Chương 515: AF Chapter 514 - Second Wrap-up Chapter
Asheron's Fall: The Power of Ten, Book Six · Unknown author · 526 chương · ~20 phút đọc · Tạo 05/07/2026
Princess Kristie and Briggs both reach Twenty at the end of the Story, but aren't interested in stepping past the Eternal Ceiling until they've had a family, because of what will be triggered. They've got plenty of places to put Karma, and they still have monstrous amounts to spend on the Rantha Racial Class, which is NOT at Twenty, so there'll be no Karma going to waste.
Kris' biggest Stat is naturally Constitution, and naturally she's closing in a 70+ Stat there, which is in the 950 or so mark in Asheron's Call Terms. Her biggest Stat is naturally her Stamina, which would be sitting around 1300 with all her Buffs and bonuses, with monstrous Revitalization allowing her to Burn and keep Burning Stamina on the Golden Road, giving her a massive amount of continuing punch.
The Mick is the least overpowered of the bunch, being a baseline human with far fewer Classes than the rest of these overpowered hypermotivated younglings. Nevertheless, he got in on all of the Quests and kept his hand in bringing the younger generation up, and his physical Stats were optimized to carry him through his combat levels.
The bonuses of the Isparian system making him equal to a genius and more also means he has no problems taking Matrix Class Levels dealing with spellcasting, his base PoT Stats being along the line of 30/30/30 Str/Con/Coord, 25/25/28 Int/Wis/Cha in Power of Ten terms, and that's before Marks and stuff. His primary goal was getting Melee to 20 so he can eventually step into Eternal and see where it goes… and he does so by the end of the story, naturally enough.
Now he has to help his wife Bunita get there, but both of them are already Paramounts, so that side of the equation is taken care of. Still, with the grandest of Quests taken care of for now, Bunita's going to have to be sniffing out some dangerous and deadly crap to get her Matrix Levels up to join her husband.
Thankfully the Matrix years give them plenty of time to do so, and the Mick can always accrue more Side Levels than the Melee, Scout, Artificer, Wizard/Sorcerer, Archer, and Expert Levels he has accumulated already.
Master Oswald's purpose shifts to exploration. He is brought to each of the new continents by Lady Ryin for a Teleport without Error lock, and there he and his followers begin the careful yet energetic process of exploring and uncovering secrets and resources left behind by the Empyreans. Eager yet prudent Paramounts are happy to accompany them on those expeditions.
First the island, then the world, then other worlds entire, he has promised himself and them, and he intends to one day walk the worlds as the lofty Empyreals once did! =================== While the pyreal hoard from stacks of MMD notes does run out in a couple of years, what it allows is basically 2-3 years of solid and continuous production of minor magical items that make life much, much easier for the rote population of Dereth.
As all the people there have magical ability, the proliferation of minor Matrix Magic is a given over time, with basically nobody not able to qualify one way or another to use Cantrips, which greatly help day to day living. With the destruction of Geraine, Lord Rytheran is the ranking undead member on Dereth, and when the System goes down, his desire to hold a political position wanes even further.
To further destroy unity among the undead, Ryin proposes that he return to overseeing the Mage Academy to finally pass on the secrets of Empyrean magic, especially if any Empyreans can be located who need to learn such things. Rytheran basically quits his position, the undead leadership fractures behind him, and the combination of civil war and suppressed desires released by the System's collapse, complete with vivic fire getting rid of them, basically drives the undead from Dereth within the space of a few years.
Empyrean survivors on the mainland who managed to avoid the olthoi and weren't picked up by Asheron's spell are soon brought to Dereth to rebuild something of an Empyrean legacy. That's just in time, as the swelling numbers of hostile released slave races are sweeping over those lands with startling speed in the absence of the olthoi to keep them in check.
The main population of Freeholders work to regain their numbers on Dereth, using the remaining Dungeons that are still empowered by the now-passive remnants of the System to aid in Leveling. The Isparian system is much, much friendlier to low-end people who need Stat buffs due to the cheapness of gaining initial Stat points, but the Matrix system is much more useful for magical and supplemental skills, so both remain popular. The remaining active Dungeons and Spawn points are carefully charted and managed for use.
The gutting of the System reduces the power available for such things, and landscape spawns are soon almost gone, save in certain areas. Likewise, the Shoreward loses a great deal of its power, particularly when it is not tested by the Deep's minions like it was before. The opening up of the Inner Sea for broader fishing does start something of a sailing renaissance among the Isparian population, something the Hea in particular are eager to emulate.
Expansion on the oceans may follow in time, but there are plenty of hostile creatures in the oceans of great power, as old Empyrean tales relate, and development of a proper navy or fishing fleet there is some time off. The author's narrative has been misappropriated; report any instances of this story on Amazon.
The lugians are wholly focused on claiming mastery of the new Artificing skills, especially Warfang Armor and Weapons, as well as recovering their population after the wars with the Gotrok clans finally come to an end. While there are individuals who seek to explore the new mountains of the rest of Auberean, they have a great city to rebuild, mines to exploit and open up, and whole avenues of research to fail at in pursuit of greater truths!
The Aun tumeroks take the lead in the new Druidic Traditions born out of Matrix Magic, and especially caring for and dealing with the Deru Trees who are struggling to re-establish themselves here. Their care for and the planting of seedlings slowly and carefully expands the reach and power of the trees across the islands and its subsidiaries, with a goal of each notable island to get its own Tree eventually.
The Hea, humbled by their experience and the enslavement of the souls of their dead by the System, join them in this duty as they slowly and painfully throw off the yoke of virindi mutations and return to the people they once were. They specifically reclaim Marae Lassel as the new homeland of their peoples, although many tribes remain in the open plains of eastern Osteth and the Vesayan Jungles instead.
The tuskers, with potential access to Marks that can raise their intellects, slowly join the coalition of other races, with the wilder members staying safe on Aphus Lassel under their mighty king Bobo. The gurog, acclimated to the cold, remain in the higher mountains, but are considered younger brothers by the lugians and welcomed among them. With Marks, they struggle to raise their numbers and establish themselves from their small population.
The burun quietly join the coalition as junior members, although the violent gurug are restricted from breeding unless their aggressive tendencies can be controlled. Their relationship with mucor gives them a remarkable touch with Potions, and soon enough they are solidly masters of Alchemy and well-established in Dereth.
Over time, the Gearknights manage to reassemble more benevolent members of their people and establish themselves with the lugians in the Artificing arena, particularly in the area of geartech and magitech machines. Recontacting their homeworld will doubtless occur in time.
Limited members of the mosswart and drudge races throw off the shackles of their past and also decide to join Freehold, carving out little niches for themselves as they do so, while their wilder cousins continue their violent ways as they are pressed further out and away from the lands of Osteth. Similarly, some of the banderlings choose more civilized interactions with the other races, and others choose to keep wandering or setting up small territories of their own, particularly in the Direlands.
Banderlings and the tuskers end up getting along remarkably well for some reason. The Fiun have a long and laborious task in reclaiming their own from the System and death, restoring their numbers enough to begin re-establishing their intelligent and magical species. In an amusing feat of diplomacy, several end up becoming instructors in the Mage Academy under Lord Rytheran!
Research is done (mucor is involved), and with the help of Tim keeping his irascible junior kin under control, some of the less belligerent monugas are ushered through experiences and processes to tread the roads of their ancestors. Soon enough there will be more enlightened Tremendous Monugas around.
The shades are slowly and thoroughly hunted, destroyed, and driven off of Dereth, many fleeing into the arms of the Shadow in the Void, there to be gathered and perhaps sent off to invade others in the future as souls enslaved to the Void. As freeing their once-human souls from the Shadow is part of the reason they are hunted, not many make it. The Ruschk are ceded the northernmost islands of the Hlaetians with some reluctance, given the mineral wealth in some of the mountains there.
They are an old, old, and aloof race, primal and elemental in nature, with interests in Old Gods that the younger races want little of. For all that, they are not expansionist, and it is easier to leave them alone than to conflict with them constantly, although diplomatic interactions are difficult at best, to put it mildly.
Vissidal and Dark Islands are the two main landscape spawns left untouched in Dereth, playgrounds for Paramounts and other high-Level characters doing the long grind of Karma and combat training to reach the top. The Deep's unlocking of Luminance and its augmentations and Karmic rewards continues in polite disinterest as the souls of its minions are slowly released from the System itself.
The Deep's two Shrines in the northeastern islands are not disturbed, and another one is raised by Isparian hands on the Moarsman island in the south, on the shores of the lake where the temple to T'Thuun Burns en vivus in the depths. Pleased by the tribute and the warning, the Deep says nothing as a Deru Tree is planted on the shores opposite that Shrine, up on a hill that is the highest remaining place on the island.
Aerlinthe Island remains mostly abandoned by the undead, although the enhanced defending Summons in the Dungeons of the place are left intact for the daring. With its machinery under Tenkarrdun being repaired by Scold, its past purpose as a port city and base for the Yalain navy may one day happen once again under new masters. The Singularity Caul is basically purged of all Spawns and all such Summon Points are Sealed.
The place is not conducive to farming of any kind, but the volcano there promises constant and active Energized mineral wealth, and no doubt Scold will be brought there to tap it with his Pillars and see what can be made there…

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