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Chapter 1 - Prologue:5018 World Building.

RAYERSLEIGH RANK STRUCTURE (FROM LOWEST TO HIGHEST)

Rank V — Dormant Carrier

(No abilities, pre-awakening)

Rank IV — Awakened

Basic enhancement: strength, speed, cognition, resistance

Each individual unlocks a unique trait

Rank III — Knight-Level

Signature ability fully manifests

Able to kill Tier 2–3 mutants alone

Immune to all biochemical infections

Gain minor regeneration

Rank II — Elite Knight

Can kill Tier 5

Powers evolve into combat-specialized forms

Gain tactical instinct and threat perception

Rank I — Commander

Leads Rayersleigh teams

Can kill Tier 7

Abilities manifest visually (marks, energy shifts)

Partial transformation available

Rank S — Apex Dragon-Blood

Highest awakening state

Full biological transformation

Able to kill Tier 8–9

Carries the genetic authority to destroy mutation roots

Rank SS — DRAGON KING GENE (Extremely rare)

The one who can end the mutation permanently

Fated leader

The ancient key to the apocalypse reset

One of the seven characters will have the RANK SS DRAGON KING GENE. They're the 1 unknown out of the seven RAYERSLEIGHs

MUTANT TIER SYSTEM.

TIER 0 – Dormant Carriers

Appear perfectly normal

Minor rot smell only noticeable up close

Can spread the mutation silently

Zero physical signs

Break into Tier 1 under stress or activation triggers

The four delinquents returned to school fall into this tier

Threat Level: Psychological

Weakness: Any physical trauma to the spine/head triggers transformation

UTIER 1 – Rot-Burst Mutants

Skin starts rotting

Movement jerky, glitchy

Mindless, fast, erratic

Screech that attracts other mutants

First wave in the university outbreak

Threat Level: High in groups

Weakness: Head severance / spine destruction

TIER 2 – Bone-Piercers

Bones sharpen into protruding weapons

Can climb walls

Vision increases

Muscles tighten beyond human limits

Begin hunting in packs

Threat Level: Dangerous even for early Rayersleigh

Weakness: Tendon cuts, fire, overwhelming force

TIER 3 – Bloodhowlers

Can sense heartbeats from rooms away

Blood becomes acidic

Skin thickens

Emits a howl that triggers Tier 1's to frenzy

Threat Level: Regional-scale panic

Weakness: Very brief vulnerability after a howl

TIER 4 – Grotesque Titans

Limbs enlarge

Growth between 2–3 meters tall

Incredibly strong

Limited intelligence re-emerges (basic planning)

Threat Level: Catastrophic

Weakness: Joint breaks slow them dramatically

TIER 5 – Cerebral Mutants

Skulls enlarge

Gain tactical intelligence

Can control lower tiers

Begin forming small mutant "hives"

Threat Level: City-level threat

Weakness: Fragile skull plates under back of head

TIER 6 – Apex Infiltrators

Can mimic human voices

Move with inhuman fluidity

Can slip through tiny spaces

Highly lethal assassins

Threat Level: National-level risk

Weakness: Light/UV disrupts their nervous system

TIER 7 – Bio-Tanks

Indestructible carapace

Bullets bounce

Bones reinforced like alloy

Requires specialized Rayersleigh abilities to kill

Threat Level: Military-scale danger

Weakness: Overpressure shockwaves

TIER 8 – Devorators (Mega-Evolution)

Consume biomass to evolve

Begin forming chrysalis states

Hibernate underground

Upon awakening, they can generate smaller mutants

Threat Level: Region-erasing

Weakness: Vulnerable during chrysalis formation

TIER 9 – Harbinger Mutants

Semi-sentient

Form mutation networks across cities

Can strategize military-level assaults

Can adapt to attack patterns

Threat Level: National extinction-scale

Weakness: Only Rayersleigh blood triggers cellular destabilization

TIER 10 – THE FINAL MUTATION: "The World-Eater"

A single catastrophic organism

Born when enough biomass and biochemical energy accumulate

Size unknown

Capabilities unknown

Purpose: complete reset of human civilization

Threat Level: Global extinction

Weakness: Only awakened Rayersleigh knights can kill it — by design

These mutants are violent, gore-heavy, unpredictable and evolve based on exposure to biochemical triggers, environmental stress, and consumed biomass.

They are NOT magical.

They are biological weapons that predate human history.

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