Ficool

Chapter 13 - Dark Magic Knights (Remastered)

Before the war. Before the betrayal. Before the world forgot what magic was meant to be.

There were four.

The First Spell-Chasers

In the age when magic still walked openly among mortals, four spell-chasers rose above all others.

Mazza. The strongest. The most feared.

Kiluss. The strategist. Cold, precise, unshakable.

Nilo. The guardian. Protector of the innocent.

Amera. The healer. Heart of the group.

Together, they were the first true masters of magic—pioneers who shaped what spell-chasing would become.

And together, they created the Dark Magic Knights.

The Creation

The Knights were not born. They were chosen.

Each of the four spell-chasers selected a host—someone worthy of carrying a fragment of their power. Through ancient rituals, they bound their magic to these individuals, creating warriors unlike anything the world had seen.

The Knights' purpose was singular and sacred:

Protect every living creature.

That was the dream. That was the vow.

For a time, it worked.

The Fall of Amera

But the Casters had eyes everywhere.

When they discovered what the four spell-chasers were doing—creating new magic users, spreading power beyond their control—they acted.

They killed Amera first.

She was the most vulnerable. The most compassionate.

They struck her down without mercy.

But Amera was not truly gone.

Her magic—like all spell-chaser magic—could not be destroyed. It fled from her body, scattered into nature, and hid.

Waiting.

The Knight she had created retained their abilities. But without their creator, they were incomplete.

The Scattering

After Amera's death, the remaining spell-chasers fled.

Kiluss vanished into the eastern mountains, never to be seen again.

Nilo retreated to the far corners of the world, protecting those he could until death claimed him.

They left the human realm quietly. Peacefully.

But Mazza did not.

Mazza's Corruption

Mazza stayed.

He refused to run. Refused to hide.

And when his lover was killed—when the Casters took everything he had left—something inside him broke.

He no longer wanted peace.

He wanted suffering.

Before his physical death, Mazza did something no spell-chaser had ever attempted.

He absorbed all the Knights' abilities—every fragment of power the four of them had scattered across the land.

Then he redistributed them.

He flung the magic into the world, letting it attach to new hosts at random. From that day forward, the magic would jump from person to person—whenever one host died, it would seek another.

The cycle would continue forever.

But Mazza's own magic was different.

He didn't just scatter it.

He corrupted it.

He twisted his power into something parasitic—something that would latch onto a host, feed on their rage, and eventually consume them entirely.

Then he bound his consciousness to it.

His body died.

But his soul did not.

The Four Knights

Though the original spell-chasers are gone, their legacies remain.

The Dark Magic Knights still exist—four hosts, four colors, four purposes.

They share certain traits:

Armor: All Knights manifest the same style of body armor when their power activates—dark, sleek, and nearly indestructible.Fire: Each Knight is surrounded by magical flames that burn without heat, fueled by their host's will.Blade: Each Knight wields an identical sword, forged from pure magical energy—capable of cutting through almost anything.

But they are not the same.

Mazza's Knight — The Black Flame

Original color: Red. Current color: Black.

When Mazza corrupted his magic, the flames darkened. What was once a symbol of strength became a mark of destruction.

The helmet is regal—designed like a crown, with a single sharp point rising from the top. It was meant to signify leadership.

Now it signifies tyranny.

The host of Mazza's magic is not a Knight.

They are a prisoner.

Kiluss's Knight — The Blue Flame

Color: Blue.

Kiluss was the tactician. His Knight reflects that—calm, calculating, devastating in combat.

The helmet covers the center of the face, leaving only the eyes visible. Circular designs mark the crown, representing cycles of thought and planning.

Kiluss's Knight fights with precision. Every move is deliberate. Every strike is efficient.

They do not waste energy.

They do not lose.

Nilo's Knight — The Gold Flame

Color: Gold.

Nilo was the protector. His Knight embodies defense above all else.

The helmet covers everything except the eyes and mouth. At the top sits a small, retractable shield—one that can expand to full size in an instant.

Nilo's Knight does not seek battle.

But when battle finds them, they become an immovable wall.

Amera's Knight — The Green Flame

Color: Green.

Amera was the healer—the heart of the original four. Her Knight was designed differently from the others.

The helmet accommodates long hair, with an elegant frame that resembles a queen's crown.

Amera's Knight was meant to nurture. To protect life, not take it.

But in the wrong hands—under the wrong influence—even healing magic can become a weapon.

The Purpose

The Dark Magic Knights were never meant for war.

They were created to ensure peace.

Every spell-chaser believed in that mission. Every Knight was bound to it.

But when Mazza fell—when rage replaced reason and hatred replaced hope—the balance shattered.

Now, the Knights are scattered.

Some serve willingly.

Some serve against their will.

And some have not yet awakened.

But one thing is certain:

When all four Knights stand on the same battlefield—

The world will never be the same.

More Chapters