title of Archmage, transcending the limitations of ordinary magic.
AURA
Aura mirrors magic but bends instead of working with it. It disrupts the natural laws, rather than following them.
Where magic might summon fire from understanding combustion, Aura simply forces it into existence through sheer will and strength.
Aura enhances the physical. It's the domain of warriors, assassins, archers, and those who turn their bodies or weapons into catalysts. With Aura, one can slice mountains, shatter mana fields, or stand alone against armies. If magic is refined artistry, Aura is raw dominance.
UNIQUE GIFTS
These are innate, unnatural powers—traits no ordinary human should possess. They aren't learned, trained, or acquired. You're either born with a Gift… or you're not.
Some Gifts are subtle, like accelerated regenaration.
Gifts are rare. But as the story progresses, more individuals bearing these strange abilities will emerge—each more bizarre and powerful than the last.
KNOX
Knox is the divine edge, a power closer to godhood than humanity. It's not something you can train for or inherit. To obtain Knox, one must survive the Labyrinth—a mysterious and deadly proving ground where even the worthy often fall.
Those who conquer it earn powers that affect existence. But to succeed, one needs more than strength. They need luck beyond imagination.
Knox changes everything. A single wielder can rival nations.
THE WORLD — THE WESTERN CONTINENT
Currently, the story is set on the Western Continent, a vast land divided into eight kingdoms. Each kingdom has its own:
King and Nobility
Culture and Traditions
Ancestral Lineage tied to ancient heroes
Rather than revealing everything upfront, each kingdom's identity and secrets will unfold naturally as the story progresses. You'll meet their rulers, learn their customs, and uncover the legends that shaped them—one chapter at a time.
