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
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.

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.