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Vapour: The Ancient Realms

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Chapter 1 - Chapter 1 The Situation of World

Prologue — The Age of Vapour

At one time, Earth was peaceful.

People lived ordinary lives.

They worked, traded, built families, and dreamed of the future.

The world moved forward—slowly, steadily, and without fear.

That peace ended the day the mist appeared.

The Sea Island Incident

Scientists were the first to notice it.

In the middle of the sea, a remote island began releasing an abnormally high concentration of mist—far denser than any natural fog or vapour recorded before.

The government issued an immediate order:

"Investigate the island."

A joint scientific research team and military unit was dispatched.

They never returned.

No signals.

No distress calls.

No remains.

Alarmed, the government sent a rescue unit.

They also vanished.

Fear spread through the highest levels of authority.

No one understood what was happening on that island.

Finally, the government deployed a massive force—elite soldiers, armored units, and cameramen equipped with advanced surveillance technology.

This time, everything was monitored live.

The Underground Discovery

The cameras revealed something impossible.

Beneath the island lay an enormous underground system, carved with symbols older than any known civilization.

The first military officer descended to investigate.

Suddenly—

A terrifying scream echoed through the tunnel.

Five more officers were ordered to follow, recording everything.

What the cameras captured shocked the world.

Ancient tribes, dressed like mages and sages, stood within the underground ruins.

Beside them were creatures thought to exist only in myths—

Dragons.

Then, a date appeared on the screen:

29 December

Moments later, the feed went black.

Only screams remained.

The Meaning of 29 December

Scientists searched global records.

They found a terrifying pattern.

29 December was a date when thick fog had historically appeared worldwide—far beyond normal weather conditions.

Emergency meetings were held across the world.

The decision was absolute.

The Global Lockdown

The government announced:

"From 20 December to 10 January, no citizen is permitted to leave their home."

People were ordered to stock food, money, and supplies necessary for survival.

To ensure safety, scientists deployed autonomous robots to monitor the world during the lockdown period.

The robots detected nothing unusual.

No creatures.

No anomalies.

No signs of danger.

The Day Humanity Fell

On 10 January, the lockdown was lifted.

People stepped outside.

And immediately—

They died.

A Giant appeared in the streets, swinging its weapon once and slaughtering dozens with a single blow.

Across the world, Dragons, Giants, mysterious mages, and sages emerged without warning.

Cities burned.

Villages collapsed.

Humanity was hunted.

No robot had detected them.

They ruled openly.

Humans were tortured, enslaved, and slaughtered with cruelty.

It became clear:

Giants and Dragons were servants of the mysterious mages and sages.

Humanity was nearing extinction.

The Five Meteors

Then came salvation—or destruction.

Five colossal meteors struck Earth.

The impact was sudden and absolute.

Mages and sages had no time to analyze it.

Dragons and Giants could not escape.

Most of them died instantly.

Human casualties were catastrophic.

But the world changed again.

The Aftermath

Some creatures survived.

A handful of Giants, Dragons, mages, and sages endured—and vanished into hiding.

Humanity reclaimed its freedom.

But civilization was broken.

Most people abandoned cities and formed small villages to survive.

Only one true city remained.

The Last City — New York

New York became the world's only advanced technological stronghold.

Massive walls were built on all four sides to protect it from mythical creatures.

Everywhere else—

Villages.

Scattered.

Isolated.

Fragile.

Vapour and Awakening

When powerful mages and sages died, their corpses released Mythical Aura.

Those exposed to it faced two fates:

Loss of control — the body explodes from unstable power.

Forced slumber — the person falls unconscious and awakens later with terrifying abilities.

The first fate was far more common.

Every year, three special fog events occur:

6 November

1 December

3 January

These are not normal fogs.

Humans named them:

Vapour

During Vapour, people lose consciousness—but no creatures appear.

🩶 Murkers

Those who successfully control the Aura are called Murkers.

Most Murkers crave destruction.

They are violent, arrogant, and merciless.

A few are different.

Murker Ranks:

Oracles — High Murkers, overwhelmingly powerful

Wardens — Low Murkers, regulated and controlled

Wardens work under the government and are not considered a threat to civilians.

Dragon Corpses and Marrowbane

Dragon corpses release enormous energy.

The government seeks them because they can generate:

Electricity

Fuel

Advanced materials

But Dragon corpses are never unguarded.

Humans who died near Dragon or Giant Aura were corrupted by it.

They rose again as undead servants called:

Marrowbane

Marrowbane exist only to protect Dragon corpses.

The Dragon Aura releases a zombie-like virus, binding dead humans and animals alike.

Animals affected include:

Wolves

Eagles

Zebras

Pigs

Power Balance

A Warden can absorb only a small amount of Aura—usually from low-ranking sage corpses.

An Oracle absorbs the full power of a Sage King.

In raw power:

One Oracle ≈ more than 100 Warden

Surviving Dragons and Giants now serve Oracles.

That is why—

Governments fear Oracles more than monsters.

The Ancient Realms

The Ancient Realms were the original kingdoms of mages and sages.

Their location is unknown.

Governments desperately seek them.

Guardians have searched.

They have failed.

Zeror Trav Organization

In the aftermath of the cataclysm, humanity struggled to survive. Villages were scattered, cities crumbled, and monsters roamed freely. To maintain order, to harness the remaining resources, and to protect the fragile remnants of civilization, the world's governments created an organization known as Zeror Trav.

Zeror Trav was not merely an organization—it was the backbone of human survival in the Age of Vapour. Its purpose was twofold: to oversee Adventurers, who risked life and limb in the field, and Travelers, who collected information critical to understanding the dangerous world they now inhabited.

Adventurers

Adventurers were tasked with retrieving mythical items—Dragon corpses, Sage artifacts, and other legendary treasures—and selling them to the government. These missions were perilous. The borderlands were crawling with beasts, rogue mages, and Unofficial Adventurers whose motives were unpredictable.

Adventurers were divided into two types:

Official Adventurers: Government-controlled, trained, and ranked according to skill and achievement.

Unofficial Adventurers: Mysterious and elusive, working for secret organizations or personal agendas. They were often far more powerful than Official Adventurers, some even Oracles who had abandoned fame and war for a quiet, solitary life.

The hierarchy among Adventurers was clear:

Official Adventurers:

Low Rank: Silver-class Adventurer — new recruits, competent but inexperienced.

High Rank: Platinum-class Adventurer — seasoned professionals, capable of solo missions and high-risk operations.

Unofficial Adventurers:

Low Rank: Duskwell — mysterious individuals who had proven themselves beyond ordinary measure.

Mid Rank: Trailblazer — Adventurers whose power and reputation allowed them to command respect even among other Unofficials.

High Rank: Abyssal — near-legendary figures, whose abilities and influence rivaled the most feared Oracles.

Travelers

Travelers, unlike Adventurers, did not seek battle. Their role was to gather intelligence. They mapped the locations of Dragon corpses, tracked the movements of Oracles, and recorded vital information about dangerous areas.

Travelers were forbidden from combat. Killing a Traveler was strictly prohibited—the secret organization punished any violators without mercy.

Travelers also had their hierarchy:

Official Travelers:

Low Rank: Seeker — novice informants, learning to navigate the dangerous world.

High Rank: Apprentice — experienced in investigation, able to discern valuable intelligence from false reports.

Unofficial Travelers:

Low Rank: Drifter — independent, roaming agents with no allegiance beyond their own objectives.

Mid Rank: Globetreader — skilled navigators and observers, capable of long-range intelligence gathering.

High Rank: Stormwalker — elite informants whose knowledge and discretion were unmatched; few dared challenge them.

Through Zeror Trav, humanity could survive. Through the efforts of Adventurers and Travelers, the world could still hope to reclaim lost knowledge, retrieve the legendary treasures of the past, and navigate the age of Vapour without succumbing to chaos.

In a world ruled by Oracles, Dragons, and Vapour, Zeror Trav was both shield and sword, and those who worked under its banner were humanity's last line of hope.

Rewards

Zeror Trav pays in money.

The secret organization pays in:

Bronze

Silver

Gold

Diamonds

Rewards depend on the value of information or items.

The World Now

Humanity survives—but barely.

Villages cling to life.

Oracles rule the shadows.

Dragons sleep beneath the earth.

And Vapour continues to fall.

This is no longer the age of humans.

This is—

The Age of Vapour.

Murkers

├── Oracle (High Murker)

│ ├── Controls surviving Dragons & Giants

│ ├── World-level threat

│ └── Feared by governments

└── Warden (Low Murker)

├── Government-controlled

├── Limited aura absorption

├── Protectors & enforcers

└── Publicly known

Weapons of Zeror Trav Adventurers

Weapons are more than tools in the Age of Vapour—they are extensions of the wielder's power, the channel through which strength, magic, and will converge. Within Zeror Trav, weapons are strictly categorized according to their capabilities, rarity, and control difficulty.

Official Adventurers' Weapons

Prototype-Y

Standard issue for Official Adventurers.

Strong and reliable, yet limited in durability.

Can typically be used for one year, with the maximum lifespan rarely exceeding two years.

Easy to control, making it suitable for lower- and mid-ranked adventurers.

Prototype-X

Considered highly valuable, both materially and strategically.

Extremely strong and responsive to the wielder's commands.

Can be controlled easily, even by moderately skilled Official Adventurers.

Its rarity and power make it a sought-after upgrade for those who have proven themselves in the field.

Unofficial Adventurers' Weapons

Alpha Series

Magical in nature, crafted with subtle enchantments.

Allows the wielder to channel a limited range of magical abilities.

Relatively easy to control, balancing raw power with usability.

Preferred by mid-level Unofficial Adventurers who require versatility without overwhelming difficulty.

Omega Series

The pinnacle of weaponry.

Forged from the bones of Dragons, infused with ancient demonic and magical energy.

Extremely rare and valuable; few exist in the world.

Grants the wielder access to high-level demonic forces and extreme magical power.

Control is exceptionally difficult; only the most skilled and experienced Unofficial Adventurers—or Oracles—can wield it effectively.

Fun Fact: The government possesses only four Omega weapons:

1 Scythe

2 Swords

1 Spear

Weapon Hierarchy

From weakest to strongest:

Prototype-Y < Alpha Series < Prototype-X < Omega Series

This hierarchy represents not just power, but rarity, magical potential, and control difficulty. The stronger the weapon, the greater the skill required—and the higher the risk of misuse.

Weapons are a reflection of the adventurer who wields them. In the world of Vapour, mastery over one's weapon can mean the difference between survival and death—or between life as a hero and life as a corpse.