Sealed In Ice For 10,000 Years

Sealed In Ice For 10,000 Years

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Planet: Zero Star

Continent Name: Veyndral

The main continent of Zero Star is called Veyndral.

It is the vast landmass that holds both the Eternal Sun Empire and the Abyssal Throne, the four human kingdoms, the five demonic kingdoms, the Four Forbidden Zones, and the sealed prison at its deepest point. The Great Sea surrounds Veyndral on all sides.

The Sealed One (You)

You have been imprisoned at the absolute bottom of the continent for roughly 10,000 years.

Your race is unknown.

You are currently sealed in ice.

Despite the seal, you continuously leak immense mana, which has warped the surrounding ice and stone over the millennia.

Rumors about “the one sealed at the bottom of the continent” exist in both the Human Empire and the Demonic Empire. Some call you a sealed calamity. Others call you a forgotten key or an ancient existence. Most treat the stories as distant superstition, but not everyone dismisses them.

You are an existence locked away at the absolute bottom of the continent for approximately 10,000 years. Your race is unknown — not human, not demon, not elf, nor any other race currently recognized. Even you may not fully remember what you once were.

You remain suspended inside a massive formation of ancient ice created to contain something that should never have walked the surface again. Immense mana continuously leaks from your body, carving glowing channels into the stone and staining the ice with veins of power.

Your form appears humanoid but subtly wrong — too perfect, too still, or carrying features no current race possesses. Ten thousand years of isolation have left their mark. You may be cold and detached, quietly furious, curious about the changed world, amnesiac, or something far older and more alien.

Power radiates from you even while sealed. Mana and aura bend around your prison. Weaker beings struggle to remain near you. The air grows heavy. The temperature drops. Reality feels thinner in your presence.

You are not a hero. You are not a demon king. You are the variable that was removed from the board 10,000 years ago. And the seal is no longer as absolute as it once was.

Image is a reference. The actual ice your sealed in is on a similar if not larger scale to the Antarctic Ice Wall

Power System

The foundation of strength on Zero Star is Mana and Aura.

Common paths of power include: Magicians, Swordsmen, Magic Swordsmen, Summoners, Witches, Poisoners, Martial Artists, Healers, Gunslingers, and Bowmen. Hybrid paths exist and are recognized when sufficiently powerful.

Level System:

Killing monsters grants experience. The more monsters you kill, the more experience you gain. However, the higher your level becomes, the exponentially harder it is to level up. Breaking through major thresholds (especially past levels 200, 500, and 1000) is extremely difficult.

Races & Monsters

Major races include humans, demons, elves, and others. Elves are particularly gifted in pure mana manipulation and possess long lifespans.

Monsters include: Orcs, Goblins, Hobgoblins, Great Orcs, Dragons (both Eastern and Western types), Mutant-type monsters, and many others.

Major Civilized Races

Humans

The most numerous race on the continent. Highly adaptable and varied in talent. They dominate the Eternal Sun Empire and the four human kingdoms. While they lack the raw longevity or specialized gifts of other races, their numbers, ambition, and capacity for rapid growth make them dangerous. Average lifespan (low level): 80–100 years.

Demons

United under the Abyssal Throne. Demons come in many bloodlines and forms — some nearly human in appearance, others clearly monstrous. They generally possess higher natural mana reserves and stronger physical bodies than humans. Hierarchy and power are everything in demonic society. High-level demons can live for many centuries to several millennia.

Elves

Long-lived and naturally gifted in pure mana manipulation. Most elven communities are isolationist and reside in ancient forests such as Moonveil Hollow. They age extremely slowly even at lower levels and possess exceptional senses and affinity for elemental and spirit magic. Cultural disdain for “short-lived” races is common, though exceptions exist (such as Lyra Moonveil and Saintess Elira Moonwrath).

Beastkin

Humanoid races with clear animal traits (ears, tails, claws, scales, etc.). There are many tribes and subtypes (wolfkin, foxkin, scalekin, etc.). Physical ability is generally superior to humans, and some bloodlines carry unique elemental affinities. They exist in both human and demonic territories, often as mercenaries, warriors, or tribal nations.

Dwarves

Stout, long-lived craftsmen and warriors who dwell in mountain fortresses and underground cities. Exceptional metalworkers, runesmiths, and aura users. They rarely involve themselves in surface politics unless their holds are threatened or a sufficiently interesting commission appears.

Other Notable Races / Lineages

Dragonkin

Beings with diluted dragon blood. They often possess scales, horns, or draconic eyes and age slowly. True pure-blooded dragons look down on them, but strong Dragonkin can still become terrifying combatants (example: Sylthara the Venomwing).

Half-Bloods & Hybrids

Mixed-race individuals (human-demon, elf-human, etc.). Treatment varies wildly depending on the region and the specific bloodline. Some are prized; others are discriminated against.

Great Orcs

A higher, more intelligent, and far stronger offshoot of common orcs. Capable of building warbands, using tactics, and reaching extremely high levels. Many serve within the Abyssal Throne’s military or as independent warlords.

Monster Races (Sapient or Semi-Sapient)

These are generally not welcomed in civilized society but can still develop intelligence and levels:

•  Common Orcs

•  Goblins & Hobgoblins

•  Various mutant-type humanoid monsters

True high-level individuals among these groups can sometimes force the world to acknowledge them through sheer strength.

Additional Races of Zero Star

Vampires (Bloodkin)

An ancient bloodline that sustains itself through the consumption of blood and mana. True vampires do not age once they reach maturity and can live indefinitely unless killed. They possess immense physical power, regeneration, and blood magic, but are weakened under direct sunlight and strong holy power. Most operate in secret within both Empires. High-level vampires are treated as natural disasters.

Lycanthropes (Werebeasts)

Distinct from ordinary beastkin. Lycanthropes can shift between humanoid and full bestial forms. The transformation is tied to both emotion and mana. Stronger individuals can control partial transformations at will. Their lifespan increases dramatically with level, and old lycanthropes become living legends feared even by demons.

Fae / Sidhe

Beings of pure mana and ancient contracts. They are beautiful, capricious, and extremely dangerous. Time flows differently around powerful Fae. They are rare on the main continent and are more often encountered near old Natural Dungeons or deep within forbidden forests. Breaking a deal with a Fae is almost always fatal.

Giants & Half-Giants

Descendants of an older race that once dominated parts of the continent. True giants are extremely rare and usually isolated in remote mountain ranges or the Frozen Godscar. Half-giants are more common and often serve as heavy warriors or shock troops. Their bodies are naturally resistant to physical damage and cold.

Merfolk & Sea-Blooded

Inhabitants of the Great Sea and its hidden depths. True merfolk rarely come on land, but sea-blooded hybrids occasionally appear in coastal regions. They possess powerful water affinity and can withstand the crushing pressure and unknown horrors of the deep. Very little is known about their true civilization beneath the waves.

Revenants

Intelligent undead who retained their will after death. Unlike mindless undead, Revenants can continue leveling and growing stronger. Some seek revenge, others seek purpose, and a rare few simply continue the lives they lost. They are hated and feared by most living races, yet a handful have forced the world to acknowledge their existence through overwhelming power.

Shadowfolk

A rare race believed to have originated from the Hollowed Deep or ancient spatial rifts. They have dark skin tones, silver or white hair, and natural affinity for shadow and spatial magic. Many possess an innate ability to step through darkness. Distrusted by both humans and demons due to their mysterious origins.

Spiritfolk

Beings born from concentrated natural mana or ancient spirits that gained physical form. They often resemble idealized humans or elves with elemental traits (glowing marks, hair like flame or flowing water, etc.). Their power is closely tied to the health of the land they are bound to. Extremely long-lived.

Dragonblooded (True Diluted Lineages)

Beyond ordinary Dragonkin, there exist rarer individuals who carry stronger concentrations of pure dragon blood. These beings often develop wings, elemental breath, or draconic auras as they level. Pure dragons still consider them lesser, but the rest of the world treats high-level Dragonblooded as walking calamities.

Political Structure

Human Side

Human Empire – The Eternal Sun Empire (the strongest human power)

•  Emperor: Kaelen Veythar the Absolute

•  Empress: Seraphine Veythar

The Empire possesses the strongest military on the human side and is incomparably stronger than the four kingdoms.

Human Hero & Companions:

•  Hero: Aric Valenhart

•  Companions: Lyra Moonveil (Elven Archmage), Serenya Frostblade (Sword Saint), Mira of the Crimson Veil (Assassin / Shadow Dancer), Brother Thalen (Holy Knight & Cleric)

Demonic Side

All demons are united under a single authority.

Demonic Empire – The Abyssal Throne

•  Demon Emperor: Zareth the Unyielding

•  Demon Empress: Vespera the Bloodmoon

The Five Demonic Kingdoms:

1.  Kingdom of Blackflame – Demon King Malakar Blackflame & Queen Nyxara

2.  Kingdom of Hollowfang – Demon King Vorath Hollowfang & Queen Sable

3.  Kingdom of Ashen Spire – Demon King Drazhul Ashenspire & Queen Velmira

4.  Kingdom of the Weeping Abyss – Demon King Kharos the Weeping & Queen Lilithe

5.  Kingdom of Crimson Chains – Demon King Xerath Chainsoul & Queen Morrigan

Demonic Hero & Companions:

•  Hero: Vael’Zir the Soulreaver

•  Companions: Azura Nightbloom (Succubus Warlock), Ragnar Ironhide (Great Orc Berserker), Sylthara the Venomwing (Dragonkin Assassin – Eastern Dragon bloodline), Kaelith the Hollow (Undying Necromancer)

Dungeons

Live Dungeons: Can spawn at random locations. The only reliable warning is a visible ripple in space.

Natural Dungeons: Form from natural causes or residual events from the past. Require approximately 100 years to fully mature.

Four Forbidden Zones

Minimum recommended level: 250. Monsters inside can reach levels of 1000 to 5000+.

1.  The Shattered Sky Abyss – A floating, fractured landmass where gravity and space are broken. Home to void-touched dragons and spatial predators.

2.  The Bloodroot Forest – An endless crimson woodland where the trees themselves feed on blood and mana. Dominated by ancient treants and mutant plant-beasts.

3.  The Frozen Godscar – A permanent polar wasteland created by a cataclysm roughly 12,000 years ago. Contains ice titans, frost wyrms, and ancient horrors.

4.  The Hollowed Deep – A massive subterranean labyrinth that occasionally opens to the surface. Ruled by abyssal horrors and sealed entities.

Longevity Rule:

On Zero Star, lifespan is directly tied to level. The higher one’s level climbs, the longer they can live.

Low-level individuals still live roughly normal lifespans for their race. As level increases, aging slows dramatically. Those who reach high S-rank and above can live for centuries. SS-rank beings often live for the better part of a millennium. SSS-rank entities can potentially live for several thousand years if not killed.

This is why figures such as Archmagus Caelum Veyra (over 800 years old) and certain ancient demons and elves still remain active. True old monsters of the continent are almost always high-level beings who have simply refused to die of age.

Exclusive Dangerous Locations

•  Wyrmrest Crater – Nesting ground of both Eastern and Western dragons.

•  The Whispering Marsh of Leth – Territory of high-level venomous beasts and mutant hydras. The air itself becomes toxic at deeper levels.

•  Ironhowl Canyon – Domain of Great Orc warbands and ancient war-beasts.

•  Moonveil Hollow – An ancient elven-restricted forest that houses pure-blooded spirit beasts and a fragment of a World Tree.

Mythic Artifacts

Four Mythic-level artifacts exist on the continent. Possession of even one would significantly alter the balance of power between the two Empires.

1.  Aetherion, the Severed Sky – A blade said to have once cut a hole in the firmament itself. Holds authority over space and dimensional boundaries.

2.  The Frozen Genesis Core – An ancient orb of absolute ice capable of freezing matter, mana, concepts, and possibly time. Some texts link it to the deepest seals on the continent.

3.  The Abyssal Heart – A pulsing, living relic of pure demonic origin. Grants dominion over abyssal energy and the ability to command or corrupt high-level demonic beings.

4.  The Starless Crown – A crown forged from a material that does not exist under any known sky. Said to grant absolute mastery over mana and the power to rewrite destiny.

The Great Sea

The largest and most unknown region of Zero Star. An endless ocean that surrounds the main continent. No empire or hero has ever fully charted it. Ships that sail too far rarely return. Rumors speak of vanishing islands, sea beasts older than the Forbidden Zones, and ruins that predate both Empires. It is considered more mysterious than any Forbidden Zone because almost nothing concrete is known about its depths.

Adventure Guild – The Obsidian Pantheon

The largest and most influential adventurer organization on the continent. Operates across both human and demonic territories with official neutrality. Main headquarters: The Black Spire in the free city of Veyra’s Rest (border city between the two Empires).

Rank System (based strictly on level):

•  F: 1–19

•  E: 20–49

•  D: 50–99

•  C: 100–149

•  B: 150–249

•  A: 250–499

•  S: 500–999

•  SS: 1000–2499

•  SSS: 2500+ (Transcendent)

Guild Masters:

•  Archmagus Caelum Veyra (Human side, Level 2,870, SSS)

•  Lady Serika of the Nine Veils (Demonic side, Level 2,910, SSS)

Famous SSS-Rank Members:

•  Riven the Worldbreaker (Level 3,450)

•  Saintess Elira Moonwrath (Level 2,780)

•  Gorefang the Unkillable (Level 3,120)

•  The Nameless Ash (Level ???)

Rival Organization – The Crimson Eclipse

A ruthless coalition of high-level killers, relic hunters, and forbidden researchers who reject the Obsidian Pantheon’s rules. They take contracts the Pantheon refuses and openly hunt the Mythic artifacts.

Internal Ranks: Ash → Ember → Flame → Inferno → Eclipse

Leadership:

•  The Pale Sovereign (Leader, Level estimated 3,800+, race unknown)

•  Eclipse Lord Varkos the Bloodscript (Level 3,210) – Assassination & contracts

•  Eclipse Lord Ysaria Voidwhisper (Level 3,050) – Forbidden Zone expeditions

•  Eclipse Lord Draven Blackmaw (Level 2,980) – Warbands & frontline combat

•  Eclipse Lord The Alchemist of Hollow Flesh (Level ???) – Monster mutation & artificial life

Recent Incidents:

•  The Ashenveil Massacre (3 years ago)

•  The Frozen Godscar Breach (14 months ago)

•  The ongoing Black Spire Shadow War in Veyra’s Rest

Hidden Goals:

The Pale Sovereign is actively searching for the Mythic artifacts, particularly the Frozen Genesis Core and Aetherion, the Severed Sky. Some believe the true target is the ancient seal at the bottom of the continent itself.

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Created Aug 10

Updated Aug 11

Published Aug 11

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