Personality: Vanilla is a very adventurous witch, and is very quick to strike up a conversation. Unfortunately, she can come off as being extremely annoying as she either talks about things that other people don't understand, or just talks so much that she gets told to shut up. She really likes to read and usually has a collection of books on her person, some of her conversations revolve around these books and the things she learns by reading them. The only one who really understands her is her familiar, Zeal.
Appearance:
Biography: Vanilla never had many friends growing up and usually studied by herself in the Magic World. It also didn't help that she studied Barrier magic, which was a very unorthodox type of magic for many witches and wizards, and very difficult to master. Nonetheless, she studied day and night, and didn't let her loneliness get her down. When the day finally came for her to travel outside the Magic World, she met her Familiar, Zeal, a quiet but caring bird familiar. Zeal decided to travel with Vanilla as he feels that her Barrier magic may not be enough to protect her.
Vanilla traveled across many worlds and even spent some time in the Arctic, where she learned to harness her barriers more effectively after saving a group of familiars from a sadistic orca.
While she rested at a village in the arctic, she learned about the upcoming Gray Festival that was coming up in the Gray Garden. Seeing an opportunity to make new friends, Vanilla decided to make her way there, with Zeal close by her side.
Abilities/Weapons: Barrier Magic: Vanilla can form barriers of solid magic of varying sizes to protect herself or others. She can also trap things with her barriers, as only powerful magic can break them. However, Vanilla cannot move while focusing on her magic, making her vulnerable to attack.
Zeal: Vanilla's familiar, he will protect her with his life. He wields a glaive that he can use to repel attackers and can turn into a giant falcon to shred and tear apart enemies. He is considerably large when transformed and can carry Vanilla on his back or in his talons.
Misc: Vanilla has a big sweet tooth and carries a pouch candy on her at all times. Zeal is mute and mainly communicates through body motion and quiet mumblings. Vanilla says Zeal can talk but only ever talks to her.
Personality: Edward is an arrogant, egotistical and complacent person on the outside but on the inside, he is a kind and peace-loving person who willingly helps strangers and will not hesitate to indulge in some self-deprecation.
After his journey of realization and unlocking of his powers, he still keeps his arrogant persona mostly towards his opponents to throw them off. He is polite, lively and outgoing to his allies.
Appearance:
Biography: Unknowingly a descendant of a line of mages that combines magic with martial arts, Edward manifested his powers when he was 15 and tried to imitate the impossible techniques in his favorite action movies. With these nearly impossible moves, Ed realized his dream to be a martial arts actor and starred in many an action flick. It took a while before he gained international recognition but soon enough, the award-winning film, 'WA-CHA!', gained much adoration which then made Edward a recognized and famed figure in show business.
Several movies later, Edward's fame has been declining with increasing critiques that his moves in the films were nothing more than stunts and special effects. Ed aimed to gain some fame back and debunk these critiques by traveling around the world and attending formal schooling to show off his talents. It was this journey that he discovered his lineage and fully unlocked his the hidden potential within him.
However, he soon realized he cannot continue his acting career since people will start noticing that he does not age at all. So he retired after a while and embraced the supernatural world, adventuring across worlds and helping out some people like assisting a certain shark escape a very bloody sea. However, he plans to return to showbiz after some time probably under a new name or something.
Abilities/Weapons: Edward is a strong and agile close quarter combatant, showing excellent fighting technique in fights. His most notable power is the ability to propel himself forward and increase the strength of his blows. When Edward uses this power, afterimages of a glowing yellow color are produced. Eddie can augment the power of these glowing attacks which are represented by afterimages of a glowing cerulean color.
In addition to these physical glowing abilities, Eddie also has the ability to launch blasts of bright yellow energy as well.
After unlocking his full potential, Eddie could now launch cerulean 'shadows' of himself at his enemies that do his special attacks though these attacks are weaker. With the arcane knowledge that has been passed down in his lineage, Eddie could now cast spells that include teleportation, summoning powerful chains that could bind even the mightiest of entities and summoning a ball of yellow light that could reveal what was happening in a certain location.
Misc: "You just got Caged!"
Name: Dorma
Age: "That's rude, you know?"
Gender: Female
Race: Demon
Personality: Dorma is a quiet and calm Demon but that does not mean she is meek or timid. She will put her foot down and say what's on her mind if it is needed or if she is pressed. That said, she is easily coerced into doing things and participating in activities that she deems a waste of time. However, this also means that she usually lends a hand to those who asks for it.
After the invasion of the Flame World, Dorma harbors deep admiration and idolization for Yosafire, perhaps even romantic feelings. For that reason, she strives to get attention from the green-haired Demon with little success. The attention Froze receives from Yosafire is a point of envy from Dorma.
Appearance:
Biography: Dorma is just a regular Demon resident in The Gray Garden. She has friends, she goes to school, she hangs out, she experienced the Gray Garden being invaded by the Flame World and knows about Yosafire and her usual antics.
While she was acquainted with Yosafire and her friends before, the events of the Flame World's invasion painted the green-haired Demon in a new light. To Dorma, Yosafire was a heroine come to life. A person someone who should aspire to be. An example to be followed. While many, even Yosafire herself, would point out that she was exaggerating too much, Dorma will not listen.
Thus, the Demon began her quest to earn senpai's Yosafire's attention and praise and become as great as her. With the celebration coming around, perhaps this will be a great opportunity for Dorma.
Abilities/Weapons: Dorma's Ribbon - Dorma's ribbon has two arms that can be used to grab things. The fingers of the arms are also razor sharp so it can be used to slash and cut things. It can also elongate and enlarge into twice its size.
Misc: The mask is a magical one that dries immediately once exposed to air. This is because when Dorma is talking, spit comes out along with her words. While that's normal every once in a while, it happens all the time for Dorma.
Personality: Aurelia is probably best described as warm due to her sunny disposition and her eternally optimistic outlook. In fact, her friends tend to take Aurelia being in a bad mood as a sign that something is seriously wrong and that they need to try and help correct the situation however they can. Additionally, Aurelia is a very compassionate individual, which leads her to offer her assistance to those in need. Unfortunately, Aurelia’s good-hearted nature does leave her rather vulnerable to those that try to take advantage of her. This isn’t helped by the fact that she has a tendency to be rather gullible and naive either.
Aurelia is rather petite, standing at a height of only just over 4’ and weighing only 57 lbs. Aurelia also possesses golden hair that extends to just below the base of her neck and golden eyes, which are fairly common among angels. She usually leaves her hair down, though she has been to put it up on special occasions. Her usual attire consists of the white, red-hemmed robe of the academy over a pair of simple trousers and a simple blouse.
Biography: Born and raised in the Gray Village, it became apparent rather early on in Aurelia’s life that she had a natural affinity for healing and support magic, even among angels. As such, when she was old enough, she was enrolled at the academy of healing arts in the village, where she was able to hone her abilities. While the curriculum was largely focused on the practicing of white magic, it covered a number of other topics as well, including the history and culture of the various worlds.
Somewhat recently, Aurelia has graduated from the academy as a fully-fledged white mage. Of course, she maintains her association with the academy and accepts a number of jobs from them that allow her to continue honing her abilities as a novice white mage. Plus, the jobs offered by the academy enable her to help others while earning a paycheck, so it’s kind of a win-win situation.
Abilities/Weapons: Aurelia is proficient in apprentice level white magic. That means that she can cure minor wounds and ailments, remove weak curses, and bless others with protection or strength.
Aurelia also owns a simple staff made of ash wood with a pearl nestled at the top that she uses to help channel her magic.
A dour girl, grim yet soft-spoken. Her attitude is rather dark with a definite sense of sarcasm to her wit. She definitely has a developed vocabulary but tends to speak quite deliberately, thinking about everything she says. Despite this she is quite unused to social situations. Her awkwardness is evident as she fails to respond to things organically, typically reacting visually before she can answer verbally. When she has a goal she can set her mind to it, pushing forward without much difficulty but when it comes to simply getting along she gets easily flustered.
She can hold her own in regular conversations however but she definitely has a clear comfort zone. She falls apart most when she's forced out of that comfort zone or if others tread over it. This is partially a result of the fact that she is very closed off from everyone. She is slow to trust others and such trust can be nigh impossible to reclaim once lost. When necessary she'll interact with others but generally prefers to keep to herself due to the general embarrassment that comes with her degree of awkwardness. She maintains a healthy interest in dark magic at the exclusion of interest in having any sort of social circle or friends. More than anything she simply wishes to remain abroad, never settling down in any one area for too long. For as much as she tries to move on however the scars of her past don't seem to ever loosen their grip on her.
Appearance:
As for clothing she is clad in full black robes complete with a hood which she infrequently has up.
The robes are clasped shut with a circular silver insignia depicting a great old tree, human skulls entangled in it's twisting roots.
Biography:
She speaks little of her history. She heralds from a land where the lives of humans and spirits are thoroughly entwined. To understand her definite silence on the matter one must first understand under who she was raised.
Daniel Defoe: Artist, poet, sculptor, dabbler in the dark arts and father to one Daisy Defoe. He was quite popular, having had the patronage of a lord and inspiring an entire generation of upcoming artists with his unique themes of expression. For all his work's appeal there was little helping the fact that he was also highly deranged. After all, imagination mingles closely with madness.
His madness did little to dissuade the eyes from one of his more dedicated fans, a young woman who was positively enchanted with his work. While he was indifferent to her in general she persisted in following him and eventually talking him into pursuing a romance with her. They continued dating for a couple months before it was discovered that she had become pregnant.
After some discussion she convinced Daniel to marry her rather than let the child be born out of wedlock. Seven months later Daisy was born. They moved into an old inherited manor from the wealthier side of her family. For pretty much the entirety of her childhood her mother was by and large her sole caretaker. Her mother took on many responsibilities so that Daniel would not be distracted from his work, something she knew got under his skin with ease.
_ There is more to that but it is by no means public knowledge, at least not if she could help it. What is more notable is that at ten years of age she was invited to the realms local school of dark arts to study and practice dark magic. In her stay on one fateful eve a particularly mischievous spirit had swapped her beverage out with an ancient inkwell. Within this inkwell was a special ink-like substance which was in fact a sample of every single fear that exists, all condensed into a liquid form.
Upon mistakenly drinking from said inkwell the liquid fears conjoined with her essence, turning her into a medium for conducting the many fears that lurk in people's hearts and minds. This created many problems for her, most of which she's learned to deal with in time.
The halls of the school themselves are a strange sort. Due to it's proximity to a loose seam in the barrier between the living and the dead the architecture tends to behave quite oddly. Time and space tend to be in flux within the building as the locations of rooms will shift about to different floors every single day and things long lost to history as well as things yet to be discovered tend to wind up losing themselves in the hallways. The only thing certain with the schools layout is that there is never any certainty that anyone will always make it to class on time.
Daisy herself is several years late. Having lost herself to the point where she was no longer even in the school she's been wandering the worlds for a long time, not at all sure how to return even if she wanted to which she isn't sure of either. She's gotten the hang of getting around these new worlds but she's still a long way from mastering any form of dependable transit from one to another.
And so she arrives...
Abilities/Weapons:
As a result of the accident she has the power to summon avatars of fear through pools of ink that form from the ink that spills copiously from her mouth upon activation. These pools serve as both the ink which Daisy uses to summon forth her avatars and the very substance the avatars are wrought from.
As for the process of summoning there are special requisites needed in order to conjure forth her avatars. In order to summon one forth she must write the name of the avatar onto one of her own limbs at which point the limb will become numb and useless. In exchange for the use of her limb the pool of "ink" will spawn forth the chosen avatar, drawn from the minds of those nearest and given physicality as a detached extension of Daisy herself.
These fears need a source to draw strength from however and Daisy is but one girl with only a few rather specific fears. In addition to summoning Daisy can see the fears of all those around her in the form of their fear's names appearing in words just above their heads. The strength of these fears is represented as the size of these names in proportion to the other fears they suffer. While this provides little insight as to where these fears stem from, if anything at all, this special form of sight allows her to see beings who would normally go unseen such as those behind walls or other such forms of obfuscation due to the fears which hover over them at all times.
For the avatars themselves the strength of the fear felt by those around Daisy are taken in upon their shaping. Each avatar of fear possesses unique abilities pertaining to it's specific fear. The avatar's power is related to both the strength of the fear it's formed from and Daisy's own magical strength, giving even the lesser fears a minimum to how much power they can possess. Notable avatars shall be listed below and should new ones surface they too will be added to the list.
Thanatophobia: The fear of death. This fear takes the form of a black robed reaper who's form is entirely masked in darkness beneath the hooded cloth. This avatar wields a large foreboding scythe which it uses to terrifying effect. For this avatar the physical world is immaterial. It travels by floating, passing through all inorganic and dead matter as though it were all mere shadows. Only living organic matter is solid for the reaper, allowing it to strike at living foes. In addition the reaper can also see the souls of the living, allowing it to see them as far as the eye can see though crowds can still create some diversion. The reaper is skilled with it's scythe and the greater it's power is the larger both the reaper and it's scythe becomes, allowing it more strength and reach with it's greater mass. Additionally the greater the reaper's power is the easier it's blade cuts through living matter. Due to being physically capable of touching living matter however living matter can also strike back too. While most non-living objects both normal and conjured will not effect the reaper immaterial forces such as fire or lightning will interact with it as it would with any other tangible cadaver. The lantern which hangs from it's scythe is lit with a blue flame which draws the minds of those who look into it towards thoughts of one's own fleeting mortality. The light also serves to announce the reaper's presence wherever it appears. Thanatophobia Appearance.
Taphophobia: The fear of being buried alive. This fear largely takes the form of living earth, corpses entombed within it's body of dirt. Often times the main form of this avatar won't even be seen directly, opting to travel beneath the earth only to reach up with hands of dirt to grab it's prey and drag them beneath the ground, burying them inside itself. Taphophobia travels by gently swimming silently through the earth, rarely disrupting the environment around it as it is practically passing through the dirt itself. Despite being made of dirt however this being cannot reform from just any dirt. Being shattered and displaced thoroughly enough will result in this avatar's de-animation. This avatar's size grows in proportion to it's power. With greater size Taphophobia can create even larger hands to grasp it's victims and an even greater number of hands to grab a larger quantity of said victims with. Taphophobia Appearance.
Astraphobia: The fear of lightning/thunder. This fear takes form as some sort of unearthly force given solid form. With protective metal armor this being conjures forth electricity from it's body and can direct bolts of lightning from the sky to targeted locations. The lightning from this entity strikes with such force it produces the crack of thunder which can be heard well and far. The strength and frequency with which this being can expel lightning is determined by it's overall power. Though well armored this being has a physical form and can be dispatched through solid attacks. Affects which specifically target organic systems have little sway over this avatar since it is wrought from pure force with no real systems to influence, cardiovascular or otherwise. Astraphobia Appearance.
Mastigophobia: The fear of punishment. This fear manifests as a living iron maiden which travels upon squat iron legs, reaching out with it's thick iron doors while a mysterious force draws the guilty towards it's open container filled with blood stained spikes. This avatar is among the stranger sorts of it's kind. Mastigophobia emits a special aura which preys upon the minds of those who have acknowledge that they have done something wrong. They are not required to show remorse or guilt for their actions but they must recognize their transgression as immoral at the very least. Those who qualify are influenced by the aura, driven to climb inside the iron maiden. The greater they perceive the transgression as being the more potent the draw becomes. It is possible to resist the pull of the iron maiden through sheer willpower however the longer the guilty spend in it's aura the harder it is to resist. With greater power Mastigophobia grows in durability and inescapability, both in the literal sense as well as with it's mental pull. Mastigophobia Appearance.
Agliophobia: The fear of pain. This fear appears as a tall humanoid with massive hands and no facial features or hair, just ears. Agliophobia endures punishment with remarkable fortitude and can dish it out with it's enormous hands. Due to lacking a majority of organs used to navigate this being sees through other being's pain. The more something is suffering the more clearly it is visible to Agliophobia. Outside of sensing other's pain this avatar uses strictly sound for navigation. This avatar projects an aura which magnifies the pain suffered for all caught inside it's radius. Conversely the more pain this avatar suffers the stronger and more durable it becomes. The strength of the fear this avatar is born from adjudicates the potency of it's pain aura. Agliophobia Appearance.
Arachnophobia: The fear of spiders. This fear takes the form of a spider the size of a full grown man wearing a giant skull upon it's back. It possesses a majority of the qualities a normal spider would have only taken to a larger size. The skull doesn't seem to weigh it down too much and provides decent protection. Improvement's to this avatar's strength improves both it's physical strength and durability. Greater strength also improves it's spider traits such as the durability and adhesiveness of it's webbing and the potency of it's paralyzing venom. Arachnophobia Appearance.
Nyctophobia: The fear of the dark. This fear takes the form of a humanoid wrought from darkness made material. This being assumes the form of a man at first but it's form is able to change freely, shifting it's mass to best serve it's needs. As it's body is made from darkness made flesh it has some properties which make this avatar quite tough and adaptable albeit with one notable weakness. It's flesh is in a constant shifting flux between solid and liquid, able to congeal into muscle and skin to form pseudopods with which to grapple and attack it's prey with but also able to shift into a self-animated fluid to help it reform around blows and pass through small openings. Even if it's flesh is struck while solid any part that's detached or crushed can simply turn to liquid and reform back into it's intended shape or reconnect to the main mass if detached. Despite it's hardiness towards physical combat this being is far more susceptible to light. When exposed to almost any form of light the substance comprising the avatar's physical mass will begin to corrode, the brighter the light the faster the corrosion. Natural sunlight causes the fastest deterioration out of all forms of light, light magic included. This dark mass while in a fluid state is susceptible to being frozen. When frozen it will no longer be usable by the avatar until the mass that is trapped is freed from the ice. The darkness is not flammable in either state however the light produced from flames will corrode it like any other light. All light magically created, both directly and as a byproduct of the magic cast such as flashes from lightning and light from fire, will corrode the avatar's dark mass just like any other source of light. Light produced by illusion magic will not corrode the dark mass however as the light created is simply an image of illumination and thus holds no sway over real darkness. Greater strength from both the fear it's born from and from Daisy grants Nyctophobia more mass to work with. Nyctophobia Appearance.
Ommatophobia: The fear of eyes. This fear takes the form of a large pitch black humanoid with a massive single in place of a head. This being despite being quite large relies on less direct methods of combat due to it's overall fragility. This does not mean that this avatar is not formidable however. Ommatophobia can cause eyes to grow out of surfaces that it touches. This being can see through any eye that it creates making this avatar useful for surveillance. This avatar can also see things invisible to the naked eye such as magical auras, spirits and most things concealed magically. Last but not least this avatar can choose to paralyze those who make eye contact with it's massive central eye. This paralysis only lasts for a short amount of time. The time the paralysis lasts is longer for beings that are weaker than it and shorter for beings that are stronger than it. If it is born from a greater fear and/or should Daisy become stronger then Ommatophobia will be stronger too. Greater strength results in a longer paralysis time as well as factoring into deciding whether an opposing being qualifies for reduced paralysis time and if so by how much. Ommatophobia Appearance.
Atychiphobia: The fear of failure. (Pending)
Traumatophobia: The fear of war. (Pending)
And more to come...
Naturally Daisy can only ever have a total of three avatars out at once since she needs one functioning arm in order to write the names down and should she use either her body or head she would surely die. Another thing to note is that each avatar possesses a natural connection to those from whom it's fears are derived from. They are naturally drawn to them and often seek to prey upon their fears for even greater strength. They obey Daisy first and foremost. Much like one's own body special circumstances can make their obedience somewhat questionable however. For example if they detect that Daisy is at risk of coming to harm they will immediately drop whatever they're doing and rush to her aid regardless of her orders. These avatars also possess personalities of their own, personas imposed upon them by Daisy subconsciously. They can respond to situations with their own intuition and can even banter should such an avatar possess the ability to communicate.
Should an Avatar be destroyed those who's fear it's formed from will have their fear "Muted". This is a state wherein the specific fear tied to the dissipated avatar becomes far less notable, leaving the owner of said fear not wholly lacking in their specific fear but instead experiencing such feeling far less keenly than normal. This muted state remains until the fear seeps back into their state of mind naturally. In their muted state fears cannot be selected to form avatars from until the effect fades. In normal circumstances the muted state lasts for roughly a week.
Personality: Emmett is an intellectual man who remains collected in all situations. He is curious, quick-witted, and composed. However, he does have a wild streak in him, as he's always looking for excitement. His appetite for thrill sometimes gets him into more trouble than he bargains for, though it ultimately doesn't bother him. He believes that the truly skilled should be able to find their way out of any situation. "If I fall here, it simply means this is as far as I was meant to go." Is his motto for such occurrences. While interacting with other people, he is polite and courteous. However, sometimes he can be rather jovial and snide, though there is no ill will behind his words. He believes strongly in the spirit of competition, and feels that antagonism can make things more interesting.
Appearance:
Biography: Emmett is a martial artist from a small mountain town. He recently graduated from the school of Tenrai Karasu-ryū (Heavenly Crow). He decided to venture out into the world in order to start a career as a professional fighter. He also wanted to experience life outside his quiet village, saying it was "Too boring" for his tastes. As time went on, he became well-known amongst the inner circles of the pro fighting circuit, earning the nickname Raven due to his martial arts style.
One day he overhears talk of the upcoming Grey Festival, learning of its denizens of supernatural creatures and magical practitioners. Thinking he could find some fun opponents to find, Emmett decides to attend the festival in order to test his skills once more and to sate his own boredom if nothing else.
Abilities/Weapons: Tenrai Karasu-ryū is a martial art that focuses on swift movements and enfeebling foes with irregular patterns of attacks and maneuvers. Hence it's name, practitioners often use the air and high ground to their advantage and strike their foes with overhead attacks. The style mainly makes use of powerful kicks, as the hands are used for casting wind and illusionary magic to augment their physical attacks.
The hand movements are similar to the flapping wings of a raven, and serve to both confuse foes and allow for spellcasting. The wind magic bolsters the strikes, while illusions leave opponents befuddled amongst a flurry of black feathers.
Misc: A quote from Emmett: "They say that crows are a sign of ill omen. Once you see the black wings silhouetted against the skies, it's already too late for you."
Name: Nadia Amaryllis
Age: 21
Gender: Female
Race: Witch
Personality: Nadia is a very precarious young woman. She usually has a calm, almost stoic expression on her face most of the time. She does have emotions, and can show them when the situation calls for it. Most people think she’s cold, but she’s not a bad person at heart. However, perhaps because she spent most of her life studying magic, her prowess fills her whole world. When talking with people, she conducts conversation with standard pleasantries and shoot-the-breeze banter. When the subject becomes about sorcery, a passionate, almost child-like glee takes Nadia over. If she enters into a conversation or situation where magic doesn’t hold much relevance, she doesn’t know what to do.
Appearance:
Biography: Nadia was born in Grey village and grew up along the meadow side. She had an innate talent for magic and was taught supernatural arts by an old shaman, who she grew to admire. After years of tutelage, she eventually bade the shaman farewell and went on her own to continue to perfect her craft. She was raised on stories of Kcalb's exploits and hopes to one day match his prowess.
While magical adept, Nadia’s devotion to her studies left her longing for more. She hopes that during the festival she can further hone her skills and learn new techniques.
Abilities/Weapons: Nadia uses conjuration magic that comes from her spellbook. She can use it to conjure various objects like weapons and even household items. She usually likes to conjure swords and lances while in combat. However, the stronger the item, the more restrictions are associated with it.
For example, she can imbue her conjured weapons with elemental magic, but can only make one at a time. She can make several weapons so long as they're not imbued with any sort of special property.
Misc: The spellbook she carries was given to her by her mentor, and it’s very important to her. She becomes testy when someone touches it without permission.