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World structured.

Below here is the info how the world work

World Structure

(Contains Spoilers)

The continent of Ertharia is a massive one, shaped similarly to an 'S', with many islands scattered around it. At present, humanity has recovered 64% of Ertharia.

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The Northwest

We have a Forge Mountain, home of the Dwarves. Due to the extreme cold on its exterior, they dug deep inside the mountain and live there.

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The Savalion Empire

The biggest kingdom of humanity. The Savalion royalty was founded by the Frost Empress, Savia Freeze, one of humanity's Seven Blades 800 years ago.

The Savalion royalty members are often born with an exceptional ice affinity. The empire's economy focuses on monster trade. With the Dwarves as allies, they have strong weapons to raid gates and monster lairs, which, in turn, allows them to control the market for monster-related goods, especially in magic.

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The Dolra Republic

Further down, one step closer to the center of the continent, is the Dolra Republic, a kingdom of wealth and jewels.

While Savalion focuses its power on its military, the Dolra Republic has the most mana veins. Located near the Dragon's Spine, a mountain range inhabited by most fae species, and with access to two seas, the republic's massive economy is amplified.

The AAC, or Awakened Associated Council, has its headquarters located here.

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The Dragon's Spine

The Dragon's Spine is the most dangerous zone. It forms a natural wall of mountains between the Savalion Empire and the Dolra Republic. The mountain range spans across the continent, making land travel between the two empires impossible. A strong magnetic field also makes air travel unstable, leaving only the sea and warp portals as the ways to travel between them.

Many dangerous monsters inhabit the mountains, but the danger also comes with an alluring amount of resources. What lies in its deepest parts is unknown.

The tallest, Sephis Mountain, is located at its center.

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The Bacia Kingdom

To the west, we have the neighboring Bacia Kingdom, founded by Balon C. Fallonca, one of humanity's Seven Blades.

The kingdom's economy revolves around its farms, food, and tourism. With how brimful the natural air is, and with an easy trade route to the Dolra Republic, the kingdom is a land of abundance. To its south is a Great Meadow,, and Farrari's Citadel located here They specialize in close combat and are also home to various martial arts.

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The South: The Great Meadow

A medium-sized territory, in contrast to its name. This territory has technological advancements similar to humans but lives in harmony with nature. Various Beastmen make their home here. Instead of kingdoms or empires, they organize themselves into tribes separated by race, such as Rabbitkin, Wolfkin, and much more. They have one safe zone, where various races can coexist together in its center, named the Babelon Zone

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The Southeast: The Great Forest

The most fertile soil in Ertharia is located here, where the Elves make their home. They build their homes with technology, but focus more on living in harmony with nature. Their capital, Site Fundural, is where the World Tree is located.

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The Races

Human:They are the weakest race, but this is balanced by their large population. They have unlimited potential and inhabit all across Ertharia.

Dwarf:Dwarves are often born with exceptionally thick skin and hard muscles. Their short height makes them disadvantaged in close combat. Their low mana capacity often fails them in magic, but they specialize in technology. The Frost Empress shared the Rune System—a way to help Dwarves rely on external mana cores as a medium for both their technology and magic. Most Dwarves live under Forge Mountain, with the Flame Chamber as their capital. A small portion also inhabits other areas across Ertharia.

Beastmen: The strongest physical race in Ertharia. They differ from tribe to tribe and often use blunt force to solve problems. War Tribes is a game they use as a medium instead of engaging in ruthless war. They inhabit across Ertharia, often traveling the land in search of worthy foes.

Elf: The most powerful race in magic in all of Ertharia. This long-eared race has a high affinity for spirit magic, specifically contract spirits. Elves are often born with a beautiful appearance and place a high value on bloodlines because sometimes, though rarely, they give birth to a High Elf—individuals who often excel in both close combat and spirit magic. Their home is in the Great Forest of Ertharia.

Vampire:A neutral race. A small population race. They prefer not to join any faction. They have a signature Blood Affinity. They have a powerful recovery. They drink blood as a food and as the source of their power, whether it is from Beastmen or those of other races. When exposed to the sunlight, it makes them unable to use their full power. The more that a Vampire is powerful, the more lethal sunlight becomes to them.

Fairy: Spirits that evolved to become sentient, that can think, talk, and feel emotions, and can form contracts with humans and others. They usually reside in the Spirit Realm.

Demon:An alien species. Once the lowest on the food chain, they now have a pact with the Eternal Demon Dragon God, Babartos. Instead of using mana, they use the substance from their god, miasma. This makes them the enemy of every race.

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GOD

Humans worship Atha, the Goddess of Light, and Manus, the Goddess of Magic.

*Beastmen worship Karos, God of War, and Bellharah, Goddess of Death.

Dwarves worship Flumma, God of Flame and Earth.

Elves worship the World Tree.

Vampires worship Nocturne, Goddess of Darkness.

Demons worship Babartos, the Eternal Demon Dragon God.

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Power System of Ertharia

The inhabitants of Ertharia mostly rely on their Mana after the gate break 800 years ago. It is the source of life and chaos. A mysterious system, which we call the Ertharia Record, helps individuals Awaken. Upon awakening, an individual forms a core in their chest. This usually happens at the age of 15, while those who Awaken late are called Late Bloomers. Scientists do not know why this happens, but Late Bloomers always get unique or unpredictable skills.

The Ertharia Record rewards individuals who reach specific levels: Lv. 10, Lv. 20, Lv. 40, Lv. 60, Lv. 80, and Lv. 100. Each time a person reaches one of these milestones, they undergo another awakening. The Ertharia Record traces the growth of each stat and calculates the reward accordingly. Each awakening upgrades their stats to another level. For example, a Lv. 1 Strength of SS becomes a Lv. 10 Strength of D✧, then a Lv. 20 Strength of D✧✧, and so on until it reaches the final stage of six stars.

The inhabitants of Ertharia catalog each level of an Awakener's strength every time they undergo an awakening:

I Star: Lv. 10

II Stars:Lv. 20

III Stars: Lv. 40

IV Stars:Lv. 60

V Stars: Lv. 80

VI Stars: Lv. 100

An individual can level up by absorbing Mana essence from killing Mana Beasts or by clearing the Gates. The amount of Mana essence each person can absorb differs, and an average-talented individual can take years to level up to Lv. 10.

Stats: These are something you must improve through your own effort. The greater your stats are before each awakening, the more rewards you get.

Upon reaching Lv. 10, an individual can choose to form Mana Veins, a Mana system that helps maximize close combat by reinforcing their body to be stronger and sturdier. We call them Immersion types.

Alternatively, they can form a Mana Ring, located in the core of their heart, to help them use magic more effectively. We call them Emission types.

Or, they can form both to excel in both close combat and magic, but with a slower progression rate. We call them Dual types.

Skill

A skill is something you can't naturally learn. It is a gift from the world. Upon their first awakening, each individual receives a random skill according to their aptitude. Skills can also be acquired during later awakenings or by successfully clearing a Gate, at which time the Ertharia Record will sometimes grant a skill orb.

Magic and Arts

Unlike skills,we mortal creat them, these are things you can learn and use.

Affinity

This shows which element you were born with or how attuned you are to them.

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Enemies of the World

Threats to everyone.

Mana Beasts

These are creatures that have a core. Some are unintelligent, while a few strong ones can form a consciousness. Mana Beasts are categorized into six stages:

Zero-Star Beasts: These are often harmless if not provoked. Unawakened individuals can kill them if armed (e.g., Slime, Wood Worm, Dire Wolf).

One-Star Beasts: These Beasts have Mana circulating in their bodies. They have strong physiques but usually act on instinct and bloodlust (e.g., Goblin, Hellbound, Great Wolf).

Two-Star Beasts: These Beasts often have a specific condition for their defeat (e.g., Rock Golem, Evil Wood).

Three-Star Beasts: These Beasts can use Mana as a means to attack (e.g., Witch, Flame Salamander).

Four-Star Beasts: These Beasts usually have a territory for themselves and are alpha species (e.g., Wyvern, Behemoth).

Five-Star Beasts: These are anomalies; an alpha who lives for 200 years will mutate (e.g., Elemental Wyvern, Lava Drake).

Six-Star Beasts: These are Beasts that have no record of defeat yet. They often slumber and do not harm others, with a strength equivalent to a demigod—they are a myth, a legend (e.g., Phoenix, Leviathan, Dragon).

Demons

They are invaders. They open Gates across the planet they target. If a Gate is not cleared in time, it will result in an exposure to Miasma.

The Corrupt or Fiend

These are other races who form a contract with a Demon. The Miasma will taint their Mana Core black.

The Eternal Demon Dragon God

The devourer, the god who bestows blessings upon Demons and the Corrupt. He usually slumbers.

Miasma

A poisonous substance equal to Mana but corrosive to those who touch it. It is easy to use and more potent than Mana. Side effect: uncontrollable bloodlust.

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