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/ Series / Grievous Crisis: The Endless Light
Grievous Crisis: The Endless Light
Grievous Crisis: The Endless Light
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Miscellaneous
Magic
Magic is the ability to manipulate elements via Magic Potential. The three main elements currently known are Fire, Water, and Wind. To manipulate these elements, all that is needed is imagination. Chants are not necessary, but can help focus to achieve manipulation. There is also a range in manipulation, with more-intense manipulation at longer ranges require much more Magic than short-range intense manipulations. 
Magic Potential

Magic Potential is the amount of Magic held in a person (Or thing). All types of common Magic draws from this central Magic Potential, and the amount of Magic Potential determines the power and intensity of spells able to be casted. Magic Potential also determines how much power a spell can contain. People can combine their Magic Potential to use higher level spells. Overuse of Magic can cause heavy fatigue. 

All Magicians are connected to other Magicians magically. Most Magicians can sense other Magicians through their Magic Potential. Those with higher Magic Potential tend to attract others with high Magic Potential, almost like magnets. 

Within Magic Potential, Magicians are classified into various groups. Support Magicians are Magicians who link their Magic Potential together to perform mostly Defensive Spells, Dome Types, and Bombardment Spells, Siege Class. Standard Magicians are Magicians who can act independently and cast simple Bombardment Spells alone, and can usually act from the front lines casting direct attack fireballs. From there lays the High Magicians who are rare in numbers; most acting as Magicians for their respective nation's elite Magician group. Higher than that lays the Count Magicians; Magicians who are direct asides to their nation's ruler. In Legends lays the Ancient Mages who are said to be able to cast legendary spells and raze entire armies with their Bombardment Spells or deflect even the famed Solar Bombardment Spell with ease. 

Fire Magic

Fire Magic is the manipulation of nature that creates fire. At it's most basic core, Fire Magic is can create a simple fire, which can be adjusted to be more or less temperate, and moved to a slight degree. Fire Magic is also the core of most Bombardment Spells, and used in some Defensive Spells.

Water Magic

Water Magic is the manipulation of nature that manipulates and creates water. At it's most basic core, Water Magic can manipulate water and it's shape or movement. While Water Magic has few combat uses, Water Magic is an important to General-Life Spells, as the water that Water Magic can create is potable. Water Magic can also be used in some Bombardment and Defensive Spells.

Wind Magic

Wind Magic is the manipulation of nature that manipulates air. At it's most basic core, Wind Magic is manipulating air to move, and can create very strong currents. Due to this, Wind Magic is the most versatile magic type of them all. Wind Magic is required for almost all Bombardment Spells, and is the core of Defensive Spells, while also being a key to many General-Life Spell. 

Dark Magic

Dark Magic is a special type of Magic that serves a completely different function than other spells. Dark Magic is magic that manipulates the world; magic that can warp space, and potentially time. Dark Magic is also unique in that unlike normal Magic which is based on Magic Potential, Dark Magic has seemingly no connection to Magic Potential. 

Dark Magic also attracts others based on their affinity with Dark Magic.

Bombardment Spells

Bombardment Spells is the wide range of spells that deal with attacking with direct or indirect spells. Almost all Bombardment Spells require Wind Magic, and most are Fire Magic based for attack. Water Magic can be used for very precise counter-bombardment. 

Within Bombardment Spells lays the two types. Bombardment Class, and Siege Class. Bombardment Class Spells primarily rely on creating spells that bombards an area with Bombardment Spells, from simple long-range fireballs to coordinated long-range light area bombardment spells by multiple Magicians. Siege Class Spells are spells dedicated to breaking Defensive Spell barriers and domes to allow Bombardment Spells to breach through. 

Defensive Spells

Defensive Spells are the wide range of spells that focus of blocking Bombardment Spells. Like Bombardment Spells, Wind Magic is required for almost all Defensive Spells, and Fire and Water Magic are supporting elements to Wind Magic. 

There lays two types of Defensive Spells, Dome Types and Barrier Types. Dome Types are massive domes that require a massive group of Magicians, upwards to 200 Standard Magicians to cover a small city with a protective dome that can stop most Medium Class Bombardment Class Spells. Barriers can range from simple single barriers that a single Magician can cast to protect themselves, to massive directional barriers to stop Bombardment Spells. Usually Barrier Types are much stronger, and require less Magicians compared to Dome Type, but they cover much less area. For an equivalent area though, the required Magical Potential is much less for a Dome Type than a Barrier Type.

Combat Spells

Combat Spells are the wide range of spells that deal with attacking people, and usually only people. Unlike Bombardment Spells, they lack shock and area damage, but they focus on being fast or hard-to-detect spells. Combat Spells, unlike Bombardment Spells, mix all forms of Magic in spells.

Signal Spells

Signal Spells are the wide range of spells that deal with signaling and illumination. Most common Signal Spells require Wind Magic with Fire Magic, though some individuals use Water Magic to create special signals.

Signal Spells are also used in illumination during the night. Different from most Bombardment Spells, illumination spells require much finer control and much more Magic Potential. 

General-Life Spells

Much is told of Combat Purpose Spells, but even normal people can use Magic to tender to their needs.

General-Life Spells are the simple spells such as creating water, fire, or a simple breeze to cool yourself. While they seem like simple spells, maintaining these spells is very draining and focus intensive. Due to the masses barely qualifying as Support Magicians, most can only light a small fire or create a small cup of water with their limited Magic Potential. Even great Magicians can only do so much, as creating water exponentially drains one more, and creating a breeze requires constant focus. 

Interference Spells

Interference Spells are the specialty of Dark Magicians. Interference Spells delve in interfering with space and time. Unlike other spells which Magicians can join together to cast greater spells, Interference Spells is a solitarily spell only the caster can do. 

Interference Spells are most commonly warping spells. Most warps are long range warps; mostly due to the fact that most warps are incredibly disorientating. Due to this disorientation, warps are rarely used to gain an advantage in combat. Warps are also incredibly limiting, as only the caster can warp, and the caster must not be carrying too much. 

Interference Spells also have another function for very advanced Dark Defensive Spells. Very precise control of Dark Magic and Interference Spells can effectively cancel out normal spells. Ancient Dark Magicians, or Dark Mages have been able to cast Anti-Magic Fields that prevents all types of Normal Magic from being used, though with the lack of Dark Magicians and time, such art is lost.

The true art of Interference Spells is a theory of warping time. Ancient Dark Mages have tried to do such a feat, but to no avail. 

Ancient Otherworldly Invasions and Successors

The Ancient Otherworldly Invasions was a massive war in the world that involved every nation. It was a time of intense conflict and crisis. What could only be said to have been other, humanoid creatures poured through tears in reality. 

Nations fought both the Otherworldly Invaders, as well as each other in the struggle for self-gain. Here, the Ancient Otherworldly Invasions were only ended when a group of Hero's with sacred weapons seek to end the invasion. They successfully hunted every invader before passing their sacred weapons to their Successors. 

The Successors are those who inherit one of the 6 Sacred Weapons. The five Successors are: the Successor of the Blade, the Successor of the Bow, the Successor of Wind, the Successor of Fire, the Successor of Water, and the Successor of Magic. The Magic Successors inherit special Tomes that allow for casting of special spells. All Successors also possess incredible power, and most Successors have Magic of that of Count Magicians by nature. Most also possess extremely super-human traits, such as incredible reaction time, incredible physical abilities, or incredible focus. 

Awakening

All Successors will never hold the power they could potentially use at the beginning. Only when provided with a trial by God, will they awaken their true powers.

Due to the fact that most Successors hold incredible natural powers, it is often difficult to detect them - especially Magic Successors. Awakened Successors hold powers that rival entire armies.

Ancient Religion: The Religion of the Apostle

The Religion of the Holy Kingdom of Astera is much more of a belief rather than a strict religion. It is called the Religion of the Apostles.

The basic belief of the religion is simply that the worlds are and were created by a God, and that each world is governed by a holy being chosen by God, an Apostle. While God is a very important figure in the religion, the religion worships not God, but the Apostle as the controller of the world. God might be the creator, but the Apostle is the governor.

Within this, the Apostles manage separate worlds with separate rules and basic structure. Not all worlds remain the same and act the same, this belief proposes. They suggest there could be a world where an Apostle simply holds not power and Magic doesn't exist, and at the same time there could be a world where the Apostle of omnipotent and Magic is a core component of the world. There could also be incredibly peaceful worlds, and worlds full of conflict they suggest. All this in an endless expanse of the universe of God.

Nothing is to say this is true or false, this is simply a belief and there are many variants of such belief. 

Mercenaries

Mercenaries are an important aspect of society.

Whilst there is no official ranking of mercenaries and their status, there are unofficial places where mercenaries will gather and train against each other and gain commissions. Usually traders and merchants know where to go to hire mercenaries for escort. 

Due to unofficial status and such, mercenaries are put into 5 ranks or ratings:

  1. First Ranks which are comparable to the best of elite-soldiers. Often ex-elite country soldiers such as Imperial Knights and Holy Knights. While stronger individuals can exist, such as the Imperial Magi-Knights, nations and countries will do all they can to allure those stronger to their side.
  2. Second Rank which are equivalent to the best soldiers. Here lie Magician warriors only shadowed by the elites who power over even those just gifted. 
  3. Third Ranks which is the upper bound for normal people. From excellent ex-soldiers to skilled individuals who were simply not blessed with Magic. Standard Magicians without much skills in weapons also consist here. Most of the time Third Rank mercenaries form groups like lower ranks to match or even rival the power of higher ranks. Whilst higher ranks can form groups, it is rare to to find a pure-First Rank or Second Rank group.
  4. Forth Ranks are where most lie when they strive to be mercenaries. It is the most realistic place a mercenary could be - basic footsoldiers at that. Few here have enough Magic Potential to cast spells alone, and seeing groups of Support Level Magicians is rare here. Often times Fourth Ranks join Third Ranks to serve as a vanguard or rearguard.
  5. Fifth Ranks, which are closer to untrained peasants, are the poor-man's choice of pick. Most villagers in small villages consider themselves Fifth Ranks in fighting power. Even though they may be weak and Magicless, even ants have taken down their sworn enemy, giant animals thousands of times larger and stronger than themselves.
Items
Grimoires and Tomes

Grimoires are books imbued with Magic. Upon setting your eyes with the intent to read them they will imprint the knowledge of how to cast special spells. Though to be imprinted with the knowledge, you will be required to have the Magic Potential to cast said spells.

Grimoires are finite in number. A Grimoire loses it's property to print knowledge once read by an individual. Though Grimoires can also be created or restored by the reader imprinting a new, original spell onto it with their Magic, or if the inheritor passes away. Though Grimoires will always hold the key to previous spells implanted in them.


Tomes are books imbued with Magic. Unlike Grimoires, they are to be kept and maintained as a weapon. To cast Tome-Specific Spells require the Tome's incantation and the required Magic Potential.

Unlike Grimoires, Tomes can be created. To create a Tome with a Tome-Specific Spell requires someone to imprint a spell of their own creation into a catalysis tome, and someone to put Magic into the catalysis. Unlike Grimoires though, Tomes will permanently reduce one's Magic Potential. 

Magi-Weapon

Magi-Weapon are weapons imbued with Magic. Such technique to make such weapons are long lost, and the few weapons that do exist are family heirlooms.

Magi-Weapon are not amazing weapons, as the Magic they bring is mostly defensive. The power of a weapon is also heavily reliant on the wielder's Magic Potential. While most Magi-Weapon are unremarkable, some stand out. Namely Ignis, the Sword of the Successor, and Jager, the Bow of the Successor. 

Location
Kawachi Empire

A monarchy founded near the beginning of the ancient war, during the time of the Ancient Otherworldly Invasions. The Imperial Monarchy used to control a massive land empire of great power, but time and Imperial Rulers who ruled corruptly have greatly reduced their power and influence in the lands. The Kawachi Empire capital, Eris, lays home to the Successor of the Blade, the Felis Family. 

Their structure of society is vastly different from most nations. They are a nation based off power of Nobility and Honor. As such, many peasants seek military careers to gain the Honor of being an Imperial Knight. 

Alongside the various Elite Formations, the Kawachi Empire is one of the few nations that uses bows and crossbows, from ancient traditions of Imperial Marksmens. The Kawachi Empire is also the only nation that maintains a strict assassin squad.

Holy Kingdom of Astera

The Holy Kingdom of Astera, is a ancient Kingdom founded long before any other Kingdom. Only here, in the it's capital, Astoria, in the Holy Castle Astera, can one find records of the past, and records of before times. The Holy Kingdom of Astera was never matched in power, except by the Kawachi Empire during it's peak. Unlike the Kawachi Empire and it's Imperial Monarchy, the Holy Kingdom of Astera's ruler never broke off from it's tradition of seeking the wellbeing of everyone. 

The structure of the Holy Kingdom of Astera is akin to a socialist monarch. Welfare and control of wealth is an important part of the society, though wealthy-migrants or merchants passing through help spread the wealth through the kingdom. 

The Holy Kingdom of Astera, while it does not possess any of the ancient heroes and their successors, they still stood through the test of time through the raw power of it's people and the countless skilled generals of the kingdom.

Forest of Death

A large forest said to rumor unknown beings that kills any who enters it. It borders the Holy Kingdom of Astera and the Kawachi Empire, and various other smaller nations. 

Not much is known about this forest, besides whatever is contained in the Ancient Achieves in the Holy Castle Astera.

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