Cherreads

About The Iridescent memory

[ This is an explanatory chapter that summarizes the hierarchy and power system as such there will be minor and Major spoilers as the story may get confusing when progressing so if ever get confused nine times out of ten the details are in here.]

The Curse and the Wisp

The Curse is neither a disease nor a spell. It is a metaphysical brand — a sentient force that marks individuals upon reaching the age of seventeen. At that moment, a dark wisp emerges from the shadows and coils tightly around the dominant wrist of the afflicted, henceforth known as the Star-Crossed. This spectral bracelet serves multiple functions: it acts as a conduit for viewing abilities, alerts the bearer to others' ranks, and issues supernatural quests known as Nightmare Trials.

These trials are categorized by escalating levels of difficulty and importance:

- Sub-Nightmare Trials – Lowest priority

- Advent-Nightmare Trials

- Nightmare Trials – Highest priority

Successfully completing these trials grants experience points (XP), which enhance the Star-Crossed's mastery over their abilities.

The Wisp, adorned with ancient symbols and infused with spectral energy, is more than a mere accessory — it is the harbinger of fate. Upon manifestation, it assigns one of four possible trial paths:

- Cursed – 50% chance. The individual is thrust into the First Nightmare Realm and must slay a deadly Entity within 50 hours or perish.

- Purified – 35% chance. The individual is cast into the First Nightmare Realm to defeat a Holy Exile within 50 hours. Failure results in death.

- Chosen – 14.99% chance. The individual awakens their Spiritual Trademark without undergoing any trials.

- Soulless – 0.01% chance. The individual vanishes without a trace. Their fate remains unknown.

Upon completing their assigned trial, the Star-Crossed is awarded a Spiritual Trademark along with a suite of unique abilities. However, not all individuals are marked. There is a 35% chance that one will awaken without the Curse, destined to live a normal life, untouched by supernatural burdens.

The Role of the Wisp

The Wisp is not merely a messenger — it is a judge, a guide, and a gatekeeper. In addition to assigning Nightmare Trials, it may bestow Wisp Trials, perilous tasks that, when completed, reward the bearer with rare and powerful enhancements:

- Special Skills – Unique abilities tied to the bearer's spirit and sin

- Skills – Combat techniques or supportive powers usually gain alot when growing mastery over your spiritual trademark and aspects.

- Special Weapons – Forged from trial essence or the remains of defeated Entities

The Nightmare Realms

The Nightmare Realms are parallel dimensions forged from the collective fear, sin, and imagination of humanity. Each realm is ruled by a Nightmare King. There are five known realms, each with its own terrain, laws, and horrors. When a Nightmare King is defeated, their realm collapses. Many believe that vanquishing all five kings may unravel the Curse itself.

Entities — grotesque manifestations of corrupted spiritual energy — roam these realms and occasionally breach into the human world. To combat them, specialized Extermination Squads rely on the Entity Detection System, a tactical tool that classifies threats based on spiritual pressure using a color-coded scale:

Entity Detection Scale

- Green to Yellow – Awakened

- Dark Green to Orange – Awakened to Astral

- Yellow to Dark Orange – Astral to Spiritual Saint

- Dark Orange to Red – Soul Enforcer

- Dark Red to Purple – Supreme Spirituality to Transcendent Astral Being

- Dark Purple / Broken Meter – Nightmare Class

Spirit Cores and Trademarks

Every individual possesses a Spirit Core — a metaphysical chamber within the soul that stores Spirit Energy, the fuel for supernatural abilities. Upon completing their Rebirth Trial, the bearer awakens inside their Spirit Core in a dreamlike state. This inner realm reflects their true self and reveals their Spiritual Trademark — a unique manifestation of identity and power.

Individuals may inherit multiple trademarks through possession or by completing Wisp Trials. Those who slay Entities absorb their essence and may gain Entity Trademarks, granting access to the Entity's abilities and, in rare cases, reshaping the Spirit Core itself.

Spirit Aspect — The True Name of One's Soul

Beyond trademarks lies the Spirit Aspect — the embodiment of one's true nature. Unlocking a Spirit Aspect means discovering the True Name of the soul and becoming its living avatar. Star-Crossed individuals can earn multiple aspects based on their achievements and may unlock an aspect's avatar once they reach a certain mastery over it.

This transformation is rare and deeply personal, shaped by upbringing, trauma, and belief. Most do not awaken their Spirit Aspect until reaching the Supreme Spirituality level or higher but in rare cases some awaken it during their rebirth trial or are rewarded with one after conquering a hard nightmare trial or Nightmare trials.

Spirit Aspects are powerful and volatile. They can also be obtained through possession, when a high-class Entity (Supreme+) invades a Spirit Core and mimics the host's identity. Possessed beings are dangerous, deceptive, and often indistinguishable from their original selves not all possessions are complete however if the possesors fails to possess the person there spirit will live inside the Spirit core and their powers will be given to the star-crossed they we're trying to possess.

True Self — A Reflection of Belief

The True Self ability is granted after mastering one's Spirit Trademarks. It represents the belief in what one truly is — becoming the living avatar of that belief. This title also unlocks a unique avatar and a new set of abilities based on mastery over the True Self.

Spiritual Levels — Ranking the Soul

Spiritual progression is measured across seven tiers:

1. Awakened

2. Astral

3. Spiritual Saint

4. Soul Enforcer

5. Supreme Spirituality

6. Transcendent Astral Being

7. Nightmare Being

Each level unlocks new abilities, deeper Spirit Core access, and greater control over Spirit Energy. Only those at Supreme or higher can fully manifest their Spirit Aspect.

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Exterminator Starter Kit

Issued to new recruits of the Entity Extermination Squads, the kit includes:

- Spirit Weapon – Forged from Nightmare Realm Steel, customized to the user's request

- Spirit Gun – Used for ranged purification and spiritual disruption

- Holy Water Bottles – For cleansing, weakening spirits, or activating seals

- Black Uniform – Tactical gear for Star-Crossed who haven't earned armor from the Nightmare Realm

- Entity Detection System – For threat assessment and mission planning

The kit is designed for survival, but only those who understand their Spirit Core can wield it to its full potential.

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Entity Classification

Entities follow the same spiritual ranking system as humans but are also categorized by physical manifestation:

- Monster Class – Weakest

- Beast Class

- Titan Class

- Tyrant Class

- God Class – Strongest

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Mastery

Mastery reflects one's control over their abilities. The maximum mastery level is 1,000, representing complete synchronization with one's Spirit Core and powers.

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Nightmare Realm Society

Though filled with countless Entities, the Nightmare Realms also host diverse civilizations of Nightmare Creatures. These beings resemble humans but possess greyish skin and horns. Despite their Entity nature, they've developed structured societies inspired by the Star-Crossed they encountered.

Humanity chose not to classify them as human, but their towns and cities now serve as checkpoints for weary Star-Crossed and Entity Hunters. For now, humanity leaves them undisturbed.

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Nightmare Trials

Do not be deceived — the Wisp is not your ally. It assigns impossible trials designed to push Star-Crossed to their limits, often with fatal intent. Yet, the rewards are immense, and each completed trial brings humanity closer to defeating a Nightmare King.

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Fate and Fateless

Fate is a passive Spirit Trademark granted after surviving the Rebirth Trial. The Fate Core is placed inside the Spirit Core and determines the outcome of future trials. Each Star-Crossed's fate is dictated by the Wisp.

The Fateless Trademark, however, is obtained by destroying one's Fate Core, severing all ties to the Wisp. Fateless individuals are anomalies — unpredictable and feared. The method of acquiring this trademark remains unknown.

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Forgotten Spirit

A Forgotten Spirit is a person whose Spirit Aspect was stolen by a Nightmare-class Entity. These entities may keep the aspect or give it to someone the victim despises most. The Wisp revels in this torment and issues a trial to retrieve the stolen aspect.

The only known way to reclaim it is by unlocking the abilities of the Fateless — a feat no one fully understands.

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Possession

High-ranking Entities can possess Star-Crossed individuals, taking over their Spirit Core and abilities. In rare cases, possession fails — and instead of being overtaken, the individual gains the Entity's powers. Though this has never been confirmed, it remains a terrifying possibility.

Possessors mimic their host's personality by accessing memories and often seek to rank up by merging with the Star-Crossed, creating hybrid entities.

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Souls and Survival

The soul is essential for harnessing Spirit Energy. During the Rebirth Trial, the soul is extremely vulnerable. This is why the Soulless Route is so lethal — without a soul, survival is impossible.

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Entity Hunters and Sovereigns Campaigns

Entity Exterminators are Star-Crossed who survived their Rebirth Trial and are selected by Elite officers in the Headquarters based on abilities gained from the trial to join Sovereigns Campaigns — elite sovereign teams trained and led by veterans and then after acompaning the veteran for 1 month they are to attend four years at the academy (Freshman to Senior).

Campaign leaders are chosen from the top 30 students based on ability. Others are assigned based on compatibility. After graduation, members return to their original sovereigns under a veteran unless they've been recognized by the elites and qualify to form their own Sovereigns Campaigns during academy years.

In times of global crisis — such as the appearance of a Realm King, Queen, or Nightmare-class Entity — the World National Entity Hunter Squad is activated, uniting all hunters in defense of humanity.

Sovereign Campaigns

Sovereign Campaigns are elite organizations led by powerful individuals known as Sovereigns Star-Crossed who have achieved exceptional mastery over their Spirit Core, abilities, and trials. These campaigns function similarly to guilds, often consisting of dozens or even hundreds of members, each contributing unique skills and specialties.

Sovereigns are ranked globally based on their accomplishments, influence, and strength. The highest-ranking Sovereigns enjoy immense wealth, fame, and political leverage. Their campaigns are often sponsored by governments, private factions, or spiritual academies. Sovereigns can give offers for different star-crossed around the world even countries can give offers to star-crossed to recruit them too their country making them a citizen of that country this creates conflict between sovereigns and countries alike.

The primary objective of most Sovereign Campaigns is to explore the Nightmare Realms in search of the elusive Nightmare Kings. These expeditions are perilous, requiring coordination, strategy, and spiritual resilience. Sovereign Campaigns often serve as the frontline defense against Realm breaches and are instrumental in uncovering ancient truths hidden within the cursed dimensions.

Key traits of Sovereign Campaigns:

- Global Ranking System – Determines influence, funding, and access to rare resources

- Multiclass Membership – Includes combatants, healers, tacticians, and lorekeepers

- Nightmare Realm Expeditions – Focused on locating and defeating Nightmare Kings

- Political and Economic Power – Sovereigns often hold sway over spiritual academies and Extermination Squads

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Avatars

An Avatar is the ultimate transformation of a Star-Crossed — a complete physical and metaphysical shift that aligns their appearance and essence with their Spiritual Aspect or True Self. This metamorphosis grants the bearer extraordinary powers, often surpassing their previous abilities and unlocking entirely new skill sets.

Avatars are not merely cosmetic. They are living embodiments of belief, trauma, and spiritual identity. Each Avatar is unique, shaped by the bearer's journey, trials, and emotional core. The transformation can be triggered by mastery over a Spirit Aspect or through a True Self awakening.

Benefits of Avatar Transformation:

- Enhanced Physical Form – Appearance shifts to reflect the bearer's inner nature

- New Skill Sets – Unlocks abilities exclusive to the Avatar state

- Amplified Spirit Energy – Greater control and output of spiritual power

- Aspect Synchronization – Full alignment with one's dominant Spirit Aspect or True Self

Avatars are revered across the Nightmare Realms and human society alike. They symbolize transcendence — the moment a Star-Crossed becomes more than a survivor of the Curse, but a sovereign force of fate.

Country Sovereign Rankings

Every nation maintains its own Sovereign Ranking System, a formal registry that tracks and ranks Sovereigns based on power, influence, and trial completion. These rankings are used to allocate resources, assign high-level missions, and determine international standing in the global spiritual hierarchy.

In the United States — where this story takes place — there are currently 1,542 registered Sovereigns, each with varying levels of mastery and reputation. Other countries maintain similar numbers, though some nations specialize in particular trial types or spiritual disciplines.

Rankings are updated annually and consider:

- Trial Completion Rate

- Nightmare Realm Expeditions

- Entity Kill Count

- Spirit Trademark Mastery

- Public Influence and Campaign Size

Top-ranked Sovereigns often receive government backing, elite equipment, and priority access to Nightmare Realm portals.

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Country Sovereigns

In rare and dire circumstances, an entire nation may unify under a single Country Sovereign Campaign — a massive coalition of Sovereigns, Exterminators, and Spirit Campaigns working together to confront catastrophic threats.

These unified efforts are triggered by:

- Nightmare-Class Entity Sightings

- Discovery of a Nightmare Kingdom

- Global Nightmare Trials

- Realm King or Queen Manifestations

Country Sovereigns are temporary but immensely powerful. They represent the full spiritual force of a nation and are capable of reshaping Nightmare Realms, sealing breaches, or even challenging the Curse itself.

These campaigns are coordinated by national spiritual councils and often involve:

- Mass Mobilization of Sovereign Campaigns

- Deployment of Supreme-Level Star-Crossed

- Activation of Forbidden Techniques and Realm Keys

- International Collaboration with Other Country Sovereigns

Though rare, Country Sovereign operations are legendary — remembered as turning points in humanity's

Star crossed.

These are the awakened beings who survived the hardest trial given by the Wisp the rebirth trial these are the people who slay and conquer entities and venture the nightmare realms. Country Sovereigns and other sovereigns around the world can bid offers to star-crossed their interested in recruiting with very tempting offers.

Sovereign rankings.

The ranking of sovereigns are global and country wide there are 3 ways to rank up a sovereign obtaining high ranking star crossed. If you have a lot of high ranking people on your campaign then you will indefinitely rank up as well that's why it's important to keep everyone as powerful as possible. The second way is too slay entities they give wealth. Fame and power causing rank ups in the sovereign as well. Third way is by taking down sovereigns of higher ranks. When humans gain exceptional power it usually gets to their head and they think the laws don't apply to them so the curse used this flaw of humanity to trick them into international conflict by obsessing over rank that's just how the wisp gets humanity.

Reapers.

The ten most powerful nightmare ranked star-crossed they are supposed to mimic the 10 primal fears and rival them in strength the only way to become a reaper is too dethrone one or if the spot is vacant and the highest power of their country applies the title to the person.

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