Character Sheets
Aiven of House Gallinthe [Blade Clothier -Rare Class-]
MC, reincarnated, underdeveloped 12 year old boy. He is obsessed with magic that he could identify any magic at a glance (his Analyze Skill kinda helps a lot), but he will never ever use his mana unless in life or death situations. It got so extreme to the point that he won't even spend any during combat trainings. [The gift of tongue from Yuu-chan helped him a lot, that he finally know the feeling of having mana reserves]
Character Traits: Black short hair, dark round eyes
Simos of (renounced) Sila-ir House
An optimistic, stubborn, dense friend of Aiven. Also addicted to adventure and becoming an assasin. Think of your typical knight-in-shining armor, he would have made the perfect idiot hero. Also very protective of Delica and would tend to spoil Maou-chan. Also classless and careless.
Character Traits: Blonde curly hair, blue eyes and a princely stature (at first glance)
Delica, [Vassal Lich 3rd Tier] [Undying Lich 5th Tier]
A very sweet child (though she did played with some corpses at an early stage before venturing into a more professional side). Also likes to tease Aiven and would tend to fangirl over Lady Yuusha and Maou-chan.
Character Traits: Strawberry blonde hair, blue eyes, grey skin with no signs of veins.
Maou-chan
The sealed Demon Lord. She's also polite but would be obstinate when it came to her mission since Yuu-chan sacrificed a lot for her to survive and for her to destroy the world. Also has sweet tooth.
Character Traits: Black straight long hair, dark round eyes
Lady Yuusha
The deliverer of Evil. The Warrior-Goddess of Red Flag. The Hero of the Seven Rivers who vanquished the Demon Lord eight moons ago and continued to explore the Four Rings of Outer Frear!
If you got to read this far, then you already know too much about her (maybe more than out protagist but meh)
CHEAT SHEET: INTRODUCTION OF THE UNDEAD ARMY:
I don't know if you noticed it yet, but the names used for the Lich Familiars are from the Human Skeletal System.
Delica's Lich Familiars (108 Undead)
29 Beastials, 12 Seafolks, 5 Elvens, 7 Dwarvens, 1 Draconic
[21 Beatsials, 11 Seafolks, 3 Elvens, 6 Dwarvens (not yet introduced)]
RIGHT ARM (VANGUARD) UNIT (5 already named)
Offensive, wide AoE attacked specialists/crowd control (high STR, ATK)
Ulna - Head of Right Arm (Vanguard) Unit
3rd class Lvl 3: Beastial (albino winged-inherent - long straight white hair, white pupils)
[Familiar Arts: Offensive: Ars Valkyria/ Weapon: Spear]
-Distal
3rd Class lvl 40: Beastial (Rabbit-inherent, wavy hair with bunny ears)
[Weapon: Broadsword]
-Capitate, Lunate, Hamate
2nd class lvl 5: Beastials (Feline-inherent, blonde bob cut, no cat ears but with a very long tail)
[Familiar Arts: Melee: Sync / Weapons: Axe-Hammer-Gauntlet respectively]
-Proximal, fox-inherent
LEFT ARM (RECONNAISANCE) UNIT (2 already named)
Speed based, combat 1v1 specialists (high AGI, END)
Acromion - Head of Left Arm (Reconnaisance) Unit
3rd class lvl 5: Beastial (tiger-inherent - fur with muddy red and black stripes)
[Familiar Arts: n/a / Weapon: Any type of Sword]
-Radius
2nd class lvl 90: Beastial (Canine-inherent, cropped reddish hair)
[Familiar Arts: n/a / Weapon: Broadsword]
SKULL (COMMAND) UNIT (8 already named)
Talent based, Information gathering (high WIS)
Lacrimal - Head of Skull (Command) Unit
2nd class lvl 5: SeaFolk (Saegir-Seapeople, octopus - long messy pink hair)
-Malar - attendant
2nd class lvl 8: Elven (Demon Elf - white hair, glasses and small horns sprouting on his forehead)
[Familiar Arts: Support: Observer]
-Coccyx
1st class lvl 1: (androgynous with black cropped hair)
[Familiar Arts: n/a / Weapon: Dual blade katanas]
-Vomer
1st class lvl 30: Beastials (Bear-inherent, "Ponytail")
[Familiar Arts: Support: Mind-Grafting]
-Maxillae
2nd class lvl 50: Elven (Forest Elf - greenish hair, tanned barklike patches of skin)
-[Familiar Arts: Fae Dust]
-Hyoid
1st class lvl 60: Beastial (Ram-inherent, "Shorty", long curly hair and ram horns)
-[Familiar Arts: Absolute Point]
-Incus
1st class lvl 10: Seafolk (Crusaegir/Shellpeople, the shell acts as a hat, but looks more like an alien)
-[Familiar Arts: Aether: Illusionist]
-Cranial/ Palatine (beastial)
TORSO (MAIN) UNIT (10 already named)
Ranged attacked specialists, dark arts, DoT specialists (high INT, MP)
Lamina - Head of Torso (Main) Unit: 3rd class lvl 1
Elven (Pyro Elf - busty onee-san with twin braids)
[Weapon: Lasso]
-Axis - attendant
3rd class lvl 1: Beastial (equine-inherent, an upright Centauriun. Bipedal but has two pair of arms.)
-Ilium
3rd class lvl 6: Draconic
-Sternum/ Sacral/ Lumbar/ Navicular/ Ischium (elven)(4-beastial)
FOOT (LOWER) UNIT (6 already named)
Defensive, tanking (high DEF, VIT)
Tarsus - Head of Foot (Lower) Unit
2nd class lvl 2: Dwarven
-Cuboid - attendant
2nd class lvl 1: Man
-Talus/ Linea/ Calcaneus (Dwarven)
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Welcome to the Basic Manual to the Arvalar Training Grounds.
FOUR TRAINING GROUNDS
1. Cessine Training Grounds (Sudrine Fire) - located at the south
2. Trissine Training Grounds (Austrine Earth) - located at the east
3. Exine Training Grounds (Vestrine Water) - located at the west
4. Bassine Training Grounds (Nordrine Wind) - located at the north
All trainees will be categorized into three batches:
1. Beginner Batch (Lvl 1-10)
2. Novice Batch (Lvl 11-above)
3. Apprentice Batch (12 yrs old, regardless of which level status)
BASIC EXAMINATIONS
Mana Status - Humans are capable of creating their first mana contract in the form of status creation, mostly at the age of seven. Just showing a child's capacity to show status would enable him/her to attend at the Training Grounds as a Beginner.
Test of Affinity - will be given to incoming Novices. Depending on the affinity, they could be sent to any of the branches of Training Grounds, Bassine (Earth), Cessine (Fire), Trissine (Air), Exine (Water) to work more on their potentials.
Class Selection - Classes will be given on all incoming Apprentice Batch and would be Assigned to different Grounds depending on the results from Class Selection. Everyone is required to have a Class Selection at the age of 12 regardless if they are in beginner or novice batch.
Choosing a class.
Why is Class important?
Class opens up the ability of a being to use Innate Mana. Some calls this Innate Mana as talent or Gift that remains latent in the body until the being could acquire a class. It is said that the moment the being has reach the age of reason (12 yr), that being is given the choice of its course of life. It also acts like a contract from your physical mana (Being) and the external mana (Nature) to form a harmonious relationship inside a person's existence (thus activating the Innate Mana). There is also a Test of Affinity being given to the would-be trainees even before they reach this age which heavily influence the trainees. Those who find the result dissatisfying usually drops out of the training grounds.
Class Selection[b]
1. Blessings are for magic-based class. Could be found in the spirit dwellings and Maegus Ground.
2. Sanctifications are for faith-based class. Could be found in specified temples and Holy Grounds.
3. Mandate for the combat-based class. Could be gained in the Appraisal of a Master Combatant and in the Battle Grounds.
4. License for the job class. Could be gained in the Appraisal of a High Maester and Crafter/Scholar/Artisan's Grounds.
5. Prestige is for special type class. [Classification ranges from Rare, Unique, Sacred, Divine, Cursed, Demised]. Could arise from special circumstances (quest, order, etc.) or any of the grounds mentioned. Each City Fortresses has these grounds being under the strict protection of the Training Grounds.
Titles for Apprentice Batch
a. Assistant for job-based class
b. Squire for combat-based class
c. Neophyte for magic-based class
The practice of letting novices take class selection is beacause of the Coming of Age Ceremony which is a tradition to all Man. Afterall these batches were only divided as to give appropriate training on a child's level gained/potential. And most Beginners who couldn't level up to Novice when they already reached the age of reason are more suited for Job-based class. Letting a child take extensive magic and combat training when their mana is clearly not in-tuned with it would be irresponsible and could cause the child's body to break.
Short Summation on Magic System and Underlying Theories on Skill Acquisition
(incomplete with insights and commentaries)
MAGIC SYSTEM
Magic Systems is very misleading. As mentioned, this arises in ones ability to use mana. Mana was first regarded as magic but was then identified more as a type of energy provided by ones existence. The name stuck even if the system itself revolves around mana and its uses in skills rather than the typical Maegus' simple elemental (earth, fire, air, water) and aether (light, dark, void) attributes. The issue to differentiate mana skills and elemental magic came from the fact that combat, support spells and enchantments were later developed.
Skill is the generic name for any action or activity where mana is used. All skills are open for anyone with mana. However further unlocking its Skills Sets and Skill Tree will require undergoing Class Selection.
TYPES OF MANA.
1. External Mana - mana all around us.
2. Physical Mana - mana in the physical being
3. Innate Mana - mana that can only be delved in and influenced after class acquisition. Innate mana is used to expand class skills.
4. Soul Mana - purest mana. Almost impossible to use.
TYPES OF SKILLS
I. Base Skills - mostly from stats acquisition. Skills that are associated with stats. i.e Mind Fortification (Required Int +50, good against confusion); Pain Resistance (Required End +100,) Always passive and anyone can use this.
II. Trigger Skills - skills that can only be used if conditions were met. i.e. , Critical Shield (temporary 10% damage decrease when health drops to 10%), Night Vision, Trap Down, Berserker, Blood Lust, etc. Always command activated and anyone with the required skills and mana can use this.
III. Maegus Skills - skills that uses physical mana to conjure elementals and aether. Could only be used if you have the minimum required mana. Highly linked but not restricted to the Magic Caster Class.
Types of Maegus Skills
a. Active Skill - Could be activated through spells (uses magic circles). i.e. Summoning Spells, Transportation Spells. Another is using chants (uses spirit/origin language). i.e. Fire Blaze, Hale Fall, Heal, etc.
b. Passive Skill - skills that are always in effect. This uses excess generated mana that is unconsciously being released by a being, and are heightened if mana force is full. i.e. Enemy Detection, Mind Mapping, etc.
IV. Combat Skills - skills using physical mana to enhance the body and its capacity beyond normal scales. Highly linked but not restricted to combatant class.
Types of Skills
a. Active Skills - could be activated through command spells. i.e. Ghost Step, Aivian Sight, Takedown Stab, Block, etc.
b. Passive Skills - skills that are always in effect. i.e. Battle Aura, Magic Resistance, etc.
V. Job Skills - skills that uses and infuses mana to inorganic objects. Could only be used after class acquisition, restricted to job class (Crafters/Artisans/Scholars) however they have to forego other skills.
Type of Job skills
a. Crafting Skills - act of creation. (create, upgrade, dismantle, etc.) Anyone could use this as long as they have the Basic Tool Kit of the craft, however they are unable to do so if they reached class selection and did not choose a job-based class.
b. Job Skills - varies from Job Class selected. i.e. Smith (Metalwork, Elemental Forge), Tailor (Dressmaking, Rune Embroidery), Alchemist (Potionmaking, Transmutation)
TWO MAIN GROWTH PATTERN
Skill Tree and Skill Sets (originally called Mana Skill Tree and Mana Skill Sets, but the word 'Mana' was omitted as generations passes)
Skill Tree- vertical growth. The focus is raising from tier to tier. Aiming to unlock skills which will result to a number of more advance skills available. As the name implies, when graphed, it looks like a tree. Popular for combatants focused on levelling and would tend to acquire more skills as it branch out.
Note:
Mountain is the term used for the inverse of a Skill Tree, where the basic skills outnumbers the higher advance skills. They are mostly people used in endurance type battles and are more sturdy since they could counter most attacks they received. When two Mountain-Type Combatant fights, the battle always turn to a battle of attrition and could last of days.
Its extreme opposite are called Vantage where the battles are mostly short and decisive. Fights between two Vantage-Type could be concluded in minutes, the best of them could last only in seconds. However if both could use void magic, the fight never existed in the first place (it's a running joke since they kinda try to rewrite each other's existence hahaha...though it is not a laughing matter if the world order gets destroyed in the process. Void mages are rare by the way...not even originally included in the aether)
Tier-Class Magic System
Base Tier: [lvl 1-99]
1st Tier: Intermediate Tier [lvl 100-200]
2nd Tier: Superior Tier [lvl 201-300]
3rd Tier: Champion Tier[lvl 301-400]
4th Tier: Legendary Tier [lvl 401-500]
5th Tier: Calamity Tier [lvl 501-600]
6th Tier: World Tier [lvl 601-700]
7th Tier: Celestial Tier [lvl 701-800]
8th Tier: Mythological Tier [lvl 801-900]
9th Tier: God Tier [lvl 901-999]
10th Tier: Unknown Tier
Stages of Levels
lvl 01-10 [Beginner]
lvl 11-20 [Novice]
lvl 21-30 [Amateur]
lvl 31-40 [Advance]
lvl 41-50 [Expert]
lvl 51-65 [Master]
lvl 66-80 [High Master]
lvl 81-95 [Maester]
lvl 95-100 [Grand Maester]
It'll take 100 levels to reach the next Tier and it'll reset to zero
A complete Skill Name Sample
[2-Tier Analyze Skill: Level 43] or
[Superior Analyze Skill: Expert Level]
The later phrasing is the most commonly used.
For class title, with the reset of levels from class up it is common practice to omit the numbered tiers.
If one says Advance Bishop:
Bishop is a 3rd Tier Class (Cleric>Priest>Bishop) ; and Advance (lvl 31-40)
This means he is within the range of Raw levels 331-340. Also, the higher the tier, the more harder it is to level up.
Skill Sets - horizontal growth. Focus is more on customization. Unlocking related skills that complements and supplements each other. Also called as Gambits. When graphed it looks like either a honeycomb or a web. These are used for specialization and mastery and is popular for crafters, hobbyists, specialists...basically support and non-combatants.
Though there are some cases where combatants choose this kind of pattern to create their own fighting style. Mostly after they have gained the class they feel most comfortable with or they get stuck in a tier and they can no longer advance.
Note: Skill Specialization uses a honeycomb skill set because the skill acquisition goes in a set direction and tend to skip other skills. It is trickier to fight Skill Specialists since you don't know what they will pull off and most of skills they gain complements their desired fighting style, however they have holes in their overall offense and defense.
Skill Mastery uses web skill set because the skill acquisition cluster in one area of skills. While it is hard to find holes in the Skill Masters, overpowering them in their preferred area of expertise or simply focusing on their weakness (which is so easy to guess) could do major damages.
Range of Skill Sets [Skill Set I, II...X]
A complete Skill Set Name
Sample: [Analyze Skill Sets]
[Analyze Skill Set I: Item Analysis]
[Analyze Skill Set II: Status Analysis]
[Analyze Skill Set III: Damage Analysis]
[Analyze Skill Set IV: Artifact Analysis]
[Analyze Skill Set V: Relic Analysis]
[Analyze Skill Set VI: Arcane Analysis]
[Analyze Skill Set VII: Spell Analysis]
[Analyze Skill Set VIII: Skill Analysis]
[Analyze Skill Set IX: Mana Analysis]
[Analyze Skill Set X: Soul Analysis]
Sample: [Detection Skill Sets]
Skill Set I: Area Detect
Skill Set II: Enemy Detect
Skill Set III: Farsight
Skill Set IV: Aerial Sight
Skill Set VI: Mana Sight
Skill Set VII: Mana Trace
Most weaknesses and disadvantages of a mana-user however could be patched up with items, equipment, buff and a balanced teamwork. At that point, anything could go in a battle.
That is why it is highly adviced to choose your class and class titles wisely and not focus on tier levels...but almost everyone go for levelling. It can't be helped because normally if a being likes taming beasts, then aiming for a higher tier of binding more stronger and rarer beasts is just common sense. Hence the never-ending discrimination to lower specs mana-user.
Adventurer Grade-Class Ranking Classification
Rank shows the degree of difficulty or threat levels.
Rank I - Tin
Rank II - Copper
Rank III - Iron
Rank IV - Steel
Rank V - Platinum
Rank VI - Diamond
Rank VII - Mithril
Rank VIII - Orichalcum
Rank IX - Adamantite
Rank X - ???
Crafter Grade-Class Item Classification
Grades shows the meter of craftmanship. While the level requirment acts as the overall standard.
Grade SS
Grade S
Grade A
Grade B
Grade C
Grade D
Sample: Two Tier - Grade A Eljudnir Staff
Sources: copyright infringement galore
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ELEMENTAL MAGIC AFFINITY:
Shows the range of magic that can be cast by a mana-user.
FIRST Circle:
[Earth]
[Water]
[Fire]
[Air]
SECOND Circle:
[
[
[
[
THIRD Circle:
[<
[<
[<
FOURTH Circle
[<<
[<<
[<<
FIFTH Circle
[-Dry Weather-]: Required elements [Earth][<<
[-Wet Weather-] : Required elements [Water][<<
[-Cold Weather-]: Required elements [Air][<<
[-Hot Weather-]: Required elements [Fire][<<
EIGHTH Circle:
[-Meteor-]: Required elements [<
AETHER MAGIC AFFINITY:
Dark
Shadow
Demised
Death
Light
Holy
Divine
Life
Void
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Generantis
Lignum ignis pascitur ;
Ignem creat terram ( cinis ) ;
Terra et venera ferat metallum ;
Metalli colligit aqua ;
Aqua nutrit ligna .
Expugnaturum
Lignum partes terrae ;
Absorbet aquam terra ;
Aqua extinguit ignem ;
Conflat metallum ;
Metalli transversum lignum
Generating
Wood feeds fire;
Fire creates earth (ash);
Earth bears metal;
Metal collects water;
Water nourishes wood.
Overcoming
Wood parts earth;
Earth absorbs water;
Water quenches fire;
Fire melts metal;
Metal chops wood.
For example if we take...
Simos with his affinity of [Earth] - [Fire] - [Air]
These are all the other affinity magic he could use (if he could maxed out his stats to do so):
[
[
[<
[<<
[<
[<<
[-Hot Weather-]: [[[[[Fire]]]]]
[-Meteor-]: [<
As of this chapter he could only use:
[Earth] - [[Earth]] - [Fire] - [[Fire]] - [Air] - [
This gives him (based on Nordri of Wind Emerald, Austri of Earth Amethyst, Sudri of Fire Ruby, and Vestri of Water Sapphire) the title:
Second Circle of Sudri, Second of Austri; a First of Nordri and Hringra
If he wanted, he could be transferred to any of the three Training Grounds located at the City Fortresses and since he has the blessing of one of the Ancients, he would also have a recommendation in the Elrhondir Kingdom.
The best combination any human-born could ask for.
Only those who carry the blood of Arvalar Regalia (or if you are a Summoned Hero) could use all four affinity at the same time.
Another tidbit, If you are having problem remembering the City Fortresses, just imagine a joystick, the buttons on the right.
Triangle - Ex - Circle - Square
Trissine - Exine - Cessine - Bassine(Box)
[Please pronounce Exine as Eks-sayn...the others are Tris-sin, Ses-sin, Bas-sin]
Cessine - Sudri Ruby - Fire
Bassine - Austri Amethyst - Earth
Exine - Vestri Sapphire - Water
Trisine - Nordri Emerald - Wind
MORDRED:
The seven deadly virtues, those ghastly little traps
Oh no, my liege, they were not meant for me
Those seven deadly virtues were made for other chaps
Who love a life of failure and ennui
Take courage—now there's a sport
An invitation to the state of rigor mort
And purity—a noble yen
And very restful every now and then
I find humility means to be hurt
It's not the earth the meek inherit, it's the dirt
Honesty is fatal, it should be taboo
Diligence—a fate I would hate
If charity means giving, I give it to you
And fidelity is only for your mate
You'll never find a virtue unstatusing my quo or making my Beelzebubble burst
Let others take the high road, I will take the low
I cannot wait to rush in where angels fear to go
With all those seven deadly virtues free and happy little me has not been cursed
UNDEAD CONSTITUTION
BLOOD
spring - Leaf Solstice
heart
sanguis
courageous, hopeful, playful, carefree
more blood like muscle - STR
YELLOW BILE
summer - Blaze Equinox
liver
kholé
ambitious, leader-like, restless, easily angered
more yellow bile like lung - AGI
BLACK BILE
autumn - Stone Solstice
spleen
melas kholé (?)
despondent, quiet, analytical, serious
more black bile like bone - END
PLEGM
winter - Frost Equinox
brain
phlégma
calm, thoughtful, patient, peaceful
more phlegm like brain - WIS
In general, there are four types of proper spirit: One is brutal spirit residing in the heart and it is the origin of all spirits. Another – as physicians refer to it – is sensual spirit residing in the brain. The third – as physicians refer to it – is natural spirit residing in the liver. The fourth is generative – i.e. procreative – spirits residing in the gonads. These four spirits go-between the soul of absolute purity and the body of absolute impurity.
[WORLD OVERVIEW: Under Construction/Spoilers-not-spoilers]
THE VOID
The Void is actually a Black Hole in our world. Apparently, a super nova exploded and turned to this monstrosity that sucks anything on its path. For a black hole, the Void is moving so slow that it already created a cluster of galaxy around itself where the Planet exists.
Fortunately the Planet is just on the right position to be not destroyed for about another 20 billion years. So the Freareans still have a sense of security, for now.
THE PLANET
The Planet has an immense atmosphere that just its proximity can rival the sun of our world. It has thick atmosphere that has red and yellow tinge. There is no water content and the land surface is hypothesized to be filled with magna and molten rocks--the same as Earth in it's earlier development.
[Freareans do not name what they cannot claim. That's why only the Known Surface of Frear has a given name.]
It has two moons. The silver Moon and Frear. The Planet can be seen at day time and acts as the source of heat and day for Frear. Sometimes roughly translated as Sun by [ Tongue of Babel ].
THE SILVER MOON
Can only be seen twice each month. During the frost equinox, it is so small, it can be mistaken as a star. Not much information is known about the Frear's Twin.
FREAR
One of the two moons of The Planet. It circle around a planet (that has no name). There are also two rings surrounding Frear. It is said that the rings are the remnants of shooting stars that didn't passed through the Planet. These clusters are also rumored to have life.
WORLD GEOGRAPHY
INNER FREAR [SPHERE]
FIRST REALM [The Underland] - The Dwarves are scattered all throughout the continent creating cavements under the ground. Milennia of mining have created a complex intercross of underground maze that also serves as defense for those who dare find Dwarven Treasures. Some abandoned Archs and cavern are also popular for Undead to fester.
SECOND REALM [The Continent] - A large almost circular patch of land surrounded by the Grand Ocean. One of the two continents in this moon and it is divided by borders. Human Borders (N), Elven Borders (E), Beast Borders (SW), Orc's Borders (S). In the middle is the Vast Lahar, a desert that expands to all territories. And in between are the Borderlands.
Note:
Borderlands are neutral area that has no law. One of the best places to live in if you want to escape. There are escapees, deserters amd refugees and it is mostly peaceful since if you kill, you'll also get killed so people kinda leave other people's business. However there are no Borderlands on the Orc's teritory.
The Vast Lahar is too far out from the coast for water. And it is too hot that there are areas where the sand have melted into glazed surfaces.
THIRD REALM[The Bermuda] - The Seafolks are found in underground rivers and coastal areas though they tend to disappear every now and then. They are however said to have originally came from the Bermuda, a dangerous circle surrounding the Continent that is why the First and Second Realm could not venture outside of their land.
OUTER FREAR [RINGS]
FOURTH REALM [First Ring: Nirvaimn] - The floating islands that is said to be housed by the winged creatures. It can be found passed the Bermuda encircling the Continent and can be said to be a continent of its own. Only the Grand Ocean can be seen beneath it and since landmass tend to fall and rise from these areas, The sea creatures tend to avoid this part of the ocean. Also, the islands blocks the necessary light for their survival [the sea creatures that stayed are the ones made from nightmares. If you fall, your survival is nil]. Dragons, harpies, garuda, hippocampus and other legendary beasts are said to have come from these floating islands. No humanoids in history was said to survive in this realm because of air pressure and the unknown level variants of monsters except for the Yuusha [Lady Yuusha has a pet dragon of course].
FIFTH REALM [Second Ring: Muspellimn] - Inner ring of Frear. Debris of hot materials and acidic fumes can be found in this ring. This ring acts like a greenhouse for the Frear.
SIXTH REALM [Third Ring: Jotumimn] - Outer ring of Frear. Debris of cold materials can be found in this ring. Too far out from the Frear, ice of boulders and frigid air pockets is prominent in this realm. However during the day, the ice would melt creating an endless streamline in the daytime sky.
SEVENTH UNKNOWN REALM - no data
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WORLD KNOWN RACES
HUMAN KINGDOMS
-Patriarchal
-Monarchy/Oligarchy
-Human nature is hard to understand.
KINGDOM OF ARVALAR [Central Kingdom]
Description - Imagine Medieval Europe
-Patriarchal
-Monarchy/Oligarchy
-Human nature is hard to understand.
Kingdom: Descendants of the Once-Known Noctem Kingdom and united the Humans and created a pact with the remaining ones. They are able to produce the Hero Summoning, automatically giving them rights compared to other Kingdoms. Not to mention their military prowess is the most advanced as could be seen in their societal and spartan educational system.
People: You do not exist unless you live under the cloak of your Banner. People always associates you to your titles and accomplishments.
Palace Regalia - the Castle where the Royal Family lives
-governed by Regalia [Royal Family]
Royal House of Regalia
-Regal King [True King/Highest King/etc.]
-Regal Queen
-Regal Prince/Ensign [Crown prince]
-Regal [position/etc.]
4 Fortress governed by High Kings
-Cessine Fortress [South:crest of Sudri Ruby]
-Trisine Fortress [North:crest of Nordri Emerald]
-Bassine Fortress [East: crest of Austri Amethyst]
-Exine Fortress [West: crest of Vestri Sapphire]
4 Nobility Banner Caste System
Herald - the head of the House
-Higher Gold Banner
-Fiefdom Silver Banner
-Knighthood Bronze Banner
-Honorary White Banner [None]
Colors represents the Houses of each Banner Caste i.e.
Gold [Shades of Yellow]: Lion Gold, Amber Gold, Chartreuse Gold
Silver [Shades of Gray]: Ashgray Silver, Stormcloud Silver, Timberwolf Silver
Bronze [Shades of Brown]: Ochre Bronze, Rust-iron Bronze, Umber Bronze
White [none]
Tiny tidbits about The High Kings:
CESSINE CITY FORTRESS governs the southern plains. The southern teritories are called Sudri. Agricultural goods is their main exports. They have the largest domain and population so supplying food has always been their main concern. They are the closest to the Lahar Desert borders where the Demons are known to pass to get inside the Land of Man. That's why there is great emphasis for them in military. They also have the biggest contribution of soldiers during the demon war so when the soldiers finally went home, their populations ballooned so much, they have a surplus of people.
High King Iralius is considered to have a bad temper and would normally toy with his opponents. The more he likes them, the more he wants to play with them and prolong the game. Most of his enemies defect to his side and became close friend with him because Iralius really likes people who defies him so he tries to ask them to be on his side so he doesn't need to kill them.
EXINE CITY FORTRESS governs the eastern savannah. The eastern teritories are called Austri. Their main source of income is the exotic plants and magical beast in their land. They are also good on artifacts creation and magical devices. Having one of the most highest danger zones, a lot of adventurers and merchants ventures to Exine. They are closest to the Beastial Pride so slavery is also their main export. On their north was the Runsaer Kingdom and they don't have a very good relationship to Runsaer due to competition on trades.
High King Remier doesn't like pain very much that's why he put his all to his training. He has to suffer too many hardship but he persevere with the ideal that he'll never have to suffer afterwards. He never wanted to be a specialist though, he just want that one special skill (turning his body to air)...unfortunately it is the pinnacle of a wind-user and so, he became an expert, and was forced on the frontlines. He is in all acounts an over-all good person despite growing in a harsh environment. Also he is trying to cut the custom of slavery in his time.
BASSINE CITY FORTRESS governs the northern mountains. The northern teritories are called Nordri. Their economy revolves on mining and precious stones. They have good relations with the Dwarven Kingdoms that he is sometimes asked if he is part dwarf. An admirable feat considering how tall he is. (He is all human though). Further north
High King Lashven's favorite training is meditation and cultivation. He likes the sound of rain. He never starts a fight, unless during a mission or quest.
TRISSINE CITY FORTRESS governs the western seaports. THe western teritories are called Vestri. Aside form seafoods, and the only place for water artifacts, the seaports are known for their navy, magic air carriers, sandsails and other technological advances on transportation.
Asdale is pretty much a pervert but he is also a visionary. He has a lot of ideas but he is not good with mechanism so he just hire people, tell them what he wants and they try to come up with something. He wants to explore and has been successful in breaching the Bermuda and already has a glimpse of the floating continent of Nirvaim. On their north was the Elrhondir Kindom and they both benefit from each other.
KINGDOM OF ELRHONDIR [Pilgrim Kingdom]
Description - 8 Pillars surrounding the Sacred Lands. Imagine Grecian Architecture.
Kingdom: Sacred Lands is actually a forest in the middle of the 8 Pillars which represents the eight major religious belief in Man. The Pillars itself acts as a shield to protect the Lands, and The Forest itself is an intertwining of rivers and waterfalls with a giant whirlpool in the middle [Eye of the Gods] who nobody knew where leads to. There were also thousands upon thousands of statues (from the small ones to gigantic proportions) of different pantheon submerged in its crystal cerulean waters creating a scene like it's the graveyard of the idols. Only Cardinals and Archpriests can venture inside. This is also the source of all [ Holy Water ].
People: Arts, Scriptures (Literature) and Music is the bane of the resident's existence. Open mindedness is important when dealing with the people. Do some research on all and every religious belief, customs, behavior, greetings, nuances, dates, names, before doing anything [i.e. eating, sleeping, walking, or even breathing! (just to be sure)]. One mistake and you'll be banned, damned to all curses imaginable, crucified, persecuted or even sacrificed to their gods before you could even blink.
8 Pillars
-Temple of Sola [Day], sun, Sloth (laziness/idleness)/Diligence (zeal/integrity/Labor)
-Temple of Tungla [Night], crescent waters, Envy (jealousy)/Kindness (admiration)
-Temple of Stjarna [Star], star, Greed (avarice)/Charity (giving)
-Temple of Hringra [Heaven], of scale and justice, Pride (vanity)/Humility (humbleness)
-Temple of Freyra [Earth], leaf, Greed (avarice)/Charity (giving)
-Temple of Hvatvetna [Universe], birth, Gluttony (over-indulgence)/Temperance (self-restraint)
-Temple of Myrkva [Death], of howl and shadows,
-Temple of Bjartra [Light], of candle and courage, Wrath (anger)/Forgiveness (composure)
Circle of Elrhondir - Council governing the Kingdom made up of all Cardinals of Faith. Headed by The Pope.
Temple Hierarchy
Cardinal: Head of each Temple
-Equinum: Right Hand
-Equival: Left Hand
Ordinal: Apprentices of Cardinal
-Infinite: Holy Knights
-Initial: Clergy
-Axiom: Scribes
Order of Continuum - Coat of Arms, also called as Paladins
Others [outside the temples]
-Pilgrims: resident's general name
-Indulgenses: those who ask for alms at the streets/beggars
KINGDOM OF RUNSAER [Black Kingdom]
Description - Steampunk. Victorian Goth with all the glory of mecha.
Kingdom: Runsaer started as the melting pot of necromancy and alchemical monstrosity creating a very very very dark history. But is now known for it's sports and contests, forcing human limits to the furthest heights. It is full of life and activity and is the only Kingdom where Undead (summoned/resurrected/Demised) and Monsters (tamed/pet/Familiars) roam together with the people in peace.
People: There is no discrimination other than the measure of abilities. Zero abilities will keep you at the lowest of the food chain. [actually if you find yourself to be one, just leave the place, you'll be safer with the monster-infested zones...if you stay, you might end up as a test subject!]. They are also always into the new and the novel. As long as they find you interesting you could become a center of attention. But could be easily forgotten.
Marseilles Tarrouete -The central tower of the Kingdom. Also the name of the Arcana's Headquarters.
Arcana - Governing Body
-Ace Alice: Head of the Kingdom.
-Alice of Spades: Legislative
-Alice of Clubs: Judiciary
-Alice of Hearts: Executive
-Alice of Diamonds: Treasury
Cheshires - title for the adviser for each Alices. Also called as right hand.
Madhatters- Coat of Arms [each faction of Alices has one] they do mock wars from time to time. Sometimes they'll submerge a whole coliseum for the full immersion of Armada Wars. (warships and all, they invite the kraken once, though the experience was never repeated for financial reasons, the Diamonds almost revolted.)
BEASTIAL PRIDE
Beastials: Loyal and hot tempered. Misplaced trust is hard to reclaim from Beastial Clansmen. Their word is their soul. Their blade is their body. Imagine Spartan, the 300 Movie but with some animal parts swiped in. Yup, they are also that barely clothed.
Culture: They live in small settlements called Clans. Do not touch their weapons, it is their own form of familiars so they're a bit sensitive about it. Also physical appearance is not their basis of kinship since breeding with other Demi-Human is normal (they kinda kidnap you as a form of courtship) and nobody knows which beast a child could be inherent with. They are also too honest for their own good which makes them rude and hard to deal with but they accept any crude remarks as long as they think its the truth. However, lie to them (even if it's a joke) and you'll have your head decapitated. [which is why you should not associate with them at all cost since the truth they hold is ironclad. A lot of colorblinds have died by claiming to see green instead of a red apple.]
Note: Attack one of the clan and you'll be fighting the whole hordes of Beastials, that's why collectively they are called a Pride. They were probably in it for any legitimate reason for slaughter.
Clans that survived more than 100 generations:
-Arbelos Clan: wielder of *arbelai, crescent shaped knives
-Bestiarius Clan: they fight other other Demi-Humans
-Cestus Clan: bare-handed, uses gauntlets or none at all
-Dimachaerus Clan: dual-wielder swords
-Equites Clan: rides horses [cavalry/jousting/archery]
-Heplomachus Clan: wielder of gladius and shields
-Scissors Clan: uses scissores, a special short sword with two blades that looked like a pair of open Scissors without a hinge.
-Gladiatrix Clan: all female clan. they kidnap their men. it is actually an honor to be captured by these Amazons.
-Retiarius Clan: wielder of Trident
-Laquearius Clan: uses lasso, whips, or nets.
-Murmillo Clan: wielder of gladius and an oblong shield.
Kaisars - Head of the Clan
Ludus - Mentors to Nov/Advises the Kaisars (Have to be the best to teach)
Nov - greenhorns
Nox - outcasts/deformed ones
Note: Their world is a simple kill or be killed, that's why their clan's rules and survival is also simple. Also there is no gender discrimination whatsoever, actually there is no gender identity in the first place since some Demi-humans can asexually reproduce. Also M-preg is also possible [though their partner is still a female, Beastmen can only create spermcells. It just so happen that the fertilization takes place outside and the males take the fertilized ovum and put it in their sap [pouch-like skin in their abdomen]. Just imagine a kangaroo. Instincts makes it possible to find a mate that has the same reproductive processes .]
ELVEN KEEP
Elves: Elves are forever neutral but they would always want to keep the balance of nature. They would side from one to another depending on what would benefit the communal existence with the planet's Manaline. Infinitely gentle and kind but would be merciless if your presence hurts their precious piece of space called Frear. They hate the demons with a vengeance.
Culture: The Elven Keep is a giant tree where the elves lives under its canopy of leaves and branches. Each six main branches leads to halls that is named after the six realms of Outer and Inner Frear. This is where they watches the occurrences of the whole Manaline. They are more like observers. They do not speak unless spoken to and would treat you the way you treat them only more. Be kind and they'll be kinder, be harsh and your fate is sealed. They have no cultural structure other than the Upper and Lower Elven Keep but it is mostly due to location rather than status. And they derived their society of that of a simple Filial relationship of Head (Father and Mother), Elves (children), and Treetrodders (outsiders). But their society is advance especially in the use of magic and their taste is mostly minimalist but elegant and free-flowing.
Father [insert name] - Head of the Elves, male
Mother [insert name] - Head of the Elves, female
Upper Keep
- focus on knowledge
Lower Keep
- focus on elemental
Note: Elves looking after one branch can be affected by the realm it observes i.e. Ring of Muspellimn can make a fire-attributed elf or Pyro Elf; First Realm can make earth-affiliated, Wood Elf; etc.
DWARVEN ARCHS
Dwarves: Dwarves are stubborn and impulsive. Their lack of height is compensated horizontally with their bulky body-type. They are not impressed by accomplishments or tiles of individuals but rather their potentials [polishing rough ores to its brilliance]. Also first impressions is almost a rule in that place since their opinions are hard to be changed. They could go on debates and arguments for days or months if need be.
Culture: Located underground, their kingdom can only be identified by the imposing archs at the side of a mountain as entrance to their domain. A grand dome-shaped clearing would be the place for their inhabitants. Their architecture is sharp and edgy. It is common for a house to be made from one giant stone, sculpted and engraved with intricate designs to be a comfortable place to live in. And most palaces of Dwarven Kings is created from the clearings' wall. The whole middle wall is transformed into giants towers and masts as the palace exteriors are formed.
Archaic Palace - central power
- Dwarven Lord
- Lady of the Arch,
- Dwarven Prince etc.
Known Dwarven Archs:
Igneus Archs
-Mount Ignis, a sleeping volcano just before the Mirdain Valley
Gneiss Archs
-Mount Ignis, there is a cold war for this mountain between the two Archaics
Myrth Archs
-Mount Basalte, known for its majestic architectures. Also the one who interacts and acts as the representative of Dwarves to the outside of their territories. They represent every dwarves [inside or outside the Archs].
Serpentine Archs
-Valley of Silt, the mining structure is the same as that of an inverted tree. Also rumored to be the most priceless Archs. Lots of raiders try to find this ancient Archaic that has been lost to the legends.
Others: Dwarves hide their archs since it is filled with treasures and potential treasures. The known archs is either powerful enough to stand their ground or in it for trade or peace treaties.
Note: Also they do not agree well with the Elves since Dwarves works alongside the Manaline. [The elves find dwarves desecrating the Manaline, while the dwarves hate how the elves treat the serpent vent which is the main reason for their deaths while mining. There is awe and respect (to the Manaline) from the dwarves but they can't help but see elves as nothing more than maniac mana worshipers]
SEAFOLKS COVES
Seafolks: Mysterious and fleeting creatures. They love to play and trick people. Aesthetics and music is their joy and weakness. They are also easily attracted to beautiful things and is generally good-natured to other races aside from the fact that they would kill any humans in sight.
Culture: The coves tend to appear and disappear depending on the Seafolks, making it almost impossible to find them. The small opening is highly guarded and the crescent shaped shores is the place where the seafolks resides and is mostly made from differently colored opaque glass-like materials. They are amazingly sensual people and is rumored for their skills, making them a sought-after slaves for obvious reasons. They hate humans. However since they are attracted to the beautiful, they tend to bypass race and gender when finding mates. Their offspring are always seafolks in nature so they always leave their lovers afterwards to tend for their child. Young seafolks are very vulnerable and often die at early stage so they often go back to Bermuda until they've fully grown.
Trium - governing body for each covenant, comprised of the leader for each three sea races:
Meraegir - merpeople [upper-human, lower-fish]
Saegir - seapeople [upper-human, lower-sea creatures/bipedal (sea creatures that has two feet]
Crusaegir -shellpeople [upper-human, lower-shell/human with shell on the back]
Note: They have this great fascination to the sky especially the night sky and they have a great affinity to Charm and Illusory Magics.
ORKAN
Orkans: Orcs are primitive but has the greatest ability for survival. They outnumber humans by the thousands and has the ability to reproduce and grow extensively within days from birth. It is said that their own mana is poisoning these creatures making them deformed. No Orc is the same since it's mostly due to unknown mutation and they also came from different races. Their situation is the same as the animals who turned monsters due to mana poisoning but they survived though they did turned to cannibalism. Mana poisoning is genetic, not contagious.
Culture: Orkan is a mountainous ranges mostly made of black granite, on top were covered by pure frigid ice and with pitch-black wall surrounding the Orkan. The wall was first used to prevent the spread of the disease but was long been overrun by the Orcs. Their lifestyle is savage and with low dexterity and hardly anyone willing to trade with the mindless Orcs, their equipment has always been of low quality. Pelts, ivories, skulls and bones have been their main equipment. Weapons are often scavenged from their fallen foes.
But thousands of years have made it possible for the Orcs to produce a semblance of society.
A simple leader and follower concept where the leader can be replaced by the one who can kills it. Also they go in swarms so it's hard to fight them for a long period of time.
GIGANTS
A race from legends. Said to live in the third ring of Outer Frear. Not much facts about these giants.
DEMON KINGDOM
Demons appear every milennia to conquer the Frear [Demon War]. There is no known reason why demons would want to occupy the Frear. Some speculate the Demons came from the other nameless silver Moon which also encircles the Planet. Others believe these were another wave of mana poisoning where the monsters have evolved into a more humanoid and intelligent life form. Whatever the reason, the demons that are captured also has no trace of memory as to why they are in Frear. All the Freareans would just automatically point their weapons to these creatures that the Demons have no choice but to defend. For the Freareans, they're fighting for their world. For the Demons, they are fighting to survive after finding themselves in a world they couldn't escape.
Note: Demons would appear in the middle of the Continent which is a vast desert and no one would trade and give them work [due to history of wars against demons] that they resort to violence and thieving and since Demons are innately immensely powerful, Freareans would often try to get rid of them at all cost. Killing Demons is already a tradition to all known races of Frear. Also Orcs find Demons as delicacy so they also hunt them.
Culture: Their society rapidly grows from nomadic to settlements. They have a resemblance in the Central Kingdom of Man in terms of structure but is not that strict with the Demon King leading the Kingdom. They are very family oriented and are very vengeful creatures. Their growth rate is also accelerated and their body mature at its peak at the age of two decades and their appearance stays the same even after tens of years. Their race traits are the horns on their forehead and white ashen hairs. Only the demon king have wings.
Their societal structure is the same as that of military system.
Demon King - Head
Demon Generals - Infantry, Artillery and Cavalry
Demon Admirals - Fleets and Armadas
Demon Marshals - Aerial Forces
Note: Every Demons could and would fight in the war.
----------------------------------------
AIVEN'S SKILLS (End of Book 1)
Class [ TAILOR ]: Blade Clothier (Unorthodox Class)
> (+) Butcher of Silk Button
> (+) Lovelace Loom Mechanic (Pioneer Class)
> (+) FateSpinner (Origin Class)
Secondary Class: Merchant (+) Haberdasher
Origin Class: Scribe (+) Babel Lexicographer (Origin Class)
Anointed Class: Undertaker (+) Bonelace Mortician
Blessings:
> Amnesty of Hringra's Scale in Vain
> Sanctification of Myrkva's Hallow Veil
> Runsaer District License (Expired)
Gifts:
> Prestige of Sola's Zealous Pity (Unorthodox)
> Tongue of Babel (Hero's Bestowal)
Curses:
> Mouse Ear's Curse (Inversion of Forget-me-Not)
Oaths:
> Promise of a Mortal (Posthumous - Old Age)
SKILL TREE
TAILORING CRAFT
Skill Set I: Repair/Dismantle
Expert Skill Set I: Craft/Upgrade (Clothing Textile)
Master Skill Set I: Craft/Upgrade (Armor)
Skill Set II: Needlework
Master Skill Set II: Latiicework
Class Title: "Butcher of Silk Button" [Blade Clothier]
Skill Set I: Primo Stitch
Master Skill Set I: Dui Cross Stitch
Skill Set II: Open Grid Lattice
Skill Set III: Backhanded Stitch
Base Skill [Scout Skill Set]
Skill Set I: Bluff
Master Skill Set: Camouflage
Skill Set II: Sprint
Master Skill Set II: Lunge
Skill Set III: Sleight of Hand
Master Skill Set III: Feint
Class Title: "Bonelace Mortician" [Undertaker]
Skill Set I: Acupuncture
Master Skill Set I: Medical Gauze
Base Skill [Analyze Skill Set]
Skill Set III: Damage Analysis
Master Skill Set I: First Aid
Skill Set III: Craft Dolls
[Runic Patternmaker]
(Blade Clothier (+) Intermediate Tier)
Job Title
Skill Set I: Cut
Master Skill Set I: Shred
Class Title: "Bonelace Mortician" [Undertaker]
Skill Set II: Re:Exume Corpse
Base Skill [Resistance Skill Set]
Skill Set I: Abnormal Status Resistance
Expert Skill Set I: Miasma Resistance
Master Skill Set I: Curse Resistance
Grand Maester Skill Set I: Undeath Resistance
Skill Set II: Spell Resistance
Master Skill Set II: Elemental Resistance (+) Fire | Magma | Metal | Gravity
Skill Set III: Arcane Resistance
Master Skill Set II: Aether Resistance (+) Light | Holy | Divine | Dark | Shadow | Demised
Skill Set IV: Bone Reconstruction
Master Skill Set IV: Cadaver Restoration
Skill Set V: Shadow's Purification
Master Skill Set V: Curse Alleviation
Grand Maester Skill Set V: Myrkva's Prayer
Base Skill [Analyze Skill Sets]
Master Skill Set VII: Hex Spell Analysis
Skill Set II: Draft Templates
Master Skill Set II: Thread Guide
Class Title: "Babel Lexicographer" (Scribe (+) Unknown)
Skill Set (?): Olde Writ (+) Tongue of Babel (Origin)
Base Skills [Scribe Skill Set]
Master Skill Set I: Scrollwork
Base Skill [Detection Skill Set]
Skill Set VI: Mana Sight
Skill Set VII: Mana Trace
Class Title: "Bonelace Mortician" [Undertaker]
Skill Set III: Corpse Painting
Base Skill [Scullery Skill Set]
Skill Set I: Tinkering
Skill Set II: Brewing
Skill Set III: Binding
Class Title: "Butcher of Silk Button" [Blade Clothier]
Master Skill Set II: Mesh Latticework
Grand Maester Skill Set II: Cat's Cradle
Base Skill [Scout Skill Set]
Skill Set II: Lock/Open Lock
Master Skill Set: Set Trap/Disable Trap
Class Title: "Bonelace Mortician" [Undertaker]
Skill Set VI: Corpse Bind
Skill Set III: Craft Mannequin
This tale has been unlawfully lifted without the author's consent. Report any appearances on Amazon.
MERCHANT CRAFT
Skill Set I: Haberdasher Trade
Base Skills [Scribe Skill Set]
Skill Set I: Scrawl
Skill Set III: Calculation
Skill Set II: Clothe Scavenging
Base Skill [Scout Skill Set]
Skill Set IV: Forage
Base Skills [Scribe Skill Set]
Skill Set IV: Cartography
Base Skill [Detection Skill Sets]
Skill Set I: Area Detect
Skill Set II: Enemy Detect
Skill Set III: Farsight
Skill Set IV: Aerial Sight
Class Title: "Butcher of Silk Button" [Blade Clothier]
Skill Set V: Strip Clothe
Master Skill Set V: Strip Armor
Skill Set III: Clothe Appraisal
Base Skill [Analyze Skill Sets]
Skill Set I: Item Analysis
Skill Set II: Status Analysis
Skill Set IV: Artifact Analysis
Skill Set V: Relic Analysis
LOOM SCROLLCRAFT
[Runic Dressmaker]
(Blade Clothier (+) Superior Tier)
Job Title
Skill Set I: Ornamental Appraisal
Skill Set II: Ornamental Embroidery
Master Skill Set II: Runescript Embroidery
Class Title: "Babel Lexicographer" (Scribe (+) Unknown)
Skill Set (?): Rune Glyphs (+) Ameretat Writ
Base Skill [Scribe Skill Set]
Skill Set II: Calligraphy
Master Skill Set III: Runescript Calligraphy
Skill Set (?): Decipher (+) Haurvatat Cipher
Base Skill [Analyze Skill Sets]
Skill Set VI: Arcane Analysis
Skill Set VII: Spell Analysis
Skill Set VIII: Skill Analysis
Skill Set IX: Mana Analysis
Skill Set X: Soul Analysis
Skill Set III: Manastone Engraving
Master Skill Set III: Runestone Engraving
Base Skill [Scullery Skill Set]
Master Skill Set I: Trinkets (+) Wood | Mineral | Metal
Skill Set IV: Craft Ornamental Mannequin
[Vanity Seamstress]
(Blade Clothier (+) Champion Tier)
Job Title
Skill Set I: Elemental Strand
Expert Skill Set I: Elemental Strings
Master Skill Set I: Runescript Thread
Skill Set II: Loom Gear
Prestige Skill II: Algorithm Templates (-) Earth Affinity
Class Title: "Lovelace Loom Mechanic" (Blade Clothier (+) Calamity Tier)
Skill Set I: Spindle Gear
Expert Skill Set II: Bobbin Gear
Master Skill Set III: Vanity Gear
SPELL THREADS
Mageweave
Netherweave
Frostweave Spellfire
SPELL THREADS: "Bone-Laced Mortician" [Undertaker]
Hexweave Shadoweave
Skill Set III: Craft Runic Mannequin
[Overlock Weaver]
(Blade Clothier (+) Legendary Tier)
Job Title
Skill Set I: Spell Weave
Master Skill Set I: Seidr Webbing
Class Title: "Lovelace Loom Mechanic" (Blade Clothier (+) Calamity Tier)
Grand Maester Skill Set I: Overlock Gear
Class Title: "Babel Lexicographer" (Scribe (+) Unknown)
Skill Set (?): Misspell (+) Sealing of Sigil
Skill Set II: Craft Seidr Mannequin
Prestige Skill II: Imbude Algorithm Template (+) [Seidr Automaton]
[FateSpinner]
(Blade Clothier (+) Calamity Tier)
Job Title
Skill Set I: Craft Quest-Bearer Mannequin
Prestige Skill I: Imbude Life (+) [Re:Anima Automata]
Contract Quest-Bearer Automaton
1. Adall
*All his crafted work will have the seal as Silk Button
WEAPONRY
Needle
i. Single Point Needle
ii. Darners
iii. Finishing Needles - special-type rapier
(rapier are also called as dress swords)
Shears
i. Blade Shears
ii. Averruncators
iii. Throathless Shears (huge)
Bobbin Gears: circular gauntlet-like equipped (the circular gear only covers the hand and wrist but the equipment extends up tp his arm. The Gears also rolls up and down to his arm when reloading) it acts like a gun
Evolution of Bobbin Gear
i. Bobbin Gear - releases needles and threads
ii. Vanity Gear - could infuse elemental attacks but never earth affinity magic [rock beats scissors] (could only be equipped with [Seamstress] Job Title)
iii. Overlock Gear - adding more power and smoother release of needles and threads. Also makes it possible to load wires (mithril wires, Hexweave, Frostweave, etc. (could only be equipped with [Weaver] Job Title)
Combat Craft
Skill Set I: Stitch
Intermediate Skill: Cross Stitch
Cat's Cradle: trap spell using threads
ULTIMATE SKILLS:
[Gleaming Bale] - curtains of hell
[Re:Animate Templates] - giving life to rag dolls.
Wilhelmina Hellsing- Arcenia Corpse Doll
Elizabeth Bathory-Anathema Corpse Doll
[Nona Decima Morta] - cutting of life lines. Could only be used once. It gives the user the ability to pluck the life thread of one person, and cut it. However, the user's lifeline would be weaved to the target causing their deaths. Double suicide.
SPELL THREADS
Mageweave
Netherweave
Frostweave
Hexweave
Shadoweave
Spellfire
MATERIALS
Runecloth
Knothide
Embersilk
Windwool
Mithril
Rhinestone
Mooncloth
LIST OF CHARACTERS
House Gallinthe of Banner of White
- Ailyn, mother
- Kieve, father
- Aiven, son
- Leian, daughter
House Sila-ir of Canary Gold
- Reculus, father
- Deil of Aureolin, mother of Simos
- Musre, head knight
- Cerylde of Gesame, top dark mage
- Simos, son
- Delica, daughter
House Oreindr of Rust-Iron Bronze
- Roginn, Herald
- Telmar, son
- Gunnier, daughter
House Amdelair of Lion Gold
- Dalen, Herald
Training Grounds
- Tocelle of House Tharlier of Chattreuse Gold, Scholar's Grounds, Runecrafting
- Renish of House Fehrir of Ashgrey Silver, Heraldry Magisterium, Historian
- Elivor, Order of Continuun, Paladin Knight
- Aryan of House Trimadr of Timberwolf Silver, president of Battle Ground's Squires, 3rd Circle Sudri
- Merinn of House Henraver of Russet Bronze, neophyte on Maegus Grounds
- Ceyn, common shade of Russet Bronze, novice
Kingdom of Arvalar
Regalias
- Vasa, King Regalia
- Iralius Sudri Amaranth, High King of Cessine
- Lashven Nordri Malachite, High King of Bassine
- Remier Austri Tyrian, High King of Trissine
- Asdale Vestri Catalina, High King of Exine
Cessine
- Rilliana, High Queen
- Azrentin of House Tharlier of Chattreuse Gold, Consul
- Larem, Emblem 2 star
- Dutullique, Emblem 2 star
- Raciv, Emblem 2 star
- Eudine, Emblem 3 star
- Fylie, Emblem 6 star
Kingdom of Elrhondir
- Pope
- Afell, Cardinal of Sola
- Chaion, Cardinal of Tungla
- Arylla, Cardinal of Stjarna
- Emardi, Cardinal of Freyra
- Irvine, Cardinal of Hvatvetna
- Salt, Cardinal of Myrkva
- Thist, Cardinal of Bjartra
- Forro, Cardinal of Hringra
Kingdom of Runsaer
Alices of Arcana
- Ace, Ace Alice
- Nixor Bacchus Cordis, Alice of Spades
- Natali Euntir Ects, Alice of Clubs
- Regis Fargom Nealis, Alice of Hearts
- Enver Atrea Igtis, ALice of Diamonds
Cheshires
- Aris, Cheshire of Spades
- Paign, Cheshire of Clubs
- Bisfort, Chesire of Hearts
- Ciem, Cheshire of Diamond
PLACES
SUDRINE Borderlands
Milodas Forest
Termina Silva Forest
Termina Settlement
ARVALAR
Training Grounds
Cessine City Fortress
Trisine City Fortress
Bassine City Fortress
Exine City Fortress
Higher Districts
Lower Districts
Merchant's Districts
City Plaza
Guild Square
Lonely Mountains
AUSTRINE Borderlands
Edelei Meadow
Gadawodd River
Hawl River
Hawl's Den
Fellen Valley
Fellen Settlements
Acker Settlements
VESTRINE Borderlands n/a
NORDRINE Borderlands n/a
DWARVEN TERITORY
Mount Basalte
Mount Ignis
Valley of Silt
BEASTIAL TERITORY
GodStair Mountains
ORKAN
Orkan Mountain Ranges
ILLUSTRATIONS
Set 1
https%3a%2f%2fhttps%3a%2f%2fscissorsnscribbles.files....jpg%3fw%3d800 [https://scissorsnscribbles.files.wordpress.com/2014/08/11.jpg?w=800]
https%3a%2f%2fscissorsnscribbles.files.wordpre....jpg%3fw%3d800 [https://scissorsnscribbles.files.wordpress.com/2014/08/3.jpg?w=800]
https%3a%2f%2fscissorsnscribbles.files.wordpre....jpg%3fw%3d800 [https://scissorsnscribbles.files.wordpress.com/2014/08/21.jpg?w=800]
https%3a%2f%2fscissorsnscribbles.files.wordpre....jpg%3fw%3d800 [https://scissorsnscribbles.files.wordpress.com/2014/08/img_20150309_171009.jpg?w=800]
https%3a%2f%2fscissorsnscribbles.files.wordpre....jpg%3fw%3d800 [https://scissorsnscribbles.files.wordpress.com/2014/08/img_20150628_075004.jpg?w=800]
Digitals by Joao-sama
https%3a%2f%2fscissorsnscribbles.files.wordpre....jpg%3fw%3d800 [https://scissorsnscribbles.files.wordpress.com/2014/08/img_20150823_155257.jpg?w=800]
https%3a%2f%2fscissorsnscribbles.files.wordpre....jpg%3fw%3d800 [https://scissorsnscribbles.files.wordpress.com/2014/08/fb_img_14542904718704327.jpg?w=800]
https%3a%2f%2fscissorsnscribbles.files.wordpre....jpg%3fw%3d800 [https://scissorsnscribbles.files.wordpress.com/2014/08/fb_img_14542903889953015.jpg?w=800]
https%3a%2f%2fscissorsnscribbles.files.wordpre....jpg%3fw%3d800 [https://scissorsnscribbles.files.wordpress.com/2014/08/fb_img_14694173443379740.jpg?w=800]
https%3a%2f%2fscissorsnscribbles.files.wordpre....jpg%3fw%3d800 [https://scissorsnscribbles.files.wordpress.com/2014/08/fb_img_1469416835138.jpg?w=800]
Set 2
https%3a%2f%2forig00.deviantart.net%2f6a0c%2ff%2f201....jpg%3fw%3d800 [https://orig00.deviantart.net/6a0c/f/2017/186/c/b/sample_practice__2_by_evangeline333-dbf8sd8.jpg?w=800]
https%3a%2f%2fimg00.deviantart.net%2f58a4%2fi%2f2017....jpg%3fw%3d800 [https://img00.deviantart.net/58a4/i/2017/240/2/2/illustration_mjt_by_evangeline333-dblngeu.jpg?w=800]
https%3a%2f%2fimg00.deviantart.net%2f0925%2fi%2f2017....jpg%3fw%3d800 [https://img00.deviantart.net/0925/i/2017/240/9/f/illustration_mjt_by_evangeline333-dblng8j.jpg?w=800]
https%3a%2f%2forig00.deviantart.net%2f524e%2ff%2f201....jpg%3fw%3d800 [https://orig00.deviantart.net/524e/f/2017/186/c/1/sample_practice_by_evangeline333-dbf8piw.jpg?w=800]
[https://orig00.deviantart.net/fae0/f/2017/334/1/1/ulna_by_evangeline333-dbvanni.jpg]
[https://orig00.deviantart.net/0916/f/2017/334/1/9/lamina_by_evangeline333-dbvanpk.jpg]\[https://orig00.deviantart.net/b2b2/f/2017/334/2/3/cuboid_and_her_retinue_by_evangeline333-dbvanrq.jpg]