White Masquerade
QuirkyAngel's Red Oni
This will be a partial re-boot of the Fairy Tail roleplay, "These Lost In Starlight." In the year x987, Fiore continues to prosper as the magic capital of the world. Its guilds remain the primary business for magical services in a world of wonder, adventure, and mystery. However, dark threats remain looming, ready to be unleashed upon the unsuspecting world. A new generation of mages has been born, and their journey has only just begun. Will they uphold the world's peace and become legends, or will their world crumble to pieces around them?
The story will pick up exactly one month after the final events of the previous arc. The mother, leader of the Dark Guild "Echidna", launched a war against the guilds of Fiore, nearly destroying Fairy Tail, Raven Tail, and Sabertooth before they were finally overcome by the combined forces of the legal guilds. Now the country is in a state of rebuilding as the survivors begin picking up the pieces.
With the threat of Echidna finally behind them, the inhabitants of Fiore can breathe easily again. But how long will it be, until a new peril arises?
The Story So Far Overview
Episode 1: Welcome To Pinnacle Town
Our story begins with a sheriff. A sheriff in a small little town called Pinnacle. But there was something strange about this one in particular. The sheriff of Pinnacle hated all guilds. This was because as a kid, when the Raccoon alliance, who are dark guild thieves that love stealing treasure, tried taking over the town, the Magic Council and guilds came in to try and stop them. After a fierce struggle, the guilds and Magic Council had won, but the town laid destroyed. This was how he lost his father; the heavy burden of taking care of his mother and younger sister, had fallen to him.
Due to information gathered by a Rune knight spy, the Magic council found that the Raccoon Alliance were once again trying to invade the tranquil seaside town. Furthermore, the Council was outraged to learn, even their own coffers were not left untouched; the alliance had stolen a few of their most precious items, as well as some from a handful of prominent guilds throughout the land of Fiore.
But who would take on the Sheriff? Surely, not the members of the Council. No part of that was wanted by anyone. So a plan was concocted. A letter was sent a letter to all guilds saying this: [Go to the town of Pinnacle to get your treasure back; We have been getting reports that they have been stolen by a group of Dark Guilds known as the "Raccoon Alliance".]
Through an alert by the Fiore Department of Transportation, the sheriff got wind that guilds were coming his way, so train tracks leading to the town were subsequently blown to pieces. Yet still, some made it to town. After a brief fight with a few mages from Blue Pegasus and Lamia Scale, the sheriff pondered the current sate of things, and eventually acquiesced to their demands of working together. It went against the code. But the people's well-being was more important than the code. "Give me two hours to prepare myself," he muttered, "after that, we can meet at my office in the center of town." With that, he was off to the pier, needing time and space to mull it all over.
At the pier; something strange happened. The sheriff got mixed up in a battle between demons: one, a hulking reptilian monster, the other, a petite young girl, covered in a shroud of purple fire. A quarter of an hour later, the battle was over. The girl lay exhausted shifting back to normal, while the boy did the same, with a nod of thanks. Following hearing a slew of explosions throughout the city, and dragging the unconscious pair to safety, sheriff Kandosii signaled with a blaze of fireworks, that it was time. All guilds were to start heading over to Pinnacle station..
The Story So Far Overview
Episode 2: The Raccoon Alliance!
At the town's center, the guilds began congregating. Little did they know, there wasn't going to be a meeting with the sheriff, but a secret ambush from loyal soldiers of the Raccoon Alliance. Meanwhile, at the docks, trouble was brewing. A trio of Raccoon Alliance's finest: Stein, Kirazale, and Lennix, were preparing to launch a surprise attack against the unsuspecting Sheriff, sprinting through a boulevard nearby.
A battle arose between Stein, Kirazale and the sheriff, with Lennix, the third of the trio, seemingly nowhere to be found. Though it was two against one, Kandosii held his ground, going blow for blow with the duo, until a cheap shot by Lennix from behind, put him to sleep. The plan was to carry A'den's unconscious body aboard the boat, but Stein had other ideas. He hadn't had enough yet. He wanted to cause a little more destruction. After pleading with his comrades to let him stay for one more night, he got his wish and ran off into the streets, gun high in the air. Back in the town center, the ambush commenced. Under the command of Lieutenant Gerald Oswald, the dark guild raiders stormed out of their hiding places, attacking everything in sight.
As fate would have it, the first place Stein ended up going to on his rampgae of destruction, was the very same restaurant Vaiya, the younger sister of sheriff Kandosii, worked. “Yeah, sugar. I think you can help me with something,” uttered Stein, with pistol in hand. It quickly turned into a hostage situation; with Vaiya Kandosii now in a world of danger.
In the combined group of mages from Blue Pegasus and Lamia Scale still heading to the station, only Ryos, being a 1st generation dragon-slayer, was able to pick up on the scream. Not wanting to distract the troupe, the Toxic Dragon of Lamia Scale pardoned himself and went off to investigate.
In the blink of any eye, the cafe was filled with poison magic, kicks, punches, and explosions, as the two sides left nothing to chance. when the dust finally settled, Stein was gloating while Ryos lay defeated, being firther dejected upon the gaining the knowledge that there were actually four Elite mages, working for Raccon Alliance. Before the finishing blow could be delivered, Vaiya, who had been watching the whole time, pulled out a key, summoning her sole celestial spirit "Tora" with it.
The spirit knocked Stein out of the establishment, giving Ryos a chance to put in a definitive end to the fight; injecting the "Elite Four" mage with paralyzing poison. Formal introductions were then made between rescue and rescuer, then the newly aacuainted ran off, with the sheriff's station in their sights.
Lightning crashes, dripping blood, re-quips, declaration of war, a giant centipede, and cracking earth. The battle at the station, rather, all over the town of Pinnacle between guild mages, legal, and illegal, were in full swing.
To be continued.
For those passerby who know nothing of it, the FairyTail world is place filled to the brim with magic and adventure. Come on in and take some time to discover a few of its many secrets; including:
- Magic
- Dragon Slayers
- God Slayers
- Guilds and Government
- Dark Guilds
- Magic Council
- Fiore
- Dragons
- Celestial Spirits
- Persons of Interest
Magic Overview
Magic is the main form of combat and utility used by Mages, and is bought and sold all throughout the world. Nobody knows how Magic began, but it has been around for centuries, once oppressed and feared in the past, but gradually becoming the everyday phenomenon it is today.
Magic is the physical embodiment of the spirit, formed when the physical spirit of an organism connects with the spiritual flow of nature, creating Magic as a product of the connection. Only ten percent of the world’s population is able to use Magic, which is noted to keep a balance between ordinary people and those with Magic; part of the reason for this is that it takes an enormous amount of concentration and mental ability to use Magic.
Usage
All kinds of Magic are used in Earthland and have a variety of purposes such as offense, defense, supporting, and healing. Magic is used by exerting Magic Power as a wide variety of spells or by focusing it into an external source. However, some items and weapons use Lacrima to power them. In order to learn Magic, you must train your intellect and spirit. It should be noted that the stronger the magic, the more it tends on selecting its wielder; if the Mage’s mind is frail, the Magic will take over and destroy them.
Particles of Magic are referred to as Eternano, which dwell inside all living organisms and throughout the atmosphere. It is the source of Magic Power for all Mages, but no one is sure how it originated. Magic Power is contained in wells inside each Mage’s body and determines the limits of their Magic Power; if it becomes empty, Eternano in the atmosphere enter the Mage’s body to replenish their reserves. Studies have identified another, unused, part of a Mage’s Magic container that holds a large amount of dormant power: the Second Origin. If a Mage somehow manages to unlock their Second Origin, they will then receive an enormous boost in Magic Power, or they can wait until the right moment to unleash the Magic Power of their Second Origin in order to gain an advantage in the battle.
Every Magic has its own set of rules that must never be broken, known as a taboo. Different taboos that are broken have different effects on the user's body. One of them can lead to death or sickness.
Lacrima
Magic can also be used through a Magic crystalline substance known as Lacrima. Mages can charge their Magic into a Lacrima to suit their usages, including elemental magic.
Classifications of Lacrima
Communications Lacrima Crystal: The most commonly used Lacrima which is shaped like a crystal ball and used to communicate with others.
Dragon Lacrima: A rare and extremely expensive Lacrima that gives individuals artificial Dragon Slayer Magic when implanted into their bodies.
Tanning Lacrima: A Lacrima used to create a suntan. A person can obtain whatever they desire in the space of about 5 minutes. The setting consists of numbers such as 61 to 65.
Explosive Lacrima: A type of Lacrima that explodes, similar to a bomb or grenade.
Fuel Lacrima: A Lacrima full of Magic energy that is used as a fuel for Magical Vehicles.
Movie Lacrima: It allows the user to watch movies in the air.
Surveillance Lacrima: A Lacrima resembling an eye that records images for security purposes. Images can be reviewed independently later and the Lacrima must be changed out for new ones once they have reached their storage capacity.
Lacrima-Vision: A floating rectangular Lacrima that shows images of locations.
Ultra Concentrated Light Lacrima: A Lacrima whose destructive power is approximately 500 times that of a Jupiter cannon. It can vaporize everything within a specific area.
Magic Classifications
Caster Magic: Magic that is expelled from the body as opposed to Magic done through the use of a weapon or outside source.
Holder Magic: A Magic that requires a Mage to use an external to produce their Magic, usually still requiring the use of Magic Power.
Ancient Spell: As its name implies, Magic from ancient times, including all forms of Lost Magic and the Black Arts.
Lost Magic is a type of Magic that has been obliterated from the history of the world due to their immense power and the sheer gravity of their side effects on users. However, users of this magic do still exist, though the Magic itself is believed to be extremely rare. Among these Magics include Dragon Slayer and God Slayer Magics.
-Example Magic Compendium-
Molding Magic: All Molding Magics are only limited by the imagination of its wielder; with enough power, a Molding Magic user can make whatever they want with their magical aspect
Ice Make – Caster Type Magic; creates objects from ice. User follows one of two disciplines: animate or inanimate object specialities. Animate branch creates ice creatures based on existing animals or imaginary ones. Inanimate branch creates ice tools and any object desired, such as cannons, glaciers, and skates.
Illusion Magic – Caster Type Magic; generates illusions to fool another living being’s senses. Depending on skill level, illusions may mislead more senses, provide feedback and control to user, or act with semi-sentience.
Memory Make – Caster Type Magic; grants the caster the ability to manipulate memories, amazing memory capacity, and create new Magics from other Magic the user has memorized before. The caster can memorize even heartbeats and memorize a spell he or she has seen before, giving them the ability to use it. Finally, the user can negate a Magic spell used by the opponent by making them “forget” it.
Solid Script — Caster Type Magic; user materializes solid words in their depicted form and throws them. The word they create becomes made out of the substance they depict; for example, writing “fire” throws out fire shaped into the word “fire.” This Magic can disrupt other Magic that similar deals with words or letters, such as runes.
Wood Make — Caster Type Magic; utilizes the manipulation and creation of wood. Caster are able to use wood for offensive and defensive purposes through creation of wooden objects, ranging from wood-cutting weapons and human limbs to sculptures and walls. Furthermore, the caster can create multiple wooden objects in one instance, and can merge their bodies inside actual wood for stealth.
Energy Make – Caster Type Magic; unlike other Molding Magics, this Magic is focused upon the creation of various forms of energy. While it can be adapted for defensive purposes, this is a primarily offensive magic, and is often used for long-range supportive purposes. Furthermore, skilled users have been known to be able to manifest pure magic into attacks. Known abilities include: Laser, Shockwave, Forcefield, Magic Missiles.
Element Magic: All Element Magics create, manipulate, and use a variety of natural elements.
Fire — Caster Type Magic; generates and manipulates fire. Fireballs are the most common attacks, and the user is able to wield existing fire, even those belonging to other mages, provided they have enough skill and strong will.
Water — Caster Type Magic; allows user to manipulate water. Caster can create waves, sharp blades, whirlpools, bubbles, and a variety of other shapes from water that already exists. Furthermore, water users are able to extract water from moisture, ice, or any other form, even from other Mage’s magic, provided they have enough skill and strong will.
Earth – Caster Type Magic; users is able to manipulate the Earth to their will. Skilled users can adjust the physical properties of earth, making sand as hard as metal, creating iron-hard rock pillars, or even turning the earth into a liquid form. Some users can literally dive into the ground(whether it be rock, concrete, or metal) and tunnel through it, or transform into earth itself and travel through solid objects.
Air – Caster Type Magic; gives the user the ability to manipulate the air around them. Casters can make air explode, lower oxygen levels, or use cutting winds as deadly weapons. Advanced users can also manipulate the air to levitate and fly. Like other elemental magic types, some can transform their bodies into air, negating physical and Magical attacks, or to rapidly travel to another location.
Snow – Caster Type Magic; revolves around the creation, manipulation, and control of snow. Users can release snow from their bodies, or alter the surrounding environment into a snowy climate. Casters can form a variety of types of snow, and are able to create snowballs, avalanches, blizzards, or snowstorms.
Tool Magics: All Tool Magics involve the usage of an external medium to control, shape, power, and generally guide the usage of the user’s magic and ability.
Requip Magic – Caster Type Magic; although not directly controlled by an external instrument, Requip Magic relates to the summoning of various types of equipment, some necessary for other Magics. Casters can store items in a pocket dimension they can easily summon at any time, giving the user flexibility, but there is a limit to how much the pocket dimension can store. Items that can be stored with Requip magic include clothing, weapons, armor, guns, and more. Skilled users will use this portable armory to have a flexible fighting style, but only the most skilled Mages can Requip in the midst of battle.
Celestial Spirit Magic – Holder Type Magic; a special magic used by Celestial Spirit Mages that involves the summoning of powerful Celestial Spirits from the Celestial Spirit World through the use of Celestial Spirit Gate Keys. These keys are separated into two classes: the more common Silver Keys and the rarer Gold Zodiac Keys. Keys for Celestial Spirits are counted in Units (collectively without regard of Gold or Silver), and a Celestial Spirit Mage is noted by how many Units they have obtained.
When a Celestial Spirit Mage receives a Key and opens its Celestial Gate for the first time, they have to set up a contract with the respective Spirit, mostly involving which days it can be summoned by its contractor. This leads to a dedicated and serious bond between Spirit and summoner, which increases the Celestial Spirit’s strength. Celestial Spirits must abide by certain rules enforced by the Celestial Spirit King, and can summon themselves or be summoned in a variety of special conditions during times of peril.
Guns Magic – Holder Type Magic; with a gun, this magic allows the caster to shoot Magic bullets, which produce various Magical effects. More magically powered guns will amplify the strength of the Magic bullets. Furthermore, these bullets never miss, and vary from normal bullets to any other type of bullet, such as wind, mud, sunlight, Magic, etc.
Archive Magic – Caster Type Magic; summons a terminal for the Magic Databases that is used as the external medium for this Magic. User can convert information into Magical data, which can be stored with the Magical Databases, a vast collection of information gathered by all users of Archive Magic; in addition, users can access this database for a wealth of knowledge. Information is projected as a flat-screen into the air. These screens are very durable, and can be used as a shield. Also allows user to transfer information from person to person more quickly than through verbal communication.
Card Magic – Holder Type Magic; involves the use of Magic Cards to produce various effects, such as generating elements, and seemingly living beings. Cards can be used as long-range weapons by throwing them, track people through the card’s use, reproduce a variety of other Magics(such as Water Magic), and can be linked to specific individuals to allow the user to gain information about their status and location, as well as to communicate with them. Finally, Card Magic has the ability to trap individuals inside the card; those inside are invulnerable to outside attack, but those inside can affect the area outside their card with physical attacks.
Perfume Magic – Holder Type Magic; a form of Magic that entails the use of vials filled with Magical perfume. By uncapping the vials, the user releases a scent that, once inhaled, triggers one of various status-affecting spells. Effects include alleviating pain, curing poisons, attacking and multiplying pain feelings, or increasing speed, strength, and even muscle size. Casters develop highly perceptive olfactory senses.
Heavenly Body Magic – Caster Type Magic; powerful magic that involves the use of various astronomical objects, preferably in offense. This magic relies primary on astronomical objects like meteors or the generation and manipulation of the energy of stars from a user’s body, allowing them to create powerful light blasts or beams of destructive power reminiscent of starlight. Furthermore, this magic can enhance the caster’s skills drastically, such as shrouding them in magic to significantly increase speed.
Conjuration Magic: All forms of Conjuration Magic involve creating something that is not an element, but is not as creatively flexible as Molding Magic.
Chain Magic – Caster Type Magic; this Magic allows the user to shoot long chains from their hands, complete with grappling hooks at the ends. They can be used in combat by launching the grappling hooks through enemies. After they have been caught, enemies can also be slammed into objects (such as trees, the ground, boulders, etc.).
Copy — Caster Type Magic; allows for an object to be copied complete and entirely, or for the user to flawlessly transform into someone. Unlike normal Transformation magic, when transforming into someone with Copy Magic, the caster gains the target’s knowledge, Magic, and recent thoughts, and copied objects have the same properties as the original. Both only last for five minutes, possibly more.
Concealment — Caster Type Magic; allows user to conceal people and objects, and prevent them from being sensed. Also allows user to trap people inside the hidden object or place, preventing escape from it. People under the effects of this Magic can see and hear other people; however, they themselves cannot be heard nor seen.
Clone – Caster Type Magic; creates identical clones of the user, with the exact same knowledge, Magic, and physical abilities of the caster at the time of creation. The Magic Power used during the initial casting of this ability is split up among all the clones made, resulting in clones with similar physical combat capabilities but more limited in their magic.
Furthermore, depending on how much Magic Power they have, clones can take more or less punishment before dissipating; once they have 'popped,' clones can dispel in a variety of ways: exploding, showering water, firing lightning shocks, crumbling into mud, unleashing cutting winds, releasing smoke, or dissolving into Magic Power that can be partially returned to the caster.
Soul Magic: All forms of Soul Magic involve dealing with souls and minds.
Animal Possession – Caster Type Magic; it allows the user of this Magic to confine the souls of animals into their body, or specific parts of their body, and then use them in battle.When the user summons the soul of a confined animal into one of their body parts, said animal's soul covers the certain body part in an aura in the shape of that animal.
Human Possession – Caster Type Magic; allows the caster to see human souls and seal wandering souls inside objects to manipulate them as they wish.The so-called "dolls" which are produced by this union can serve a variety of purposes, such as offense, defense and even transportation. They are capable of freely floating and maneuvering in the air, and their main offense consists of firing barrages of powerful, explosive blasts; they can also physically assault by throwing themselves at foes. Finally, souls are not bound to their containers and can be transferred at will to another object.
Take Over – Caster Type Magic; advanced form of Transformation magic that allows the user to take over the power and body of an entity and use it to fight, increasing the power, strength, and speed of the Caster, sometimes adding new skills like flying. One can only “take over” the power of beings they truly “know.” Further, Take Over can be used to control another entity or another entity’s abilities.
There are four distinctively known kinds of Take Overs: Beast Soul(Magical Beasts), Animal Soul(Animals), Satan Soul(Demons), and Machina Soul(Machinery).
Take Over: Primal Soul – Caster Type Magic; a discipline of Take Over Magic that centers around the control of prehistoric creatures. The user must come into contact with the fossils of the creature to transform into them, and transforming a single limb is faster than a full body transformation. Furthermore, the bigger or stronger the creature, the harder is is for the user to control, and one of the side effects of this Magic is reduced mental strength, sometimes even causing the caster to lose control of their form.
Telepathy – Caster Type Magic; this is a type of Magic that allows the user to be able to talk with other people through their thoughts and converse over long distances. The amount of people a Mage can connect with at one time all depends on the users own Magical ability. Also, while connected with others, every one that is connected can talk with each other.
Manipulation Magic: All forms of Manipulation Magic alter or affect the environment around the user or a living being’s body in some way.
Transformation – Caster Type Magic; allows user to change his or her appearance. Is deep and complex, but basics are relatively easy to learn. With higher levels of skill, the caster can change their clothes, voice, scent, feel, size, and more at will, as well as add additional features such as wings and gills.
Disassembly — Caster Type Magic; involves the disassembly and separation of targets(effects are different from living to non-living). On non-living things, the users makes a net-like pattern which runs through whatever it touches, separating the target into cubes, but the object does not lose it’s properties. On living things, when the net-like pattern impacts the target splits into small, chibi versions of themselves, but doesn’t cause permanent damage since the victim will return to normal after a while.
Gravity — Caster Type Magic; allows the user to control and manipulate gravity. This can be achieved via various gestures and movements of the hand or without any hand movements at all. Gravity Magic has a large range of offensive and defensive properties. The user can freely increase or decrease the gravity of anything around them, rendering most frontal assaults virtually useless. This Magic is strong enough to easily crush solid earth, and can even be used to destroy other Magics. It is also capable of suspending people or objects in midair, or to divert the course of natural phenomena around the user, such as rain.
Slowing — Caster Type Magic; allows the user to slow down their opponent by affecting the opponent’s perception of time. With the opponent’s delayed reaction, the caster can move in and attack before the opponent has a chance the counter; however, the user’s range of this Magic is limited, and anything outside is unaffected. People inside the range view events outside of it as extremely fast, and anything that originated from outside the range will retain its normal speed, even if it enters afterwards.
Sound — Caster Type Magic; allows the users to perceive, generate and manipulate any type of sound, attacking the opponents with sounds of various intensity. The caster can create powerful sound waves from any part of their body or anywhere in the nearby surroundings, making it effective for mid-range to long-range combat. Depending on how much sound is generated, and the pressure in it, Sound Magic can easily deafen the caster's opponents. In addition, the sound waves can even be strong enough to destroy buildings with ease and can kill multiple people.
Teleportation — Caster Type Magic;allows the user to cover very large distances in the blink of an eye. It makes for an extremely fast and effective means of transportation, and can also be used in combat when the situation requires fast actions.
Titan — Caster Type Magic; a powerful form of Transformation Magic that allows the user to enlarge their body to gigantic proportions. In addition, it can also be employed on selective parts of the user’s body, elongating them and making it look like the user possesses elastic properties of sort, coming in as a very versatile Magic. Titan’s effects can also be transferred to people aside from the user. This transformation gives the caster immense strength and durability.
Crash – Caster Type Magic; a very advanced Magic that gives the user the ability to smash everything they come into contact with. Unfocused casters can accidently cause massive damage. Crash Magic allows the user to nullify the effects of certain Magics by destroying them, and imbuing the magic into a fist allows the user to launch an incredibly powerful attack.
Curse – Caster Type Magic; a powerful magic, Curse allows the caster to imbue their target with bad luck and misfortune, resulting in effects ranging from tripping to a piano dropping on their head. While the attacks can be immensely powerful, the chosen effect is often random, but its strength can be adjusted through more or less magic power.
Dragon Slayer Overview
Dragon Slayers are a unique type of people who utilize a Caster-type form of Lost Magic: Dragon Slayer Magic. Each Dragon Slayer has their own form of Magic, just like each Dragon is a master of their own element. In addition, they also have the ability to consume the element which they wield, just as long as it is not created from their own Magic. Doing so rejuvenates them and enhances their abilities. Dragon Slayers are known to possess keener senses than that of normal humans such as in smell, sight and hearing. Furthermore, if a Dragon Slayer manages to successfully kill a Dragon, they become stronger after bathing in its blood.
There are three generations of Dragon Slayers: the First Generation, who learned their Magic from actual Dragons; the Second Generation, who have had Dragon Lacrima implanted into their bodies; and the Third Generation, who are a combination of the previous two generations.
Dragon Slayer Generations
First Generation: The original Dragon Slayers, they learned their Dragon Slayer Magic from an actual Dragon. In most cases, the particular Dragon Slayer’s teacher was also their foster parent.
Second Generation: Those from this generation of Dragon Slayer have had Dragon Lacrima implanted into their bodies, granting them the ability to use Dragon Slayer Magic. Because they were not taught their abilities by a Dragon, they are considered artificial Dragon Slayers.
Third Generation: Dragon Slayers heralding from this generation have both been taught their Magic by actual Dragons and have had their bodies implanted with Dragon Lacrima. Unlike the First Generation Dragon Slayers, these Dragon Slayers can freely enter Dragon Force.
Common Dragon Slayer Abilities
[Element] Dragon's Roar: Each form of Dragon Slayer magic has an exclusive roar that unleashes a powerful breath of their respective element similar to a dragon.
Dragon Force: Dragon Force is the final, ultimate state that a Dragon Slayer can attain. When one enters Dragon Force, their skin becomes scaly like an actual Dragon's. The exception to this conceived notion are the Third Generation Dragon Slayers, who have scale-esque designs instead of having Dragon scales appear on their bodies. The exact conditions required for a First Generation Dragon Slayer to achieve Dragon Force are currently unknown, but consuming heavily etherano soaked elements seems to induce this state. Second Generation Dragon Slayers seemingly enter Dragon Force when they make use of their respective Dragon Slayer Magic, though this is not always the case. Third Generation Dragon Slayers, however, can enter Dragon Force of their own free will.
It seems that strangely, for some reason, all Dragon Slayers of an advanced "level" suffer from severe motion sickness.
God Slayer Overview
God Slayers are humans that utilize God Slayer Magic. They, like Dragon Slayers, have the ability to eat their own element; doing so rejuvenates them. However, unlike Dragon Slayers, no matter what element the God Slayer uses, it is black in color. In addition, the Magic that God Slayers use is, in general, superior to that of a Dragon Slayer.
Magic
It is a form of Ancient Spell, in which the caster is able to attain the abilities of a "God", using a specific element as their type. The certain elemental type of God Slayer Magic can be conjured from the caster's body and be used for various purposes, mainly in combat. It is said that the original usage of this Magic was to slay "Gods". In addition, the color of each God Slayer's element has a black tint, regardless of what it may be. Similar to Dragon Slayer Magic, the caster is able to eat their own element and also use it for combative purposes. However, they cannot eat their own "God-like" element, and instead one of a lower level. It is not vice-versa with Dragon Slayers, however, unless the Dragon Slayer has emptied out their own Magic Power to create a vessel for the respective element. God Slayer spells, tend to be named after gods from different mythologies, each one akin to their respective element.
Guilds and Government Overview
-Fiore and the Magic Council-
Guilds
Generally, there are three different types of Guilds: Legal, Dark, and Independent. A Legal Guild is one that has been approved and registered by the Magic Council while a Dark Guild is one that has not been approved by the Magic Council and is treated as a criminal organization. An independent guild is one that is not approved by the Magic Council, but at the same time is not considered a criminal organization. Very little has been shown about independent guilds, though it appears that they can do whatever they can as long as the Magic Council doesn't disapprove of them.
There are many other guilds besides Magic guilds, such as merchant, mercenary, treasure hunter, workmen, even bandit guilds.
In general, guilds are formed for Mages to take Jobs and earn Jewels, and also for them to train and grow stronger. Legal Guilds also work to defend against Dark Mages and other criminals; this can go the same for Independent Guilds, as well.
Government
The main power in the Kingdom of Fiore is the King and his Government. Under his order is the Magic Council, which enforces rules over the guilds to uphold lawful employment of Mages and other forms of employment while making sure they do not cause trouble. The Rune Knights are the Council's army, soldiers trained to investigate crimes, detain mages, pass judgement onto criminals, and police the peace. When Guilds cause destruction or other disturbances to the peace, it’s the responsibility of the Magic Council. The Council is made up of very powerful Mages, some of whom have the power to legalize or disband Guilds, headed by the Magic Council Chairman.
Organization
Legal Guilds are under recognition by the Magic Council and are all connected to one another. Guild Masters are members of a Local Guild Master League and they meet at various meetings. There is more than one league, and during the meetings they have fun and talk about their own guilds.
The hierarchy within Guilds typically ranks from the most powerful to the weakest. From top to bottom, it starts with Guild Master, S-Class Mages, and then Mages. There are usually many teams formed within guilds; these teams are composed of various members of their respective guilds that work well together and can vary in strength.
Ten Wizard Saints
Members of the Ten Wizard Saints are exceptionally strong mages known across the continent, where a single member is able to take on scores of average Mages with ease and defeat more powerful Mages with little effort. In fact, it has been stated that if two members, current or former, were to clash in a fight, it could cause a "cataclysm". However, it has been proven that each member's strength is not on the same level.
To become a member of the Ten Wizard Saints, a Mage must be granted this title by the Chairman of the Magic Council. There are different types of Mages who hold this prestigious title, though a few are known to be S-Class Mages of their respective guilds or even Guild Masters. In fact, some members of the Ten Wizard Saints do not even belong to guilds and can even be a part of the Magic Council.
-Guild Ranks-
Guild Master
]A Guild Master is a Mage who is the head of the guild that he or she is affiliated with. Typically, Guild Masters are very powerful, often being the strongest Mages in their guilds. Occasionally, they are even members of the Ten Wizard Saints. As the heads of their own respective guilds, they virtually have complete authority over their subordinates, and can thus dictate their actions. As such, they are able to excommunicate members of their guilds or even reappoint them as an official member. They also have the power to decide who the next master of the guild will be.
S-Class Mages
An S-Class Mage is a powerful Mage that is recognized by the Guild Master and is able to undertake S-Class Jobs. The jobs they take are so dangerous that even the simplest mistake can cost them their life. However, the pay for S-Class Jobs is good. The overall strength of S-Class Mages differs from guild to guild. In some instances, an S-Class Mage is considered the strongest within their respective guilds.
Mages
Mages are simply users of Magic that are able to undertake jobs. Regular Mages are not allowed to undertake S-Class Jobs unless they are under the supervision of an S-Class Mage. However, it is possible for them to become an S-Class Mage. Fairy Tail’s guild is known to have a special tournament to decide whether or not a Mage can be promoted. No other known events have been seen or mentioned with other guilds.
-Guild List-
Legal Guilds:
Fairy Tail: Formerly the Top Guild of Fiore, devastated after Echidna attack. Based in Magnolia Town.
Raven Tail: Fairy Tail's sister guild, formerly a Top Guild of Fiore, devastated after Echidna attack.
Sabertooth: Formerly Second Top Guild of Fiore, devastated after Echidna attack.
Twilight Ogre: Minor Guild in Magnolia Town
Lamia Scale: Formerly Third Top Guild of Fiore, rose in strength due to Echidna attack.
Blue Pegasus: One of the Strongest Guilds of Fiore, rose in strength due to Echidna attack. Known for its gorgeous women and effeminate men focused on beauty.
Quatro Cerberus: One of the Strongest Guilds in Fiore, rose in strength due to Echidna attack. Eccentric, all-male guild with focus on dogs and being "Wild."
Mermaid Heel: One of the Strongest Guilds in Fiore, rose in strength due to Echidna attack. All-female guild known for its few strong mages.
Titan Nose: Minor Guild
Phoenix Grave: Minor Guild
Gramlush: Minor Guild
Hound Holy: Minor Guild
Carbuncle: Powerful Guild based in the principality of Veronica, rose in strength due to Echidna attack. Strength comes from its "Elite Four."
Independent Guild(s):
Crime Sorcière: Guild that works to eradicate evil. Members often seek redemption for crimes and atrocities they committed in the past.
Other Guilds:
Southern Wolves: Mercenary Guild, uses Martial Arts & Counter-Magic Spells to defeat Mages.
Love & Lucky:Merchants Guild
Sylph Labyrinth: Treasure Hunter Guild
((If you want to create a new guild, PM a moderator with your idea))
Dark Guilds Overview
Dark Guilds are guilds that are not officially recognized by the Magic Council; therefore, they are treated as criminal organizations. Dark Guilds are typically disdainful of Legal Guilds, seeing that they abide the rules imposed by the Magic Council. Their belief is that the rules of the Council would only limit the full potential of guilds, as they place too many restrictions.
Organization
There is very little information known about the hierarchy of Dark Guilds. All Dark Guilds, like legal guilds, are run by their respective Guild Master. Dark Guilds have S-Class level Mages, but it is unknown if the Mages in question are called "S-Class Mages". In the Grimoire Heart Guild they have a Deputy Commander, or second-in-command, of their guild.
Alliances
The most powerful Dark Guilds in the world often form alliances against the unity of Legal Guilds . Despite being referred to as an alliance, these guilds usually do not interact with each other at all, and their alliance is nothing more than a non-aggression pact. However, attacks on a single member of an alliance results in the alliance partners retaliating against the attacker.
Magic Council Overview
As the main ruling body of the entire Magic world, the Council possesses almost utmost control over it, acting as a leading government of sort. The Council rules all of the legal Guilds scattered throughout Earth Land, overseeing them and keeping them in check, and they are responsible for the events caused by Mages, also possessing the right to punish Mages who break the law and to confiscate Magical artifacts which could potentially cause large-scale damage. Among the things prohibited by the Magic Council, is the use of Magic for assassination, something which, if perpetrated, could lead the Council to oust the offender's guild.
The Council has the right to apprehend Mages charged with crimes anytime, with their messengers being highly respected. However, despite this, the Council is known for sometimes displaying its power as a mere formality, finding scapegoat Mages and trying them of recent, calamitous happenings just to subsequently release them without any punishment.
Membership
The Magic Council is composed of nine members at a time, or, to be more accurate, eight "seats", going from 2nd to 8th.The 1st seat is occupied by the Chairman, effectively the leader of the entire Council, who takes the final decisions on every matter.
Employees
Working for the Magic Council is a series of strange, humanoid creatures, reminiscent of anthropomorphous amphibians, partially covered in spots, who are perfectly capable of talking, and fulfill various roles, such as envoys, guards and Magical technicians for the Satellite Square: Etherion. Where do they come from or what race they belong to is as of yet unknown.
Such creatures' uniform consist of a wide-collared dark jacket, with wide sleeves and edges and cuffs adorned by a series of light stripes, over a light shirt, held closed on the front by a multitude of laces ending in a bow knot in the upper part, and a long, light skirt-like cloth covering the legs. The outfit is completed by a small, elongated dark hat matching the jacket, which gets larger near its top, and has a flat, round object on the front, reminiscent of a medal.
Military
Being basically the government of the Magic world, the Council has an array of armed forces at its disposal, which it uses to maintain peace and make sure that none breaks the established laws.
Rune Knights
A military subdivision within the Council, acting as a personal constable of sort, Rune Knights are the Council's army. Their job is to enforce the Council's ideals of justice and to investigate crimes related to the Magic world. They are also responsible for dealing with issues such as detaining criminals and passing judgement on to them. They patrol over a large span of land all across the country. They are known to possess several garrisons scattered throughout Fiore, with their numbers being consistent, and have battleships at their disposal for sea transportation. They are divided into squads, with some of them performing particular duties, and most of them being led by a ranked officer.
The soldiers are clad in a garish uniform, highly reminiscent of those worn by real priests: they don a long, high-collared, sleeveless dark robe over a light shirt with wide sleeves ending below the elbows, where they are circled by thin bands; the robe is covered on the front by a light cloth, bearing the dark, ankh-like symbol of the Council, held still by a light belt circling the waist. Around the soldiers' neck is a long, light cape bearing the Council's insignia on the back, held closed below the neck by a rhomboidal clasp adorned by a gem, and on their head sits a light headgear, with a decorated lower part, reminiscent of a mitre, but with three tops, a central one and two more at its sides. They also wear simple boots with the front parts covered in vertical stripes. Each Rune Knight comes equipped with a long metal staff, ending in a sphere, seemingly a globe made of crystal, topped by a small cross. The anime gave slightly different portrayals of the Council's soldiers, replacing their robe's lower part with very loose pants, mildly reminiscent of hakama, and their boots with sandals, adding to their religious appearance.
High-ranking Rune Knight officers such as division commanders, are shown to wear a more formal, less garish attire, which loses most of the religious look distinguishing soldiers: they wear an elegant dark jacket, with light edges and two buttoned bands on each cuff, over a lighter shirt with the Council's dark symbol on it, loose, light suit pants held up by a massive belt, light gloves and distinctive, light shoes, bearing a snakeskin-like pattern. The only similarity between soldiers' outfit and the one exclusive to division commanders appears to be the cape, which in the latters' case, however, also covers the shoulders, and sports a larger clasp closing it.
Rune Knights are known to possess combat skills and are able to perform different forms of magic. However, their fighting prowess is mostly unknown; it is known, however, that particular squadrons, are capable of using Magic that generates glyph barriers, which can prevent those caught inside them from leaving until the spell is nullified. Such techniques can be performed with enough discretion to remain unnoticed while it is being casted, with the targets finding out about it only after it has become effective. Aside from that, Rune Knights seem to mainly employ melee combat, assaulting enemies in large groups and generating Magical auras on the ending part of their staffs. However, even considerable amounts of them could be knocked out by way smaller groups of proficient melee fighters, implying their skills to be just average.
Etherion
The Magic Council is in possession of the "Satellite Square: Etherion", an extremely powerful Magic taking the form of a satellite structure composed of glyphs, which is held in the Council's headquarters of Era, and can be used to target any point of Earth Land from the sky. Etherion is the Council's most powerful and ultimate weapon, capable of targeting anything on the surface with a devastating beam on huge scale; which has been described as damaging enough to make an entire country disappear. The destructive blast produced by Etherion, is known for possessing an astonishing amount of Magic Power, at least 2.7 Billion Edeas. In order for the Magic to be employed from Era, and placed in the atmosphere to strike the targets, a certain amount of time is needed, in which Etherion is charged up and positioned above the target.
As damaging as it is, Etherion can't be employed lightly, due to it being likely to cause casualties while fired against its targets, catching others in its radius. In the absence of the Chairman, for the firing of Etherion to be permitted, a majority of votes within the Council itself is required. If the voting were to end in a draw, then Etherion wouldn't be fired. Measures seem to have been taken to prevent civil casualties from damaging the Council's reputation itself if the weapon were to cause them, these residing in the Article 27, Clause 4 of the National Security Act; however, the death of innocent people would still weigh the concerned councilors' conscience. If Etherion is to be fired, all of the Council members are known to religiously pronounce the words "Thus we pray" before the firing, collecting their thoughts in prayer and hoping that the ultimate weapon doesn't wreak havoc on innocent lives.
Face
Also in the possession of the Magic Council is the powerful Face, a weapon that, when used, nullifies all Magic across an entire continent, leaving all Mages absolutely powerless.
Fiore Overview
Administration and Government
It is a state in which the current regime is a monarchy and is ruled by a King, who is the head of the government. Next to the King is the power exercised by the government. The part of the government responsible for the supervision of the Magic and the guilds is the Magic Council. It supervises guilds, including outlawing their activities, has the ability to appoint Wizard Saints, gives official orders and sends complaints to the Guild Masters. The capital is Crocus, and the monetary unit in Fiore Kingdom is Jewels.
Crocus
Crocus, widely known as the Flower Blooming Capital, is the capital of the Kingdom of Fiore. It is also where the king lives, as well as where the Grand Magic Games take place.
Location & Design
Crocus resides in a vast valley surrounded by rocky mountains of small-to-mid height, housing mostly mildly prominent hills, and has a small river not far from it, with some isles in its largest part, flowing in a similarly small gorge, which has woodland on both of its sides, occupying the western zone of the valley.
Being the capital of the Kingdom, Crocus is by far the largest town in Fiore, with a vast amount of buildings in a circular formation as far as the eye can see. With the right part of the town being placed on the edge of a small crag; this part is surrounded by walls topping the crag itself. The most distinctive trait of the town, giving it its epithet of Flower Blooming Capital, is the limitless amount of flowers adorning the streets, with flowerbeds being placed everywhere, leading to garlands of flowers being one of the town's most prominent souvenirs. The buildings, possessing bright facades and towers with extremely pointed tiled roofs jutting upward, are lined up the stone street's sides; some of which are pretty basic, while other, more elaborate ones consist of very large, circular mosaics made of wide, flat stones, which bear floral and natural motifs in their center. Chess-like patterns are also used, flanking simpler, stone sections of the streets. During the occasion of the Grand Magic Games, the streets are adorned by ropes suspended high above them, their edges secured to the buildings facing the streets, having a number of triangular flags hanging from them, alternating in plain dark and light colors.
In the central part of the town lies a large, round lake; in its center, linked to the surroundings by a pair of bridges, sits Mercurius, the King of Fiore's palace. Stationed in close proximity to the mountains in the west, on a large, cylindrical stone formation, is the arena for the Magic Games: the Domus Flau. It is linked to the town by a long, curved bridge made of stone, possessing several towers.
Dragons Overview
Dragons are extremely powerful and intelligent creatures that live in Earth Land.
History
More than 400 years ago, Dragons were the rulers of the land and humans were considered to be merely a food source for them. One day, a Dragon proposed a truce between them, believing both species could live in harmony. This soon led to a civil war between both factions: the pro-humans and their opposite. Eventually, some humans were taught Magic by the Dragons and were requested to join the war. Before long, the tide of the war shifted into the favor of the pro-coexistence faction. However, both sides overlooked a potential threat: the humans who were taught Magic by the Dragons. Many a Dragon were slain, and thus, the humans became known as Dragon Slayers. All facts and stories about Dragons, were collected in one book: Dragon Historia.
One day, far in the past, all the Dragons seemingly vanished; each abandoning their young foster children, and leaving the species to be remembered as little more than a myth.
Magic & Abilities
Dragons are extremely powerful creatures, so powerful, in fact, that a form of Magic had to be created to combat them; their scales are so strong that, aside from Dragon Slayer Magic, no other form of Magic can pierce through them. Dragons can also be wounded by their fellow kin.
Dragons are extremely intelligent; they are able to speak the language of humans and can thus impart upon them their knowledge, as well as communicate with them. Some, however, do not seem to be happy with making contact with humans, who they consider to be inferior, and ignore altogether.
Celestial Spirits Overview
Celestial Spirits are Magical beings from their own separate universe, the Celestial Spirit World. Some Mages, called Celestial Spirit Mages due to their specialization in Celestial Spirit Magic, are able to summon Spirits by opening their Gates via the use of Celestial Spirit Gate Keys. These Keys are separated into two classes: the more common Silver Keys and the extremely rare Gold Keys. Keys for Celestial Spirits are counted in Units (collectively without regard of Gold or Silver), and a Celestial Spirit Mage is noted by how many Units they have obtained. Of the Silver Keys, there's a nearly unlimited number and variety. However, the rare Gold Keys have so far only been known to come in two sets: The Astrological Zodiac, and The Oriental Zodiac.
Contracts and Rules
When a Celestial Spirit Mage receives a key and opens its Celestial Gate for the first time, they have to set up a contract with the respective Spirit. This contract consists of asking the Spirit which days it can be summoned by the Mage. This simple agreement, much to the shock of some, forms a dedicated and serious bond between the Spirit and summoner. However, under certain circumstances, i.e. during battle, a contract can be asked to be completed later.
Celestial Spirits also have different categories of sorts, which fall under the basic summoning conditions from their owner. For example, some spirits can summon themselves most of the time without their summoners doing so themselves, and if trust between the Celestial Spirit and the owner is not an issue, contracts can be temporarily dissolved. It also seems that if the Celestial Spirit is strong enough, they can use their own Magic to stay in the Human World, when or if the contract is not in action. The strength of the Celestial Spirits is affected by the Magical strength of their summoner, as a Celestial Spirit can become even stronger than the most powerful Mage if his or her summoner trained enough.
The Celestial Spirit World
The Celestial Spirit World is the dimension where Celestial Spirits reside. All Celestial Spirits spend their time here when they are not being called up by their summoners. It is presumably ruled by the Celestial Spirit King. Being in the world seems to have some sort of rejuvenating effect on the spirits, restoring their health after being in the human world which, over long periods of time, can potentially kill the spirit.
The reverse is also possible: humans are unable to breathe in their world, so after a period of time, albeit a much shorter one, they would die. Such an occurrence (a human entering the Celestial Spirit World) is a serious breach of contract. This rule however, is not absolute, since humans have survived an extremely brief period in the Celestial Spirit World while holding onto a Celestial Spirit just as she passed through the spirit world to reappear elsewhere in the human world. This rule was even lifted once when the Celestial Spirit King invited a human team into the Celestial Spirit World for a celebration.
One of the places in the Celestial Spirit World is a restaurant where patrons can see aurora. A human can stay in the Celestial Spirit World for a short time if he or she wears Celestial Spirit clothes. Additionally, time in the Celestial Spirit World is different with respect to the human world: a day in the celestial spirit world is approximately three months in the human world.
It seems to have several different planet-like orbs floating in the air and at first glance, the void appears to stretch on infinitely.
Celestial Spirit King
The King is a gigantic Celestial Spirit. His most striking features are his very long white whiskers, blue skin and red eyes deprived of pupils. He appears dressed in full plate armor in the color of turquoise and gold, the helmet on his head has the same colors, with the peacock feather on the top and adorned with horn-like features on its sides. Inherent in King's outfit is white cape, which has a habit of fluttering, even when the wind doesn't blow.
At first glance, the King seems to be a very restrictive and harsh person who strictly follows the established principles and rules. However, as it turns out, the King is not devoid of heart and can empathize with the situations of his subordinates, sometimes altering his original judgement. Additionally he places great value in those he calls his friends, going out his way to protect them and keep them safe and never forgiving those who hurt them.
When summoned, the Celestial Spirit King carries with him a large sword, accompanying his large size. He is extremely skilled with the blade, able to powerful extreme powerful magical attacks.
Others abilities of the Celestial Spirit King include: the telepathy, time manipulation, and the ability to grant the powers of a Celestial Spirit to human, giving them a great boost to their Magic Power.
Celestial Spirit Compendium
-Silver Keys-
Crux
It is unknown if Crux can be used for combat purposes. However, it is known that Crux has the ability to search for information about Celestial Spirits and their owners by sleeping, though he's forbidden to reveal too much, as one's activities are still a private matter in the Spirit World. His full name is Crumudgeon.
Horologium
Horologium is a tall brown grandfather clock with long, black arms, a glass case, a Roman-numeral clock at the center and a small face at the top with slit eyes and a thin, twirly, mustache-like mouth. The glass case serves as protection for the one who is inside and the summoner usually uses this to protect himself or herself from the cold. This case prevents anyone outside from hearing what the person inside is saying, so Horologium repeats everything the person inside says and then follows with a "...he/she/they say/s." Additionally, he deeply cares for his owners, and has a habit of forcefully summoning himself to protect them.
Lyra
"The Lyre" Lyra is a Silver Key Celestial Spirit who wears a bonnet and dress. She also has wings on her back, and she has the ability to sing ephemerally beautiful songs, but she mostly sings about emotions; however, she does take requests.
Nikora
Plue aka Nikora, "The Canis Minor" is a Silver Key Celestial Spirit that has no obvious combat abilities and is stated to usually be kept as a pet for low-powered Mages. Nikora keys are shown to have been sold for as little as 20,000 Jewel. As of a couple centuries ago, when a famous Celestial Spirit Mage began the trend, it's been popular to name these Celestial Spirits "Plue."
Caelum
Caelum, "The Chisel" is a Silver Key Celestial Spirit that can transform between three forms for its master. In its default form, it is shaped like a sphere with a halo-like circle at top. Caelum can expand its body so that it takes on different forms (sword, flight and cannon are so far the only known forms), but the main circle from its default body remains.
Pyxis
"The Compass" Pyxis is a Silver Key Celestial Spirit looks like a crimson penguin with a big round face. It has a compass on top of its head.
-The Gold Keys: Astrological Zodiac-
Aquarius
Aquarius is a very moody and ill-tempered Celestial Spirit who often threatens to kill her owner if they irritate her. While other Celestial Spirits serve their owners obediently, Aquarius is sometimes annoyed by them. When summoned, Aquarius will either attack the opponent, her summoner, or both of them, depending on her mood. Despite this, Aquarius does care for her owner's well-being. She is very kind and loving towards her boyfriend, Scorpio, to whom she shows a completely different side of herself. She also goes as far as to threaten her owners to keep quiet about her moodiness in front of Scorpio unless he or she wants to be a "drowned corpse." When a single female owner is in her presence, Aquarius tends to make remarks about having a boyfriend, since the poor Celestial Spirit Mage doesn't have one. As time progresses, however, Aquarius' attitude toward her owner becomes more lenient.
Aquarius uses Water Magic as her primary source of combat.She is a powerful Celestial Spirit; even after Loke, another powerful Celestial Spirit. However, she can only be summoned by the presence of water around her key. Additionally, she carries an urn, a vase-like container that features curled handles that are symmetrically attached to opposite sides of the vase. It is embellished by dark blue rings studded with blue dots occupying the narrowed neck and the bottom rim of the container, with the widened center of the urn encompassed by a decorative helix-like pattern of blue stripes that are alternatively shaded. Aquarius utilizes this urn to cast her Water Magic.
Taurus
Taurus is an extremely tall, heavily muscular and athletic humanoid whose physical features are highly reminiscent of both a bull, as his theme implies, but, most notably, of a cow. He is a very perverted and fun-loving character. However, when the time calls for it, Taurus can be focused to protect his summoner as he becomes quite the formidable warrior. Taurus tends to comment on a female owner's breasts, or on occasion, her figure as a whole, and usually claims that he will always protect her perfect body. He also shows a masochistic side.
Taurus is a melee-oriented Celestial Spirit who utilizes an axe in battle, and, despite being sometimes portrayed as comically clumsy due to his perverse tendencies towards a female owner and her foes alike, has displayed great mastery in the use of such weapon: his attacks are not only powerful and capable of breaking through most defenses, due to his high physical prowess, but also fast, with him managing to assault opponents at high speed as soon as he's summoned. Not only that, Taurus also displayed uncanny accuracy in wielding this signature weapon.
Additionally, Taurus possesses a huge amount of physical strength, which is one of the main assets he provides his summoner with, being called forth when the situation requires a physically mighty individual. He's shown capable of swinging around his gigantic axe with ease, effortlessly chopping clean through hard objects such as rock or large trees, and can shatter the ground with his bare hands. He was also able to reduce a large barrier made of both wood and large boulders into pieces with a single punch, making it burst in an explosion of debris. Despite his hulking mass and size, Taurus has also displayed keen reflexes.
Cancer
Cancer dresses in a way reminiscent of a hairdresser, His hair is black and braided in red cornrows that end in a shape that resembles crab's pincers.
He has a very "cool" personality, and isn't very emotional or hotheaded. While people might first think that Cancer would end his sentences with the word -kani (crab), Cancer actually says -ebi (shrimp) at the end of his speech. This shocked and displease a certain blue cat. In the presence of a particularly beautiful and dominant, preferably red-head, woman, he acts in a gentlemanly manner and ends his sentence with -choki (snip) instead of -ebi.
Cancer is a skilled hairdresser because of his weapon which seems to be two large pairs of scissors, with crab-claw design handles, which he can also use to cut hair. Summoners sometimes use Cancer to cut their hair or to make a new hairstyle for them or their enemies. Cutting an enemy's hair seems to knock him out. It is also shown that his scissors are sharp enough to cut through weapons such as swords and hammers. After his summoner is powered up by unlocking her "Second Origin," Cancer apparently gets new scissors. This pair of scissors is longer, with a square-tip, and doesn't have a crab-claw design on the handle.
Additionally, Cancer appears to be remarkably dexterous and fast, being capable of performing swift hand movements, and wielding his signature scissors with great speed: he has repeatedly proven himself able to cut down enemies' hair with extreme accuracy, not leaving a single snick on their head. He does it in a single instant, appearing as though as he struck them only once, while in fact he has performed a number of separate cuts. Cancer's rapidity is enough for him to shave several opponents in mere seconds, not leaving them the time to fight back.
Virgo
Virgo takes the form of a maid with shackles around her wrists, short, pink hair, and blue eyes. She wears a typical maid outfit, consisting of a black under coat and a white, frilled-trim apron. Virgo has a tendency to ask whether she should be punished after she has done something, regardless of if it was good or bad, possibly indicating that she's a masochist. This is a little ironic, since she is the Maiden. She is very stiff in her movements and is very loyal to her owner, even so much she changes her appearance for them. She enjoys calling female owners "Princess."
Virgo exhibits great prowess in Earth Magic, such as using Diver Magic to travel underground as simple as swimming in water. With this spell, Virgo can create holes to either trap someone or utilize as an escape method. She also has shown the ability to change her appearance to suit her master's tastes, as seen while with Everlue, she had the appearance of a large gorilla-like woman with formidable brute strength. It is currently unknown if her strength scales with her size or if she has the same physical prowess in her current form, though it should be noted that there have been instances of her attacking opponents with great strength while in her petite form. In addition, she frequently displayed enhanced speed.
Not only that, but by using Chain Magic, Virgo is able to manipulate the chains around her wrist. She has been shown to be able to extend the length of the chains and to move them around as she wishes. The chains can be used in an offensive way by elongating them and using them as a whip. Virgo has also been shown to possess great physical prowess, which she uses skillfully in close combat.
Sagittarius
Sagittarius, despite how people usually view him, is a tall, black-haired, lanky man wearing a horse costume. He has rustic, almost medieval style clothing. He carries a giant bow and has a giant quiver on his back. Sagittarius is very formal and respectful to his owner, and carries out his orders quickly, always doing what is in his capabilities. He also seems to take all of his requests literally, leading him to misinterpret certain orders such as a female owner's request to create fire (initially believing it to be a request to make fire from nothing rather than set something aflame). He also has a habit of uttering the phrase "moshi moshi," which literally means "hello in Japanese.
As evident of his role as an archer, Sagittarius is always shown carrying around a bow and a quiver full of arrows. The bow is quite small if compared to its tall owner, and, strangely enough, seems to be composed of metal. Connected to the central part, the handle, which is covered in leather strips, is composed of two limbs, which grow larger near their center, and then grow smaller again near the edges, to which the string is tied. Such bow is used to fire the large arrows resting in the massive, cylindrical quiver attached to Sagittarius' back via a large buckled belt, passing over his right shoulder and crossing his chest diagonally. These arrows possess massive, light fletchings and simple metal heads.While shown wielding the bow with his right hand, Sagittarius always adopts the standard stance of a right-handed archer, wielding the bow with his left hand and aiming the arrow with the right one.
As said before, Sagittarius, living up to the theme of his constellation, employs bow and arrows in battle, with his skills as a Celestial Spirit lying in their use. He has proven himself to be an extremely proficient archer, able to shoot small objects which maneuver at high speed in mid air, with his arrows, demonstrating both pinpoint accuracy and great speed; such traits were further proven when the Celestial Spirit blocked a bullet with a projectile of his, reciprocating the same action that a sniper previously did, and leaving him amazed. He is able to nock and shoot more than one arrow at the same time, firing a barrage of arrows at once. He also seems to be very resourceful with his archery, as shown when he was able to create fire by shooting electrical equipment so that a fire Dragon Slayer could replenish his strength; a feat which he claimed to be "mere child's play" for his arrows.
Leo
Loke was a former member of Fairy Tail who is also the Celestial Spirit "Leo the Lion." He is the leader of the Astrological Zodiac. He is very flirtatious with attractive women, being fourth ranked as
The Wizard I'd Like To Be My Boyfriend
Rankings of the Sorcerer Magazine. Early during his time in Fairy Tail, a troupe of girlfriends was consistently around him. Whilst being glamorous, he does not take kindly to those who abuse or take advantage of women. He is very loyal to his friends; in order to protect Aries from Karen Lilica's abusive treatment, he stayed in the human world for a long period of time, despite how harmful it is to Celestial Spirits. He has proven great obedience to owners he trust, following orders without hesitation.
Loke uses a type of Ring Magic related to his Celestial Spirit powers which allows him to produce the element of light from his body, Regulus is mainly used to boost Loke's melee performance, empowering his physical attacks with wakes of destructive light, which are produced from his unarmed blows in a fashion similar to a lion clawing at its prey. Light can also be employed in other ways, with Loke being capable of emitting it in vast amounts, enough to cover a wide area, and shape it into various forms. To activate this skill, Loke was initially shown bending his right arm, with the clenched fist pointed towards the sky, and grabbing its bicep with his left hand, before chanting out "O Regulus... Grant me your strength!". Later on, Loke is only shown taking on the stance without actually chanting the incantation. Additionally, Loke can telepathically speak to his owner.
Being a combat Celestial Spirit, Loke claims to be able to "take his fair share of abuse", more than a normal, non-combat oriented Spirit. Befitting his role as a fighter and living up to his words, Loke has proven himself to be quite resilient in combat. He has demonstrated immense stamina: he was able to maintain his presence in the human world for as long as three years, getting attuned to it after three exhausting months without returning to the Celestial Spirit World once. This feat is made more formidable by the fact that just seven days are said to be enough to exhaust a non-combat oriented Spirit, and that an experienced Celestial Spirit Mage was astonished after learning that this Spirit was able to survive for more than one year
Loke is known as a "combat specialist", with his expertise in martial arts being the main element of his fighting style. He excels at close combat with strong kicks and punches, and his strength and speed are so high that allow him to incapacitate foes through the use of hand-to-hand combat alone before they can react, without the need to cast any Magic. When he does employ his signature Magic Regulus, however, the power of Loke's melee attacks is boosted further, allowing him to make the most out of his physical attacks, which are enhanced to various degrees by light.
Aries
Aries is very shy and polite. She frequently apologizes (sumimasen/Gomen'nasai), even if she didn't do anything wrong to her owner. Still, she is very sweet and able to appreciate how kind some of her owners are. She is quite easily frightened. Despite this, she is very obedient and willing to fight for her owner.
Aries' magic allows her to manipulate wool for combat, and usually uses it to soothe her opponents into a state where they can't fight back. Additionally, Aries has shown some skill in hand-to-hand combat.
Scorpio
"The Scorpion" Scorpio is a rough man with a large gun, which is reminiscent of a scorpion stinger, and Aquarius' boyfriend. In contrast to his girlfriend Aquarius, Scorpio is much kinder, and much more respectful to his owners. Scorpio has a strange manner of speaking, he says "We are" in the beginning of each sentence and refers to his sand as "our sand". He is also a trustworthy spirit.
In relation to his scorpion theme, Scorpio is known for employing Sand Magic as his primary means of combat. He is shown casting such Magic through the use of his scorpion-like stinger, using it to produce sand which is focused to assault opponents at mid-to-long range.
Gemini
Gemini are two individual twins of a single Celestial Spirit and possess the ability to mimic the appearances and abilities of others. The Gemini twins use Copy Magic, and have the ability to transform flawlessly into anyone that they have contact with. With this, Gemini is well suited for purposes like infiltration and information gathering/retrieval.
Once transformed, they will gain the transformed person's knowledge, Magic and their recent thoughts (if not while they are thinking about them in real time).When they recall memories, they talk in a bullet style listing; the amount of information that they can access is, of course, limited to the knowledge that the genuine counterpart is actually aware of, and nothing more beyond that. However, Gemini can only hold the transformation for five minutes, and they must touch the person in order to transform. Gemini can only retain the capability to transform up to two people, and any more additional transformation requires them to erase the older one of the transformed forms.
Also, Gemini's transformation is restrained depending on its owner. It can only transform into people with the same level or lower Magic Power as their owner. Anyone with a higher Magic Power than their owner will result in an incomplete transformation. Gemini can also transform themselves into a near target without touching, but this restrains the appearance of the clone to the appearance that it had last time they have contact.
Capricorn
Capricorn is shown to be quite loyal to his owners. He is also very respectful as he calls everybody with the honorific "-sama," and seems to appreciate the idea that Magic is based off of love, as he compliments one owner's interpretation of "The One Magic." In addition, Capricorn is highly skilled in teaching others about Magic, as a past owner summoned him so that he could instruct her on how to raise her Magic Power level.
Capricorn has demonstrated great physical prowess, as he is both exceptionally fast and strong. He has also demonstrated a good amount of physical strength, demonstrated by the fact that he was able to carry his owner, in one arm and another person in the other at the same time.
Pisces
"The Paired Fish" Pisces consists of a pair of enormous fish, one black and one white. Their true forms are that of a beautiful woman with black hair and fair skin and her son, a young man with dark skin and wild-looking white hair who wields a trident. They are both powerful fighters, but revert to their fish forms upon contact with water.
While in fish form, Pisces can glide through the air and attack their opponents from above. Their main form of offense seems to consist of throwing themselves against the target at high speed, using their massive heads to inflict powerful blows. Such a rudimentary attack possesses enough force to raise large amounts of sand into the air, when the fish's strikes connect with a sandy surface. The two separate beings are capable of synchronizing their assaults, moving in unison.
While in human form, Pisces uses Water Magic as their primary source of combat. The mother employs this Magic as a Caster type, being able to create masses of water accompanying her motions when she kicks in order to increase the damage inflicted to the target via the blunt force of the liquid. On the other hand, the son uses it as a
H
older Magic, wielding a trident to send waves focused around the weapon's tip against the opponent when he lunges at them. Additionally, Pisces have been shown to use melee combat techniques which come enhanced with Water Magic their means of fighting. Their split nature allows them to combine their assaults, making them harder to avoid. Mother Pisces fights unarmed, and could pull a water-cloaked crescent kick with high precision. Son Pisces has been shown handling his trident skillfully, landing quite a devastating water-imbued strike through its use.
Libra
"The Heavenly Scales" Libra is a young woman in an exotic dancer's outfit who hides her face behind a veil and is equipped with half of a set of balancing scales on each hand. Libra uses Gravity Change to alter her opponents weight.
Libra possesses a pair of scales, which aid her in her employment of Gravity Change. Each scale consists of a small golden bowl that is connected to 3 chains, which are also attached to rings that are worn by Libra.
((The Following isn't Fairy Tail Canon. It is a Zodiac created by one of our very own moderators, Lexielai! Here's a sneak preview of a few of the Celestial Spirits to be released.))
-Oriental Zodiac-
Nezumi – The Rat
Nezumi is an incredibly intelligent, analytical, and cunning Spirit, considered to be the sneakiest out all the Oriental Zodiac; however, he is timid and insecure, lacking the courage to lead or be responsible. Further, Nezumi is greedy and obsessed with gathering items and trinkets, like a pack-rat (no pun intended). Strangely enough, his obsession with gathering is only matched by his compulsion to remain tidy, making him both a gatherer and a clean-freak who insists on sanitation and organization. Finally, Nezumi is a master of deception and disguise, combining both his magical ability and nature to steal, sneak, and sabotage with ease.
Magic Ability: Shadow Spirit
Strengths: With this Magic, Nezumi is able to become the perfect infiltrator, con-master, or saboteur. Among other things, his Magic allows him to generate life-like illusions over himself, another living being, or the environment. Essentially, this allows him or one other living being to gain the appearance of anything he wants, or change people’s perception of the environment to suit his needs.
His second ability is the ability to travel through shadows by fading into them, with the additional capability of being able to transport one other living being or item along with him.
Also, Nezumi can create tentacle-like rat tails that he can use as additional limbs to whip opponents, carry more objects, or lift himself to higher locations.
Weaknesses: Although his illusions affect a person’s senses, the use of Magic Power can still be detected by the recipient if Nezumi alters more than two senses. That means that while he can create total immersion, he often leaves out something against Mages so its harder to detect the illusion. That also means a user can determine they’re in an illusion through careful perception of inconsistencies in the environment. To break the illusion, Nezumi either needs to run out of Magic Power, or the victim much overload the senses affected by the illusion with Magic Power until it overpowers the amount emplaced by Nezumi.
Finally, while his shadow-travel is effective, he must remain in the shadow for the duration of his ability, meaning he cannot travel through any area that’s not shadowed. Further, if the shadow he’s in disappears, then he’s immediately brought out and cannot submerge again for ten seconds. Nezumi can only travel for thirty seconds when with another companion or large item.
In combat, a strong slicing attack easily severs his rat tails. Furthermore, he can only maintain a limited amount coinciding with the strength of any illusion he might be using, up to 10. They cannot be recreated for ten seconds after they are destroyed.
tl;dr – Nezumi, the Rat, is an intelligent and cunning master of illusions, deception, and stealth. His defining quirks are his timid disposition, collecting pack-rat nature, and obsessive cleanliness.
Ushi – The Ox
Ushi is a very traditional, industrious, wise, and experienced Spirit, much like an elder among the Oriental Zodiac. His strong will, faith, and stern disposition make him an excellent mentor to others. He's very assured on his path, having already decided his moral code, and is an honorable warrior that will strictly follow his ideals to the end. Additionally, with an amiable temper and wisdom, he does well in advising leaders, although a poor leader himself because of lacking communication skills; often the things he says are taken the wrong way and abrasive or he simply doesn't speak up. He's always insistent and stubborn on following the traditional ways of the past. In his spare time, Ushi is known to enjoy writing poems, making him a sort of warrior-poet.
Magic Ability: Ancient Spirit
Strengths: Ushi's Magic makes him an incredibly strong and durable, which combined with his combat experience makes him a powerful, front-line warrior. His abilities include enhanced strength, endurance, and sturdiness. While that in itself isn't particularly impressive, his Magic combined with his equipment make him a feared menace. While he has enough strength to be an offensive fighter, Ushi's primary advantage is his undeniable capabilities of defense and protecting others from harm.
First, Ushi's Ancient Armor is a powerful, magically-enchanted plate defense made from an unknown, Spirit World exclusive metal that further increases the power of his abilities and defense. Its most distinctive feature is the ability to project a 5-foot, flat, circular shield of magical energy that is nearly impenetrable.
To complement the armor, Ushi utilizes an Ancient Bastard Sword made of materials similar to his armor; like the other, it enhances his abilities, as well as increasing his offensive potential. Its serrated edges and extreme weight make it a sharp and deadly weapon, but its distinctive feature is the ability to transform into an actual shield with the same properties as his magical one, except with mobility.
Weaknesses: While his strength is incredible, the heavy weight of his equipment, even with strength enhancements, still make him one of the slower Spirits; anyone with enough consistent speed can avoid his attacks, although they must be careful of rubble or collateral damage that results from them.
Further, Ushi's magical shield, once placed, cannot be moved. That means any prospective opponent can simply outmaneuver the barrier to attack. In addition, the shield remains in place for ten seconds and cannot be dismissed until after that, and Ushi must wait another five seconds before creating the shield again.
If his sword is in shield-mode, Ushi has incredible defenses, but his already low mobility is drastically reduced and he can only walk to new locations, meaning outmaneuvering is still possible. Not only that, but the sword can only stay transformed for thirty seconds; after that it returns into sword-form and cannot transform again for another fifteen seconds. Finally, while in shield-mode, Ushi's has little offensive capabilities, and is little more than a glorified, moving wall; another way to defeat him is to remove his summoner while he's still slow in shield-mode, dismissing him by default.
tl;dr – Ushi, the Ox, is a wise and experienced elder Spirit and a literal tank, who can take and dish out incredible punishment. His defining quirks are his insistence on traditional ways and his status as an honorable warrior-poet.
Tora – The Tiger
Tora is a rebellious, impatient, temperamental (and short) girl that conflicts with seniority and authority. She has a hasty mind and frequently makes quick (yet foolish) decisions without consulting others, which confined with her overconfident nature make Tora a poor communicator. Not only that, but her rebellious nature means she often argues or conflicts with summoners, even refusing to work with them if she doesn't like them. Further, her impatience belittles her natural intelligence by virtue of the fact that she's too hasty to listen to her brain at all. Nonetheless, she has an easy time expressing her desires and emotions, rather loudly in fact, and is a very emotional and sympathetic girl. Tora's favorite things are her friends, and she's deeply loyal to those she pledges herself to, however few; her bravery and valiance means she'll dive herself straight into hell to pull her precious people out if need be. Despite her great passion, she is unwilling to show love, and often insults or acts rude to these people instead. Her enjoyments are any contest or challenge, particularly fights, which is where she thrives. It’s also known that she does not appreciate jabs against her height.
Magical Ability: Fighting Spirit
Strengths: Tora's Magic allows her to channel and project her Magic Power both through and outside her body, allowing her to manifest energy claws, blades, armor, skates, fans, cat-toys, and whatever else the hell she wants. Not only that, but channeling energy into her body enhances her already strong physical capabilities, giving her increased athletic potential in all aspects. In addition, the more determined or emotional she is at the time, the more of her spirit and Magic Power is unleashed into her abilities; arguably, when possessing an extremely strong bond with her summoner while the latter is in danger, Tora becomes the undeniable strongest of the Oriental Zodiac by a large margin.
The energy weapons Tora can project range with a variety of properties, but are always extremely effective at her intended purpose. For example, her trademark weapon, energy claws projected from the ends of her fingers, are remarkably sharp and can cut through even magical steel as if it were butter.
Her Magic, speed, and natural, cat-like dexterity serve to increase her deadly capabilities, making her a fast and agile opponent at any dimension, able to traverse up, down, to the side, diagonally, through the air, and generally be so damn maneuverable that her opponents have a hard time keeping up before they're surgically defeated by her claws.
Weaknesses: Although her physical abilities are top-notch, Tora's volatile personality makes her vulnerable to taunts, insults, and mental attacks. Her impulsive nature means she’ll often attack head on without a sense for tactics, making it easy to lure her into traps and unfavorable situations.
Furthermore, her Magic can only project one item at a time, meaning her constitution will be weaker when she’s using her claws and vice-versa. While her Magic projection remains out indefinitely, the larger the object she’s creating the more Magic Power it costs exponentially, limiting her to smaller projections. In addition to that, her Magic is limited to a three-feet radius around her, forcing her to fight only in those ranges. For aforementioned reason, she’s vulnerable to wide, area-of-effect ranged attacks that are difficult to dodge, and generally ranged Mages have an advantage against her so long as they can keep her at bay.
It takes Tora three seconds to create her projections if they’re something she’s not intimately familiar with – namely, her claws. In that period she’s vulnerable without magical enhancement or projections to fight with, weakened only to her natural abilities.
All in all, Tora’s combat strength remains exceptionally strong, with her primary weakness being a lack of utility and defensive capabilities, being pretty useless at jobs that don’t require fighting. Furthermore, because of her weak supportive defense, it’s simpler to take out Tora’s summoner to dismiss her, as he or she will almost certainly be an easier target than Tora.
tl;dr – Tora, the Tiger, is a rebellious, impatient, and short Spirit who excels at fighting, but not so much at thinking and other roles. Her defining quirks are her Napoleon-complex, obsession with fighting, and her nature as a total tsundere.
To be continued...
Persons Of Interest Overview
As Pinnacle Town's guild-hating Sheriff, A'den Kandosii protects it tooth and nail, using a deadly combination of Guns and Re-quip magic. With a fierce array of weapons at his disposal, he is thought to be one of the most powerful individuals in the Magic world.
The Leader, as he is simply known, is the current head of the "Raccoon Alliance". Enticed by the prospect of making millions through the illegal trafficking of rare treasures and artifacts, he will do whatever it takes to satisfy his own greedy ambitions.
-A New Beginnings Novel-
Once the RP begins, we will be compiling all of the posts from each member into a traditional story format, complete with prologue, chapters, and hopefully a epilogue. Consider it a personal gift from us, to all of you who have joined.
At heart, the content will be remaining the same. However, there will be a few additions and re-arrangements to the source material, making it more suitable to the medium of a
Narrative.
We hope you all enjoy your stories!
Here is the link: http://www.rpnation.com/threads/the-novel-fairy-tail-a-new-beginning.55722/
Map of Fiore
-Designed by Led Penceel, from the drawing Guild "Shaded Circles"-
:five:
Painting of Earthland
-Colored by Kreaky Easel, of the Painting Guild "Rainbow Wave"-
Most of the role-play, will take place in the Kingdom of Fiore. However, this is not to say the other nations of Earthland, will not be playing a role in the coming story....
Fiore Relations
-Compiled by Diplomats of the Magic Council-
-Designed by Led Penceel, from the drawing Guild "Shaded Circles"-
:five:
Painting of Earthland
-Colored by Kreaky Easel, of the Painting Guild "Rainbow Wave"-
Most of the role-play, will take place in the Kingdom of Fiore. However, this is not to say the other nations of Earthland, will not be playing a role in the coming story....
Fiore Relations
-Compiled by Diplomats of the Magic Council-
[Legend]
Red: Hostile
Black: Neutral
Green: Friendly
Blank: Non-existant
Layout Of Pinnacle
-"Graciously" Provided By Sheriff Kandosii-
-"Graciously" Provided By Sheriff Kandosii-
[/maps]
RULES
Current Moderators:
Kinesthetics - http://www.rpnation.com/members/kinesthetics.16550/
Lexielai - http://www.rpnation.com/members/lexielai.17155/
Current Moderators:
Kinesthetics - http://www.rpnation.com/members/kinesthetics.16550/
Lexielai - http://www.rpnation.com/members/lexielai.17155/
General Rules:
1) Obey the official RP Nation Guidelines: http://www.rpnation.com/threads/rpnations-rules-and-regulations.4986/
2)Moderators are GOD. Our word is final, and we may introduce or change rules as the RP progresses. Further, it is to the moderator’s discretion as to whether any character sheet is accepted or denied.
3) Up to a maximum of two characters per player.
4) No One Liners! You must write at least 3 FULL sentences per post. If there's a lot of detail then describe it; don’t just write a bland statement because you’re lazy. If you have no inspiration, just don't post. Collaborative posts are encouraged.
5) Keep posts in relative sections(Say anything out-of-character in the OOC thread, leave only your CHARACTER’S text in the roleplay thread).
6) To make your writing clear, stick to the Third-Person perspective unless the context calls for something different(Such as dialogue).
7) Have a good grasp of the English language. If your posts are consistently short and incoherent(many misspellings or grammatical errors), you may not be someone we’d like to roleplay with.
8) Be COMMITTED to roleplaying and improving. If you are a person who doesn’t add any detail and writes bland posts, then unless you’re willing to visibly improve you may also not be someone we’d like to play with.
9) If you're absent for a week then we'll assume you dropped. Please let a moderator know if you'll be gone longer and want to rejoin.
10) Respect fellow roleplayers. Do NOT harass or bully them, we have a ZERO TOLERANCE policy on that. If there's a problem with your writing or your behavior, you will be contacted.
11) If you have a conflict or problem with someone, resolve it between you and the other party privately. If that isn't possible, contact a moderator.
12) Additionally if you have any issues or questions with character signups, writing, or whatever, contact a moderator or ask your fellow players for support. Also reference existing resources and rules when you can.
13) If you read these rules, Underline your character's name in your character sheet once.
14) Have Fun!
In-Character Rules:
1) Romance with another player’s character is fine as long as the other party agrees. You may conduct romance between your own characters at your will.
2) You may not write explicit sexual scenes, or pretty much anything that’s past second base. However, innuendo and fade-to-black scenes are a-ok.
3) Profanity, gore, and more is at your discretion; write as much as you want in as much detail as you want. Moderate yourself however you wish, but remember that not everyone likes excessive violence and may choose to not interact with you if you do write that.
4) No Bunnying, Godmodding, Mary Sues/Gary Stues(Flawless or perfect characters that lack definite weaknesses)
5) Do not be unreasonable. Use Common Sense when writing, and if a character dies or is injured that's up to their creator. However, don't be obnoxious and power your character to ridiculous or godly heights; that's neither fun to play nor fun to play with. For example, even a high ranked Mage wouldn't spam incredibly powerful magic without strain or facetank a powerful enemy's strongest attack without taking a scratch.
6) Stick to the general lore and knowledge of Fairy Tail-- that means no huge dragon populations, making up your own races, or stuff like that(If you really want to break or add to the lore, ask a moderator beforehand). If it doesn't conflict, feel free to be creative with your character's background, magic, etc. Dragon and God Slayers are allowed, but we will be moderating their count on a first-come, first-serve basis. (Message a moderator to reserve something)
7) Use dice-rolling for PVP combat, unless the involved players agree on writing without that. Players have the option of choosing how many dice they want to roll, but everyone should use a d6. If one player’s roll beats the other, then the former player will win that part of the fight. If the players have a draw, then the match is even. The following are just some possibilities you could use for dice-rolling(You may adjust the count as you will):
· Roll 1 Die – One roll to resolve the combat quickly. Best for players who don’t want to write drawn-out or really detailed fight scenes and want to get it over with fast.
· Roll 3 Die – Three rolls to give the combat a variety of stages: beginning, middle, and end. This lets players flesh out their fights to give detail on how it goes as it progresses. Best for good storywriters who enjoy bringing more detail and substance to combat.
· Roll Every Attack – Unlike the former two, this can be either long or short, depending on how much the two writers want to drag it out. For every attack, the players will have to roll their dice against each other to determine if it was successful for not. Best for players who really want to write a play-by-play of the fight without writing a collaborative post.
- Rank Modifiers - When two characters of different rank battle, modifiers should be added to the rolls. This is to factor in any difference of power between the two people. C-Class will be the lowest rank a magician can have. At this level, no modifier will be added to the roll. B-Class mages will have a modifier of +1, while A-Class mages will have a modifier of +2. S-Class mages enjoy the biggest increase, having a modifier of +3.
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