Ficool

Chapter 1 - Summary

Mythus

Setting

Earth, 21st century — but fully intertwined with gods, myths, biblical figures, and supernatural creatures.

The Harbingers (11 corrupt gods) rule the planet through fear and manipulation.

Supernatural Matter — the essence of creation itself, divided into Earthly, Celestial, and Abyssal forms.

Humans research and weaponize it at great cost to body and mind.

The central conflict: humanity's rebellion against divine tyrants.

---

Main Character

Knowledge Daedalion ("Daedalion" — descendant of Daedalus)

Appearance: Medium-length black hair, sharp golden eyes (from his divine bloodline), lean but muscular build.

Weapons:

Bow of Daedalion — crafted by his grandfather, once a divine artificer. Fires arrows infused with volatile Supernatural Matter.

Dagger — close-range, lightweight, forged from fragments of his father's burnt Matter Wings.

Pet Eagle (Aetherion): Used for scouting, distraction, and retrieving arrows.

Abilities:

No supernatural powers, but unparalleled vision, agility, accuracy, and creativity.

Compensates for lack of divine power with intellect and invention.

Backstory:

Grandfather (Daedalus): Former god of craft, executed for creating tools to defy gods.

Father (Icarus): God of the sky, a democratic idealist, killed when his Matter Wings disintegrated.

Mother: Goddess of warfare and protection, tortured and burned alive by Harbingers.

Legacy: To complete his family's rebellion and bring the gods down.

Personality:

Inside battle: Quiet, calculating, tactical genius.

Outside battle: Loving, funny, kind, teasing, curious.

Flaws: Short-tempered, hates monsters (esp. Bestia Primus), frequent clashes with the deuteragonist.

---

Deuteragonist

Praevisio Norren ("Foresight")

Appearance: White-blond hair, pale blue eyes, tall and stoic. Always looks like he's "watching something else."

Weapon: Blade of the Sentinel — forged from crystallized starlight, etched with runes that distort probability.

Abilities:

Foresight: Can anticipate attacks seconds to minutes ahead.

Mind-reading and instinctive counters.

Near-perfect reflexes, though foresight overload often causes migraines and emotional instability.

Backstory:

From a Norse bloodline chosen by gods.

His clan was massacred in a corrupted ritual (Aztec sacrifice + yokai summoning).

Believes Knowledge's family "provoked the gods," causing the destruction.

Fate binds him to Knowledge despite his hatred.

Personality:

Calm, tragic, analytical.

But irrationally enraged by Knowledge's existence.

Despises Knowledge's skill, spirit, and aim — everything he sees as a threat and reminder of his loss.

---

Antagonists: The Harbingers (11)

1. Dominus Aeternum (Odin/Zeus/Set) — Harbinger of Dominion

Supreme tyrant, manipulates storm & chaos matter.

Views mortals as insects, controls their fates.

2. Mortem Tenebris (Hades/Hel/Yama) — Harbinger of Death

Ruler of underworld matter, cold and fascinated by rebellion.

3. Ignis Fatum (Ra/Apollo/Amaterasu) — Harbinger of Flame

Master of solar matter, hoards divine light.

4. Aqua Abyssum (Poseidon/Enki/Varuna) — Harbinger of Seas

Controls abyssal oceans, manipulative and cruel.

5. Bestia Primus (Fenrir/Anubis/Nemean Lion) — Harbinger of Beasts

Commands monsters. Pure carnage. Knowledge's most hated enemy.

6. Bellum Rex (Ares/Kartikeya/Huitzilopochtli) — Harbinger of War

Creates weapons from condensed Supernatural Matter.

7. Mens Mentis (Thoth/Hermes/Omoikane) — Harbinger of Wisdom

Hoards divine secrets, controls knowledge itself.

8. Tempus Raptor (Chronos/Kali) — Harbinger of Time

Bends causality, mocks Knowledge by replaying his traumas.

9. Umbra Maledicta (Tezcatlipoca/Loki) — Harbinger of Shadows

Trickster, master of curses and illusions.

10. Gladius Iustitia (Tyr/Shango) — Harbinger of Judgment

Carries divine blade of balance, hypocritically judges mortals.

11. Spiritus Caelum (Quetzalcoatl/Perun) — Harbinger of Storms

Childlike yet destructive, embodiment of chaotic winds.

---

Power System: Supernatural Matter

Core principle: All existence comes from Matter.

Types of Matter:

1. Earthly Matter — tangible, natural elements. (Stone, wood, metals.)

2. Celestial Matter — radiant energy, light, stars, order.

3. Abyssal Matter — darkness, entropy, corruption, chaos.

Rules:

Humans can manipulate it with training and artifacts, but it strains mind & body.

Harbingers wield it effortlessly as gods.

Weapons forged with Supernatural Matter carry divine weight but can burn out the wielder.

More Chapters