Cherreads

Power System

In the world of Alfair, all living beings harness power through something known as energy atoms. These atoms are the essential essence of life, flowing through the body and allowing a person to connect with the forces of nature, elemental power, or even non-natural energy.

These beings are broadly categorized into two major groups: Primal and Arcana.

---

PRIMAL

Primal refers to those who can control the basic elements of the world. There are five recognized fundamental elements: fire, water, earth, wind, and lightning. Depending on the number and type of elements one controls—and the level of mastery—a Primal is classified into four tiers: Primal 0, Primal 3, Primal 2, and Primal 1.

---

Primal 0 – Natural Instinct

Primal 0s possess instincts and powers that resemble animals. They can bond with beasts, summon or control living creatures, or even take on animalistic forms—such as beast-humans or merfolk.

They can wield only one elemental affinity, determined by their physical traits. For example, merfolk are always aligned with water, while beast-humans inherit an element that matches the type of creature they reflect.

Despite appearing limited, Primal 0s hold limitless potential. Their Awakening is not bound by the same structure as other Primals. With enough will and growth, they can surpass any boundary—becoming as powerful as their journey allows.

---

Primal 3 – One Element, One Soul

Primal 3s are individuals who control a single element. But that doesn't make them weak. They can undergo two levels of Awakening.

After their first Awakening, a Primal 3 can defeat even a Primal 2 if they share the same element. They can fully merge with their element and become one with nature.

The second Awakening, however, is extremely rare. At this stage, they gain the ability to curse others into their element—turning people into stone, fire, water, trees, or soil. These events are often the stuff of legends.

---

Primal 2 – Dual Balance

Primal 2s are born with control over two basic elements. Their power is well-balanced and potentially immense. Upon Awakening, they are capable of unleashing destruction on a continental scale.

Primal 2s are known for their flexibility in combat. Their dual elements allow them to command two forces of nature, but they are often vulnerable to single-element users who have honed their power with sharp focus.

---

Primal 1 – Five Elements, One Vessel

Primal 1s represent the highest level of elemental mastery. They can control all five basic elements at once. However, this ability consumes a tremendous amount of energy, and only a few beings can wield it effectively.

In any given era, only three individuals are born as true Primal 1s. Once they undergo Awakening, their abilities increase exponentially—speed, strength, endurance, and even control over nature itself.

---

Primal Power Dynamics – Rock, Paper, Scissors

The balance of power among Primals doesn't follow a linear path. It works more like a rock-paper-scissors system, where strength depends on context:

Primal 1 can defeat Primal 3.

Primal 2 can overpower Primal 1, especially after Awakening.

Primal 3, with Awakening and elemental advantage, can defeat Primal 2.

However, in many cases—depending on emotions, strategy, terrain, or experience—the outcome of a battle can shift dramatically. Power in this world is never absolute.

---

ARCANA – Elements Beyond Logic

Arcana are beings who command elements that fall outside the five basic types. These elements are rare, mysterious, and often stem from primordial forces or spiritual energy.

Some known Arcana elements include: light, darkness, time, gravity, blood, bone, smoke, mind, ice, crystal, and more.

Arcana do not follow the tiered structure of Primal. Their Awakening is unbound, similar to Primal 0s. However, their powers tend to be more abstract and unpredictable. Their techniques lack a defined form—often manipulative, illusory, or purely destructive.

Most Arcana originate from the Dark Races, though not all. Some are also born among the Races of Light.

---

Races of Alfair

Races of Light:

Humans

Elves

Faeries

Beast-Humans

Merfolk

Giants

(One extinct race with unknown origins)

Races of Darkness:

Demons

Vampires

Muj

Yuj

Abyss

---

In the world of Alfair, power is more than a tool for battle—

it is identity, heritage, and sometimes, a curse.

Those who fail to control it will be consumed by it.

But those who master it...

may shake the very fate of the world.

More Chapters