1 Samaransa

A blazing atmosphere fully immersed with magical energies. A miracle is hanging by the sky, waiting upon one's reach.

An incredibly vast planet.

Full of magic!

'Magic,' or in other times referred to as 'enchanted energy,' come in all different sizes, shapes, colors, textures, temperatures, density, some wild, some mild, bringing along many upon many forms of uses.

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500 Years Ago

Exposure to these energies caused all living creatures of the world to depend on it. Nevertheless, a single group of organisms had come across ways to exploit it and use it for mass destruction and war, making those without such energy labeled as weak and venerable.

At one point in time, every country was in a war against each other. In future history books, this will go down as the Ziji War, a war against oneself. The war's casualty numbers were higher than all the previous wars that happened before, combined.

At some point, awareness of the detrimental effects caused by the war and violence, vastly outweighing the benefits, brought the world's still surviving mages to a standstill.

With their influence, every country finally decided to call off the war, unanimously agreed on a global peace treaty, and placed restrictions on advanced magic and violence against non-magic users. Furthermore, if any country is ever to promote or instigate war again, all the remaining countries, governments, and previously considered empires are to take action against the instigator immediately.

However, the treaty came too late for others. The war has already brought countless plants and creatures to a state of rarity or even extinction. Moreover, with numerous war zones, the vast clashes of different magical spells left very densely, chaotic mixtures of magical energies toxic to humans.

These areas began to produce colossal monsters evolved by the chaotic energy. Through these genetically evolved monsters, one can see many past living creatures' resemblances, such as plants, insects, beasts, and even humans.

The Ziji War had already decimated over half of the world's population, along with many casualties of the world's dependent mages. Being taken by surprise, humanity was heavily occupied in the reconstruction of civilization and did not have a fighting chance against these evolved monsters.

Thus, these disregarded monsters began to freely reproduce more and more, even after the stabilization and disappearance of the chaotic energies that created them in the first place.

After generations of reproduction, many of these monsters worldwide have begun to manifest intelligence comparable to humans. With a massive longing for dense energy areas, the world's newly evolved monsters followed their intuition and disappeared south.

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500 Years Later

Multiple cases have appeared in which direly circumstances forced countries to join hands in several clashes against the endless number of evolved creatures.

Thus, casting a "unity effect" between humans when fighting a common enemy, helping prevent war from occurring again anytime soon.

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Deep, in the southern hemisphere's tropical areas, there resides heaven for beasts, plants, and other non-discovered creatures. With the constant glare from the sun, the leaves and grass reflect the sun's shining rays to every shady area.

A magical, theatric scene effect, illuminating a glowing radiance of bright yellow spiced with a tint of lime green in every gleaming strand of light. Such lightened background is accompanied by the splashes of colors, such as the deep violet Fufuyi flowers, the blazing-fire Patema fruits, and bright, azure flapping wings of the Hikero bird. From any view, one was able to see the perfect picture.

Nevertheless, this beautiful rose that the world has birthed had been gifted with thorns. Thorns that prevented it from the alluring desires to pluck it.

This is a truly mystical place made of treasures that can easily place anyone into the world's top finances and power. It was just heaven where the money grew on trees waiting to get ravished in many eyes, but riches like these are not to be grip by just anybody.

Only because of the absence of humans were all its living creatures able to reproduce and develop to their utmost potential. This breathtaking yet poisonous patch on the map goes as "The Woods of Fukushima."

Nothing prohibits one from entering the woods, but exiting out, even as a corpse, is a different story. Only the strongest of the very strongest mages ever dare to enter, grouping themselves with other strong mages.

An expedition to the Fukushima woods requires each group to do many beforehand preparations, assigned roles to each member, and lots of strategized plans to maximize the group's probabilities for survival.

However, about half of these groups disappear into the woods to never be seen again despite all the arrangements.

It is accustom to seeing bloody wanderers coming out of the woods claiming to have witnessed the rest of their comrades being slaughtered, poisoned, or eaten alive. It is very infrequent to see a group coming out as a whole, and it is even more rare to see them come as a whole with everyone alive.

The deeper one goes inside the woods, the risk danger exponentially increases.

Despite the mortality rate, a few groups' massive luck and effort grant them a successful and fruitful voyage. These groups are broadly publicized to the world and their instant fame, riches, and random encounters, overshadowing the vast majority of expeditions and the massive number of deaths that regularly occur inside the Fukushima woods.

The news brings many to greed and yearns to achieve the same results luring tourists and many of the most powerful mages worldwide.

These are the beginnings of many local markets profited by selling or trading equipment, mounts, food, and information that would benefit one's dangerous expedition inside.

Surviving voyagers would also set up shops to sell their findings, such as captured dead or alive beasts, herbs, plants, and other treasures that were solely unique and native to the Fukushima woods.

Moreover, with plenty of time, large, populated cities and towns started developing around the woods.

To this day, expeditions have only reached the very outskirts of the Fukushima woods, with only 5 percent of the woods ever being explored.

Some survivors have claimed to have stumbled themselves more in-depth into the woods and coming across never before seen beasts, treasures, plants, and wonders. Some also claimed to have witnessed creatures with intelligence comparable to humans, some even talking.

All these rumors were yet to be proven.

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Deep inside The Woods of Fukushima.

Too deep for anyone sane to even attempt to reach.

There lies a patch of land that looks as if there was once a forest fire that left nothing but an almost perfect single mile square area of no vegetation or anything else living in that matter.

However, in that gloomy dead area, there lie around 50 cabins in the location equally spaced out between each other enough to cover the entire section, with a heavily built prison in the center through the mysterious thick fog of death.

Opposed to how deadly quiet it looked, high painful screams are audible escaping out from the cabins from time to time.

This is the remote area blocked from the rest of the world, only known to the world's cruelest evil mages, Samaransa.

A hell in which mages are engrossed to discover new dark magic spells through the expense of experimenting on people and beasts for their hidden agendas. To these mages, people may be no more than creatures that could walk on two legs.

The vast majority of the slaves of Samaransa were kidnapped from the outside of the Fukushima forest, consisting of prisoners or wanted criminals; this is to avoid suspicious activity that could lead to the discovery of Samaransa. With most of the disappearances wrongly blamed on self-declared heroes taking extreme justice with their own hands. For secrecy purposes, the rules in Samaransa are to be rigorously enforced with heavy punishments for any offense, mostly resulting in a death sentence.

Very few knew about Samaransa; even fewer were ever allowed to enter, and only three mages in the world knew its exact coordinates and the method to go in; these are the three Sambres.

The rest of the Samaransa's civilization just knew that they were inside someplace inside the expansive Fukushima woods, which carried over 5 million square miles of danger. The unlikely chance of finding Samaransa, 1 out of 5 million, not considering the terrible risks that reside inside.

To become a resident of Samaransa, all one had to do was to get noticed by one of the Sambre and show enough promise for the beneficial development of Samaransa.

The Sambre may then send the mage an invite to a test interview, better called a 'deep interrogation session.' One must convince each of the three Sambre how promising one's talent and research are essential to Samaransa, followed by a background check, complete voluntary memory search, and a challenging written and practice test.

Finally, if the three Sambres were to agree to accept one inside, they are to complete the Samaransa's traditional blood oath, a tremendously painful spell requiring the willing consent of both the Sambre and recipient; the pain drags the recipient into a temporary coma.

Now, if the intent to divulge any secrets about Samaransa or any inside activity were ever to appear, the recipient would immediately explode. Obliviating everyone and everything in a 10-meter radius, and the recipient's final thoughts and memories transferred into the Sambre's vision.

Once waking up from the coma, one will already be inside Samaransa and then guided to the residing cabin.

The first thought that usually comes when entering is the close resemblance to a hospital room. Different medical utensils are neatly on the table beside the beds, which are brightened by huge lamps hanging on top.

One would also be surprised at the shelves filled with abundant and mysterious potions, bestial organs, and herbs, mostly what seemed collected from the Fukushima woods.

After getting a feel for the cabin, one is guided to the largest building that lay in the center of Samaransa. The outside's view carried the gloomy appearance of a prison, but the inside had a higher resemblance to a dog pound.

A sign placed on top of each cage stated the creatures' inside magic affinity. By counting the signs, one could see the world's rarity of magic affinities are compared.

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