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Prologue: The World of Dfeldo

In the arcane world of Dfeldo, power serves as the fundamental axis upon which all societal structures—whether sovereign, sectarian, or ideological—are constructed. This vast world is divided into two principal continents: Dechlien to the west and Marius to the east. These continental masses are separated by the tempestuous expanse of the Central Sea, whose depths are steeped in myth, mystery, and peril. Each continent has cultivated its own unique paradigm of power, the result of millennia of socio-political divergence and metaphysical specialization.

Dechlien: The Martial Supremacy

Dechlien is a land where the sanctity of the body and the sovereignty of martial prowess reign supreme. In this domain, magic is not only distrusted but actively suppressed in many regions. Power is measured by one's ability to dominate through force, and society is rigidly stratified by martial capacity. Geopolitical institutions rise and fall according to the tenets of strength, endurance, and martial doctrine.

The continent is dominated by four principal powers:

Drakesvait Kingdom – Known as the "Sword Kingdom," this militarized monarchy thrives on a culture of perpetual warfare. Under the iron rule of King Helmar Drakesvait, who rose to power through battlefield conquest, Drakesvait has become a bastion of mercenary culture and swordsmanship. Martial academies here emphasize individual combat and frontline command.

Malevron Empire – The hegemon of Dechlien, Malevron is a meritocratic autocracy ruled by Emperor Vardem Malevron II. Esteemed for its martial absolutism, the empire venerates cultivation supremacy and brutal internal trials. Its institutions are designed to produce elite warriors through exhaustive refinement of the body and spirit.

Principality of Glibert – A reclusive aristocracy ruled by Princess Isalara Glibert, Glibert functions through subterfuge and surgical violence. Specialists in assassination, poison, and espionage, Glibert's elite cultivate shadow-based techniques that favor invisibility, silence, and lethal precision.

Zenthara Empire – A fractured polity housing two diametrically opposed factions:

The Velzarim Cult: A demonic martial order devoted to forbidden arts, including soul-breaking footwork, carnage-based cultivation, and destructive martial philosophy. Its supreme ruler, Malgath Voruum, also known as the Crimson Tyrant of the Abyss, is seated at the Ultimate Demon Realm – True Stage, making him a near-unrivaled force.

The Solarvan Alliance: A righteous sectarian coalition championing sanctified martial arts, defensive cultivation, and protective ideologies. Led by High Saint Thalorin Veyas, the Alliance opposes the Velzarim Cult ideologically but mirrors their martial rigor in practice.

Although their philosophies diverge—demonic chaos versus virtuous order—both factions employ a common cultivation system, differing primarily in spiritual orientation.

Martial Cultivation Hierarchy of Dechlien

Martial cultivation is codified into a tiered hierarchy comprising eight formal realms, each representing a transformation in physiological strength, spiritual pressure, perception, and martial expression. Prior to entering these realms, a cultivator must master three preliminary stages of internal refinement:

Foundational Stages (Pre-Realm):

Bone Tempering – Refines and fortifies the skeletal system to withstand and transmit martial force.

Blood Pulse – Enhances circulatory dynamics to carry energy with explosive intensity.

Meridian of Fury – Unseals and activates meridians for unrestricted martial energy flow and the cultivation of intent.

These stages are not realms themselves but prerequisites that determine the success of subsequent breakthroughs.

Core Martial Realms:

Third Rate

Second Rate

First Rate

Master Realm(Early / Peak / True)

Grandmaster Realm(Early / Peak / True)

Mystic Realm(Early / Peak / True)

Ultimate Realm

Ultimate Demon(Velzarim Cult)

Ultimate Saint(Solarvan Alliance)(Early / Peak / True)

Heaven Master Realm(Early / Peak / True)

Each advancement in realm signifies exponential gains in all faculties. From the Master Realm onward, each sub-stage—Early, Peak, and True—marks a qualitative evolution. A True Grandmaster may overwhelm multiple Peak Masters, and so forth.

Only two individuals have reached the Heaven Master Realm in recorded history: the Demon God and the Immortal Saint. Their feats are considered apocryphal, their power unmatched.

The Founding Entities: Martial Myths and Pillars of Cultivation

The Demon God – Founder of the Velzarim Cult and progenitor of its martial doctrine. He authored the Demon God's Rebelling Arts, an 18-form martial opus unifying blade and sword disciplines into a transcendent martial scripture. He attained the Heaven Master Realm before vanishing from history.

The Immortal Saint – Founder of the Solarvan Alliance, embodying the ideal of saintly ascension through disciplined sanctification and spiritual purity. His mastery over defensive and restorative combat elevated him to the same mythic status.

Both disappeared centuries ago. Theories abound—some claim ascension to a higher plane, others suggest eternal slumber or dissolution into pure will.

Marius: The Arcane Counterweight

In contrast to Dechlien's martial supremacy, the continent of Marius is founded upon arcane knowledge and magical advancement. Here, magic permeates every facet of society, from government and education to warfare and infrastructure. Power is derived not from muscle but from mind and mana.

The continent comprises four major domains:

Holy Gramtis Empire – A divine theocracy governed by High Magus-Priest Velcaen Soltheim, where holy and celestial magic are dominant. Their mages often serve as clerics, judges, and war-priests.

Marintha Federation – A decentralized coastal federation ruled by Queen Neralia Vi Marinth. Water-based and atmospheric magic enhance their naval power and agricultural systems.

Vaeloria Magocracy – Ruled by the Council of Nine Circles, this realm is the pinnacle of scholarly magic. Each circle specializes in a unique magical discipline, including fire, ice, transmutation, and soulcraft.

Ayrethil Kingdom – A cold, enigmatic realm led by King Eryan Coldfang, where necromancy, spirit-binding, and glacial magic form the foundation of rule.

Magical Cultivation: The Nine Circles

Magical advancement in Marius is structured through a hierarchical system known as the Nine Circles of Magic. Each circle represents a distinct tier of magical mastery and control:

1st Circle Mage(Initiate) – Basic understanding of mana flow. Capable of casting simple elemental spells and requires incantation.

2nd Circle Mage(Apprentice) – Improved mana efficiency and spell control. Gains access to elemental shaping and basic enchantments.

3rd Circle Mage(Adept) – Begins specialization in one or more disciplines. Capable of sustained casting and rudimentary spell fusion.

4th Circle Mage(Scholar) – Proficient in mid-tier rituals, elemental conjuration, and magical theory. Often serves academic or advisory roles.

5th Circle Mage(Master Mage) – Gains recognition and authority. Able to manipulate magical environments and defend against multiple lower-circle opponents.

6th Circle Mage(High Arcanist) – Begins crafting sentient magical items and spatial spells. Respected across kingdoms.

7th Circle Mage(Arcane Lord) – Gains access to dimensional magic, elemental domain manipulation, and metaphysical control.

8th Circle Mage(Magus Supreme) – Capable of large-scale spellcasting affecting cities or landscapes. Controls multi-elemental fusions.

9th Circle Mage(Archmage) – The pinnacle of mortal arcana. Can reshape natural laws within their sphere. Few ever reach this level; those who do are considered sovereign forces.

Rumors persist of a Tenth Circle, but it remains unverified and shrouded in secrecy. Magical progression is tied to both talent and the capacity to expand one's mana core, elemental resonance, and mental threshold.

Geography and Elemental Divides

Central Sea – The barrier between martial and magical continents; home to tempestuous whirlpools, rogue leviathans, and spiritual distortions.

South Sea – A trench believed to contain remnants of ancient submerged civilizations.

North Sea – Arctic expanse inhabited by spectral beings and frozen anomalies.

West Sea – Borders four mystical islands containing secrets that transcend martial and magical traditions.

The Four Islands remain politically neutral and culturally cryptic. Each holds ancient legacies inaccessible by conventional means.

Temporal Epoch and Technological Status

The current era is the fifteenth century, analogous to Earth's Victorian Age, but heavily influenced by cultivation and sorcery. Technology is limited to runic railways, enchanted carriages, and basic mechanical constructs. Airships and industrial weaponry remain beyond reach.

Communication is maintained through magical runes, spirit messengers, and crystal networks. The geopolitical climate is tense, defined by uneasy truces, veiled threats, and ideological warfare.

This is the crucible into which a child shall be born.

A world governed by iron wills and blood-soaked oaths.

A world that remembers only strength and forgets the weak.

A world that, unknowingly, awaits the rise of the Lucius: Embers of The Abyss.

[End of Prolouge]

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