Obsidian Black Universe
The Obsidian Black Universe is set on a planet known as Azract, a world filled with magic. In this universe, magic is a fundamental force, and individuals can be born with varying degrees of magical power. As a person grows, so does their magic, reflecting their connection to the universe and the environment around them.
On Azract, different races and beasts inhabit the land, each interacting with magic in unique ways. The details of these beings are gradually revealed as the story progresses.
Azract is divided into six continents, each with its own distinct leadership and a council of grand magicians who govern and oversee magical practices:
1. Lumeris – Known for its traditions and governance of light and elemental magic.
2. Ayarus – A continent where air, storm, and wind-related magic dominate.
3. Reggan – Famous for its earth and fire magic, with a rugged and powerful landscape.
4. Prismone – The land of illusions and mind-altering magic.
5. Venzola – Rich in nature and primal magic, harmonizing life and flora.
6. Erebrosa – Enigmatic and dark, specializing in shadow and forbidden magic
Obsidian Black Universe – Magic Principle
In the Obsidian Black Universe, magic is a power born from both nature and bloodline. Every being carries a trace of magical energy within them, but how that magic awakens depends on their bloodline, nature, and attitude.
Magic doesn't always appear the same way, even within the same family — but the bloodline determines the potential, while a person's nature and emotions shape how that magic truly shines.
A person filled with anger or aggression may develop fire-type magic, burning with intensity and destruction.
A person who is calm, peaceful, and balanced might manifest water-type magic, flowing smoothly and healing others.
Those who are free-spirited or unpredictable often align with wind-type magic, moving with speed and change.
Those who are patient, grounded, or protective may awaken earth-type magic, firm and enduring.
Magic and Bloodline
Magic can run through generations, and certain families or races possess unique magical traits tied to their ancestry.
However, bloodline alone isn't enough — a person must emotionally and mentally align with their inner nature to fully awaken their magic.
A powerful bloodline can give potential, but the soul decides the form and strength of the magic.
The Unworthy
There also exist rare individuals in Azract known as the Unworthy:
They are born without any magical resonance, even if they come from strong magical bloodlines.
Their body and soul reject the flow of magic, making them unable to cast even a single spell.
They are few in number but often live with discrimination or pity, seen as incomplete in a world driven by magic.
Time Setting of the Obsidian Black Universe
The Obsidian Black Universe is set in a magical medieval era.
This world exists in a time where:
There is no modern technology — no electricity, machines, cars, guns, or digital tools.
People travel using horses, carriages, flying beasts, or magic-based transportation circles.
The world is ruled by kingdoms, empires, councils, and powerful magical families, not modern governments.
Most people live in stone-built cities, castles, fortified towns, and wooden villages.
Communication is done through scrolls, magical messengers, crystal communication devices, or enchanted birds.
Weapons used are swords, spears, bows, axes, staffs, enchanted weapons, and different forms of magic.
Magic is a natural part of life — used for combat, healing, agriculture, construction, and daily survival.
Academies, temples, and towers exist to teach and research magic, instead of modern schools or universities.
This creates a world where ancient architecture, royal systems, magical beasts, and spellcasters shape society.
Magic replaces technology. Power is measured not by machines, but by your mana, spells, bloodline, and wisdom.
Authority and Rank System in Azract
In the Obsidian Black Universe, clothing is not only for protection or fashion — it also represents authority, rank, and magical superiority. Every continent in Azract follows this system to recognize power, status, and duty.
1. Color System for High Authority
Different colors in cloaks, robes, or capes show the person's level of authority:
Rank Color Representation
King / Ruler Royal colors (Deep Black, Gold, or Crimson depending on continent)
Grand Councillor / High Council Member Silver or White with golden edge
Commander / General Dark Red, Steel Grey, or Midnight Blue
These colors are worn on cloaks, sleeves, or chest insignia to show leadership.
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2. Soldier and Military Ranks
Soldiers have a different appearance from magicians.
They wear light armor or enchanted metal plates.
The crest on their shoulder or chest changes by rank (Soldier, Captain, Commander, General).
Colors for military ranks are usually iron grey, dark brown, black or steel blue.
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3. Mage and Necromancer Badges
Magical users do not rely on armor but on robes, cloaks, and badges:
Type of Magic User Badge Symbol
Basic Mage / Apprentice Simple circle or star-shaped badge
Advanced Magician Elemental symbol (fire, wind, water, etc.)
Grand Magician / Archmage Multi-layered symbol with runes
Necromancer Black or dark violet badge with skull or bone symbol
These badges are worn over the left chest, shoulder cape, or belt.
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4. Warrior Badges
Warriors are not fully knights or mages. They use physical strength plus some magical resistance.
Their badge is usually crossed swords, axes, or animal symbols.
Higher-ranked warriors may have engraved metal plates on the shoulder or gauntlets.
Color is usually bronze, silver, or dark iron based on power level.
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5. Academy Students and Magical Rank Students
Students and learners in magical academies, knight schools, or war training centers also have ranks.
Student Level Identifier
Beginner / Novice Plain cloak with no symbol
Intermediate / Trained Student Small badge with their academy symbol
Elite Student / Top Rank Badge with silver outline or cloak stripe
Special Ranked Student (Chosen / Prodigy) Unique emblem or personalized crest
Their ranks are always decided according to magical superiority, power control, and achievements.
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