This chapter gives an overview of the world. It may contain some minor spoilers.
-General Information:
The story of [Ascension of the Arcane King] takes place in a world called Aetherwyn.
-Grimoires:
In the world of Aetherwyn, people awaken their grimoire at the age of 17. The awakening happens in mysterious towers spread throughout the world. Grimoires choose their owners.
Each grimoire has rings on top of it, ranging from a single ring to nine rings. Rings determine the final potential of the grimoires, thus determining the final potential of the user who wields them.
To use a grimoire, a person needs spirit cards. Each grimoire can store as many cards as the user wishes, as long as their soul space is not full.
-Spirit Card:
Every grimoire comes with one spirit card at the time of awakening.
These cards hold powerful spirit beasts or spirit weapons, which can be summoned or used through the grimoire. Over time, users can collect more spirit cards to expand their abilities.
Spirit Cards are spread all across the world in dungeons and ancient structures. Other than this, there is mystic energy, which can be found at various places. This energy can be absorbed by the grimoire, which then gives form to new spirit cards for the user. Beasts also have a low chance of dropping these cards when they are killed.
Like grimoires, each card has rings marked on its back, ranging from one to nine. Rings on the card determine the potential of the card. If a card has 5 rings, then it can grow up to the 5th ring.
A card with a 5-ring potential can be stored in any grimoire at the 5th ring or above, but not below. Synergy should match too. You cannot put a weapon-type card in a summoning grimoire and vice versa.
-Types Of Grimoires:
Grimoires fall into three main types, and each person can only awaken one type, or none at all.
-Integration Type:
These grimoires allow the user to merge with the spirit card's entity, transforming partially or fully into that creature.
It has a demi-human on top of it, encircled between the rings.
Example-
Grimoire Type: Integration
Base Form: Ifrit, the Flame Tyrant
Element: Infernal Flame
Max Ring Potential: 9 Rings
Description:
Those who awaken the [Ifrit Sovereign] spirit card inherit the power of an ancient fire lord said to have once scorched a continent into glass. When integrated, the user undergoes a full-body transformation, becoming a towering infernal warlord cloaked in molten armor, with horns of obsidian and eyes that burn like twin suns.
-Summoning type:
These grimoires allow the user to summon beasts stored inside their spirit cards.
The summoned creature fights alongside the user, while the user gains a 20% power boost during the battle.
The user acts as a commander, directing the spirit beast.
Example-
Grimoire Type: Summoning
Base Form: Vorthrion, the Skybreaker Dragon King
Element: Stormfire & Sky Dominion
Max Ring Potential:9 Rings
Description:
Feared as the ruler of the upper skies and worshipped as a god by ancient skyfolk, Vorthrion is a draconic sovereign whose wings could eclipse empires and whose roar could ignite storms across continents. Born during the Convergence of Flame and Lightning, Vorthrion was sealed within a spirit card after it ended an era with a single descent.
Only those with unwavering will and the heart of a true commander can forge a pact with Vorthrion—one must not tame the dragon, but earn its respect.
-Weapon type:
These grimoires store spirit weapons— each one an ego weapon with a will of its own.
When wielded, these weapons grant the user unique combat abilities, based on the weapon's nature.
Each weapon evolves alongside the user, unlocking new forms and powers as it grows.
Example-
Grimoire Type: Weapon
Base Form: Aetherbane, the Oathblade
Element: Celestial Steel / Oathbound Magic
Max Ring Potential: 8 Rings
Forged at the end of the First Era by a king who slew the gods he once served, Aetherbane is a sentient longsword bound by ancient oaths and divine betrayal. It chooses only those who have made an unbreakable vow—and are willing to die to keep it.
The blade speaks, judges, and sometimes refuses to be wielded if the user's resolve wavers. But in the hands of a true bearer, Aetherbane becomes a radiant executioner that cuts through destiny itself.
-Attack Cards:
Unlike Spirit Cards, Attack Cards do not contain sentient spirits. Instead, they are special cards that grant new skills or abilities to the wielder. Think of them as techniques or spells etched into card form. Once learned, they become a permanent part of the spirit card's arsenal.
Just like Spirit Cards, Attack Cards can be found scattered across the world, hidden in ancient ruins, or manifested through spirit energy. Once slotted into a grimoire, they are consumed and cannot be replaced.
Each Spirit Card, when bound to a grimoire, unlocks a limited number of slots specifically for Attack Cards. The more powerful the spirit, the more techniques it can hold.
Attack Cards come in different grades, marked by the number of stars on them, just like Spirit Cards. The number of dots determines the minimum spirit tier required to wield the attack card. It does not depend on potential.
In essence:
Attack Cards teach abilities.
They are consumed upon use- choose wisely.
Each spirit can only hold a few, based on its power.
Their grade (stars) must match or fall below the spirit's current grade.
Common (1 Star)
Rare (2 Star)
Epic (3 Star)
Advanced (5 Star)
Legendary (6 Star)
Mythical (7 Star)
Examples of 3 Attack Cards are-
1) Rank: Epic (3 Star)
Element: Wind / Lightning
Type: Area Control
Description:
Forms a dome of swirling gales and electrical arcs around the user, trapping enemies inside and disrupting ranged attacks or teleportation.
2)[Thornheart Bastion]
Rank: Advanced (5 Star)
Element: Earth / Nature
Type: Defensive
Description:
Summons a living citadel of emerald thorns and ancient bark that forms a dome around the user or their spirit. The barrier absorbs massive damage and retaliates automatically, unleashing razor-sharp vines that lash out at attackers, inflicting bleed and rooting them in place. While active, the protected target slowly regenerates health and spirit energy.
3) [Astra Path: Bow of Eternal Dharma]
Rank: Mythical (7 Star)
Element: Light / Justice
Type: Chain Target / Soul Judgment
Description:
This sacred technique channels karmic energy into a radiant arrow that judges all within sight. The arrow splits into spectral chains mid-flight, striking enemies based on the weight of their past actions. The guilty are restrained and burned by divine fire; the innocent are shielded.
-Spirit Energy:
Just as oxygen sustains the body, Spirit Energy sustains the soul. It is the very force that powers all arcane phenomena.
For those who awaken Grimoires, Spirit Energy becomes essential. It fuels every spell, summon, and transformation. Without it, even the mightiest grimoire is no more than dead paper and ink. Arcanes draw in Spirit Energy instinctively, breathing it like air and circulating it through their soul to awaken the potential within their cards.