In 1206 AD, the scattered Mongol tribes—once locked in endless blood feuds—were united under one man: Temüjin, soon to be known as Genghis Khan, the Great Khan. Under his command, the Mongols became one, a single storm destined to consume the earth.
But Genghis Khan's rise was not merely the tale of a mortal's ambition. In the dark silence of the steppes, he opened a gate between the realm of men and the forgotten world of the gods. There, twelve ancient deities of chaos answered his call. They offered him power beyond imagination in exchange for his soul. And so began the Age of Darkness.
Empires fell one after another. The Western Xia were crushed, the Jin Dynasty burned, the Qara Khitai Khanate erased, and the Princes of the Kievan Rus drowned in blood.
By the time of his death in 1227 AD, more than twenty-five million souls had been claimed in his name.
After his death, Ögedei Khan became the new Great Khan, but his father's dream was shattered by the greed of his brothers. The Mongols, once united, devoured themselves in endless civil war. The sons of Genghis called upon the twelve gods for aid — but the gods no longer listened.
Then came Hülegü, the Dog of War.
Ruthless, cunning, and patient.
He sent letters to the conquered nations — the Chinese, Turks, Russians, and Koreans — promising power to those who stood with him. Many accepted.
Together they slaughtered his brothers and every pure-blood Mongol who resisted.
By 1240 AD, the war ended, and Hülegü crowned himself the new Great Khan.
He forged a new empire of twenty great families, the strongest of every nation that had supported him.
Under his rule, the world entered a new era: The Age of Nine Thrones.
Nine empires rose to dominate the world:
1. The Black Dragon Empire — the new Mongol dominion, forged in darkness.
2. The Golden Lion Empire — born of Persia and Turkic unity.
3. The Great Arab Kingdom — stretching from Egypt to the deserts of Arabia and Africa.
4. The Kingdom of Snow — the united powers of Europe, led by England and France.
5. The Sea Emperor of the East — Japan and the island nations united beneath one banner.
6. The Empire of the Khiljis — forged by Afghan might in India.
After centuries of war and darkness, something strange began to awaken within humanity.
The power of the gods, born from their great and ancient souls, echoed across the world.
That echo touched the children of men — boys and girls who, upon reaching the age of seventeen or eighteen, began to awaken new powers.
At first, these powers were feared. Some called them curses. Many who awakened died because their bodies could not handle the energy of their souls. But as time passed, humanity learned. Schools were built to study this mysterious force — the Soul Power — and a new age began.
Nations trained these gifted individuals, turning them into soldiers, healers, and protectors.
The six great kingdoms forged elite armies of Soul Users, blending the strength of war with the wisdom of spirit.
People learned that everything in this world has a soul — the mountains, the trees, the rivers, even the wind. Every soul held a unique power, and those who awakened could control the forces of nature: fire, water, wind, ice, stone, and even life itself.
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⚔️ Ranks of the Soul
1. Mundane Soul
The ordinary state of mankind. Their souls sleep, silent and unawakened. They live normal lives, unable to sense the world's energy.
2. Awakened Soul
The first spark of awareness. The user can feel the souls of living beings and objects but cannot yet control them.
3. Apprentice Soul
The learner's stage. They can perform small acts — fixing wood, growing plants, or sensing danger through energy.
4. Professional Soul
True control begins. Soldiers can harden their skin and enhance strength.
Doctors can heal wounds, purify blood, or cure infections.
Craftsmen can mold materials with a single touch.
5. Master Soul (استاد روح)
Power refined through discipline.
Soldiers unleash shields of energy or weapons made of pure soul fire.
Doctors can heal dozens at once or regenerate lost limbs.
Farmers can restore dying lands and make deserts bloom.
6. Legendary Soul
A rare and divine presence.
They command the souls of other beings and bend nature to their will.
When one appears, nations rise or fall.
7. Divine Soul
A being beyond humanity. Their soul becomes one with the world.
They can create life, defy death, and alter destiny itself.
Only one appears in each era — chosen by the will of the world itself.
When humanity's hearts filled with war, sickness, and rage, the world itself began to rot. From that corruption came beings twisted by emotion and hunger — creatures who feed not on flesh, but on the souls of the living and the dead.
These monsters, known as Soul Eaters, crossed into the human world whenever chaos and hatred reached their peak. They consume souls to survive, growing stronger the more despair they devour.
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1. Ethereal Feeder
Traits: Weak, parasitic creature that feeds on the fading souls of dead animals and plants. It hides among humans, usually preying on the dying or the sick.
Feel: A ghostly scavenger — like a vulture that feasts on the last breath of life.
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2. Shade Stalker
Traits: Hunts the souls of living beings — both animals and humans. It moves silently through forests and villages, leaving behind empty husks where life once was.
Feel: The first true predator; silent, merciless, and terrifying in the dark.
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3. Wraithblade
Traits: Channels spiritual energy into weapons, unleashing waves or blades of soul energy in battle. Drawn to ancient battlefields soaked with pain and death.
Feel: A spectral knight — graceful yet lethal, a haunting echo of forgotten wars.
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4. Soul Reaver
Traits: Consumes multiple souls at once, annihilating entire villages to strengthen itself. Powerful enough to challenge whole armies.
Feel: A living engine of destruction — monstrous, violent, and unstoppable.
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5. Abyssal Titan
Traits: A colossal abomination that devours the spiritual energy of entire lands. Soil withers, rivers dry, and even the wind grows silent in its presence. Only Master Souls can face it.
Feel: A walking apocalypse — the shadow of the world's end
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6. Mythborn Entity
Traits: Transcends mortal existence — the living embodiment of nature's wrath. It can summon storms, earthquakes, and calamities at will. Only those with Divine Souls can stand against it.
Feel: Godlike and eternal — the very spirit of legend and nightmare combined.
