A Ragnarok Tale
By: Julia Genesis (Jen), Shadow Otenaki (Jay)
Chapter 1: Midgard
Prontera. The Capital of Midgard. Largest of the Towns with the most people filtering the streets. Merchants, Blacksmiths, Alchemists and Whitesmiths all sit on the sidewalks; shops open as they eagerly wait for a buyer. "Red Potions for sale! 45 zeny per potion!" One Merchant had shouted, picking up from his cart and waving the vial. Red liquid inside had sloshed, glittering underneath the sunlight. "Ha! Red Potions for 40 zeny, It's practically a give away!" Another had yelled. Apprentices of the Holy Arts, Acolytes, walk down the road to Priests. Churches. Armories. Shops. Prontera appeared to have it all.
Morroc. Vast wastelands. Dust balls rolled over one another over the dusty yellowish bricks. Morroc is a small town located in the Desert. Only ones who seem to find them were the trickiest of tricksters, Thieves. Barely anyone ventures deep enough into the deserts. What lies about Morroc are the most nastiest and frightening creatures ever to exist. Golems, Snakes, Large worms plague the hot sands. Wolves and Inhuman Figures roam the horizon. Training grounds for the aspiring Thieves.
Geffen. A town of the Impossible. The highest of the Magical Arts are praised and respected. Magicians of all ages kneel before the High Wizards, hoping for the day they become as strong. The path of Magicians is a path filled with danger and patience. Tome of Hydromancy. Spells of the Water Gods and Goddesses. Tome of Pyromancy. Spells of the Fire Gods and Goddesses. Tome of Geomancy. Spells of the Earth Gods and Goddesses. Tome of Aeromancy. Spells of the Wind Gods and Goddesses. Only those worthy may enter…
Payon. A quiet, simple town set in the themes of feudal Japan. Skills of Archery, unseen by any other, are raised in this town. Children running around with kites in hand, cheering and laughing. Innocence. So beautiful. Target practice in one of the small huts. Women drawing their arrows back and closing one eye for precision, letting the arrow fly into the center. Bull's-eye! Instructors with their bamboo stick in hand, slapping it onto the ground to encourage their Students. "AIM! HIGHER!"
Alberta. The town where Merchants are born into the world of Midgard, where they would flourish to become great Blacksmiths and Whitesmiths. The town of Alberta is the only existing gateway to Turtle Island…where the vast amount of horrendous tortoises and turtles live, waiting to attack anyone who trespasses onto their domain.
Lutie. The town where Christmas flows throughout the air every single day. When one travels or lives in Lutie, their heart becomes filled with Yule Tide, and they seem to forget their troubles and cares for the time they spend in the mystifying town of Lutie. Only way to get there is through the town of Al De Baren, and you speak to Santa Claus, and then he whisks you away in his sled, stopping at Lutie Field, where you journey your way North onto the town of Lutie.
Comodo. Dancers and Bards are raised on this little island. Fire works every single day and music, so beautiful and entrancing, would keep you dancing for hours. Colorful Beach with water lapping against the shores. A sweet scent of Flowers and Food fills the atmosphere. Sleep was a stranger to Comodo. Every day seemed like an eternal party.
Izlude. The town where Swordsman are born, Izlude, is a small town nearly surrounded by water, and is the only way to arrive to Byalan Island. Every day you would see young swordsman and swordswoman dueling it out in the Prontera Field, proving to each other that they indeed are the strongest of the breed.
Juno. A long and rigorous journey from Al De Baran to get to the large city, Juno. A city connected to the Heavens and the four Gods. Sages work with tainted Magic, learning to summon creatures forth and to manipulate the Dark Arts. Young Mages travel so far to become one in tuned with the Gods and Magic.
Al De Baren. The town where Alchemists reign supreme. The artificial creators using the wonderfully designed spell circles. Alchemists must follow the one rule of equal trade. One must sacrifice something in order to gain something. Then there is also the magnificent Clock Tower, where clocks and alarms actually live deep inside the second floor. They have long reach and are sensitive to magic spells. So watch out, you mages and higher ups… Keep your guard as you are roaming within these halls…
One large Castle in the center, the towns and cities connecting to it. This was a Castle of the King and Queen of Midgard. King Stephen and Queen Lolli. Both being the most respected persons of Midgard. King Stephen had put together a small force of trusted individuals to protect the Kingdom but no one knew what was going to happen...
By: Julia Genesis (Jen), Shadow Otenaki (Jay)
Chapter 1: Midgard
Prontera. The Capital of Midgard. Largest of the Towns with the most people filtering the streets. Merchants, Blacksmiths, Alchemists and Whitesmiths all sit on the sidewalks; shops open as they eagerly wait for a buyer. "Red Potions for sale! 45 zeny per potion!" One Merchant had shouted, picking up from his cart and waving the vial. Red liquid inside had sloshed, glittering underneath the sunlight. "Ha! Red Potions for 40 zeny, It's practically a give away!" Another had yelled. Apprentices of the Holy Arts, Acolytes, walk down the road to Priests. Churches. Armories. Shops. Prontera appeared to have it all.
Morroc. Vast wastelands. Dust balls rolled over one another over the dusty yellowish bricks. Morroc is a small town located in the Desert. Only ones who seem to find them were the trickiest of tricksters, Thieves. Barely anyone ventures deep enough into the deserts. What lies about Morroc are the most nastiest and frightening creatures ever to exist. Golems, Snakes, Large worms plague the hot sands. Wolves and Inhuman Figures roam the horizon. Training grounds for the aspiring Thieves.
Geffen. A town of the Impossible. The highest of the Magical Arts are praised and respected. Magicians of all ages kneel before the High Wizards, hoping for the day they become as strong. The path of Magicians is a path filled with danger and patience. Tome of Hydromancy. Spells of the Water Gods and Goddesses. Tome of Pyromancy. Spells of the Fire Gods and Goddesses. Tome of Geomancy. Spells of the Earth Gods and Goddesses. Tome of Aeromancy. Spells of the Wind Gods and Goddesses. Only those worthy may enter…
Payon. A quiet, simple town set in the themes of feudal Japan. Skills of Archery, unseen by any other, are raised in this town. Children running around with kites in hand, cheering and laughing. Innocence. So beautiful. Target practice in one of the small huts. Women drawing their arrows back and closing one eye for precision, letting the arrow fly into the center. Bull's-eye! Instructors with their bamboo stick in hand, slapping it onto the ground to encourage their Students. "AIM! HIGHER!"
Alberta. The town where Merchants are born into the world of Midgard, where they would flourish to become great Blacksmiths and Whitesmiths. The town of Alberta is the only existing gateway to Turtle Island…where the vast amount of horrendous tortoises and turtles live, waiting to attack anyone who trespasses onto their domain.
Lutie. The town where Christmas flows throughout the air every single day. When one travels or lives in Lutie, their heart becomes filled with Yule Tide, and they seem to forget their troubles and cares for the time they spend in the mystifying town of Lutie. Only way to get there is through the town of Al De Baren, and you speak to Santa Claus, and then he whisks you away in his sled, stopping at Lutie Field, where you journey your way North onto the town of Lutie.
Comodo. Dancers and Bards are raised on this little island. Fire works every single day and music, so beautiful and entrancing, would keep you dancing for hours. Colorful Beach with water lapping against the shores. A sweet scent of Flowers and Food fills the atmosphere. Sleep was a stranger to Comodo. Every day seemed like an eternal party.
Izlude. The town where Swordsman are born, Izlude, is a small town nearly surrounded by water, and is the only way to arrive to Byalan Island. Every day you would see young swordsman and swordswoman dueling it out in the Prontera Field, proving to each other that they indeed are the strongest of the breed.
Juno. A long and rigorous journey from Al De Baran to get to the large city, Juno. A city connected to the Heavens and the four Gods. Sages work with tainted Magic, learning to summon creatures forth and to manipulate the Dark Arts. Young Mages travel so far to become one in tuned with the Gods and Magic.
Al De Baren. The town where Alchemists reign supreme. The artificial creators using the wonderfully designed spell circles. Alchemists must follow the one rule of equal trade. One must sacrifice something in order to gain something. Then there is also the magnificent Clock Tower, where clocks and alarms actually live deep inside the second floor. They have long reach and are sensitive to magic spells. So watch out, you mages and higher ups… Keep your guard as you are roaming within these halls…
One large Castle in the center, the towns and cities connecting to it. This was a Castle of the King and Queen of Midgard. King Stephen and Queen Lolli. Both being the most respected persons of Midgard. King Stephen had put together a small force of trusted individuals to protect the Kingdom but no one knew what was going to happen...
