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#1 (permalink) | ||||||
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Grammar Ninja /Ninja-Mod|
Ichibi (一尾の守鶴)
Join Date: Jan 2008
Location: Commanding the armies of gifs
Posts: 4,772
iTrader: (0)
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A Mage's Sword-
This World which is named Andromeda holds the following continents: Fire, Continent Ignis The fire continent is more wasteland than vegetation, where all the vegetation is, is where all the civilisation is. The fire mages of this continent are aggressive fighters, earning the name Beserkers. Capital: Flamma Water, Continent Amnis Called a continent due to being so big, it's just a giant peice of flotsam on the sea, anchored by hundreds of anchors, the water mages love the sea and thus live mostly in ships. Their seafaring attitude and strong water abilities earn them the name Pirates. Capital: Mare Maris Wind, Continent Ventus This flat continent is mostly just grass and trees, some parts are a little hilly, the plains of this continent is large and the houses built look quite rich. The speed of the fighters on this continent have earned them the name Samurai. Capital: Aquilo Shadow, Continent Umbra This forestry continent is inhabited by fuedal japanese styled houses, though the people of this continent are kind and generous, during night the shadow mages go out and do their dark jobs. Their abilities with shadow have earned them the name Ninja. Capital: Nox Noctus Ice, Continent Glacia The frozen peaks of Congelo hold timid civilisation, all of which are pretty much are nice. The capital's order of Ice Mages have extreme skill with their abilities in ice materialisation. This earned them the name Bandit. Capital: Glacialis Earth, Continent Terra This mountainous continent, filled with mountains, half of which are connected, the cities here are all underground. The continent's surface looks extremely natural, the fighters of this continent are experts when it comes to tracking, earning the name Hunter. Capital: Militus Dark, Continent Atra The dark continent of Atra is a complete wasteland, filled with undeads and an assortment of other horrific monsters, the only civilisation is the Citadel that sits in the sky. The ruthlessness of these fighters and their abilities over the undead earn the name Necromancer. Capital: Maeror Meror Light, Continent Lucis This continent is hospitable, with hundreds of extremely rich houses, all the cities look unnaturally rich, everything gives of a warming light. The justice from the fighters of the continent, also their skill with light earns them the name Paladin. Capital: Caelestis Thunder, Continent Tempesta The stormy continent of Tempesta holds a normal peice of land but with more storms than needed. The agriculture is extremely good here too. The thunder fighters of this continent are quick and strong in their thunder attacks, earning the name Sniper. Capital: Lacerta Multicultural, Continent Pangea Pangea is the largest continent, around 10 times the size of the biggest elemental continent, which would be Tempesta, closely followed by Ventus. Pangea holds many villages, many forests, mountains, lakes, rivers, plains, it's pretty much a continent with multiple characteristics. The capital city of Magicus sits in the centre of the continent. Magicus holds an elite force full of soldiers called Knights. Capital: Magicus Battle Mages: Battle mages are mages that have advanced from simply strong casting to quick AND strong casting, Battle mages can weild weapons, though one problem here is the Ninjas, though Ninjas may be Battle Mage-like, they are not as their Ninjutsu or Shadow Magic are better than their melee fighting skills. When they become Shadow Battle Mages, they can be refered to as Shinobi. Sages: Sages are the types that have mastered Quick and Strong casting, though they dont fight close combat all that much, their casting would be much stronger than battle mages naturally, and their cast speed depends on the magic. Healer: Healers are mages that have no good qualities in combat, instead they specialise in Healing magic, this sort of magic simply heals wounds, usually the amount of healing is dependant on the wound and the healer's limit. It cannot heal infections or diseases, but poisons can be healed, but they take much longer. Wizard: The scientists of the magicians, Wizards make potions from plants, sometimes rare materials like the water from The Purity Spring, Wizards are adept at making battle potions, these ones are thrown and have a sort of effect, also Wizards design a spell to make that potion instantly, but it only requires the materials and a container to hold the potion. Knights: Knights carry around a weapon, like a sword or spear that is without any magical properties. While this is a disadvantage if the user is not a Knight, the weapon in the hands of a knight is just as good as any other weapon. Knights are able to use special attacks with the use of their weapon. While Knights may not be good with spells, their abilities in close range combat are incredible. Mage's Sword- The Mage's Sword is a weapon materialisation from one's magic type, though learning the other magic types are possible, the weapon materialises from the magic type you prefer most. A Mage Sword is a seperate weapon altogether made up of magic. Mage's Sword Advanced- The Mage Sword's Advancement is quite an advancement, from a weapon to a full body armour, it doesnt look like it's made of magic, the weapon no longer looks like it's made of magic either, rather it takes a form similar to the user's personality. This type is exclusive to only one element, changing the weapon's element would also be possible, though the elements that are not of the armour's will have half the effect. Spells- Spells are a set of incantations to do a spell, spells are a certain pattern of magic, for example, to make a double elemented attack, it must be a spell, in other words spells can do more than just manipulate an element. Special Attacks- Special attacks are usable by anyone, they require a weapon of any sort to use, a Special attack is simply an attack that sends out magic from the weapon, but in a certain form or shape. Element Jewels- Element Jewels hold the power of an element, they are used widely by anyone, since in this world, every weapon holds a jewel slot, sometimes two. When it's inserted into a magical weapon, which holds no blade, it gains a blade, the color symbolizes the element, for example, Shadow would be black and purple for Darkness. Familiars- Familiars are a magical pet, they can be any animal, and are usually of the owner's element, a familiar is simply there to either send messages or assist in battle, they also provide great company since familiars not only live for 1000 years just like the Magi, but can talk, each familiar has their own personality naturally. Not all magicians have familiars. Knights Council There are a set of 10 powerful mages called knights for each continent, each set of knights represents the continent they are from. Each year one Knight from each continent is sent over to Pangea to serve for the next year, and switch in with another, while in Pangea they help the Magisters Council with the economy. Back in their homelands they act as the highest authority, much like the Magisters Council for Pangea. There is also a council of 10 Knights in Pangea like any other continent, but for these Knights, its more like a temporary promotion. Magisters- Diligent researchers and extremely skilled magicians, the Magisters Council is made up of the finest 10 Magisters, one from each continent, none of them hold more power than the other. Magisters is simply a title given to the most powerful and honored magicians. Titles- The titles are as follows for those becoming magicians: Student: It's a default title for those studying the ways of magic Apprentice: Once a Student graduates from the academy of any Magic School, they become an Apprentice, Apprentices usually have a Magister who teaches them a foundation, this means either a Sage, Wizard, Battle Mage, and Knight, the last gets a new set of titles. Magician: This is the title given to those who have finished learning a foundation from a Magister. Magister: Magisters are a special title given to the greatest of Magicians by the Council of any continent The path to a Knight- Page: The page is just learning the basics, a Knight either specialises in their Mage Sword which decides the path a mage is to take, or in their array of spells. Squire: A squire is after they've learned the basics to casting spells with ease and speed or managed to become acquainted with their Mage Sword, which means learning it's ability. Knight: A Knight doesn't go straight into the Knights Council of any continent straight away, they must go through a series of tests, but being a Knight means you have matured and become extremely able to hold your ground alone. They're like the Magicians among Knights. Overall: The thing that makes a Knight different to any other Mage is that they each carry a unique sword or spear, unlike mages who carry a staff or a magical bladed weapon. Knights can also carry bows. Age- The people of this world are not indeed humans, since they can live to a max of 1000 years, the people of this world are a magical race called Magi. Element Blade Colors- When the blade appears, they look like lightsabers, also they each have a unique color. Fire: Red Water: Blue Wind: Light green Thunder: Yellow Shadow: Black Darkness: Purple Light: White Ice: Light blue Earth: Green Plotline- Demonic creatures known as the Oni have risen from the depths of the earth, answering to the call of a master, they apparently chase after something everyone calls the Origin Crystals, there is one for each continent, each Origin Crystal is hidden in the land of that continent, usually in a sacred temple of some sort. I've still got things to add, i'm working on something else right now so i cant really add them just yet Last edited by ichijin; 04-21-2008 at 09:32 AM. |
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