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...
