[ RANKINGSYSTEM ]
Since the Great Catastrophe, humanity —faced with unimaginable changes — was forced to name things for what they were, and to classify threats according to their level of danger.
In this world, three forces coexist — Mutants, Cauchemars, and Ascendants —but each evolves on a different scale of danger and influence.
Every category has its own ranking system, reflecting not only raw power but also the degree of threat it poses to humanity, the world, and reality itself.
[ Mutants ]
Mutants represent the most "tangible" tier of threat to mankind. Their danger lies primarily in physical strength and destructive capacity on a local scale.
Classification – Mutants
Feral
Low-grade mutants, scarcely more dangerous than wild beasts. They can terrorize a village or an outpost, but trained soldiers or seasoned mercenaries can neutralize them.
Savage
Too powerful for ordinary infantry. Their regeneration, ferocity, and abnormal abilities require specialized strike teams. A Savage outbreak can swallow a city in days if not contained.
Aberrant
True anomalies. Their mere presence destabilizes a region. Their size, intelligence, or powers exceed normal bounds, forcing intervention from veteran Ascendants. They alter ecosystems, drawing in other monsters or corrupting the land itself.
Cataclysm
Nation-scale threats. Their emergence is akin to a natural disaster, demanding the intervention of Royal Forces or elite global units. Their appearance reshapes geopolitics; any afflicted nation enters an automatic state of emergency.
Apocalypse
Living aberrations with the potential to erase civilizations. Capable of reshaping continents and seas, they demand the full mobilization of the World Government.
Even the mightiest Ascendants cannot face them alone. Their mere existence calls humanity's survival into question.
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[ Cauchemars ]
Cauchemars are a different order of threat — far more terrifying than mutants.
They operate on an ontological and existential level, where brute force is no longer the only measure.
Classification – Cauchemars
Wraith
Creatures from elsewhere, faint fragments of nightmare. Their presence warps the senses, causing minor hallucinations. Already, conventional weapons lose much of their effect.
Tyrant
Denser manifestations. They warp space and perception wherever they tread. Memory and reason unravel around them. Only seasoned Ascendants can repel them.
Horror
True intrusions into reality. Their influence spreads across entire territories, bending the laws of nature. Living beings go mad, cannibalize each other, or twist into mutants.
Abysm
Walking abysses. The world tears apart around them — gravity reverses, cities are swallowed, seas run dry. Even Ascendants are corrupted in their presence, rendering resistance almost futile.
Eclipse
When the universe itself darkens. Their arrival marks a fracture between dream and reality.
The wisest scholars argue that this stage is not a creature at all, but an idea given flesh.
Their influence transcends matter, contaminating history, myth, and collective memory.
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[ Ascendants ]
Ascendants are awakened humans — beings who surpass monsters through intellect, strategy, and mastery of supernatural power.
Classification – Ascendants
Adept
The basic awakened. They can manipulate energy and defend against ordinary mutants. They are the local elite, but remain vulnerable against greater threats.
Expert
Advanced mastery of their gift. Able to neutralize Savages and even Aberrants with skill and strategy. Their presence alone shifts the outcome of regional battles.
Master
Rare and devastating. Their power extends across dozens of kilometers, and they can stand against Cataclysms. Their tactical insight and energy control approach perfection.
Sovereign
Legendary figures, able to contend with Apocalypses or even Abysms. Their power inspires fear and awe. They defend entire nations or command multinational forces.
Paragon
The ultimate incarnation of Ascendancy. Few in history reach this level. Capable of defying an Eclipse, their sheer will can reshape battlefields—and even alter the fate of whole regions. Their names become legend.
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[ Comparative Tiers ]
1. Low-Level / Local
Mutants – Feral: Wild creatures disturbing villages and patrols. Manageable by ordinary soldiers.
Cauchemars – Wraith: Alien intrusions disrupting perception and psyche, yet still weak physically. None of them could harm them.
Ascendants – Adept: Awakened humans who can handle Ferals. Their power is emerging, but they remain vulnerable to any Cauchemars.
2. Intermediate / Regional
Mutants – Savage: Aggressive, organized creatures requiring specialized squads.
Cauchemars – Horror: Capable of spreading madness over entire regions. More dangerous than Savages, even for strike teams.
Ascendants – Expert: Able to neutralize Savages and repel Horrors with mastery and tactics. Stronger than mutants, but still cautious before Cauchemars.
3. High-Level / Regional to National
Mutants – Aberrant: Capable of corrupting or dominating entire regions. Even elite teams struggle.
Cauchemars – Tyrant: Distort reality across vast territories. More dangerous than any mutant.
Ascendants – Master: Can counter Aberrants and, with allies, contain Tyrants. Powerful, but always under threat from equal and greater Cauchemars.
4. Catastrophic / National to Continental
Mutants – Cataclysm: National disasters, erasing cities and armies. Royal Guards and elites are required to face them.
Cauchemars – Abysm: Abysses incarnate, reshaping the world itself. Beyond Cataclysms, beyond most Ascendants.
Ascendants – Sovereign: Legendary figures, capable of rivaling Cataclysms and, with coordination, stalling an Abysm. Their power eclipses mutants, but Cauchemars remain their greatest peril.
5. Ultimate / Global / Transcendent
Mutants – Apocalypse: Abominations reshaping continents. The World Government must mobilize all forces.
Cauchemars – Eclipse: Incarnations of the fracture between dream and reality. Their very existence endangers civilizations, towering above all mutants and Ascendants.
Ascendants – Paragon: Mythic figures, able to battle Apocalypses and partially resist an Eclipse. Their might surpasses all mutants, but against an Eclipse, only strategy and will can hope to prevail.
