NAME:Profound Heaven Realm
It's a vast planet like world 100 times larger than earth with 4 continents that cover 30% of the planet and the other 70% is covered in water, two of the continents are stationed at the eastern side of the planet and the other two at the at western side.
CONTINENTS:
1. Eastland – A vast human continent ruled by ancient empires and powerful sects. Known for its rich martial heritage and endless political intrigue.
2. Westland – Another human continent, more rugged and warlike. Its people value strength over tradition, and its lands are scarred by countless battles.
3. Darkland – Home to demons, devils, and twisted cultivators. A land of eternal gloom where the sky is always choked with black clouds.
4. Wildland – An untamed continent overflowing with colossal beasts, ancient ruins, and uncharted territory. Few who venture deep within return alive.
WESTLAND CONTINENT: [ MC'S LOCATION ]
This continent is divided into 10 regions and 5 of them is ruled by empires and the other 5 by martial arts sects.
1. Ironfang Empire – Region: Ironfang Plains – Militaristic empire famed for its armored cavalry and unyielding discipline.
2. Stormpeak Empire – Region: Stormpeak Highlands – Mountain strongholds and thunder-forged weapons.
3. Suncrest Empire – Region: Suncrest Fields – Fertile farmlands and radiant banners, symbolizing glory.
4. Frostveil Empire – Region: Frostveil Tundra – Cold northern empire, masters of ice-infused martial arts.
5. Emberfall Empire – Region: Emberfall Vale – Volcanic lands, warriors trained in fire cultivation.
6. Shadow Serpent Sect – Region: Serpent Marshes – Specialists in stealth, poison, and assassination arts.
7. Skyblade Sect – Region: Skyblade Peaks – Swordmasters who train atop the highest cliffs.
8. Stoneheart Sect – Region: Stoneheart Range – Martial artists with unbreakable bodies, rooted like mountains.
9. Silvermoon Sect – Region: Silvermoon Valley – Graceful but deadly fighters, blending beauty with lethality.
10. Crimson Fist Sect – Region: Crimson Sands – Fierce hand-to-hand fighters born in the burning deserts.
MARTIAL ARTS REALM:
1. Body Tempering Realm
Description: The foundation of martial arts. Training the body's muscles, bones, tendons, and organs through intense physical conditioning.
Power: Capable of overpowering normal men, breaking wooden weapons, and running faster than horses.
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2. Strength Forging Realm
Description: Focused on refining raw physical strength and stamina. Fighters here can exert several times human strength.
Power: Can punch through stone walls, leap several meters high, and fight for hours without exhaustion.
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3. Meridian Awakening Realm
Description: Awakening and opening the body's energy channels (meridians) to circulate inner force.
Power: Strikes imbued with internal power can shatter boulders; agility increases dramatically.
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4. Inner Force Realm
Description: Full mastery over inner force circulation, enhancing both offense and defense.
Power: Able to project force short distances, break steel with bare hands, and sense nearby killing intent.
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5. Martial Core Realm
Description: Condensing inner force into a "Martial Core" in the dantian, greatly amplifying power output.
Power: Can jump dozens of meters, shatter small buildings in one strike, and move faster than the eye can follow.
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6. Peak Human Realm
Description: The pinnacle of what a human body can achieve without stepping into the supernatural.
Power: Blows can topple large stone towers; speed surpasses arrows; reflexes rival a predator's.
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7. Earthbreaker Realm
Description: First step into superhuman territory. The martial artist's strikes can create shockwaves and their presence can crush weaker fighters.
Power: Can crack the earth with a stomp, leap across small lakes, and move at supersonic speeds.
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8. Skystride Realm
Description: Body light as a feather, allowing running across walls, water, and even short air steps.
Power: Speed reaches Mach 2–3; attacks can level small towns; control over "Martial Will" begins.
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9. King's Might Realm
Description: A martial king's aura dominates the battlefield; martial intent is sharp enough to wound opponents mentally.
Power: Can obliterate entire city districts in a single blow, move at Mach 10+, and kill from hundreds of meters away with intent alone.
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10. Voidstep Realm
Description: Movements blur between reality and nothingness, mastering battlefield control and long-range martial intent projection.
Power: Can wipe a city off the map in minutes, move at Mach 50+, and manipulate air currents and force waves.
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11. Worldshaker Realm
Description: Every move carries the weight of a natural disaster; space distorts faintly around them.
Power: Can destroy lands for hundreds of miles, cause earthquakes with a strike, and move near Mach 500; martial intent can crush armies.
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12. Martial Dao Sovereign Realm
Description: The peak of martial mastery. Complete harmony with martial intent and the Martial Dao itself, with partial control over space through sheer force.
Power: Capable of shaking continents, destroying thousands of miles of land in battle, moving thousands of times the speed of sound, and bending space to enhance attacks or defenses.
[ EACH REALM DIVIDE INTO 10 RANK ]
BATTLE TECHNIQUES RANKING:
1. Basic – Fundamental strikes and moves. Anyone can learn them.
2. Refined – Improved fundamentals with better precision and efficiency.
3. Advanced – Requires skill and control; often the mark of a trained martial artist.
4. Elite – Powerful techniques known to elite fighters; difficult to master.
5. Master – Signature moves that can dominate fights; rare outside great sects.
6. Grandmaster – Devastating techniques with huge battlefield impact.
7. Epic – Techniques that alter the flow of battle; can flatten dozens of foes at once.
8. Mythic – Legendary techniques from ancient masters; destructive over vast areas.
9. Heavenrend – Techniques that shake mountains and tear through the sky.
10. Worldbreaker – The absolute pinnacle; techniques that can scar continents and bend the laws of nature.
NATURAL TREASURES RANKING:
1. Common – Basic herbs, minerals, and beast parts with mild effects.
2. Uncommon – Improves vitality and slightly aids cultivation.
3. Rare – Hard to find; assists in breaking small bottlenecks.
4. Profound – Contains rich essence; useful for advancing early realms.
5. Heavenly – Greatly increases cultivation speed; highly sought after.
6. Sacred – Can heal mortal wounds or grant massive temporary boosts.
7. Legendary – Treasures known in myths; grants lasting increases in power.
8. Mythical – Born of extraordinary events; can change the fate of a cultivator.
9. Immortal – Appears once in millennia; can push a martial artist past their natural limits.
10. Ancient – Relics of a past era, saturated with forgotten energies; capable of influencing entire continents, but not yet at a world-shaping level
ARTIFACTS RANKING:
1. Wood – Simple, crude weapons or tools. Basic quality, common among beginners.
2. Bronze – Standard forged equipment, durable and reliable.
3. Iron – Well-made weapons and armor; strong enough for trained martial artists.
4. Steel – High-quality craftsmanship; can withstand great force without breaking.
5. Silver – Refined with rare materials; channels internal force better.
6. Gold – Precious-tier gear; boosts the wielder's power significantly.
7. Platinum – Elite artifacts forged by masters; may hold special abilities.
8. Diamond – Extremely rare; can unleash devastating attacks or provide incredible defense.
9. Mythril – Legendary artifacts from ancient eras; infused with unique martial intents.
10. Ancient – Relics of a bygone age, capable of shaking continents but not world-breaking.
[ EACH OF THE SAID RANKING FURTHER DIVIDED INTO LOW-GRADE-- MID-GRADE-- HIGH-GRADE AND PEAK-GRADE ]
CULTIVATION TECHNIQUES RANKING:
1. Common
2. Uncommon
3. Rare
4. Profound
5. Heavenly
6. Sacred
7. Legendary
8. Mythical
9. Immortal
10. Ancient
MC'S INFORMATION AND BACKGROUND:
NAME: Kael Draven
age:16
The mc is cautious and low-key and likes to hide in the shadows and slowly build strength and avoids conflicts if it can be avoided and if he is forced to make a move it will be thundres and he always uses fake identities.
SYSTEM ABILITIES:
1- GRIND: THE HOST WILL NOT HAVE ANY BOTTLENECKS AND CAN LEARN AND PROGRESSIN ANY TECHNIQUE AS LONG AS THE HOST WORKS HARD ENOUGH.
2- ENERGY ABSORPTION: THE SYSTEM GHATHERS ENERY DAILY AND CAN ABSORB DIFFERENT AMOUNTS OF ENERGY FROM NATURAL TREASURES.
3- DEDUCTION: HOST CAN USE SYSTEM ENERGY TO DEDUCE A TECHNIQUE TO HIGHER LEVELS AFTER REACHING PERFECTION IN THAT TECHNIQUE.
4- UPGRADE: THE HOST CAN USE SYSTEM ENERGY TO UPGRADE EQUIPMENT OR PILLS TO HIGHER LEVEL.