Rimsea: Sand Mage's Journey (Hopepunk, Swashbuckling, Found Family)
A reincarnated sand-mage bonds with a memory-wiped System and sails into a permanent storm to find the impact that broke the world and woke the demons.
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Aydin dies, wakes up, and immediately learns an important rule about this world:
If the ground opens under you, it probably has teeth.
In Rimsea, demons don’t crawl out of hell.
They crawl out of dungeons.
Dungeons don’t get discovered here. They happen. Mana veins punch up from the core, split the land like glowing fault lines, and whatever crawls out starts small until it doesn’t.
Aydin survives his first fall on pure spite… and a sand-mage gift that shouldn’t work the way it does.
He can feel sand like a current.
He can compress it into spears, shields, and traps mid-motion, turning grit into weapons with the kind of speed that gets you called “lucky” right up until something decides to test you.
Then he finds a bracelet sealed in amethyst.
And the System finds him back.
Her name is Violet.
Her memory is wiped.
She doesn’t know legends, kingdoms, or demon history, only functions, warnings, and how to make a dying host keep moving.
DO NOT DIE WITH ME ON YOUR ARM.
Violet adds Aydin as a candidate host and starts doing what she was built to do: showing him the world’s hidden structure.
Not as a lecture.
As visions.
Aydin sees Rimsea before it was a ring of desperate coastal towns, when the planet still held advanced cities, crystal-lit towers, and skybridges that cut through storms like they were nothing.
He sees the day Violet arrived, falling from the sky like a tool sent to fix something.
Then he sees what arrived after.
A second impact.
A falling star that turned colors as it dropped, and when it struck the world… the planet cracked. The land folded inward. Civilization vanished. The sea rushed into the wound and never stopped raging.
Now the crash site sits at the center of the Rimsea, sealed behind a permanent storm that eats ships and spits out nothing.
Violet can’t tell Aydin what the System truly is.
But she can tell him where the answers are.
CENTERWARD.
If Aydin wants to understand his powers, the demons, and why the world broke, he has to sail into the storm.
Good news: he won’t be doing it alone.
Ports mean contracts, crews, upgrades, and Aydin is about to learn that sailing jobs come with boss fights.
Bad news: everyone else wants what’s buried there too.
And some of what survived the old world is still running, and it noticed Violet came back online.
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Expect:
Sand-mage combat you can feel: spears, shields, traps, and “current-grit” control that turns bad terrain into a weapon, with clean, readable action.
Demon dungeons + System progression: dungeon outbreaks, escalating demon tiers, stats/skills/scan functions, and a System companion who only knows operations, not lore.
Crewed sea adventure into the Storm Center: ports, ruins, relic-hunting, monster-haunted waters, and a big mystery pull toward the crash site at the heart of Rimsea.
Violence/action is present, but the story stays adventure-first, not bleak.
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