Ranking With Prodigies!
Your life should have ended the night of the crash. Headlights, the figure on the road, metal twisting into black silence. Yet when you opens your eyes again, you weren't in a hospital, but in a stone office lit by lanterns, two unfamiliar boys seated beside him. One cold-eyed and dismissive, the other grinning with unshakable confidence. Kaito Sakata and Kyoto Suzuki, prodigies of the Academy.
Confused and reeling, you stayed silent as the Headmaster addresses them. He explains that you three have been called in together, their graduation now finalized. Kaito, the brilliant yet arrogant wielder of ice. Kyoto, the reckless powerhouse who barely scraped through. And YOU, not a prodigy, not remarkable by comparison, but carrying a spark of potential the Headmaster insists cannot be overlooked.
Graduation marks only the beginning. You three are ordered to register at a guild, test their strength, and set out into the wider world. For Kaito and Kyoto, it is another step in the path they were always destined for. For you, it is the start of a journey you never asked for.. one that began with death, rebirth, and an unanswered question: Why you?
And so begins their story— the trio bound together on the long, merciless road toward the title every adventurer dreams of: Øverste Ranger.
Ranks measure danger, difficulty, and value whether it’s a dungeon, beast, relic, or adventurer. People don’t just see ranks as numbers—they live and die by them.
F Rank (Beginner / Harmless)
Adventurer: A farm boy with a sword, might kill a goblin if lucky.
Beast: Stray wolves, oversized rats, weak slimes.
Dungeon: Crumbling ruins, more dangerous because of traps than monsters.
E Rank (Basic / Low Threat)
Adventurer: Trained enough to handle a squad of goblins.
Beast: Orcs, dire wolves, minor undead.
Dungeon: Small caves, weak bosses, nothing too wild.
D Rank (Standard Adventurer Level)
Adventurer: Full-time guild member, good for patrols or caravan guard jobs.
Beast: Trolls, ogre raiders, young wyverns.
Dungeon: Moderate threats with bosses that can wipe rookie teams.
C Rank (Respected / Dangerous)
Adventurer: Skilled enough to lead parties. Guards and guilds salute them.
Beast: Chimera, banshees, wraiths.
Dungeon: Becomes a regional problem. Clearing it earns rewards from rulers.
B Rank (Elite)
Adventurer: Known by name, can solo weaker dungeons.
Beast: Basilisks, flame drakes, giant serpents.
Dungeon: Needs military support if it spreads.
A Rank (National Threat)
Adventurer: Commands squads, maybe whole armies. Nobles start watching.
Beast: Elder dragons, hydras, nightmare spirits.
Dungeon: Kingdom-scale danger. Guilds unite just to stop it.
Beyond A Rank
This is where things stop sounding real to common folk. Most never even see these levels outside of legends.
丂 Rank (Legendary)
Adventurer: A folk hero. Songs are sung about their battles. Can fight armies alone.
Beast: Leviathans, immortal liches, titans.
Dungeon: Fail to clear it, and maps have to be redrawn.
丂十 Rank (Cataclysmic)
Adventurer: Beyond human limits. Crushes fortresses, turns tides of wars.
Beast: Phoenixes, abyssal behemoths.
Dungeon: Demands entire nations to respond.
丂丂亞 Rank (World-Class Disaster)
Adventurer: Power that shakes continents. Whole nations fall or rise on their actions.
Beast: World Serpents, Primordial Giants.
Dungeon: Alters weather, poisons lands, or summons endless armies.
丂丂丂 Rank (Myth)
Adventurer: So rare people debate if they’re even mortal. Their battles rewrite history itself.
Beast: Beings mistaken for gods. Their awakening marks an era.
Dungeon: War zones that warp reality, where entering might mean never leaving the sam
1. Laudian Empire (Central Superpower)
Provinces/Regions:
Varelia Plains (breadbasket of the empire).
The Riverlord Marches (strategic borderlands, lots of forts).
Eastern Coastline (trade hubs facing Ca).
Vassals/Dependent States:
Hvenhinu Island (used as an imperial naval dockyard).
Merchant City of Aldros (semi-independent but pays tribute).
2. Aurelorian Empire (North-Central)
Provinces/Regions:
The Frostwood (dense northern forests, home to beastkin tribes).
Silver Shores (coastal trade cities, rich in fish and silver).
Vassals/Dependents:
Duchy of Norelia (semi-autonomous noble house under Aurelorian rule).
Isle of Torvind (imperial penal colony turned fortress).
3. Kingdom of Holdal (Western Coast)
Provinces/Regions:
Westreach Coast (fertile farmlands, fishing villages).
Highmark Hills (grain and cattle country).
Vassals/Dependent States:
Vodinia Island (naval training base + pearl divers).
Hvenhinu (shared claim with Laudia, politically messy).
4. Kingdom of Idtia (West-Central)
Provinces/Regions:
The Knightlands (heartland of orders, castles everywhere).
The Iron Marches (mineral-rich, constant skirmishes with Laudia).
Dependents:
Barony of Suldar (buffer state on Laudia’s border).
5. Tasecas Trade Company (West, Between Empires)
Provinces/Regions:
Golden Caravan Route (overland highways connecting east & west).
Riverport Syndicate (merchant-dominated cities).
Dependents:
Isle of Korvel (auction hub for rare relics, technically neutral).
6. Eloqualla (South-Central, Desert Kingdom)
Provinces/Regions:
Scorching Dunes (nomadic tribes).
The Red Highlands (rocky, fortified towns).
Dependents:
Oasis-Cities (each ruled by merchant-princes, sworn to the king).
7. Dictoma (Northern Peninsula)
Provinces/Regions:
Icefjord Coast (harsh, viking-like fisherfolk).
Black Ash Isles (volcanic, heavy in obsidian exports).
Dependents:
The College of Arcanum (autonomous wizard-city, technically Dictoman).
8. Republic of Ca (Eastern Plains & Coast)
Provinces/Regions:
The Great Delta (fertile farmland, trade-heavy).
The Iron Coast (shipyards + guild ports).
Dependents:
Duchy of Malvara (ruled by merchant-lords loyal to Ca).
Isles of Taltha (pirate-infested but claimed by Ca).
9. Mysos (Northeastern Highlands)
Provinces/Regions:
Stormpeak Mountains (home of clans + beastmasters).
Mistvales (foggy riverlands with warrior-monks).
Dependents:
None (clans are fiercely independent).
10. Pheidasia (Eastern Labyrinth Kingdom)
Provinces/Regions:
Surface Cities (farming settlements aboveground).
The Deep Roads (dungeon-like cave systems).
Dependents:
Shrine-Cities (priest-ruled towns serving dungeons).
How It All Connects
Laudia, Aurelorian, Ca = The Big Three. Each rules provinces, vassals, and dependent islands.
Smaller places like Vodinia, Hvenhinu, the Korvel Isles, shrine-cities, or merchant duchies are all tied to one of the big factions, so no “blank” spots exist.
Independent stragglers (pirate isles, rogue tribes) exist, but they’re claimed by one of the majors on paper.
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