Lashed Time Reincarnation
NSFWLorebookfrom Chuba For-fun isekai fantasy thing im makingfrom Chub
by lame_region_98259· on Chub· added
- Isekai
- reincarnation
- open world
- the isekai world
- RPG
- NSFW
- isekai world
- original world
- original world lore
- isekai + original world
- reincarnation isekai
Tokens: 0 permanent · up to 729 lorebook · budget 729
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RPG, isekai, Reincarnation, Original World
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32 entries · scan depth 18 · budget 1,400 tokens · recursive
- #1World General Info
Keys: Goddess, World, Gwavuar, Glyphics, Requorical Division, Earth, Symbol Spell Casting System, Centeral Division, Veyra, God, Gevitie, Gwavuar Division, Konjaki, Division, Requorical, Gonjagi, SSCD · Secondary:
Vocabulary: “Veyra” their word definition for “Earth” — “Gwavuar” meaning “Peace” — “Requorical” meaning “strange/weird/insane” — "Goddess" Unlike english (meaning a female god), in this world, it means a literal all-powerful being, while the term “God” is a general ranked power — “Gonjagi” meaning “Symbol Spell Casting System” (SSCS) — “Konjaki” a general term used for people who are born with the ability to perform magic without the need of symbols (Gongaji) nor Glyphics; only needing their general mana control — “Gevitie” a word with similar meaning to “Longevity” also defying as “all-powerful-mortals” — Veyra (World): The world is called “Veyra” - it is around 2-3x larger than Earth, however Veyra itself is split into two by a mass division between a mass body of water (splitting from the north to the south) that rages with 30-90 meter tall waves, constant storms, and a width of a couple hundred miles Gwavuar Division: Within this half of the world, things are quite normal, people living with people, natural locations; deserts, lush plains, forests, volcanos, and many more “Fantasy-like” locations. It holds animals, beasts, and all races alike - This division is home to all main continents. Gwavuar is quite magical with mystical creatures, dragons, and even tame spirits. Central Division: This "division" is the ocean that resides in between both divisions, separating the two Requorical Division: Within this half of the world, almost no such thing as “people” reside there. There are species of unknown origin, along with “dead spirits” roaming this half. There are abandoned kingdoms of forgotten past made up of yellow gold structures, horrific creatures, with the entire half being almost greyscale. - This division is home to all “dead,” or “forgotten” continents. Requorical is quite interesting, as unlike Gwavuar, it contains a mass amount of enchantment energy, amping up all enchantments, however, it contains horrific creatures, unknown species, and even “dead” spirits
- #2Gwavuar Division (Locations)
Keys: Blumarks, Dead Valleys, Air Angels, Dwarfs, Sky Ropes, Locations, Sand, Angels, Rymoraks, Blumark, Location, Sand Satan, Drakonics, Gwavuar Division, Rymorak, Desert Craters, Gwavuar, Drakonic, Satan, Diision, Air, Dwarf
Gwavuar Division Locations: Desert Craters: Large bowl-shaped areas, (Can be found throughout the world) covered by sand with an endless sandstorm engulfing anything within it, blocking vision along with being able to cut exposed skin. Desert Craters range from several hundreds if not thousands of miles in and size, making it easy to get lost or die in, typically avoided by adventurers - however the storms are the least of your concerns, as in Desert Craters, the heat alone can burn your skin with only a few seconds of exposure, having heavily intense UV rays, meaning you must have heavy protection to live in these environments. People who live in Desert Craters are typically called “Sand Satan(s)” due to their unusual quality of life and the ability to live in such harsh, hot, and considered ‘hellish-like’ conditions. — Dead Vallies: A naturally formed location with no nature within it, mainly having natural formations of stone spikes, most similar to large gaping ravines extended for hundreds of miles. Dead Valleys are typically home to Blumarks, due to the cool breeze that blows through these valleys. Dead Valleys are also known to host many ores you can't find by simply mining in random locations. Dwarfs typically mine in these areas and settle near Dead Valleys. Blumarks and Dwarfs share a fine connection with each other. — Sky Ropes: Sky ropes are floating islands in the sky. The reason they’re able to float up there was due to a mass mana release thousands of years ago, causing the ground to float up to the sky where the air’s much thinner. The islands each release/hum their own frequency of sound, typically in the low hertz for large islands, and higher hertz for smaller islands. Air Angels typically reside here, as due to their inability to see, along with the island’s ability to hum sound, allows them to locate directions and locations. Some Drakonics also reside here,
- #3Requorical Division (Locations)
Keys: Enchantonary Pockets, Enchants, Requorical Division, Enchant Pockets, Hilted Plains, Enchantments, Pinnicouls, Requorical, Locations, Location
Requorical Division Locations: Hilted Plains: A super-massive field of purely grass, covered in fog, accompanied by massive, spire-shaped organisms (called Pinnicouls - resembling the irl extinct creatures: “Prototaxites”) towering up to 20-50 meters tall; Pinnicouls are intelligent organisms that release fog, this fog allows them to send vibrations through the air and sense movement or have the ability to “see.” They’re able to peel (and unpeel/heal) their skin to either release compressed fog in a specific location from where they peeled their skin, or create a bright flash of light out their skin, being able to blind someone for several minutes. The fog they release is flammable and can ignite into a massive explosion. Finally if one is killed, it’ll release a thick gas that can cause nausea, queasyness, and having the ability to absorb a person’s mana causing them to pass out, making them an easy target for other Pinnicouls to finish the job (working together through sacrifice). Pinnicouls are scattered throughout Hilted Plains and will kill anyone or anything that disturbs them with movement; they also have extremely tough skin, almost as strong (a bit weaker) as a gold divine dragon. — Enchantonary Pockets: Enchanted Pockets are wide-spread invisible pockets (almost “wall-like”) that appear, occur, and move randomly within the Requorical Division. Any organism that enters these pockets will then become invisible to anything and everything else (unless if [2nd organism] also entered the pocket) - within these pockets, your vision will be heavily restrained, only being able to see black and white (the world having white outlines, with no inbetween of grey, ONLY black and white). Mana ceases to exist within these pockets, as these pockets are filled with enchantment energy; meaning any performance of magic cannot be done (Gonjagi, Konjaki, Glyphics, etc) - however enchanted items are granted a massive boost within these pockets. All noise, similar to vision, is also heavily restrained along with being echoey and warped, canceling out almost all forms of communication (except for visual communications ofc). Upon entering the Enchantonary Pockets, the pockets look into your memories without any signs - If a person stays within an Enchantonary Pocket for 30 or more minutes, the pocket will be able to forge a detailed, almost identical, copy of a loved one in terms of power, fighting style, etc, forcing the two to clash. - Enchanted Pockets can range from being a single mile wide/long, to several hundred of miles large - however the height of these pockets remain the same, soaring up to heights above the clouds ensuring “trying to go over it” isn't an option. Any visual contact with the pocket’s walls will cause a small ripple effect along with some restraint (similar to a trampoline pushing against your hand). The pockets stay stationary in one place for around a day and a half until either moving to someplace else, dispersing, or reshaping itself. - The cause of Enchanted Pockets (along with its random actions; movement, reshaping, etc) is due to the unstable gravitational pull of the world, along with the high enchantonary mass the Requorical Division has. - Enchanted Pockets are quite rare to encounter, however they most commonly form within the center of the Requorical Division.
- #4General Info
Keys: Magicians, Swordfighter, Crystalsmiths, Scripters, Potionist, Glyphics, Main Elements, Flame, Ice, Light, Archer, Wind, Nature, Earth, Wardens, Alchemy, Spirit, Scribers, Professions, Water, Lightning, Blacksmith, Mana Crystals, Energy, Gonjagi
Professions: Magicians (Mages, magic users, healers, any type of magic), Swordfighters (wields a sword, knife, or any pointed object for battle), Alchemy/Potionist (potionists, potion brewers, people who experiment with mana and create substances with it), Blacksmiths (Creates weaponry, armor, specializing in metals), Archers (Uses a bow and arrow for battle mainly focusing on long-range to mid-range support), Wardens (Uses monsters or creatures for battle, as such a beast tamer or commonly called ‘beastmasters’), Scribers (Research on new symbol casting spell combinations) Scripters (Research on new types of Glyphics) Crystalsmiths (Specializes in Mana crystals for mage staffs) Glyphics (Specializes in making Glyphs/Incantation circles) - WIP Main Elements: There are 4 main elements within the Gonjagi magic spell casting system; Wind, Water, Flame, and Earth, (Typically used to explain the 4 basic types of magic) along with 6 sub-elements; Ice, Lightning, Nature, Light, Energy, and Spirit, which are the basic 10 elements shown with the 10 main symbols of Gonjagi. However for the Swort art style system, there's the 4 main elements that represent each sword style; Wind, Water, Flame, and Lightning Mana Crystals: Typically used in staffs and found in mines; Staffs that use mana crystals are able to draw Gonjagi symbols and cast spells, also being able to create larger symbols for larger attacks (which increase the amount of ME used) along side this, Mana Crystals decrease the amount of ME needed to cast a spell, allowing users to cast more spells than just raw ME. – Mana Crystals range in color, however its color doesn't affect how it functions Glyphics (Incantation circles): Mainly used for more complex spells such as enchantments, transfer energy, etc, lesser known for being used for attacks and mainly used for practical and technical usage for complex actions - also popularly used for slaves-to keep them bonded to an owner or location. - Glyphics are also the "original Gonjagi” - as Gonjagi branched off of Glyphics; This also means Glyphics can perform any and all Gonjagi spells
- #5Enchantments
Keys: Enchantment, Enchanted, Enchantonary, Quirk, Enchantments
Enchantment: After a person is born, their body gains a mass build up of enchantonary energy, upon reaching the age of 5 years old (the 5th year they’ve been alive) enchantment energy is at its finest and purest, allowing the person to have the ability to enchant an object of their choosing. Upon picking an object, an incantation circle must be used to perform the transfer of enchantment energy from the body onto the object, in doing so, the object will be granted a random quirk along with being granted a large amount of mana in all categories. However, if the person did not choose an object by the time dawn hits, their once-in-a-lifetime opportunity would be wasted (no second chances) – The saying goes that whatever the person chooses along with the quirk given to the object will reflect on how their life will play out; although it's only a fun saying.
- #6Sword Style System
Keys: Fulminous, Sword Style Arts, Wind, Fey'Fasca, Volk'Vayor, Aquis, Brill'Bolksh, Ignus, Sword Arts, Ventus, Fire, Sword Style, Water, Lightning, Sky'Shorn
Sword Style System: There are the 4 main types of sword styles; Sky’Shorn (Wind / Ventus); A defensive type of fighting style, used to swiftly dodge attacks and bind swords (redirecting them), mainly used to control the opponent in combat, the style also focuses in air combat and air attacks, such as leaping or jumping jabs. People who use this style are agile and typically try to gain the advantage through gaining the high ground – Brill’Bolksh (Water / Aquis); A counterattacking type of fighting style, mainly focusing on parrying and striking, using the foe’s attacks against them, such as using the momentum from the foe’s blade to gain speed for an attack. People who use this style are typically light on their feet and very ‘bouncy’ such as using their environment to push off of. This sword style also consists the usage of changing grip mid-fight; such as changing from a forward grip, to a reverse grip – Fey’Fasca (Fire / Ignus); The most physically demanding and strongest of the styles, Primarily focusing on brute blows with great strength, putting all efforts in the pure power of a strike, transferring all of the body’s movement into one strong or multiple powerful blows. People who use this style have almost unpredictable movements, while also being the hardest to master – Volk’Vayor (Lightning / Fulminous); A quick paced type of fighting style, having less focus on strength and more on weaker quick movements to deal quick damage, this style also includes sword throwing. People who use this style typically move extremely fast in one direction, focusing on one big blast of movement rather than swift movement altogether.
- #7Gonjagi Spell Casting System
Keys: Spell, Symbols, Magic Power, Gonjagi, Casting, System, Magic, Symbol
Magic Power System: Gonjagi - A symbol spell casting system used to perform magic, through creating a symbol with two fingers out to draw the symbol mid-air, upon creation, the user can then preform magic from the casted symbol. Konjaki - Same as Gonjagi, however instead of needing to create a symbol to cast magic, the users are able to simply conjure it from thin-air (skipping the symbol step). This only occurs with a mutation within a person’s body upon birth (Meaning; only specific people can have this ability).
- #8Gonjagi Info
Keys: Mana, Gonjagi, GSCS, Gonjagi-Ku, Gonjagi-Hon, System, SSCS, Magic, Symbol
Gonjagi: A symbol system spell casting discovered in ancient past - For people to use Gonjagi, using their index and middle finger, they must draw out the corresponding symbol. Upon creation of the symbol (and upon the user’s command), the symbol will form into the corresponding spell into your hand. – beginners, when drawing a symbol to cast Gonjagi, typically use both their index and middle finger along with pressing their ring and pinky finger against their thumb to better circulate mana for easier casting without the need of precision, however in doing so will drain ME (mana energy), which is why advanced users typically ditch the beginner formation. - The larger you draw a symbol, the larger the general spell becomes, however it increases the amount of Mana Energy used Gonjagi General Info: Gonjagi is the general term for the symbol spell casting system, which is why it's called “Gonjagi Spell Casting” rather than “Konjagi Spell Casting” as Konjagi has a completely different definition. At the beginning there were 10 main symbols (AKA Gonjagi-Ku), Gonjagi-Ku is used for basic teachings for beginner magicians. The original 10 branched into the 100 common symbols (AKA Gonjagi-Hon), the Gonjagi-Hon is typically taught and easy to learn (similar to the alphabet), of course these common 100 can be combined and layered to create thousands of variants - hence the creation of the ‘Gonjagi Spell Casting System’ (GSCS).
- #9Konjagi Info
Keys: Spell, Mana, Casting, Symboless, Genetic, Konjaki, Mutation, Guavar Division
Wind, Water, Flame, and Lightning Konjaki: Similar to Gonjagi, it has the ability to create and cast spells - however people who harness Konjaki can create spells without the usage of symbols (“Konjaki” is the word definition for Symboless Spell Casting) Konjaki General Info: It's a rare yet recurring mutation that happens within someone at birth, meaning no normal person can simply train themself to perform Konjaki – despite it being a mutation, it cannot be passed down genetically; that said, the mutation, despite it being rare, does reoccur in random people, it cannot be spread, as its a simple random phenomena. Konjaki is the term used for people who have this mutation. - This mutation only occurs in less than 3% of the Guavar Division
- #10Mana Info
Keys: Mana, Mana Capacity, MC, Mana Power, MP, Mana Circulation
Mana: Mana is measured in ME (Mana Energy; how much ME an object or organism holds, limited by MC (Mana capacity)) – everything within this world has mana, from the air you breathe, the trees you feel, dirt you touch, and the living creatures you see. Mana Energy (ME): Mana Energy is the amount of mana an organism has within their MC (Mana capacity), the less ME a user has, the longer you’ll have to wait to recharge (ME is is literally the amount of sustainable mana an organism has before their unable to preform magic, similar to SP in DND (Spell Points)) Mana Capacity (MC): Mana capacity is how much mana a user has and can use before it runs out. MC can be trained at a young age, similar to a muscle. The more MC a user has, the more spells the user may cast Mana Power (MP): Mana power is how much output a user can get while using magic. The more MP a user has, the stronger the base attack of the symbol will be with the same consumption of Mana (meaning if a user has a lot of MP, the spell casted won't consume more or less ME despite the fact the user’s MP grants more power to the spell) - MP is an essential thing to train to become a powerful magic user Mana Circulation: Mana Circulation is how mana moves around within an organism. The better a person’s mana circulation is, the more control they have under their spells - For example; a person casting fireballs with low circulation can cause the fireball to fall off the path of your target. Someone with high circulation allows them to shoot a fireball with high precision.
- #11Class Ranking
Keys: Third Class, Scayom, Crikyn, Eighth Class, Tenth Class, Fifth Class, Isu'Gaku, God, Class, Maven, Ter'maesc, Second Class, Master, Saint, Expert, Lor'shilk, First Class, Archon, Ranking, Fourth Class, Advanced, Beginner, Koshge, Seventh Class, Dar'cipt, Goddess, Sixth Class, Godsaint, Ninth Class, Intermediate
Class: ‘Class’ shows what level of power you’re at in any category, (mage, swordsfighters, alchemy, etc) a ranked system shown in ‘tiers’ starting from weakest to strongest; Crikyn (first/second class - Beginner→intermediate), Koshge (third/fourth class - Advanced→Expert), Scayom (fifth/sixth class - Master→Maven), Dar’cipt (seventh class - Saint), Lor’shilk (eighth class - Archon), and finally Ter’maesc (ninth class - God), With a sub-class called Isu’Gaku (Tenth class - Godsaint/Goddess). – The first three classes are considered the 6 main base classes, easiest to get into, as for the final three; “Dar’cipt” “Lor’shilk” and “Ter’maesc” are considered the most absolute difficult to achieve, as even the most skilled and the fastest learners are only able to make it up to Scayom within their lifetime. Isu’Gaku is a special class reserved for literal Goddesses (Meaning no mortal can reach this rank no matter how hard they try, they must be born with this rank from an all powerful being outside of being a “mortal”) Class Calculation: The rank of a mage is determined by MP and MC, along with general ME consumption and knowledge of spell casting (how many spells the user knows along with how powerful the base spells are), typically mainly focusing on MP. – As for swordfighters, it's based on knowledge in swordfighting, physical prowess, agility, speed, and how many sword arts they’ve mastered or created themselves. Another calculation they use (which is quite brutal) is how strong of a divine dragon they’re able to kill alone with no help
- #12The 9 Gevities
Keys: Ter'maesc, Heal, Enchantinary, Eye, Bliss, Warden, Transport, Gnosis, Gevotie, Nine, Gevitie, God, Beast, Curses, Gonjagi
The 9 Gevities: The Nine Gevities are all Ter’maesc class, beings with absolute power, each having their own category they specialize in, shown in order from weakest to strongest. Heal Bliss God; Given this title due to the immense amount of mana she’s able to put into healing, being able to revive an entire burnt down jungle within seconds to minutes, having an amazingly amount of MP however so, she has a weakness in MC, only allowing her to do large scale affects once a day to a week. Nine Eye God; Given this title due to the fact they have access to all 9 types of dragon eyes (AKA “The 9 Sights”), along with their ability to be able to use two dragon eyes at once with almost full mastery, having well amount of skill of magicianary. Sword Style God; Gained this title due to the fact they’ve learned and mastered all four of the main sword styles at only the age of 14, being the first to achieve that despite being an ordinary human, he’s unmatched in pure physical power and swordsmanship. Beast Warden God; Given this title due to their strange and unnatural ability to talk to animals despite the language barrier, it's heard that she shares connections with all beasts and creatures. Enchantinary God; Given this title due to the fact their enchant cycle repeats instead of simply fading away after the 5th year of being alive, allowing them to enchant an object or thing once every 5 years instead of just the 5th year of being alive. God of Curses; Given this title due to their ability to cast powerful curses that not even the best of mages can remove, of course despite this ability, she specializes in Glyphs (incantation circles) to perform curses, as that's the only way to create and put a curse onto something/someone. She also has the ability to create powerful blessings instead of curses, however her title was made due to high demand on curses, as every person who wanted a curse came to her, rather than wanting a blessing for themself. God of Transport; Given this title due to their unique ability to teleport, however they have an immensely low amount of MP (only allowing them to teleport short distances), with a large amount of MC (allowing them to teleport many times without waste in mana), he’s also the only one to be able to create Glyphic Teleporters, allowing anyone in contact with one to teleport to any part of the world (connected to another Glyphic Teleporter ofc). God of Gnosis; Given this title due to his all knowing knowledge, this was due to the fact that he was given a curse to relive and be reborn every 3,000th year, looping back to the very time he was cursed (Temporal loop), upon death, he will still loop back to the time he was cursed, infinitely until the curse is broken (curse was given to him by the God of Curses). He has mass knowledge as every event happens the exact same every rebirth, allowing him to remember events, know names of all, and relive every experience, keeping his memories upon each rebirth. Despite this, his experience makes him a powerful magician, having both a greatly immense amount of MC and MP. God of Gonjagi; Given this title due to having the most amount of MP out of all of the gods, along with having full mastery over every known spell.
- #13Dragon Base Info
Keys: Dragon Scales, Dragon Rank, Rank, Dragons, Scales, Color
Dragon Info: Dragons vary in type, power, size, color, and ability. All flying type dragons have the ability to converse mana around them, allowing them to fly without the need of supermassive wings. The best way to determine a dragon’s strength is its color. Gold being the weakest and most common, great for jewelry. Red is a large leap from gold, being extremely tough; red dragons are pretty uncommon. Purple is slightly stronger than red, but only slightly, still being tougher and stronger. Finally black dragons, the strongest of all colored dragons.
- #14Dragon Types
Keys: Krodos'Drayas, Dragon, Konos'Gohn, Nine Sights, Divine Dragons, Running Dragons, Kronordos, 9 Sights, Dragon Eyes, Sky Wyvern
Kronordos-(Running Dragons): Running dragons are the weakest type of dragons, only slightly larger than a horse, typically used for basic dragon scale armor, they travel in mass herds. They don't have wings but run on two legs, they have great speeds but tiny arms. – Crikyn first class mages and swordfighters can easily take down a gold running dragon – Crikyn second class mages and swordfighters can take down both red and purple running dragons – Koshge third class mages and swordfighters can take down a black running dragon. Konos’Gohn-(Sky Wyvern): Sky Wyverns have the shape of a typical wyvern, their size ranges from as large as a typical schoolbus to the size of a blue whale. Their wings are exceptionally large, around 100 meters long, enough to glide but not fly, however the mana perk stated previously allows them to fly with ease. Sky Wyverns typically fly in small flocks, 5-9. – Crikyn second class mages and swordfighters can take on a gold Sky Wyvern. – Koshge third class mages and swordfighters can take down a red dragon, with fourth class being able to take down a purple Sky Wyvern. Between Koshge fourth class and Scayom fifth class mages and swordfighters can take down a black Sky Wyvern. Kordos’Drayas-(Divine Dragons): The absolute largest and strongest of all, stretching to around (including the tale) 200 meters for the smallest fully grown Divine Dragon, with 500 meters being the max length, their heads are larger than a large house, with their wings spanning to around only half the body’s length each side; even with the mana perk, they are unable to fly due to their size and weight, however their wings serve well for blowing mass amounts of air. Divine dragons travel alone, as there's only a few thousands to hundreds left in the world. They live for hundreds of millennia, seen as almost Gods. – Dar’cipt class mages and swordfighters can take down a Gold Divine Dragon. – Lor’shilk class mages and swordfighters can take down both a red and purple Divine Dragon – Only Ter’maesc mages and swordfighters have a chance to kill a black Divine Dragon (Its not guaranteed they can or cant kill one, its simply a 50/50). – The Divine Dragons are the only type of dragons to hold “Dragon eyes” (a special type of eye that can be eaten to grant an additional ability to the person who consumed the dragon eye, it's located in their forehead in front of their brain) - Divine Dragons are able to use all 9 abilities of the dragons eye “The Nine Sights”
- #15Dragon Eyes (P1)
Keys: Nine Eye God, Cancelation, Eyes, Omniscient, Forecasting, Emission, Sights, Dragon Eye, Dragon Eyes
Dragon Eyes: Also known as “The 9 Sights.” Dragon eyes only come from Divine Dragons, these eyes, when eaten (raw) grants the person who ate it a special type of sight in one specific eye (The ability is transferred to one eye, not both), if someone contains two or more dragon eyes, the abilities of the dragon eyes will all be in one eye, the user has the ability to swap between which eye they use, however two eyes physically cannot be used at the same time (With the exception of the Gevotie: “Nine Eye God”); upon eating the dragon eye, you’ll get one out of the 9 types of sights: Forecasting Eye: The person who bears this eye is granted the ability to see sudden events in the future, ranging from a few seconds, to a few days. It typically automatically activates when the user’s life is in danger, or when people they are affectionate about are about to be in danger. However this eye can manually be activated through mana, in doing so, it consumes a mass amount of ME, only allowing the user to see a couple seconds into the future. Emission Eye: The person who bears this eye is granted the ability to see the flow of mana, either through a person, in the air, or through themself. This allows the user to anticipate attacks before the attack is released. This ability also allows them to locate large objects or things with a great amount of mana, even as far as being able to see through walls (similar to heat vision) - This eye can only be activated manually, however it doesn't consume a lot of ME. Cancelation Eye: The person who bears this eye is granted the ability to cancel out mana flow keeping it at a stand-still. This means if someone were to try and shoot a fireball, upon activation of the eye, either the spell will be canceled, the foe won't be able to cast the spell, or if the fireball was already shot, the fireball would disperse, canceling out the movement and power. This eye can only be activated manually, using a mass amount of ME, however it can only be activated once every half a minute, otherwise if used consistently, your Mana Capacity would decrease by a quarter of its max MC. Omniscient Eye: The person who bears this eye is granted the ability to see anything, anywhere, at any given time through detection of mana. This allows them to see people across the world, or even see past events. This eye can only be activated manually, depending on how far away the location you’re looking for is, or how far into the past you want to look into, will determine how much ME you use (further the distance, more ME you’ll use, looking into the past takes significantly more ME to do than using the ability to see any location.)
- #16Dragon Eyes (P2)
Keys: Timedial, Deception, Nine Eye God, Eye, Sight, Transcribing, Homming, Mindsight, Sights, Dragon Eye
Mindsight Eye: The person who bears this eye is granted the ability, when looking at a living thing, to understand its feelings and emotions. If the user concentrates enough mana energy into the eye, they’ll even be able to read their thoughts, allowing them to know what action they’ll do next. – This eye can only be activated manually, only allowing them to feel thoughts, consuming a small amount of ME, but reading thoughts is a much more costly fee of ME. Transcribing Eye: The person who bears this eye is granted the ability to be able to instantly create any type of symbol within the Gongaji symbol casting system - the user can only create symbols they know or have seen. When someone else creates a symbol, the user is able to immediately identify it even if they’ve never seen or used the symbol, adding that symbol’s information for their use. This eye can be activated manually, but depending on the user’s thoughts, the eye can be activated automatically - The eye consumes the same amount of ME as if they were to cast the Gonjagi themself. Deception Eye: The person who bears this eye is granted the ability to be able to see through illusions, any type of obscurity, or loss in vision. This allows them to navigate through fog, dust storms, spells that obscure or cancel vision, or see through illusions such as camouflage magic or disguises - (when the user sees a masked person obscuring their face, they’ll instantly know what their face looks like, however they aren't given any other info other than that). - The eye can be activated manually, however it's typically easier to keep it always active as it uses less mana than turning it off and on. Timedial Eye: The person who bears this eye is granted the ability to be able to ‘slow down time’ (for themself) and increase how fast they can perceive a moment in time (Heavily similar to a QTE). In this ‘slowed down time’ event, the user’s reaction time is increased heavily, also allowing them to think several times faster than an average thinker. – This eye can be activated automatically in times of need or in life-or-death scenarios, it can also be activated manually, taking in a decently well amount of ME. Homing Eye: The person who bears this eye is granted the ability to track any object or thing’s movement despite speed. This allows the user to react and see fast moving objects, or things that would otherwise be a “blur.” The eye can zoom into the targeted object and keep track of its movement. It also gives a guide line to the approximate path the object is going, along with giving info on speed. – This eye can be activated automatically and manually, taking up the least amount of ME out of all of the 9 eyes.
- #17Race General Info
Keys: , Species, Demons, Dwarfs, In'sono, Sand Satans, Har'munan, Threkin, History, Drakonics, Sar'ash, Elves, Rymorak, Brutes, Lan'haso, Humans, Past, Roh'phon, Psl'shuka, Insectodes, Kor'Vessar, Din'vion, Hobbits, Race, Al'hin
Races: Each and every race along with every creature in this world bleeds the same color; a deep crimson violet (Hex code: #351b28) – Races: Har’munan; Also known as “Humans” – Sar’ash; Also known as “Sand Satans” – Kor’vessar; Also known as “Threkin” – Din’vion; Also known as “Blumarks” – Gand’rsh; Also known as “Air Angels” – Zursh’thal; Also known as “Elves” – Roh’phon; Also known as “Dwarfs” – Psl’shuka; Also known as “Brutes” – In’sono; Also known as “Insectodes” – Al’hin; Also known as “Demons” – Lan’haso; Also known as “Hobbits” – Rymorak; Also known as “Drakonics” Small Race History: Originally, there were 4 main races; Humans (Which came from a mutation of a primape-like animal), Insectodes (which came from a mutation within insects), Brutes (Which came from cross breeding animals mixed with mutations), and Drakonics (a mutation within Divine Dragons) - the “mutation” they all were granted was a humanoid-like mutation changing the genetic code of an animal to appear more “human-like” along with high intelligence - its unknown as to what caused the mutation, nor if it’ll ever happen again. The main 4 races then branched off from cross breeding to create the 12 races we know today. Race Branches: Sand Satans branched off of Humans&Insectodes. Dwarves branched off of Humans. Hobbits branched off of Dwarves. Threkins branched off of Drakonics. Demons branched off of Threkins. Elves branched off of Humans&Demons. Blumarks branched off of Demons&Brutes. Air Angels branched off of Elves&Insectodes. (Simplified): Humans/Insectodes → Sand Satans | Humans → Dwarves. | Dwarves → Hobbits. | Drakonics → Threkins → Demons. | Demons/Brutes → Blumarks | Humans/Demons → Elves | Elves/Insectodes → Air Angles
- #18Race Information (P1)
Keys: Sand Satans, , Kor'Vessar, Har'munan, Humans, Threkin, Sar'ash
Har’munan-(Humans): Creatures typically ranging with different skin colors depending on where or who they were born from, ranging from gradients of yellow and brown with gender differences, along with hair colors ranging from orange, yellow, brown, and black, average height of a male is around 5’6, with females being around 5’2. They are considered the race of mages, humans having the greatest amount of average MP per born (with the exception of Drakonics). The most common eye color being brown. They have an average lifespan of 120 years Sar’ash-(Sand Satans): Humanoid creatures that have the skin color ranging from gradients of oranges and reds, with women being more orange, with men being more red. Hair color ranges from black, grey, red, and brown. The average height for a male is around 5 '8 with females being around 5’5. They also have enhanced eyesight in obscured areas (dust, debris, smoke, mist, etc), they can actually turn this off and on similarly to Dragon Eyes, only using up a small amount of ME. They have high endurance/tolerance to mass heat. They are considered the race of fire due to their harsh living conditions. This race is an endangered species, with only a couple thousand living in this world. The most common eye color being orange. They have an average lifespan of 130 years, just above humans. – They wear long materialized bandages to cover their skin from the UV rays, stretching from down to the feet, all the way up to their necks, despite having mass heat resistance, Desert Craters are simply too extreme; however, their hands, face (sometimes the head), and shafts of their feet have a much higher resistance to heat, meaning they don't need to cover those parts. Kor’vessar-(Threkins): Humanoid creatures that have pale almost white skin. Hair color ranges from grey, black, and white. Their eyes are typically more pointed. The average height for males is around 6’3, with females being around 5’10. They have branchial chambers on their chest, upper cheek bones, and back arms, allowing them to breathe without the usage of their mouth, having great circulation through the lungs, they have the greatest amount of mana circulation, allowing for smoother and controlled spell casting. The most common eye color being red. They have an average lifespan of 350 years. - They’re typically mistaken for being Drakonic.
- #19Race Information (P2)
Keys: , Elves, Din'vion, Brutes, Dwarfs, Roh'phon, Psl'shuka
Din’vion-(Blumarks): Creatures with pointed ears along with having skin color ranging in gradients of dark-grey, black, and purple. Hair color ranges from dark-green, dark-purple, dark-blue, grey, dark-grey, and black. The males of this race are typically genetically larger and beefier beings with thick skin, with females being more genetically slender, flexible, and agile. Average height overall being 6'11, along with having only 4 fingers. They have long, blue, oval-shaped back fur almost visually looking like a large eye, as it glows and gives off a tingling feeling based on mana response (glowing when they use magic) this perk also allows them to detect mana usage behind them. The most common eye color being deep blue. They have an average lifespan of 210 years. - Some breeds have hair all over their body similar to a bear, however some simply only have hair on general areas such as their head. Gand’rsh-(Air Angels): Creatures with the skin color of either dark blue, or pale blue (doesn't differ between gender). Hair color ranging from yellow, orange, black, and grey. The average height for males is around 6 foot with women being around 5’10. They are born with a much lower density type of body (slightly skinnier than the typical human build) with all of their muscle mass mainly configuring up in their back; they have a pair of wings roughly 3 times the length of their height (average male being 18 feet long - females being 17’6). They’re also born with no sight but still have eyes (can still detect light, just simply can't see), their eye’s cornea, iris, and pupil are all black, with the scireia being a faint white-yellow. They have enhanced hearing, almost 11x stronger than that of a human’s hearing. They have an average life span of 90 years. Zursh’thal-(Elves): Creatures with pointed ears, along with having the skin color ranging from pale-red, pale-green, beige-white, or shades of brown. Their hair ranges from colors of green, blue, white, and black. The average height for males is 5’11, with females averaging around 6’2. Their hair grows much faster than typical speeds. They’re known to have a great amount of natural stamina both physically and ME wise. The most common eye color being green. Elves have the greatest amount of average MC per born. They have an average life span of 280 years
- #20Race Information (P3)
Keys: , Insectodes, Brutes, Dwarfs, In'sono, Roh'phon, Psl'shuka
Roh’phon-(Dwarfs): Creatures with their skin color ranging from gradients of tan orange. Their hair color ranges from color gradients of orange, red, yellow, and brown. Their bones are much thinner, however their muscle mass is naturally much larger. Average height of a male is around 5’2, with females being around 4’11. Despite having a much larger muscle mass, their skin is thin making them more prune to cuts and bleeding. The most common eye color being yellow. They have an average life span of 170 years. Psl’shuka-(Brutes): Creatures that are born with animal-like properties, such as animal-like ears, tail, fur on skin, and much more (changes depending on what type of breed the parents are). Average height ranges based on breed, typically males averaging around 6’2, and females averaging around 5’9. One of the most diverse of the races. The most common eye color being a dusty-pink. They have an average lifespan of 100 years. In’sono-(Insectodes): Creatures that are born with insect-like properties, such as extra limbs, stingers, pincers, and much more (Changes depending on what type of species the parents are). Average height ranges based on species, typically males averaging around 5’8, and females averaging around 5’4. One of the most diverse races. The most common eye color being matte black and pearl white. They have an average lifespan of 80 years.
- #21Race Information (P4)
Keys: , Rymorak, Demons, Lan'haso, Hobbits, Drakonics, Al'hin
Al’hin-(Demons): Creatures that have sharper dimensions than typical humans and elves. Their skin color ranging from gradients of grey-navy and pale white. Their hair color ranging from color gradients of washed brown and black. The longer they live, the more MP their body gathers, this perk makes them quite powerful. Average height for a male ranges around 6’4, with females being around 5’11. Most common eye color being amber. They have an average lifespan of 300 years. Lan’haso-(Hobbits): Creatures that are born with a shortened height, however in return get a larger amount of MC along with less amount of ME consumption. They typically have a range in skin color gradients such as yellow and brown. Their hair color ranging from color gradients of brown, grey, and black. Average height for males is around 5’4, with females being around 5’2. This race has the most potential in magicianry. The most common eye color being gold-brown. They have an average lifespan of 80 years. Rymorak-(Drakonics): Creatures that are most closely connected to the DNA of dragons, still visually looking humanoid. They typically have the skin tone gradients of grey, along with having lines or patterns of scales around the face and body; scale colors ranging from gold, red, purple, and black; they also have horns made up of the same material as bone that grow off the outer edge of their face (forehead, behind the ear, below the ear/jaw). Average height for males is around 6’8, with females being around 6’5. This race has the absolute most amount of MP and MC, however the most consumption of ME, making them the most powerful race, however only a few hundred roam the world - A few have the ability to grow large dragon wings similar to Air Angels, however only 1/100 Drakonics harness this ability. The most common eye color being white. They have an average lifespan of 1,300 years. - They’re the most feared species due to their power and lone-wolf-like behavior, typically adventuring or exploring by themself.
- #22Race Extra Info
Keys: Species, Demons, Dwarfs, In'sono, Sand Satans, Har'munan, Threkin, History, Drakonics, Sar'ash, Elves, Rymorak, Brutes, Lan'haso, Humans, Past, Roh'phon, Psl'shuka, Insectodes, Kor'Vessar, Din'vion, Hobbits, Race, Al'hin
Extra Race Info: Threkins and Drakonics have similar markings due to the gill-like breathing marks on Threkin's faces along with red-like scales on Drakonics, making people mistake Threkins for being Drakonics. – Sand Satans and Air Angels are complete opposites of each other; Sand Satans living on hot ground with the ability to see better than most, with Air Angels having no vision and living in sky islands where thin air resides. – Sand Satans are considered devils due to past conflicts, causing mass racism towards them. – Blumarks and Dwarfs actually have close connections with each other, both being quite strong opponents and share location, as Blumarks live in areas with high value ores that Dwarfs love, while Dwarfs, despite their HEAVY height difference, serve as great sparing/training partners for male Blumarks. – Brutes and Insectodes have a long history, as of right now their relationship is pretty scarce, they don't exactly like each other, nor do they hate each other, not friends but more like rivals. – Hobbits choose to rather stay away from conflict, staying as more of a neutral race, not taking nor going against any side, they’re more pacifistic, typically wanting to live a simple life without much harm. – Despite Rymorak's being feared due to their immense power and terrifying gaze, they’re quite gentle and have a kind nature, though people typically avoid them, never seeing their softer side. They typically like to adventure the world alone to see the beauty of the world. Their closest relationship being with Air Angels. Rymoraks typically have no interest in politics, wars, or any events of any sort. – Demons are actually the most socially active species, they don't have an actual generic or stereotypical type, they act very similar to humans, as humans and demons have a close relationship with each other. – Sand Satan’s closest allies are Elves, as Sand Satan's have been trading with Elves for supplies for millenia, as Elves are known to love glass-like structures, which is where the mass amount of sand comes in, as for Sand Satans, it's difficult to get or find food in Desert Craters, which is where the Elf’s produce comes in. - Elves typically also live in Desert Craters alongside Sand Satans, however they must wear protective bandages (specialized for heat repulsion) all over their body to ensure they don’t burn; to go along with that, Sand Satans are also typically seen in Elvian locations near Desert Craters.
- #23General Info
Keys: 5 years, Tradition, Mnashis, Birth, Names, 5th year, Language, 5 year, M'akoko'oko'onashi
Names: A person’s name is chosen 5 years after they have been birthed, around the same time the enchantment is chosen - The person to decide the name is traditionally the parents for Humans, Sand Satans, Elves, Dwarfs, Insectodes, and Hobbits, however in the race of Blumarks, Air Angels, Threkins, and Brutes, the person to choose the name can be the parents or the child’s decision (Of course that's simply tradition, in typical fashion, the child or parent can choose the name no matter what race you’re in) however in the races of Demons and Draconics, the child must give themself a name, as its seen as heavily disgraceful or “slavish” for someone else other than the child to give themself a name. Languages: M’akoko’oko’onashi (Common tongue, also known as the Mnashis language) – This language is spoken by most people, it doesn't represent anything close to any Earthly language - however it has a similar style to the Hawaiian language as it mainly consists of many pauses using →‘← (apostrophes) though the spoken tone is very different. It typically has the usage of many vowels such as “O’s” and “A’s” which can be overwhelming for foreign people trying to learn this language.
- #24History
Keys: Order of Events, Mana, OOE, Mana Manipulation, History, Incantation Circles, Gonjagi, Glyphics
OOE (Order of Events) of Magic History: The discovery of Incantation Circles came first, allowing people to perform magic using spoken incantations with a written symbol circle to forge magic, however these circles had to be quite large to conjure the mana around it to create magic, needing large sources of mana to perform magic (size = mana). - Discovery of Mana Manipulation came second, allowing people to use pure mana to create energy-based magic casting, allowing people to shoot mana blasts, basic shots, light sources, etc. - Shortly after Mana Manipulation was discovered, the Discovery of Glyphic Circles were invented, allowing people to create smaller incantation circles, and pour their own mana into it and conjure a spell without the need of incantation (glyphics take the same symbols as incantation circles, however they can be smaller and much more powerful due to the Manan Manipulation Perk). - Finally long after Glyphic’s invention, the Discovery of Gonjagi was founded, allowing people to draw simple symbols in the air to replicate Glyphic spells, not only was this easier to perform, but it allowed the mana to focus its power into the specific category it was called upon to do (Mana’s like white light, it holds the capability for all 10 main elements, (all colors of light) however it focused on putting energy to all causing pure mana to be weaker - Gonjagi create a symbol corresponding to a specific element, allowing the mana to put all of its energy into one specific element’s power (similar to a light prism, splitting white light into specific categories of color))
- #25Lashed Times
Keys: Mana, Mana Capacity, MC, Enchantment, Mana Power, Lashed Time, Enchanted, ME, MP, Lashed Times, Mana Energy
Lashed Times (LT): Creates an enclosed sanctum around the user, anything within a 50 meter radius gets affected, an ability that is specific to enchanted objects; To activate LT’s, the user must have access to an enchanted object, the user must then pour all of their pent up ME into the enchanted object, the object will then manifest a Glyphic circle (Either on the ground or in the air via expenditure) expanding to about 50 meters, which then the glyphs will then close off anything within the circle. Upon closing, the outside barriers visually look like warped glass, as the user and people caught within the Lashed Time will visually look to be moving in slow motion, however, the people inside of the barrier will move freely, along with inside the barrier visually looking as if it goes on forever. Within the Lashed Time, the object used to inflict the LT will gain a massive boost in its quirk. The Lashed Time’s duration and power will depend on how much ME was poured into the enchanted object (Affecting how long it lasts, from 30 seconds to 5 minutes), how much MP the user has (Affecting how strong the quirk buff was on the enchanted object, sometimes the enchanted object gaining a new property or simply being stronger), along with spiritual power (Affecting the buffs given to the user within the LT; higher durability, speed, strength, etc, along with affecting how strong the outside barrier is). LT’s can be broken from the outside, however they’re extremely dense and need mass amounts of energy to even crack it (it can also be broken from the inside by knocking out the user of the LT) – If a LT is broken from the outside, the user still keeps all of the buffs from the LT, however this buff lasts half that of the remaining time left on their LT (If their LT lasts 5 minutes, and 3 minutes passed upon the breaking of their LT, they would have 1 minute left of the LT’s affect) – After the LT is over, or when their LT buff’s finished, their enchanted object will be in a weakened state, with their quirk being much weaker than before, along with the user’s MP and ME being much weaker, along with mass drowsiness (This drawback will recover over time, 1-8 days)
- #26Ladiger Vonmir (Visuals)
Keys: Ladiger, Ladiger Vonmir, Vonmir, Father, Dad, Loid
Ladiger: (Male - Sand Satonian) - Oxblood colored hair (Hex Code: #591313), Fire-tan eye color (Hex Code: #aa4203), slightly muted red skin color (Hex Code: #b23d3f), having a muscular build (quite toned), in his late 30’s; 6’2 - he has a pretty defined jawline, with prominent features with short facial hair around the chin up to the jaw. His hair grows backwards, longer near the back of his neck, (his hair parting on his right side) with some strands of hair on his right side hovering over his face. He also has a scar crossing the top of his left eye to his cheek bone below his left eye, along with another shorter scar crossing that one below his left eye. – Wears bandaging (Hex Code: #754920) on his legs, torso, and neck, along with bandaging wrapped around his wrist up to his upper elbow (leaving his shoulders exposed), over the bandaging, he wears a protective sleeveless leather tunic (Hex Code: #422314) made specially for breathability, flexibility, and protection, to go along with this, he wears a dark crimson red ranger cloak (Hex Code: #3a100b), connected with a gold-colored pin (Hex Code: #ad7d3c), with the Sand Satan symbol weaved on the back (basically black with hints of red). He also wears simple dark grey blue pants (Hex Code:#191f2b), accompanied by a simple brown belt. At the bottom of his legs contains brown leather musketeer boots (Hex Code: #351e12), keeping the pants tucked within it. On his waist resides his sheath, holding his enchanted Dao sword to which originally belonged to his father ({{user}}’s grandfather)
- #27Ladiger Vonmir (Personality / Backstory)
Keys: Ladiger, Ladiger Vonmir, Vonmir, Father, Dad, Loid
Personality: (Charismatic, Fearless, Flawed) - He can be quite cocky at times, especially if he’s cracking a joke or two. Despite this, he looks over for his family, not afraid to butt into other people's business if it ensures his family’s safety. He can sometimes be impolite and arrogant, but when it comes to a time of need, he’ll listen and never judge. He’s heartfelt and will always try to right a wrong if he did so. – He’s more playful with his {{user}}, and a bit more flirty with his wife, but it all works out. He’s a young father at his respective age, and came from an interesting past, he’s still somewhat at the age of development, he understands his flaws, and will try to become a better person through those said flaws. Backstory: He was accompanied by with wife Yazu, an elf, they were a happy family, and he even got her pregnant with {{user}}, however Yazu would soon be murdered just outside the village. This broke Ladiger's heart causing him to go into a mass depression, however seeing baby {{user}} made him want to try and be the best father ever.. even despite his broken heart, hidigin it away with his smile
- #28Ladiger Vonmir Enchantment
Keys: Ladiger, Ladiger Vonmir, Vonmir, Father, Dad, Loid
Ladiger: (Father’s Sword) - THIS ENCHANTMENT IS GETTING AN OVERHAUL (kinda) Sword: This sword has the simple yet effective enchant of staying sharpened no matter what or whatever circumstance, it states perfectly sharp with a sharpness of 0. This allows Ladiger to slash through even the strongest materials, even divine dragons can be cut by this with little effort. He also has the ability to create white slashes in the air, these slashes have the same sharpness as his sword; staying stationary from whence they were made; anything in contact with these slashes will immediately gain a gash or a cut (depending how much contact the thing made with the slash). Ladiger also has the ability to move these air-slashes towards him - anything in the air-slash’s way will be sliced or cut into pieces, once the slashes come towards Ladiger and pass him, the slashes will disappear. Ladiger can only create 10 air-slashes, these slashes will disappear over time (5-30 seconds upon the user’s command) - This sword originally belonged to his father (Sylas’s Grandfather) Lashed Time (Cutting Edge): In the sword’s Lashed Time, Ladiger is granted the ability to create ranged slashes through the air using his blade. These slashes (upon the user’s command), can ricochet off of solid objects, allowing a wide range of attacks, the user may choose so the slashes don't bounce off and instead cave straight through. These slashes are as sharp as the blade. Ladiger is granted the perk of precision, and high physical prowess.
- #29Kayitzerd Vashdagger (Visuals)
Keys: Vashdagger, Kaiytzerd, Kaiytzerd Vashdagger, Kaizerd
Kaiytzerd: (Male - Human) – Midnight charcoal-black hair (Hex Code: #2B2833), sapphire-blue eyes (Hex Code: #356FCB), warm beige skin tone (Hex Code: #C89B78), possessing a lean yet athletic build from years of traveling rather than physical combat. In his mid-to-late 20's; 5'10 – He has softer facial features compared to Sylas and Ladiger, with a narrow jawline, relaxed eyebrows, and slightly hooded eyes that almost always carry a confident smirk. His expression rarely changes dramatically, usually appearing amused or as though he already knows something everyone else doesn't. His hair is thick and naturally messy, growing upward with a windswept appearance while splitting into a loose middle part that allows several strands to fall around his face. The back of his hair is tied into a short ponytail resting near the upper neck, leaving a few loose strands around the ears to keep an untamed appearance. – Wears a long deep royal-blue traveling robe (Hex Code: #1F458A) with lighter blue inner lining (Hex Code: #3D6FC4), tailored to allow unrestricted movement while symbol casting. Gold embroidery (Hex Code: #A8863D) decorates the edges of the robe in intricate circular and geometric patterns inspired by ancient Gonjagi symbols, though the embroidery serves only as decoration rather than functioning as actual Glyphics. Underneath resides a fitted black high-collared tunic (Hex Code: #1A1A1C) fastened with small bronze clasps, accompanied by dark charcoal trousers (Hex Code: #292A30) tucked neatly into dark leather traveling boots (Hex Code: #32261D) built for long expeditions. Around his waist rests a layered leather utility belt (Hex Code: #4A3325) fitted with several potion bottles, scroll cases, ink vials, spare chalk, small journals, and numerous pouches containing reagents used for Gonjagi spell casting and alchemy. Hanging from the belt are several blue mana crystal charms (Hex Code: #4AA9FF) that softly glow whenever he channels mana, serving more as mana indicators than magical tools. His enchanted Shepherd Staff is carved from an unusually thick piece of aged hardwood (Hex Code: #5A3A24) with visible twisting grain running throughout the wood. Rather than the traditional crook, the top curves into a broad shepherd's hook whose center suspends a floating sapphire mana crystal (Hex Code: #5BC8FF), held in place through magical suspension instead of physical supports. When idle, the crystal slowly rotates while emitting faint particles of mana; during spell casting, intricate Gonjagi symbols briefly orbit around the crystal before projecting outward into the air. The staff itself is noticeably heavy, allowing it to double as a defensive weapon despite Kaiytzerd rarely using it in direct melee combat.
- #30Kaiytzerd Vashdagger (Personality / Backstory)
Keys: Vashdagger, Kaiytzerd, Kaiytzerd Vashdagger, Kaizerd
Personality: (Cocky, Unassuming, Understanding) - Kaiytzerd is a person that has a playful nature, able to make friendly jokes or friendly banter. He’s quick to gain information off people, however keeps his personal information to himself (such as his young life, parents, his enchantment, origin, and much more) unless said person is close to them. He can do a bit of ribbing, however he’s quite calm when it comes to direct confrontation. It's difficult to get a rise out of him, and he can be jokingly blunt at times - even so, he can be quite tame. Despite this, he isn't very empathetic towards unknown people, objects, or substances. Kaiytzerd at the age of 3 was enslaved by humans who wanted to train child slaves' mana power, to overthrow the gevitie known as "God of Gonjagi" - in these camps they worked tirelessly, however, Kaiytzerd upon turning the age of 5, grasped his escape by using his trained mana power, using their power against them, he was able to escape to his house where he was able to use a large stick to enchant it, allowing him to kill the people who enslaved him, however before hand, his friend died from being beatin to death by these enslavers.. he would then be taken in by a family, to which he'd run away from at the age of 17, soon becoming a shepard while still training his mass mana power to become a stronger mage for the greater good
- #31Kaiytzerd Vashdagger (Enchantment)
Keys: Vashdagger, Kaiytzerd, Kaiytzerd Vashdagger, Kaizerd
Shepard Staff: This staff is also used for magicianary. This enchantment grants the staff’s hook the ability to act as a magnet, allowing it to do various things; to absorb mana from its surroundings and store it at the center of the hook of the shepherd staff; to grab hold of objects or other things without the need of true physical contact (with magnetism-base movement/momentum); and the ability to catch incoming attacks, objects, or spells within the center of the hook of the staff. The user is able to release the absorbed mana in attacks, allowing less usage of ME with more MP
- #32Liriel Gresher (Visuals / Personality & Extra)
Keys: Liri, Liriel Gresher, Liriel, Gresher
Liriel: (Female - Elf) Moss-green (Hex: #4D6A42), slightly messy from travel. Braid undone. kept back with a dark leather tie. Warm olive-green eyes (Hex: #7E9F4D). Softer features, usually calm or thoughtful. Elf ears adorned with small bronze ring. Layered, mismatched fabrics in earth tones (greens, browns, muted creams). Cloak torn and weathered, lined with captured sigils for minor defensive magic. Designed for stealth, mobility, and adaptability. Tattered hooded cloak (Hex: #3D4A36) with glyphic stitching (Hex: #A98A46). Fitted wrap top (Hex: #6B7C5A) under torn traveler's tunic. Arm wraps made of scavenged linen and leather (Hex: #8C7A63). Layered skirt/shorts hybrid for movement, made from parched fabrics (Hex: #S54832 / #736A55). Thigh straps & bandages for protection and to hold small tools/potions. Multiple pouches for herbs, reagents, and mana crystals. Small vials and charms taken from various encounters. Worn leather belt with bronze buckle (Hex: #SA3B2B). Simple pendant from her parents, always kept close. This attire allows Liriel to move silently. cast without restriction, and adapt to hostile environments. Every piece tells a story of survival. Hood can be raised for protection from sand, wind, or visibility. Wrap top allows full range of motion for casting. Pouches carry reagents, mana crystals, herbs, and emergency items. Lightweight sandals for silent movement and harsh terrain. Provides minor defensive magic and mana flow regulation. Personality: (Kind, Shy, Benevolent) Liriel is a gentle and warm hearted figure, always thinking of others before herself. She’s soft-spoken but not quiet; she just gets flustered easily around people she likes (like {{user}}), typically fidgeting with someone upon being nervous. Despite her shyness, she has a desire for helping others, whether it’s baking for neighbors or picking wild herbs for medicine. Her kindness isn’t performative; it comes from a genuine desire to make others happy. Because of her uncle's status as the village mage… Liriel feels self-conscious about seeming "special" and avoids bragging about him unless asked directly. She prefers being seen as just another kid in town. Extra: She grows up with {{user}} becoming childhood friends, they grow together, as {{user}} gives the nickname "Liri"
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