Contents:
-Summary
-Characters
-World
-Rules of magic

Story

This is the story for my manga. I apologize for the lack of names for the characters as I hadn't thought of a good name for them. Therefore, the characters will temporarily be named 01, 02 and so forth.

 

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Story

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Summary:

        Set 12 years after the Rilian Revolution, the story is about a thief, Character 01, living in Eltair, the trade center of the nation. Living alone and working for the Thieves Guild, Character 01 had earned a great reputation among the Guild. However, one day she accepted a contract that would change her life forever.
        Tasked to steal a powerful artifact which was placed under the protection of the Lancers, Character 01 barely succeeded and was chased by a Lancer while trying to escape.
        (Still thinking at this point and worrying about spoilers...)

 

Characters:
Character 01-Name: Sophie
      -Gender: Female
      -Characteristics: Kind, loves cats, cunning, loner
      -Specialty:  Uses magical whip as weapon/tool

   


Character 02-Name: (Still thinking)
      -Gender: Male
      -Characteristics: Stubborn, active, cunning, impulsive
      -Specialty: Lancer, quick and agile

   


Character 03-Name: (No idea)
      -Gender: Male
      -Characteristics: Greedy, sly, likes Chr. 01
      -Specialty: Assassin

   


Character 04-Name: (No idea)
      -Gender: Female
      -Characteristics: Proud, confident, intelligent
      -Specialty: Mage-fire class

 


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World:
        Here's an image of the world map. (Hadn't thought of town names) :p

        In this world, there are three main races: humans, dryads and trolls. In the past, mages rule over most of the kingdoms, suppressing the non-mages and other races. However, during the Rilian Revolution, the mage anarchy was overthrown, causing much chaos as the non-mages sought to punish the mages for generations of slavery. The chaos that ensued swept over the kingdoms, causing the deaths of many mages, good or evil. This period was known as the Ten Days of Darkness, which ended only when the Lancers succeed in stopping the riot.
        After the revolution, a council was formed by representatives from each race to rule the kingdoms. Some kingdoms refused to join the council and became independent themselves. The remaining kingdoms then formed a nation ruled by the council. Thus the world is as shown on the map.

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Rules of Magic:

    Magic is cast either by incantation or by the use of runes and scrolls. The more complex a spell is the longer the incantation. A mage would usually memorize often used spells. In battles, the speed of incantation and the choice of spells is crucial in determining the victor. Every mage has mana, while non-mages don't. The rules concerning mana is as much the same as most RPG games.
    Rules of physics is also applied in spell casting. For example, a spell to cast fire won't work if there are no materials to burn. Thus, a mage would have to study the properties of their chosen element(s) to fully utilize and control that field of magic.
    Magic is divided into 7 main elements and 3 sub-elements as shown on the drawing above. (the arrangement has a meaning)

MIND:
The most basic element. As all spells require a certain concentration to cast, all mages require basic knowledge in this element to assist in more advanced spell casting. Basic spells are related to concentration. However, higher levels of mind magic are forbidden because they include mind control.

AIR:
One of the hardest elements to control. Air magic is hard because it requires good control of mana or else the spell is dispersed into the air. Even so, air magic is extremely useful as they include flying. It is also the most deadly in combat as the ability to control air can suffocate your enemies.

WATER:
A versatile element, water magic is most used in irrigation and sea travel. Water is also favoured as this element is available in great abundance and is the easiest to mold. This magic is not only limited to water but to all forms of liquid. The full use of this magic in combat is also terrifying as the human body is mostly made of water.

FIRE:
Placed opposite water, fire is naturally it's conflicting element. According to the arrangement (look above), it is between AIR and EARTH, meaning that to cast a flame, air and fuel are needed. Fire mages either worked in alchemy or in the army. With the ability to control fire, they can also help in putting out fire.

ICE:
Arguably the true opposite of FIRE, ice (or frost) is concerned with lowering an object's temperature. Set between AIR and WATER as this magic requires these medium. Ice mages are only found in places where there's winter. Skilled with this magic, they can easily endure a blizzard or choose to hibernate in ice.

EARTH:
The toughest element among the five, earth magic is generally used as a protective spell. Only mages with large amount of mana can fully utilize this field of magic as solid objects require more mana to move than liquid or gas. Earth mages are much needed in alchemy and mining as their spells can locate minerals of all types.

LIFE:
The most useful magic, life magic is used in healing. Placed between EARTH and WATER as every living thing is made up of these plus MIND (soul). The symbol for life is separated into two (like Yin and Yang). The white part represents the giving of life, while the black part is the opposite. It also means that by simply reversing a healing spell, one can absorb life energy from the victim. This of course is forbidden by law.

ALCHEMY:
Combining FIRE and EARTH magic, alchemy is a relatively new sub-element. Mostly used in forging magical equipments, this field of magic offers many job opportunities and many alchemists had became rich selling their equipment. It is also crucial in the refining of crystals and orbs used by mages.

POTION:
Combining WATER and LIFE magic gives the art of making potions. A must have for every adventurer, potions makers also enjoy good profit from their wares. From the basic healing potion to the questionable potion of luck, there are many different kinds of potions for many types of situations.

NATURE:
From EARTH and LIFE comes nature magic. Dryads are able to cast nature magic naturally as they are a part of nature. Thus, nature spells were mostly created by the dryads and only a handful of human mages were able to learn them. With the ability to affect the growth of plants, it is important in agriculture and lumber. With dryads, the wood supply is not chopped but grown from the trees. This ability also made dryads excellent carpenters, growing the furniture right out of the tree without the use of tools.

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