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World Codex: The Age of Five Points

The world is governed by Five Points, an organization that serves as judge, jury, and executioner. Its power stretches across every nation, with each branch ruled by a Gold Marshal, or in rare cases, a Platinum Marshal.

These leaders answer directly to the Council of Five Points, attending mandatory meetings to report on crime, discuss jurisdiction, and receive new directives.

At any given time:

There are only five Gold Marshals in existence.

Of those five, only one can ever ascend to Platinum Marshal—a promotion so rare it is considered mythic.

The Council of Five Points

The Council dictates global law and order, and is divided into five specialized divisions:

Command Core – Strategic leadership and directives.

Combat Core – Oversight of military action and enforcement.

Apprehension Core – Arrests, detentions, and bounty oversight.

Medical Core – Healing, recovery, and biological research.

R&D / Intelligence Core – Technology, innovation, and surveillance.

Technology & Setting

The world's technology mirrors the Industrial Revolution era, though pushed further by steam power and electricity.

Cities: Radios, telephone booths, wired office phones, electricity, steam-powered trains, cars, and motorcycles.

Countryside: Horses and carriages dominate, though trains and boats are relied on for long-distance travel.

Hierarchy of PowerRanks of Authority

Marshals – The highest-ranking enforcers.

Sheriffs – Commanders beneath Marshals.

Deputies – Senior officers beneath Sheriffs.

This hierarchy functions separately from the officer star-rank system, which follows:

Bronze Star → Silver Star → Gold Star → Platinum Star

Star Badges: Sentient Order

Star badges are not just tools—they are living embodiments of order. Each badge contains a sentient being of order, granting supernatural abilities to its host but also retaining ultimate control over that power.

A badge shares a symbiotic bond with its host, coexisting rather than consuming them. However, only one god of order may reside within a user at any time.

Trials of Advancement

To ascend in power, an officer must confront their badge directly:

When promoted, the badge manifests its physical form.

The being matches the user's current strength, ensuring a true contest of will and power.

If the officer wins, the being acknowledges their worth, and the badge evolves (changing color to the next rank).

If they fail, the badge refuses to evolve, leaving the officer locked at their current strength regardless of official rank.

The Platinum Trial

The highest test of order:

A candidate must face all Gold Star beings in battle to prove themselves the strongest.

Alternatively, if the beings trust their chosen Marshal, the candidate may instead fight the four Gold Marshals themselves.

Council approval is required to begin the trial, but the final judgment belongs to the badges.

A Platinum Marshal is more than a rank—they serve as a placeholder for Noiro, the strongest of the gods of order, who vanished after his legendary clash with Amatsu-Mikaboshi. None of the other gods know his fate, and until his return, a Platinum Star fills the void he left behind.

Military Equivalence

Each rank corresponds to the might of entire military units:

Lieutenant → Platoon

Captain–Major → Company

Lieutenant Colonel → Battalion

Colonel → Brigade (1,000–3,000)

Deputy & Above → Corps

Maximum combat capacity by rank:

Bronze Deputy → 50,000

Silver Deputy → 100,000

Gold Deputy → 150,000

Bronze Sheriff → 200,000

Silver Sheriff → 250,000

Gold Sheriff → 300,000

Bronze Marshal → 350,000

Silver Marshal → 400,000

Gold Marshal → 450,000

Platinum Marshal → 500,000

Example: If a Lawman has a combat power of 100, then a Gold Marshal equals 45 million—a nearly godlike force.

Chaos Shards: Fragments of Madness

Scattered throughout the world are shards of Amatsu-Mikaboshi's shattered soul, known as Chaos Shards.

They are the antithesis of Star Badges—chaos incarnate, limitless in potential but corrosive to mind and soul.

A shard's strength is bound only by the user's willpower, creativity, and sanity.

Prolonged use inevitably drives most wielders into madness, consumed by chaos itself.

Unlike star badges, shards do not coexist symbiotically. They devour their host, and if someone acquires more than one shard, the chaos overwhelms and destroys their body.

Because of their volatility:

Not all outlaws wield shards.

But anyone discovered with one is instantly branded an outlaw, no matter their intent.

Bounty Hunters

Bounty hunters operate outside Five Points' hierarchy but are sanctioned to capture outlaws, dead or alive.

They usually join guilds, gangs, or organizations.

Each bounty hunter receives a Soul Brand, created by imprinting a star badge emblem onto their skin.

Unlike star badges, soul brands do not house gods of order.

They grant a single personal ability shaped by the hunter's soul, unique to them—ranging from lethal to non-lethal, powerful to subtle.

These abilities do not scale with rank, but can be applied in creative ways.

Tracker Eyes (Sub-Ability):Veteran hunters may awaken a secondary ability known as Tracker Eyes, which grants:

The ability to sense their targets.

Enhanced reflexes.

Recognition of other hunters' observed knowledge, creating a shared hive-mind of ability awareness.

The ability to gauge a target's strength by sight, though limited to what has been previously observed.

This makes hunters incredibly efficient—but still cautious, since they cannot know what has not been seen.

Bounty System

Bounties can be raised if a target grows stronger or commits additional crimes.

A bounty cannot be increased while the target is in custody, preventing hunters from exploiting the system.

Guilds or gangs with enough notoriety may claim exclusive jurisdiction over a bounty until the objective has either been failed, the time frame requested runs out, or they close their request.

The Council always retains the right to raise, lower, or erase bounties at its discretion.

The Hunter's Dilemma

Becoming a bounty hunter is a lifelong decision:

Once branded, the ability is permanent.

Hunters who quit—outside of death, age, or incapacity—risk being declared outlaws themselves, especially if their abilities are deemed too dangerous.

Because of this, many hunters pursue wealth, build organizations, and aim for retirement—or die trying.

Order vs. Chaos

Star Badges → Symbiosis with gods of order. Only one per host. Growth through trials. Represents discipline, structure, and law.

Chaos Shards → Fragments of a god's shattered soul. Limitless but unstable. Consumes its wielder. Represents destruction, madness, and freedom.

The world hangs in balance between these two forces, with Five Points enforcing order, Chaos Shards spreading unpredictability, and bounty hunters caught between, chasing coin, reputation, and survival.

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