Name: Νέαιρα (Shortened True Name), Enna (Pet Name) Titles: Shadesight (for her Curse), Inheritor of Light (for her Mother), Highest Daughter of the Isles (for her political rank), Arkherald (for her rank as a Mage)
Race: Alv Gender: Female Age:(Having lived most of her life on the Timecrushed Isles of Lilies, time has ceased to have meaning to Enna. Considering her age before living on the Isle, and recent events, she is at least a thousand years old, but it could easily have been two or even three thousand years.)
Personality: Enna is a caring, and incredibly affectionate woman: akin to a doting mother in regards to her Isi, or anyone she views as a child. Which, as it turns out, is most people. She holds no ill-will towards those younger and more ignorant than her, but it can be irritating for others, especially those who consider themselves adults, to be treated as children.
Despite her arrogant behavior and the intelligence and wisdom of countless years, she is surprisingly... naive. She has lived her life mostly in a world without deception, and being an Alf, is slow to change her ways when presented with a new situation or environment. Because of this, and her curious and excitable nature, she must be carefully watched in the modern world lest she wander off and get herself into the kind of trouble only she seems to ever attract.
As you can imagine, this is very frustrating for Isi.
She in many ways embodies the image of a mother. While she is kind, she can be as stern or protective as she must to keep her charges safe. When roused to war, she is as indomitable and fierce as the mother she herself takes after. And that is something to be feared.
Prone to random clumsiness, despite her skill.
Brief Backstory: Enna is the firstborn daughter of Αδραστεια and an high ranking Alven warrior-prince, whose name has been more or less forgotten to the people he fought to save. Out of all of her life before they left the world, Enna only clearly remembers the last few moments - a side effect of the High Magick her mother weaved together around the Isles. Those few moments, which in reality only lasted a couple of seconds, seemed to stretch out infinitely in her mind's eye.
Her mother, wisps of raw mana clinging to the curvature of her flesh, standing highlighted against the vast maelstrom of power she was commanding to free them. She allowed herself to be distracted for just this moment, and looks at Enna from across the clearing with eyes filled with cold, hard determination. Yes, she saw every detail of this scene. She could never un-see it.
For just this instant, she could see.
"My most darling Enna... hold your sister. Take care of her. I step now - into the void beyond worlds."
That was how Ατλαντίς (known colloquially as the Isles of Lilies by the Alves) became what it is now. Timecrushed. And in this far-away Alven paradise, they lived for eons with little to no contact with the outside world. It was a land without the evil the younger races brought, a timeless haven where they could be true to themselves and one another, and engage in peaceful studies of Magick and the Arts.
For them, it was Home.
Timeless days and nights. Studying magic, dancing and laughing in the starlight with her younger sister Isi. Life was happiness. She can't quite say how much time actually passed, to her it felt like an eternity, but she does know that things have gotten darker in recent times. Recently... she thinks, there were invaders on the island. This almost never happened. A man had washed up on their shore, and they cared for his wounds and gave them what help they could, before sending him off to sea on a raft.
The man came back later, accompanied by a vicious band of brigands, intent on carrying off as many Alves as they could get their hands on. They had no magick, though, only weapons of war that were no use against the crushing might of the Alven archmages.
But it was then that things on the Isles began to darken.
Her beloved, adorable Isi, a changed girl after the harshness of the invading humans, began to take up the combat arts. Whats more, the great Arktree that her mother had become after the ritual seemed to be sickening by the decade, the woven barrier surrounding the Isles wavering ever so slightly.
This was why Enna, together with her sister, left the Isles, in search of an ancient medicine that might bolster their Mother, and protect the peace of the Alves for further endless years. It was their duty.
Abilities: Enna is a true Alven archmage, through-and-through, and master of magic from an age where it was the dominant force on the field of battle. Her mind is like a library, containing an eon of magical study and practice, and including a vast array of spells both learned from her ancestors and created by herself for her own exclusive use. Her magical affinity is Shadow, which can be added to any spell she casts to modify the effects. Spells aligned with Shadow are naturally stronger at her hands.
The Curse of Shadesight(A rare magical trait among Alves, which Enna was born with.) -Positives (Enna's eyes blur the lines between light and shadow, allowing her to see certain, specific apparitions not visible to normal people. When she is touching something, she can see it in perfect clarity.) -Negatives (Enna has, frankly, awful eyesight that can't be cured through healing or assisted through technology such as glasses. Close objects appear blurry to her, and faraway things can hardly be seen at all.)
General/Utility Magic(Non-Elemental Spells for general use.) -Telepathy (In Short-ranged or Long-Ranged communication modes respectively. Allows for two-way communication, even with nonmagical beings. Can't read minds, but she can vaguely detect sentient life when she's focusing.) -Read Magic (A sixth sense able to detect and analyze the properties of nearby magical energy. Effectiveness degrades with distance and physical or magical obstructions. Since Enna can't see very well, this is very important for her usefulness in combat.) -General Enchanting (The power to imbue physical objects with magic to produce a desired effect. A time-consuming process, more for creating genuine, lasting magical artifacts than for quick use. Can draw from any spell Enna is familiar with.) -General Enhancement (Simple physical enhancement, strengthening of the limbs or the senses by coursing magical energy through them. Can also be applied to objects to make them stronger.) -Warding (The power to create magical defences, usually in the form of barriers. Wards for creating alarms or defensive boundaries are also known.)
Elemental Magic(Referring to the six, distinct forces recognized by Alven mages as the forces of nature.) -Touch Elements (A special self-enhancement that allows the caster to physically interact with the forces of the six elements, so long as the subject being interacted with is willing. This imposes several strict rules to the spell. Firstly, natural forces can't be interacted with this way. This is because they are not aware, and thus cannot consent to being touched. Secondly, magically produced elemental forces can be interacted with, but only if the caster actively wills it. Thirdly, elementals can be interacted with physically only if they want to. Which is always a risk.) -Elemental Binding (Spells to bind forces known as elementals, which are minor children of the Primal Elements that can be called upon to serve a skilled elemental mage. Enna can call them from any of the six elements, or any combination of the six so long as the number of elements is not greater than two. The elementals summoned vary in strength based off of the magical energy offered in exchange. Rituals and High Magic are required to summon and bind the greatest of the elemental forces, known as the Primal Elements.) -Elemental Transfiguration (The power to transform summoned elementals into a desired form. Because their bodies are in a constant state of flux, this is much easier to do than normal physical transformation. This can be used to shape elementals into a war form, or to make them into armour or weapons temporarily. Can't be done on the fly, as it requires contact and a moment of quiet meditation.) -Mastery of the Elements (Enna has a general mastery of Fire, Water, Wind, Earth and Light Magics. She can preform basic, directed spells using these elements, such as a fireball or wind blast. There are enhancement spells that utilize the elements, allowing one to feel vibrations in the ground, move quickly with the help of the wind or even breathe and act normally underwater. High Magick forms of her elemental spells can be assumed to cause massive devastation, or reproduce incredibly complex natural phenomenon such as ice formation or dense fog. The mastery expected of an archmage.)
Shadow Magic(Deserving of its own section because of Enna's affinity. Shadow is the inverse of light, and represents spirits and the darkness of the unknown.) -Directed Magic (Simple blasts of shadowy magical energy, the conjuration of magical chains out of darkness, creating clouds of shadows that obscure sight. These are examples of directed Shadow Magic.) -Enhancement Magic (Obscuring oneself from sight using a cloak of shadows, travelling quickly as a mass of darkness, seeing or allowing others to see in complete blackness, summoning shadowy appendages to grab objects. These are examples of enhancement Shadow Magic.) -Illusions (Simple illusions created from the shadow of the unknown in people's minds. Produces images meant to distract or scare individuals. Less useful against those trained in magic, who depending on their skill might reduce or nullify the effects.) -Doppleganger (An incredibly advanced technique that calls upon the shadowy double of a person or object. The resulting double will simply be an intangible mess of shadows until it is willed into being, after which it must shortly disappear as the world rejects its existence. When in its shadowy state, the Doppleganger can still act - it just may not interact, physically with the world. Dopplegangers of people or things that Enna is intimately familiar with are virtually identical to the originals in every sense. However, doubles whose subjects Enna isn't familiar with are mere shades of the originals, convincing at a glance but truthfully resembling the originals only on the shallowest level.) -High Magic (The highest form of Shadow Magic, usually requiring special rituals and/or lengthy chants. Enna can create a zone of darkness within which she can completely alter the terrain. She can create great portals of darkness that lead to other locations she is familiar with. She can conjure a massive number of shadowy appendages to bind many opponents at once or lift up large objects. She can also inject the Shadow element into any other High Magic ritual she preforms, for a variety of effects.)
Skills: Like most Alves, Enna has utilized her long lifespan, sharp mind and casual grace to master a collection of minor and combat skills of her choice.
Mundane Skills(Day-to-Day things) -Reading & Writing (Archaic Alvish, several archaic forms of the languages of other races, and certain Runic Scripts.) -Crafting (Applies to Basket-weaving, Woodworking, Cooking, Sewing, and the general concept of crafting a variety of helpful everyday objects. She's familiar enough with structures to create a shelter, but by modern standards, her knowledge of engineering is basic at best.) -Climbing/Swimming (Strong skills in these categories are necessary for daily life on the Isles. She can climb most rock faces without much effort, and often spent her spare time freediving to the ocean floor in search of pearls) -Gardening/Herbalism (All of the denizens of the Isles of Lilies keep gardens of various sizes and compositions. Enna is no exception, having kept a magnificent grove of carefully managed trees, with an under-bed of flowers and a wide variety of herbs and mushrooms. That said, she isn't especially familiar with the sorts of herbs and plants that exist beyond the Isles.) -Musical Composition/Performance (She can play the lyre, the lute and a form of Alvish wind instrument, and knows much about the theories behind music and poetry as well as how to write them in their Alvish forms. An excellent singer.)
Combat Skills(Anything relevant to battle) -Military Strategy (While her knowledge is over a thousand years old, Enna still knows enough of the principles of warfare that she would be able to hold her own as a moderately skilled general. Completely ignorant of modern warfare.) -Riding (Can ride a horse or similar animal to a sufficient degree of skill. There are no horses on the Isles, so she's rather out of touch with these skills, but they're still there.) -Martial Arts (Practiced in using the martial weapons of her era, mostly all forms of swords, spears, axes or daggers. Can fight mounted, two or one handed, with a shield, or even while dual wielding weapons she is familiar with. While she understands the principles of archery, her poor eyesight prevents her from being a master of it. Vaguely familiar with enough hand-to-hand to fend off an opponent of little to moderate skill.) -Armour Skill (Can wear and fight wearing anything from light armour to full plate, and with all of the necessary knowledge for armour maintenance. Doesn't necessarily mean she has the physical abilities to fight in ANY armour, but armour specially made for her physique, she can wear effectively.) -Magic Dueling (Master of the ancient art of combat between mages. Broken into three core disciplines, Spellcraft, Counter-Spelling and Warding. Spellcraft is essentially the creative application of magic to avoid enemy counter-spells, and the tactical knowledge to circumvent an enemy's wards.
Counter-Spelling is the art of negating opponents spells by using a spell of your own, usually with an equal and opposite effect, essentially stopping the spell from having the desired effect.
Warding is the art of preparing specialized defences against what the duelist thinks the opponent will cast, with the idea of preventing them from directly affecting you with magic too fast to counter-spell.) -Magic Theory (Master of the practice of magic, the essential skill for any Alven archmage. This applies to the ability to understand the spells of others, read concepts such as magical potential or magical auras, and most importantly the skill for creating effective magic rituals for executing High Magic.)
Equipment: Enna left home with little more than the clothes on her back. The only item she took with her from the Isles was the ancient bow of her family. She hopes it will keep them safe on their journey.
A powerful magical artifact from before the Isles. A bow without arrow or string, drawn with the spirit and released with magic. Transforms any magic into arrows, which it fires, and can use a variety of special modification and targeting methods depending on what the user wishes. Made of a special material, like moonlight given form - nearly unbreakable by mundane means, and seemingly light as air in the user's hands. Vulnerable to magic.
Those marked with an * take a special amount of time to charge. Modes(Arrow Mods) -Standard (The arrow is fired as normal, and the magic that forms it is cast upon arrival at its destination, or when it strikes a ward.) -Hydra (The arrow splits mid flight, showering an arrow with projectiles and casting minor versions of the imbued spell. Equal in power to a standard shot, spread evenly across all of the arrows.) -Comet* (The arrow shines with an awesome power, trailing magical energy behind it. Carries no greater penetration, but the imbued spell has roughly twice the ordinary power.) -Dragon* (The arrow flies with vast speed and power. The imbued spell is consumed without being cast, and the penetrative power of the arrow is increased sufficiently to harm even the most armoured of targets. Has no special abilities, save its great physical damage.) -Chimera* (The arrow is imbued directly with the spell's power, taking on unusual qualities. Versatile, but the power of the shot is not actually increased in any direct way.)
Modes (Targeting) -Standard (Launches the arrow in a similar manner to ordinary bows, although much more quickly and accurately.) -Long Ranged* (Minor scrying is used to pinpoint targets across long distances, and the arrow is launched with the assistance of several magical systems to guide it more or less accurately to wherever its targeted. User loses sight of their surroundings.) -Lifehunt (Tracks targets based off of the heat signatures inherent to all life. Guided, but vulnerable to being blinded by large heat signatures. Not necessarily precise.) -True Strike* (Tracks the target based off of a magical signature, usually from a special tracer arrow fired by the Ark Aetherion. Guided, and more or less independent of the user's actual aim. Can be jammed by a well-timed burst of magical energy. Can't actually acquire targets on its own.)
Age: (Having lived most of her life on the Isles of Lilies, her chronological age means little to Isi. She has still yet to fully mature, however.)
Gender: Female
Race: Alv
Personality: More than a little bit distant but not particularly cold, it is best to say that Isi is introverted. She carries a level head on her shoulders, and is judgmental in a mostly objective sense. It would be best to say that her heart is closed to new people, a convenient clothing to keep her distance from others. Once she has opened her heart to someone she is very pleasant and enjoys giving and receiving affection. Internally she is very much someone driven by values important to her, and is a very moral person. That being the case, she strives to be a Hero of Justice who can protect her kin and especially her sister. While this rarely shows outwardly, she has a strong inner fire inherited from her late father.
Brief Backstory: Secondborn daughter of Αδραστεια, she was born just before her mother fled to the Isles of Ατλαντίς. As a result, she knows little of her mother and almost nothing of her father. Isi was raised by her sister Enna, her childhood being defined by her teachings. Her entire life has been spent on an island isolated from the rest of the world, and was rather idyllic. She displayed an aptitude for the healing artes and crafting especially, and continued to study magick at a slow and steady pace. It was a peaceful life with her sister that she enjoyed greatly.
Things changed after the human slavers attacked after she had helped heal a human that had crashed on their island. Isi had experienced and seen the depravations of the outside world first hand, and was brutally reminded why their kind had hidden in the first place. Her personality became darker, and she began to disdain the natural darkness of the world when it appeared in front of her. She began to train in the art of the warrior, preparing to defend her home and everyone in it with her life. Now she has left that home on a mission to find an ancient medicine that can heal their mother.
Abilities:
Intuition and Agility While still in the body of a little girl(and thus she is highly limited), she has a excellent reaction time and strong intuition applicable to social encounters and battle. She is also naturally agile, but is far too young for this to be particularly relevant.
Generalist Magic She has inherited her mothers intense power and greater potential, but has chosen the path of a specialist. Because of her talent and training she can use most low level spells of the various magical schools, but nothing particularly impressive. She can additionally use general utility magic, such as scrying. Isi comprehends magic theory and occult metaphysics, being educated in both(though she has trouble recognizing some modern theory and spells). However because of her inherent nature she lacks offensive spells. While not impressive at all by her sisters standards, this category alone would make her a rather accomplished mage in the modern era.
Light Magic Certainly her magical affinity- most of her natural talent and immense potential shows itself here. Isi is capable of using light magic of all stripes and difficulty, from barriers to dispelling spirits.
The capacity to heal others using magic. This can apply to both physical, mental, and spiritual ailments. She is good enough to go beyond repairing and can outright improve as well. Her knowledge is sufficient to use healing spells on all races. Some darker magic users may use this to harm others, but that's against her worldview.
Crystallized magical energy(and thus very conductive to it), these threads serve a variety of utility purposes you would expect from them. They can be used to track opponents if attached on them, can assist in her healing arts, and can be used to create various constructs(especially when "hardened"). While they have offensive purposes in theory(and rather potent ones), it is against her healers mentality to attempt this. The more magical energy concentrated in them along with the skill of their arrangement typically determines their strength. Her sister has forbidden her from using threads on herself for body modification, as she is still growing.
Her only ability learned with the intent of combat and the only means for her to actually fight(having the strength of a little girl). A Golem made out of Magical Thread and materialized light. She can manifest part of it or all of it, and at various sizes ranging from something equivalent to a (small)knights armor or the Greatarmor used by modern nation-states. It is armed with a Halberd and shield by default. The Golem is intended to be piloted, but its possible for her to control it via threads alone at very close ranges.
A combination of a fly spell with two wing constructs(mimicking a butterfly's) made out of magical thread, it affords greater agility and speed then modern equivalents. Since her body is tiny and physically weak, its her best bet to avoid attacks.
Skills:
Martial Arts Rather lackluster. While her theory is excellent along with near religious training, she lacks real combat experience. While not necessarily equivalent to a greenhorn, Isi lacks that special something a warrior gains after extensive combat. That being said, she has the spirit of a warrior, and thus potential here. Ultimately her body is that of a little girl, and she'd never be able to compete with an adult with her current body.
Apothecary Archaic and outdated, her knowledge to heal and tend to others is limited. While her medical sciences are more advanced then modern variants in certain areas (especially the relation of magick to the living form) overall its centuries behind the enlightened modern day. If anything about the outside world interests her, it's ironically their medical knowledge. She is very interested in updating what she knows. Isi is a healer at heart, and does have talent in this.
Crafting Natural talent, training, and experience have all come together to make Isi an excellent seamstress and general crafter. This does not cover engineering or anything like that, but things like creating chairs, tapestries, clothing, and so forth.
There's one thing I'm confused about with both of them and that's the whole thing with the islands and agelessness and stuff. ^^;
But for more specific details, um... Alves aren't totally isolated, so I'm assuming this would just be a specific group of them? Also I'll note that Alv trafficking is really illegal so massive abduction parties are unlikely if they want to remain hidden.
Otherwise... Isi seems pretty much fine? But I think Enna's abilityset is a biiit overly broad. ^^; She should be more focused.
Personality: Vivienne is a very headstrong, stubborn girl. Once she has her mind set on something, it is very difficult to dissuade her no matter what the matter is. Additionally, she is extremely self-confident and has something of an arrogance to her, a belief that if she can do it, she will do it no matter what gets in her way. Of course, this attitude might be somewhat... troublesome for those around her. For example, Vivienne firmly believes that, because the to-be Empress of the Grandian Empire is a young girl of the same age as herself, she would be able to talk to her and end the war just like that. It's what she desires do do, even, though obviously she has not been allowed to. Vivienne also claims that even though she seems small and frail now, she will obviously grow up to be mature in every sense of the word, citing her older sister as a reason for this. In spite of her demanding and stubborn attitude, deep down Vivienne does truly care about the people of Felbar, and her desire to talk to the future Grandian Empress is born not entirely about of confidence and a stubborn attitude but because she legitimately wants to prevent the war from becoming worse. The young girl looks up to her elder sister a great deal, as well.
Brief Backstory: When Vivienne was born, she was very weak and sickly. As a result, she was often left inside and pampered a great deal, even as she began to grow more healthy and strong after frequent visits from the royal physician. Her weakness lasted until she was around eight years old, but had a lingering effect on her body, rendering her physically frail and small even as she entered her early teens. Her childhood of pampering and isolation, on top of being a daughter of the royal family, have certainly contributed to her stubborn, somewhat spoiled, and incredibly arrogant attitude. She was quite demanding about proceeding to a town near the border, insisting that she wanted to see how people were dealing with the possibility of battle not too distant from their homes. Eventually she was granted this chance, with a heavy escort and her whole compliment of employees, including her most loyal maids and her loyal butler.... However, something seems to have changed when it comes to her butler...
Abilities: Vivienne has a fairly high potential for magic, a common trait in the Croix line of the royal family. However, she is not suited for direct combat and instead has been taught several summoning and contracting spells, including one that allows her to call fairies to her location to serve her. She can also summon a flock of maids and her butler, but that's less magic and more having a bunch of maids and a butler.
Skills: Compared to her elder sister, Vivienne is quite lacking in many departments in terms of skills. However, she is actually an excellent artist, especially given her relatively young age.
Equipment: Vivienne carries a sketchpad with her rather frequently.
Name: Siobhan Ó Donnabháin Age: 20 Gender: Female Race: Human/Alv Current Appearance: Siobhan has a soft and curvaceous figure, one that's far more comfortable casting spells from a distance or piloting her Greatarmor than trying to engage in any kind of melee combat.
Personality: One would expect somebody who has endured a lifetime of being feared and rejected to be bitter and cold, and yet Siobhan defies these expectations with her plucky and energetic personality. Usually carrying a grin on her face, and a take-no-shit attitude towards her peers – particularly the Regent, she is deeply loyal to Princess Yvette of Grandia, treating anyone that would do her harm as a mortal enemy. Beneath the surface of this supremely confident Archmagus, however, is a deep desire for acceptance, a wish to be seen as valuable, to be needed.
Brief Backstory: Siobhan Ó Donnabháin was born to a Human father and an Alv mother in the Kingdom of Albion. While her mother was pregnant, her father proved to be abusive, oftentimes beating his Alven partner when drunk. One night when he threatened to beat her to death, his heart suddenly ruptured, killing him...the actions of Siobhan, lashing out from the womb.
So terrified by this display of power from one not even born, and mourning at the death of her partner - abusive though he was, her mother proceeded to try and kill Siobhan by slamming her stomach in the door. This merely caused her to go into labor prematurely. Her mother seemingly died in the process of giving birth to her, though this was never confirmed.
Discovered by a small group of fairies as she lay on the brink of starvation, the creatures took her and raised her as one of their own for the next fourteen years. It was this upbringing that turned her into the energetic and playful prankster she is now. Unfortunately, good things seldom lasted for her, and even among these magical beings, her magic prove uncontrollable. After an arcane outburst nearly burned their forest to the ground, the fairies she had once called family exiled her. From then on she would wander Albion and the lands beyond the channel, struggling to control her power.
Through years of diligent training, she would succeed in doing so, yet her reputation for destruction remained. When a shipwreck left her on the edge of starvation within the borders of the Empire of Grandia with little to her name, she felt like her time had finally come. That was when saw a carriage pass her by, one that was unusually ornate and flanked by guards. They ignored her, and she ultimately ignored them as well...until the distant sound of gunfire drew her to the scene of an attack.
She found the carriage besieged by cloaked figures. Most were armed with guns and were fighting the numerically overwhelmed guards, but a number were quite clearly Magi. To Siobhan, it seemed obvious that the carriage and its guards stood no chance, and while she couldn't be certain of the circumstances behind their attack, or who was truly in the right here, something nevertheless compelled her to act. Unleashing her power against the Magi first, she engulfed them in a stream alabaster flame that left barely even ashes in its wake.
Stunned by this display of power, the men armed with guns did something that shocked her: They turned their weapons on themselves, committing suicide en mass. For that reason, their origin was never discovered, their bodies containing little in the way of evidence linking them to any individual or organization.
Quickly moving to check on the carriage's occupants, Siobhan was stunned to find it was none other than Princess Yvette Von Einstreth of Grandia herself! Seeing that Siobhan was starving, Yvette was quick to offer her what food they had, as well as asking her to journey with her back to the capital. Once there, she was asked to display her extraordinary abilities as a spell caster for the court, and over the next couple of years she successfully rose to the rank of Archmagus of Grandia.
Despite - or perhaps because of - her fierce loyalty to the Princess who gave her this opportunity, many today view Siobhan as an unwelcome and potentially dangerous outsider, and would very much like to see her removed and replaced with a more "traditional" candidate...
Abilities: Siobhan possesses magical potential that cannot be properly measured, and can barely be controlled even by her, despite her years of training to do so. While she has managed to attain enough focus to at least prevent herself from unintentionally lashing out with arcane fire, she still sometimes struggles to keep her raging magic under control during combat. Despite this, her control when employing summoning, healing, and teleportation magic is exceptional. It is her talent with those types of spells that is the primary reason she was chosen as the Archmagus of the court, rather than her powerful yet barely constrained offensive spells.
Skills: In addition to her wide array of magical talents, Siobhan is an exceptionally skilled Greatarmor pilot, particularly when behind the controls of her personal Greatarmor, "Gringunfatz". Outside of magic and Greatarmor piloting, however, Siobhan has little fighting ability.
Equipment: Siobhan always carries her Faewood staff with her, her last connection to her homeland of Albion. In addition, she usually carries (or levitates) a grimoire of spells and incantations, as there are some spells even she cannot instantly cast yet.
Her most notable possession, however, is of course her personal Greatarmor "Gringunfatz", a nine meter tall war machine and the original prototype that the cheaper, less powerful mass production Greatarmors of the Empire are based off of. It's armor is thicker and it possesses far greater strength and speed than the standard model. Designed to take full advantage of Siobhan's immense mana reservoirs by feeding directly off its pilot, its primary and most devastating weapon is the "Mana Gatling", a Gatling gun designed to fire hyper-condensed mana instead of bullets. Use of this weapon would quickly kill most pilots, making it impossible for all but a few to safely use this Greatarmor. Additional weaponry includes a chainsword for quickly slicing through any tank or infantry foolish enough to get close, and a series of rocket powered grenade launchers installed along the torso. Origin: Native