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Volume 1 – Chapter 0: Foundations of Eternia

Chapter 0: Foundations of Eternia (Part 1)

In the beginning, before kingdoms and bloodlines, before swords carved history into stone, there was only the Veil.

The Veil was an endless fabric of existence, woven from countless strands of energy. It was neither light nor dark, neither life nor death—it was everything and nothing. From it, Eternia was born.

Eternia, a world vast enough to drown in mystery. A sphere so immense that mortals could live and die without glimpsing even a fraction of its lands. It was a realm divided not by mere geography but by power itself.

Power was everything in Eternia.

Where on Earth men once chased wealth, here, every child, every beast, and even the smallest of plants hungered for strength. Power dictated survival, respect, dominion, and legacy. The mighty ruled as gods; the weak were trampled beneath the weight of their dreams.

But unlike Earth, power in Eternia did not follow a single path. It fractured, branched, and blossomed into countless systems of cultivation and growth, each evolving in tandem with the land, the race, and the soul that bore it.

The Continents of Eternia

Eternia was carved into seven vast continents, each separated by oceans riddled with storms and beasts so fearsome that only the greatest dared sail them. Each continent had birthed its own path of ascension, its own unique foundation of strength.

Astralis Continent: The heart of cultivation, where humans pursued spiritual refinement to transcend mortality itself.

Nyxmar Continent: Homeland of demons, steeped in abyssal flames and dark contracts.

Sylvanora Continent: Home of elves, who merged with nature's essence and drew upon eternal forests.

Drakenmere Continent: Domain of dragons, ancient beings whose very breaths shattered mountains.

Veylun Continent: A land of scholars and artificers, where men wielded magic through constructs and runes.

Kaelthorn Continent: A savage land ruled by beastkin, hunters, and tamers who bent monstrous creatures to their will.

Oblivara Continent: Shrouded in mystery, a land said to hold the dead, the forgotten, and secrets older than the world itself.

Each continent was bound not by borders of land, but by systems of power. And each system had its own realms—a ladder of ascension that defined one's place in Eternia.

Paths of Power

To live in Eternia was to choose a path—or be chosen by it. Some paths were ancient, others newly born. All promised strength but demanded sacrifice.

Cultivators (Astralis)

Masters of body and spirit, who refined their essence through realms:

Body Refinement (Lv. 1–10) – Forging the mortal vessel.

Spirit Qi Realm (Lv. 1–10) – Drawing the first breaths of cosmic energy.

Golden Core Realm (Lv. 1–10) – Condensing power into a radiant core.

Nascent Soul Realm (Lv. 1–10) – Birth of the soul as an independent entity.

Ascendant Realms – Beyond mortality, touching divinity.

Awakeners (Veylun)

Wielders of innate gifts, unlocking unique abilities at awakening. Each Talent Tier defined their destiny:

Bronze → common, shallow gifts.

Silver → rare, respectable powers.

Gold → treasured, few in number.

Platinum → nobles and prodigies.

Mythic → said to be chosen by the Veil itself.

Spiritualists (Sylvanora)

Those who connected their soul to nature, ascending by merging with flora and fauna. Each stage bonded them deeper with Eternia's living will.

Tamers (Kaelthorn)

Warriors who bent beasts into servitude, climbing ranks by the number and strength of creatures under their command. The strongest commanded armies of monstrosities.

Demon Lords (Nyxmar)

Forgers of pacts, growing through contracts written in blood and fire. Their levels were measured not by internal growth but by the chains of servitude bound to their essence.

Draconic Ascendants (Drakenmere)

Dragons, who measured power through molts—each shedding of their scales bringing them closer to true godhood.

And these were only the most well-known paths. Across Eternia were dozens more: rune-smiths, shadow dancers, void walkers, necromancers. Each continent jealously guarded its secrets, and wars often erupted simply to seize another path of power.

The Systems

At the age of ten, every child in Eternia awakened a System.

It was said the Systems were gifts from the Veil itself, fragments of the fabric of creation woven into mortal souls. A system defined a child's status, abilities, and future growth.

Every system was unique, yet all followed the same foundation:

Level – Numerical growth of strength.

Path – Chosen or inherited power system.

Quests – Missions that advanced growth.

Rewards – Skills, abilities, or treasures granted upon completion.

For the ordinary, a system was a guide, a mentor, a key to survival. For the extraordinary, it was the tool with which they carved their legend into history.

But there existed whispers of something more. An anomaly. A system that transcended all boundaries, that did not stop at realms or levels, that broke the very rules the Veil had set.

A System of Infinite Growth.

Few believed it could exist. Fewer still dared to seek it. But if such a power truly walked Eternia, it would unmake the balance of all continents. It would be the dawn of war, the end of order, and the birth of a new dominion.

And fate had already chosen its bearer.

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