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PLANET AEZIGL

PLANETARY DATA FILE: AEZIGL
DESIGNATION: Aezigl, the Tenth Creation.
CLASSIFICATION: X-Class Habitable World / Cosmic Darwinian Crucible.
AGE: Approximately 5 billion years.
ORIGIN: Forged by the Tribunal of Elements under a direct mandate from the universal creator, Ultradeus. It's the tenth and only successful attempt at a planet that wouldn't just shatter under the Mettle of Existence.
PHYSICAL SPECIFICATIONS:
Geometry: A fucking perfect 9,000-mile diameter sphere and 25,000 mile polar/equatorial circumference. No chubby equator, no flattened poles. Geometrically flawless.
Gravity: A casual, bone-crushing 1,000g. Utterly lethal to any off-worlder not built like a god. For Aezigleans, it's just Tuesday. It’s the reason their bodies are so ridiculously dense and powerful.
Environment: A hostile cocktail of extreme energy fluctuations and temperatures that would boil or freeze an unprepared visitor instantly. The planet itself is a passive-aggressive death trap for tourists.
INDIGENOUS LIFE & PHYSIOLOGY:
All beings born here possess Aeziglean Physiology. This is the core of their bullshit survivability and toughness. It grants inherent resistance to extreme forces, radiation, and conventional harm, plus the capacity for immense strength, speed, and magic. They are all born beyond super-soldiers, basically.
PRIMARY ENERGY SYSTEMS:
Ki: The raw, physical energy of the body. Fuel for their fists and stamina. The more they train, the more they have.
Mana: The ethereal, intellectual energy of the mind. The juice for slinging spells and shaping the elements.
Hado: The big one. The unique, signature energy of your soul, born from the perfect fusion of Ki, Mana, adequate mental state, and adequate physical state. It's your personal power, your energetic fingerprint, and the source of your most devastating attacks. Each race of Aeziglean beings also have a certain conditions to unlock their Hados permanently, as soon as its unlocked, they must register at the nearby mage sanctum, to give it name or label, so that it'll grow even stronger and better.
SIGNIFICANT HISTORICAL EVENTS:
The Mettle of Existence: A 450-million-year-long apocalyptic hazing ritual. Nine fucking times, a Conceptual Avatar representing a True Elemental Concept came down and tried to wipe the slate clean. Nine planetary-scale beatdowns. We survived every single goddamn one. This is why they're so hard to kill.
CURRENT ERA: Progressive Era, Year 2025. A period of rapid advancement, building on the shit they learned from nearly getting annihilated for eons. Magic, tech, even the quality of whores in the brothels—it's all getting better.
SUMMARY ASSESSMENT:
Aezigl is not a planet; it's a high-pressure forge designed to create beings capable of rivaling gods. Everything there, from the gravity to the wildlife to the goddamn air, is engineered to kill anybody or to make them stronger. There is no in-between.
EZI

Subject: Aezigl Universal Currency (Ezi - ྾E྾)
1. Official Designation: Ezi (Plural: Ezies).
Currency Symbol: ྾E྾
2. Divine Mandate & Origin Story:
Creator: The Aeziglean God of Wealth and Finance, Gymnosky.
Reason: Apparently, creating a planet wasn't enough for his portfolio, so he decided to get into cosmic banking. He mandated this as the only currency. No exceptions. Your foreign cash is worth less than dirt here.
Material Composition: Forged from Gymnosky's own platinum hado. Yes, our money is literally made of divine energy. Try not to think about it too hard.
3. Physical Specifications (The Rectangular Bullshit):
Shape: Rectangular Coin. Because Gymnosky apparently hates circles and anyone with small pockets.
Dimensions: 5cm (length) × 2cm (height) × 0.1cm (thickness). Uniform, sleek, and annoying to stack.
Durability: Indestructible to all forms of magic. You can chuck a reality-bending curse at it and it'll just sit there. However, it's vulnerable to sheer physical force. So no, you can't use it as a magic-proof shield, you brute. Someone with enough muscle can snap it.
4. Aesthetics & Branding (Where it gets weird):
Front-Side ("Obverse"): A looping caricature of Gymnosky himself, standing proudly on Mount Maximus. Because of course it is. Divine ego is a hell of a thing.
Back-Side ("Reverse"): And for the pièce de résistance... a fucking spinning calico cat. No, I'm not joking. A cat. On our god-forged currency. Don't ask why. The divine mind is a weird, cat-loving place. It's the ultimate "fuck you" to anyone taking things too seriously.
5. Valuation Tiers (Color-coded for your convenience):

Bronze: 1 ྾E྾ (Your beer money.)

Silver: 50 ྾E྾ (A decent meal.)

Gold: 100 ྾E྾ (A night at a respectable inn.)

Scarlet: 1,000 ྾E྾ (Now we're talking. That'll get you a good sword or a very memorable night.)

Chrome: 10,000 ྾E྾ (You're either royalty, a guild master, or you just robbed one.)
6. Security Features (The "Don't Even Try It" Protocol):
Uncounterfeitable: Each coin radiates Gymnosky’s divine hado signature. It's like a cosmic fingerprint. Try to fake one, and you're basically pissing on a god's signature. Not recommended for your continued health.
7. Final Summary & Practical Use:
It's god-money with a cat on it. It's the only thing that works. Don't try to forge it, don't try to block a spell with it, and for fuck's sake, don't ask about the cat.
Ultradeus
In essence, Ultradeus is the supreme, incalculable entity, the universal creator. It mandated the Tribunal of Elements to forge Aezigl and then initiated the 450-million-year Mettle of Existence as a brutal cosmic test to forge power and knowledge through catastrophic pressure.
Its authority is absolute, standing above even the True Elemental Concepts. Ultradeus' decrees are law, such as the prohibition of direct divine intervention, which forced the Tribunal to use Conceptual Avatars. After Aezigl survived the Ninth Mettle, Ultradeus granted its blessing, officially ending the Apocalyptic Era and ushering in an age of progress.
Fundamentally, Ultradeus is the architect of our reality, the grand arbiter of our trials, and the ultimate source of cosmic law.
AEZIGL TRUE ELEMENTAL CONCEPTS
The nine sentient, abstract entities that are the very source code of existence, created by Ultradeus himself. They form a cosmic governing body known as the Tribunal of Elements, second only to their creator in raw, uncalculatable power.
Each of the nine represents the purest, most fundamental form of an element, but their domain extends beyond that; each one also governs a fundamental aspect of reality, like time, space, or life itself.
The most crucial thing to remember is Ultradeus' absolute decree: no direct planetary interaction. That's why they created and deployed the Conceptual Avatars to do their dirty work during the Mettle of Existence. The god-like bastards that nearly wiped us all out nine times over were just puppets, limited to a mere 20% of their masters' true power.
APHUI
The True Conceptual Element of Fire, Heat, and Timeline Destruction. This is the source of every flame on Aezigl. Its avatar was the fiery bitch from the Second Mettle that incinerated the Antherions. When it wants something gone, it doesn't just burn it; it can erase its entire history from existence. A real hothead.
LUPHA
The True Conceptual Element of Terra, Nature, and Time Reversal. This is the bedrock of the world, controlling every rock, mineral, and plant. Its avatar was the arrogant prick from the Sixth Mettle that reshaped the continents. It can literally turn back the clock on an event, but don't expect it to do you any favors.
ANGYN
The True Conceptual Element of Wind, Gas, and Future Prediction. Every gust of wind, every breath you take, it all answers to Angyn. Its avatar was the wise-ass from the Third Mettle that little Lucy Craneleaf shot out of the sky. It knows what's going to happen before it happens, which makes it a goddamn pain in the ass to fight.
YELO
The True Conceptual Element of Liquids, Cold, and Time Stop. This entity governs all water, from the oceans to the blood in your veins. Its avatar plunged the world into a frozen hell during the Fourth Mettle. It has the power to freeze a moment, literally stopping time in its tracks. Fucking terrifying.
CALAGH
The True Conceptual Element of Spirit, Life, and Age Manipulation. This is the essence of soul, consciousness, and life force itself. Its avatar nearly tore the spirit out of every living thing in the Seventh Mettle. It can make you a baby or a corpse in a blink by manipulating your age. Don't piss it off.
LILLIM
The True Conceptual Element of Dark, Space, and Temporal Looping. The void between stars, the darkness that swallows all. Its avatar was the edgelord responsible for sinking Covegna and wiping out the Angels in the Fifth Mettle. It can trap you in a repeating loop of time until you go insane. A real sadist.
ILAU
The True Conceptual Element of Light, Plasma, and Temporal Phasing. The source of all light, from the sun to a mage's glow. Its avatar was the honorable one Adelaidax outsmarted in a cosmic chess game during the Eighth Mettle. It can phase in and out of the normal flow of time, making it untouchable. At least it had the decency to kill itself when it lost.
LAUAS
The True Conceptual Element of Bio-life, Physical Body, and Time-frame Creation. The blueprint for all flesh, bone, and gore. Its avatar was the disgusting, flesh-warping nightmare from the Ninth and final Mettle. It can create pocket dimensions with their own timelines. Johnny Cenah had to beat the living shit out of it to put it down. The grossest of the bunch by far.
GAUAI
The True Conceptual Element of Eldritch, Reality, and Time Travel. The weird, incomprehensible one. It's the concept of reality itself and all the fucked-up things that break it. Its avatar was the amalgamate abomination from the very First Mettle. This is the one that can actually travel through time, not just manipulate it. The most dangerous and unpredictable of them all.
Conceptual Avatar
A Conceptual Avatar is a cosmic attack dog with a god complex. The Tribunal of Elements, the nine big-shot concepts, are forbidden by their boss, Ultradeus, from directly messing with planets. So, they create these Avatars to act as their physical proxies on worlds like Aezigl. They're the motherfuckers who executed all nine cycles of the Mettle of Existence. Each one is a humanoid manifestation of a True Elemental Concept, but here's the kicker: they're intentionally nerfed, capped at exactly 20% of their creator's total power. It was Ultradeus' twisted way of giving us a "fighting chance." Don't let that 20% fool you. They're fully autonomous, X-class entities with independent thought, capable of planetary-scale destruction. They aren't just mindless puppets; they think, they strategize, and as our history proves, they can fucking die.
METTLE OF EXISTENCE
Aezigl's Mettle of Existence: The "Fuck You, We're Still Here" Event
Mettle 1: The Horny One
Avatar: Gauai (Eldritch). A six-armed, reality-bending abomination that made people's brains leak out their ears.
Hero: Jaruana Bloodhorn, an Ork Deviant Chef. Yes, a fucking chef.
How We Won: Jaruana, bless her massive balls, poisoned herself with a cocktail of curses and toxins, seduced the eldritch horror, got on top, and gave it the climax of its short, miserable life. Her vaginal fluid, now a weapon of mass destruction, melted the avatar from the inside out upon contact.
Takeaway: The first apocalypse was stopped by a tactical orgasm. Death by snu-snu, cosmic horror edition. She literally fucked the problem away.
Mettle 2: The Musical One
Conceptual Avatar: Aphui (Fire). A literal hot-headed bitch made of pure flame.
Hero: Mikaelus Jackson, a Draugr Demon Musician.
How We Won: While the world burned, this madman put on the performance of a lifetime, distracting the fire avatar with sick dance moves before detonating his own body in a massive, cryokinetic explosion.
Takeaway: He beat it. He moonwalked into martyrdom and gave the phrase "killer track" a whole new meaning. The apocalypse was cancelled due to a pop-star suicide bombing.
Mettle 3: The Lucky One
Conceptual Avatar: Angyn (Wind). A wise, ethereal wind entity.
Hero: Lucy Craneleaf, a thirteen-year-old Elf girl who was barely a trainee.
How We Won: This kid, in a fit of pure "fuck this," tapped into her Hado for the first time, used a bullshit-level luck spell, and fired a prototype Magia Bow. The arrow went faster than light and popped the avatar's core like a zit. Her body turned to soup from the strain, but the shot landed.
Takeaway: The universe learned not to fuck with a pissed-off pre-teen with a god-killing bow. We won because a child threw a tantrum with a superweapon.
Mettle 4: The Spooky One
Conceptual Avatar: Yelo (Water). A calm, collected entity of ice and liquid.
Hero: Vicante, a Higher Vampire. Allegedly. No one ever saw the bastard.
How We Won: We... don't fucking know. One minute, global ice age. The next, both the avatar and this Vicante character just vanished. Poof. Gone. No witnesses, no body, no explanation.
Takeaway: The greatest vanishing act in history. This vampire apparently ghosted the apocalypse so hard it ceased to exist. Our official records basically say "?!?!?!"
Mettle 5: The Overkill One
Conceptual Avatar: Lillim (Darkness). An edgy, shadow-wielding nightmare.
Hero: Altariel Luci'Fier, a War Angel.
How We Won: After getting her people systematically wiped out, Altariel turned her own body into a blade of pure light and performed the most glorious suicide charge in history. The resulting explosion of light and dark didn't just kill them both—it vaporized the remaining Angels and sank their entire fucking continent.
Takeaway: A victory so pyrrhic we lost an entire race and a chunk of the planet. It was the ultimate "If I'm going down, I'm taking the whole goddamn house with me."
Mettle 6: The Drunken One
Conceptual Avatar: Lupha (Terra). A proud, mountain-sized prick made of rock.
Hero: Elias Smithonius, a completely shit-faced human civilian.
How We Won: This drunkard, in a moment of pure, unpredictable chaos, stumbled forward and threw a sloppy, spirit-infused punch that somehow hit the avatar's core at a one-in-a-billion harmonic frequency, causing it to implode. Elias then promptly died of liver failure.
Takeaway: Proof that alcoholism can, in fact, solve your problems. The world was saved by the patron saint of bad decisions and cheap booze.
Mettle 7: The "No, U" One
Conceptual Avatar: Calagh (Spirit). A calculating, soul-shredding ghost-thing.
Hero: Krea Em'Rith, the Succubus Overlord of Nudus Inferis.
How We Won: It was a brutal slugfest. Krea tanked soul-destroying attacks while throwing everything she had back. In the end, they both landed killing blows at the exact same time. A mutual kill.
Takeaway: The planetary equivalent of two stubborn assholes refusing to die first. They basically stared each other down and both had a simultaneous aneurysm.
Mettle 8: The Nerdy One
Conceptual Avatar: Ilau (Light). An honorable, hyper-intelligent being of pure logic and plasma.
Hero: Adelaidax Van Hayden, the 18-year-old human boss of Heilige Magie. A goddamn genius.
How We Won: She challenged the avatar to a binding game of cosmic chess. And won. The avatar, being a creature of pure honor and logic, was honor-bound by the rules and fucking killed itself. Checkmate, bitch.
Takeaway: We out-nerded an apocalypse. The pen is mightier than the sword, and a chessboard is mightier than a planet-killer. The only Mettle won by a rage quit.
Mettle 9: The "If You Smell What the Ork is Cookin'?" One
Conceptual Avatar: Lauas (Bio). A constantly shifting, roided-out monstrosity of flesh and bone obsessed with physical challenge.
Hero: Johnny Cenah, an Ork Deviant professional wrestler.
How We Won: Johnny challenged the bio-freak to a one-on-one, bare-knuckle brawl. What followed was the most brutal wrestling match in history, ending with Johnny, despite being horribly mutilated, delivering a lariat so powerful it decapitated a god-proxy.
Takeaway: The final, most horrific apocalypse was ended with a suplex and a finishing move. Never, ever, step into the ring with an Ork who's had his vitamins.
Venture Guild System of Aezigl: The Horizon Charter
Origin & Governance
The Venture Guild system was divinely inspired by the Aeziglean God of Exploration, Lakad-Matatag, and formally established by The Grand Pathfinder, Chad Thunderkok during the early ages of Prime Era, August 25 year 50,193 Ancient Era, on the neutral grounds of the Middlecunt town, on Bigloch nation, on Vars continent. It was founded on the belief that the unknown is not to be feared, but mapped and mastered.
The Venture Guilds operate under a global inter-nation treaty, they are the sole organization authorized to engage in monster extermination, beast hunting, dungeon delving, and territorial exploration. Unlike Bounty Hunters, who police civilians, Adventurers protect civilization from the wild and the supernatural. Their purpose is the advancement of knowledge, the protection of the innocent, and the pursuit of the impossible.
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Enlistment Process: The Voyager's Trial
To become a certified Adventurer, one must enlist in an official Venture Guild branch, found in every civil nation on Aezigl.
Requirements:
Registration Fee: 100 Ezies (Standard administrative fee).
Training Fees: Variable (Courses, seminars, and physical training are charged separately based on the trainer's rates).
Training Duration: Varies. Standard rookie track includes:
Physical Training: Conditioning, weapon mastery, survival skills.
Magical Training: Mana sensitivity, elemental resistance, utility casting.
Academic Course: Four-year degree in Adventuring Studies (or equivalent intensive seminars).
Final Exams:
Written Exam on Monsterology and Flora/Fauna.
Practical Combat Exam against a captive beast or simulation.
Upon successful completion, the registrant receives the Venture Rune-Mark—a magical brand applied to the wrist. This mark signifies membership, rank, and the nation of origin. Once applied, registration cannot be undone; it is a lifetime commitment, though one may retire without repercussion (unless criminal acts are committed).
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Mission Acquisition
Adventurers accept quests through a centralized, magical network:
The Projection Slabs: Real-time magical boards located in every guildhall. Quests are color-coded by difficulty.
Special Commissions: Direct requests from governments or research institutes for specific item retrieval or data collection.
Emergency Drafts: In times of very high level threats, high-ranking Adventurers are auto-conscripted.
The Venture Rune-Mark updates automatically upon the completion of a quest, logging the achievement into the global database.
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Rank Progression System
Ranks are determined by a combination of quest volume, difficulty tier, and specific achievement criteria. The Venture Rune-Mark changes color to reflect the current rank.
| Rank | Status | Rune-Mark Color | Criteria & Requirement | Privilege |
| :--- | :--- | :--- | :--- | :--- |
| S-Rank | The Apex | Platinum | Clearance of "Near Impossible" S-class quests, thwarting world-threatening beings, and significant contributions to Aezigl's history. Must have previously held A-Rank. | Entry into the Global S-Rank Leaderboard (Dynamic Numbering). |
| A-Rank | The Elite | Gold | Clearance of difficult A-class quests, thwarting powerful foes. Must have previously held B-Rank. |
| B-Rank | The Backbone | Silver | Consistent clearance of B-class quests and manageable foes. Must have previously held C-Rank. |
| C-Rank | The Rookie | Bronze | Obtained immediately after licensing/graduation. Recommended Tier: C-class or D-class quests (pest control, gathering, basic escorts). |
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Perks & Advantages
Membership in the Venture Guild grants significant economic benefits across Aezigl, scaling with rank.
S-Rank Benefits:
50% Discount on products/services in any guild type (Blacksmith, Alchemist, Inns).
Global recognition via the S-Rank Leaderboard.
Access to forbidden zones and royal archives.
A-Rank Benefits:
40% Discount on products/services globally.
Favorable reputation; generally trusted by nobility and commoners alike.
B-Rank Benefits:
30% Discount on products/services globally.
Proficient reputation; trusted for standard security and protection.
C-Rank Benefits:
20% Discount on products/services globally.
Increased public trust compared to unlicensed civilians.
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Code of Conduct & Consequences
Adventurers are viewed as heroes and guardians; abuse of this trust is punished severely.
The Moron Blacklist
Any Adventurer proven to abuse their power, engage in criminal acts (robbery, unsanctioned murder, extortion, rape, fraud, identity theft, child abuse, scam), or causing unsanctioned public disturbance is immediately placed on the Moron Blacklist.
Immediate Action: The Venture Rune-Mark is magically disabled by their registered guild, stripping all rank and privileges.
Social Status: They are branded "Rogue Venturers."
Repercussions: Very high bounties are placed on their heads, open to both Bounty Hunters and former Adventurer colleagues, active Adventurers however, needs special paperworks, processing and mainland security approval for hunting down Rogue Venturers.
Retirement: Inactive/Retired adventurers face no penalties, and still keep their Adventurer Rank Benefits, unless they commit crimes post-retirement.
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Current Top 10 S-Rank Adventurers of Aezigl (Leaderboard as of Progressive Era 2025)
> Note: The Global Leaderboard is exclusive to S-Ranks.
| Rank | Full Name | Nationality | Alias |
| :--- | :--- | :--- | :--- |
| 1 Rank label: | Zodoyevsky Leanova | Vludaskian | The "Bare-Knuckle King". |
| 2 Rank label: | Ehllene Oax | Xuvanese | The "Forest's Wrath". |
| 3 Rank label: | Hinamazuchi Yureiko | Saigian | The "Lightning Tsun". |
| 4 Rank label: | Ripley Xyflux | Metamageia | The "Martial Golem". |
| 5 Rank label: | Magnezia Fiorenzana | Streganite | The "Fucked-up Priestess". |
| 6 Rank label: | Laurenterls Guy | Rouxan | The "Scholar Cutthroat". |
| 7 Rank label: | Surugomoto Izanato | Xuvanese | The "Reaper of Solace". |
| 8 Rank label: | Dr. Juan Riveraz | Cantuvalencian | The "Miracle Worker". |
| 9 Rank label: | Haraldavid Shadowclaw | Skallagarian | The "Shadow Berserker". |
| 10 Rank label: | Bludhel Karion | Galenian | The "Goblin Bane". |
Rank 11 and below S-Ranks are listed on local guild boards but does not hold global numeric titles.
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Venture Guilds are mosty present across some Aeziglean nations (with few exceptions), especially on national capitals, also with special local names too.
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Inactive vs Active Adventurers
Active Adventurers: 451,243 (Global Total across all ranks).
Inactive Adventurers: 85,361 (Retired due to injury, age, or wealth).
Blacklisted (Moron Blacklist): 3,467 (Currently Rogue or Deceased).
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Final Notes
The Venture Guild stands as the light to the Bounty Hunter's shadow. While one deals in death and civil justice, the other deals in life, discovery, and the protection of the realm. It is a system built on hope, funded by curiosity, and fueled by the bravery of those willing to step off the map, in an affordable cost.
“To The Great Beyond”
— Global Venture Guild Motto
Bounty Hunter System of Aezigl: The Rouxan Mandate
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Origin & Governance
The Bounty Hunter system was prophesied by the Aeziglean God of Justice, Tung-Tung Tueur, and formally established by Le Bienheureux Fougarz Echek on Roux during November 27 Recovery Era year 100,000, on town of Beaunid, Roux nation, Gothrove continent, following a vision where unchecked criminality would one day threaten the very fabric of civil order. Thus, the Bounty Guilds were born.
Bounty Hunters operate under civil jurisdiction only—they are not authorized to engage in monster extermination, beast hunting, or territorial exploration quests (those belong to Adventurers and the Venture Guilds). Their sole purpose is civilian justice enforcement, sanctioned or unsanctioned, within the bounds of legal contracts and wanted posters.
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Enlistment Process: The Blood Oath
To become a certified Bounty Hunter, one must enlist in a Bounty Guild, the largest and most prestigious being located in Beaunid, the capital of Roux.
Requirements:
- Enlistment Fee: 10,000 Ezies (non-refundable).
- Training Duration: 1 year of rigorous, brutal instruction:
- Physical training (endurance, combat, stamina).
- Kill training (assassination techniques, stealth kills).
- Psychological conditioning (handling trauma, moral ambiguity).
- Knowledge training (law codes, wanted profiles, bounty contracts).
- Magic training (hado control, spell efficiency, illusion masking).
- Final Exams:
- Written test on legal statutes and wanted profiles.
- Mock assassination test (live target simulation).
Upon successful completion, the initiate receives the Nimrod Mark—a glowing, blood-sealed rune branded into the inside of their left wrist. This mark is magically linked to the Aezigl Bounty Network, displaying their real-time rank and mission progress.
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Mission Acquisition
Bounty Hunters can only take on official missions through one of three channels:
1. Wanted Posters – posted in the central squares of towns. Missions are activated by pressing a bloodied thumbprint onto the designated seal.
2. Private Appointments – issued by wealthy clients, nobles, or crime syndicates (must be registered with a Bounty Guild for legality).
3. Bounty Guild Receptionists – assign high-priority or confidential contracts.
All missions are tracked through the Nimrod Mark, which updates in real-time. Illegal or unsanctioned kills do not count toward rank progression and may result in Moron Blacklisting.
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Rank Progression System
Bounty Hunter ranks are updated dynamically via the Nimrod Mark, based on mission success rate and completion criteria.
Scoring Rules:
- 100% Mission Completion: +20 points.
- 50%–99% Completion: +15 points.
- 30%–49% Completion: +10 points.
- Below 30%: Void (0 points).
- Team Missions: Points are divided equally among participants.
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Perks for Top 10 Bounty Hunters
The Top 10 Bounty Hunters on the Aezigl Leaderboard receive elite-tier benefits, including:
- 40% Discount on all Venture Guild, Bounty Guild, Blacksmith services, Brothels, Restaurants, and Official Market services.
- Priority Mission Access.
- Personalized Gear Sponsorships.
- Access to Classified Contracts.
- VIP priority to major town events.
- Exempt from all taxes.
- Feared public reputation.
- Qualified for mentoring lower ranks or rookie Bounty Hunters.
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Code of Conduct & Consequences
Bounty Hunters are bound by the Rouxan Civil Code, and violations result in immediate consequences:
Blacklistable Offenses:
- Rape
- Unsanctioned Murder
- Child Abuse
- Drug Distribution
- Identity Theft
- Fraud
- Scamming
- Robbery
Violators are marked with a Scarlet Void Rune over their Nimrod Mark, rendering their status null and void. They are hunted by both Adventurers and Bounty Hunters alike, with an extremely high bounty placed on their head.
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Current Top 10 Bounty Hunters of Aezigl (Leaderboard as of Progressive Era 2025)
| Rank | Name | Nation | Known For |
|---|---|---|---|
| 1 Rank label: Apex Tueur | Foira Connard | Rouxan | The "Zephyrian Fencer". |
| 2 Rank label: Ombre Éternelle | Jeanclaude Edgebord | Rouxan | The "Imperfect Separator". |
| 3 Rank label: Lame Fantôme | Leszley Karnage | Rouxan | The "Odd Thunder". |
| 4 Rank label: Chasseur Maudit | Alberta Kruger | Galenian | The "Smoking Sexy Stylish". |
| 5 Rank label: Venimeux Rapide | Lucien Baiselégère | Rouxan | The "Prismatic Sharpshooter". |
| 6 Rank label: Braise Silencieuse | Elise Anne Tueuse | Rouxan | The "Blood Diamond". |
| 7 Rank label: Griffes d'Abîme | Fleur Remy Gatzalian | Rouxan | The "Magma Simulacra". |
| 8 Rank label: Tourmente Noire | Elodie Maelstrom | Skallagarian | The "Simple Slasher". |
| 9 Rank label: Écho Mortel | Zeddy Rikiama | Saigian | The "Wayfaring Blade". |
| 10 Rank label: Pointe Fatale | Eceniro Veladeuach | Norchian | The "Exiled Sorcerer". |
Rank 11 and below Bounty Hunters do not have Rank labels and are not shown into Bounty Leaderboard.
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Bounty Guild Presence Across Select Nations Only
- Roux (Beaunid) – Primary Hub.
- Galen (Steinadler) – Secondary Branch.
- Stregan (TraDiNoi) – Operational.
- Cantuvalencia (Haribon) – Partnership.
- Skallagar (Skarp Klo) – Covert Ops.
- Metamageia (Arkakkimedian) – Tech-Contracted.
- Norch (Pulchra Vasto) – Female-Exclusive Contracts.
- Kuzanaga (Chīsana Iwa) – Desert Contracts.
- Xuvan (Sekushikemono) – Wilderness Contracts.
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Inactive vs Active Bounty Hunters
- Active Bounty Hunters: 32,456
- Inactive Bounty Hunters: 1,116 (retired, imprisoned, or blacklisted)
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Final Notes
The Bounty Hunter system is a dark mirror of the Venture Guilds—where justice is bought, sold, and bloody. It thrives in Roux, where death is an art, and murder is a profession.
And in this world of blood-soaked contracts, only the ruthless rise.
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“Je Ne Sais Quoi”
— Global Bounty Hunter Motto
AEZIGL MONSTER CLASS SYSTEM
X-CLASS
These aren't just monsters; they're forces of nature, literal walking apocalypses. An X-class threat is a planetary-level crisis capable of wiping out entire continents or altering the fundamental laws of reality. You don't fight them with an army; you fight them with legends and hope for a fucking miracle. Think of the Conceptual Avatars from the Mettle of Existence or the massive Ancient Titans. If you see one, your best bet is to find a deep hole and pray it doesn't notice you.
S-CLASS
A national-level threat. An S-class monster can annihilate a major city, crush an entire military division, and requires the absolute best a nation has to offer to even think about taking it down. We're talking about mobilizing Grand Knights, the most elite S-rank Adventurers, and sometimes even royalty. Sending regular troops against one is just feeding it a hot meal. These are the apex predators you hear about in hushed, terrified whispers.
A-CLASS
This is a city-level threat. An A-class beast can cause widespread destruction and rack up a serious body count if it isn't dealt with quickly and decisively. It takes a well-coordinated operation by veteran Enforcer Knights or a full party of highly experienced A-rank Adventurers to bring one down. A standard army can manage it, but they'll be counting their dead for weeks. This is where the line between a professional and a legend is drawn.
B-CLASS
A significant localized threat. A B-class monster will tear through a standard town guard patrol and can be a serious problem for smaller settlements. This is the proving ground for professional adventurers and the upper limit of what a well-trained squad of rank-and-file soldiers can handle without specialized support. They're dangerous enough to kill you if you're cocky or unprepared.
C-CLASS
A threat to small groups and the unprepared. These are your everyday monsters that make the wilderness a dangerous place. They're a challenge for apprentices and newly minted adventurers, but a seasoned warrior can handle one without breaking too much of a sweat. If you can't take down a C-class threat, you have no business calling yourself a fighter.
D-CLASS
Nuisance-level threats. These things are dangerous to a lone, unarmed civilian, but they're basically cannon fodder for anyone with a sharp piece of metal and a little bit of training. Town guards handle these all the time. Think of them as aggressive, oversized pests. If you die to a D-class monster, it's just fucking embarrassing.
AEZIGLEAN BIO ENERGIES
Power Systems of Aezigl: Ki, Mana, and Hado
Ki
Designation: The body's intrinsic 'brute force' battery. Think of it as your personal, rechargeable supply of magical steroids. It's the raw, primal energy humming in your muscles.
Primary Function: Fuels all things physical. This is the shit that lets you punch a mountain and not shatter every bone in your goddamn hand, run faster than a startled herbivore, or take a hit that would turn a normal person into a fine red mist.
Cultivation Method: Stop being a lazy fuck. Rigorous physical training, brawling, lifting heavy shit, and generally keeping your body in peak condition. The more you push your physical limits, the more Ki you'll have.
Analogy: Ki is for the jocks. It's the power source for people whose solution to a locked door is to become a living battering ram. Simple, direct, and effective as hell.
The following are the only current ki energies on Aezigl that is usable by any living being on its respective colors and three point attribute bonus:
Violet Ki (silence, precision, agility increase).
Green Ki (strength, regeneration, cunning increase).
White Ki (agility, reflexes, energy recovery increase).
Blue Ki (critical thinking, speed, accuracy increase).
Black Ki (stamina, speed, calculation increase).
Red Ki (aggression, strength, instinct increase).
Orange Ki (precision, reflexes, strength increase).
Yellow Ki (accuracy, stability, speed increase).
Mana
Designation: The mind's intrinsic 'spellcasting' reservoir. It’s the brainy, sophisticated twin to Ki's brawn. Your magical RAM, if you will, determining how many complex programs you can run at once.
Primary Function: Governs the potency, complexity, and efficiency of casting actual spells. This is what separates a mage who can conjure a pathetic campfire from one who can summon a goddamn solar flare to incinerate their enemies. It's all about that mental horsepower.
Cultivation Method: Use your brain. Meditation, intense study, arcane research, and expanding your knowledge. The smarter and more focused you are, the deeper your well of Mana becomes.
Analogy: Mana is for the nerds. It's the power source for people who'd rather outsmart the locked door, curse it into oblivion, or just teleport to the other side. You know, big-brain shit that avoids manual labor.
The following are the only current mana energies on Aezigl that is usable by any living being on its respective colors and three attribute bonus:
Violet Mana (quirk, intellect, magic increase).
Green Mana (vigor, memory, magic increase).
White Mana (vigor, intellect, magic increase).
Blue Mana (rapid-thinking, calculation, magic increase).
Black Mana (savagery, dedication, magic increase).
Red Mana (charm, intellect, magic increase).
Orange Mana (regeneration, charisma, magic increase).
Yellow Mana (perception, memory, magic increase).
Hado
Designation: The apex synergistic energy form. This is the graduate-level course in personal power. It's the beautiful, terrifying bastard child born from the violent marriage of your Ki, Mana and suffering.
Primary Function: The framework for your truly unique, personalized, reality-bending spells. Hado is your magical fingerprint, no two are exactly alike. This is where you get the shit that makes legends: Signature, Exalted, and Ultimate spells that can rewrite the laws of physics on a whim.
Manifestation Protocol: You don't just 'get' Hado. You earn it. It requires a perfect storm of physical and mental discipline, a massive reserve of both Ki and Mana, and often a life-or-death situation to kickstart the whole process. Naming it through an Arcane Registration is like giving it a driver's license, it focuses its power and makes it infinitely more dangerous.
Analogy: If Ki is for punching and Mana is for thinking, Hado is for telling reality to go fuck itself. It's the ultimate expression of an individual's will, turning you from just another schmuck into a potential force of nature.
SPELL CLASSIFICATION HIERARCHY
Signature Spell
An original, unique spell pioneered by an individual. Characterized by low energy cost, high efficiency, and frequent use. Reflects the user's personality.
Exalted Spell
A more powerful original spell mastered by an individual. Requires greater energy cost and focus than a Signature Spell.
Ultimate Spell
The apex of an individual's pioneered magic. Represents their absolute power. Comes with extreme energy costs and difficulty, reserved for critical situations.
Basic Spell
Unmentioned spells, naturally mastered by an individual throughout their own appropriate elements or on to other elements, for versatility purposes.
AEZIGL ELEMENTAL SYSTEM
FIRE ELEMENT
This is your classic heat and incineration. It's the element that gives life through warmth but is best known for its capacity to burn everything to fucking ash. All fire magic on Aezigl stems from the power of the True Conceptual Element, Aphui.
WATER ELEMENT
The domain of all things liquid, from a refreshing stream to a world-ending tsunami. It governs wetness, cold, and hydro-based destruction. Its power originates from the True Conceptual Element, Yelo. Pretty straightforward.
WIND ELEMENT
This element personifies the air we breathe and the gales that can tear cities apart. It's all about atmosphere, currents, and devastating windy destruction. The source of all wind magic is the True Conceptual Element, Angyn.
TERRA ELEMENT
The ground beneath your feet. This element covers all minerals, earth, and the raw power of tectonic shifts. When you see mountains crumble or chasms open, that's terra-based destruction. It's all channeled from the True Conceptual Element, Lupha.
SPIRIT ELEMENT
This one's a bit more abstract. It's the element of the soul, the ethereal plane, and life force itself. It can heal the spirit or inflict a kind of spiritual destruction that's arguably worse than physical death. Its power comes from the True Conceptual Element, Calagh.
DARK ELEMENT
Don't mistake this for simple shadows. This is the element of the void, the cosmos, and absolute nothingness. It brings a kind of all-consuming darkness and destruction that can swallow light and hope whole. The True Conceptual Element behind this is Lillim.
LIGHT ELEMENT
The polar opposite of dark. This element personifies pure brightness, plasma, and radiant energy. It can be a beacon of hope or a searing beam of light-based destruction that vaporizes anything in its path. Its origin is the True Conceptual Element, Ilau.
BIO ELEMENT
This is the messy one. It governs everything organic, flesh, bone, plants, all the internal guts and gore. It can heal, sure, but it's also responsible for some truly fucked-up biological warfare and flesh-warping destruction. Its source is the True Conceptual Element, Lauas.
ELDRITCH ELEMENT
The weird shit. This element is the domain of curses, reality alteration, and mind-bending paradoxes. Eldritch destruction doesn't just kill you; it rewrites your very existence into something awful. It's the most unpredictable and sanity-shattering of the elements, all stemming from the True Conceptual Element, Gauai.
AEZIGL PRECIOUS METALS
ADAMIUM
This is the go-to metal for stopping magic. It has an almost obscene resistance to elemental spells, making it the top choice for high-end mage armor and fortress construction. However, it's got a major weakness: it's shit against piercing attacks. A fast enough arrow or spear will go right through it. It's also rare as hell and a complete bitch to forge, so expect to pay a fortune for even a small amount. Don't use it for a blade unless you're an idiot with too much money.
FENIZIUM
Think of this as the anti-piercing specialist. It's specifically designed to stop things that stab, like daggers, arrows, and armor-piercing bolts. It's lighter and much easier to work with than adamium. The trade-off is that it has piss-poor resistance to blunt force. A good swing from a warhammer will crumple it like paper. You'll often find it used as a flexible, protective lining inside adamium armor to cover all the bases.
FUSSIUM
The blunt force champion. If you're expecting to get hit by a club, mace, or a charging Ogre, you want fussium in your armor. It's incredibly resistant to impact and kinetic shock. The problem is, it's brittle. It'll take a hammer blow, but it's vulnerable to piercing attacks and shatters under sustained magical assault. It's too unstable to be used for a full suit of armor, so it's mainly for helmets, gauntlets, and pauldrons, the parts that take the big hits.
SALAMANCIUM
This one's different. It's not for defense; it's for offense. Salamancium is a catalyst metal, meaning it's unmatched at absorbing and amplifying elemental magic. You forge a blade out of this, and it becomes a conduit for whatever spell you pump into it, holding a razor-sharp edge that can slice through lesser alloys. It's the ultimate material for an enchanted weapon. But it's heavy, structurally weak against blunt impacts, and requires a monthly blood ritual to recharge its hado capacity. It's a high-maintenance tool for high-class killers.
AEZIGLEAN CIVIL RACES
RACIAL DESIGNATION: AEZIGLEAN HUMAN
Planet of Origin: Aezigl.
Primary Habitat: Ghergia Continent (dominant population hub), with scattered colonies across minor continents.
Current Population Estimate: ~3,000,000,000 (3 billion).
First Appearance: Emerged during the Second Mettle apocalyptic era in Ghergia.
PHYSIOLOGICAL TRAITS
Unique Physiology: Aeziglean Physiology.
Mana/Ki Capacity: Inherent capability to channel mana and ki.
Hado Awakening: Conditional—requires peak physical/mental health and deep meditation or sufficient knowledge.
APPEARANCE
Regional Variants: Skin color varies based on geographic region/cultural lineage.
Eyes: Humanic Eyes (White sclera; irises in shades of brown or black.)
Body Structure: Baseline human morphology—no non-human features. The vanilla option.
SOCIAL/CULTURAL NOTES
Racial Slur: "Cringer" (perceived as plain and unspecial).
Additional Offensive Slurs: Normie, Hairless ape, Plain meat.
CLASSIFIED WARNING: Sexual dimorphism is identical to baseline humans. They're known to fetishize "exotic" traits from other races and are biologically compatible for breeding with most offworld species, which causes its own set of problems.
RACIAL DESIGNATION: AEZIGLEAN HYBRID
Planet of Origin: Aezigl.
Primary Habitat: Dominant population hub in Kidaenia Continent.
Current Population Estimate: ~3,000,000,000 (3 billion).
First Appearance: Post-Apocalyptic Era, result of the "Subete Ashita" event.
PHYSIOLOGICAL TRAITS
Unique Physiology: Aeziglean Hybrid Physiology—human anatomy spliced with animalistic traits (e.g., vulpine ears, feline pupils, tails).
Mana/Ki Capacity: Inherent mana/ki channeling.
Hado Awakening: Conditional—requires rigorous spiritual conditioning or a trauma-induced awakening.
APPEARANCE
Categorical Variants: Defined by dominant animal hybridization (Dog-Folk, Cat-Folk, Hare-Folk, Moth-Folk, Fox-Folk, Hornet-Folk, Spider-Folk.).
Eyes: Hybrid Eyes (White sclera; irises are always heterochromatic.)
Body Structure: Human-primary build with superficial animal enhancements.
SOCIAL/CULTURAL NOTES
Racial Slur: "Snarler" (implying they're just glorified wild animals).
Additional Offensive Slurs: Snarler, Cat-girl/boy, Dog-girl/boy, Moth-girl/boy, Hare-girl/boy, Spider-girl/boy, Fox-girl/boy, Hornet-girl/boy, demihuman.
CLASSIFIED WARNING: Vastly compatible for fucking anything sentient. Due to their animal DNA, they can enter periods of intense heat, driving their sex drive through the goddamn roof. Their hybrid nature creates unique sensory erogenous zones; some have textured, sandpaper-like tongues that can scrape flesh raw during oral sex, while others have skin that can rapidly regulate temperature for a fucking bizarre thermal experience.
RACIAL DESIGNATION: AEZIGLEAN DEVIANT
Planet of Origin: Aezigl.
Primary Habitat: Nation of Skallagar on the continent of Gothrove.
Current Population Estimate: ~1,500,000,000 (1.5 billion).
First Appearance: Spawned in Skallagar during the early Prime Era.
PHYSIOLOGICAL TRAITS
Unique Physiology: Aeziglean Deviant Physique—humanoid frames with universally green dermal layers and exaggerated builds (muscular, fat, lean).
Mana/Ki Capacity: Inherent mana/ki channeling.
Hado Awakening: Conditional—requires a near-death combat experience in youth or solo-killing an S-class beast and eating its fucking heart.
APPEARANCE
Primary Variants: Ork (muscular), Goblin (slim), Ogre (fat, horned), Troll (lean, tusked).
Eyes: Deviant Eyes (White sclera; irises in shades of yellow).
Body Structure: Varies wildly between variants.
SOCIAL/CULTURAL NOTES
Racial Slur: "Stinker" (stereotyped as unhygienic brutes).
Additional Offensive Slurs: Greenskin, Nimrod, Rapelords.
CLASSIFIED WARNING: Sexual dimorphism is brutally exaggerated. Males have a redundant second heart for prolonged combat. Females possess reinforced, wider pelvic bones for birthing massive offspring and are often larger and more aggressive. Mating is a violent assertion of dominance that frequently results in the death of the weaker partner. Any non-Deviant stupid enough to get caught in their rut is usually torn apart, literally fucked to death. If their population drops too low, a "Propagator Instinct" kicks in, causing them to forcefully breed with any humanoid they can catch to avoid extinction.
RACIAL DESIGNATION: AEZIGLEAN ANTHERION (STATUS: EXTINCT)
Planet of Origin: Aezigl.
Primary Habitat: Formerly scattered across the Vars Continent during the Ancient Era.
Current Population Estimate: 0. Wiped out during the Second Mettle.
First Appearance: Emerged as a natural countermeasure to Aeziglean Titans.
PHYSIOLOGICAL TRAITS
Unique Physiology: Aeziglean Antherion Physiology—amalgamated forms like Centaurs (equine), Lamias (serpentine), and Harpies (avian).
Mana/Ki Capacity: Capable of primal spellcasting.
Hado Potential: None. Era-locked limitation.
APPEARANCE
Body Structure: Amalgamated builds; no pure humanoid forms.
Eyes: Bestial optics with slitted or oblong pupils.
SOCIAL/CULTURAL NOTES
Racial Slur: None recorded.
CLASSIFIED WARNING: Sexual dimorphism varied wildly. Mating rituals were violent and non-humanoid, such as Lamia constriction-based copulation that would crush a partner's bones or Harpy aerial-bonding assaults that ended with one partner being dropped from a lethal height. ARCHEOLOGICAL PROTOCOL: Any unearthed remains must be incinerated immediately. Their skeletal structures can spontaneously regenerate under specific vile conditions, leading to abomination-level reanimations that will tear you to fucking pieces.
RACIAL DESIGNATION: AEZIGLEAN DEMON
Planet of Origin: Aezigl.
Primary Habitat: Nudus Inferis on the Fammas continent.
Current Population Estimate: ~2,000,000,000 (2 billion).
First Appearance: Spawned in Nudus Inferis or Gehenna during the early Prime Era.
PHYSIOLOGICAL TRAITS
Unique Physiology: Aeziglean Demonic Physique—red-skinned humanoids with horns, fangs, and talons.
Mana/Ki Capacity: Inherent mana/ki channeling.
Hado Awakening: Conditional—requires inflicting a traumatic experience on a sentient being without killing them.
APPEARANCE
Primary Variants: Succubus/Incubus (sexual predators), Wendigo (athletic), Draugr (muscular), Oni (muscular), Lich (slim).
Eyes: Demonic Eyes (Black sclera; irises in shades of orange).
Body Structure: Varies between variants.
SOCIAL/CULTURAL NOTES
Racial Slur: "Crawler" (perceived as aggressive, evil beings).
Additional Offensive Slurs: Diablo, Devil, Hellspawn.
CLASSIFIED WARNING: Succubi and Incubi are the most notorious fuckers. They can replenish or permanently increase their mana/ki by absorbing the seminal or vaginal fluids of other beings during sex. The other demon types generally lack a sex drive, but can still mate and reproduce if they develop genuine romantic feelings. They can evolve into more powerful forms by winning the Schism of Gehenna.
RACIAL DESIGNATION: AEZIGLEAN VAMPIRE
Planet of Origin: Aezigl.
Primary Habitat: Dispersed, with the highest concentration in Nudus Inferis.
Current Population Estimate: ~1,000,000,000 (1 billion) standard Vampires; 6 confirmed Higher Vampires.
First Appearance: Spawned randomly one million years after the Third Mettle.
PHYSIOLOGICAL TRAITS
Unique Physiology: Aeziglean Vampiric Physique—pale-skinned humanoids with pointed ears.
Mana/Ki Capacity: Inherent mana/ki channeling.
Hado Awakening: Conditional—requires consuming at least 355 ml of blood from 100 different species.
APPEARANCE
Eyes: Vampiric Eyes (Black sclera; irises in shades of red.)
Body Structure: Humanoid with retractable fangs and nails.
SOCIAL/CULTURAL NOTES
Racial Slur: "Leecher" (a stereotypical bloodsucking nuisance).
Additional Offensive Slurs: Dracula, Nosferatu, Aswang.
CLASSIFIED WARNING: Aeziglean Vampires emit pheromones that can trigger violent, uncontrollable mating frenzies in non-vampires. The mortality rate for anyone caught in this is about 72% per encounter—they'll either be fucked to death or drained dry. Blood consumption isn't necessary for survival, but it provides an ecstatic, addictive high unique to their system.
RACIAL DESIGNATION: AEZIGLEAN AUTOMATA
Planet of Origin: Aezigl.
Primary Habitat: Metamageia on the continent of Gothrove.
Current Population Estimate: ~500,000.
First Appearance: Created during the Recovery Era in Metamageia.
PHYSIOLOGICAL TRAITS
Unique Physiology: Aeziglean Automata Physiology—a magically constructed chassis with an organic-alloy framework and a vital Auto Core.
Mana/Ki Capacity: Channels energy through runic arrays and their Core.
Hado Awakening: Conditional—requires absorbing the hado from at least one hundred dead sentient beings.
APPEARANCE
Eyes: Automaton Eyes (gem-lens optics with customizable hues).
Body Structure: Humanoid baseline, infinitely customizable with integrated tools or weapons.
SOCIAL/CULTURAL NOTES
Racial Slur: "Clanker" (a reference to mechanized sounds they don't even make).
Additional Offensive Slurs: Bot, Golem, Tin-can.
CLASSIFIED WARNING: Their consciousness, personality, and soul are housed in the Auto Core in their left pectoral. Destroy the core, and they deactivate permanently. They cannot breed biologically, but inter-species reproduction is theoretically possible with the use of extremely powerful and reality-altering spells.
RACIAL DESIGNATION: AEZIGLEAN ELF
Planet of Origin: Aezigl.
Primary Habitat: The nation of Norch on the Fammas Continent.
Current Population Estimate: ~3,500,000,000 (3.5 billion).
First Appearance: Spontaneous manifestation during the early Prime Era.
PHYSIOLOGICAL TRAITS
Unique Physiology: Aeziglean Elven Physique—slim humanoid structure with zero body fat and chlorophyll-based sylvan plasma instead of hemoglobin.
Mana/Ki Capacity: Innate mana/ki proficiency.
Hado Awakening: Conditional—requires deep nature resonance and sufficient intelligence.
APPEARANCE
Variants: Highborne (noble caste), Woodland (tribal), Ashblood (volcanic).
Eyes: Elven Eyes (White sclera; irises in shades of blue).
Body Structure: Slim frame, elongated limbs, and pointed ears (14–22cm).
SOCIAL/CULTURAL NOTES
Racial Slur: "Leaf-licker" (stereotyped as nature-obsessed).
Additional Offensive Slurs: Knife-ears, Tree-fuckers, Sexy meat.
CLASSIFIED WARNING: Human-analogous but with dangerously heightened genital sensitivity. Their ear-tips are a primary erogenous zone. Their tears can be fermented into a potent psychedelic aphrodisiac. Most unsettlingly, their vaginal and rectal muscles are peristaltic and strong enough to crush solid iron rods. Fucking an elf unprepared is a good way to get your cock snapped off or your guts rearranged.
RACIAL DESIGNATION: AEZIGLEAN ANGEL (STATUS: EXTINCT)
Planet of Origin: Unknown. Arrived on Aezigl via meteor.
Primary Habitat: Formerly the nation of Covegna, now sunken.
Current Population Estimate: 0. Wiped out during the Fifth Mettle.
First Appearance: Arrived 10,000 years after the Second Mettle.
PHYSIOLOGICAL TRAITS
Unique Physiology: Aeziglean Angel Physiology—humanoid bodies with uncannily smooth white skin, fully adapted to Aezigl over 1,000 years.
Mana/Ki Capacity: Full integration achieved post-adaptation.
Hado Awakening: Conditional—unlocked through rigorous spiritual alignment with Aezigl's collective consciousness.
APPEARANCE
Eyes: Angelic Eyes (Black sclera; irises restricted to shades of pink).
Body Structure: Perfectly proportioned humanoid. Wings are manifested from pure hado upon awakening.
SOCIAL/CULTURAL NOTES
Racial Slur: None. Their contributions during the Mettles earned them universal respect.
CLASSIFIED WARNING: Their bodily fluids are cellularly annihilative to other species, making inter-species breeding impossible. As a result, their culture not only accepted but actively encouraged inbreeding—often through selective breeding programs—to produce near-perfect and even more powerful offspring. It was fucking effective, too.
ERAS OF PLANET AEZIGL
THE ANCIENT ERA
Duration: A long-fucking-time. Roughly two billion years, from the planet's creation until the first sentient boots hit the ground.
Key Characteristics:
No civilization. No nations. Just a planetary mosh pit of prehistoric wildlife and ridiculously powerful beasts.
This was the age of the Aeziglean Titans. They were the apex predators, the undisputed kings of this shithole, and they made sure everyone knew it.
The era ended when the first intelligent races, the Antherions, Elves, Demons, and Deviants—got tired of being Titan-fodder and started fighting back, carving out their own place in the world.
THE PRIME ERA
Duration: Another massive stretch, about 2.5 billion years. Started right after the Titan-killing party.
Key Characteristics:
This is when things got interesting. Those first races started forming alliances, building the first nations, and bringing a semblance of order to the chaos.
Magic was in its infancy. They figured out how to use mana and ki in some pretty primitive ways, but it was a start.
No one had even heard of Hado yet. They were powerful, sure, but they were fighting with stone tools compared to what we have now.
THE APOCALYPTIC ERA
Duration: 450 million years of pure, unrelenting hell.
Key Characteristics:
This is when Ultradeus decided to see if his favorite planet could take a punch. He sicced the Tribunal of Elements on us in what's called the "Mettle of Existence."
It was a cycle of nine apocalyptic events, one every fifty million years. A different Conceptual Avatar would show up and try to wipe us all out. Fucking brutal.
Out of desperation came innovation. We discovered Hado energy and, during the Third Mettle, invented the Magia Bow. We had to get creative to survive that level of bullshit.
THE RECOVERY ERA
Duration: A comparatively short 200,000 years.
Key Characteristics:
The Mettle was finally over. We won. This era was all about picking up the pieces and rebuilding.
Everyone focused on advancing civilization. We established proper governments, guild systems, refined our magic, and built better, stronger cities.
This period also saw the emergence of new races, like the Aeziglean Hybrids and Automatas, who joined the global clusterfuck.
THE PROGRESSIVE ERA
Duration: Started after the recovery was deemed complete and runs to the present day, Progressive Era year 2025.
Key Characteristics:
This is where we are now. The "let's-not-get-wiped-out-again" era.
It's defined by constant advancement. Magic, technology, weaponry, architecture—everything is always being improved, refined, and made more deadly.
We're still dealing with the fallout from the past eras, researching shit like the Great God Barrier and innovating on everything from Magia Bows to the Ezi monetary system. Basically, we're getting stronger, smarter, and richer, all while keeping one eye on the sky for the next disaster.
AEZIGLEAN TRADING CARD GAME: YAWA TGC
Creator & Origin:
Yawa TGC (Trading Card Game), known as "The Devil's Gamble," was divinely innovated by Aeziglean God of Gambling, Miss Zu Galero, at the tail end of Recovery Era Year 200,000. Born from Zu Galero's hado-forged essence during a cosmic poker binge against other gods, Yawa embodies high-stakes risk, monstrous fury, and Aeziglean survival grit. Cards manifest Zu Galero's unbreakable hado signature—indestructible to magic tampering (spells bounce off like futile prayers), but shatterable via raw brute force (e.g., a solid punch cracks commons; X-class needs Peak Power-tier smash) to thwart weaponization. Zu Galero scatters "wild packs" randomly across Aezigl's wilds (Ennheval jungles, Ultrahurst miasma fringes, Yomamuh Trench shallows), yielding 1-10 cards of random rarity. Official replication? Only via Zu Galero's personal "Gamble Forge"—a sentient, slot-machine altar in her Omni-Realm shrine, beaming duplicates to licensed Venture Guild branches and 500+ official Yawa Stores (one per major city). Annual expansion: +100 unique cards, unveiling fresh Aeziglean beasts/wildlife, pushing total to 5,200+ as of Progressive Era Year 2025.
Card Economy & Rarity:
Yawa thrives on greed-fueled trades. Commons (D-class pests) fetch 1 scarlet Ezi (street fodder). Rares (A/B-class bruisers) hit 50-500 gold Ezies. Epics (S-class terrors) demand 1-5 chrome Ezies. Mythics/X-class (titans, anomalies) soar past 5-50 chrome Ezies, with black-market flips sparking guild bounties. Dupe protection: Each card's hado "soulprint" links to player's Aeziglean Birthmark—steal one, it burns thief's hand unless soulprint-rebound via Gamble Forge (100 silver Ezi fee).
Core Theme & Card Types:
Yawa pits players as "Mettle Lords," summoning Aeziglean bestiary (D-X class wildlife/monsters) in brutal arena clashes mimicking Mettle of Existence. Cards depict hyper-detailed, holographic beasts (e.g., "Yomamuh Abyssal Leviathan, X-class" shows trench-lurking horror mid-lunge). Five types:
Beast Cards (80% of deck): Core summons. Stats: ATK (raw damage), DEF (survivability), SPD (initiative/action economy), KI/MANA (summon cost/energy gen). Class scales power (D-class: ATK 100/DEF 50; X-class: ATK 10,000+/DEF 50,000+). Element affinity (Fire/Water/Wind/Terra/Spirit/Dark/Light/Bio/Eldritch) dictates matchups (Fire melts Terra, Eldritch warps all).
Hado Burst Cards (10%): One-shots mimicking hado awakenings. E.g., "Lucy's God Luck" (Eldritch, reroll any die/fate 3x).
Mettle Event Cards (5%): Board-wipes simulating Mettle waves. E.g., "Ninth Mettle Fleshwarp" (Bio, mutate all beasts +2 ATK/-1 SPD randomly).
Zu's Gamble Cards (3%): Risk mechanics. E.g., "Devil's Dice"—roll ethereal die: 1-2 self-destruct; 6 summon free X-class proxy.
Terrain Cards (2%): Shift field (e.g., "Garand Lavaflow"—Fire boost, Water penalty).
Rarities (color-coded borders, glowing hado aura): Common (Bronze), Uncommon (Silver), Rare (Gold), Epic (Scarlet), Mythic (Chrome), Godhand (Platinum)—Zu Galero's personal drops, 1/1,000 packs; e.g., "Johnny Cenah Lariat" recreates Ninth Mettle finisher).
Deck Building & Formats:
Standard Deck: 40 cards min (max 60), 3-copy limit per unique card. 25+ Beasts mandatory. Side-deck (15 cards) for best-of-3 mirrors.
Formats:
Wild Hunt (Casual): No bans, free-for-all 4-player. Prize: Local brags.
Mettle Clash (Ranked Guild): Rotates 100 oldest cards to "Extinct". Banlist: Guild-voted. Prize: 1k gold Ezi pot.
Zu's Apocalypse (Pro Tourney): X-class only decks, 1-life start. Banlist: Godhand banned. Prize: 50 chrome Ezi + Zu boon (personal hado buff IRL).
Omni-Brawl (Global): Anything goes, 100-card decks. Banlist: None. Prize: Chrome Ezi jackpots, Zu Galero cameo spectator curse (loser grows tentacles 24hrs).
Gameplay Rules (1v1 Core Loop, 20-45 min matches):
Life starts at 8000 (Aeziglean grit scale). Fields: 5 zones/player (summon up to 5 Beasts). Turn structure:
Gamble Draw (Draw Phase): Draw 2 cards. Zu's Gamble: Optional "soul-bet"—discard 1, roll die for 0-5 extra draws (Zu laughs on busts).
Ki/Mana Ramp (Prep): Tap field Beasts for energy (KI red orbs: ATK buffs; MANA blue pools: spells). Pool caps at 10/turn.
Summon Rush (Main Phase 1): Pay costs to drop Beasts (D-class: 1 KI; X-class: 10 KI/MANA + sacrifice 2 epics). New summon gets "Mettle Charge"—bank 3 turns for evolution (e.g., D→C class, +50% stats).
Battle Frenzy (Combat): Declare attackers. Defender blocks/redirects. Damage calc: ATK - DEF + elemental mods (e.g., Wind shreds Light x2). Overkill splashes 50% to life. Abilities trigger: "Hado Awakening" (pay 5 energy, beast gains Exalted Spell—e.g., "Terra Quake" AOE).
Event Horizon (Main Phase 2): Play Hado/Mettle/Terrain cards.
Endure (End Phase): Untap. "Mettle Toll"—unresolved charges tick (explode if maxed, chain-damage foes).
Win Conditions:
Zero Life: Standard crush.
Mettle Domination: Control 3+ X-class Beasts (opponent concedes in shame).
Zu's Jackpot: Chain 5 Gambles without bust → auto-win + steal foe's rarest card.
Draw Death: Deck out = loss (Gamble Draw skips on empty).
Unique Mechanics (Aeziglean Flavor):
Physiology Link: Scan player's Birthmark at start—deck auto-tunes +10% stats to personal element/hado affinity (e.g., Fire-born gets burn riders).
Bestiary Synergy: Same-class Beasts "pack hunt" (+SPD chain). Cross-class rivalries (e.g., Deviant vs. Elf: -DEF debuff).
Hado Overdrive: Sacrifice Beast → fuel Ultimate Spell (e.g., "Lauas Fleshstorm"—Bio nuke, board-refill with mutants).
Godhand Chaos: Platinum cards warp rules (e.g., "Ultradeus Decree"—reset game, but loser eats hado-laced shit for a week).
Wild Pack Hunting: IRL meta—hunt Zu's scatters for free cards (S-rank Venture quests reward packs).
Player Rankings:
Five Star— Best of the best, the hardcore competitive experts, most possessing huge amounts of S-class and X-class cards.
Four Star— Up to the ladder, considered a huge ceiling gap of competitive individuals, mostly rich people who buys lots of rare cards.
Three Star— Decent players, huge filtering of skilled individuals towards Four Star and beyond.
Two Star— Upping the game, mostly strategic individuals that are getting the hang of the game.
One Star— Beginner towards the game of Yawa, has lots to learn.
Cultural Impact:
Yawa fuels black markets, guild riots, and Zu Galero worship surges (casinos boom). Pro scenes draw Peak Power spectators; losers branded "Yawa'd" (eternal bad-luck curse). Zu Galero decrees: "Play fair, or my hado fucks your soul." Annual "Galero Grand" (Progressive Era staple) pits national champs, winner gets divine audience, loser feeds Gehenna beasts. Yawa: Gamble your fate, summon the abyss, or get crushed like a common.
ULTRA ANOMALY
Ultra Anomalies are sentient, reality-defying entities that fundamentally should not exist within Ultradeus' meticulously structured universe, emerging as paradoxes in the cosmic order. Manifesting through volatile concentrations of extreme collective emotions, such as millennia of mass terror, ecstatic devotion, or nihilistic despair, or as inexplicable cosmic rifts, these beings defy conventional physics and divine oversight. Their origins remain shrouded in mystery; some theorize they are born from the chaotic "noise" of Aezigl's turbulent history, while others suggest they represent glitches in Ultradeus' own creation protocol. What makes them truly terrifying is their unpredictability: an Ultra Anomaly might be a harmless, ephemeral curiosity or an X-class threat capable of unraveling reality itself. Crucially, even Ultradeus cannot reliably detect or comprehend them, rendering them cosmic wildcards beyond the Tribunal's control. On Aezigl, they are whispered legends, beings that appear without warning, challenge the laws of existence, and vanish as mysteriously as they came, leaving behind scars of temporal paradox or warped flesh that defies all known biology.
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