Cherreads

World level/Type/Realm

World Structure & Realms of Origin

In the vast cosmos, existence is shaped not only by power but by the worlds that house it. Each world is born under different laws, climates, and mana frequencies. These variations determine not only what species are born there—but also how powerful those species can become.

Worlds are categorized by two attributes:

Power Capacity – How strong a being can grow within the world.

World Type/Realm – The elemental or environmental nature that influences which species thrive.

World Power Capacity Classification ◈ Small World / Ordinary World

"A cradle for the weak, and a grave for ambition."

Power Limit: Low Tier (Tiers 1–3)

Description: These are the most common worlds. Their mana is thin and unstable, limiting all beings within to basic strength. Stronger individuals must ascend to greater worlds to evolve further.

◈ Mid World

"Where strength awakens, and empires rise."

Power Limit: Mid Tier (Tiers 1–6)

Description: Balanced in energy and stability. These worlds support elemental mastery and domain creation. Mid Worlds serve as homes to powerful civilizations, rising sects, and elite clans.

◈ Great World

"The playground of gods and conquerors."

Power Limit: High Tier (Tiers 1–9)

Description: Rare and ancient. These worlds contain powerful ley lines and vast stores of cosmic energy. They are capable of housing Divine-level beings and often serve as the seats of empires and realms.

World Types & Elemental Realms

Each world's elemental nature influences what species or bloodlines are native to it. These environmental archetypes shape not just biology, but culture, power affinity, and destiny.

Fire World / Flame Realm

"Volcanoes howl, and magma sings. From fire, they are born."

Description: A volcanic world scarred by eruptions and rivers of molten stone. Temperatures are extreme, and the atmosphere burns with raw fire mana.

Native Species: Fire-blooded races, magma beasts, salamanders, flameborn demons.

Water World / Tidal Realm

"Endless seas, skyless days. Only the deep knows peace."

Description: A world drowned beneath endless oceans. Islands are rare or submerged. Life thrives in the deep.

Native Species: Aquatic races, merfolk, leviathans, water elementals.

Earth World / Verdant Realm

"Mountains rise, forests breathe. Stone remembers everything."

Description: A land of towering mountains and vast forests. Rich in minerals, mana-infused flora, and resilient creatures.

Native Species: Earthborn races, plantfolk, beastkin, golems, druids.

Wind World / Tempest Realm

"Lightning dances. Storms never sleep. The sky is their battlefield."

Description: A world engulfed in endless tempests and howling winds. Floating islands drift across the sky as stormfronts clash endlessly.

Native Species: Wind and lightning spirits, sky serpents, avian clans, stormborn warriors.

 Light World / Holy Realm

"Twin suns burn high, and radiance rules the sky."

Description: A rare world orbiting multiple suns. Blinding light blesses the land, saturating it with holy mana. Darkness is all but banished.

Native Species: Lightborn, angels, radiant beasts, golden phoenixes.

Dark World / Abyss Realm

"Where stars whisper secrets, and the moon is the only witness."

Description: A realm cloaked in eternal twilight. Distant from any sun, its lands are bathed in moonlight and starlight. Shadows thrive and mana is dense, but twisted.

Native Species: Darkbloods, demons, abyssal beasts, shadow elementals.

Ordinary World / Common Realm

"Simple beginnings in a simple land."

Description: Neutral in element and average in power. These worlds produce a wide variety of species, but humans are the dominant lifeform. Often used as the starting point for heroes or wanderers.

Native Species: Humans (majority), mixed-species, evolving bloodlines.

Notes on World Travel

Ascended beings (Tier 7+) may travel between worlds through spatial techniques or realm gates.

Lower-tier beings can only move between worlds through rituals, artifacts, or portals opened by higher powers.

The world a being is born in often determines their elemental affinity, unless overridden by bloodline or mutation.

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