Reincarnated in DXD(rewrite)

Chapter 15: Grigori



In the Grigori territory—a vast and shadowy expanse of the underworld governed by the fallen angels—two men sat inside a sleek, modern office adorned with intricate symbols and glowing runes that pulsated with faint energy. The first man, tall and seemingly in his twenties, had an average build, black hair streaked with golden bangs, and a neatly trimmed black goatee. His eyes, sharp and calculating, scanned the room with an air of authority. Opposite him sat another striking figure, also appearing in his twenties, with lustrous silver hair and piercing purple eyes that seemed to shimmer with latent power. Both men radiated a quiet intensity, their presence alone enough to command attention.

These two individuals were none other than the Governor General and Vice Governor General of the fallen angels: Azazel and Shemhazai. Azazel wore a broad smile as Shemhazai briefed him.

"Oh, so you're telling me that the younger brother of the current Lucifer has run away from home," Azazel said, amusement gleaming in his eyes.

"Yes, that's correct," Shemhazai confirmed.

"Ha ha ha ha ha! That's absolutely hilarious."

"But Azazel, I thought you wanted me to keep you informed about anything related to the boy," Shemhazai reminded him.

"I did, but I never expected something like this to happen. It makes him even more intriguing," Azazel replied, still grinning. "Alright, Shemhazai, you may go. I need some time to think."

"As you wish," Shemhazai said, rising from his chair and leaving the room.

Azazel stood and gazed out the large window, deep in thought. "How fascinating—a wild card like that roaming the world unsupervised. I wonder how things will change now."

Azazel's interest in Maxius had been piqued ever since the latter defeated Isamu, a Section Head of the Utsusmei Agency, during a high-stakes confrontation that left many who knew stunned at Maxius's unexpected prowess. Azazel had painstakingly gathered intelligence on this incident from Kazuhisa Doumon, a key operative whom he had captured and interrogated. Since that pivotal event, Maxius had become a figure of intense scrutiny for Azazel, not just for his combat abilities but for his uncanny knack for defying conventions.

Maxius's unpredictable exploits extended beyond mere battle prowess. He had demonstrated a rare genius in magical innovation, creating entirely new types of creatures that exhibited unprecedented characteristics and behaviors. His groundbreaking work on mana-controlling techniques further distinguished him as a prodigy, challenging existing norms of magical theory and application. These feats not only drew Azazel's attention but also raised questions about how such a wild card might alter the balance of power within the underworld.

Azazel also suspected that Maxius played a crucial role in the emergence of two groundbreaking sports that had captivated the lower-class devils: Sorcerer Ball and Magic Board Racing. These sports didn't just provide entertainment; they quickly evolved into vibrant cultural phenomena, reshaping the social landscape of the underworld and offering new avenues for devils to achieve recognition and prosperity.

Sorcerer Ball was reminiscent of soccer but introduced several thrilling twists that set it apart. The field spanned 1.5 times the size of a standard soccer pitch, making it more demanding on players' endurance and strategy. Unlike traditional soccer, the goal was elevated high in the sky, requiring players to master aerial maneuvers to score. Additionally, the field's gravity was increased by 1.2 times, adding an extra layer of physical challenge that forced players to adapt their movement and gameplay tactics.

Players engaged in intense battles both on the ground and in the air, using a combination of raw physical prowess, strategic positioning, and deft magical control. The heightened gravity of the field added another layer of complexity, making every jump and sprint more taxing. Scoring wasn't simply a matter of brute force—it required precision, timing, and seamless teamwork to navigate the elevated aerial goal, which was vigilantly guarded by a highly trained goalie capable of anticipating magical trajectories.

These unique elements not only elevated the game's overall difficulty but also turned it into a spectacle of athleticism and skill. Spectators were enthralled by the blend of strategy, agility, and magical ingenuity, eagerly gathering to witness breathtaking plays, daring aerial strikes, and the dramatic tension of close matches. The sport's intensity and unpredictability made it a cornerstone of entertainment in the underworld, drawing ever-growing crowds and sparking fierce rivalries between teams.

This groundbreaking game was made possible by the development of the sorcerer ball, a remarkable creation designed to adapt seamlessly to its surroundings, ensuring optimal performance in both air and ground play without requiring external magic support. The ball was engineered using advanced magical craftsmanship, making it resilient to environmental changes and capable of maintaining consistent flight patterns under varying gravitational forces.

To accommodate players of different skill levels, the sorcerer ball was produced in three distinct tiers: amateur, semi-pro, and pro. Each tier was meticulously calibrated to match the player's level of magical control and proficiency. Amateur balls, designed for beginners, offered basic responsiveness and allowed new players to focus on developing fundamental skills without overwhelming complexity. Semi-pro balls, on the other hand, introduced enhanced responsiveness and sensitivity to magical input, serving as a bridge for intermediate players aiming to refine their abilities. The pro-tier balls were the pinnacle of sorcerer ball craftsmanship, demanding the highest degree of precision, mastery, and split-second decision-making, as they responded instantaneously to even the most subtle magical manipulations.

This tiered system not only enhanced the competitive aspect of the game by ensuring fair matches among players of similar skill levels, but it also provided an inclusive environment where individuals of varying magical abilities could participate, grow, and excel. Novices found opportunities to hone their abilities in a supportive and structured setting, gaining confidence and experience with every match. Intermediate players, driven by the desire to improve, engaged in fierce competitions that tested their growing mastery and pushed the boundaries of their skills. Meanwhile, seasoned competitors pursued glory and prestige, often inspiring the next generation through their feats of precision and power.

Moreover, the tier system fostered a sense of progression, motivating players to climb through the ranks by refining their magic control and tactical awareness. Beyond competition, it cultivated a thriving community where players could form bonds, share strategies, and celebrate the spirit of the game. This inclusive framework not only democratized participation but also elevated Sorcerer Ball into more than just a sport—it became a dynamic, evolving culture that celebrated excellence, perseverance, and camaraderie.

Sorcerer Ball was a highly physical and demanding sport, which appealed particularly to lower- and mid-class devils because it didn't require immense magical power or special abilities—only skillful magic control and physical fitness. Due to its accessibility, it rapidly grew in popularity. The Gremory and Sitri families, along with the Four Satans, invested in the sport by establishing a league known as the Crimson League. The league expanded to include twelve teams from eight different territories.

The sport achieved widespread acclaim after the previous year's Sorcerer's Grand Cup, a highly anticipated championship match between the league's top teams, the Lucifer Reds and The Equinox. The stakes were incredibly high, and the game delivered on every level, captivating audiences across all territories. The aces of both teams left spectators awestruck by executing signature moves—techniques that combined precision magic with athletic prowess. These moves involved striking the ball at exact angles while imprinting complex magical patterns that altered the ball's trajectory in extraordinary ways, creating dazzling arcs and unpredictable spins.

This innovative display of skill and creativity redefined gameplay, opening up a plethora of new tactical possibilities and strategies. Commentators and analysts hailed the match as a turning point in Sorcerer Ball's evolution, sparking widespread discussion among fans and players alike about the potential future of the game. The spectacular showdown not only boosted the league's popularity but also inspired a wave of younger devils to take up the sport, hoping to one day emulate their heroes' feats on the field.

The second sport, Magic Board Racing, emerged from Gremory Industries as a thrilling, high-speed competition that captured the imaginations of devils across all ages. Participants raced on specially designed flying boards that were imbued with advanced magical properties, enabling them to navigate treacherous, multi-dimensional racecourses. These courses were filled with unpredictable obstacles, such as sudden gravitational shifts, illusionary walls, and elemental traps, making every race a test of reflexes, strategy, and magical dexterity.

The races were fast-paced and chaotic, resembling a real-life version of Mario Kart but with the added intensity of real danger. Competitors not only needed to master the art of flying but also had to anticipate ever-changing environmental hazards. This combination of speed, skill, and peril made Magic Board Racing an instant hit, particularly among younger devils who craved adrenaline-fueled excitement.

To further enhance its appeal, Gremory Industries introduced customizable boards, allowing racers to modify their equipment to suit their racing style. Whether focusing on speed, maneuverability, or defensive capabilities, racers could tailor their boards to gain an edge over their opponents. This customization element fostered a competitive subculture, with workshops and forums dedicated to the latest board enhancements and racing strategies.

Magic Board Racing quickly evolved beyond a recreational pastime, becoming a professional sport with organized leagues and grand tournaments. The sport's popularity skyrocketed as spectators flocked to see daring racers perform death-defying stunts, and aspiring racers trained relentlessly to join the elite ranks. Its success, much like Sorcerer Ball, provided new avenues for devils of lower and middle classes to rise in prominence and wealth, transforming not only their personal lives but also the social dynamics of the underworld.

These two sports offered devils, particularly those of lower and middle classes, opportunities for wealth and fame. Many devils who couldn't compete with the high-class elites or didn't wish to serve them saw these sports as a chance to improve their social standing and change their lives.

Azazel chuckled to himself. "I wonder who would win in a battle—Maxius or Vali?"

He said while looking at the Bottle of Devil Spice on his desk. 


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