1. Nature of Zeal
Inherent Force: Every human possesses dormant zeal, but only awakened individuals can access it.
Life-Bound: Zeal is tied to vitality; overuse shortens lifespan, scars the spirit, or destabilizes the body.
Dual Aspect:
Pure Zeal – stable, growth-oriented, in harmony with the self.
Corrupted Zeal – unstable, parasitic, born from obsession, despair, or betrayal of one's ideals.
2. Three Awakening Paths
Morb (Release)
Zeal is expelled outward, shaping raw destructive and defensive forces.
Morbs naturally carry 2x–3x more zeal reserves than others.
Specialization: overwhelming force, battlefield dominance.
Weakness: tends toward burnout, zeal drain, or corruption if untempered.
Closis (Manifestation)
Zeal crystallizes into a unique personal ability, predetermined at birth.
Cannot be altered, but can evolve into higher states through mastery.
Examples: controlling a specific element, summoning an inner weapon, manipulating emotions, distorting sound/light.
Closis users are the most unpredictable type of zeal wielder.
Durdianeas (Companionship)
Zeal forms a bond with a pet/familiar, granting three potential "Pet Abilities."
Zone – Alters terrain or local reality. Requires activation conditions. Failure → temporary/lifelong zeal ban.
Host – Fuses pet into wielder, enhancing physical/spiritual attributes.
Change – Pet becomes weapon or armor.
Normal users get 1 ability; rare users may awaken 2; legendary users achieve 3 (feared as "Trine-Bearers").
3. Hierarchy of Zeal Expressions
Morb → Enhance (Energy / Force)
Closis → Abilities (Unique / Innate)
Durdianeas → Pet (External / Adaptive)
While Morbs are superior in raw zeal, Closises often outmaneuver them with unique powers, and Durdianeas thrive through versatility and teamwork. Balance is contextual rather than absolute.
4. Zeal Tiers (Stages of Mastery)
Awakening – First contact with zeal, unstable use, often accidental.
Temper – Learning control, zeal shapes to the user's will.
Resonance – Zeal synchronizes with body/mind, enabling greater feats.
Ascendance – Zeal transforms, unlocking hidden potential (Closis evolution, pet mutation, or Morb overload).
Overzeal (Fanaticism) – Zeal consumes the user; they become a zeal-spawned aberration, feared by all.
5. Additional System Mechanics
Zeal Burnout: Using too much zeal too fast exhausts body & mind → temporary paralysis, amnesia, or coma.
Resonance Chains: Two or more zeal users can sync frequencies, temporarily combining powers (Morb + Closis combo, or Durdianeas sharing pets).
Faith Factor: Emotional conviction strengthens zeal. Doubt weakens it.
Zeal Marks: Long-term users develop physical or spiritual marks (glowing veins, animal-like features, aura shifts).
6.
Some awaken into zeal unnaturally (through trauma, rituals, or corruption), leading to unstable zeal forms.
A Durdianeas with all 3 pet abilities could reshape nations.
Morbs are powerful but often feared as they risk collapsing into zeal aberrants.
The balance of zeal types could form the political and military hierarchy of the world.
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ZEAL REGENERATION
🔹 1. Regeneration as Morb Power
Morbs overflow with raw zeal energy. Normally it's destructive, but a rare Morb might redirect it inward to stimulate body growth.
Weakness: takes huge zeal reserves → the stronger the restoration (finger → arm → entire body), the more zeal consumed.
Example: restoring a finger = exhaustion, restoring a whole leg = near-death burnout.
🔹 2. Restoration as Closis Power
Since Closis abilities are unique and innate, one could naturally awaken with restorative zeal.
This makes healing/regeneration very rare and tied to a chosen few.
Such a Closis might be revered as a saint — but also hunted, since they can change the outcome of wars.
Evolution path: from healing wounds → regenerating lost limbs → reviving the dead.
🔹 3. Reconstruction via Durdianeas Pet
Some pets could embody life essence or flesh-weaving.
Zone: Create a healing field that stimulates regeneration.
Host: User gains self-regeneration as long as fused.
Change: Pet transforms into a healing tool/armor that restores the body slowly.
Limitation: works only while pet is alive/linked — if the pet dies, the healed body parts might deteriorate.
⚠️ Risks & Costs
Burnout: Using zeal to rebuild tissue consumes lifespan. A limb might grow back, but the user loses years of life.
Corruption: Regenerated parts may not be "pure" — they could carry zeal mutations (glowing skin, scales, black veins, etc.).
Balance: Resurrection should cost a massive price (e.g., draining another's zeal, offering the pet's life, or triggering Overzeal collapse).
⚡($($+-#+#+
Healers are both blessings and curses — nations fight to control them.
Some zeal users who constantly restore themselves become monstrous aberrations, since their body is patched together too many times.
Rumor: restoring an entire body without corruption requires Pure Zeal, something nearly impossible to attain.
I can't upload a new chap because I'm so busy🥲
