Name: Noon (Akira/陽) Triswich Title(s): Light of SinGender: Male
Age: 36
Height: 180cm
Weight: 78kg
Alignment: Lawful Good
Rank: (Your capability as a Magus in the eyes of the Mages Association. This will be given to you on approval.)
Objective for the Grail: Sent on a mission by the lord he serves to claim the position of victor in the Grail War, and of course, the land of Paris, in his lord’s name.
Personality: An unbending, unrelenting man who walks a proper path. Propelled by his environment, the expectations of his family and the crest engraved into his body
His conduct and self is that which would be called pure. An ideal who manages to struggle without faltering.
Polite, well-mannered. Yet there’s a touch of well-meaning self-centeredness in his view. His instinct and his manner of thinking is that that flows from himself and what he could do. A person who would beat himself up that he himself did not prevent a tragedy, a person who would think of all problems in the lens of how he could solve it first and foremost.
A person who expects the world to be something to be solved by him, and a person who expects highly of himself. An extension into self-sacrifice which one must question the roots of whether it is truly a matter of goodness, or some touch of narcissism. Without thinking on that he continues to walk his path, conquering what lies ahead.
Bio (Family): A family with a legendary lineage, although its start was not all that connected to the path of a magus. The progenitor of the Triswich is none other than the Knight of the Round Table of the Sun, Gawain. Descendants holding his blood took the symbol of his failure, the Sash given by Lady Bertilak, turned it into their magic crest. While not holding the powers she had claimed, it was nonetheless a icon with mystery that served them as the base of their crest. A mystery to hold their knowledge, and a perfect means to pass down their drive for their ideals and the adherence to the path passed down.
While at first a family of druids and magi that could be called to be more along the line of hermits that lived in the forests after the ebbing of civilization and the tragedy of their progenitor. The history and legacy of the knights has become more of a guiding aspect in their direction in the last number of centuries with the progression of civilization and modernity.
Falling under the banner of the Barthomeloi Faction and tying themselves to one of the lords of the Clocktower to establish their position in exchange for serving the lord. The Triswich have, with their legacy, age and current standing become a respectable and known family. A standing that they live up to with talent, expertise and knowledge. In their eyes what they recieve by serving their lord is more than worth the time and risk involved.
However despite that, while some may call them knights of the Aristocratic faction. Others call them tree-planters who decided to try and brush up and present themselves nice to play at being lapdogs.
Bio (Noon): One day a Triswich visited the land of the sun. There he met a shaman girl at a shrine dedicated to a sun god, found her bewitching, and fell in love. Together the two had a child of mixed blood and mixed suns.
Living his early years in Japan, when the Triswich family moved back to their ancestral lands in Britain, young Akira, then dubbed Noon found himself in a foreign strange land so different from what he thought of as home. A foreigner, and seen as a strange oddity, or even a blight upon an ancient family by bringing in outside blood and being seen as the folly and whim of his father, the Clock Tower and English lands looked upon him unkindly as it did with any regarding those who came from what was considered a backwater savage land.
Yet despite his part Japanese blood, and his unfamiliarity he endured. Following in his father’s footsteps, delving into the path of a Triswich and soon becoming more English and western than someone who was pure in the words of some. Dissent and opposition was silenced by his conduct as he proved himself a worthy heir twice over to make up for the prejudice he faced.
While he holds enemies, both as a result of his lord and the position of his family, along with his blood. He now pursues the advancement of the Triswich while serving his lord dutifully as his personal knight, distinguishing himself enough to be accepted as a respectable heir to his father.
Now he is sent to Paris to claim the land for his lord.
Ah? The wish? He hasn’t thought about what it’d be used for. His lord didn’t seem to have that much interest and said he could have it but…
Really, what is such a thing good for?
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Magic Circuit Switch: The sensation of flames bathing his hands.
Number of Magic Circuits: C
Quality of Magic Circuits: A
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Elemental Affinity: Fire and Earth
Magecraft: General Magecraft:As a magus his knowledge covers what is expected and basic as par for course.
Fire and Earth Magic:The abilities of Noon when it comes to elemental magic are rather standard. However the power behind his flames are quite notable.
His earth magic is more well suited for out of combat applications.
Sorcery Trait: Overflow ThirdFor any living being and magus there is a time that marks their peak. However due to a special constitution passed down from their progenitor that element is exaggerated and amplified in the Triswich. In the day, especially During the hours between 9 and 12, and 3 and sunset. The magical energy of Noon is greatly enhanced. Flames can be brought forth with greater ease, and his body can be enhanced in a somewhat similar, but different way from that of half-breeds. At the eponymous time which is his greatest peak, Noon glows like a small sun, a star descended upon the earth.
Druidism: Walking among the forest, utilizing the bounty of nature, sacrificing to the gods and communing with the land. One can manipulate the environment, nature and of course plant trees. Mixed in is the knowledge of medicine, poisons and animals.
Fairy (False): Familiars:The creation and utilization of familiars that take upon the shape, and to an extent, the powers and nature of faeries. Replicating a fairy is impossible, but using the familiars, certain spells and tricks that invoke and use the idea of faeries become possible.
And of course what is a knight without faeries? Or a druid without a relation to the touch of the land? Combining those two facets, it then is no surprise that the Triswich embarked on the path of creating a stand-in for such companions and benefactors.
Furthermore the idea of faeries as the touch of the world is utilized to make them an extension of the territory of the Triswich. A false creation that expands and extends from a false world. These faeries are perhaps as much the Triswich as Noon himself.
Holy Arms Image: Projection of an image using the fairy as a stand in for the planet/touch of the planet. Jewel as the body of the planet/metal.
The greatest blades, the symbol of the greatest of knights, Holy Swords. An object of such power is something that cannot be made in the age of man, and the Triswich do not have the ability to replicate them.
However what they can do is mimic the creation of one, to use the image and idea of one as something to bring out arms based upon legendary items.
Mixing one of their faeries (the will of the planet) and using materials such as jewels or metal (the body of the planet) they bring forth an image of a item “created by the planet”.
Maybe it’s more accurate to say that a familiar utilizes reagents to transform into an image of a holy item, infusing and placing the shell of the intended arm on top of the materials as a layer.
Related to projection magecraft.
Bounded Fields/Territory Creation:The arts of druidism, the establishment of a “castle” or study as a knight.
The Triswich, and Noon by extension are experts at bounded fields. Both in the creation of false faerie forests that confuse and reject trespassers and hide things. Sanctifying places as lakes and dealing with atmosphere, and of course, establishing a “fairy-made home”. The idea of the chalky white walls of Camelot is something that is a dream, but that dream holds power when used as an concept by the Triswich.
Self-Suggestion:While not exactly magecraft, the base and origins of the Triswich is shame, and of a resolution brought by it. The moment they chose the Sash as their magic crest they have decided to live and embody the meaning of the story of the Sun Knight and his humbling.
They must excel, they must live up to, and exceed the perfect knight. A mystic code dyed in the sun and in the promise over generations. Just as the Triswich shaped what became of the sash, so did it shape them.
Noon, along with the other heirs of the Triswich has in his very blood a strong conditioning and ability for self-hypnosis. To live up to the standards they set to themselves, to live properly. It is something that they use to keep themselves on a rightful path, and also to exceed their limits when that path brings them into hardship.
The true Noon could be said to only come forth when he becomes a focused existence that dedicates his breath and life to a important task.
Contracts and Hospitality: Geases, magecraft that have to do with oaths, deals and contracts are another talent of Noon due to the base of his magic crest. This also extends to an extent magecraft that deals with the idea of hospitality which exists plenty in the magic of his homeland.
Crest: 12 generations
Weapon: Various Jewels and prepared metal rods:The basis for Holy Image:Armory along with his faeries. Various prepared natural jewels, and metals put into the shape of ritualistic metal rods are carried for the purpose of use for forming the images. However at rare times he also utilizes them for other rituals.
Battlewear: Sunsworn GreenIf the Sash of Bertilak is a false protection, then the conceptual formalwear worn as Noon’s garments for battle and formal occasions as a modern knight and magus are a mystic code passed down through the family line that is their armor to make up for that lie.
A protective wear that extends its protection beyond the skin it covers. Enemy attacks are reduced or even negated, and even magic and debuff effects are protected against.
Finally it holds a regenerative quality, exceeding the standard curse of restoration, that cleanses the body and mind of the one who dons it.
The protection of faeries, the blessings of the land, the healing arts of those who walk the forests. Mixing those three together may the one who wears it walk a hallowed path.
Other Skills:Cooking: EXAbility to cook on a level unmatched by any other. No matter what he makes it will always be at that impossible to achieve level, every dish reaching the same zenith possible to Noon. There is no better or worse examples. Every dish he makes is of the same quality as the last.
Martial Ability:Best with swords and spears (along with staves.) However Noon is adept at all sorts of combat with weapons. However when it comes to unarmed combat he is not as much of an expert as a focused practitioner. That said his brawling and completeness as a fighter is without question. His kicks are also quite dangerous and he's notable at being overbearing with strength and speed. An aggressive fighter all in all.
His level of swordsmanship can be said to be enough to spar with a Knight Captain.
Exceptional Benefit: Meant to be a representation of the special situation inherent to a specific Master. You may pick one, and it must be justified and work logically for your character.