Hey there. Welcome to Where Light Withers, this is my first webmovel i have ever written and I felt as if there is some info dumping and things that may not make much sense . So feel free to come back here to remember anything.
ALSO I do plan to re-write the first 20 chapters. To make them longer, more smooth and consistent.
So there is a noticeable quality increase from chapter 20 onwards.
I personally recommend you to read this just to get a better bearing of the world your getting into. Since not a lot will be explained till much later.
But feel free going in blind.
WORLDBUILDING
A hundred years ago, Nyxterra appeared. No one's really sure how or when exactly it appeared but when it showed up, it changed everything. The ground split, the seas roared, and the continents we once knew smashed together.
Now there's just one giant stretch of land, stitched together from Africa, Antarctica, Asia, Oceania, and Europe. People call it Aurelia.
Over the span of decades, countries and kingdoms came and went.
Now, there are three major kingdomes left. Alongside the world government. The world government oversees the entire world and ensures that nothing goes wrong. Their only goal is to ensure humanity's survival, at all costs.
The three major kingdoms: Vaelus, Caer Thorne, Delratha
They are in power due to their leaders being old people from when Nyxterra first appeared.
They managed to stay in power and now hold power over parts of Nyxterra and Aurelia.
And Aurelia? You'll find explorers, soldiers, cults, and wanderers out there, all chasing survival, tombs, glory, or something darker.
Gray (Protagonist) is from a small city called Ironhold located down south.
But Nyxterra didn't just change the land. It brought strange energies into the world,
Vyre.
VYRE(MANA)
With Vyre, you can do impossible things: summon flame from empty air, heal wounds in a heartbeat, or bend the elements to your will.
Vyre best explained is an empty canvas, and you shape it into what you imagine.
Everyone when "awakened" gets an affinity.
An affinity is the type of shape or form you can turn Vyre into and control.
For example, if you affinity is flame. Then you can shape your empty Vyre into flames. Fire. And at later stages even control that type of Vyre around you.
Of course, nothing's ever free. Vyre can be dangerous. And some people change because of it.
STRAINS AND THE TWO GREAT DIVINE FORCES
Some strains are blessings. Others… not so much.
There are two strains in the world.
Lumen and Wither.
Both corresponding to their divine force.
The Wither strain stems from the corruption. An invisible force which seeps into land, creatures, and even people, twisting them into something unnatural. It's decay, hunger, and change all rolled into one, relentless, and almost impossible to undo.
The Lumen stems from the Radiance is the opposing divine force. It's the essence of creation, growth, and preservation. It mends what's broken, drives back the dark, and fuels the Lumen strains. But it can be just as dangerous, too much Radiance burns just as surely as Corruption rots.
That's where Gray comes in. He didn't ask for a strain, and the one he got? The Wither strain. People fear it for good reason, it can rot what it touches, and it has a way of changing its wielder, inside and out. Gray's starting with no Affinity, no overpowered gifts from god, just the strain he never chose. But if there's one thing about him, it's that he doesn't stop moving forward.
(This is all I've decided to write but I may write more things in the future.)