The Story So far - 1
Pre story -
Samson Parv, third prince of a foreign nation, gets recognised as the king of Parv and raises the declining nation to a powerhouse by becoming the strongest entity in the world. Later, he waged a war against the Elven Kingdom Clandor but his own race indirectly supported the elves against him, fearing his growing powers.
Sensing his death and betrayal right from the start, Samson penned all of his knowledge into several books, no one knew how many and distributed it to whom he deemed worthy.
Main story -
The first one chosen by him was his own creation, Hans, made from the alchemy of the caretakers of his old parents. Samson laid a plan to grow the child strong enough so he could protect the one he loved the most.
After finding out his incompatibility with aura and inability to make mana circles, the first book of fate found its way to Hans, giving him a hope of becoming a mage. Giving up his sword, Hans followed the words of the first book of fate and learned to hone the mana, breaking out the tradition of storing it in the forms of a circle into the heart.
The book gave him the ability to master never ending mana and control over the wood mana property. With the help of Treant, a creature of nature, Hans honed what he lacked in control of nature’s raw mana and in the course of nearly two years, he learned five spells.
Sno. Spell Natme Description 1 Sprout mimicking any seed and modifying its growth and yield 2 VeganBind a restraining spell which summons dark purple vines with sharp metallic blades and paralytic poison. This is used for restraining and offencive measures. 3 SeedBullets a hard metal shelled seed with penetrative power far greater than a musket rifle bullet 4 TheVeganCarnage a predator type crying seed, it grows 7-9 tentacles with speared ends and auto targets the heads of whomever in vicinity including its caster. A dangerous spell that only deactivates after killing everyone in its range including another same seed making it one at a time spell 5 Mutilate TheVeganCarnage + SeedBullets = a short range killing spell that even wont leave a corpse intact
In late year of 1064, he went to the civilisation, the central kingdom of Grimgar, for three months before leaving for Concordia to learn more to be a mage. There he met a girl, eight years older than him, and surprisingly, became her younger brother. She erased his naivety and ingrained him with the mindset of a mage. This concluded the first Act 'The failed Prodigy'.
World setting
This world follows an Imperial calendar system of 13 months, with each month having 28 days made into 4 weeks
Months weather 1 - 3 winter 3 - 7 summer 7 - 11 rain 11 - 13 winter
the other seasons like spring and autumn come in between the weathers like usual
Geography -
There are two moons of genas.
One sun
Three great races that rule this world
Humans, Elves and Dwarves
Humans and elves have similar lifespans because Elven gods are dead. Elves show the mana from the moment they are born, but humans show signs at the age after seven.
Humans share border with their kind with the exception of Parv, Utar and a small part of Grimgar that collectively connect with Clandor
Sno. Territories location
Dominant Race Ruler Culture 1 Parv East Humans Prime Minister - Aratya A democratic nation of forty states 2 Indu South Humans High Priest - TBA A religious country which follows God Yudwin 3 Sunfall West Humans King - TBA TBA 4 Utar North Humans King - TBA TBA 5 Grimgar Central Humans King - Samwell A social Hierarchy system of a kingdom 6 Clandor Northeast Elves
King - TBA
Council - TBA
A diarchy system where king control all the internal affairs and the Council handle all the external affairs 7 ForgeLands West of Sunfall Dwarf Clan - TBA An armed nation that focuses more on technology and engineering than Mana. 8 DeadLands a part of Utar Red demons TBA A extraterrestrial race that invaded Genas and made its home in Untar later sealed inside a spherical barrier. 9 Ghost Isles South of genas Beasts NA one of the most dangerous place in Genas where power rules all 10
Concordia/
FloatLands
in middle of Parv Grimgar and Clandor Board of Directors Chairman - TBA
A collection of floating islands not too high in the air above the shared waters of Parv, Indu, Grimgar and Clandor.
An expensive place to live in because of high standard of living and the minimum qualification to live in being a knight or mage.
Focused on the Concordia Academy
Mana Methods
A person mage or knight needs to absorb mana in pure form or as their own mana or an aura, but a person could only absorb the familiar mana and discard the rest. In nature, mana is in collective form, so if a person is compatible with fire, he should only absorb fire mana. If he tries to absorb another kind, his body or heart will burst and he will die.
Cross familiarity disorder - Cross family mana makes 99% people useless. There are a total of four families of mana.
Note - learning stages of knights and mage looks similar because Knights mana methods are based on mages' but modified for a warrior
Sno. Mana Family 1 Elemental
Human Name Elven Name Colours Fire Pyro Bright Orange/ bright blue(E) Water Aqua light Blue Ground Terra light Brown Wind aero Pale green
2 Advanced
Thunder Electro Purple Ice Cryo Cyan Magma Lava Crimson red Wood Life No color
3 Rare
Light Lux Bright White Dark Death Black
4 Unrecorded
Divine NA Golden Space Space Grey TIme Tempus ???
This book was originally published on Royal Road. Check it out there for the real experience.
ManaSense(K) - knights used it to sense mana and aura in their surrounding
ManaVision(M) - mages could identify the mana property and its flow through eyes
Note - there is no way to sense an aura because it is visible through naked eyes as different colours
Using property stone - to determine what type of mana an individual possesses.
If this fails, use the late bloomer method, crushing every type of mana stones and inhaling it. If the property match the person will release the same type of mana or else have a terrible headache,
Knights
A force created to kill mages, knights does not need to have talents but a will of doing hard work, so there is a systematic system to make sure knights surpass mages.
Where hard work mattered most
Feel mana around the body, and like basking in sunlight, try to absorb it inside through skin.
Aura - absorbing mana from nature and nurturing every muscle in the body. After the muscle becomes used to holding aura, the knight can recall the stored power in them to conduct it in its weapon, making it stronger using it for skills.
Bloodline(Humans) - using aura method caused a mutation in the body and this mutation is passed genetically.
Skills- the set of moves that affect nature or generate a volatile energy to attack or defend in various ways.
They measure the amount of aura that a person can store as grades. The creator of the aura method decided the ideal rules for aura training as mastering a single aura skill for every decadial (10) grade
AURA PROPERTIES
Conductance - only transferable to non-living things
Storage - body
TYPES OF AURA ATTACKS
* Aura burst - similar to mana discharge
* Aura conductance - transferring the aura into a weapon
* Aura skills - the attacks
LEARNING STAGES
Grade Name Mastery 0 -10 Apprentice Knight Learning to generate aura and conduct it in the weapons. 11-20 Initiate Knight Learning first aura skill and perfect it till grade 20 21 - 30 Novice Knight Second Skill 31 - 40 Senior Knight Third Skill 41- 50 High Knight Fourth skill 51 - 60 Warrior Knight Fifth Skill 61 - 70 Veteran/Master Knight
Sixth Skill
* Humans- bloodline training only for knights
* Elves - spirit contracts
* Dwarf - inherit the blessings from the ancestors - to give to the weapons
71 - 80 Grand Master Knight seventh Skill - mini ultimate 81 -90 Dominion Knight Domain skill 91 - 99 Warlords Ultimate skill and From this point onwards the growth grades are ambiguous because some people hit their limit when they cross 90 grades but some keep growing. The knight is not required to follow the rule of learning a skill per decadial grades
Mages
Where talent mattered most
Try moving surrounding mana in a circle, as your heart as the centre. Then try to move some of the strands inside your heart from that rotating circle. After absorbing the strands, match the direction and speed of mana to outside rotation, in of your heart.
Mana- absorbing mana from nature and storing it in the heart. There are many methods of doing it but there is not any significant difference between them. By doing so in early stages, the heart becomes strong. The mana needs to form a vessel in the heart to store the mana, which is called a circle.
Spells- the way of altering nature’s mana or producing the filtered mana from the heart for achieving any purpose is called a spell. There is a certain motion in a circle inside the mana heart, which is remembered through the names of the spell. The number of circles projecting outside while casting a spell shows how much mana the spell is, consuming and how powerful it is.
They measure the amount of mana that a person can store in circles. There is no restriction of learning a set amount of spells for mages.
MANA PROPERTIES
Conductance - only transferable in living things, for ex - healing
Storage - heart
TYPES OF SPELL
* Mana discharge - a burst of mana from the heart for suddenly making space or damaging everyone surrounds you
* Defensive spells - barrier spell
* Quick spells -
* Channelling spells - casting time is inversely proportional to damage dealt
LEARNING STAGES
Circles Name Mastery 0 Apprentice Mage Learn to store mana and form a mana Heart 1 Initiate Mage First circle successfully formed and mastered at least two spells [Concordia limits the initiates from learning more than two spells at this stage] 2 Novice Mage Four spells 3 Senior Mage reaching three circles, Free to learn as many spells that they can master 4 High Mage reaching four circles, Free to learn as many spells that they can master 5 Expert Mage reaching five circles, Free to learn as many spells that they can master 6 Veteran/Master Mage
reaching six circles, Free to learn as many spells that they can master
* Humans- NA (this is the reason human mages are weak)
* Elves - spirit contracts
7 Grand Mage reaching seven circles and able to cast a devastating spells 8 World Mage reaching eight circles and able to create a mana Sanctuary 9 Warlock reaching Nine circles and possessing few Ultimate spells
Beasts so far..
Sno. Name Location Features 1 Dragon ??? fire breather, ??? 2 Dapple lizards Ghost Isles
A non poisonous reptile of dark black colour with yellow pupils and horns above the eyes. its unique white spots were the one that distinguished it from other beasts.
- Autotomy
- Camouflage
3 Dark krillin Ghost Isles equivalent to second class beast in Genas. a herbivore with a dark brown thick hide and a goat like stature. it had two big horns that could impale anything 4 Giant Salamander Ghost Isles a heat loving creature that usually lived near volcano. it skin burned to protect itself from predators. 5 FrostBird Ghost Isles The white flying bird with a wing-span greater than ten metres. A high agility beast controlling the ice element as its will
6 TwinHeadedPanthera Ghost Isles a two headed large feline beast with thick hairs covering its entire back. it loves the chilly places and could tear anything that it can put its fangs on.
7 Armadino Ghost Isles a heavy duty beast that charges to the target with huge momentum with a crystallised armour that protected it from predators.
8 Swamp Toad Ghost Isles A huge toad, poisonous in nature and always ready to mate. its body secretes a sticky mucus that could make a aura spear slip.
A little more about Hans
He is someone with the Intutive, thinking and judging personality traits, a decisive person who loves momentum and accomplishment. He gathers information to construct his creative visions, but rarely hesitates for long before acting on them.
Sterngth -
* Efficient
* Energetic
* Self-Confident
* Strong-Willed
* Strategic Thinkers
* Charismatic and Inspiring
Weakness -
* Stubborn and Dominant
* Intolerant
* Impatient
* Arrogant
* Poor Handling of Emotions
* Cold and Ruthless
Appearance - Medium length brown hairs with a natural quiff and golden eyes, he is smaller than the average kid of his age.
Trivia - He idolises two people, the real one is his teacher in name, Samson, and second is the fictional character called Knight King Dietrich.