《On Astral Tides: From Humble Freelancer To Astral Emperor》Glossary/Mechanics/Useful Information/References
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Details accurate as of the end of Act 1 - read on and also click spoilers at your risk, really, I warned you, seriously! Many and more spoilers to be found below, even more in spoiler boxes!
Image Gallery - Holds images that contain multiple characters/maps and misc. stuff
Aiko and Eri in their gym clothes

Glossary
Mechanical Spoilers - Abilities etc.
The Seven Material Statistics
Might – An expression of physical power and force, muscle strength and so forth, as expressed as a percentage of the maximum human possibility when considering a human who has not mastered aether.
Fortitude – An expression of stamina, durability and the body to resist disease and so forth.
Intellect – An expression of intelligence, thought-processing ability, insight, memory and so forth.
Resilience- An expression of willpower, resistance to mental stress, internal balance and so forth.
Alacrity- An expression of thought-processing speed, mental reaction times, speed of grasping external stimulus and so forth.
Precision- An expression of dexterity, nerve-reaction speed, fine motor control and so forth.
Aether- An expression of aether capacity, ether-draw speed, aether conversion rate and efficiency and so forth.
The Seven Intangible Statistics
Fortune- The power of one’s luck made manifest. Unlike tangible statistics these are not based upon base human possibilities, but are effects of a non-material nature. The higher the number the greater the effect it has. Fortune will add positive effects to any action where there is random chance involved.
Majesty- The force of one’s personality unleashed. Majesty will increase the chances of people submitting to your will, and will view orders you give more favourably.
Charm- The ability to attract others revealed. Charm will increase the attraction others feel towards you, people will view you in a more favourable light, and are more likely to offer you affection. Charm will enhance the affect of attributes the beholder will find favourable, and slightly mitigate the aspects of one’s self that the beholder finds off-putting or undesirable.
League- The calibre of one’s existence. League is a measure of the force of your existence, and perhaps can even be considered the ???????? of the soul itself. League adds positive benefits to every action one undertakes, and if one’s League is higher than an opponent it will suppress ?????????. If this difference is significantly greater, then ?????????????????.
Determination- The power of one’s will made manifest. Determination will increase your power when facing great adversity, and will reduce the power of any negative effects others attempt to inflict upon you.
Foresight – One’s attunement to the flow of fate and destiny. It manifests as a sixth sense that gives a limited prescience to events that strongly affect one’s future.
Fate- If Fortune is one’s luck made manifest, then Fate is the strength one has to avoid the strangling touch of inevitability, the cut strings of death, and the winding skeins of those who would seek to do you harm. The higher your Fate, the less likely you are to fall into circumstances where there is no victory. Fate does not aid you directly, but the swirling strands allow chances to be grasped to avoid even certain doom, should one have the wisdom and the will…
What is a Class?
A ‘Class’ is gained by meeting certain criteria, the Astral energies within you resonating with some circumstance to create a unique result. They have a set number of levels, usually ten, though classes with more levels do exist. To level a class, unlike your basic level, you must gain in areas that reflect the nature of your class. Classes provide benefits in unique areas, based on their nature. All classes will also raise their possessor’s League when mastered.
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Ranks and Ranking up.
Certain Ranks of skills are far harder to pass than the others, but offer great benefits when they are passed. The first, called the first bottleneck, is from Rank 5 to Rank 6.
Cultivation Ranks
Qi Refining
Foundation
Accumulation
Perfection of Self
Elements known and their chakras.
Crown - Spatial
Third Eye - Light
Throat - Darkness
Heart - Wind
Solar Plexus - Fire
Sacral - Water
Root - Earth
Composites known : Ice - Water/Air
Lightning - Fire/Air
Wood/Nature - Earth/Water
Metal - Fire/Earth
Dust - Darkness/Earth
Radiance - Light/Fire
Measuring skill powers - Rank, Class and Type
Rank was a measure of how effectively one could use that particular ability, so as one grew better practised and stronger with the skill, Rank would increase. Rank was a measure of power in terms of a standard that applied throughout the multiverse, yet it also conferred benefits to the user, in a weird Ouroboros-style snake-eating-tail way. There were apparently walls to growth. Going from Rank 5 to Rank 6 was very difficult, as was going from Rank 8 to Rank 9. Though I note my Aether Manipulation skill has breached this first wall… I couldn’t remember it going up, but I figured I must have done something involving a lot of powerful aether… putting that aside I examined the Class next.
Class was a fundamental measure of the power level and potential of the ability, and higher was obviously better. As skills evolved and Rank increased, it was possible for the Class to improve, though my Eye told me this was rare once the class was Noble or above. The Class Levels were:
Cantrip – The weakest level, abilities that possessed little strength.
Lesser – Better than Cantrip, but not significantly.
Sufficient – An average ability. Martial artists and warriors often had Sufficient-level combat skills.
Powerful – These abilities were either at the peak of what mortal beings could do, lacking the augmentation of aether, or were the weaker aetheric abilities.
Noble – Excellent abilities, anyone possessing noble abilities was considered to have great potential.
Imperious – Few mortals possessed such powerful abilities.
Legendary – Heroes of myth and champions of the Gods sometimes possessed these abilities.
Mythic – A step below the divine, abilities that can shake the world and dominate in battle.
Divine – Abilities used by Divinity and other beings beyond mortal imagination.
Transcendent – These abilities, if they existed, would be beyond the scope of multiversal measurement and have powers that defied even reality…
Lastly, Type seemed to be not the power level or potential of a skill, but its fundamental nature. Again there were ten levels, each seeming to correspond to a Class. They were…
Simple – An ability of natural processes such as physical force, at the lowest level of power and understanding.
Complex – More effective abilities that exploit one or more natural processes.
Pinnacle – The strongest of abilities that use multiple natural processes.
Foundation – An ability powered by the lowest level of rules that govern reality.
Rule – An ability drawing on knowledge of reality. Unlike Laws and Principles, the Rule is imperfect and can often be suppressed by greater powers.
Artifice – An ability made up of a combination of rules. It lacks the certainty of higher-type abilities, but is still powerful.
Principle – An ability based on a portion of one or more immutable laws. It can be overpowered by a suitable Law-class ability.
Law – An ability based on manipulating one of the immutable Laws that govern multiversal reality.
Fate – An ability that draws on Fortune, Destiny and Fate to effect a result, often creating near-impossible successes, the province of the Divine.
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Mystery – An ability that exceeds the knowledge the multiverse understands and can measure.
Unique and Mutated elements
Unique elements - These are abilities founded on an element, such as Foehn, or the Fortunate Winds. They are a single, unique facet, such as Foehn's hungry flames that will devour anything, and are fed by their base elements. They do not change the fundamental nature of the element they are from.
Mutated elements - unlike Unique elements, which are in a way an add-on to the base element, Sunlight, High Moonlight Spirit Water etc. are in fact a changed and often improved version of the basic element, and so every action done by the element is enhanced and affected. They improve the fundamental nature of their original element, giving strange new powers and abilities. - A mutated element is a rare variant of the standard, universal elements. Unlike unique elements, which only serve a single purpose, mutated elements are a version of the foundational, universal element, and can draw on the powers of such, but in addition have extra, often powerful properties.
List of known mutated elements
Sunlight (base element light) - Sunlight element is able to draw on the energy of the sun, being inimical to undead and creatures of darkness. Current known possessors - Hikawa Ren
Groups/Organisations
Seven Royal Bloodlines Of The Seelie Court
These are the seven surviving lines that the Seelie deem to be royalty. They are
Beastkin - Led by Shaeula's father, Prince Shaetanao Gar Shae Dannan
Factions of the Seelie
Royalist - supports the King and Queen, Prince Shaetanao is part of this faction. opposes the
Aggressors - Led by Duke Vulpatrius and Duke Formor. Seek to defeat the Unseelie at all costs, and also to settle the fight with mortals.
Isolationists - seek to abandon everything and seek a new home elsewhere through the Astral.
New Five Great Sects - the Sects that gained prominence after Kunlun Departed
Incorruptible Jade - was led by Zhao Heng, now by Zhao Daiyu
Unquenchable Sun - led by Patriarch Chong Gui
Emerald Lotus - Led by Matriarch Xiao Xia
Golden Starfall - Badge is golden meteor with a flaming tail.
Factions of Faith - Chapter Eighty-Six for some discussion, Conclave Arc for a lot more
Susanoo - Head shrine Kiyomizu-Dera, Kyoto. Head was Uchida Ren. Effectively ended after the Conclave and the disaster that befell his son Yamato. A faction that was originally committed to keeping Shrine influence stable, but changed after Yamato became Kannon's Chosen to an aggressive stance.
Amaterasu - Head Shrine Kinkaku'ji, Kyoto. Head is Saionji Gin. Was dedicated to increasing shrine influence aggressively, now mostly folded into Akio's faction.
Tsukuyomi - led by Kudou Yasuhide, head shrine - The faction that tried to keep balance between Amaterasu and Susanoo. Now folded into the faction under Akio.
Three Great Houses/Three Grandfathers
Fujiwara Shige - Fujiwara House, banking, real-estate, financial powerhouse
Ichijou Kira - Ichijou House, manufacturing, construction, industry and military tech
Takatsukasa Itsuki - Takatsukasa House, on the wane, receiving support from the other two Great Houses and the nobility as a whole.
These three elderly men are knows as the Three Grandfathers, and their houses as the Three Great Houses of Japanese nobility, and their word and authority extends not only to the nobility, but to politics, business and even international diplomacy.
Three Pillars of Japan
The Nobility
The Imperial Family
The Shrines and Temples
The Fifty-Seven/Fifty-Eight and the Three-Hundred
The Fifty-Seven are the surviving noble families of Japan, who have banded together under the Three Great Houses. They became the Fifty-Eight when Fukumoto house was elevated from the Three-Hundred after finding Akio.
The Three-Hundred are prestigious families in business and traditional arts such as dance, textiles, etc. that are prospective candidates for being elevated to true nobility after a few more generations, to replenish Japan's shattered noble culture that was hit hard by the Second World War and the occupation afterwards. They had to have at least three impeccable generations of stability and no blemishes on their histories.
Families include Fukumoto house, which are the owners of Nichibotsu Technology, a world-leading electronics firm. Hori house, a famous producer of traditional cloth, textiles and clothing such as furisode, yukata and more.
Hanafubuki Private Academy - a very exclusive birdcage of a School where all the daughters of the Fifty-Seven/Eight and Three-Hundred go to school. The only male staff there are heavily vetted, and usually elderly.
Midas Gold - A division of Chase Morgan bank for wealthy individuals for investment and money management. Usually minimum net worth is ten million US, but they make exceptions for promising individuals.
The Department for Managing of Divine Mysteries - the Chinese CCP group managing Chosen and Cultivators, established in Side Thirty-One, Zhao Daiyu, Incorruptible Jade Sect. Known members are General Qin Wang lei, the head. Vice Ministers, Chong Gui, Xiao Xia and Wu Shing
Private Military Contractors/PMC's - The Black Wolf Company, led by Treyvon and Aliyah James.
Bad Moon Brotherhood. Was led by Alex Trakand. Said to be wiped out trying to go after Irena Alexandrovna Kuznetsova, in Side Forty- Aliyah James, Black Wolf Company PMC
Criminal groups
Matsubato-kai Yakuza - introduced Side Forty-Two - Kondou Kazuo. Run by boss Oyameda, a smaller yakuza group, part of the alliance of clans in Tokyo and the surrounds.
Inagawata-kai Yakuza - first mentioned by Inspector Sato in chapter One Hundred And Fifty-Six
Anegasakita-kai Yakuza - first mentioned by Inspector Sato in chapter One Hundred And Fifty-Six
Items of note
Dagger of Light - Found in Takakura Antiques of the Boundary and produces light element from aether. Found in Chapter Seventy-Nine. Currently with
Pink Jade Bells - Found in Takakura Antiques of the Boundary and strengthens Wind Element. Found in Chapter Eighty. Currently with
Unnamed Vestments - Found in Takakura Antiques of the Boundary, no current use. Found in Chapter Eighty. In storage in the Territory.
Mirror of Light and Darkness - Found in Takakura Antiques of the Boundary, . Found in Chapter Eighty, but first mentioned Chapter Eighty-Three. Strengthened by adding bluesteel to it, and it now functions as a battery for light and darkness elements, by twisting the patters of white and black wood that makes up the frame.
Shaeula's Pinwheels - First made Chapter Eighty-Four
Faerie Dew - A coloured Fae liquid used as a restorative potion. The one in Chapter One Hundred And Forty-One was orange, as it was full of water element. It does not taste good.
Faerie Wine - a delightful beverage, quite unlike mortal alcohol, though Shaeula would insist mortal booze is great too. The ones in Chapter One Hundred And Ninety-Three are red and yellow, though many other colour wines exist, each with unique flavours. The red one is a bit like plum brandy. The yellow wine is refreshingly sour.
Crimson Fae Recurve Bow and Blazing Quiver - One of Shaeraggo's bows that was paid as part of his Price. The bow is enamelled a flaming red, with a beautiful silver string. The quiver is a matching red, and arrows placed within will be imbued with flame element. Given by Shaeraggo in Chapter One Hundred And Sixty-Five, and passed to Aiko in Chapter One Hundred And Eighty-Seven.
Fae Stone wards and Warning Bells/Bells of Alarm - Fae Stones are monolithic slabs of white rock threaded with silver strands and fragments of mica-like crystals that strengthen barriers, and can be linked to bells that will sound an alert if there are intruders who pass the line of stones. The Seelie Court is surrounded by such a wall, to keep out the Unseelie, though the Wild Hunt seem more able to bypass them on occasion.
Lanterns of the Violet Void
Ortlinde’s Wolf-Hair Bracelet Of Silver Wisdom – Item Class: [Legendary], Item Type: [Principle] The bracelet of seeds from the Fruit of the World Tree that Ortlinde bestowed upon Akio.
Church of True Revelation Relics
Falsa Testa, a spear. (False shard)
Poculum Orationis, goblet grail. (Cup of Prayer)
Spinae Libidinis, a spiked whip. (Thorns of Willfulness)
Spiritus Exitii, a musical horn. (Breath of Destruction)
Anulus Fortunae, a golden ring. (Ring Of Fortune)
Rota Iudicii, wooden breaking wheel. (Wheel of Judgement)
Crucis Purgationis, sword. (Cross of Purgation)
Verum Lore, a book. (True Lore)
Tsumura Treasures
Gurenyari - the Crimson Spear, long with rope tassels for special attacks
Hebihikoukiba - Dark green and crimson enamelled bow, with serpent heads at the ends holding in the strings. The snake that sends its fangs flying to pierce the enemy.
Utsuroihebi - Katana, the fleeting snake that strikes like the wind.
Etherites and their values
Red - around 100 ether
Orange - around 200 ether
Yellow - around 800 ether
Green - around 6400 ether
Blue - around 100,000 ether
Indigo - around 3.2 million ether
Violet - around 210 million ether - incredibly rare
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Trivia/Information
Seelie/Unseelie Powers/Customs/Rituals
Three Oaths and Three Boons - the Fae are tricky, but detest liars. They can be bound by Three Oaths to give Three Boons in return, and will not break them, though be careful, as exact wording applies, not what you think they mean.
Weal and Woe - an Unseelie perversion. Three Weals are exchanged for Three Woes. Terribly dangerous to both the wielder and the recipient. The Woe pays for the Weal, and the stronger the Woe, the stronger the Weal, or good fortune, is granted. Inflicting Woe on blood family and those you love allows great Weal. Conversely, doing a lot of Weal can allow a great Woe. If the Woe is not paid, a backlash is triggered, three times the might of the Weal obtained.
Trial Of Three - a sacred right consisting of three Trials, and both sides must wager three prizes, called the Price. The challenged Party can set favourable terms and has the most say, but there must always be a chance for the challenger to win, though it can be punishingly small. The harder it is to win, the greater a Prince must be offered by the other side.
Three Great Defeats - the three most bitter losses the Seelie Court has suffered. The two named so far are the loss of the Spring Of Clear Reflections, and the loss of Salamandrastrae.
Threats from the Tides mentioned by Shaeula in Chapter 36
Moon-devouring Wyrm
Chimaera Swarm
The Frost Wraiths
Shaeula's Four Arts of the Wind in Chapter 39
“Yes-yes. The first art, Compression, folding the strength of many-many winds into one, like the spring gusts. The second art, Vibration, cutting-cutting through all like the winds of winter. The third art-art, Rotation, piercing all like-like a summer storm. And finally, the fourth art, Invisible, as undetected as-as the onset of autumn.” Finishing the long speech she struck an adorable pose.
Prophecies etc.
The Princesses Of The Six Paths -
Six women that The Diviner Prophesised have to save the world, yet each faces a grave threat that should kill them. Confirmed in-story ones below.
Human Realm - Princess Eleanor Elizabeth Diana Windsor
Animal/Beast Realm - Shaeula Tu Shae Dannan
Hungry Ghost - Shiratori Himeko
Heaven Realm - Yukiko, Princess Mikasa
Asura Realm - ???
Demon Realm - ???
Threats the Diviner has spoken of...
Great Red Dragon of The Numberless East
White Dragon
Great Pillars Of Heaven and Earth
Destiny/Definite
The Diviner believes that Destined Futures can be changed with great effort, but Definite futures cannot. She was proved wrong, even as she died, as her spirit was not devoured as Tsukuyomi told her via her visions.
Materials
Kobold Bluesteel - a blueish-silver metal, light and not terribly strong, but high affinity for elemental energy and can store and release it.
moonsilver - a silver metal found in the Fae lands.
Dwarven Steel - a blackish, heavy metal made by dwarves, strong and durable.
Throne Allocations
Akio's First Throne - Shaeula, Hyacinth, Suzuki Haru
Akio's Second Throne - Ixitt, Grulgor, Shirohebi
Kondou Kazuo's Throne - Kiku. Now slain and Throne destroyed.
Kickuchi Shuta's Throne - The Jade Beetle Kami
Locations
Tokyo Shrines
Shirohebizumi Shrine - home of the white snake kami Shirohebi, and run by the Izumi family. Home to the Training School, layout detailed in Chapter One Hundred And Ninety.
Hisuikomushi Shrine - home of the Jade Beetle Kami, and run by the Kikuchi family
Other Shrines
Chairoakitara Shrine - the shrine in Nishimorioka, the kami is the brown dog of the mountains and it is run by the Takeyabashi family.
Lands of the Fae
The Seelie Court - Home to the Fae of the Seven Branches.
The Great Tree - at the heart of the Seelie Court
The Twilight Gate - one of the fortified entrances to the Seelie Court
Pandemonium - The hidden dark mirror of the Seelie Court, led by the Daughter of Queen Ariel, who betrayed the Court and wounded her father Orion gravely. Location unknown
Shaeula's mansion - Gifted to her by Shaeraggo, on the borders of the Fae Realms and the Seelie Court, next to the Spring of Clear Reflections
Halls of the Hunt - The hidden lair of the Wild Hunt
Salamandrastrae - The fiery mountain that was home to the badgerkin and guarded the northern mountains of the Seelie Court, until they were taken by the Fomorians and the Unseelie, and most of the badgerkin died defending it so other Fae could escape south beyond the mountains.
The Spring Of Clear Reflections - a sacred water elemental spring within a hollow hill, which is full of crystalline rocks that mirror down the moonlight. Lost to the Fae long ago, reclaimed by Akio and Shaeula.
The Eastern Borders - lands of the beastkin, where Prince Shaetanao holds his court and defends.
Seven Great Wonders Of The Fae Realm
The Spring Of Clear Reflections - lost in one of the Three Great Defeats, now recovered by Akio, Shaeula and the gang and purified in Chapter Two Hundred And Twenty-Five.
Kunlun - the land of the Cultivators, long since divorced from China
Fae groups and their members
The Seelie Court
The seven surviving great branches
Beastkin - led by Shaetanao Gar Shae Dannan
Treekin/Plantkin - led by Primal Forest
Organisations etc.
Way-Wardens - the guardians of the Seelie Court, patrolling the Boundary, acting as guards and police. Many elves become Way-Wardens. The leader overall is called the High Marshal.
Each squad is lead by a Way-Captain.
Unseelie Court
Led by the Dark Queen of the Unseelie, daughter of Ariel and Orion, the rulers of the Seelie Court.
The Myconids
Myconid Death Spores - the fungal plague that fills the area they claim as their home, corrodes and decays all it touches, turning them into more fungal blooms to further spread their death.
Myconid Alert Spores - Given out in death my Myconids to alert their fellows, and also enrage nearby plant minions.
Plant Minions - animated plants such as shambling mounds, thorn hounds, giant pitcher plants and more.
Thorn Behemoths - massive plant-like artillery/siege platforms, their last line of defence and offense.
Myconid Scout - a humanoid mushroom man, with a sickly yellow toadstool for a head, and a body designed for hiding, brown grey and green.
Myconid Shepherd - a humanoid mushroom man, red and white-spotted toadstool head, often carries staves, marshals the Plant Minions.
Myconid Ranger - a humanoid mushroom man, with huge root-like arms that pull strange bows to fire mushroom arrows that explode into death spores.
Myconid Observer - a humanoid mushroom man. Mottled blue and white, with a single black orb for observation set in its mushroom-cap head.
Myconid Aeromancer - a humanoid mushroom man. Uses wind element.
Myconid Terramancer - a humanoid mushroom man. Uses earth element.
Myconid Aquamancer - a humanoid mushroom man. Uses water element.
Myconid Warrior - a humanoid mushroom man. Is covered in waxy armour, and the arms have grown into bark-like swords, dripping with brightly-coloured toxins
Myconid Sporecaster - a Noble Dark Fae mushroom man. Vivid purple mushroom head with dangling fronds like jellyfish tendrils. Seems to be a control tower of sorts for the Myconid host.
Myconid Champion - a Noble Dark Fae mushroom man. Tall, lean and wiry, leathery fungal armour, and an arm blade as long as it is tall.
Myconid Piker - a humanoid mushroom man. The arms have grown together into a series of bony spears, tipped with red and purple spikes and stingers dripping acidic venom.
Myconid Annihilator - a Noble Dark Fae mushroom man. Multi-armed fungus with many arms fused into spears, blades, axes and more. Their body has grown white and grey chitinous plates of armour.
Myconid Detonator -a humanoid mushroom man. Small and fast, with bright blue and purple colouration, their caps streaked with violet zig-zags. They are explosive and work as suicide bombers.
Wild Hunt
Barghests - Powerful wolf-Fae leaders, cruel and aggressive. First one encountered and slain by Akio in Chapter One Hundred And Ninety-Four
Image (may contain spoilers)

Silent Hounds - large invisible and silent wolf-Fae who are assassins and hunt in packs. First encountered in Chapter One Hundred And Ninety-Four.
Red Caps - evil goblins wearing long red hats, who lead other goblins. First encountered in Chapter One Hundred And Ninety-Four. Often found wielding dangerous spatial-aspected lanterns and evil scythes
Black Caps - evil goblins wearing black dangling hats, the shock troops of the Wild Hunt. First encountered in Chapter One Hundred And Ninety-Four.
Events
The Wild Hunt/Hunting Season - Twice yearly the dangerous dark Fae group will rampage, hunting and killing all those they can find outside the safety of the Seelie Court, and occasionally they slip past the boundaries of the Court and raid and kill within the Court.
Shifting Of The Seelie Court - Twice per year, and the Spring and Autumn equinoxes, the Seelie Court shifts position in the lower Astral, and where it contacts the mortal Boundary.
Other Astral Locations/Groups
The world under attack by demons
List of Elemental Bloodline Holders
Princess Demera Vi Un Crusellode - Metal
Princess Adoria Vi Tra Palludia - Light
Princess Claira- Ice
Princess Elenya - Wind
Kiela Vespatian- Darkness
Deceased bloodlines - Fire and Lightning - last heirs supposedly killed by Vudorixas the Massacre. Earth supposedly lost before this.
Demons named...
The Four Horseman, as called by the oppresed defenders. Plague, War, Betrayal and Death.
Andras - One of the Demon Lords leading the assault
Vudorixas the Massacre - The champion of Andras, he who the defenders call War.
Pantheons
The World Tree
Defensive Weapons -
perimeter forsvarstårn - locations for watching the boundary of the Pantheon.
Hel-vegr - a powerful weapon the pantheon posseses as a defensive measure. Uses a lot ol aether.
Classification of world-ending threats - (currently incomplete list below)
Hunger-class
Annihilation-class
Apocalypse-class
Ragnarök-class
Ranks
Foringi - a world-level captain of the Einherjar
Einherjar - a warrior of the higher armies of the World Tree. Still low-ranked in the grand scheme of things but powerful by Earth standards.
The World Mountain
One True Throne/Ninth Heaven
Endless Golden Desert
Endless Knot
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