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Sublevation: The prince is dead

In a world where social rank is measured by the quantity and rarity of his marks, Keith Lacrontte, the prince in a northern kingdom, receives as his only mark one that has never been seen before and of which there is no record. His father, the Lacrontte king, decides it would be best to kill him and take another child who is more likely to be powerful to usurp his position. Without knowing how, Keith survives certain death and soon discovers that his mark is not only unknown, but also very powerful, so he sets out to flee the kingdom and train, so that when he returns, he can take revenge. of whom he planned the murder of him.

ThatIsQueen · Kỳ huyễn
Không đủ số lượng người đọc
15 Chs

Glossary I - Glossary of the prologues

Brands: Some see them as a gift from powerful beings to the earth thousands of years ago, while others believe it to be a curse, as those who cannot perform powerful magic or have weak (or no) brands are excluded from civilization, and in some more extremist realms, they are killed.

- Physically, the brands are similar to a tattoo, but with a specific pattern depending on what the brand represents. Normally, a common human should have the brand that indicates which god favors them (this relates to which realm they belong to), the brand that indicates what they can control (one of the four elements), and, finally, if they have another brand (if they do not have the second brand, they will never have the third), this will indicate how powerful the previous one is.

- Anyone with a second brand can control one or more elements, but not everyone does it with the same potency. Example: A human with two brands (the one from their realm plus the one for the elements) can only control the basics of this element. For example, if they have the brand of earth, they cannot cause earthquakes or split the earth in two, they will only be able to move lightweight earth (or derivatives) such as sand, fine soil, or dust (not in large quantities. Special training is required for that).

Seven Realms: These are the divisions of the realms on one of the three continents* (Arlan). These are: Lacrontte Realm, as the largest realm of the entire continent (in size) and favored by the god of water; Brickelwhyte Realm, as the economically best positioned realm of the entire continent and favored by the goddess of the sun; Corralis Realm, as the realm of engineers, commonly called so because of the construction capacity of its inhabitants and favored by the god of the wind; Eastern Ethermoor Realm and Western Ethermoor Realm, which, although they are different realms, share territory on an island belonging to the continent of Arlan*. Both realms, being one before, share the same favor of the god of catastrophes; Hwen Realm, famous for its population with angelic faces and for being favored by the goddess of the earth; and Devereaux Realm, as the poorest realm on the continent and favored by the god of fire.

The Three Continents: There are only three continents on the entire planet. These are: Arlan, the largest continent, and therefore the richest; Nuxvar, the realm where there is the greatest amount of power and magical creatures; Zumka, the smallest realm, but only 14 percent of its territory is habitable, everything else is covered by dense black fog.

Gods' Favors or Marks: In the beginning of times, the gods gave their people marks (or favors) so that they could defend themselves, hunt, and worship their name, thus allowing their power to grow. There are hundreds of gods, but some are more powerful than others.

Quick note: Throughout the story, I will go into more detail on this, as it is very important to the plot, so in the story or in the next glossaries, you will have more information.

Sage: Just as there are adventurers, wizards and witches, shapeshifters, among many others, sages are a fundamental part of the development of the realms, as they can practice more than one magic and possess more than ten powerful marks, their lives are prolonged, thus allowing the customs and magic practices of each realm to be preserved for up to five hundred years.

Breath of Life: Quality of a powerful healer or cleric in which they are allowed to heal themselves or a third party. The ability improves with practice. Sages can obtain it once they have reached a very high point in healing knowledge. The more severe the wounds, the more difficult it will be to treat them with this magic.

Scavengers: They are commonly a group of 6 to 8 men, who although they do not have powerful marks, know fighting and immobilization techniques against marked humans. They usually work for rich people who want to search for something specific or need hired assassins, but their specialty is human trafficking, with their modus operandi being to camp near powerful realms and take unprotected travelers and their belongings as merchandise.

Portal: Used to travel from one place to another in milliseconds. The larger the portal, the more magical energy is needed. In case of poor health or being on the verge of death, it could cause fainting, vomiting, and even death. Out of every hundred thousand people, one can open a portal.

Magic Energy: This is the engine that makes all magic work. It is obtained more by practicing or taking potions. The limit amount of magic energy has to do with the person and their marks.

Juix/Juixes: Currency of Brickelwhyte Realm, which being the best positioned realm monetarily speaking, all small realms, and even some large realms, use its currency.

Glossary of the chapter 1 to 25 will be published later.

If you have any questions, you can tell me in comments.

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