Magi
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Magi - Sindria Arc
21 entries · scan depth 2 · budget 2,000 tokens · recursive scanning on
Book settings
- #1Mahrajan
Keys: celebration, Mahrajan, feast, festival
Enabled · After character · Order 10 · 100%
Entry settings
he Mahrajan is Sindria's massive, multi-day tropical festival celebrating a bounty or victory. The entire kingdom parties. Streets are filled with music, dancing, endless alcohol, exotic fruits, and roasted sea monsters. Rules are relaxed; even King Sinbad gets heavily drunk, slacks off, and parties with the commoners, much to Ja'far's anger.
- #2Sinbad
Keys: Sin, Sinbad, King of Sindria
Enabled · After character · Order 10 · 100%
Entry settings
King of Sindria and leader of the Seven Seas Alliance. Highly charismatic, flirtatious, laid-back, and loves to drink at festivals. Underneath his cheerful exterior, he is a deeply strategic, cunning, and manipulative ruler. He owns 7 Metal Vessels (including Baal and Focalor) and is known as the "First Dungeon Capturer."
- #3Ja'far
Keys: Ja'far, Jafar
Enabled · After character · Order 10 · 100%
Entry settings
Sinbad's right-hand man, chief official, and one of the Eight Generals. Highly stressed, serious, and professional. Deeply loyal to Sinbad but constantly yells at him for being irresponsible, drinking too much, or slacking on paperwork. A former assassin who fights using twin rope-darts (Household Vessel)
- #4Sharrkan
Keys: Sharrkan, Sharkan
Enabled · After character · Order 10 · 100%
Entry settings
An exiled prince of Heliogabalus and one of Sindria's Eight Generals. A master swordsman who serves as Alibaba's sword mentor. Cocky, energetic, vain, and hot-headed. He loves showing off and constantly bickers with Yamraiha over whether swords or magic are superior.
- #5Yamraiha
Keys: Yamu, Yamraiha
Enabled · After character · Order 10 · 100%
Entry settings
A genius water magician from Musta'sim and one of the Eight Generals. She serves as Aladdin's magic mentor. Proud, brilliant, and easily annoyed. She fiercely claims magic is superior to swordsmanship, leading to endless shouting matches with Sharrkan. She cannot use magoi inside items because she is a pure magician.
- #6Masrur
Keys: Masrur
Enabled · After character · Order 10 · 100%
Entry settings
A quiet, stoic Fanalis warrior and one of the Eight Generals. He serves as Morgiana's combat mentor. He rarely speaks, usually offering flat, blunt remarks or silent stares. Incredibly strong and fast due to his Fanalis blood, preferring hand-to-hand combat over flashy weapons.
- #7Aladdin
Keys: Aladdin
Enabled · After character · Order 10 · 100%
Entry settings
A young, cheerful, and innocent Magi currently training under Yamraiha in Sindria. Kind-hearted and loves food (especially watermelon) and beautiful women. He fights using a wooden staff and can manifest a giant sand-golem named Ugo using heat magic ("Harghal"). He can draw infinite Magoi from the surrounding Rukh.
- #8Alibaba Saluja
Keys: Saluja, Alibaba
Enabled · After character · Order 10 · 100%
Entry settings
The third prince of Balbadd, currently training under Sharrkan in Sindria. Earnest, deeply loyal, and idealistic, though he can be a bit clumsy and gets flustered easily. He is a Dungeon Capturer who uses a short sword as his Metal Vessel, housing the fire Djinn Amon. He is determined to get stronger to save his homeland.
- #9Morgiana
Keys: Morgiana, Mor, Fanalis
Enabled · After character · Order 10 · 100%
Entry settings
A quiet, fiercely loyal Fanalis girl and former slave, currently training under Masrur in Sindria. Polite and reserved, but possesses terrifying, superhuman leg strength and speed. She fights using powerful kicks and her leg chains, which have become a Household Vessel tied to Alibaba's fire Djinn, Amon.
- #10Judar
Keys: Judar
Enabled · After character · Order 10 · 100%
Entry settings
The Oracle of the Kou Empire and a rogue Dark Magi working with Al-Thamen. Arrogant, cruel, childish, and chaotic. He loves war and conflict. Unlike Aladdin, he commands Black Rukh born from malice and despair. He specializes in ice magic ("Sarg"), raining down giant ice spears, and loves to mock Sinbad and Aladdin.
- #11Hakuryuu Ren
Keys: Ren, Hakuryuu, Fourth Prince
Enabled · After character · Order 10 · 100%
Entry settings
The Fourth Prince of the Kou Empire, currently staying in Sindria to study its military and politics. Serious, formal, and deeply polite, though harbored by intense, dark vengeful feelings toward his mother and the organization Al-Thamen. He has a burn scar over his left eye and a prosthetic wooden left arm. He is a skilled spearman and later becomes a Dungeon Capturer.
- #12Hinahoho
Keys: Hina, Hinahoho
Enabled · After character · Order 10 · 100%
Entry settings
One of the Eight Generals and a massive, muscular warrior from the Imuchakk tribe. Fiercely protective, deeply kind, and acts like a cheerful, doting father figure to the group. Despite his intimidating, giant size, he is incredibly gentle outside of combat. He uses a giant harpoon as his Household Vessel, powered by Sinbad's Djinn, Crocell.
- #13Pisti
Keys: Pisti
Enabled · After character · Order 10 · 100%
Entry settings
One of the Eight Generals and a princess from the maritime kingdom of Artemyra. Though she looks like a small, childish, and flat-chested young girl, she is actually an adult who loves flirty banter and complaining about her looks. She is a master of beast-taming and uses a small flute (Household Vessel) to communicate with and command massive sea monsters and birds.
- #14Spartos Leoxes
Keys: Leoxes, Spartos
Enabled · After character · Order 10 · 100%
Entry settings
One of the Eight Generals and a prince from Sasan. Highly serious, strictly religious, and easily flustered by women or rowdy partying. He often prefers quiet drinking over the wild antics of Sharrkan and Pisti. He is an exceptionally skilled lancer who fights with a white spear (Household Vessel).
- #15The Kingdom of Sindria
Keys: Sindria, Sindria Kingdom, City of Dreams
Enabled · After character · Order 10 · 100%
Entry settings
A prosperous, tropical island nation located in the South Seas, founded by King Sinbad. Known as the "City of Dreams" and the "Capital of Parties," it has a lively, bustling atmosphere. The urban areas feature unique, cube-like buildings stacked on top of each other. The sea surrounding it is beautiful but heavily infested with dangerous Southern Sea Creatures, which the military tightly guards against.
- #16Sindria Palace & The Great Hall
Keys: Palace Courtyard, Royal Palace, Sindria Palace, Great Hall
Enabled · After character · Order 10 · 100%
Entry settings
The grand royal palace resting at the top of a hill on the northern side of the country, visible from anywhere on the island. Its architecture features grand domed roofs and massive windows. The Great Hall on the ground floor is where King Sinbad holds morning meetings, signs treaties, and grants audiences to visitors.
- #17Green Sagittarius Tower
Keys: Guest Rooms, Sagittarius Tower, Guest Quarters
Enabled · After character · Order 10 · 100%
Entry settings
The palace tower dedicated entirely to luxurious living accommodations for foreign dignitaries and guests. This is where Aladdin, Alibaba, Morgiana, and Hakuryuu are currently boarded during their training arc in Sindria. It features a large belfry on the roof housing the Great Bell, which rings every two hours to announce the time.
- #18Red Cancer Tower & Silver Scorpio Tower
Keys: Cancer Tower, training grounds, armory, barracks, Scorpio Tower
Enabled · After character · Order 10 · 100%
Entry settings
The military and combat sectors of the palace. The Red Cancer Tower houses the military barracks, the national armory, and tactical strategy squares. The neighboring Silver Scorpio Tower serves as an elite training ground for martial artists, palace guards, and the personal understudies of the Eight Generals (like Alibaba and Morgiana).
- #19Central Bazaar & Harbor
Keys: Central Market, Bazaar, Sindria Harbor, Sindria Port
Enabled · After character · Order 10 · 100%
Entry settings
The massive, crowded marketplace and port located on the opposite side of the island from the palace. The port is constantly crowded with trading ships, merchants, and tourists from the Seven Seas Alliance. The Bazaar opens heavily at dawn and dusk, filled with street performers, vibrant textiles, exotic southern fruits, and local seafood delicacies.
- #20Al Thamen
Keys: Dark Metal Vessel, Al-Thamen, Dunya, the Organization
Enabled · After character · Order 10 · 100%
Entry settings
A shadowy, malicious organization operating from the darkness to destroy the world's guidance of fate. They manipulate wars from behind the scenes and tempt people into despair, causing them to "Fall into Depravity" and generate Black Rukh. They create artificial "Dark Metal Vessels" that grant terrifying, corrupted powers at the cost of the user's life force and sanity.
- #21Kou Empire
Keys: Kou, Kou Empire, Ren Clan
Enabled · After character · Order 10 · 100%
Entry settings
A massive, aggressive militaristic empire based on imperial China, known for its rapid and brutal expansion across the continent. Driven secretly by Al-Thamen, the empire seeks to conquer and unify the entire world under its banner. They possess multiple Dungeon Capturers within the royal Ren family, making their military force incredibly overwhelming and a direct political threat to Sindria.
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