Can anyone create a proper story from this?
Author: David Dave
CARNO
1. THE WORLD
Planet Name: Carno
Size: 43% larger than Earth in volume. This is deliberate — it means anything that exceeds Earth scale can still fit without breaking the world, and it gives the Man Behind the World a planetary power classification that is genuinely larger than an Earth-equivalent planetary scale.
The world is structured in distinct vertical layers, each with its own civilization, awareness, and danger level. The deeper you go, the older and more dangerous the world becomes.
Layered Geography
• Sky — Inhabited by the wealthy, referred to by underground people as the sky people. A place of visible privilege whose absence and silence becomes significant as the story develops.
• Surface — Modern civilization. Functions as a normal contemporary world. The surface population has no knowledge of Zvx, Apoxtry, Jexling, or the underground civilization beneath them. They are the majority of humanity, living entirely unaware.
• Underground — The main setting of the story. Contains Zvx, Jexling, and all five factions. A fully developed hidden civilization that chooses to remain invisible to the surface, not because of a physical barrier but because of psychological, ideological, and social incompatibility.
• Deep Underground — An ancient ecosystem. Contains monsters and Zvx-affected animals. These animals consumed Zvx accidentally and have abilities, but unlike humans they developed no unique individual powers — only raw enhancement. More dangerous than the surface level but still navigable by trained Jexling.
Deep Dark — The lowest layer. Not a place that is traversed or mapped in any conventional sense. The most dangerous location in the world, where creatures from the primordial age still exist. See Section on the Quero.
2. THE DREAMY STATE
A natural cognitive state that all humans possess from birth. It is not a power or ability — it is simply part of what it means to be human on Carno. It provides meaning, long-term patience, emotional continuity, and the capacity to find importance in things over time. It is what allows people to hope, to build toward futures, to feel that their ambitions matter.
Jexling — those who have consumed Zvx and gone through Awaken Chains — lose the Dreamy State permanently. This is the central cost of power in Carno, and it shapes everything about the underground civilization.
Effects of Loss
• The sense of self weakens progressively
• Ambition remains intact but loses its meaning — they can still want things but cannot feel that the wanting matters
• Emotional importance deteriorates — losses register but cannot be ranked or prioritized, they simply all sit equally heavy
• Masking behavior develops — Jexling act through imitation of surface people, performing normalcy they no longer feel
• A persistent and constant feeling of wrongness, of not belonging anywhere
• Inability to properly integrate with surface people who still have the Dreamy State
• Structural inability to hope — hope requires the belief that future meaning is possible, which requires the Dreamy State
The separation this creates between Jexling and surface people is not a physical wall. It is a civilizational divide — two groups with different identities, different ideologies, and different value systems, who find each other fundamentally incompatible. The underground population does not want the surface to know about them, not only for strategic reasons but because the discomfort of interaction is genuine and deep.
The cruel irony: Jexling chase the treasure — promised to represent ultimate fulfillment — while being structurally incapable of feeling the weight of that promise. The pursuit is not driven by hope. It is driven by the absence of everything else. It functions less like ambition and more like gravity. Whether they could even receive fulfillment if they found the treasure is a question the story holds without answering.
3. ZVX — THE POWER OBJECTS
Zvx cubes are small solid objects with a tesseract-like structure. Their color shifts to match the individual psyche of whoever finds them. The color does not tell the person what specific ability they will receive — it tells them what category of ability they will receive. Color is a category indicator, not a specific predictor.
Zvx cubes appear randomly throughout the world. Animals and people sometimes consume them accidentally without knowing what they are. This is a significant management problem for Ordane Vasels.
Cube Types
• Blue / Kari — Physical, biological, chemical abilities. Some may defy normal physical laws while still being fundamentally physical in nature.
• Red / Hajik — Non-physical, mental, psychic abilities. Powers of the mind and psychological forces.
• White / Raha — Spiritual, supernatural — abilities that belong to neither the physical body nor the mind. Something else entirely. The most rare of the four types.
• Black / Yahuld — Unknown, unpredictable, random abilities that fall into no other category. Their powers have internal rules but those rules are often a mystery even to the user. The most unpredictable type.
The Awaken Chains Experience
When a Zvx cube is inhaled, the user's consciousness is transported to a specific location — a dark grey landscape covered entirely in translucent hands. All over this grey land are pairs of arms glowing in a translucent light, positioned in prayer. Looking toward the thumb side of these hands, the user sees The Barrer.
This space is implied to be a record of every previous exchange. The praying hands that cover the landscape are the marks left behind by all those who came before — history written into the space itself, silent and accumulated.
4. THE BARRER
The central figure of the Awaken Chains experience. A gigantic multi-construction of hands. Two enormous hands extend upward from its body, and on each of these hands are eyes set into the palms. Its mouth is composed of thousands of wriggling fingers. From the ground, a long ancient wrinkled hand protrudes, holding a set of scales — the symbol of equivalent exchange, of the take-something-give-something transaction that defines every interaction with it.
The Barrer does not speak. It does not guide. It does not explain. It appears, it takes something from the user, it grants something to the user, and it disappears. The exchange is not controlled by the user and is not always predictable. Not all users can re-enter this state after their initial awakening.
The Barrer is not a monster. It is a mechanism. It is judicial rather than threatening — it does not want to harm anyone, it simply processes the exchange according to rules that predate any current civilization.
5. JEXLING
The term for any individual who has consumed a Zvx cube and gone through Awaken Chains. Jexling form the population of the underground civilization. Their powers are unique to each individual — no two Jexling have identical abilities, though some shared baseline capabilities exist among all of them.
Traxe: An anomaly that occurs when a Jexling fails to maintain control of their will. The person ceases to be a person and becomes a creature running purely on the same Zvx energy that gave them their power. A Traxe is no longer human in any meaningful sense. Preventing this is one of the primary purposes of the Asur Bodies training method.
6. POWER RANKS
Seven ranks exist to measure the development and mastery of a Jexling's ability. When a person uses their power, a tongue of fire manifests above their head. The color of this flame matches their cube type. The clarity and brightness of the flame indicates their rank — the more developed the Jexling, the more defined and vivid the flame appears.
The seven rank letters are taken from the first letters of the names of the 7 Elects — the ancient founding figures of Ordane Vasels. This means the ranking system is inherently political in origin, not neutral.
• R — Flame looks like mist. The most basic state. Entry level.
• U — Flame beginning to take shape. Beginner in active training.
• Y — Flame becoming stable. The person is making real progress in shaping their ability in the physical world.
• H — Flame like a candle under sunlight — present but easily overlooked. Fully trained in Asur Bodies technique.
• P — Flame fully visible and clear. Master level.
• S — Flame with unique combination. The person has developed their own individual skill and combination technique.
M — Flame burns brighter than a lightbulb. Total mastery over everything. The absolute peak of what can be achieved.
7. ASUR BODIES TECHNIQUE
A training method that teaches six foundational techniques. Every Jexling who wants to properly develop needs to learn these. They stabilize both the power and the person, addressing the specific psychological and physiological challenges that come from living as a Jexling in an underground environment while occasionally needing to interact with the surface.
The Six Techniques
• Soul Search — The ability to sense another person's Zvx, locating their position through the resonance between two Zvx objects. This resonation works both ways — a person sensing another can be detected in return. If the person being sensed has significantly greater strength, they can either be completely invisible to the sensor or can overwhelm the sensor entirely. Skilled practitioners can reverse this effect against the person trying to sense them.
• Enhanced — Maintaining a completely normal human appearance on the surface while the body is physically far beyond normal human capability. Underground gravity and dim oxygen force the body to adapt, producing physical capabilities that would be immediately visible and alarming on the surface. Enhanced allows the Jexling to perform Domira effectively and interact with surface people without exposure.
• Selfness — Controlling personal will to maintain stable Zvx output and prevent transformation into a Traxe. The will of the self governs the input and output of the Zvx. Without this control, the Zvx begins to consume the person rather than be used by them.
• Stabilize — Training to maintain emotional control, because emotions directly affect will, and will directly affects how the Zvx reacts and how the ability manifests. An emotionally unstable Jexling is a dangerous and unpredictable one.
• Psyonic — Shouting the name of a power or technique creates a clear mental image of the intended power output. This image affects both body and will, making the power cleaner and more precise. At expert levels, this training also provides some resistance to mental manipulation and mind tricks from others.
• Domira — The ability to perform a perfect behavioral impression of surface people — their mannerisms, their emotional range, their social responses. A Jexling who has mastered Domira is called a masked person. This is the technique most directly tied to the psychological cost of being Jexling — it is essentially the formalization of the masking behavior that loss of the Dreamy State produces naturally, refined into a deliberate and controllable skill.
8. SAING SACRIFICE
A second re-entry into contact with the Barrer, available only to those who have already gone through Awaken Chains. This is not a new exchange or a new power — it is a temporary boost to the existing ability a Jexling already possesses.
To initiate Saing Sacrifice, the user must know a specific lost language and speak it correctly. This knowledge is extremely rare — very few people in the world possess it. It is a last resort, something reached for in tight situations when existing power is not enough.
The effect is significantly lesser than the original awakening. It lasts only one day, then disappears entirely, as if it never happened. The Barrer still takes something in this exchange — even a lesser re-entry is not without cost.
Seekers — people who study ancient and lost languages — are uniquely positioned to access this technique, which makes their knowledge strategically valuable to anyone who understands what Saing Sacrifice is.
9. SEEKERS
A category of people who dedicate themselves to studying ancient and lost languages. Their knowledge has two significant applications: interpreting the rare language contained within Apoxtry structures, and initiating Saing Sacrifice. Both applications make Seekers extremely valuable in the underground world, and their rarity means they are sought after, protected, and occasionally hunted.
10. APOXTRY
Eighteen physical structures scattered across the world. They function as partial maps to the treasure — but only partial. All 18 Apoxtry must be found and their language interpreted to construct a complete understanding of where the treasure is.
Critical connection: Zvx cubes are the embers of Apoxtry. This is the most important structural fact about the power system — the cubes that give Jexling their abilities are fragments of the same objects that serve as maps to the treasure. Every Jexling is unknowingly carrying a piece of something cosmologically significant. The power system and the treasure hunt are not separate — they are the same substance at different scales.
Physical Properties
• Example form: pillar or tower structure
• Located in dangerous environments, surrounded by monsters and Zvx-affected creatures
• Cannot be easily moved — the belief around this has evolved over time. Earlier generations believed it simply could not be moved. Later generations believe that if moved, something bad will happen. The shift from fact to consequence reveals how belief mutates across time.
• Identified by the presence of Zvx embers surrounding them
Language and Interpretation
The language contained within each Apoxtry is rare and difficult. No direct translation exists for any of it. Meaning depends entirely on interpretation — which means different people reading the same Apoxtry may come away with different understandings of what it says. This is not a flaw in the system. It is the system.
The Trigger Mechanic — The Quero Connection
This is known only to the top few people in the world. Almost everyone chasing the treasure has no idea that finding and translating Apoxtry has consequences beyond the information it provides.
The 18 Apoxtry are divided into three groups of six. Each group of six, when found and their language 89% successfully translated, guides those who hold the translation toward one of three geographical locations — one in the ocean, one in the sky, one somewhere on the land. These locations correspond to each of the three surviving Quero.
When someone reaches one of these locations and speaks the 89% translated words aloud in that place, one of the Quero awakens.
The dramatic irony: Almost every character chasing the treasure is doing so without knowing they are also counting down to catastrophe. The realization that the search itself was the trigger arrives only when one Apoxtry tower remains — too late to undo anything that has already been done.
11. THE TREASURE & THE MAN BEHIND THE WORLD
The Treasure
The treasure is believed to represent ultimate fulfillment. It has never been confirmed to exist in any tangible sense, yet it has persisted as a pursuit across millions of years of history. The reason for this persistence is one of the world's central mysteries.
The treasure appears to have will. Whenever it is close to fading into pure myth — whenever belief in it weakens to the point of near-extinction — evidence of its existence re-emerges. Something reaffirms it. This pattern recurs across every era of recorded history. Whether this represents genuine will, belief generating its own evidence, or someone deliberately maintaining the myth is left deliberately unanswered.
The Man Behind the World
No confirmed identity. No confirmed era of existence. Exists as myth, belief, and evolving narrative across generations — a figure whose meaning changes depending on who is telling the story and when. The oldest records place him approximately 10,739,88 years ago, though this number is not confirmed as exact and represents only how long the story has been passed down, not necessarily when he lived.
He is the only planetary-level existence in Carno. This is not a matter of degree — it is a matter of kind. The strongest humans can reach continental level, possibly world level under extreme conditions. The Man Behind the World operates at the scale of the planet itself, which is 43% larger than Earth. The gap between him and any human is not bridgeable.
Legend holds that he killed most of the Quero — the primordial creatures from the planet's earliest age — in order to form the world as it currently exists. He kept three alive deliberately. Why those three, and why he kept any at all, is one of the mythology's most significant unanswered questions.
He may be real, may be entirely distorted by millions of years of retelling, or may have been constructed entirely from accumulated belief. The possibility that belief sustained long enough becomes indistinguishable from reality is something the world holds open without resolving.
12. TIMELINE
Total stated age of the treasure's existence: 10,739,88 years. Not confirmed as exact — this represents how long the story has been passed down through generations, not a verified historical date.
General rule across all eras: information degrades over time. Older eras are less reliable. Beliefs evolve and mutate across generations. What was fact becomes legend, what was legend becomes myth, what was myth becomes story. The further back you go, the less any of it can be trusted.
• 500 years ago — Age of Machines and Technology: The beginning of modern technology. Standardized modern world emerges. Jexling emerge and are recognized as a category of person for the first time in the modern era.
• 2,000 years ago — Age of the Great Revolution: Old gods and mythos begin to be challenged. Apoxtry discovered for the first time — but only as mapped locations. Their language and true function are not yet understood.
• 50,000 years ago — Age of Legends: Formation of major myths and legendary figures. Faction origins trace to this era. The concept of the Man Behind the World and the Treasure begin and evolve through generations.
• 1,000,000 years ago — Age of Stories: No reliable history remains. Only oral traditions, tribal stories, and theories. Maximum distortion of truth. Historians rely entirely on theories.
13. POWER CEILING
A hard structural rule that governs the maximum scale of power any character can achieve.
• Normal Jexling maximum: Continental level. This is the realistic upper bound for a trained, powerful Jexling.
• Absolute human maximum: World level. This is extremely rare and conditional — a very large if. Very few humans across all of history have reached this point.
• The Man Behind the World: Planetary level. The only existence of this scale in Carno. No human character may reach planetary. This is a hard rule, not a guideline.
The reason this ceiling matters: it preserves the world itself as something bigger than the people in it. The geography has permanence. History has weight. A single fight cannot erase the world. The Deep Dark remains deeper than any human can reach through power alone.
14. THE QUERO — PRIMORDIAL CREATURES
From the age before recorded history, when the planet's evolution was just beginning to experiment with life. The planet created monstrous abominations in this period, each operating at continental to global scale. The Man Behind the World killed most of them to form the world as it currently exists. He kept three alive deliberately.
Only three remain. They exist in the Deep Dark — the lowest layer of the world. Legend among those who know says they are sleeping. The Apoxtry translation process is the mechanism by which they wake.
The Three Survivors
• Yahamuntro — Beast of the Land: Nine legs, each thicker than any Giant Sequoia. Its head and neck reach the height of the tallest mountains. Its tail causes earthquakes when it slams the earth. Its muscles can crush the thickest rock or metal.
• Fentaliyan — Dragon of the Sea: Can swim across the entire world in only two turns of its body length. Its scales have no weak point — no spear or metallic weapon can pierce them. Its mouth contains more teeth than the hairs on a human body, glowing red like the dawn of sunrise. When it moves, rogue waves of towering height crash onto land. Its roar shakes the clouds and changes the weather. From its breath comes both fire and an invisible illness.
• Rohuktomontra — Monster of the Sky: Flies to the highest altitude any living thing has reached. Its wings can cover the sky entirely, making the brightest day look like the deepest night. It once stood in a sea so deep that a sword dropped into it fell for three years without reaching the bottom.
Status and Mythology
Whether these descriptions are accurate, mythologized, or somewhere in between is deliberately left open. Even surface people have stories about creatures matching these descriptions — meaning the Quero are old enough and significant enough to have generated mythology independently across both the surface and underground civilizations. That is not rumor. Something happened.
The Man Behind the World kept them alive. His reason for doing so — why these three, why any at all — is one of the deepest unanswered questions in the mythology.
15. THE FIVE FACTIONS
The five factions are not friendly with each other. Frequent wars and battles between them are neither rare nor unheard of. They operate primarily underground but several have reach into both the surface and the sky layer.
Ordane Vasels
The organization whose stated goal is maintaining order and balance between the surface and underground. Run by the Council of Elders, composed of the 7 Elects. Their primary operational concern is managing Zvx anomalies — random animals and people consuming Zvx cubes accidentally — without that knowledge spreading to the surface population.
The existence of Ordane Vasels is a quiet indictment of the situation: they are a bureaucratic order trying to manage something fundamentally unmanageable, operating in permanent controlled crisis. Their knowledge of the Quero trigger — if they possess it — means every Apoxtry found on their watch represents either a controlled failure or a genuine one.
Ranks (lowest to highest):
• F — Lowest rank. Bodyguards of the institution.
• E — Internal institutional business.
• D — Surface deployment, handling anomalies directly.
• C — Special clearance, partial information access.
• B — Internal affairs management.
• A — Special cases. Their strength grants freedom from most orders but they remain obligated to direct orders from higher-ups.
• S — Held only by the 7 Elects. Unclimbable by normal means. Carries partial political force on the surface.
Special Classes:
• Sparta — Elite guard groups. Three units. Among the strongest and most uniquely specialized professionals in the organization.
• Special Forces — Guards of rank S. Sometimes evenly matched with rank A. The current modern strongest person — Uyopto Xivrato — belongs to this group, though her adaptability ability alone does not account for the full extent of her authority.
Headless Hydra
A criminal organization formed from multiple gang factions unified under one structure. There is and will never be a clear head — position climbing through violence is constant and expected. The organization is named for the fact that no matter how many leaders die, newer ones always emerge and the organization never loses its structural balance, even if the majority of leaders are killed simultaneously.
Clearances:
• Clearance 1 — Lowest recognized members. Take low tasks. Dealers of small black market income from the surface.
• Clearance 2 — Access to upper layers of the institution. Blackmail of political and other surface figures. Secrets are strictly protected — spreading information beyond this floor means death.
• Clearance 3 — Control 4/10% of major underground entry points. Handle the dirty work of upper leaders. Can be hired by sky people.
• Clearance 4 — Dangerous information tier. The darkest secrets of the organization are kept here. Among the strongest units of the organization.
• Clearance 5 — Authority alpha. The self-regenerating leadership collective. The headless hydra principle — no matter how many leaders die, the structure survives.
Blind Sun
Religious fanatics who believe everything — the Zvx, the Apoxtry, the Barrer, all of it — is the action of a divine being. The Barrer is their messenger angel. Their theology is internally coherent, which makes them more dangerous than a group operating on pure ignorance. They forcibly recruit members, particularly targeting the homeless, by making them consume Zvx against their will.
Non-Arsenal Classes:
• Venerable — Highest position. Distinct individual Venerables hold distinct powers both underground and surface.
• Saints — A title given posthumously to dead members of greatest belief. Not a living rank.
• Teachers / Preachers / Members / Folks — descending order below Saints
Arsenal Classes:
• Paladin — Highest. Alchemically enhanced with cultic and religious symbols. Their bodies are described as divine in blood. Called the Lions of Kahur.
• Holy Knights — Second rank.
• Warriors / Soldiers — below Holy Knights
Frozen Lotus
A powerful independent organization founded by Miss Folariya. Its founding is entirely personal — Folariya was betrayed comprehensively by nearly everyone in her life: her parents sold her and her brother into something when they were children; her brother later attempted to kill her for the position of leader; her lover was found to have been a spy the entire time and their relationship was fabricated; her own children eventually tried to take her position by force. She built Frozen Lotus after all of this, and its core philosophy is perseverance.
Grades (each with three levels: beginner, trained, mastery):
• Common Grade — Most common and lowest level.
• Selected Grade — People with specific mastery in their area.
• Special Grade — The most diverse group in the organization.
• Unique Grade — Those directly in charge of managing the organization.
Blooming Mask
The most newly influential faction, with significant presence on both the surface and underground. Newer than the other four but growing rapidly. Led by Keroyuki, known as the Thousand Face.
Levels (1 through 10 stars):
• Levels 1-3 — Lower levels. Basic footwork and fundamentals.
• Levels 4-6 — Intelligence gathering and processing.
• Levels 7-8 — Management and powerful individuals.
• Level 9 — Strong ability users.
• Level 10 (stars) — Top level. The leadership tier.
16. THE 7 ELECTS
Ancient figures from the founding of Ordane Vasels whose names and first letters form the power rank system. Currently the titles are held by people in power rather than the original figures — the Elects are historical, but the positions they created are living and political.
Listed from lowest to highest political position within Ordane Vasels. The rank letters correspond directly to the first letter of each Elect's name:
• R — Rayo Vanto
• U — Unto Pratha
• Y — Yahambol
• H — Hari Yoka
• P — Petro Gamina
• S — San Yat
• M — Mahaopta Venri — highest political position
The naming pattern is doing quiet structural work: when someone says a name like Mahaopta Venri, the name itself signals supreme authority. Their names are their titles.
17. CHARACTERS
Every significant character established so far, in full detail.
THE THREE MAIN CHARACTERS
Heuta Vanhuncil — MC
From a rural tribal village. The daughter and granddaughter of the village's richest man, who protected her from almost everything she faced growing up. She loved him deeply and completely. On the day of his funeral — while she was still a teenager, wearing a funeral dress — her older brother approached her, seemingly to offer comfort. Her brother was wheelchair-bound, having lost both his legs. She trusted him completely.
Then fleshy tendril-like growths erupted from where his legs should have been. He told her he had watched her live comfortably while he suffered alone for years. He told her that every time she looked at him, her eyes were full of pity that made him feel like half a man. He vowed to make her understand he was still a man. He moved toward her with a disturbing expression.
She grabbed a wine bottle, smashed it open, and used the broken glass to break herself free. She ran to a forbidden room inside her grandfather's house — a room she had never been allowed into — and grabbed whatever she could find. Something glimmered. A tiny red cube.
She ran. Her brother chased her through trees. He threw a tree at her and she fell from it, tumbling down a snowy hillside, her funeral dress already torn. As he approached, he saw the cube and demanded to know how she found it, saying she didn't deserve it. He slammed the side of the snowy hill and the rock and snow cracked — and both she and the cube fell. While falling, she accidentally took the cube into her mouth and swallowed it.
Cube: Red — Hajik — mental and psychic abilities
Important detail: The forbidden room belonged to her grandfather. He knew about Zvx. That secret died with him on the same day her brother revealed everything about himself. She inherits power, loss, and unanswered questions simultaneously.
Bero Haratuba — MC
A teenage orphan who was never adopted by anyone. He survived entirely through his own labor, taking as many jobs as he could find and somehow funding his own education through minimal help. He is not in the best physical shape. He does not come from strength.
One day he saw a group of boys surrounding a girl and assumed she was in danger. He charged in, pushed the boys away, and told the girl to run. She slapped him across the face. She had invited all three of them. The three boys, now angry, beat him near to death.
He managed to crawl back to the shop where he works. His boss tended to his injuries and offered to pay for a hospital visit. Bero refused, even though he knew it was the right call, even while he was perfectly aware it was the right call. He went home to his shabby, rarely cleaned apartment and looked up at the sky through the cracks in the ceiling — glimpsing the city of gold above, the sky city, shimmering and unreachable. He put his head down and wept.
He knows this is not what he is supposed to be doing. He knows his talent lies somewhere else. He knows it clearly and completely. And still he does everything in opposition to it. He asked himself — lying there injured, having refused help, having been beaten for a good intention that was read wrong — why he does this to himself.
From the crack in the ceiling of the apartment above him, a black cube fell and landed on his injured arm. His landlord called his name from outside. He went to answer instinctively, gripping the cube — and without noticing, it passed through his injured arm into him.
Cube: Black — Yahuld — unknown, unpredictable abilities
Important detail: His real talent — the thing he knows he should be doing but refuses to pursue — is unspecified. This detail is important and will matter later.
Ijerima Garindoir — MC
From one of the major underground clans. The younger brother of a widely considered perfect older brother. He is constantly compared to this brother by everyone around him — family, clan members, anyone who knows them both. He resents people using the connection to his brother as license to speak to him however they want. Despite all of this, his relationship with his older brother is genuinely good. They care about each other.
A clan tradition came up — a ritual combat requiring two people to fight to either death or surrender. Surrender is considered a deep and permanent shame within the clan. Ijerima was made to fight his own father, who is the strongest in the clan. After one round, he went to his knees and begged for surrender.
His father stood over him with rage in his eyes — rage so intense it looked like fire was in them. He decided to kill his own son, having looked at the surrender as final proof of who Ijerima was. His older brother intervened and saved him in just enough time — but took a blade through himself in doing so.
The family rushed to get a healer. The healer arrived too late. Before he left for the afterlife, the older brother handed Ijerima something — a small package wrapped in cloth.
Ijerima was then shamed before the entire clan. A permanent mark was placed on his forehead — a mark that declared he was no longer one of them. He walked into the deep forest alone. He sat with the wrapped cloth for a long time. Then he opened it, and found a white cube inside. He consumed it.
Cube: White — Raha — spiritual, supernatural abilities. The most rare type.
Important details: He carries his brother's gift, his brother's sacrifice, a permanent mark of rejection, and the shame of the surrender that caused everything. The three MCs hold red, black, and white cubes. The fourth type — blue, Kari — remains unassigned to a protagonist.
SUPPORTING & SIGNIFICANT CHARACTERS
Upoi — The Flame Empress
Born into a clan that has held the title of strongest clan for thousands of years. The clan values strength above all else with no distinction between men and women — both are expected to pursue strength, both are pushed through brutal and efficient training. The philosophy is simple: pain is the teacher, every pain has a purpose.
From a young age, Upoi experienced this teaching constantly. But young Upoi had a question she kept entirely to herself — why? She never asked for it. She never wanted to be strong. She wanted comfort. She wanted safety. But everywhere she looked, she received one answer: pain will teach you how to be strong.
She never found a different answer. And so the title of strongest came to hold everything that question represented. When she did not become the strongest, she pushed harder — because that was all she had ever been told to do. She is not numb or repressed. She is not secretly in pain in a way she is hiding from herself. She is genuinely shaped. She has no third-person view of her own situation — no framework to recognize what was done to her as damage. She simply pushes. The tragedy is not what she is hiding. It is that there is nothing to hide.
Ability: Fire manipulation
Named Techniques: Molten Stone, Inferno Combustion, Dance of the Flaming Phoenix, Sun Lion's Roar, Eye of the Heavenly Empress
Final Form — Eye of the Heavenly Empress: While hovering near the atmosphere, a line appears behind her and opens like a flaming eye with ornate decoration surrounding her. Her form changes — half her face covered by a flaming dragon skull, body mass increasing significantly, a flaming dress with phoenix feather design, two long feathers extending from her head. Standing roughly 32 feet tall.
Notable: Her battle with Folariya lasted two weeks, destroyed a 5,965 km² island, and cracked two neighboring islands. It was ended not by exhaustion or defeat but by Uyopto appearing and stopping it.
Folariya — Miss Frozen Lotus / Leader of Frozen Lotus
Her history is a comprehensive catalogue of specific betrayals, each one from a different direction and a different kind of wound. Her parents sold her and her brother when they were children. Her brother, after she had built Frozen Lotus and held its leadership, tried to kill her to take the position. Her lover was revealed to have been a spy the entire time — their entire relationship was fabricated for intelligence purposes. Her own children, eventually, tried to take her position by force.
She built Frozen Lotus after all of this. The organization's philosophy — perseverance — is not inspirational. It is the only option left when everything else has been taken or revealed as false.
Her power requires complete emotional absence to reach maximum potential. This sits in permanent tension with being a person defined by the accumulated weight of everything she has survived. To use her ability fully, she must feel nothing. She is someone who has felt too much.
Ability: Hot Ice and Freeze Expand — functions as two abilities but is one power. Hot Ice creates icy material that burns instead of freezing. Freeze Expand produces extreme freezing reaching approximately 200 degrees.
Named Techniques: Frozen Anguish, Freezing Lotus, Roaring Crystal Dragon, Frozen Crystal, Misty Snow Leopard Foot, Dance of the Celestial Nine Tailed Fox
Final Form — Dance of the Celestial Nine Tailed Fox: Nine crystalline floating pillars appear above her like a crown. Her dress spreads so long it covers the vast sea, resembling ancient sleeping frozen dragons. Her body is covered in silky cloth with dragon scale design. Standing roughly 32 feet tall.
The Battle of Ice and Fire — Upoi vs Folariya
The battle took place on an isolated island. Both women stood ready — Folariya with long snowy white hair, Upoi with long straight dark hair.
They opened with pure hand-to-hand combat, extreme martial skill and precision. Their impacts cracked and dented the ground beneath them.
Folariya moved first with her ability — Frozen Anguish — a powerful wind of snow. Upoi dodged. The trees the snow touched began to slowly crack and shatter. Upoi responded, hovering in the air with flaming ignition from her feet, and created a gigantic fireball — Molten Stone — the heat burning nearby leaves from the air alone. She threw it at Folariya. Folariya countered with Freezing Lotus — a lotus shape made of ice covering her entirely. By this point the island was already a wasteland of black dead trees.
Then both made their largest simultaneous move — Roaring Crystal Dragon versus Dance of the Flaming Phoenix. A crystalline spiralling dragon shimmering under sunlight on one side. A gigantic flaming phoenix blazing on the other. They collided and shattered the island into dust — roughly 5,965 km².
Both continued in the air, their movements like lightning, only their aftermath visible to the naked eye. Upoi used Inferno Combustion — a concentrated streak of flame. Folariya responded with Frozen Crystal to buy time to dodge. Their movements cracked neighboring islands. This continued for weeks with neither surrendering.
Near the end — Upoi used Sun Lion's Roar, creating a loose image of a roar that shook the surroundings. Folariya responded with Misty Snow Leopard Foot, disappearing among the damage. Then both paused. Upoi transformed into flame that simultaneously restored her body and all injuries. Folariya became encased in icy crystal that repaired her as well.
Final moves. Upoi activated Eye of the Heavenly Empress — the line opening behind her, her form transforming, charging at unmatched speed. Folariya activated Dance of the Celestial Nine Tailed Fox — her dress covering the sea like sleeping dragons, launching with equal speed. Both women at roughly 32 feet tall, inches from collision —
They were intercepted by a single woman with long blonde hair. Uyopto. Smiling at both of them like it was nothing. Saying it was time to stop playing. That was how two weeks ended.
Uyopto Xivrato — Current Strongest
Member of Ordane Vasels Special Forces. Holds authority almost equal to rank S despite not holding the title formally. The current modern strongest person in the world. She ended the two-week battle between Upoi and Folariya by appearing alone, smiling, and saying it was time to stop — without demonstrating any power at all. The smile did everything. She was not threatened. She was almost bored.
Ability: Adaptability
Limit: 24 adaptations maximum
Rules: Must discard adaptations or perform sacrifice to continue. Overuse destroys the body. Adaptations expire over time. With a continental ceiling, her 24-adaptation limit means each one is a finite resource being spent toward a hard wall. She feels genuinely mortal despite being the strongest.
Venerable Father Thatokus — Blind Sun
A man with a single-minded ideological conviction and no conventional moral framework. His own ideology is his truth — held without self-deception or blind faith. He is not a hypocrite. He is not delusional. He is operating from a completely different moral architecture that is internally consistent, which makes him more unsettling than someone who lies to themselves.
He placed the Weeping Saint's corpse as the fuel source for his iron giant himself. He did this knowing exactly what he was doing. He views the saint's lifetime of suffering as divine destiny now serving its final purpose. Every battle his iron giant fights and survives reinforces this belief — the machine absorbs metal to rebuild itself, and each time it does, Thatokus feels it as further confirmation of divine gift.
Ability: A gigantic moving humanoid iron chapel structure, 30 to 38 meters tall
Fuel: The suffering of the Weeping Saint's corpse. The more suffering fuel present, the stronger the giant's defense and offense. Speed relies on jumping and close combat agility rather than raw movement speed — for that size, it is surprisingly flexible and agile in close range.
Additional mechanic: Can absorb nearby metals to rebuild itself from damage. Each successful absorption reinforces Thatokus's belief in divine gift — a closed loop of self-reinforcing conviction.
Pharaoh of Darkness — Taoha
One of the longest-standing leaders of Headless Hydra. His family has run criminal activities and the organization for many years across multiple generations — his father and his father's father before him. He is a dynasty in a structure that claims to have no permanent leadership.
Ability: Darkness manipulation
• Absorbs light of any kind — no light can penetrate or shine through his darkness
• Can travel through any shadow he has previously marked with his darkness
• Conventional weapons have no effect on his darkness
• Can consume corpses with his darkness, creating an army — cannot control those who were stronger than him or those with unique abilities while alive
• Can create constructs from darkness
• Black hole suction capability
Bounty: 58.6B — 9th highest in the world
Sacrifice: He took his own wife's heart as the exchange. His love for her was the only thing equal to him. The Barrer took accordingly.
Amuntro Saka — The Crimson Crescent Demon
A legendary figure from long ago — the person from whom the title of strongest was originally created. His mastery covered every form of weaponry without exception. He created his 12 Heavenly Weapons, each one unique, each one with no blind spots, each one functional in any environment. He was, for his era, without peer.
Cost: Can never see the sun again. Hence the name: Crimson Crescent Demon.
Revival: He was summoned once by a person who paid with their own life to do it. The summoner acted out of pure hatred and anger toward their enemies — using the last thing they had to deploy the greatest weapon they could imagine.
Post-revival state: The 12 Heavenly Weapons became the 12 Demonic Ark — transformed by the emotional state of the summoner. All offense now, reduced coordination, no perfect defense remaining. He suffers from severe motion sickness — his body knows it is somewhere it should not be. His form, his weapons, his entire second existence was shaped by someone else's hatred. He did not choose to come back this way. Whether the original Amuntro Saka remains inside this revenant is left unanswered.
Kaharavir
Criminally hunted on the surface for attacking and killing law enforcement and jury members. Not the strongest person in the underground by raw power, but financially powerful, high status, and genuinely terrifying to those around him. His skill lies in psychological warfare and horror — he knows exactly how to use his ability to maximize fear rather than just damage.
Ability: Keratin manipulation — creates dense, strong constructs from keratin
Power source: His body fat. As long as he is fat, he can shape and create keratin. He must maintain his size to maintain his power.
Notable use: Extended his fingernails, toenails, and hair to the ground simultaneously. Described as one of the most nightmarish things witnessed underground — and it came very close to exposing the underground to surface knowledge.
Xeronvib
One of the fastest people in the world. If someone counts from one to ten, she has already covered every road in a large city twice over.
Cost: Permanently sacrificed intelligence. Her mental state is permanently that of a teenager. She struggles to learn new things or process information that is unknown to her.
Personality: Stubborn, always running, avoids responsibility until consequences become too loud to ignore — and even then, consequences only whisper, never haunt. She is comfortable. The running functions. She genuinely cannot fully grasp what she lost, which means she cannot properly mourn it. One might mistake her for being in constant horror — that is not accurate. She found something that works, mostly, and she lives inside that.
Ranamuntra
A rogue solo individual. His history is a specific and accumulative catalogue of irreversible loss. His parents were killed and dismembered by a killer who ate them — he watched this as a child. His wife died in his arms surrounded by fire and ash. His daughter was found violated and discarded in a ditch while he was gone for thirty minutes. His dog was infected by a virus and he had to shoot it himself to spare it the worse death the virus would have provided.
Each loss is specific. Each one represents a different kind of helplessness. The Dreamy State loss means he cannot rank these losses by importance — they all sit equally heavy. None of them is more significant than the others in his experience of them. The accumulation is intentional and correct: not for shock value, but because sometimes things do happen too much to a single person, and because the Dreamy State loss removes the ability to process loss hierarchically.
He is now hunting — his enemies, and anyone he finds guilty.
Ability: Strong telekinesis — maximum scale can shake an entire city roughly 263,947 km² in rough estimation
Limitation: A mental limiter chain prevents explosion if he pushes too hard. Built in by the Barrer, the Zvx, or his own subconscious — possibly a part of himself that, despite everything, still prevents total destruction.
Cost: Must lose a significant amount of blood every half month.
The Brothers of Hergoor
Identical twin brothers, each standing 10 feet tall. Sons of Hergoor, once the wealthiest pirate in their known world. After his death they took the wealth all the way to the dry hills and deserts and built their life there. Wild criminals who live entirely as they feel like living. Not the brightest. They operate almost as a single unit — sharing one brain cell between two bodies, effectively.
Abilities: One controls electricity. The other controls water.
Notable achievement: Took down a Paladin — one of the Lions of Kahur, alchemically enhanced with religious symbols, described as divine in blood — over three consecutive days and nights of unceasing combat. The brothers won partly because this particular Paladin was a product of the title rather than a fully realized one. Still: three days and nights.
Cost: Each brother must fight constantly. Sometimes this means fighting each other, up to near death. The fighting is not optional — it is the price.
Veldamor
Once a powerful independent figure who tried to build his own faction from nothing. He recruited extensively and ambitiously. The mistake was structural: he was the sole pillar of strength in everything he built. The moment he was defeated, the entire construction collapsed. The established factions crushed him under their combined pressure and the internal conflict that followed his defeat dissolved whatever remained of his group.
He is now homeless. Missing one leg. Missing one arm. Half his body burned. One eye gone. Living on the streets.
Ability: Electromagnetic creation and reshaping
Costs: Cannot directly touch the electromagnetic force he creates. Must eat enormous quantities of food constantly — his power relies entirely on his food consumption. After his defeat, maintaining even basic ability is a daily challenge on the streets.
Toroy Hanachu
A survivor. She has been hiding from all five major factions for long enough that her continued existence itself is a testament to how dangerous her ability is. She holds one secret about each of the five factions — this is the reason she has a bounty and the reason she has survived. Luck alone would not account for either.
Ability: Transmutation of her own body — from 100 times larger than herself to 50 times smaller, applicable to everything including living matter. Broken by design.
Limitation: Must return to her true form three times per day regardless of circumstances. No matter how deep her cover, three times daily she is who she actually is.
True form: She appears as an old woman despite her actual age — the cost made visible in her resting state.
Bounty: 3.7B — 20th highest in the world.
Tennor Gatseba
Roams without aim. Most factions have decided to leave him as a free man rather than attempt to recruit or capture him — his foolishness leads to self-harm and harm to anyone physically near him, making him more trouble than he is worth as an asset.
Ability: Light reflection — strong
Cost: His idiocy is the source of his power. They are the same thing. He is not unintelligent as a side effect of his power — the foolishness and the ability are one and the same phenomenon.
Keroyuki — The Thousand Face / Leader of Blooming Mask
Leader of the newest major faction. His relationship with power is patient and almost scavenger-like. He does not hunt strong people. He waits for them to die. Then he takes their face.
Ability: Collects the faces of those he has defeated — they must be dead. Wearing a face grants him the ability of that person, inheriting both their strength and their weakness.
Rules: Once a face is put on, it cannot be removed for a minimum of 4 to 8 hours. He cannot quickly swap out of a bad situation — every face is a commitment and a calculated risk. He inherits the cost of every ability he wears alongside the power itself.
Fertando
One of the rivals in the current power landscape. Not physically dominant but operating through something more precise.
Ability: Eye of Yahwa — predicts 50 possible moves and calculates 78 counters to each. Makes him practically untouchable in a conventional sense. Nobody can touch him as long as the Eye functions. Teaching the MCs a lesson about this is a significant moment in the later story.
18. MC ABILITIES — UNREVEALED
The three main characters have consumed their Zvx cubes but their specific abilities have not yet been revealed. This is deliberate. Their powers will be revealed through the narrative.
What is known:
• Heuta Vanhuncil: Red cube — Hajik category. Mental and psychic abilities.
• Bero Haratuba: Black cube — Yahuld category. Unknown, unpredictable abilities.
• Ijerima Garindoir: White cube — Raha category. Spiritual, supernatural abilities. Most rare.
Three additional notes about abilities in the story:
• Bearer of Hope — One of the three MCs will eventually carry this title. In a world that structurally cannot hope, this designation is either the exception that breaks the rule or the cruelest irony in the narrative.
• COUNTER / Anti-Principle — One MC's power is genuinely called COUNTER. But they perform the idea of anti-principle so convincingly that most people believe their power is something called anti-principle — a lie constructed and maintained deliberately. Other doesn't mean all: some people know the truth. The MC manages both the myth and the reality simultaneously. This makes them a strategist who understands that what people believe about you is its own kind of weapon.
• SHINE — One MC's power. Stephen King inspired. In a world with this much psychological weight underneath it, SHINE could be the most quietly dangerous ability in the cast — not because of what it destroys, but because of what it sees or reveals.
Which MC holds which title and power has not been assigned. That is deliberate.
19. NARRATIVE STRUCTURE — THE STORY ARCS
The story is structured in progressive stages, each one expanding the world and the stakes while making the previous stage feel like deliberate misdirection.
Stage One — The Surface Arc
The story opens on the surface. The MCs encounter animals that have accidentally consumed Zvx cubes. The initial framing is simple — get power, fight monsters, win. The surface world works as intended. The sky city exists above it, gleaming, conspicuously absent from anything that happens below it.
They will eventually meet higher enforcers responsible for maintaining the balance between surface and underground — people from Ordane Vasels at the D rank, handling surface anomalies. This is the first signal that there is greater lore underneath the simple framing.
They will face a powerful creature with abilities — their first encounter with a Traxe. A human who lost themselves to Zvx instinct. This is where the world stops feeling simple.
They begin learning Asur Bodies technique. The feeling of alienation from normal society begins to grow — slowly, naturally, as a consequence of what they are becoming rather than as a dramatic revelation.
Stage Two — Introduction to the Underground
The MCs are introduced to the underground proper. They make friends. They enter academic education within the underground system with assigned teachers. They go on missions to handle surface animals that consumed Zvx — organized, official missions rather than accidental encounters.
They learn about the secret forces that maintain the mask between the underground and the surface. They begin to understand the scale of what is being hidden and why.
A person from the surface accidentally discovers one of the old forgotten ways into the underground. They become friends with the MCs and others. They experience the alienation of the underground — they do not belong there either. When they try to return to the surface and live normally, someone from the darker forces underground kills them.
This death does three things simultaneously: it establishes that the story has real, permanent stakes; it introduces the sky people as potentially knowing something and possibly wanting certain people dead; and it tells the MCs and the audience that there are forces in this world that should be feared.
They descend into the deep underground. Monsters here are stronger than anything on the surface. Danger levels are categorized — monsters and Traxes are classified by their level of damage and destruction capability, and the deep underground is mapped with which areas are more dangerous than others.
Eventually they are drawn into conflict with criminal elements — and make their first kills of people rather than creatures.
Stage Three — The Treasure Hunt Begins
They find Seekers. They become friends with them. They learn about the Dreamy State — what it is, what its loss means, the full weight of what they have already given up. They learn about the legend of the treasure and the Man Behind the World.
The journey begins in earnest.
This stage is where most of the significant supporting characters are introduced. The world expands significantly in terms of cast and faction presence.
Following the partial translation of known Apoxtry, they pursue the first lead toward the northeast — through rough terrains and jungles. They encounter and fight the Brothers of Hergoor and barely survive through their developing Asur Bodies technique. They encounter a hiding figure — the shapeshifter — without realizing who she is at the time. They ally with the man who lost everything. They find the first Apoxtry pillar.
Their rivals — another group pursuing the same goal — are less fortunate. Only the rival group's leader survives the approach to the pillar. Consumed by grief and loss, this leader summons the dead legend from the past — paying with their own life to deploy Amuntro Saka, now in his demonic revenant form, against their enemies.
Stage Four — The Demonic Ark
Deeper exposure to the darker secrets of the underground. The MCs' mastery of Asur Bodies techniques develops significantly.
The corpses of Amuntro Saka's enemies find them — the dead legend is still moving, still hunting. They hide from the aftermath of a legend while trying to survive it. The demonic revenant eventually crosses into one of the faction territories and kills some of its members. The faction is partly destroyed.
Frozen Lotus intervenes and destroys what remains.
This draws the attention of the Pharaoh of Darkness — Taoha — for the first time.
Stage Five — The Church and the Iron Giant
They interact with Blind Sun. More characters are introduced. Some friends die.
They master their Asur Bodies technique. Some friendships extend to helping resolve family issues for people they have come to care about.
They face Venerable Father Thatokus and his iron giant. They lose. Uyopto saves them — their first direct encounter with the current strongest, who intervenes without drama and without explanation.
Stage Six — Expansion and the Eye
The treasure hunt expands significantly. They are being traced constantly but at a distance — the man with COUNTER watches them, separated from direct confrontation, observing.
They encounter Veldamor — once powerful, now homeless and broken, living on the streets. They get stronger and move on. They become friends with Xeronvib — the self-proclaiming fastest, who still looks like a teenager, easy to underestimate.
Then Fertando finds them. He has a very unique eye and is one of the strongest ability users they have encountered. He teaches them a lesson — nobody can touch him. Eye of Yahwa makes him practically invincible in a conventional sense. He is not an enemy in this moment, but his lesson lands hard.
Multiple Apoxtry are found.
Stage Seven — Faction Exposure and the First Quero
Higher ranks within the factions become more visible. The internal ranking systems of each faction are explored in more depth.
The MCs go on a mission to spy on one of the factions. They are almost discovered. The person with the 20th highest bounty in the world — Toroy Hanachu — saves them without being recognized for who she is. They escape safely but are nearly lost in the deep underground.
They reach the group that holds the translation of six Apoxtry. Their presence and actions trigger the spoken words at the correct location.
One of the Quero awakens.
The situation is so unexpected, so far beyond any individual faction's capacity to address, that all five factions join together to take it down. Enemies fight beside enemies. The underground has never done this. The surface has no idea any of it is happening.
20. THEMATIC CONSTANTS
These are the ideas the world keeps returning to, the things that are true across every layer of the story regardless of which character or faction is in focus.
• Truth degrades over time — what was fact becomes legend, legend becomes myth, myth becomes story, story becomes silence
• Interpretation shapes reality — the Apoxtry have no objective meaning, the treasure has no confirmed nature, the Man Behind the World has no confirmed identity. What people believe about these things determines what they are.
• Power does not change a person — it reveals them. Whatever the Zvx finds when it arrives is what the ability expresses.
• Identity is fragile and easily lost — the Dreamy State, Domira, Traxes, Amuntro's revenant form, the mark on Ijerima's forehead. The world is full of examples of self coming undone.
• Fulfillment may be misunderstood or structurally unreachable — the people chasing ultimate fulfillment are those least equipped to receive it.
• Belief sustained long enough may become indistinguishable from reality — the treasure reannounces itself, the Man Behind the World persists across a million years, the Quero exist in myth on both sides of the surface/underground divide.
• Wounds come before power — power reveals what the wounds already made. Almost every significant character was already damaged before they ever touched a Zvx cube.
• Hope is the rarest thing in this world — it requires the Dreamy State to function. The Bearer of Hope carries the title in a world designed to make hope impossible.
— END OF DOCUMENT —