You are on page 1of 64

INTRODUCTION

FATE STRIKERS was thought of as an online game loosely


based and somewhat inspired on a Japanese anime. A few
additions from other sources soon lengthened the concept
of the game. The similarities between the game and the
anime to where it was based are:

The ancient artifacts needed to be sealed or retrieved were


all created for destructive purposes and could cause
massive dimensional distortion

Their weapons are more commonly called devices since


they were created from the fusion of classical magic and
technology (modern and advanced)

Technologies that are far advanced had already existed


since the ancient times (the old era) and had caused
massive destructions to other surrounding areas

GAME PROFILE
Massively Multiplayer
Online Role-Playing Game
Adventure/Fantasy/Sci-fi
MMORPG

BACKGROUND
STORY

In a distant past, there was a world that had existed long before the
advancement of modern technology took place on Earth. It was a world
residing and endlessly floating in a dimensional space separated from
the other worlds by a magical veil. A deity by the name of Celeste
created that veil as a protective means. After all, she was the one
assigned by the gods to guard the world inside that veil. That world was
later named as Arc-en-ciela French term meaning rainbow. In a way,
Arc-en-ciel lived up to its name since it was a world divided into seven
lands, each of which were represented by the seven colors of the
rainbow. Red, orange, yellow, green, blue, indigo, and violeteach of
these colors represented certain elements that full-fledged mages of this
world can possess and eventually managed to learn wielding them the
right way.
This world was somehow unlike any other. Even though it existed in a
distant past, its residents knowledge on modern technology wasnt that
lacking. In fact, it was something far advanced that enabled them to
monitor their worlds situations using supercomputers and such. The
residents were also knowledgeable on the use of magic, as well. It was
then that they came up with an idea of fusing classical magic with
modern technology to create some of the powerful weapons imaginable
to them. But creating such types of weapons required skills and vast
knowledge on both magic and technology. That was why only selected
people could create such weapons. Those selected people were later
became known as Device Meister for the reason that they called those
powerful weapons as devices.

The fusion of two completely separate knowledge didnt just bring


prosperity and security to Arc-en-ciel, however. It also brought about the
near-total annihilation of that world, as well. This was because of
another deity responsible for controlling the lives of everything and
everyone else of many various worlds. Her name was Fate. The fast and
immense progress of Arc-en-ciel somehow made her feel neglected due
to the fact that the people of that world had began possessing the power
to control their own destinies without relying on the deitys powers. Fate
also started to get jealous of Celeste because the latter had made the
world she was guiding a prosperous one. Whereas the world that Fate
was guarding and guiding became torn in disputes and wars. Instead of
punishing her own worlds people, Fate decided to use them for her own
plans. She convinced them into plotting an all-out attack to Arc-en-ciel.
And to do that, they needed to create weapons that would rival that of
the devices of the Mage Knights of the Seven Landsit was the other
term used to refer to the warriors of Arc-en-ciel.
Fate helped them in creating those weapons. She used her own blood
fueled with her rage and jealousy to Celeste and the Mage Knights of
Arc-en-ciel to supply the necessary powers to the weapons of her own
army. With that finally achieved, Fate led her army to attack Arc-en-ciel
by surprise. This army was later known as the Black Winds.

A devastating onslaughtled by an army called the Black Winds who


followed Fates desirehad almost wiped out the entire population of
Arc-en-ciel because of their ultimate desire to possess the Mage
Knights powers in order to control the dimensional space. The
knowledge in the creation of the devices was something that Celeste
had granted to the Mage Knights. The armys powers destroyed the
magical veil surrounding Arc-en-ciel and destroyed almost all of the
seven lands of that world if it wasnt for the help of the Guardian Gods
that had divine sovereigns over their respective lands and regions. This
war was later known as the Great Dimensional War.
The war went on but neither side could gain an advantage over the other
despite many deaths from both sides. Celeste went on to fight Fate in
an ultimate battle between two deities. It was a battle that caused a
massive dimensional disturbance and destroyed the other nearby
worlds, including the world that Fate was assigned toCallista. Celeste
managed to only save a third of Arc-en-ciels population from the
dimensional disturbance because of her powers draining. Using the last
endowments of her powers, she destroyed Fate and sealed her army in
a dark and dangerous part of the dimensional space, hoping that they
would never be freed. The Black Winds weapons, along with Fates
scattered body which turned into many crystalline shards, later became
known as Fates Relics. These relics were inadvertently scattered all
over Arc-en-ciel, hiding from the rest of the worlds inhabitants.

Only seven tribes out of the hundreds known tribes of Arc-en-ciel had
managed to survive the devastating war and were able to be saved by
Celestes powers. In turn, the 7 elders that governed the 7 surviving
lands of the different Mage Knight tribes had begrudgingly prophesized
that one day, Celestes seal that bound the Black Winds would be
broken and would eventually release the evil being from their seal. By
then, the Black Winds had reached to create only one goalto revive
their deity Fate by collecting the scattered weapons they once used and
her scattered shards. Once they had achieved that, the enemies would
be using it to their full advantage.
To prevent a second devastating attack to befall upon Arc-en-ciel, the
seven elders (who also happened to be the leaders of the surviving
lands respective tribes) started recruiting Mage Knights who survived
the attack (or even the descendants of those who died during the Great
Dimensional War) that would help them achieve that goal. Training these
Mage Knights to become strong and powerful enough to stop the Black
Winds from reviving Fate using the scattered Relics was their only way
to achieve the seven elders ultimate goal.
And so, the journey to prevent another impending disaster will begin with
the recruited Mage Knights The seven tribes will stop at nothing to
achieve the ultimate peace and eventually save the entire dimensional
space from impending doom

CHARACTERS AND
ITS CLASSES
NOTE: The pictures of the
characters to be shown here are just
how it was visualize.

MAGE KNIGHTS

This is the main term used to refer to the players of Fate Strikers.
There are seven character classes that the players can choose
from. These characters had color representations as each of it
belonged to a certain land presented in the game.
Though they are referred to as Knights, they are all actually mages
since they are able to manipulate and master the magical usage of
a certain element depending on the chosen characters profile.
Because of this, they are fully referred to as Mage Knights From
One Of The Seven Lands.

The character classes are:


1.) Swordmaster
2.) Ranger
3.) Cloudbreaker
4.) Healer
5.) Summoner
6.) Enchanter
7.) Lancer

SWORDMASTER

Belonging to the Fire Garnet Tribe residing in


the Land of Eternally Blazing Fire, Oradea
Excellent in the usage of different types of
swords infused with a few technological
aspects in order to make it more powerful
Master manipulators of fire, which was
considered to be the wildest of all the
elements ever wielded by any mages of Arcen-ciel
Can also manipulate lightning as their most
powerful attacks, but it is only used as a last
resort.
Forger of the strongest swords both known
and unknown to the world of Arc-en-ciel
Devoted to the two Guardian Gods of Fire, a
phoenix named Seraphine and a dragon
named Eridanus
Considered to be the masters of close-range
combats and able to deliver powerful melee
attacks in just one strike of their swords

RANGER

Belonging to the Solar Amber Tribe of the


Land of Eternal Day, Espoir
Master manipulators of the energies derived
from the forces of the sun, the moon, and the
stars
Can use different aspects of light as their
offensive attacks to its fullest
Devoted to the Guardian Goddess of Light, a
shining falcon by the name of Sarraqa
Skilled in range attacks, mostly in mid- to
long-range combats
They are called masters of precision and
accuracy when it comes to their arrows and
bullets, considered to be the best snipers
with the use of either guns or arrows to fire
their shots, both physical and magical shots
With this character class, the players can
chose either as a gunner or an archer
Can make their shots faster and fatal even in
mid-range or long-range

CLOUDBREAKER

Belonging to the Wind Topaz Tribe originating


from the Region of the Floating Lands, Cygnus
Devoted follower of the Guardian Goddess of the
Sky, a large swan by the name of Corentin
Master manipulator of the wind element and the
weather, using lightning and thunder as one of his
most powerful attacks
Also known as one of the stealthiest fighters,
regarded as the deadliest assassins of Arc-en-ciel
because of their incredible speed
Also known to skillfully possess one of the Wind
Topaz Tribes forbidden skillscontrolling the
pace of time
Regarded as ace of aces in field combats since
they were able to handle all types of range
combats (close range, mid-range, long range)
Conjurer of hurricanes and cyclones
Can instantly kill his opponent with just a single
strike of the lightning attack he conjured during
battle
The only archetype that can turn invisible in and
out of the battlefield with the use of the wind
element

HEALER

Belonging to the Earth Emerald Tribe of the


Land of Undying Fields, Terra
Devoted followers of the Guardian Goddess
of the Earth, a winged tiger by the name of
Onile
Though they are called healers, they uses the
fusion of both traditional and modern
medicine in healing wounds and injuries the
fastest time possible
They have the fastest regeneration ability
among the other characters in the game
They can use their knowledge in medicine to
both heal their patients and fatally kill their
opponents
A well-trained mage knight of the Earth
Emerald Tribe could also learn one of the
tribes forbidden skillsreviving the dead but
at the cost of the lives of someone precious to
them or even their own lives
Known to be the archetype with the highest
defensive skills among the other archetypes

SUMMONER

Belonging to the Water Sapphire Tribe of the


vast Ocean of Castalia
Devoted to the Guardian Goddess of the Sea,
a large winged serpent by the name of
Ghayth
Master manipulators of the water element
which can be both benevolent and at the
same time, the most destructive force that
they could conjure
Caretakers of all the beasts and other
creatures mainly residing in the Summons Isle
and aiding them in the battlefield
The beast they summon became a part of
them as a contract between master and
servant had been establish. The beast
remained loyal to their masters upon their
inception to their masters command until the
end of it.
As long as the summoner is alive, the soul of
the summoned beast will never be
extinguished. The summoner can still revive
their dead beast even on the spot.

ENCHANTER

Belonging to the Sound Crystal Tribe of the Land of


Eternal Night, Heimdall
Commonly known to the other tribes as The
Illusionists and The Puppeteers
Masters of illusions and hypnosis, making them able
to control their opponents like puppets
Manipulators of the energies derived from sounds
and turn them into their basic and even their most
powerful attacks
They have the ability to morph into another person,
making them one of the most unpredictable mage
knights out of the seven characters
Usually born with a beautiful singing voice that they
used to hypnotize or if not, kill they enemies with the
energies formed from that singing voice.
Known as the Deadly Siren of Neo Arc-en-ciel
Common weapon was a flute that can be used as
their own wands. They are able to control various
technological weapons and equipments with the use
of the sound coming from the flute.
Devoted to the Guardian Goddess of Sound and
Silence, a nightingale by the name of Riya

LANCER

Belonging to the Ice Amethyst Tribe of the


Land of Never-Melting Ice, Hesperis
Masters of the usage of pole-arm weapons
(spear, lance, halberd, glaive) to its fullest
Devoted followers of the Guardian God of Ice
and Snow, a fully-armored polar bear by the
name of Nivion
Manipulators of ice and snow, masters of
some of the deadliest attacks known to all
Able to copy others powers injured by one of
their ice attacks
Creator of the most powerful shields and
armors in all of Neo Arc-en-ciel
Guardian of the Tree of Hesperides, a magical
tree of golden apples which holds magic
powers and can be used to upgrade any of the
character classes weapons
Has longer life spans than any other
characters since they are able to preserve
most of their life points in battle with their ice
powers

MAGE KNIGHT RANKING BASIS


It used the same ranking as those of mages in
several anime and fantasy games with a similar
concept.
They also used similar grading/rating system like
plus (+), minus (-), and even plus-plus (++) in
between two ranks.

MAGE KNIGHT RANKINGS:

Rank E This is the lowest rank of the Mage Knight. This is also the default rank of every player
who had just entered. Existing between levels 1-7
Rank D The second lowest rank achievable by Ground Mage Knights in the game between
levels 7-14
Rank C The most common rank that can be achieved by a Ground Mage Knight and it is
achievable between levels 14-25
Rank B The common rank among Ground Mage Knights. At this point, the Mage Knight must
have at least defeated two out of the thirty leaders of the Black Winds. Achievable between
levels 25-38
Rank A At this rank, mage knights may upgrade from being a Ground Mage Knight to an Aerial
Mage Knight. This is considered the lowest rank among the Aerial Mage Knights. Achievable
between levels 38-51
Rank AA The second lowest rank achievable by an Aerial Mage Knights and must have at
least completed the important task that two of the eight Guardian Gods had set about.
Achievable between levels 51-66
Rank AAA The most common rank among Aerial Mage Knights and must have upgraded their
weapons using one of the golden apples from the Tree of Hesperides. Achievable between
levels 66-82
Rank S At this point, the Mage Knight had been able to tame at least one of the legendary
creatures needed in one important quest: a dragon, a phoenix, a unicorn or a winged horse.
Achievable between levels 82-102
Rank SS The second highest rank that a Mage Knight can achieve in the game and must have
at least have 2-4 beasts tamed from Summons Isle and had already completed the important
tasks set about by four of the eight Guardian Gods. Achievable between levels 102-130
Rank SSS The highest rank that a Mage Knight can achieve in the game. Achievable between
levels 130 and above

GAMEPLAY

Just like in most online games (mostly browser games), the character
creation is somewhat limited in some aspects. However, once the player
chose one of the seven archetypes (Swordmaster, Ranger,
Cloudbreaker, Healer, Summoner, Enchanter, and Lancer), they are able
to chose their weapons appropriate to their characters.
Quest-completion is also a part of this game as most online games do.
Path-finding makes it easier for players to head out to the destination of
their next task/ quest. Skill points can be gained at every retrieval
mission completed. Magical value points (similar to experience points)
can be gained with defeating the Black Winds and their minionsmainly
the drones guarding the located Relics
One of the main goals of the game, besides completing quest brought
about by non-playable characters (NPCs), is to retrieve the scattered
Fates Relics all over a certain place in the region. The Relics differ per
location in one region/lands. The magical value points that each mission
held varies immensely depending on the mission
Destroying the drones or a Black Wind guarding the Relics without
losing all of life points. The faster it was done and the intense the
damage, the higher the magical value points that the character can
retrieve.

Going to the shrine or temple of a certain region with the


required item enables a player to communicate with that
temple/shrines Guardian God in order to achieve a
certain rank or perform a special quest for additional
magical value points for the character. The additional
points added after completing the special quest is largely
different to that of completing an ordinary quest.
Most of the NPCs in the game will give certain quizzes to
the player that appeal to them for guidance and help.
Along with completing their designated quest, they have
to answer the NPCs quiz commonly done by
rearranging the given letters to reveal the answer. There
is no time limit to do this, only analytical and critical
thinking along with the basic knowledge of the history of
the virtual world that the player was in.

SEVEN LANDS TO BE
ENCOUNTERED IN THE
GAME

NOTE: The pictures of the


locations to be shown here are just
how it was visualize.

Though the Dimensional Space has many worlds floating,


the game mainly focuses on the seven lands of the
planet Arc-en-ciel where the sought-after Fates Relics
are scattered and must be found and sealed.
The lands are:
1.) Hesperis birth land of the Lancers
2.) Castalia birth land of the Summoners
3.) Oradea birth land of the Swordmasters
4.) Cygnus birth land of the Cloudbreakers
5.) Heimdall birth land of the Enchanters
6.) Terra birth land of the Healers
7.) Espoir birth land of the Rangers

HESPERIS: LAND OF THE ICE


AMETHYST TRIBE

A land of icy mountains and valleys,


this was where the Winter Kingdom
was located. This is situated east of
Castalia, which is ironic because the
lands name was derived from the
land tended by the nymphs called the
Hesperides in the Greek mythology
that lies on the far western corner of
the world where the tree of the
golden apple was planted and
protected. One of the goals of the
game is to retrieve one of the apples
from the protected Tree of
Hesperides to advance to the next
rank and upgrade their weapons.
This land lies behind the Icy Mist
Valley of the Hesperian Mountain on
the Glacial Isle just north of Oradeas
Fire Trial Valley separated by the
Scarlet Forest.

CRYSTAL ICE SHRINE

The main shrine of the land of


Hesperis. This is the only open
shrine in all of Arc-en-ciel but also
one of the most difficult one to
enter, as well. It was located at the
heart of Hesperian Mountain and
conceals a pathway leading to the
Ice Mist Valley. The Guardian God
of Ice and Snow lies underneath
this shrine in a deep slumber after
the Great Dimensional War and a
mage knight having the Purple Ice
Heart as one of his items enables
him to communicate with the
Guardian God for the next task or
even a special quest

CASTALIA: REGION OF THE WATER


SAPPHIRE TRIBE

A region that lies underneath the only


ocean of Arc-en-ciel which houses several
marine creatures capable of
communicating and interacting through
speech. This is where the Water Kingdom
was located. This land sustained life for
the Tree of Mist, a tree that has powers to
heal injuries and give the Mage Knight or
any other non-marine creature the ability
to breathe underwater. Another featuring
location of this region is the Summons
Isle, an island just above the Water
Kingdom where the beasts and other
creatures that the Sapphire Water Tribe
can conjure in the battlefield are being
taken care of. One of the hardest to reach
location in this region is the Uminari
Castle which is their main fortress and
houses several knowledge about the arts
of the water element, both the basic and
forbidden knowledge.

WATER SHRINE

An underwater shrine located


underneath the Ocean of Castalia
where the Guardian Goddess of
the Waters lies in a deep slumber
after the Great Dimensional War;
this was the main shrine of the
Water Kingdom. It was located
just behind Uminari Castle and
guarded by several giant manta
rays and sharks. A mage knight
having the Azure Water Heart as
one of his items enables him to
communicate with the Guardian
Goddess for the next task or a
special quest

ORADEA: LAND OF THE FIRE GARNET


TRIBE

a land of eternally blazing fire from


volcanoes scattered all over. It was
a land known to be blazing eternally
and all around it, a rare blue flame
called the Flame of Loyalty was
found in several selected areas in
the Fire Trial Valley. Several strong
dragons and phoenixes reside in
this land and a mage knight is given
a chance to tame them, making
them advance to two over-ranks
(e.g. B+ and B++) if successfully
done. One of its defining places is
the Scarlet Forest which borders
Oradea from the other lands. This
forest consists of plants and trees
that are not affected by the fire that
had spread out all over the land.

TEMPLE OF THE TWO FIRE GODS

One of the most dangerous shrines in


all of Arc-en-ciel, it lies on the crater of
the Nuria Volcano. This is the only
fortress of Oradea and guarded by a
skeletal general who was given a
chance by the two Guardian Gods to
serve the people of the land after
becoming corrupted by Fates powers.
This shrine protects the Vestal Flame,
an eternally burning purple flame that
powers up a mage knight should he
survives from its burning during the
special Fire Trial. It also houses the
deeply-slumbering spirit of the two
Guardian Gods of Fire. A mage knight
having the Crimson Fire Heart as one of
his items enables him to communicate
with any of the two Guardian Gods for
the next task or a special quest,
depending on whose God will the player
choose to communicate with.

CYGNUS: REGION OF THE SKY TOPAZ


TRIBE

a region residing in the sky where


only vast space filled with endless
clouds exists. Large swans and
falcons resided this region. It is
protected by the Guardian Goddess
of the Sky whose form was similar
to that of a swan, where the name
of the land was derived from. One
of its famous locations was the Qilin
Castle, a formidable fortress that
had managed to survive the war
and remained intact even after so
many attempts to destroy it. Below
it was the Cloud Mountain, the only
place that conjures the portal
needed to go to Cytherea, the
capital city of Cygnus.

SKY SHRINE

This is the main shrine found in the


region of Cygnus and it is the residence
of the spirit of the Guardian Goddess of
the Sky where she remained in a deep
slumber after the Great Dimensional
War. This is the shrine in all of Arc-enciel that is hardest to reach since a
winged horse or even a giant eagle is
needed to reach it. It was guarded by a
humanoid owl (similar to the
appearance of Nisroch, an eagleheaded deity of the Assyrians) who was
long given the duty to guide the mage
knights who entered the shrine. A mage
knight possessing the crystal called the
Golden Sky Heart as one of his items
enables him to communicate with the
Guardian Goddess for the next task or
a special quest.

ESPOIR: LAND OF THE SOLAR AMBER TRIBE

The land of the light manipulators and


the most skilled rangers, this place
was located just below the region of
Cygnus. It lies on the eastern side of
the Ocean of Castalia. This is the land
that has no night time at all. Because
of this, it gained a nickname: The
Land Of Eternal Day. It is also the
largest land in all of Arc-en-ciel. Some
of its famous locations are Fortress of
Arisea which was a castle-turnedmausoleum named after the princess
who died during the Great
Dimensional War while defending her
people, the Clarion Forest which
happened to be the largest rainforest
in all of Arc-en-ciel, and the Western
Peaks which hides the Light Shrine.

LIGHT SHRINE

The main shrine of the land of


Espoir that has an entrance with an
appearance similar to that of a Torii
Gate of a Shinto Shrine. This is
where the spirit of the Guardian
Goddess of Light lies in a deep
slumber right after the Great
Dimensional War. It is located just
behind the Western Peaks and
inside the Clarion Rainforest. A
mage knight possessing the crystal
called the Amber Sun Heart as one
of his items enables him to
communicate with the Guardian
Goddess for the next task or a
special quest.

HEIMDALL: LAND OF THE SOUND CRYSTAL


TRIBE

This is the birth land of the most


powerful and skilled Enchanters
known to Arc-en-ciel, it is protected by
a sound barrier. This is also the most
mysterious of all seven lands since
they somehow separated themselves
from the rest right after the war. One
of its most prominent scenery is the
Xin Jing Fortress which is just on the
other side of the Lexus River and just
beside the Cauldron Swamp. This is
where the Enchanters are trained to
become full-fledged Enchanters and
Mage Knights of the Sound Crystal
Tribe. If Espoir is the land with no
night time at all, Heimdall is the
opposite: it is the land with no day
time. This is also the reason why it
gained another nickname: The Land
Of Eternal Night.

TEMPLE OF SILENCE

Located inside Oto Cavern, this shrine


was guarded by an immortal hermit
tasked a long time ago by the
Guardian Goddess of Sound and
Silence to guard the temple. This
goddess now lies within the heart of
the shrine in a deep slumber after the
Great Dimensional War that drained
her of her powers. Her body emits
energy that turned into sound barriers,
protecting the remaining residents of
Heimdall from possible disastrous
outside attacks. A mage knight
possessing the crystal called the
Crystal Sound Heart as one of his
items enables him to communicate
with the Guardian Goddess for the next
task or a special quest.

TERRA: LAND OF THE EARTH EMERALD


TRIBE

This land has become the refuge


site of the surviving inhabitants of
Arc-en-ciel after the devastating
onslaught hundreds of years ago.
This is where the Therian Capital is
located. It lies between Oradeas
Scarlet Forest and Heimdalls
Cauldron Swamp. Situated south of
it was the Earth Shrine. The Therian
Capitalwhich was dubbed as the
one of the strongest cities in the
world for being able to withstand the
wars wrathbecame the starting
point of the game since the
recruitment takes place in the
capital where the representative of
the seven tribes are present.

EARTH SHRINE

One of the most hidden shrines in all


of Arc-en-ciel, it housed the spirit of
the Guardian Goddess of the Earth
that lies on a deep slumber after the
Great Dimensional War. It was
located between the Oto Cavern
where Heimdalls Temple of Silence
was built and the Scarlet Forest
where Oradeas Temple of the Two
Fire Gods was lying on the other side
so it was a little far from Therian
Capital. This is where the Healers
have their training in order to become
full-fledged healers and mage knights
of the Earth Emerald Tribe. In the
game, a mage knight possessing the
crystal called the Jade Earth Heart as
one of his items enables him to
communicate with the Guardian
Goddess for the next task or a
special quest

WEAPONS

Weapons used by players usually differs from the character class that
they had chosen.
SWORDMASTER broad swords, katana, nodachi, daggers, twin
blades, sabers, long swords, bardiche

RANGER handguns, cannons, rifles, bow and arrows, throw stars


CLOUDBREAKER staff, javelin (a spear used in javelin throw), discus
(heavy disc used in discus throw), hang glider
HEALER potions, herbs, orbs, runestones
SUMMONER summoners orb used to conjure the beast from the
summoning sigil, whips (either physical whip or magical ones),
trident
ENCHANTER pendulum (for hypnosis), spellbook, flute, horn
LANCER lance, spear, halberd, glaive, naginata, scythe

ENEMIES AND MONSTERS


In this part, the enemies to be shown here are just the
main ones that the characters have to deal with. Just
like other online RP games, quest completion is a
must to be able to advance your character to the next
mage knight rank. Several traditional monsters are
also being dealt with along with the other main
enemies to be defeated in order to complete the
quest.

The Black Winds were, in actuality, human beings whose minds became
corrupted due to endless conflicts and also because of Fates powers.
They were all dressed in the same mannerheavy black armor
bearing heavy weapons. Just like the Mage Knights, the Black Winds
are able to use technology to its fullest. But they cant use it to fuse
with classical magic. In the first place, they were not born possessing
mana (magical energy) inside of them. Several weapons that they
created became so destructive that they had to be heavily sealed right
after the Great Dimensional War.
There were 40 leaders among the Black Winds, 10 in each squad. These
leaders were actually the head of their own tribes. If Arc-en-ciel has
seven tribes, the Black Winds of Callista has 4 squads. These 4
squads were created as they were subdivided based on their expertise.
The first group was on tactics and battle strategy. The second was on
weapon creation. The third was on combat expertise responsible for
training the recruits. And the last group was on paramedics. Right after
being fueled with Fates powers, the Black Winds began morphing into
alien-like or animal-like forms that further strengthened them in all
aspectsphysically, mentally, and magically.

QUILA

Eagle-like creatures in
charge of aerial superiority
and reconnaissance. Their
main form of attack was
either as a group or alone
using laser beam eyes and
magical arrows shooting
from their beaks opened
and also when they flapped
their wings.

DEINO

Rouge assassins lurking


mostly in shadows. They are
the masters of stealth and
espionage. Darkness is their
best weapon since it was
their main form of attack to
their opponents. They are
always known to be a
creature of a few words and
the most mysterious of all the
Black Winds, making them
the deadliest opponent to be
faced by the mage knights.

ALCE

Creatures that can rival to


the fighting capability of
Summons Isles beasts,
they are regarded as one of
the hardest to tame due to
their aggressive personality.
Their attacks were mostly
derived from the energies of
light and darkness, making
them a rival to the
capabilities of the mage
knights from the Solar
Amber Tribe.

KARKINO

Demonic creatures created


from the leaking dark energies
coming from the ruins of
Callista. They are one of the
creatures that retained their
free will and intellectual ability.
They are also the great leaders
in their squads in addition to
the fact that they were the
deadliest creatures among the
Black Winds, second only to
the Deinos. They are
considered the front line
commanders of the squads.

ALADRIUS

Creatures formed through


the fusion of Fates leaking
dark magic and the Black
Winds technology, they are
some of the hardest to beat
in battlefield. Their thick
armors that has been
formed upon their creation
were a factor to that. Their
main weapon is sword and
their greatest ability is their
enormous strength similar to
that of a giant.

GRYLLUS

One of the oldest creatures to


be formed using the dark magic
and a stolen technology from
Arc-en-ciel, they were
aggressive creatures second
only to the Alioths. They were
originally the dead Black Winds
whose bodies were retrieved
right after they died during the
war. Their capability to think in
their own free will was
somehow robbed from them as
soon as they woke up from
their experiment table.

ALIOTH

The most aggressive and the


most violent of all the
different Black Wind
creatures. They enjoy killing
people, even those traitorous
colleagues of theirs, since
they loved to see lots and lots
of blood around the area.
Their swordsmanship can be
a rival to that of the mage
knights (sword masters) from
the Fire Garnet Tribe

TYPE ONE DRONES

The most common mechanical


weapon created by the Black Winds
that tried to find the scattered Fates
Relics all over Arc-en-ciel. It is also
the most recently created using the
advancement of modern technology
in both world (Arc-en-ciel and
Callista). They appear as rounded
cylinders with two cable-like "arms"
and can levitate. Their primary
mode of attack are magical laser
beams and rocket launchers. They
are also capable of disrupting the
work mode of any machineries and
other technologies using its cables
sprouted from its body

TYPE TWO DRONES

Type II Drones are designed to


secure air superiority and
possess the flying wing shape.
Their primary weapons are laser
beams and air-to-air missiles. In
addition to combat applications,
Type II drones are sometimes
used as means of aerial
transportation by most of
those Black Winds who are
incapable of unassisted flight.
They usually attack in groups
and in a surprise attack at that,
too.

TYPE THREE DRONES

Type III Drones are similar to Type


I but they appear spherical. They
also have much thicker armor, and
six cable-like arms in addition to
two stronger, belt-like ones. They
use laser beams as one of their
primary mode of combat. Some
Type III Gadgets are powered by
the fragment of the Fates Relics
(Fates blood) that the Black Winds
managed to keep to themselves
before they were sealed

TYPE FOUR DRONE


These are manufactured drones
since the ancient times when
the war had started, mainly for
combat and area security while
the Black Winds were out in the
battlefields. But after the war,
they were programmed with
another goal, to find and guard
the scattered Fates Relics of
the land. They are particularly
dangerous, since they are
equipped with stealth systems
and use physical weapons like
sickles.

You might also like