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Aether's Silence

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Chapter 1 - Chapter 0 – The World of Aetheria: A Primer

Five hundred years ago, Aetheria was a world on the brink of extinction. Monsters roamed freely, devouring entire villages. Kingdoms warred endlessly over scraps of safe land. Magic existed, but only one in ten thousand possessed the talent to wield it. Humanity, along with the beast-kin, elves, and dwarves, huddled in fortified cities, slowly losing ground to the darkness.

Then came the Convergence.

On the night of the Twin Moons—when both Lumina and Umbra aligned perfectly in the sky—seven massive crystalline pillars descended from the heavens, crashing into the earth across the five great continents. These pillars, which we now call the Awakening Stones, pulsed with divine energy and carried a gift from the gods themselves:

The Skill System.

The message was simple, carved into each stone in every language simultaneously:

"Humanity has proven too weak to survive with strength alone. We grant you the power of Skills—abilities born from your soul's essence. At the age of fifteen winters, when body and spirit reach harmony, place your hand upon this stone and receive your destiny. Use these gifts wisely, for they are both blessing and test."

That first generation, those who were fifteen when the stones fell, became known as the First Awakened. Among them were legends: Valorian the Sword Saint (SSS-tier: Infinite Blade), Selene the Eternal Healer (SS-tier: Life's Miracle), and Mordecai the Shadow King (S-tier: Absolute Dominion).

With their newfound powers, humanity pushed back the monsters, established new kingdoms, and created a society built entirely around the Skill System.

That was five centuries ago.

Today, the Awakening Ceremony is the single most important day in any person's life.

THE SKILL RANKING SYSTEM

Not all skills are created equal. Through extensive research by the Mage's Guild, skills have been categorized into nine distinct tiers, each representing both power and rarity:

SSS-TIER: LEGENDARY (1 in 100,000,000)

Appears once every few generations

World-altering abilities

Can single-handedly change the course of history

Examples:

Infinite Blade - Summon and control unlimited weapons

Time Walker - Limited manipulation of time flow

Divine Authority - Command the very laws of nature

Current known holders: 2 (both in seclusion)

SS-TIER: MYTHICAL (1 in 10,000,000)

Incredibly rare, legendary abilities

Typically defines an entire generation

Can reshape battlefields and kingdoms

Examples:

Lightning Emperor - Complete control over lightning and electrical forces

Life's Miracle - Resurrection of the recently deceased

Void Step - Teleportation without limits

Current known holders: 23 worldwide

S-TIER: EPIC (1 in 1,000,000)

Extremely rare and powerful

Often cursed or with significant drawbacks

Can determine the outcome of wars

Examples:

Forbidden Knowledge - Access to all magical information (cursed with memory burden)

Titan's Strength - Increase size and power to giant proportions

Soul Forge - Create magical items from life essence

Current known holders: 347 worldwide

A-TIER: RARE (1 in 100,000)

Rare and highly sought after

Guarantees noble status in most kingdoms

Foundation of military might

Examples:

Holy Light - Powerful healing and light-based attacks

Flame Sovereign - Advanced fire manipulation

Beast King - Command and strengthen all beasts

Current holders: ~15,000 worldwide

B-TIER: UNCOMMON (1 in 10,000)

Respectable and useful

Guarantee of a comfortable life

Backbone of adventurer guilds

Examples:

Swift Blade - Enhanced sword speed and precision

Iron Defense - Create protective barriers

Elemental Arrow - Projectiles infused with elements

Current holders: ~200,000 worldwide

C-TIER: COMMON (1 in 1,000)

Average skills for average people

Sufficient for most professions

Craftsmen, merchants, and guards

Examples:

Fire Start - Create small flames

Keen Eye - Enhanced visual perception

Sturdy Body - Increased physical durability

Current holders: ~4,000,000 worldwide

D-TIER: BASIC (1 in 100)

Basic utility skills

Suitable for simple labor

Better than nothing, but barely

Examples:

Heightened Senses - Slightly improved senses

Quick Step - Minor speed increase

Firm Grip - Better grip strength

Current holders: ~50,000,000 worldwide

E-TIER: MUNDANE (1 in 10)

Nearly worthless skills

Offers minimal advantages

Often a source of shame

Examples:

Night Vision - See slightly better in darkness

Iron Stomach - Digest spoiled food

Whisper - Speak more quietly

Current holders: ~500,000,000 worldwide

F-TIER: TRIVIAL (Common - No rarity)

The bottom of the barrel

Skills so weak they're considered failures

Social stigma attached

Often lead to expulsion from academies

Examples:

Warm Hands - Generate slight heat from palms

Sharp Smell - Slightly better sense of smell

Deep Breath - Can hold breath 10 seconds longer

Skill Synthesis - "Combine two skills of equal or lesser rank" (Considered useless as one can only have one skill)

Current holders: ~1,000,000,000+ worldwide

THE AWAKENING CEREMONY

On their fifteenth birthday, every person in Aetheria undergoes the Awakening Ceremony. This is an immutable law established by the seven kingdoms and enforced by religious doctrine.

The Process:

The subject approaches an Awakening Stone (or a smaller attuned crystal derived from one)

They place their dominant hand upon the stone

The stone analyzes their soul's essence, personality, desires, and potential

A skill manifests—permanently bonded to their soul

The skill's rank is displayed publicly for all to witness

Important Facts:

You get ONE skill. Only one. Ever.

The skill is permanent and cannot be changed, removed, or transferred

The skill reflects something about your inner nature (though scholars debate exactly what)

Rank is determined at Awakening and cannot be improved (though mastery can increase effectiveness)

Refusing the Awakening is considered heresy and results in exile or death

Social Impact:

Your skill rank determines your entire life:

SSS to S-tier: Treated as living legends, given land and titles

A-tier: Automatic nobility, military command positions

B-tier: Adventurer's Guild elite, merchant guild leaders

C-tier: Middle class, respectable professions

D-tier: Working class, laborers, common soldiers

E-tier: Social stigma, difficult to find good employment

F-tier: Outcasts, forbidden from most guilds and institutions

THE CURRENCY SYSTEM

Aetheria operates on a three-tier currency system:

COPPER COINS - The Poor Man's Currency

Most common people never see more than silver

100 copper = 1 silver

Examples:

Loaf of stale bread: 5 copper

Basic meal at a tavern: 10 copper

Night at a flophouse: 20 copper

Set of common clothes: 50 copper

Rusty dagger: 80 copper

SILVER COINS - The Working Currency

Used by middle class and merchants

100 silver = 1 gold

Examples:

Week's food for one person: 2 silver

Month's rent (slums): 5 silver

Month's rent (merchant district): 20 silver

Common skill book (F-tier): 100 silver (1 gold)

Decent sword: 15 silver

Healing potion (minor): 8 silver

Night at a proper inn: 3 silver

GOLD COINS - The Noble's Currency

Rarely handled by commoners

Used for major transactions

Examples:

F-tier skill book: 1 gold

E-tier skill book: 5 gold

D-tier skill book: 15 gold

C-tier skill book: 40 gold

B-tier skill book: 80 gold

A-tier skill book: 100+ gold (often not for sale)

S-tier skill book: Priceless (illegal to trade)

Month's rent (noble district): 10 gold

Enchanted weapon: 50+ gold

Small house (merchant district): 500 gold

Manor (noble district): 5,000+ gold

Special Note on Skill Books:

While everyone only receives one permanent skill, skill books allow temporary access to additional abilities. These books contain crystallized skill knowledge extracted from defeated monsters or occasionally donated by willing skill holders. When read, the skill can be used for 24-48 hours before fading. However, this is expensive, making it accessible only to the wealthy or desperate.

THE FIVE GREAT KINGDOMS

1. VALDORIA - The Central Kingdom

Capital: Lumis City

Ruling Dynasty: House Silvercrown

Known for: Commerce, the Royal Academy, political intrigue

Military Strength: A-tier average

Population: 8 million

Current State: Stable but corrupt

2. NORTHERN REACHES - The Warrior Kingdom

Capital: Ironhearth

Ruling Dynasty: House Stormblade

Known for: Military might, honor codes, harsh climate

Military Strength: Highest average skill ranks

Population: 4 million

Current State: Constantly at war with monsters

3. SOUTHERN ISLES - The Merchant Kingdom

Capital: Port Azure

Ruling Dynasty: House Goldwave

Known for: Naval power, trade networks, exotic goods

Military Strength: B-tier average but wealthy

Population: 6 million

Current State: Economically dominant

4. EASTERN EMPIRE - The Magical Kingdom

Capital: Arcanum Spire

Ruling Dynasty: House Starweaver

Known for: Magic research, ancient knowledge, elven relations

Military Strength: High-tier but smaller army

Population: 3 million

Current State: Isolationist, mysterious

5. WESTERN FRONTIER - The Free Territories

Capital: None (collection of city-states)

Ruling Power: Council of Lords

Known for: Diversity, freedom, lawlessness

Military Strength: Variable, chaotic

Population: 5 million

Current State: Volatile, opportunity-rich

THE GUILD SYSTEM

When skill ranks determine your worth, guilds become essential for survival and advancement.

ADVENTURER'S GUILD

Purpose: Monster hunting, dungeon exploration, quest completion

Membership: Open to C-tier and above (exceptions for unique D-tiers)

Rank System:

F-Rank Adventurer: Beginners (C-tier skills)

E-Rank Adventurer: Experienced (B-tier skills)

D-Rank Adventurer: Veterans (A-tier skills)

C-Rank Adventurer: Elite (S-tier skills)

B-Rank Adventurer: Legendary (SS-tier skills)

A-Rank Adventurer: Mythical (SSS-tier skills)

S-Rank Adventurer: World Class (Only 7 in history)

Services:

Quest board (ranked by difficulty)

Skill book library (rental)

Equipment sales

Party formation assistance

Monster information database

Fees:

Registration: 1 gold

Monthly dues: 10 silver

Quest commission: 10% of reward

MERCHANT'S GUILD

Purpose: Trade regulation, rare item acquisition, market control

Membership: Open to all, but influence requires wealth

Services:

Protected trade routes

Warehouse storage

Letter of credit system

Auction house access

Price information network

Fees:

Registration: 50 silver

Annual dues: 5 gold

Transaction fees: 5% of sale value

MAGE'S GUILD

Purpose: Magic research, skill studies, knowledge preservation

Membership: Restricted to those with magical skills or scholarly credentials

Services:

Extensive library access

Skill analysis and testing

Magic item creation

Apprenticeship programs

Research funding

Fees:

Registration: 10 gold (waived for A-tier+ magical skills)

Annual dues: 20 gold

Research access: Variable

ASSASSIN'S GUILD (Underground/Illegal)

Purpose: Covert operations, assassination, information gathering

Membership: Invitation only, identity secret

Services:

Contract killings

Intelligence network

Specialized training

Black market access

Identity forging

Fees:

Unknown (paid in blood and loyalty)

MONSTERS AND DUNGEONS

MONSTER CLASSIFICATION

Monsters appeared during the Chaos Era and remain Aetheria's greatest threat. Like skills, they're ranked F through SSS based on danger level.

Monster Ranking Examples:

F-RANK: Slimes, Rats (Enhanced), Small Goblins

Threat: Minimal (annoying but harmless to skilled fighters)

Drops: 1-5 copper coins, occasional F-tier skill crystals

Common locations: Sewers, forests, abandoned buildings

E-RANK: Giant Spiders, Wolves, Goblin Warriors

Threat: Low (dangerous to civilians, manageable for D-tier skills)

Drops: 10-50 copper coins, E-tier skill crystals (rare)

Common locations: Forests, caves, rural areas

D-RANK: Ogres, Lesser Wyverns, Dire Wolves

Threat: Moderate (require C-tier skills or parties)

Drops: 1-5 silver coins, D-tier skill crystals (uncommon)

Common locations: Deep forests, mountain ranges

C-RANK: Trolls, Manticores, Elemental Beasts

Threat: High (require B-tier skills or coordinated parties)

Drops: 10-50 silver coins, C-tier skill crystals (rare)

Common locations: Dungeons, monster nests, cursed lands

B-RANK: Dragons (young), Hydras, Demon Knights

Threat: Very High (require A-tier skills or military intervention)

Drops: 1-10 gold coins, B-tier skill crystals (very rare)

Common locations: Deep dungeons, ancient ruins

A-RANK: Elder Dragons, Demon Lords, Titans

Threat: Catastrophic (require S-tier skills or armies)

Drops: 50-500 gold coins, A-tier skill crystals (extremely rare)

Common locations: Legendary dungeons, demon territories

S-RANK and Above: World-Enders

Threat: Apocalyptic

Only defeated by SSS-tier skills or divine intervention

Last recorded S-rank: The Demon Lord Malachar (sealed 500 years ago)

SKILL CRYSTALS

When monsters are defeated, they occasionally drop skill crystals—condensed essence containing a fragment of a skill. These can be:

Absorbed directly - Temporary use of the skill (24 hours)

Crafted into skill books - Reusable temporary skill access (expensive process)

Sold to guilds - Primary income for adventurers

Synthesized - Unknown to most, but certain skills can combine crystals...

Crystal Drop Rates:

F-rank monsters: 30% chance (F-tier crystals only)

E-rank monsters: 20% chance (E-tier and below)

D-rank monsters: 15% chance (D-tier and below)

C-rank monsters: 10% chance (C-tier and below)

B-rank and above: 5% chance (rank-appropriate only)

Crystal Values:

F-tier: 50 copper

E-tier: 5 silver

D-tier: 20 silver

C-tier: 2 gold

B-tier: 15 gold

A-tier: 100+ gold (usually guild-claimed)

DUNGEONS

Mysterious structures that appeared during the Convergence. They spawn monsters, contain treasures, and seem to grow stronger over time if not cleared.

Dungeon Types:

Natural Dungeons: Caves, ruins, ancient structures

Abyssal Dungeons: Demon-infested, extremely dangerous

Tower Dungeons: Vertical challenges, rare and prestigious

Gate Dungeons: Temporary rifts that must be cleared quickly

Dungeon Mechanics:

Ranked F through SSS based on difficulty

Contain "Boss Monsters" at the deepest levels

Drop better loot than surface monsters

Can be "claimed" by clearing the boss (prevents respawning for a time)

Some contain permanent skill enhancement items (legendary rare)

THE DEMON LORD PROPHECY

[Classified Information - Known only to Kings and S-tier Skill Holders]

An ancient prophecy, inscribed on the original Awakening Stones, speaks of a recurring cycle:

"When the Twin Moons align once more,

And five hundred years have passed since grace,

The Sealed One shall break his prison door,

And darkness will reclaim its rightful place.

Seven generals bearing sins of old,

Shall herald his return with fire and death.

Only when the Weakest grows bold,

Can humanity draw its final breath... or take another."

The prophecy is vague, but scholars agree:

The "Sealed One" refers to Demon Lord Malachar

The five-hundred-year mark is... this year

The "Seven Sins" are likely his generals

The "Weakest grows bold" is unknown (some think it means unity of the lower-ranked)

Current preparedness: Woefully inadequate

Kingdom armies train, but corruption and complacency have weakened them. Most believe the prophecy is myth.

They're wrong.

SOCIAL STRUCTURE AND DAILY LIFE

THE NOBLE CLASS (A-tier and above)

Own land, command armies, make laws

Typically born into families with history of high-tier skills

Arranged marriages to maintain "skill bloodlines" (though inheritance is random)

Live in luxury, rarely interact with lower classes

Average lifespan: 80-100 years (access to healing magic/items)

THE MERCHANT CLASS (B-tier to C-tier)

Control economy, operate businesses

Can achieve wealth rivaling nobles

Pragmatic, focused on profit

Bridge between nobles and commoners

Average lifespan: 60-80 years

THE COMMON CLASS (D-tier to E-tier)

Farmers, craftsmen, soldiers, laborers

Majority of population

Hard lives but stable if employed

Respect the skill hierarchy religiously

Average lifespan: 40-60 years

THE OUTCAST CLASS (F-tier)

Slums, beggars, criminals

Denied entry to most guilds and institutions

Often resort to theft or illegal work

Society treats them as failures

Average lifespan: 30-40 years (harsh conditions)

MAGIC VS. SKILLS

An important distinction:

MAGIC - Ancient art requiring natural talent (1 in 10,000 people)

Flexible but difficult to master

Requires study, practice, and mana control

Powerful but exhausting

Can be taught (if you have the talent)

No visual indicator at Awakening

SKILLS - Divine gifts granted to all

Specific and limited in scope

Instinctive use, no training required

Less flexible but more reliable

Cannot be taught, only received

Publicly displayed at Awakening

SKILL-BASED MAGIC - Skills that grant magical abilities

Best of both worlds

More common than natural magic

Examples: "Fireball" (C-tier), "Lightning Strike" (B-tier), "Holy Light" (A-tier)

COMMON KNOWLEDGE AND SUPERSTITIONS

Things every citizen knows:

Never insult someone's skill - It's like insulting their soul (can lead to duels)

The Awakening is absolute - No one has ever changed their skill rank

Monsters grow stronger in dungeons - Always clear them quickly

F-tiers are unlucky - Avoid them or you'll catch their misfortune (superstition)

The King's Guard are all A-tier minimum - Cross them and die

Skill books fade after use - They're temporary boosts, not permanent solutions

The Twin Moons bring change - Their alignment is considered ominous

Never enter an SSS-rank dungeon - No one has ever returned

Beast-kin have better physical skills - Racial advantage (prejudice)

The Demon Lord will return - But "not in our lifetime" (they're wrong)

ADVANCED SKILL MECHANICS (Known only to scholars)

SKILL MASTERY

While skill rank cannot increase, mastery can:

Novice (0-10% mastery): Basic use, high stamina cost

Apprentice (11-30% mastery): Comfortable use, moderate cost

Journeyman (31-60% mastery): Skilled use, low cost

Expert (61-85% mastery): Advanced techniques, minimal cost

Master (86-99% mastery): Peak performance, creative applications

Transcendent (100% mastery): Legendary status, skill evolution possible

Most people reach Journeyman at best. Masters are rare. Transcendent users are legendary.

SKILL EVOLUTION (Extremely Rare)

In documented cases (fewer than 100 in history), skills have "evolved" when:

User reaches Transcendent mastery

Undergoes life-changing experience

Faces near-death situation

Fulfills specific unknown conditions

Examples:

"Fire Start" (C-tier) → "Flame Sovereign" (A-tier)

"Quick Step" (D-tier) → "Lightning Speed" (B-tier)

"Keen Eye" (C-tier) → "All-Seeing Vision" (S-tier)

Evolution is unpredictable and cannot be forced. Most scholars believe it requires the skill to align perfectly with the user's true nature.

SKILL SYNCHRONIZATION (Theoretical)

The Mage's Guild theorizes that certain skill combinations, when used together by different people, create "resonance effects" that multiply effectiveness. This has never been proven systematically but is the basis for party formation strategies.

Example theory:

"Flame Manipulation" + "Wind Control" = Amplified fire tornado

"Strength Enhancement" + "Weight Reduction" = Superhuman lifting

"Healing Touch" + "Life Sense" = Targeted regeneration

THE FORBIDDEN RESEARCH

Certain skill experiments are banned by international law:

Skill Transfer - Attempting to move skills between people (all attempts resulted in death)

Skill Extraction - Removing skills from living beings (considered soul murder)

Forced Awakening - Triggering Awakening before age 15 (results in madness)

Skill Fusion - Permanently combining multiple skills (theoretically impossible... right?)

Demon Contracts - Trading skills with demons (results in corruption)

Violation of these laws results in execution without trial.

THE UNKNOWN TRUTH

What nobody knows—what even the scholars and kings have forgotten—is that the Skill System has a hidden purpose.

The Awakening Stones weren't gifts from benevolent gods.

They were weapons.

Left behind by an ancient civilization that fought—and lost—against the Demon Lord Malachar. The skills aren't random; they're fragments of that civilization's warriors, scattered across millions of souls, waiting for someone to figure out how to recombine them.

The prophecy's "Weakest grows bold" doesn't refer to the lower-ranked uniting.

It refers to a single person with the one skill that was never meant to exist.

The skill that can do what the forbidden research claims is impossible.

The skill that can synthesize other skills.

Skill Synthesis: F-tier

The most powerful ability in existence, disguised as the most worthless.

And its current wielder?

A disowned noble boy named Ren Ashford, standing in the slums of Valdoria's capital, holding two empty skill books and the beginning of a revolution.

[END OF CHAPTER 0: WORLD-BUILDING PRIMER]

Next: Chapter 1 - The Awakening of Nothing

The story begins...