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World Bible

World & System Compendium – "Level Zero God"

1. Overview of the World

The world where hero reincarnates into is called Eryndor — a vast, medieval-style realm split into three interconnected planes:

1. The Mortal Realm – Lands of humans, demi-humans, and peaceful creatures.

2. The Wildlands – Monster-infested wildernesses, dungeons, and ruins.

3. The Abyssal Depths – Home of demons, corrupted beasts, and ancient evils.

Above them all is The Divine Expanse — the sky realm where gods dwell and manipulate the "System" that governs progression.

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2. The Level System

The System is a universal law, a divine creation that governs power growth for mortals, monsters, and even demons.

How Levels Work

All beings have a Level — representing overall growth potential and combat ability.

Levels are gained by earning EXP (Experience Points) from defeating enemies, completing quests, or fulfilling certain "fated" events.

Each Level grants Stat Points that can be allocated to core attributes.

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3. Core Attributes

Every being in Eryndor has six core stats:

1. STR (Strength) – Physical power and melee damage.

2. AGI (Agility) – Speed, reflexes, balance.

3. END (Endurance) – Health, stamina, resistance to fatigue.

4. INT (Intelligence) – Magical capacity, spell efficiency.

5. WIS (Wisdom) – Mana regeneration, perception, resistance to mental effects.

6. LCK (Luck) – Rare item drop rates, chance-based events.

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4. Human Ranks

While Levels are universal, humans are also recognized by combat ranks within society.

Civilian Ranks:

Novice – No combat training, Level 1–10.

Apprentice – Basic training, Level 11–20.

Journeyman – Capable adventurer, Level 21–40.

Veteran – Seasoned fighter, Level 41–60.

Elite Ranks:

Knight – Sworn defender, often sponsored by lords. Level 61–80.

Champion – Renowned warriors, Level 81–100.

Hero – Chosen by fate or gods, Level 101–150.

Legend – Mythical figures, Level 151–200+.

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5. Creature & Demon Ranks

Creatures and demons have their own hierarchy based on Threat Rank — used by guilds and kingdoms to classify danger.

Common Threat Ranks (lowest to highest):

F – Harmless wildlife (deer, rabbits).

E – Small predators (wolves, boars).

D – Dangerous beasts (dire wolves, giant snakes).

C – Strong monsters (ogres, trolls).

B – Deadly threats (wyverns, ogre chieftains).

A – Region killers (dragons, liches).

S – City destroyers (demon lords, ancient titans).

SS – Nation killers (primordial demons, elder dragons).

SSS – World-ending entities (fallen gods, abyssal monarchs).

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6. Power Measuring System

To make comparisons between humans, creatures, and demons easier, the world uses a Universal Power Index (UPI).

Formula:

> UPI = (Average of all Core Stats × Level) × Rank Modifier

Example:

A Knight (Rank Modifier 1.5) with average stat 50 at Level 70 →

(50 × 70) × 1.5 = 5,250 UPI.

This lets guilds and armies determine combat value regardless of species.

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7. Tiers

Tiers are qualitative stages of evolution in power. Unlike Levels, Tiers reflect fundamental changes in a being's body or soul.

Tier Progression:

1. Mortal Tier – Regular humans, animals, and low monsters.

2. Enhanced Tier – First stage of superhuman strength; magic possible.

3. Elite Tier – Body and mana core refined; abilities manifest.

4. Mythic Tier – Legendary resilience, near-immortality.

5. Divine Tier – God-like powers, can alter natural laws.

6. Abyssal Tier – Demonic corruption surpassing divine boundaries.

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8. Guilds

Guilds are organized associations for adventurers, mercenaries, scholars, and hunters.

Types of Guilds:

Adventurer's Guild – Handles monster contracts, dungeon raids.

Mercenary Guild – Offers paid military service for wars or personal hires.

Mage Guild – Regulates magic research and spell trade.

Explorer's Guild – Focused on cartography, ruins, and artifact recovery.

Beast Hunter's Guild – Specializes in high-threat creature extermination.

Guild Ranking: (for members)

F → E → D → C → B → A → S → SS → SSS

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9. Abilities & Aspects

Abilities are unique powers gained through skills, magic, or blessings.

Aspects are innate traits tied to soul or nature, rarer and usually unchangeable.

Types of Abilities:

Physical Combat Skills – Sword Arts, Spear Techniques, Martial Styles.

Magic Skills – Elemental Casting, Arcane Manipulation, Summoning.

Utility Skills – Stealth, Tracking, Crafting, Healing.

Aspect Examples:

Dragon Aspect – Fire breath, scale skin.

Shadow Aspect – Stealth and invisibility.

Warrior's Aspect – Combat instinct, faster reaction.

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10. Hierarchy of Power

Mortal Hierarchy

1. Peasants & Laborers – No combat role.

2. Trainees & Apprentices – Learning trade or combat.

3. Knights & Soldiers – Military backbone.

4. Commanders & Captains – Strategic leaders.

5. Lords & Nobles – Landowners and political powers.

6. Heroes & Champions – Exceptional fighters recognized by kingdoms.

Divine Hierarchy

1. Minor Spirits – Localized deities, elementals.

2. Celestial Envoys – Messengers and warriors of gods.

3. Lesser Gods – Rule small aspects of reality (war, harvest).

4. Greater Gods – Control multiple domains and oversee mortals.

5. Prime Deities – Shape universal laws; direct control over the System.

Demonic Hierarchy

1. Imp Class – Mischief-causing pests.

2. Fiend Class – Low-tier warriors.

3. Overfiend Class – Commanders of demon legions.

4. Archdemon Class – Masters of regions in Abyss.

5. Demon Lord Class – City/nation destroyers.

6. Abyssal Monarch – Equals or surpasses gods.

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11. Places & Regions

Key Human Kingdoms

Avreth – Chivalric kingdom, heavy knight influence, strict nobility laws.

Sorindral – Mage-dominated realm with magical academies.

Dornhalm – Harsh mountainous land of miners and mercenaries.

The Wildlands

Emerald Veil Forest – Dense forest filled with C–A rank monsters.

Stonefang Ravine – Home to wyverns and ancient ruins.

Hollow Spire – Tower dungeon rumored to connect realms.

The Abyssal Depths

The Black Chasm – Endless pit spawning demons.

Crimson Wastes – Burning plains ruled by Archdemon Luthrix.

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12. Fortress Types

Fortresses are essential for defense against monster waves and demon raids.

Types:

Border Forts – Guard kingdom edges; medium size.

Sky Bastions – Floating fortresses maintained by magic.

Mountain Keeps – Impenetrable strongholds in cliffs.

Sea Citadels – Naval fortresses defending coasts.

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13. Gateways & Gates

Gateways are rifts or portals linking planes.

Gate Types:

Natural Gates – Randomly appear; highly unstable.

Dungeon Gates – Permanent portals inside major dungeons.

Abyssal Gates – Demon entry points; must be sealed by divine magic.

Divine Gates – Connect Mortal Realm to Divine Expanse; rarely open.

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14. Common Knowledge Among Adventurers

Never enter Wildlands alone below Level 30.

Always check a creature's Threat Rank before engaging.

Abyssal corruption spreads if gates are left open.

Divine intervention is rare — and often comes with a price.

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