The world of BOTW takes place in the summer of 2025 and is a decade-long journey. It follows a pair of siblings, Song Keido and Song Heidi, who are transported into the novel world of The Ten Disasters. They are accompanied by Kang Kimsung, a regressor and one of the world's strongest humans.
The Ten Disasters begin worldwide on August 22nd, 2025, which coincidentally also lands on the end of one of the Korean months in its calendar. It will last for 10 years, and if all ten disasters are overcome, humanity will survive and be allowed to live. If not, then obviously it's extinction, which they wish to avoid.
There are ten ranks, each with classifications to separate those with greater strength than others. First, it is F rank, the weakest rank, and it ends in Z rank, the strongest rank. Of course, there are ranks beyond that, as there is not an absolute limit on strength that can be achieved, since there are three other ranks, Great, Supreme, and Absolute. Anything under absolute is either an extremely powerful god, demon, or existence that has achieved such a level. Anything in Absolute is a concept, or a part of the Nothing. The Gods are mere embodiments of such concepts, with a few exceptions due to their myths, so please remember this difference, as they will be shown in the novel.
The EXP levels to achieve each rank double with each rank:
F-rank = 1000 EXP
E-rank = 2000 EXP
D-rank = 4000 EXP
C-rank = 8000 EXP
B-rank =16000 EXP
A-rank = 32000 EXP
S-rank = 64000 EXP
SS-rank = 128000 EXP
SSS-rank = 256000 EXP
Z-rank = 512000 EXP
The EXP gained from monsters killed triples with each rank:
F-rank gives 1 EXP
E-rank gives 3 EXP
D-rank gives 9 EXP
C-rank gives 27 EXP
B-rank gives 81 EXP
A-rank gives 243 EXP
S-rank gives 729 EXP
SS-rank gives 2187 EXP
SSS-rank gives 6561 EXP
Z-rank gives 19683 EXP
To achieve Z rank, one would need to kill the equivalent of 26 Z-ranked monsters and one A-ranked monster. Of course, there are also tiers to differentiate the monsters in terms of power:
Low Tier
Mid Tier
High Tier
Each tier has more intelligence and more control over its own abilities, which adds to its danger.
The Ten Disasters will be in different places in the world, and the main group will be traveling to most of these places throughout the years.
The way mythology works in this story is that it is both a filter and a protection. One, because it makes sure only monsters of myth from that area spawn there or gates related to the myths open in those places, and two, because it steadily increases the difficulty level over the years, so those living there aren't overwhelmed. However, almost half of North America does not have either of these things, allowing things that should not be allowed at the time to enter the world. Things such as Nothing entities called Errors, analog horrors, things from different worlds, and legends of places. I could go off for a while about how it works, but this is a basic explanation.
For instance, after the First Disaster, New York becomes completely self-sufficient and separates itself from the rest of reality due to the running joke that "New York is not a real place". Or Texas, which distorts spatial reality within the state boundaries, making traveling very difficult due to the extreme distance one must cross to go from even the shortest side of Texas to the opposite side. Another is Florida, which is frequently hit by category 5 hurricanes weekly, plus Disneyland's variant, Wonderland.
In places like China, only monsters like dragons or those of myth can appear (And yes, the Victorious Fighting Buddha will make an appearance during the China Arc) or a kitsune in Japan. I will not disregard Native American Myth, it's just that they've been ruined over the last few centuries, which is why I'm making the U.S. as it is.
There will be ten arcs in total, all of them broken into different pieces for different situations and character development, and you'll have to pay extreme attention to them, because there will be three major plot twists in the story. (It's also gonna be hella political.) Also, a lot of science topics, both known, confirmed, and theoretical, will be used, so there will be explanations of what they are.
The skill distribution will be based on the human population. At the time of writing this, there are a confirmed 8,268,955,840 humans on Earth. Might be more, but idk man. The potential of having a Z-ranked skill is 1 in a billion, SSS-ranked is 10 in a billion, SS-ranked is 100 billion, and so on. It's not exact, but calculate it as you will.
Main skill types:
Attack type
Physical type
Mental type
Soul type
Elemental type
Spatial type
Conceptual type
Defensive type
Physical type
Mental type
Soul type
Elemental type
Spatial type
Conceptual type
Enchanting type
Physical type
Mental type
Soul type
Elemental type
Spatial type
Conceptual type
Copying type
Physical type
Mental type
Soul type
Elemental type
Spatial type
Conceptual type
Buff type
Physical type
Mental type
Soul type
Elemental type
Spatial type
Conceptual type
Heal type
Physical type
Mental type
Soul type
Elemental type
Spatial type
Conceptual type
Time type
Physical type
Mental type
Soul type
Elemental type
Spatial type
Conceptual type
Energy type
Physical type
Mental type
Soul type
Elemental type
Spatial type
Conceptual type
These are the main types, and any other is an offshoot of them. Construction-themed skills are counted under energy-type skills since they manipulate the environment around them. Of course, the Absolute versions are in the hands of the eight chosen Z-ranked humans, so even at the same rank, a Z-rank skill will always outclass any other skill of its category. However, taking potential into account, the skills are not limited to anything, and they simply need good users for them. What depends is the mindset and thinking of the wielder for them to Evolve skills and make them become even more powerful. Skill Evolutions unlock the true potential of any skill below Z, as those who have access to some of their true potential from the beginning, not that the wielders know that at first.
History will play a large part in this, with those belonging to certain groups gaining buffs, or what I like to call them, Perks.
Perks:
Voyager: Allows one to always remember the way of their journey, instinctively know paths that were once taken, and, once fully mastered, allows them to set points to teleport to if their skill allows it.
Crafter: Allows one to understand recipes, construction models, and any part that requires utility, such as forging a sword or fixing a nuclear reactor. Once fully mastered, they are shown the process of how something works, allowing them to make the real thing or a replica.
Slayer: Allows them to understand patterns better, as humans are pattern identifiers. They can hunt creatures better, understand them and their weaknesses, and fight better. Once fully mastered, they could identify weak points or strategize better.
Survivor: Allows them stealth, an intuition to harmful or helpful plants, and a boost in senses, especially if being hunted or following themselves. Once mastered, they can move in broad daylight as if they don't exist, completely unnoticed by anyone who cannot sense them.
Brave: Allows them a measure of clarity, letting them focus or gain a resistance to mental attacks. It also grants a more autonomous control over their body, able to react with their mind and body in sync. Once fully mastered, they can attack or defend instantly, wave off mental attacks more easily, and control themselves in stressful or aggravating situations, such as a painful wound or rage clouding their mind.
Scholar: Specifically for those with complex minds, thinking processes, or ideas. Allows them to remember things better and allows the brain to handle more information than it's physically allowed to, since the brain can only become so wrinkled and contain so much information. Once mastered, it removes brain fog and allows them to discern between the many shades of gray in the world.
These Perks can either be inherited by family, gained naturally due to a person's life, or gained during Disasters.
Lackers are, in essence, a boost in very specific things, such as mental disabilities. Such as Cancer.
Lackers:
Cancer: Grants a natural healing and full body regeneration as long as the source of the cancer is not fully destroyed. However, the trade-off is a lack of mana, requiring them to consume mana to survive.
ADHD: Random (Keyword: Random) temporary all-offensive boost, usually lasting between three days or less than half an hour, like speed or strength. However, the trade-off, as expected, is focus and productivity.
Autism: Extreme sensory boost, such as being able to actually smell things most do not, and feel the difference between things most do not. However, the trade-off is terrible social/emotional understanding and practice (Plus no eye contact).
Narcolepsy: Able to stay awake much longer, and the brain treats both states as times to refresh the mind and organize any information taken in at both times. However, the trade-off is a wide range of laziness.
Schizophrenia: Extreme resistance or discernment from illusions or mental attacks, can see or hear things many cannot. However, the trade-off is occasional sights of different universes and realities.
This does not cover everything, and there will most likely be updated versions of this.
