Name: Grasidia Age: 56, though she appears to be in her late 20's. Guild Mark Location: Left of her navel, colored green. Magic Type: Garden of Eden A plant-based magic where the user has dominion over plants around them, as well as being able to rapidly grow their own with unique properties and capabilities. Spells:
Grasidia's standard arsenal of spells, largely focused around utility. She is capable of immense crowd control and has some proficiency in healing. She leaves offense to her guildmates and supports them in their fights.
Eden: Leaf Caravan One or more giant floating leaves are manifested. Used for transportation, this allows Grasidia and her allies or cargo to travel great distances with ease and haste. The size of each leaf can be changed to accommodate what it needs to carry. Eden: Fruit of Life A small tree will grow from the ground, quickly bearing pink fruits. These fruits will replenish magic and stamina to anyone who eats them, increasing the amount replenished scaling with how much of the fruit is eaten or if multiple are eaten. A single bite won't restore much but a whole fruit is usually enough to keep someone going. It would take several fruit to fully restore someone. Note that these do not ease pain nor heal injuries. Grasidia herself gains no benefit from eating the fruit. Has a sweet, slightly tangy taste. Eden: Divine Blessing Unlike the fruit, this spell allows Grasidia to heal injuries and reduce pain. Also unlike the fruit she can use this spell on herself. She holds her hand over a target area and casts the spell, creating a small rose on top of the target area that quickly begins healing. Minor injuries like bruises and scrapes are healed within seconds, but severe injuries like deep lacerations and broken bones will take hours. The anesthetic effect also kicks in quickly but loses effectiveness rapidly as the severity of the injury increases. Eden: Garden Snare After casting this spell many vines will begin to grow underground, extending outward from Grasidia. They will surface once they are beneath their targets, rapidly surrounding them and ensnaring them. While not a total guarantee of a takedown they are indeed very effective at entangling targets enough to make them vulnerable for several seconds or even indefinitely if they aren't strong enough to break free. Eden: Greenhouse If in an area with plentiful plantlife, generally anywhere not in a town, desert, or mountaintop, Grasidia can use this spell to rapidly grow the plantlife around her. Trees will bend and distort to block paths, grass will attempt to trip foes, vines and flowers will attempt to ensnare them, and all these plants can be further modified by additional spells. Eden: Dusk's Call Can be used in conjunction with other spells. This spell manipulates existing plants to begin releasing spores into the air. When breathed in these spores make their victims drowsy, and if enough are inhaled will cause victims to fall asleep despite how alert they were before. This spell cannot differentiate between friend and foe, so any allies that breathe in the spores will fall victim to them all the same. Grasidia is, obviously, immune. Eden: Paralytic Call Much like her Dusk's Call spell, she manipulates plants to begin releasing spores. These spores weaken the nerves when inhaled, eventually leading to temporary paralysis. Victims remain conscious and particularly hardy one might even maintain the ability to talk, but the paralysis is slightly painful for its duration. This also cannot differentiate between friend and foe, and Grasidia herself is still immune. Eden: Bramble Wall A thick, defensive wall of thorny brush is rapidly grown. Capable of blocking many kinds of attacks, it is a very simple yet useful defensive technique. It can also be used to cut off a fleeing enemy and block their path. Quite painful to the touch should anyone punch, kick, or otherwise strike it physically. Eden: Bramble Dome A more grand-scale version of Bramble Wall. Instead of creating a defensive wall, she instead creates a massive dome made of the same durable brush that surrounds the battlefield. A trapping technique designed to prevent escape, it even extends deep underground. Only powerful techniques, particularly fire spells, can breach the dome and allow escape. But the escape would have to be fast, the dome repairs itself fairly quickly. The dome's size is variable but often quite massive, generally having a radius of over 100m from Grasidia. Eden: Guardian Serpent A serpent-like plant is created, growing on the back of a designated ally or herself. After a few seconds of growing it lightly coils around the ally's arm. Once an enemy gets just outside of melee range the snake-plant will shoot out and tangle itself around the attacker's head to disorient them and possibly restrict their breathing. This sucker-punch of a technique allows a window of opportunity for her ally to attack or escape from their foe. Sufficiently weak enemies may be defeated by this technique entirely if they cannot remove or destroy the serpent. Eden: Leaf Fake Another sneaky spell. Grasidia creates a "fake" of herself or an ally. This is mostly used to distract but can serve other purposes of subterfuge. She can create one on-the-spot by using vines to quickly pull herself or an ally underground leaving the fake in their place to take an attack. From underground they can then reposition or launch a surprise counter-attack. Allies can only be underground as long as they can hold their breath, Grasidia can remain indefinitely. Multiple fakes can also be created at the same time for further confusion. Eden: Great Tree of Eden Her ultimate Eden spell. A massive tree begins to grow, taking nearly a minute to complete and growing over a hundred feet tall with wide-spreading branches and a massive trunk width. While it grows nothing happens but once it is completed its many leaves begin to slowly fall. As the leaves fall they will energize anyone that Grasidia has deemed an ally before the spell and will inflict a sharp, burning pain on anyone she did not deem an ally. The leaves will continue falling until the tree runs out, usually taking about three to five minutes. Once the last leaf falls, however, the giant tree will begin to crack and rumble. It will fall in the direction of Grasidia's choosing, crushing anything beneath it under its massive weight. Fairly easy to dodge normally, but can be quite impossible when trapped by Grasidia's other spells.
When Grasidia unleashes her fury she automatically enters her Etherious state. She physically transforms: her eyes glow a demonic red color, jagged green horns sprout from her head, she grows fangs, her hair grows longer and darker, her muscle mass increases, her fingers turn to claws, and red, fibrous, plant-like scales cover her limbs and upper torso. She loses her ability to use spells in the Eden section, but in turn gains incredible speed and strength as well as access to a few specific spells she can only use in this state.
Rose Demon's Final Grasp Tough, rapidly extending vines shoot forward from her hand and wrap around her target. The vines then retract, pulling her target into melee range. If expertly aimed this can tie the target's arms to their sides leaving them vulnerable. Can grasp multiple targets. Rose Demon's Final Flight Large wings of green leaves protrude from her back, granting her flight and further increased speed. The wings are quite sharp, allowing her to slice opponents with them. Rose Demon's Final Bombardment After casting her Leaf Wings spell, she can then rain razor sharp blades on her opponents from her wings. They regrow at an astonishing rate to allow her to remain airborne if she uses this from above. Rose Demon's Final Thorn Small roses begin to grow on her body. Once they are fully grown they can explode at will, sending razor sharp rose petals flying in all directions. While they remain on her body they can still cut anyone that touches them. Even weaker metals will be torn. Rose Demon's Final Roar Grasidia's ultimate attack. A deeply condensed cluster of roses grow between her two hands. Once they finish growing they begin to glow red before unleashing a devastating wave attack in the target direction. Immensely powerful but takes several seconds to prepare. The only move in her Etherious state with considerable range and easily the most deadly spell in her arsenal.
Magic Rank: S Strengths: Composed Not prone to being emotionally compromised, she is very good at keeping calm under stress. Immense Power Within her is a vast well of energy and strength. She can handle extended uses of magic very well. Cursed She doesn't use magic at all! Using curses immunizes her to Magic Deficiency Syndrome and spells that would aim to shut down magic. Weaknesses: Insatiable Fury If somehow pushed past her vast calmness God help the poor soul who did it. Unskilled Fighter Not to say she is weak, she's far from it, but when she fights she relies more on power than finesse. No martial skills whatsoever. Socially Inept She finds difficulty in social situations and is often awkward. She avoids this by generally avoiding socializing. This comes across to many as another reason to be intimidated by her presence, though that would surely be dispelled quickly to anyone that actually forced her to have a conversation. Personality: As a tall, powerful woman that walks with confidence she often comes across as unapproachable or intimidating but that is far from the truth. Despite appearances she is unfamiliar with interacting with humans, preferring to keep it to a minimum to avoid embarrassment or shame. She is prone to saying awkward or offensive things but she really does mean well. In fact she's quite jealous of those around her that are capable of forming meaningful relationships. Her sense of isolation and being unable to relate to those around her can sometimes even be crippling. In spite of this she has come to consider Fenixtear as her "family", an ideal she holds close to stay sane. Whenever she starts to slip, however, her innate disposition begins to surface. The rage and fury programmed into her blood that no matter what she does will always be there. Grasidia fights herself to keep her emotions in check for when she truly unleashes herself she will reveal to the humans that she is most certainly not one of them. Her "family" would surely abandon her at the least and she is fully aware of the destruction she is capable of causing. It is her fear of being truly alone that motivates her to stay with Fenixtear, and the hope that one day she can truly fit in. At least she can relate with the humans that enjoy plants and gardening in the meantime. History/Bio: Born in a lab under nefarious pretexts, Grasidia was the first successful Etherious creation in hundreds of years. She knew very little of her creator, not what his plans were or how she was even created, but she did know that he needed her for something. She was the prototype, the base model in which his future Etherious creations would be based off of. As a result she became less and less needed as her creator made better demons. While her successors would be mostly devoid of free will she was fortunate enough to still have hers. After a couple decades of being a glorified lab rat she decided that she would leave, and much to her surprise her creator simply let her! She walked out of his lab at twenty-four years old, stepping into the real world for the first time. Her idea in her head what life would be like for her did not match reality. While Grasidia appeared very human, her anatomy wasn't quite identical and she clearly had no idea what humans were like, so she was very soon outed as some kind of monster pretending to be human. A mob had formed around her and when an angry villager struck her with a shovel something inside her awakened. She lashed out in a fury, slashing and thrashing everything in sight until she was able to regain her senses. In her wake was a village reduced to rubble and corpses strewn about. The young woman began to cry and ran into the wilderness away from the humans. They had been cruel but she never wished death upon them, yet she attacked. This was the day when Grasidia truly realized what it meant to be an Etherious. She spent several years living on her own, traveling the land through its wilderness. She avoided people to the best of her abilities but there was always a lingering curiosity. They looked so much like her, they talked like her. She couldn't help but watch from afar, wondering if she could ever be like them. The kids would play games and have fun, the adults would take on various labors. They would group together in families, which would group together in neighborhoods, which all formed a village or town. There was always so many of them, but only one of her. She could never go back to that lab, but surely she could blend in with these people. While sitting in a field one day she was playing with her curse, growing flowers around herself, when a young child she didn't notice approached her. The small child was interested in the flowers. While Grasidia had yet to figure out how to properly talk with the humans, this one seemed to be able to understand that she was the one growing the flowers and wanted her to grow more. Grasidia obliged and grew numerous flowers, covering the entire field in a rainbow of color. To this day she could still remember the smile and joy it put on that human's face. She decided that she would try to become a human on that day. Over the years since she wandered from town to town, slowly growing to understand human life. The concepts of money, work, cooking, cleaning, playing, building, and so on. She learned about magic. While she was incapable of magic itself, her curse was functionally the same and she figured out that she could survive among humans much more easily by pretending to be a mage. As long as she kept her emotions in check nothing could go wrong, she thought. Even after decades among humans she never learned how to not be awkward in conversation with them. She would stutter or say weird things that they wouldn't like, and she didn't like how it made her feel. She learned that if she can avoid talking to people as much as possible then it would minimize her problems with them. Even still she loved plants and gardening, perhaps as a product of her curse, and found it much easier to talk with humans that shared that interest. Perhaps the key to being more human was to have more common interests with humans then, she decided. She moved on from living a vagrant life taking odd jobs to keep people from getting suspicious, instead deciding to fully commit to her "mage" cover story. By pure happenstance she ran into one Torys Lusitania, a renowned mage. She had just started her new guild Fenixtear and for some reason she saw something in Grasidia to reveal such information despite being a total stranger. The demon thought that this was her chance to take initiative and fully integrate with human society. But she was unable to form the words she needed to ask if she could join! She began stuttering and stammering, but Torys said the words for her and offered her a place to stay in Fenixtear. Grasidia nodded in acceptance and was able to finally say "yes". Since then she has been a part of Fenixtear as one of the more senior members. Not only was she recruited when the guild was still new but many of her guildmates are significantly younger than her. The change of living in a little apartment instead of sleeping in the woods had its ups and downs. Beds turned out to be very comfortable, for starters, but there was no room for her to grow her flowers and other plants. She eventually decided to create her own public garden a few blocks away from the guild, open for anyone to see (but not touch). This also served as her only reliable gateway to conversation. She found it so much easier to talk to humans about her garden than any other topic, and she's steadily improved on her awkwardness since. In fact most people might not even realize just how awkward she is. Many have actually become intimidated by her, between her seemingly distant nature and designation of S rank that the guild master gave her. But Grasidia has learned to take advantage of that too. So far she has done very well at keeping her true nature a secret and she intends to keep it that way. She's so close to "becoming" human that she would never want another soul to discover what she really is. Extra:
Name: Tone Soretto Age: 20 Guild Mark Location: Right shoulder, colored blue Magic Type: Meteor Dragon Slayer Trained by the Meteor Dragon, Bothynus, Tone is a practitioner of Dragon Slayer magic. Meteor Dragon Slayer magic is a form of Fire magic where the user predominantly creates jets of fire from their limbs to increase mobility, damage, and to even fly. The flames, while generally smaller and more focused than its Fire Dragon Slayer cousins, are hotter and burn a blue-ish white. This style creates less broad destruction and more focused damage. Spells:
Even without his spells, Tone is an expert at martial arts and practices a style known as Meteor Fist. Taught to him by his father, this martial art focuses heavily on striking but also includes grappling and kicking techniques. The philosophy behind it is using explosive energy to attack relentlessly and end a fight quickly, thus it has little in the way of defensive techniques aside from basic blocking. It can be very stamina intensive, especially during a rush of attacks.
Meteor Dragon's Crashing Fist Tone cloaks his fist in his flames while propelling himself forward with jets of fire on his legs and arms. The added momentum in the gap-closer adds more power to the following punch, which itself shoots a small jet of flame briefly. A simple technique with a lot of power and speed, easily capable of surprising foes and ending fights in one blow. Meteor Dragon's Claw Much like the Crashing Fist, only it ignites his lower leg and results in a kick rather than a punch. Similarly effective and comparable in both speed and power. Meteor Dragon's Breaching Horn Another technique similar to Crashing Fist, but instead resulting in a headbutt rather than a punch. This technique can be performed even faster due to improved aerodynamics but has less room for course-correction during the charge. Meteor Dragon's Roar A breath attack that functions almost like a laser, Tone releases a massive jet of flame from his mouth. It is fairly narrow and its range is more limited than other Dragon Slayers' similar techniques, but the heat from this jet is very intense and a direct hit deals incredible damage. This technique can also be adjusted, allowing Tone to swivel the attack and strike foes who may have dodged the initial burst of flame. Meteor Dragon's Falling Star Tone will set his hands ablaze and grab his opponent before rocketing off into the sky. His hands will continue to burn his foe until he decides to let go, dropping his enemy from whichever height he determines and letting gravity do the work for whatever happens next. Meteor Dragon Secret Art: Apocalyptic Meteor Strike Tone covers himself in his flames and grapples a foe before shooting up high into the sky, burning his foe the entire way. After reaching a sufficient altitude of his choice he turns around and begins rocketing back to the ground, further propelled by gravity for even greater speed and power. He then crashes into the ground with his foe, releasing tremendous energy and causing incredible damage and devastation to the impact zone.
Magic Rank: A Strengths: Powerhouse With practice comes strength, thus Tone has managed to become very strong. His magic is capable of severe damage and his physical might is equally impressive. Martial Arts With practice comes skill, so Tone has become quite adept at hand-to-hand combat. His sharp reflexes and killer instinct make him a menace in close quarters before his magic is even accounted for. Determination With practice comes focus, therefore Tone has effective concentration. When he sets his mind to a task he makes absolutely sure to complete it to the best of his abilities. Weaknesses: Front Loaded His explosive strength and power comes at a cost and his magic reserves simply cannot sustain it for extended periods. Tone will tire himself out fairy quickly in combat when he uses his magic. Too Focused Once he sets his mind to something he will focus on it relentlessly, leaving him prone to missing details and ignoring other people. Low Emotional Intelligence Not only is Tone not very good at regulating his own emotions, he isn't very good at identifying emotions in others. This ties into his focus issues where he simply won't realize someone is sad, mad, etc. Personality: A fairly straightforward and no-nonsense guy, Tone likes to have goals to work towards and take things on a step-by-step basis to achieve them. His primary goal is to find and rescue his brother, thus all else comes second to this objective. He can be very friendly and amiable but even his other relationships will be sidelined for his personal quest. While perfectly willing to settle things without violence he is very confident in his abilities and is equally willing to solve his problems with his fists. He's far from arrogant though because he's very aware of his weaknesses and will make deliberate efforts to compensate. He isn't immune to anger but it is generally reserved for things pertaining to his family, such as any insults or snide jokes. History/Bio: The Soretto family has lived for many generations alongside Bothynus, the Meteor Dragon, in the land of Bosco. Tone, along with his younger brother Pitch, were trained by Bothynus in the Dragon Slayer arts and their father, Treble, trained them in martial arts. For Tone his purpose in life was very clear: protect the aging Bothynus so that he could continue to carry on his secrets and history for generations to come. And all was well and simple in his life until the day Draco Clamor arrived. The dark guild raided the mountain they called home, ultimately killing most of the Soretto family and kidnapping Pitch. They tried to negotiate with Bothynus for him to join but he refused and was ultimately dealt a mortal blow before Draco Clamor left. In the aftermath only an injured Tone and crippled Treble remained, along with the dying Bothynus. The dragon requested that Tone not act on his grief and rage, that he remain in Bosco with his father and rebuild. There was no guarantee his brother wouldn't be killed and a life of revenge would be a life wasted. He tried his best to abide by the dragon's dying wishes but his drive for revenge and rescuing his brother was simply too great. Once his father recovered and was no longer in critical condition, Tone left the mountain to travel to Fiore where the dark guild came from. He has been searching in Fiore for almost a year now, struggling to survive out in the real world and struggling to find even the slightest bit of information about Draco Clamor. It was at this point that he realized he needed to join a guild to at least make ends meet, but the first guild he tried to join was the famous one by Crocus: Black Curtain. They denied him because the interview process brought to light that Tone was too focused on his own goals for their liking. This "defeat" left a sour taste in his mouth but he soon discovered that there was another nearby guild in Crocus known as Fenixtear. He found Fenixtear much more accepting and understanding of his plight and made himself at home. The rumors that they killed a dragon bothered him a little but at least it meant they were tough and could surely help him on his journey. That is, if he could even continue on his quest at all. But in the meantime he's made some new acquaintances and hopefully friends, so at least he's no longer alone. Tone knows that he needs to get stronger, if his last encounter with the dark guild was anything to go by, and the wizards here will be just perfect for helping him with that...
Age: Holly has not disclosed her actual age. When asked about it directly, she’ll state a random number between fifteen and fifty, though if obviously somewhere between eighteen and her mid twenties.
Guild Mark Location: The guild mark is on the back of her left hand, where it could be placed without the removal of her armour. A guild mark rests on the left pauldron of her armour as well. Both of these are red.
Magic Type: Thrust magic, a magic that allows the user to interact with the world, but at speed. It can utilise the world in it’s elements by applying momentum to objects, people, the ground or even the air itself.
Spells:
Thrust: Pounce
The user can leap in a direction in nearly the blink of an eye, closing distance rapidly, or generating distance if the user wishes to do so, in all axes of direction including up or down.
Thrust: Warrior’s Zeal
The power of Thrust is placed in the arms and legs of the user, allowing them to attack with vigorous amounts of speed and power through momentum, as well as open up the ability to swiftly dodge attacks.
Thrust: Sylph’s Blur
The user rapidly thrusts the air around them in such a way that it creates a shield that is very difficult for projectiles (or projectile based magic) to penetrate, causing non-solid impacts to dissipate and slow moving objects to be tossed behind and to the side of the user (and possibly into teammates by accident).
Thrust: Dancer’s Assault
The user dashes in random directions, gaining distance on the target whilst leaving question as to where they’ll dash next, increasing their evasion of enemy attacks. The final dash puts the user in fistfighting (or swordfighting) range of the target.
Thrust: Eagle’s Strike
The user strikes the target with both hands or fists with force, thrust being applied to the target and launching them backwards with incredible velocity. This tends to be more effective when there is something behind the target to push them into, but works well for creating distance, or if the user skids into the ground.
Thrust: Racing Spear
The user uses Thrust to give themself constant momentum toward their threat, allowing them to rubber-band constantly around their target and perform increasing attacks on them.
Thrust: Catch
The user pulls the target toward them at speed, whether this be an object or a person. The effectiveness of this is determined by the effort by the user as well as the target Catch is being used on. A larger or heavier target will take more effort to actually pull. The user also must be wary of the target accidentally smacking into them, if not caught.
Thrust: Lockdown
The user can suddenly thrust a target downwards, causing them to crash into the ground hard, and furthermore, lock them down, making them unable to move their limbs up off the ground.
Thrust: Guardian’s Throw
The user can cause nearby objects, debris and even people to fly at great speed towards the target. This includes objects the user may be holding, allowing them to effectively super-throw weapons or turn pebbles into shrapnel.
Thrust: Attack Projection
The user utilises the power of thrust to attack at range, with attack moves pushing the air itself, visibly echoing through the air toward their target in arclike fashions.
Thrust: Terra Uprise
One of the stronger attacks of a Thrust user, the user can apply thrust to the ground, causing it to shoot upwards under or around the target area. This can be used in a multitude of ways, with the user being able to suddenly create a landfall beneath a foe’s feet to lifting the ground before them to block an attack. This spell can only be cast in one direction, meaning the user can't just uprise in all directions, and can't modify the direction it is cast in after it is cast.
Thrust: Guardian’s Implosion
One of the stronger attacks of a Thrust user and a stronger form of Thrust: Guardian’s Throw, Guardian’s Implosion causes everything surrounding a foe, including the air, to suddenly gain momentum toward the target, slamming into them with full force.
Magic Rank: S
Equipment: Holly is armed with a sword, visible in her appearance picture. She also has a full set of armour that she wears at all times, also visible in the picture.
Strengths:
Capable fighter: Holly doesn’t need magic to be good at fighting. At heart, she’s a swordsman, and even without a blade, a swing is bound to sting.
Motivated: Even if she is getting frustrated, she has her mind on the goal and the endgame.
Loyal: Her guild, her friends, her family. They all sit at her heart. She’d break her loyalty to them only after they break theirs to her, which definitely isn’t impossible.
Weaknesses:
Secluded and untrusting: Holly does not disclose a lot about herself, even to her friends. Indeed, even her appearance is a mystery beyond the faceless appearance of her armour.
Unforgiving: If someone displeases Holly enough, it’s not too easy to receive forgiveness from her.
Cynical: Often, Holly can be quite blunt or cynical about a situation. If she’s doing this, it’s a good sign she’s stressed.
Personality: Holly likes to think of herself as a voice of reason, one to stand steady in the face of doom. She is a sensible and incorruptible individual, if a little blunt sometimes, though she makes up for that with a strong mind that remains focused on the task and the goal ahead, while trying to stay clear of tunnel vision. She dislikes those who have a lack of common sense and those who can’t take care of themselves, not liking having to babysit those who should be able to handle something on their own. She has her own personal honour code, trying to abide by the wishes of others if they are reasonable.
History/Bio: Holly’s early life was not brilliant. She was born to a man and a woman who could not take care of themselves, both because they could not be bothered to learn how to do so and because it was too late to do so, for they were too old, having decided to have a child on the edge of the latest time that they could. It meant that young Holly was required to do a lot of the household work, work that she did not want to do. She would much rather be doing something other than being stuck within her home, caring for two adults who did not care for their child. Nobody knew Holly, because Holly could not leave the house. It was like she did not exist.
To add to this, her home village of Keputu wasn’t exactly free. It was occupied by a hardy group of bandits who worked the villagers for a profit. A group that, no matter how many times the village hired someone to dislodge them, came back just to take control once more. As Holly grew up, she came to realise that her parents had been secluding her from the outside not just because they were lazy, and because they needed someone to do the housework for them, but she realised that in a way her parents were protecting her. It didn’t make her feel any better about it, however.
That didn’t mean she wasn’t sad when her parents died, however. Holly’s parents were made an example of how it was a terrible crime to not work for the bandits, and she, like the rest of the village, were forced to watch their execution. For most young heroes in storybooks, this would be a key moment in their lives, where they suddenly grabbed a knife and fought every bandit on their own. For Holly, it was a sign that she needed to leave, to abandon her home and leave it - young Holly could not bear to spend the rest of her life under the rule of the bandits. She remained in her home and out of sight until the next time the village hired a mage guild, and once the bandits had lifted their rule once more, staying only long enough to watch the mages work their magic (no pun intended) in removing the bandits.
It was in the wilderness that young Holly realised the situation she had placed herself in. She very quickly became lost, wandering in circles and trying to find her way. She ended up running into the group of mages that had just been paid to go into her village. After learning that she had no more family because of the bandits, and why she had decided to leave, the group took her in. A requip mage named Jed paid particular attention to her, talking to her as the group brought her back to their home a town away, and Crystal Shadow, a tiny and unnoticeable Guild. While he wasn’t a particularly skilled individual himself, Jed did begin to teach her the fundamentals of swordsmanship, building her up over the years to be even better at swordsmanship than he was, just by her determination to learn, and to have purpose. Holly did not, however, become an official mage of Crystal Shadow until a particularly intense practice fight with Jed, where she unknowingly triggered Pounce, a move of Thrust. She began to practice and hone her magic, growing in the ranks of Crystal Shadow, and with some money gained herself a set of armour.
That was, until she was betrayed. Years down the line, Holly accompanied a pair of other guildmates on a job that was familiar to her, but on the receiving end. Her guildmates were surprised to hear that she came from that village, but let her tag along. They made their way to the village of Keputu, to fend off a group of bandits. She was surprised to find she was being told not to attack the bandits by her guildmates, though, instead just warding them off with displays of their magic. She only learned the truth after the bandits had been warded off, when she and her guildmates met up with them to exchange money. She discovered that the constant presence of the bandits was not because of the bandits’ resilience, but because it was a scheme. With the villagers paying the guild to send out mages each time, it ensured no threat actually came for the bandits, and so they kept working the village off for a steady profit. As she thought about it, Holly realised a lot of other jobs seemed to be popping up on a regular basis, in the same place. Crystal Shadow wasn’t really a proper guild, it was just displaying itself as such - a dark guild. No wonder it was so small, so weak compared to other guilds - it didn’t want to build itself to a high profile. Anger burned within Holly at the realisation that everyone had been tortured for years because of the guild that she was in, that the scheme it was involved in had resulted in the death of her parents. Fury built within her, growing to such a point that when she and her two guildmates had left the bandits…
Holly returned to the Guild on her own, joking glumly that the other pair had stopped for food, and she met up with another small group of Crystal Shadow’s mages, who also ended up ‘stopping on the way home’. It was after the third group had mysteriously not came back with Holly that the rest realised something was wrong, but by that time, the Guild, as small as it was in the first, was a lot, lot smaller. It was Jed himself who was the first to challenge her, to ask her where everyone she was leaving with was. He was also the first to fall. Holly left the guild soon after and when she did so, the guild had lost its final member. It’s final surviving member, that is. She chose to keep her helmet on, not wanting anyone to see who she was, or what she was a part of before.
Free of the Dark Guild’s clutches, she made sure that everywhere else was free of it’s clutches, too. With no more Crystal Shadow to ask for ‘help’, a lot of the villages would ask for legitimate guilds’ help to sort their problems, but she an effort to make sure that some of those villages wouldn’t have to pay for that help, starting with Keputu, and when that was done, other villages that had fallen under the scheme of her prior Guild. She ended up travelling afterwards, going from place to place far from the evil she had once been a part of, until she finally came across a young guild named Fenixtear. She took the time to scope it out for a day, and then joined.
Jasper Elliot
Age: 11 Guild Mark Location: Back of the left hand Magic Type:
Aera, a magic that allows the user to sprout large, angelic wings that allow the user to fly, as well as to carry objects or people.
Fire Magic, a magic that allows the user to conjure, manipulate and control the element of fire.
Spells: Jasper knows some spells, but not too many.
Aera:
Jasper’s most natural spell, when using it he grows a pair of angelic wings that allow him to fly, with enough lift to carry objects or one person. He can adjust his speed of flight, but this increases Magic Power consumption.
Firefist:
A simple spell, this allows Jasper to envelope his hands in flame, burning whichever targets he strikes with his fists.
Fireball:
Another simple spell, this allows Jasper to launch fireballs at his target. The larger the fireball, the more magic power that is required. Can be casted repetitively.
Meltdown:
This spell, when cast, sets everything physical in a small area around Jasper alight. This means the ground will be set on fire but not the air (though the flames will certainly reach from the ground to the air quickly), and if Jasper is beside a wall or object, that will also be set alight.
Firewhip:
This spell allows Jasper to whip at targets with a large arc of physical flame that crashes down from above them.
Firelance:
This spell allows Jasper to cast a continual beam of fire at his target, burning through the air to crash into them and apply more damage over time.
Firestorm:
Jasper’s most powerful spell, this allows Jasper to summon a magic circle above the target, and have a wave of fire crash down upon those underneath.
Magic Rank: B Equipment: None
Strengths:
Reflexes: Jasper has catlike reflexes (ha ha) and has a sixth sense for knowing which way is up and which way is down.
Eager: Jasper is understanding in the fact that he isn’t strong and that he doesn’t know too much, but he wants that to change, and is willing to push himself to learn and experience new things.
Prudent: Jasper tends to make sure he is prepared for what he’s going into, as he doesn’t like being caught off guard. He is cautious, especially in potentially unknown or hostile environments.
Weaknesses:
Sensitive: Jasper can be quite sensitive to some jokes made about him, or sensitive to any insults that are spoken.
Timid: Jasper finds himself easily frightened and lacking a lot of real confidence when it comes to facing a threat. That doesn’t mean he won’t fight, just that he’s a scaredy cat, and prefers not to get hurt.
Knowledge: Jasper can often find himself lacking in knowledge due to a lack of having received such as well as not having too many life experiences to gain knowledge from. This also means he can grow confused at complex topics.
Personality: At the age that he is, Jasper is not fully mature, and so often can end up being a bit childish about things. That being said, he’s also an honest and respectful person, as well as supportive of those that he calls friends. He enjoys hugs, and likes getting affection or compliments. Jasper also often find himself being a little timid, and is a little sensitive, and though he is trying to control the former he still has some trouble with the latter one, finding it a little hard to tell when someone’s really being rude or if they’re trying to make some kind of a joke. On the side, Jasper is a fan of things that cats like, such as fish.
History/Bio: For the longest of time, Jasper was an egg resting upon a frozen mountain. He was an exceed, and did not hatch because the mighty cold of the mountain top prevented him from doing so. He had been taken from his parents and sent down to Earth Land as the egg to perform a mission, a mission he would never get to do, for many years passed with him still resting within his egg, waiting for the day that he would hatch. That day came when Jasper’s egg was sent tumbling down from the mountain in an avalanche, rolling him down from the frosty tops of the mountain to the warm forests at the bottom.
Jasper’s first days were not his greatest. The young exceed had to scavenge what little food he could from berries, and ended up following stream both for water and because he didn’t know any better and just wanted to be near the source of drink. He was alone until he was discovered by a young woman named Vivian Elliot, who took in the mysterious exceed, letting him stay with her at her log cabin, feeding him and caring for him. She was a master in transformation magic, and entertained him with it.
This peaceful life changed with the discovery of Jasper by a bandit leader named Yvoll. The Exceed, to Yvoll, was a source of power, a creature that they could turn to their side and use for their deed. He came to this conclusion by the witnessing of Jasper using Aera, and figuring that he had much magical power within him that could be utilised by the bandit group. One of his bandits, named Vill, used copy magic to steal the Transformation magic from Vivian, and turn Jasper human - mostly human, anyhow. As Vill was inexperienced, he wasn’t able to complete a full transformation of Jasper, but it was good enough for Yvoll who promptly executed Vivian, just to ensure Jasper could not be turned back into an Exceed. Jasper, against his will, was then taken and then forced to train with Yvoll.
He learned fire magic from Yvoll, but was unable to use it to escape the prison that Yvoll’s camp was, as Yvoll could extinguish his flames with his own use of fire magic. As Jasper trained, he started to feel a calling, like he needed to be somewhere. He sheepishly admitted this to Yvoll, who just took it as a further sign that Jasper was a wealth of magic power. Years past, and Jasper had grown at ease with his new form, though Yvoll grew more and more tired with the lack of progress in Jasper. He began to question whether or not it was worth keeping Jasper around, as his men were growing frustrated with their leader placing so much of his focus into the boy. Just as Jasper’s time was starting to run out, he was saved by an attack on the bandits by Rune Knights, an attack which allowed Jasper to slip away.
Jasper was forced to live on his own as he travelled, trying to make his way to the calling that he felt. He didn’t know what it was, he just knew it was something, someone, that needed him. He didn’t know why, but he didn’t know what else to do or where else to go. If he had not stumbled upon a nearby town, one which the bandits had most likely been harassing for resources such as food, he most likely would have perished. As it was, all he could do was beg for money, and try to catch rides in the direction he was going. Eventually, Jasper came across a city named Crocus, with a Guild within it named Fenixtear.
Extra: Jasper cannot get hurt by his own fire, but does not feel heat from his own flames, and so can’t determine how hot he is making them.
Gwen is the older sister of Ria, both of them originate from Isenberg.
Personality
Contrary to the courteous Astoria, Gwen is cold and brash. She's ambitious and prideful,quick to throw insults and sarcastic one liners to psychologically discourage her enemies. Gwen is keen to detail and while she yaps a lot, she's well meaning and realistic in approach than fluff and sugar coat. Due to her sharp tongue, people often forget that she's competent,hence, she takes them by surprise.
Competencies • Hardworking • Strategic Team Player • Tough Love • Stealth • Dual Broadswords Incompetencies • Anger Management Issues • Workaholic • Perfectionist • Stealth, the escaping part • Vengeful Equipment
Dry Ice Bomb(干氷爆;Kanhyōbaku) Gwen dons an explosive, colder and destructive Ice Magic that especially reacts to heat: Dry Ice. This grants her propulsive maneuvers that are far reaching — dry ice explosion covering a wide area of effect which can be extremely loud. The drawback of Gwen's magic is the lack of physical conditioning, without it, her body will be unable to withstand the force she emit behind the dry ice. While resistant to fire magic, potent fire magic and spells can melt dry ice.
Slayer Spells Ice Devil's Rage Ice Devil's Zeroth Spider — Gwen ignites condensed omnidirectional cold beams from her fingers. She cuts and freezes steel and small buildings to cinders, even tornado twisters into bits. This spell consumes hefty amounts of magic power to maintain.
Ice Devil's Zeroth Contract — A Unison Raid that lets Gwen share demon slaying attributes with those she partners with. This also means that the effectivity of her slaying is weakened due to sharing. It takes a huge magic power cost to maintain this spell.
Dry Ice Spells Dry Ice Bomb Propulsion — Gwen emits a jet propulsion of dry ice from her hands and feet for mobility purposes, propelling her forward. She can do control the direction trajectory she's heading to.
Dry Ice Bomb Heavenly Piercing Ice Wall — Gwen's preferred fighting method is to freeze everything around her with multiple geysers, as this is dry ice, it explodes upon release; spreading in a far reaching area, leaving chunky trails of ice.
Dry Ice Bomb Rampart — Gwen creates a massive wall of dry ice, any contact with the defense, explodes.
Dry Ice Bomb Flashbang — A literal cold flashbang.
Dry Ice Bomb Wave — Simultaneous waves of dry ice bomb explosions that covers a wider area big time. It's dangerous as it got Gwen the moniker of property damage. This is a more potent version of her ice wall.
Extras
Name
Giselle Kaiser
Age
18
Mage Rank
B Rank
Magic
Winter Dress
Description
Giselle is one of the survivors of the demon torn Exorcist Gospel household and a practitioner of Ice Magic. Attending Era University, Giselle serves as the Secretary of the Student Council and coldly disciplines troublemakers and those who trespasses the school's premises. As a Gospel — Giselle has a high moral compass, she goes beyond service to better set expectations and servitude.
Giselle is a reserved individual, she's fair to judge though critically, fair to make decisions with a sound mind and abhors evil. She's detached to the nonsensical norms of teenhood and a very goal oriented person: her ambition is to find the survivors of her clan. Giselle was born under the Kaiser family of the branch Gospel household and was later absorbed by the main family for her unique Ice Caster Magic invention, Winter Dress. Among the household, Giselle was one of the children that had candidacy for inheriting the heirloom Ice Devil Slayer magic, which would make one Chief of the household. Unfortunately, Giselle declined the offer and would rather follow her educational pursuit and reunite with a friend who left the household a year before the massacre.
Anything about the Gospel massacre, Giselle tries as hard to bury the past though it would be nice if there's someone who can bring her family to justice.
She's in the same class as Leon Aldehart and often serves the class as interim Homeroom Representative. Giselle ironically treats her classmates with bias, as she gives them advanced notes about their magic lessons, albeit chill and lenient compared to their actual representative. To her credit, she's successfully made her class one of the best class since First Year.
While Giselle has the potential to join a guild, she'd rather serve Era.
Name: Felix Wrefxlin Age: 13 Guild Mark Location: The Guild Mark is on his right shoulder. Magic Rank: B Magic Type: Closed Fist Blast Magic: A form of Blast Magic requires his fist to be closed but can be used by other limbs and the blast starts as a sphere of energy before exploding upon making an impact with its target.
When Felix has low heat and he hasn't felt any strong emotions recently, his spells are "low heat" meaning they are more controlled but less powerful.
Blast: Rock He charges a ball of blast magic in his right fist, with him being able to discharge at any time after seconds but will be less powerful than if he had charged for longer. Blast: Paper He shoots a ball of blast magic from his knuckles, with the blast being more powerful the longer it has traveled
Blast: Scissors He swings his fist in a horizontal direction, with minor explosions happening along with the swing, with where is fist ending up having the most powerful blast.
Blast: Rook Felix is given 10 charges of blast magic, and each physical attack expels a charge with each attack being weaker than the last
Blast: Bishop
Felix Concentrates his blast magic into his feet and then releases it at the ground making him jump quite a distance.
Blast: Queen
His ultimate spell in which he begins using Blast: Rock, but it is then used in his opposite hand as well. Then he combines them and launches it at his opponent after charging it for some time.
Blast: Zero Point
He concentrates his blast magic into a dense state and makes a gun shape with his fingers launching the blasting magic at high speeds
Blast: Boulder
An empowered version of Blast Rock with the ball of blast magic being larger and generating a black flame aura around it.
Blast: Knight He puts blast magic in both hands and uses them in a dual knuckle strike Blast: Emperor He expends all of the remaining blast magic power, in a straight right punch.
Equipment: None Strengths: Indomitable Will: He has a high will and metal constitution making him able to keep fighting in a hopeless situation Focus and Dedication: He is committed to training and improving his power and also has a high recovery speed from his training sessions Massive reserves: While his spells are draining, his magic power is astronomically high almost to the point of seeming infinite Great instincts: Living most of his life in the wild has given him keen instincts and enhanced senses Weaknesses: Poor magic control: WHile he has high magic power, his magic isn't as refined as you would like it to be Heat: When he has high heat becomes more and more unstable until at 100% heat until he fully enters psychosis Simple: He can be quite simple-minded when fighting or frankly doing anything else, making his fighting strategy quite simple
Personality: Felix is like a shounen protagonist in many aspects, he has strong moral values and an adventurous spirit with keen instincts. He will always help the innocent and strives to improve himself. He dislikes those who will abandon their comrades and are inconsistent with their moral values. He regularly volunteers in the local orphanage, and will without question risk with his life to save others. Here's the catch, however, those moral values only apply to those who are close to him. If you have not harmed his comrades in any way, he will distance himself from your moral actions. His definition of morality when you get down to it is whether you interest him enough for him to look past your moral evils. It is only when you directly harm people who are close to him or are doing injustice in front of him is when he will start to get angry at you. He is still a child and doesn't really understand the complexities of people, he views people as black and white only.
History: Felix was born on a remote island off the coast of Fiore, named Terenzio Island. It was a small island with a relatively low population and was considered a backwater fishing village. He was an adventurous boy, who would spend much time in the woods much to his aunt's dismay. He would try all types of berries and herbs on Terenzio island, building a connection to nature and immunity to poisons. He would take up fishing when he was 10 to support his aunt in her local business, and also he learned the art of the hunter from observing animals in the wild. He knew those herbivores were suffering, but he would not help them because he was interested in how an animal could hide its bloodlust and get the drop's on its prey. However, he was bored from just sitting on an island, he wanted to explore the world. Another thing was that from his observations of animals, he would often see animals with two animal parents, but he only had his Aunt. So he asked the question his Aunt has been dreading for so very long, "what happened to my father". His Aunt had explained to him that his dad was a powerful mage, in fact, he was a wizard saint, and to be even more specific he was the 4th god of Ishgar. He told Felix, that he came with the Island with Felix after he had left for 8 years to become a mage and he was already an S class by the looks of it. His Aunt had always followed his dad, where he went and spent of her life trying to keep up with him. After, his dad had said for his aunt to take care of Felix for him that his Aunt had had enough and chased him out of the Island. After his Aunt had told him that story, it only made him that more curious to finally meet and find his father and become a mage just like him. So he begged and begged his aunt to let him sail to the mainland and become a mage just like his father. His aunt accepted on one condition, that he would be able to catch the Emperor Serpent with only his bare hands. The emperor serpent was a large creature that resembled a dragon than any aquatic creature. Felix's strategy was simple he would simply kill the Emperor serpent while it was catching his prey while his prey was catching his prey. His plan worked, and with a heavy heart, his aunt watched Felix set off for mainland Fiore. At the age of 11, he was still relatively inexperienced with magic and sought out a magical tutor to help him out on his quest to meet his father. All of the tutors he had asked sought money, however, he did not have the money to pay them so no one was willing to teach him magic. So he decided to turn to prizefighting to get money so he could learn magic and begin his quest towards meeting his father. The enlister would not really enlist a mountain kid, as a prizefighter, but after seeing his effortlessly beat up some thugs who were harassing he knew he was no ordinary kid. He was able to beat opponent after opponent earning a lot of money on his way to the top. What, the enlister didn't tell him, however, was that the higher-level opponents used magic, and with him not even being able to use magic, he barely survived with his life. A local practitioner of magic named Jeedd, saw potential in the young boy and taught him how to use magic. He learned he had a particular affinity for blast magic just like his father, but his application of it was far different. With the knowledge he had acquired from Jeedd he was able to avenge his loss and come out of the arena relatively unscathed. He then sought out a guild but none of them would even accept a child as young as him, everyone except on Guild named FenixTear.
Extra: Bro J8cob why did u even put this in?
Name: Otto Dietger Age: 46 Mage Rank: S Magic Type: Smoke Magic
Description: Otto is the head of the band of mages protecting The Karling Mansion and like all the mages who protect The Karling Mansion, he has the signature Koi Fish Tatoo. Formerly a Mercenary for corrupt politicians, he was exonerated of his crimes by the magical council because they were one of his clients. Of course, no one could know that the magic council used an infamous mercenary so therefore they gave him an ultimatum. Either to find contract work that does not involve actively trying to kill others, or to retire to a quiet life in the mountains sustained by a government pension. He chose the former, but since most people preferred contracting guilds than independent operators he was straight out of luck. So he went back to the council and was about to choose a second option, but they told him that a certain enigmatic billionaire had requested help with guarding his new mansion. When Otto got to the estate, however, he felt something was very, very wrong with the mansion. Otto had been asked to kill local leaders in broad day-light, to take out an entire squadron of Rune Knights by himself, and to even take out the occasional small dark guild every now and then. This mansion, however, had given him debate on whether to proceed or run to the hills. Maybe it was nature's natural instinct to run from otherwordly things, but on the surface, it seemed normal enough but the feeling it gave him just by looking at it, was abnormal, to say the least. Never the one to call it quits, he proceeded to the doors of the mansion but was immediately stopped by Karlomane. He was told to only enter the estate when they were 2 Karlings in the estate or at least 3 people in there including a Karling. He wasn't going to ask questions as to why, however, because after 30 years of mercenary work he realized he wasn't getting paid to ask any questions, although he had his own theories. Otto is cool, calm, and collected most of the time. He is extremely patient and will wait until the conditions are just right before killing his target. However, he isn't cold and stoic like most people would assume, but that isn't necessarily a good thing. He has a really big mouth and tends to say whatever is on his mind(except asking questions to his employers about the eldritch house he's guarding) and can be so blunt to the point of appearing to be kind of an asshole. His natural default expression is a shit-eating toothy grin and is quite confident in his abilities. He also has the over-it attitude of people like Marco Pierre, he has seen it all and not many things can surprise him, except genuine stupidity. Extra: He carries a massive pipe that also functions as a hammer.
Name: Luke Age: 20? Guild Mark Location: Right on the neck
Magic Type:Adaption Magic - A magic unique to Luke as far as he knows that allows him to modify his body a certain extent. Right now, he can only modify himself and nothing else. He is also incapable of changing his shape to anything that doesn't resemble a human. Spells:
Configurate: The user streamlines their body for the current task at hand, such as increasing physical strength, durability, speed, or even heightening senses. The spell only artificially improves a certain field by 30% at most and they last for 3 minutes, which can be extended with more magic being put into the spell. Adding different improvements multiplies the amount of magic required by three, making it magic intensive once it there are three different bonuses.
Conditional Variance: The user forces magic through their body to change their structural makeup, temporarily giving them the ability to gain resistances to certain spells, such as fire or binding for three minutes. This spell is a more situational spell because changes cannot be stacked, only overwritten. Also spells with enough power can overpower the temporary resistance granted by this spell.
Ouroboros: A continuous spell that keeps on going without end. It finds the imperfections in Luke's body and smooths them out making him stronger and stronger. It's an extremely slow-acting spell that doesn't contribute in fights at all, yet it's uncontrollable. This spell doesn't heal, only fix what it deems as imperfect. Since each fix births more imperfections as a result, it's a spell without end.
Operation Awakening: Expend nearly all of remaining magic to instantly recover from fatal wounds, though leaving the user in a state of exhaustion. It appears as black wriggling tendrils pouring out of his wounds and covering his body like a cocoon, which reveals an uninjured body, which would be the ideal. The amount of healing he receives depends on how much magic he has left.
Magic Rank: A Equipment: None Strengths:
High Physical Capabilities: Luke is naturally strong, durable, and light on his feet. Combine this with his magic, and those already high capabilities skyrocket.
Large Magic Container: Luke's capacity for storing Ethernano is larger than most magicians, which gives him a good amount of magical stamina.
Resolute: Once Luke sets off on something, he's staunchly determined to carry it through. Contrary to his countenance, his willpower is strong.
Weaknesses:
Zero Martial Skill: Even with his strong body, Luke is clueless on how to use it correctly. His fighting skills are practically nonexistent due to his dependence on his natural physical capabilities.
Gullible: Luke's skill at seeing through deception is low, thus he tends to usually believe what even a stranger may tell him.
Unfocused: Luke has the nature of a airhead and it's somewhat difficult for him to keep his thoughts straight. This is also why he may talk slow at times. This also means his strategic ability is low.
Personality: Luke is a quiet and gentle person who would be the last person to pick a fight. He's somewhat slow on the uptake and seems to lack any semblance of what a person could call common sense. He's also quite the forgetful person. The strange part about him is that he just doesn't get angry ever. It's almost like he lost that emotion entirely. Actually, most of his emotions are dull and somewhat muted. Because of that, he can take on the role of a mediator.
History/Bio: Luke's earliest memory is him stumbling around in a city. He was a textbook amnesiac without a single memory of who he was. That's most likely the reason behind him being mentally slow. Looking at his reflection in a puddle, he could only assume he was a young adult. It was easy to just say he was 20-years-old. He was almost like a newborn lacking any incentive to do anything, so he meandered about for a couple hours until he found some individuals menacing a pair of kids. He stepped in, which caused them to walk away due to their desire to not cause a scene. Because of that act of helping people being the first desire that he acted upon, he decided to take on odd jobs.
It was around this time that he discovered the type of magic he wielded. Like a curious child, he messed around with it for a bit before some mages saw what he was doing and recommended him to join a guild. He followed them and joined a guild with a corporate-like aura about it.
His first job was a mess. The mission was to clear out a cave so a town could use it as a mine, which sounded simple enough. He got lost and arrived at the site late and then he failed to fulfill the job because it would disturb the wildlife. He was kicked out of the guild for that reason, but he didn't really feel anything towards that. He was swept in a current of joining guilds and getting kicked out for messing up a mission in an unacceptable manner. Some periods spent in guilds lasted longer than others. The journey of a man lacking memories lasted for 9 months before he found himself at Fenixtear.
With 3 months clocked in as a guild member there, it's the longest he's stayed a member of a guild. It's also been a year since he found himself stumbling in the middle of a street. He still hasn't even come close to getting his memories back, but something did change from back then. Luke is now feeling a very small urge to at least try to reclaim his memories. He realizes he's in a shallow half-baked state; something that can't even be called a full human the way he is now.
He's curious about the person he was before.
Was he a nice person or a terrible person? Was he strong or was he weak? The urge is there, but it's still very small and building very slowly if not at all. He can comfortably say that even if he doesn't get even a single fragment of a memory back, he'll be just fine.
Extra: Always wearing headphones with music playing out of them.
Name: Gerard Ignius Age: 18 Guild Mark Location: Left Hand: Amber Colored Magic Type: Fire Magic: A form of Magic that revolves around the use of fire, allowing the caster to conjure, manipulate, and control the element for various purposes. Gerard only has three months worth of experience in this type of magic, so he's not all that experienced with it.
Flame Domain: A spell that instantly surrounds the opponent in a dome of fire. The necessary air to breathe gets consumed to keep the flame burning, leaving those trapped in the flames on a timer until they pass out. There are times Gerard captures himself in this spell, so he got used to the strenuous nature of it and can last longer than most people without air.
Burning Chains: A spell that creates fiery chains in the users hands. It has a variety of usable options, such as using it to whip something or using it to hook onto something. Since it possesses the quality of flames, it's not really perfect for using it to navigate your way up certain objects because they will burn. For attacking, the spell only deals a moderate amount of damage.
Pure Flaming Sword: The one true offensive spell in Gerard's arsenal. The spell takes the form of a blade that looks more like a lance than a sword that contains a large amount of magic power contained into it. It takes about 10 seconds to charge up, but it's destructive enough to easily tear through multiple buildings.
Magic Type: Shadow Magic: Shadow Magic allows the user to bend their own shadow for various purposes, such as offense and defense, allowing the user a great deal of flexibility. Gerard took it a step further and learned how to manipulate the shadows of nonliving objects. This is the first type of magic Gerard learned, which he's a pro at.
Shadow Control: User can take control of a person's shadow, freezing them in place if the opponent is weaker than the user. Depending on how strong the opponent is, the magic cost for the spell varies.
Once the user fully takes control of the person's shadow, they are able to manipulate the targets shadow and even cause it to rise and attack the person.
Shadow Form: User can turn into an ephemeral form like a shadow and move through physical objects. Physical attacks do nothing to the user in this state; only magic can rip them out of it. They are still capable of casting spells in this state.
Deluge: The user turns the ground as dark as shadows. If there are shadows present, Gerard can use those to spread the ground black. The ground is now usable to boost the potency of Gerard's shadow spells. Tendrils burst out of the ground and swings at the target of the user. This spell is somewhat costly depending on how many shadows are already present.
Slothful Hands: Dark-purple shadows burst from the user's own shadow and takes the form of hands. They can extend several meters at base, and it costs more magic to increase that length. The strength of the hands can break rock and bend metal. The true ability of these hands are to sap the stamina of whoever it touches.
Magic Rank: A Equipment: A reinforced knife as long as a short sword. Strengths:
Second Origin Unlocked: Gerard already had his second origin unlocked; therefore, he possesses a large amount of magical power and stamina.
Indomitable Willpower: The words "give up" don't exist in Gerard's dictionary. He can't be deterred by fear or struggle. Not even pain can shake his mind.
Researcher: Gerard has a heavy interest in books that contain droves information, so he knows about many myths and legends about Earth Land. He also has a great knowledge of many different fields of magic.
Nigh-Perfect Memory: Gerard has the trait of remembering everything he's read and almost everything he's seen. It's an almost perfect memory that allows him to take in many things and store it forever. There are minute things like the number of leaves on a tree he passed an hour ago, which are things he won't remember.
Weaknesses:
Self-Absorbed: Gerard has a nature that renders him annoying when working with others. He's much more focused and efficient alone in his mind, so he tends to disregard others.
Vengeful: He absolutely hates all dark guilds and dark mages, and would stop at nothing to see them receive proper justice. Those who get in his way would receive themselves on the end of an extremely scathing glare filled with malice.
Partial-Blindness: An accident rendered Gerard unable to see out of his left eye. He also has no desire getting a new eye, nor does he desired it healed.
Prideful: From his experiences, Gerard feels that he's just naturally better than others. This trait of his is the biggest reason why he's basically friendless.
Personality: Possessing a slightly arrogant personality, Gerard is an oddly cheerful type of person who talks to others in a somewhat condescending tone. He always has his eyes wide open and a smile on his face with people interact with him, but his words are at odds with his expression. This contradicting person is a naturally reserved type until someone breaks the ice with him. With people he knows, he'll be pretty talkative.
His pride gets in the way of getting along with others. He feels that the things he's gone through puts him at a higher level than anyone else. He's the type of person to compare suffering with others and feels like it's a mark of pride that he's suffered more than others. Positive on the outside, negative on the inside.
History/Bio: Gerard Ignius was born to a normal family that weren't mages. For a normal family to have a son of just 9 years of age playing around with magic was an anomaly, but they still accepted him. It was a modern time where magic is very commonplace and ignorant towns are almost nonexistent. Things weren't always all peaceful in his house, but it was a time he wouldn't trade for anything.
At one point, Gerard became a little famous in his town for having a great memory. He loved to read and it was fun for him to try and recall the parts of a book he read. Somehow, his memorable trait reached the ears of a low-ranking dark guild that wasn't all that famous. All it took was one little positive quirk of Gerard to turn his positive life to a negative one. They murdered his parents and stole him into their guild, Knowledge Chasm. The reason they forcibly took him was to use his talent to steal information from forbidden libraries.
Gerard was filled with despair and hate in equal measure. His parents were murdered and he was forced to work for the very same group that did the evil deed. How could he ever feel any positive emotion again after that?
He had thoughts like that, which were proven unfortunately wrong. He was taught magic by them, his grudge gradually disappeared, and he eventually seemed to enjoy working with the guild. He felt it was like Stockholm syndrome, yet he didn't really mind anymore. He felt it was fine to use his talents for a dark guild like this because it wasn't like they were killing anyone. Just taking forbidden knowledge for themselves.
He thought he could live like that. Even with the hate that left, the despair still remained. It ate at him and started rotting him from the inside. All he could hold on to was his love of books. Days became months, which passed onto years where he stayed with Knowledge Chasm.
When he turned 18, the Guild Master gave him a certain mission. He was never filled in on the exact details, but he was told to meet with some of his allies in a certain city. He was a bit late because he was distracted by the library in the city, so they went on ahead without him. When he tracked down his allies, he found a repetition of his own origin being carried out. A child being taken from their own murdered parents.
The despair that lingered on in his body ignited the hatred that turned cold and he slaughtered the two dark mages. He left the child crying around corpses and returned to his guild where he carried out a mass murder. His guild mates didn't go without a fight and neither did the master, but he took them all out.
The master hit him with a vicious type of magic that took away all the color from his hair, leaving it a washed out pale gray, and took away his left eye's ability to take in light. The person who he used to be was ruined, so he buried his magic away and decided to take on a new magic. A burning magic that represents the passion he has for his ambition.
He has to atone for what he did. He got complacent and let his hatred and disdain for people cool just because they were nice to him and he got along with them. He can never let that happen again. He was stripped away from the light and wandered into the darkness for a while. Now he's walking in a gray zone.
He wants to destroy every single dark guild and dark mage in the world. His journey took him to Fenixtear where he assumed they would be getting a lot more missions because of how famous they are. Missions that involved the likes of dark guilds.
Extra: Using shadow magic is an absolute last resort to him. He'll only use it if his back is up against the wall.
Name: Lavinia Lucardi Age: 19 Guild Mark Location: Right shoulder
Magic Type:Sanguine Grimoire A Holder-type magic that uses an ancient forbidden tome to create and control blood in various ways. Blood needs to be exposed for the magic to work at full effectiveness; its power over blood in someone else's body is far more limited.
Bram: Raises a thick protective layer of blood to defend a target.
Impaler: Extends sharp spikes or blades from the user's own blood or any exposed blood within their line of sight.
Helsing: Fires blood in a target direction at high speeds. Ordinarily this just blasts a big stream (like a giant water cannon but with blood), but it can also be used in combination with other spells for different attacks (ex: launching spikes created with Impaler).
Strigoi: The user takes control of their own blood, buffing their speed, strength, and durability. However, in exchange the range of their other spells are cut down by half. Deep red markings appear on the user's skin while this is active.
Nosferatu: Controls the blood inside a target to hold them in place. Against weak enemies this can be completely immobilizing, but those with trained muscles and/or magic that enhances their physical abilities will only have their movements slowed a little. If the user is able to consume some of the target's blood, however, the effects become much stronger.
Harker: Controls the blood inside a target to boost their physical attributes. Essentially this applies the effects of Strigoi to a different target, however the caster must consume some of the target's blood for the spell to work.
Carmilla: Controls the blood inside a target to induce minor physical effects. Examples would be increased heart rate, a sudden blush, a feeling of warmth, etc. The range of this spell is normally around six feet, but it can be used at much longer distances if the user has consumed some of the target's blood. Not very useful in combat, but can be used as a charm and negotiation skill outside of it.
Bathory: Heals an individual's wounds by submerging them in a bath of blood. The regeneration isn't instantaneous, but within five minutes it can get a heavily injured target back into fighting shape. This spell can ever restore lost limbs and body parts, so long as the target is submerged within a minute losing them. Regenerating a missing limb (or something of similar scale) will take 1-2 hours.
Lilith: Allows for the transfer of magical power by sinking one's fangs into a person's neck and drinking their blood. This can be used to drain the target of their power and boost the user's own magic, or to give up some of the user's power and strengthen the target's magic. The longer the 'bite' is maintained, the more magical power may be transferred. However, once the connection is broken, both the caster's and the target's magical power will return to normal after a while.
Stave of Blood: Transforms the Grimoire into a deep red staff for use in close combat.
Rain of Knives: Summons a crimson cloud that rains small, sharp blades of blood over a wide area. Can be maintained as a persistent effect, but doing so drains magical energy extremely fast.
Destroy Sacrifice: Extremely powerful but extremely dangerous offensive spell that causes part of the user's blood to explode out of their body in a devastating shotgun blast. It's a spell on par with the S-Rank in terms of raw power, but using it even once will leave the user severely injured.
Magic Rank: A
Strengths: - Cunning: Lavinia is a wily magician who's perfectly willing to use dirty tricks to achieve her objectives. Whether it's misdirection, sneak attacks, or simply taunting an enemy to try and provoke them into making a mistake, she'll find a way to get the job done. - Grit: Though it's hard to motivate her to go all-out, when she does fight with her life on the line she becomes insanely hard to take down. Her pain tolerance is almost inhuman, and her willpower strong enough to simply power through injuries that most mages would find debilitating. She's also able to resist magical charms and mental effects quite well, so long as she's aware of them. - Kindness: She'll never admit it, but she's the kind of person who gets a big rush from seeing others smile, and who can't bring herself stand by while innocents are in pain.
Weaknesses: - Creepy: Her appearance and magic make her seem like she belongs in a Dark Guild, and her weird personality and lack of social skills don't help much either. Most people tend to get a negative impression just from meeting her. - Slacker: Doesn't like putting in effort, and avoids hard jobs. Unless there's something vital on the line, she'll often admit defeat in a fight well before she actually reaches her limit. She mostly does just the bare minimum amount of work needed to stay in Fenixtear, and even that's only because of the Guild Master threatening to kick her out if she doesn't pull her weight. - Nearsighted: Her vision isn't good over long distances. She wears glasses to correct this, but if they're damaged or broken she'll have trouble using ranged magic and perceiving distant objects.
Personality: An evil demon lord bent on taking over the world... Or at least, that's the kind of aura she gives off. Lavinia is a haughty young woman with a mildly villainous streak, the type who'll never miss a chance to pull off an ominous laugh or loudly proclaim her superiority. Snarky and seemingly misanthropic, she'll happily trash-talk foes and companions alike all day long, making it clear that she's only playing around with them until she's ready to embark on some grand secret scheme which may or may not involve world domination.
Deep down inside, however, she actually likes Fenixtear and wants to be accepted by her fellow Guild members. While she does genuinely have evil plans cooking away at the back of her mind, she keeps procrastinating on ever getting started with them, being happier just staying where she is and living life as a 'good' person for at least a little longer.
History/Bio: Lavinia was born into one of Fiore's most infamous Dark Guilds: a clan of ruthless assassins and mercenaries known as Vampire Mirror. As the child of the Guild Master, the little girl became a sort of mascot for the evil mages, and spent much of her youth around the most devious and devilish types Fiore had to offer. Young and impressionable, she soon began to imitate their behavior, adopting classic Dark Guild habits like calling people 'trash,' acting super overconfident in her own abilities, and using cheap tactics to get what she wanted. She even learned how to stab things good!
However, life with Vampire Mirror wasn't all fun and games. Her parents sought to mold her into a successor to their evil endeavors, and started putting her through brutal training almost as soon as she could walk. Their harsh methods were supposed to make her into an unstoppable stone-cold killer, but over time had a somewhat different effect: though Lavinia became extremely tough and able to deal with pain like it was nothing, the trauma of being put through the wringer at such a young age made her averse to fighting in general. Because she'd come to subconsciously equate 'going all-out' with 'pain and suffering,' this would later contribute to her lazy tendencies as an adult.
Beyond that, however, as she grew older Lavinia found herself feeling more and more uncomfortable with her surroundings. Yes, she got to spend time with lots of powerful and badass mages, but when she came to understand the awful deeds that Vampire Mirror was committing across Fiore, she started to have doubts in her own identity. Her kind and gentle nature had started to flower, but she had to fight to keep it suppressed, lest a good deed be taken as a sign of weakness and lead to her punishment.
Then, suddenly, the world as she knew it came to an end.
Deciding that Vampire Mirror had grown too large and too powerful to be ignored, the Magic Council hunted down their headquarters and organized a joint assault with some of Fiore's most powerful guilds. The mercenary clan fought viciously, covering every inch of ground in the corpses of their enemies, but they were outnumbered and outgunned. One by one the dark mages died or were captured, until only the Guild's inner circle was left.
Realizing that the game was up, Lavinia's father hid her away in a secret underground chamber, sealing her out of sight. The last thing he did before he left was apologize that he couldn't complete her training, and make her swear to one day resurrect Vampire Mirror and build it greater than it had ever been before. With tears in her eyes, she watched him vanish from sight. Alone and helpless, she cowered in a dark corner as the earth shook around her, the Dark Guild making its final stand up above.
A day later, the young girl crawled up out of the wreckage of the guild headquarters and set off on her own, dead-set on taking her revenge. A plan quickly formed: she would secretly infiltrate Fiore's legitimate guilds, destroy them from within, free the imprisoned members of Vampire Mirror and then take over the universe!
However, not only was she still young and inexperienced, she was also a weird little girl whose unique magic made many people turn away in fear or disgust. No sane guild would take her, and for a few years she simply bounced around from town to town, taking on jobs by herself in the hopes that she could build up a resume and eventually secure herself a spot to begin her grand evil scheme.
Now that she was free from the constraints of her villainous upbringing, however, she found more and more that she actually kind of... liked doing good deeds. Most people remained wary of her, but on the rare occasions that someone thanked her for her help, Lavinia's heart swelled with hidden joy and pride. As time passed and good deeds accumulated, she started to think about power and vengeance less and less, though her demon-lord-like demeanor never really changed (old habits die hard).
By the time she found a guild crazy enough to actually accept her into its ranks, e.g. Fenixtear, the would-be world conqueror was feeling downright uncertain about her goal. Yes, she needed to use this opportunity as a stepping-stone to kickstart the downfall of Fiore, but on the other hand the guild members were so nice and cool and darnit, maybe if she just waited one more day before trying to pursue her revenge...
And so it went. Lavinia has been part of Fenixtear for months now, and she still hasn't put any evil plots into motion. But they'd better watch their backs, because she'll get to them one day, honest! Soon, the world will tremble before her might! UFUFUFUFUFUFUFU!
(Sometimes she gets drunk and says that last bit out loud, but nobody really believes her.)
Extra: She's at her happiest when curled up with a blanket and a good book.
A Dragon Slayer magic that allows Lillian to take on the aspects of the Null Dragon, Rennus. This Dragon Slayer magic type nearly exclusively grants magic-disrupting abilities, with other uses being few and far between. Unlike other Dragon Slayer magics, this one does not possess a traditional element, but is instead immune to and can consume Nullification Magic. The main emission of this type of Dragon Slayer is “Nullfire”, a usually-harmless flame that saps magic and applies a very cold, numbing chill.
Spells:
Enhanced Physique
Being a Dragon Slayer Mage offers more than just raw magical power. As a Dragon Slayer, Lillian has greater speed, strength, and durability than most other mages -- unfortunately, it seems a large portion of these benefits were transferred exclusively to her Dragon Arm; though this does make it shockingly powerful. She also has very impressive senses of hearing and smell, as normal for her kind.
Null Dragon’s Eye
Lillian’s right eye was replaced with a blessing of the Betrayer Dragon, Rennus. Her eye appears to be clouded over with white, making her appear to be blind in one eye. In actual fact, this eye can see much better than one may think. Through the dragon’s blessing, Lillian is capable of seeing the magic around her and determining its strength and purpose. This can be used to gauge an individual’s power level, their general magical affinity, and sometimes to even sense their attacks before they make them, should they be very powerful. She doesn’t actually have to focus on her target to gauge these things, but if she isn’t, she must be within about five yards of them.
Null Dragon’s Arm
Lillian’s right arm was replaced with a blessing of the Betrayer Dragon, Rennus. This fully-functioning arm is covered in the pitch-black scales of the Dragon, granting her a constant tool with which she can defend herself from harm. The scaly hide is rather thick and tough, protecting itself from a wide range of physical blows and elements. Additionally, not only does it defend against magic as readily as normal dragon scale, it is infused with the powers of the Null Dragon, allowing her to sap the magic from things within her reach(for as long as she touches them), or even cut through magic with normally mundane strikes. The claws can also make for rather deadly weapons.
Null Dragon’s Maw
Underneath Lillian’s mask is a lower jaw borne of dragon hide and covered in pitch black scales. This maw encompasses one of her least used and most niche techniques, as it is only usable against other Dragon Slayer Mages - but when she does get the opportunity to use it, it is quite handy. She is able to consume the magic of other Dragon Slayer Mages as if she were their elemental type - though she gains only half immunity to their element when she does so. In addition, as long as she retains their element(which she can do for up to eight hours) she can pierce their immunity to their own element, and infuse her magic with their element. She cannot relinquish an element willfully, and can only hold one foreign element at a time. While holding a foreign element she cannot consume any other element besides her original.
Nullification Bolt
Lilliana’s only means of consistent interaction at range - though it doesn’t even do damage. A small, manually-guided bolt of Nullfire that she uses to slightly weaken magic attacks, as well as mages, before they strike. The bolt moves quite fast and has a small but noticeable impact strength, which can be used to knock people off balance.
Nullfire Wall
Lilliana sprouts a bright white wall of Nullfire from a surface, or even floating in the air, nearby. This wall is technically trespass-able, but any who touch it will find their body inflamed in Nullfire, turning their skin ice-cold and numb, sapping their coordination. Any magic hoping to pass through the wall will be absorbed and used to halt trespass, dependent on the absorbed magic. She can also shape this wall into a dome, but it is only capable of encompassing two people, and is more of an elliptical shape than a dome. (Wall is an adjustable shape roughly 8ft x 8ft)
Manableed
Lillian soaks her claws in magic, readying herself to attack anyone within her melee range within the next couple minutes. Anyone struck with her claws while this is active will find their wound begins to leak magic energy whenever they use their Magic, increasing the energy cost of their spells by a factor of roughly one-fourth. They will also find the wound rather difficult to heal, as the magic infused within negates magical regeneration and healing magic.
Null Dragon’s Roar
Lillian draws in air through her mouth before releasing a wide cone of bright white Nullfire, burning away the magical energies of anything caught in it. Standing within the cone can quickly separate an opponent from their magic, lasting for about eight seconds after they extinguish themselves; the fire also applies a physically numbing chill, depriving them of some measure of physical coordination until they regain some warmth. She can also shape this roar into a thin, very long beam that fires in a single direction. Its effects last twice as long in this form, but it is much more susceptible to being dodged, due to the much thinner area, and can only strike one foe.
This roar is rather taxing, so using it more than once or twice in a fight will wear her down very quickly.
Magic Rank:
B
Equipment:
Lillian doesn’t hold onto much, but one of her few possessions is her face mask, which she seemingly never takes off. It covers the bottom half of her face, and the entirety of her jaw. It doesn’t seem particularly special for a face mask.
She also wears a pair of necklaces underneath her clothing - one belonged to her father, and the other her mother.
Strengths:
• Even though Lillian hasn’t picked back up her desire to learn, she still holds a great sense of determination and focus within her, which allows her to ignore distractions when she really needs to get something done. It’s rather difficult to get under her skin in battle - she expects cruelty and is prepared to take it in stride. • Even if she’s probably not the most experienced or well-trained mage on the battlefield, the innate nature of her magic makes her a formidable adversary to most opponents. Though some would argue this makes her a target in certain cases. • Lilliana is more of a strategic mind than one that wants to go all-out into the opponent - which synergies well with her magic. She’s a quick thinker, and can usually come up with a plan to use the resources immediately available to the best effect possible.
Weaknesses:
• Lillian’s Dragon Slayer Magic is very difficult for her to project offensively, and almost all uses of it outside of physical enhancement are restricted to defensive technique, forcing her to get real creative if she wants to go on the offense. • The Dragon Magic inside her manifests in a unique way, but also in a hindering one. Since the event that caused her to develop her Dragon Appendages, she has been unable to alter her physique in any way with her Dragon Slayer Magic. It is thought that she is completely incapable of attaining any alternate means of dragon form, unlike other Slayers. • Most of Lillian’s spell arsenal doesn't have the greatest range - or any way to quickly close distance. • Due to the nature of her magic, Lillian isn’t very good at absorbing magical aid from her allies; supportive spells have a noticeably reduced effect when applied to her.
Personality:
Lillian is a more reserved person than her younger self. Her enthusiasm for learning and life in general has been put on the back burner for some time now, and her main focus is to survive in what she sees as an unforgiving world. She tends to not engage others in conversation as she has some trust issues, but wont flat out ignore those who talk to her. Not that many do - she doesn’t appear the most hospitable of people, usually wearing a mask and sitting by her lonesome - something she has grown accustomed to.
Those who do manage to get a response out of her will generally be met with somewhat curt responses. Unless of course, they choose to make her mad, which will cause her to develop a sharp tongue - a trait she developed only over the last year or so. Rarely, one may find Lillian being more talkative when drawn into something that particularly interests her - but this is usually short-lived as she stops herself when she notices.
History:
Lillian’s life has been a lot different than most people’s. Sure, as a child she had a caring father, and a roof to sleep under, and food on the table when she was hungry. But that’s pretty much the extent of its normality -- not that you could expect any more from someone who was born into a Dark Guild.
Her parents, Kalius and Lilith Drew, were each mages, and each the result of rough childhoods of their own. Two factors which aided in pushing them towards their place in a Dark Guild. The two met relatively early in each of their times within the guild, but it wasn’t until some eight years later that they romanticized one another and eventually came to bare a child in little Lilliana. It was both one of the happiest and saddest days in the life of Kalius, as he received his baby daughter, but in the same hand lost his wife to unforeseen birth complications. Despite the dread that overtook him, he persisted in trying to raise his daughter in his wife’s memory.
From that day Lillian’s life moved forward under her father’s care, until she could learn to talk, and walk, and eventually begin actual schooling. Over the years her father watched over her, spending the money he and his wife had saved so that he wouldn’t have to leave to go attend his job in the guild - but once she began school he too began again, telling Lillian some details about his work whenever she got curious, but always saying “You’ll see more when you’re older.” when she got too excited.
It seemed “older” wouldn’t be too far off, either. At the very beginning of her teen years, Lillian’s father told her of the power that had been put within her when she was very young -- the power of a Dragon Slayer - just like him. She was somewhat confused, curious, and ecstatic all at the same time as he began to tell her of what training he had planned for her. He was a little surprised at how readily she took on his instruction as they began to experiment with her magic, testing the waters. Over her years in school, coming home was her favorite part of the day, but likely for a different reason than most students. As soon as she got home she would seek out her father, the energy that had been drained by the school day flaring back to life within her. Even on days he wasn’t there, she would train by herself if she could.
As the years passed eventually her father thought she would be ready to take on her first official mission for the guild. Accompanying them on the mission would be one of the other higher ranking members(just like her father, but younger) of the guild, Tygan, whom seemed to have an alright relationship with her dad. The mission was simple. Ward off some villagers from their homes and then ransack the place as they scattered. Sounded rather easy, considering none of the villager had any magical abilities, according to their information. And it was indeed easy - the only problem was, Tygan didn’t really follow the plan. The Dark guild mage took his Fire Magic to the houses, setting them ablaze without even a warning to those inside, right in front of Kalius and his daughter. Now, Kalius wasn’t a good man. In fact, he was by definition a bad man. But he didn’t burn innocent people alive for no reason - especially not women and children.
Lillian’s dad called for the other mage to stop - to no avail, of course. He took it upon himself to put his own magic to use, blasting a furious stream of white flames out of his mouth and coating Tygan’s flames in his own, the former blaze being snuffed out almost immediately as Lillian watched. This obviously angered the other mage, who had a word of two to jab at Kalius - who spoke back with just as much vigor. The two were locked in a stalemate until Tygan relaxed his shoulders and let out a laugh, patting Kalius on the shoulder as he walked away from the scorched homes. “The girl has made you soft, Kalius.”
Kalius led his daughter away from the stemmed wreckage of the village and back home, seemingly no longer interested in the job. This method of training carried on for a few years, Kalius trying his best to separate his daughter from Tygan’s antics, Lillian growing more magically independent as time grew on. It wasn’t until an especially large mission that Lillian met Tygan once again - though this time there were other mages coming along with the trio, so Kalius felt confident it wouldn’t go as badly as missions with him had been over the years. He was wrong. In fact, sone of the other mages joined in on his cruelty. Kalius wasn’t new to this spectacle, but only now - when he had his daughter to influence and teach - did he realize how wrong it was to affiliate with these people. He stopped the carnage once again with his Nullfire, earning more than one skeptical look from the other mages as they shrugged off his attempt at peacekeeping and moved on.
It was some months later that Lilliana found herself on her way home from town, groceries and weekly supplies in her arms - but only until she looked into the sky and saw a thick pillar of billowing black smoke ascending into the sky from above their secluded home. She dropped her things and ran home as fast as she could where her father was waiting for her return.
And was he waiting. Lillian saw the smoke grow thicker as she closed in on the home and saw the roaring flames that coating the home from base to roof. She felt her heart jump into her throat as she saw the intensity of the damage. She panicked as she tried to look through the windows, to no avail. She heard a call as she rounded the house, trying to find some way of seeing if her father was caught in the flames. She ran around to the back of the house and found him lying on the ground, trying to drag himself to his feet, attempting to use a tree as support. She rushed over to try and help him up into a sitting position against the tree, looking over him. He was burned horribly. Most of his skin was burned off and he groaned repeatedly in agony at each repeating, quick movement of his chest. She burst into tears as she saw his condition. There was no hope of his survival. She sat with him for many minutes, crying and trying to comfort him in any way she could.
After a fashion, it was clear he was passing.
“Go.” He voiced. It sounded like speaking took everything he had left in him.
Lillian looked up, trying to see his burned and torn face through her tears. “What? No. No. I can’t.”
“Go...away from here.” He croaked. “You know...what.. I’ve taught you..” He gasped out in pain as he spoke.
“I can’t leave you, dad.”
He remained silent for a short while, the only sound between the two of them the sounds of his pained breaths and the burning, collapsing house nearby.
“Your mother...would be so proud...of you.”
As he spoke his last breath, she gasped out a cry and felt it catch in her throat as a faint chill ran over her skin. The color in his eyes began to fade more than she ever thought was possible before his eyes closed, a weird feeling falling gently to the pit of her stomach.
It took Lillian several hours to pull herself off the tear-laden ground. She didn’t know what to do. Everything she had known was...her father was gone. She had nobody else.
She spent that night propped up against the tree directly opposite her father, her eyes still glossed over and dropping tears onto her pants. Each movement of the leaves in the corner of her vision caused her eyes to snap up to her father. She hoped against all hope that he would somehow get up and be okay. But he wouldn’t. When she woke up around noon after collapsing from exhaustion, he hadn’t moved an inch.
It took her every bit of willpower she had left to stand up. And then she walked. Where? She didn’t know. Somewhere.
She walked for a while, and it gave her time to try and think. So many emotions swam through her head and she didn’t know what to feel besides sorrow. But eventually one emotion broke through. Rage. How did this happen? Who did this? Why would someone do this? It had to be someone. She recalled the last conversation her father had with one guild member specifically - Tygan. It had been a pretty...heated..
Her emotions became enflamed with rage and her body moved before she could even think about it. Her feet hit the ground hard one in front of the other as she sprinted towards the guild. She didn’t care that she had felt far too exhausted to run before - her anger fueled her and her body felt numb as he ran and ran.
She entered the town and kept running right down the street towards the guild. As she grew closer it took every speck of willpower she had to slow her pace to a fast walk. Her eyes flicked to a stand as she passed by it, her hand darting out to swipe a blade off of the stand. She tucked it into the back of her belt as she pushed the guild doors open and didn’t break stride as her eyes ripped through the room, looking for...him.
Her footsteps sounded across the wood and she knew people were looking at her, but she didn’t care to look at them. She walked across the room to where he sat, bot caring to stop for a single step.
“YOU!” She screamed.
The man reared his ugly face and looked back, with a momentary look of intrigue before his face settled into a half-smug grin of realization. “Oh hello there, Ms. Drew. What brings you-“
She never stopped. She was upon him before he could finish standing and she grasped the blade behind her back, drawing it out and earning a wide-eyed look from the mage. His words caught in his throat -- and then so did the knife. His hand raised as the blade just began to pierce his flesh, the air in front of it broiling before exploding into a gush of liquid flame that slammed into Lilliana, completing engulfing her arm and part of her jaw as the older mage misjudged his shot in his moment of panic. Both of them fell to the ground, one screaming in pain and the other completely silent.
Lilliana tried to stem the burning magic even as it seared and melted through her flesh, only managing to do so after it was far too late to save her arm. Her vision blurred as she expelled the energy from her body, her peripheral swimming with movement and even the sound of her own groans of agony growing feint. She weakly tried to move her arms to try and get up, but only one of them moved. She felt her body roll over onto her back and her head rest against the wooden floor in the middle of the guild as her woulds begged her for mercy. It wasn’t long before she lost consciousness.
She woke up somewhere else. She was looking up at the sky. She was wet. She tried to more her head, only for a groan to escape her lips. Did she hit her head that hard when she fell? She willed herself to look around, and found the she was lying on a riverbank, mud clinging to her clothes and an unforgiving bed of rocks beneath her. The guild must’ve dumped her here to die. Her eyes moved to her arm.
And she almost shoved it away. It...didn’t look like the burns her father had. Her arm was - she slowly reached towards it with her other hand. She placed her hand on it, and it felt rough. Coarse. She slid her hand down the arm, expecting a deep painful sensation, but she felt nothing. Oddly enough, her arm felt.. scaly. It had wide, thin, black scales plated up it, encompassing what should be her right arm. She looked down and her hand looked the same, ending in dull-clawed fingers. What was happening to her? Had Tygan done this? No.. why would he?
She tried to stand using her left arm for support, but found her body exhausted. She tried again, placing the blackened hand against the mud and rocks, and pushed herself up until she could manage to find her footing. Once again, she walked. She didn’t know where she was or where she was going, but she walked.
Eventually she found her way to a place she’d been to only one or two times before - Crocus. It was almost a year later there that she joined her first legitimate guild: Fenixtear. It’s been a weird few months since she joined, but she at least feels relatively safe.
Extra:
• Lilliana’s voice is rather discernible among a group. It sounds somewhat husky and gravely mixed with her normal voice, though still retaining a feminine tone. A result of her burnt vocal cords being repaired by the dragon’s power within her. It is a bizarre feature, but is generally considered pleasant upon the ears by those she meets.
• Her eyes were originally a bright, vibrant blue. Now only her left eye has this feature.
• Rennus, the dragon that Lillian and her father both draw their magic from, goes by two titles: The 'Betrayer Dragon' and the 'Null Dragon'.
• Nullfire*: Nullfire is a form of Nullification magic that takes the shape of bright white flames. These flames produce no heat, but produce healthy amounts of light, and when touched they sap magical energy and induce ice cold temperature upon the afflicted. In most other ways, Nullfire behaves exactly like normal fire - except it is unhindered by magic, even of the water variety.
Guild Mark Location: Just below her collar bone on the left side, Aqua
Magic Type: Water Magic, Water-Maker Magic
Both magics allow the user to manipulate the element of water, and most other forms of liquid based on water. Both magics can utilize water preexisting in the area, but also can utilize magically generated water too.
After the battle with the dragon, Ria spent two weeks mastering her ability to manipulate the temperate of water - to super heat or super chill it.
Spells: (Not a complete list of maker-spells, but at least her most used ones.)
- Water Bubble: The user creates bubbles of water with oxygen trapped inside that enable those who put their heads in the bubbles to breathe underwater.
- Water-Make Dome: The user creates a dome of water around themselves, camouflaging them with the surrounding water, if present.
- Water-Make (structure): This is mostly used as an unnamed spell. User is able to create structures out of water, the top layer of which is condensed to be solid enough to support weight.
- Rejuvenating Waters: The user conjures a ball of water into their hand and offers it to the recipient. The person that drinks it will feel their magic restored like they rested, as well as minor injuries will be completely healed and they’ll feel generally well rested and relaxed; moderate to severe injuries are also healed to a degree, becoming less severe than previously, but it is not healed much. The amount of healing done by this spell is dependent on how much magic the caster directs into the water. This cannot be used on the caster.
- Rainstorms: Unnamed magic, by typical of hydromancers/strong water magic users. User can summon up rainstorms. The duration, size, and strength depend on a lot of factors not the least of which are caster's magical capabilities and intent. It generally syphons - though if nature decides to keep the storm going, it can linger for longer naturally - from the user's magic and can allow for it to be shaped in size and power. Casters that aren't well versed in controlling the storm can only summon smaller ones that are barely useful for watering plants. The more practice that goes into it, the larger and more powerful he storm can be.
- Water Lock The user creates a large sphere of water that can be used to attack their target while they are trapped inside it.
- Water-Make Decoy: User generates realistic looking facsimiles of a person/persons out of water. Decoy(s) cannot move or make sound, but can be generated in any pose. If physically interacted with, Decoy(s) will disperse into a puddle of water.
- Undertow Water thickens the air and pulls at the target(s) making it more difficult for the target(s) to move and stay upright. This can even affect the ability to cast magic, and at the very least slows the target(s) down.
- Water-Make Barrier: Whereas Water Dome is for camouflage, this spell creates a barrier out of water that remains in place and carries an extreme current. The current is strong enough to prevent weak magical attacks from penetrating it, and makes it extremely difficult for things to cross the barrier. It is not impossible to break through, and it requires dedicated magical energy to maintain. If the caster falls unconscious or runs out of magical energy, the barrier will fall. Barrier can be made into many different forms, but generally seen as a wall or dome.
- Obscuring Mist: Through concentrated focus on condensing the water molecules in the air, the caster creates a fog cover to obscure vision around them and their allies. Range grows with practice, use, and magical force applied and can vary from a 20 foot radius to a 50 foot radius. With effort, the caster can allow individuals the ability to see through the mist clearly, but it is extremely strenuous and exhausting to do so. Mostly used as a diversion to escape dangers.
- Water-Make Cage: User creates a cage out of water sized to trap the target(s). The bars are extremely high current water cycling around the structure, making it difficult to break out and can lead to injury if one tries to escape.
- Neptune’s Dance: Two or more waves of water rotate around each other and form a helix that blast the opponent into the air with tremendous force.
- Water-Make (weapon): User concentrates water into the form of a weapon. Water weapon can deal damage like a normal weapon of that type, but only for as long as user has hold of the weapon (in the case of bow/arrows, user must continue contact on the bow). If contact is lost, weapon disperses.
- Geyser: User shoots boiling hot water from hands at target, which can hit to cause blunt damage and potentially scold the target.
- Water Slicer: By swiping their arm, the user sends scythe-like blades of water at their intended target, which are powerful enough to cleanly slice through solid rock. It can also be used as a form of defense to intercept an attack.
- Cyclone: The user forms a circular torrent of water in front of their hands and uses the cyclone of water to attack their target. The size and power of the cyclone is dependent on how much magical energy the user puts into the attack. Attack can knock the target off their feet, but is mostly aimed to do blunt damage.
- Tsunami: The user curls in on themselves, drawing water from the area around them, and even themselves. After a few seconds, they unfurl, raising their arms up high. A wall of water rises before them and moves forward in a massive wave of destruction, knocking over and washing away anything in its path. This spell consumes a lot of magical energy and has the potential to level small towns. Users beware to only use as a last resort as it may leave caster unconscious.
Magic Rank: A
Equipment: N/A
Strengths: Hydromancer:
Her water magic allows her to manipulate water around her as well as magically generate water. That is not the sum of it though. There are a few water spells that come naturally to her, casted like flexing a muscle. Spells of note for this are mostly just self-impacting ones, that help her swim deeper and stay under for extended periods of time. Water responds a bit more fluidly to her than other water casters, and she can manipulate water cast by other spell wizards; she hasn’t had the opportunity to see if she can manipulate a celestial’s water magic or a Sea Dragon’s water magic, but she’s interested to see if that’s the case too.
Friendly:
Ria loves to make friends, and just generally be around others. Whether it’s seeing someone looking down and wanting to cheer them up, or just giving them a person to be with, she doesn’t like seeing others alone. She likes to do things for others, and generally enjoys participating in whatever activity friends or those she chooses to associate with at the moment are doing.
Supportive/Helpful:
She likes to help others, whether it be with supporting them in difficult decisions or sticking to getting better with spells. Despite her ditzy/aloof appearance, she understands a lot about the core concept of how different types of magic work, and techniques to make a particular type of magic work better. She’s not as effective at teaching, say, a wook-maker mage at casting as another wood-maker mage might, but she certainly knows enough to help the other wizard improve. She also just generally likes helping out and working with others, whether it’s just dealing with day to day things or a job or whatever. She feels it’s everyone’s job as part of the guild to help one another out, and it’s just being a good citizen to help when help is needed.
Upbeat/Positive/Cheerful:
Believe it or not, like it or not, Ria is a metaphorical ray of sunshine. It isn’t just being friendly. She rarely is seen without a smile on her face or a bounce in her step. She always tries to look on the bright side of things even in the most dire of circumstances. This energy she does try to share with others, and is ever willing to help with figuring out what’s good about a bad experience.
Weaknesses: Ditzy/Aloof
She appears to be an airhead. She generally has a lot of things going on in her head, that she can be a bit forgetful. She means well, and definitely doesn’t want to forget important things, but some things just slip through the cracks. Not just dates and times of important things, but maybe not paying attention to her surroundings (not necessarily to trip, but not notice someone flirting, or being uncomfortable because she got too close, etc). She usually apologizes, but it doesn’t keep it from happening again. So she leaves notes to herself, and - while there is an organizational system for everything she writes down - it kinda looks just as chaotic as her thoughts.
Insomnia:
She doesn’t like to talk about it, to the point of refusal if someone won’t allow her to just brush off the concern, but she has trouble sleeping. She’s always had trouble sleeping ever since she was little, and while it got worse since their village was destroyed by demons, Ria refuses to let herself delve too deep into why. But sleep comes infrequently at best. Enough that it’s never physically evident she has difficulty falling and staying asleep. She’d rather deal with insomnia than whatever is causing it.
Selfless:
While some would find this a strength, she understands it’s not. She puts others before herself, and sometimes neglects her own wellbeing while being concerned over how someone else is doing. Whether it’s making sure everyone else has eaten before she finally serves herself, or helping someone even if she really should probably sit and rest. Some of this reckless behavior is mitigated from others noticing what she’s doing and convincing her to think of herself first, but often it’s so subtle it’s noticeable. But this is always done with a smile, so does it really hurt anyone?
Represses the Bad:
Negative wasn’t acceptable from her; she had to be the good child, the quiet one. The one that no one had to think about twice. Good wasn’t because people were looking at her, good was because there was more focus put elsewhere. So she suppressed sadness. She made herself believe that she was happy. She won’t let herself dwell on the negative and buries anything that makes her feel anything but happy beneath layers of telling herself it’s fine. It’s second nature to her at this point, to shrug off a wrong done against her with a smile and a carefree “don’t worry about it”; what’s one more thing buried deep down?
Because of this, she doesn’t really cope with her own negative feelings. Whenever something starts to creep up, feeling angry or sad, she shoves those feelings down into the “doesn’t bother me” zone. There, all the bad feelings go to - well most would hope - die, but really they just fester. Sure, one day they may break through the carefully crafted cage, but for now - it’s holding strong so no need to try to process the bad.
Workaholic:
Perhaps workaholic isn’t the proper term, but Ria doesn’t like to sit idle. She constantly pushes herself to stay busy, whether it’s helping around the guildhall or around town she is looking to do something. If no one needs help, she strives to socialize, or draw, or read, or garden, or shop. Just anything to keep her doing something.
Personality: The first thing most people notice about her is that Ria tries to always be courteous and cheerful, loving to be around people almost as much as she likes wide open spaces and anything shiny or brightly colored. A fan of anything upbeat, she can often be seen dancing or heard singing (usually both) out by the shore and around town, and generally moves with a skip in her step. She’s generally reliable, and cares deeply for those in her guild, and those in her town in general, and will do anything for them. She doesn't like to see people upset and will often go out of her way to try to cheer someone up.
She often seems like a bit of a ditz - forgetful, aloof, and perhaps even a bit naive. There are still simple things that are common sense to others she often overlooks - like privacy, personal space, and basic decency; some see it as her ditzy ways, but it’s more the childish naivety of not understanding other people may have different comfort levels than her, and her desperate desire to be around others. While not everyone gains automatic trust, if she sees someone she trusts trusting someone else - she’ll be quick to trust that person. It can be easy to manipulate her, a soft word and a bit of kindness goes a long way, especially if presented with options where one choice is clearly going to be best for more.
History/Bio: Younger, ditzy sister of Gwendolyn Gospel. Where Gwen was forced to follow their father’s demon slayer legacy, Ria was pretty much ignored by their father, she was seen to carry on their mother’s legacy. With a lot of focus being on making sure Gwen could carry out the family’s legacy, the focus turned to her was to be a well behaved child - a fly on the wall, so to speak. She told herself she wasn’t resentful of the attention Gwen got, because the trials her sister went through to prove herself looked so awful compared to the handful of teaching sessions she received for her own spells, but that was just the start of the lies she started telling herself. Regardless of the jealousy she hid from herself, she loves her sister deeply and never let any enmity come between them growing up and playing together when they could. For a long time she pushed herself to grow stronger magically to prove to their parents she was just as talented as her sister.
By the time they were teens, she started to fall into severe self doubt over just how powerful she was. All her spells were never good enough. She spent more and more time away from home where she didn’t have the reminder of just being around their parents that Gwen was the better mage between them, that her spells would never be strong enough.
Their village being ravaged by demons didn’t change anything for her much. With so much doubt in her powers, she kept making the wrong decisions on which spells to use to help. She unleashed powerful blasts to help chase some of the demons off, but took down a home in the process; attempts to put out fires turned houses into rubble. Just another failure in a long line. And another memory shoved deep down.
By the time she and Gwen found each other in the chaos after the demon attack, Ria had told her sister she only just got back to town to see the destruction; she has reiterated it enough to have convinced herself she wasn’t present for the destruction.
Joining Fenixtear has made it easier for Astoria to believe her own lies. She has adjusted well to the busy life of assisting around the guild and town. As she is quite content with the status quo of life in the guild, and thinks that the setting is good for her sister as well.
Extra: Astoria prefers to go by the nickname Ria, just like her sister.
She collects shiny stones and jewelry, and enjoys gardening.
She prefers skirts and dresses to pants; in fact, she only has two pairs of pants and two pairs of shorts in her entire wardrobe. Everything else is skirts, dresses, and nice blouses/tops to go with them. She generally avoids dark colors, but not to the point of exclusion.
She does wear a hair tie around her wrist despite having short hair; when she is anxious or upset, or even sad, she plays with it even as she lies and says she’s fine with a smile on her face.
Her favorite food is strawberries (and you better believe she grows them in the garden!)
Name: Kaden Penderghast
Age: 21
Guild Mark Location: Left side, just above hip, Dark Red
Magic Type: Elemental Magic; Elemental Conversion. Elemental Conversion is a transmutation magic that Kaden has been working on. At its core, the magic utilizes the mage’s ability to - as the name implies - convert an element into another element. Generally speaking this has mostly been applied in combat situations, deflecting an element being used against the mage and redirecting it back at the original caster in a different form. Given the core nature of the magic, the mage utilizing it needs to have experience in both the element’s starting form and the ending form.
Spells:
- (Sucking/Expelling) Vortex: Sucking Vortex: The user summons up a tornado with them at the center. The wind is strong enough to pull things that aren’t secured in from up to twenty feet away and can be maintained with concentration.
Expelling Vortex is the inverse of Sucking Vortex. User creates a tornado of wind that pushes out from their palm. Lasts for only a few moments but has enough force to launch someone a few dozen feet into the air or just sending them tumbling backwards. Mostly useful for quickly knocking someone away from user.
- Aeria Dome: The user creates a dome, lowering the oxygen within the affected area and as a result, suffocating all inside due to the lack of oxygen in the environment; as the pressure has been altered inside the dome, those within it experience a sharp pain in their ears.
- Calamitous Lightning: The user rushes at the target and releases a large burst of lightning from their fist as they strike, sending the energy into the target at point blank range.
- Lightning Strike: The user raises their hand over their head and summons up a large ball of electricity. The user then directs the electricity with the hand they had raised, effectively turning the ball of electricity into a highly charged bolt of lightning.
- Razor Bolts: The user crosses their arms over their chest and summons up lightning around their body. Uncrossing their arms shoots dozens of bolts of lightning out from them, striking anything in their path that can cut or pierce objects as if the bolts of hot energy were hot blades.
- Firestorm: User summons up fire and heat around them. The fire starts spinning into a whirlwind as it builds into the sky. Clouds will start to form overhead, resonating with thunder and streaks of lightning. Upon calling out the spell’s name, the whirlwind of flames and heat will expand from around the user up to 100 feet away from them at the center. Bolts of lightning will rain down from the clouds. The tornado of flames can be powerful enough and hot enough to caution others from approaching, but does not prevent it. The spell is a taxing combination of the three elements; users advised to use sparingly, and cannot use other spells while this is charging.
- Flame Cannon: User generates balls of fire in both their hands then brings them together, aimed in a direction they wish to shoot the flames. The flames shoot out with such force as to knock the target back with great force and injure them from both the impact of the attack and the heat of the flames.
- Burning Fist: User summons fire around their fist, and uses it to punch the target with great force.
- Flame Tornado: By spreading their arms and summoning up fire in front of them, the user then pushes their arms outward in front of them and launches a swirling vortex of hot air at their target. This tornado can toss lightweight debris into the air and light easily ignitable objects on fire; it can do a lot of damage both from the intense heat and sending the target into the sky, which will cause them to fall back to the ground when the tornado dissipates and create its own problems if the target cannot slow/stop their fall or cushion their landing.
- Elemental Conversion: (element) to (element): Difficult to use, harder to master - this spell allows the user to redirect an element while converting it into another element. The further from the base element the attack is converted, the more difficult it is to do and the more magic it takes to convert it.
Magic Rank: S
Equipment: Buckler - Holder magical Shield (wristband that expands into a shield. Can take a single heavy hit or a few milder hits before the item needs to recharge.) Knuckle Dusters - normal metal knuckle dusters to help him land a harder hit without magic
Strengths: Determined: Whether it’s trying to learn a new magic, or trying to solve a problem, once he puts his mind to something, Kaden isn’t willing to let anything get in his way to accomplish it. He puts his whole self into any undertaking, and doesn’t let anyone stop him from achieving his goal.
High Endurance/Combat Training: A lot of magical prowess allows him to keep using magic and use stronger magic than others might expect from him, but it isn’t everything to a fight. Kaden has trained a lot to be able to continue fighting after he’s used up his magic. The training wasn’t just to be able to fight without his magic, but to take a hit and keep going. Oh, it hurts, but you gotta ignore the pain and keep going to get the job done - and that’s what he learned to do.
Creative: Whether it’s a matter of finding a solution to a problem, or just ways to kill time, Kaden doesn’t usually do things the way most people might approach a problem. He’s more apt to improvise in a fight than come up with a steadfast plan. But it’s not just combat. He secretly is quite fond of drawing and if there’s nothing happening there’s a chance he might be found hanging out in a garden or park drawing or painting instead of trying to pick up his next bedmate.
Helpful: It might not look like it, but he does like helping others out. As much as he loves to fight, if he realizes someone’s looking to get stronger, he’ll be the one offering to train more with them. His bits of encouragement might not come off as...well...nice or encouraging, but sometimes it’s just because he knows more about how to be a dick than an actual nice person.
Weaknesses: Egotistical/Overconfident: It isn’t enough that he is strong. He hasn’t met a task he hasn’t been 100% sure he could accomplish. It does happen to mean losses hurt more than they should when he fails, but it also means he’ll keep fighting even when better sense says not to. It’s what drives him in a fight, and most of why he’ll keep pushing himself until he can’t move any more.
Inattentive ADHD: Kaden’s attention is fleeting at best. When it comes to a fight he can stay focused, but when the excitement is low he has trouble staying on task. His mind drifts often, especially when it comes to complicated things. If someone expects him to be able to follow a plan, they’re better off expecting him to improvise his part and just calculate for what he might do instead; any plan that involves him following it will be abandoned after the first part.
Ruthless: He likes to think it takes a lot to ruffle his feathers, but that might just be because he expects people to not take his insults to heart and thus doesn’t take anything anyone else says to heart. The same cannot be said for actions. If someone tresspasses against him or his, he will seek retribution 100 fold. Getting on his bad side is a mistake people make only once.
Fearless: Some call it a good thing, but most that have seen someone that is truly fearless know it's not. Kaden doesn’t seem to have anything he’s afraid of, or at least doesn’t act like he does. He will run headfirst into a fight if no one has a better idea to start it, and is willing to throw himself in the way of a hit so someone else won’t take it. Deep down, it’s because he isn’t afraid of what might happen to him. It’s what might happen to someone else if it’s not him that scares him. If he isn’t the one to die, it means someone else is - and that’s not acceptable. So he puts on the front and is willing to do the dirtiest stuff, take the worst blows, if it means nothing bad will happen to someone else.
Personality: First and foremost, he’s a cocky bastard. That’s not to say he’s not a nice guy or thoughtful, but he is arrogant when it comes to a lot of things, and most things turn into a competition for him. Most times he’s looking for something fun to do, which can typically involve flirting or picking fights or even both at the same time. He loves to socialize, but on his terms. He has a short attention span if something boring is going on and is prone to wandering off in search of something more interesting to do. He can be a bit of a hothead sometimes, but that goes hand in hand with his impulsive behavior, but it takes a special kinda person to get truly get under his skin. Following that up, he’s a massive flirt, looking to chat it up with really any female; he’s not too picky when it comes to physical appearance and more looking for a challenge or someone with a sense of humor/fun edge to her.
If you can get past the cocky exterior, he is a decent guy...some of the time. He does genuinely care about those in his guild, and doesn’t like to see harm come to anyone that either can’t handle it or doesn’t deserve it. On a mission, it means letting himself get distracted to keep some of the weaker fighters safe. Around the guild, it’s trying to play off that he’s an asshole instead of giving a damn about anyone on a personal level. If people knew he had a soft spot, it could be exploited - at least that’s what he wants to convince himself because it's what makes some of the more powerful Saints so dangerous.
History/Bio: Life was weird for him. He knew growing up that the people taking care of him were his aunt and uncle. He only saw his father when missions brought him that way. Which sparked a desire to learn when he was old enough to understand and practice magic. Every time his father stopped by, he’d insist on being able to train a bit more. Until he was ten and his father finally relented to the fact the kid had potential, and brought him to his home in Oshibana. There, he was able to get more training, and get better training. A lot of that training was just him harassing others into fighting him so he could get tougher, but he also started experimenting with magic.
He started applying for Steel Hydra, to be in the guild with his dad, when he was 12. After months of the other mages teaching him just how unskilled he was - and him getting better at fighting and stronger at magic in the process - he finally got accepted at 14. He hadn’t thought twice about joining the guild. It was perfect for a stepping stone - two wizard saints, and plenty of missions to hone his skills. It was the fact he was always being compared to his father - not as strong, not as smart - that kept egging him on to take the tougher missions, to keep learning to be better.
He transferred to the hall based in Crocus when he was 17, after being able to afford his own place and hoping to find his own niche that didn’t have him still in his father’s footsteps. That was where his Conversion magic came into play. After learning to merge elements - Firestorm - he began to experiment in crossing them. It gave him some separation from his father’s skill but not enough for him to be happy.
Then he heard about the nothing guild from Crocus that destroyed a dragon. A DRAGON! Something he hadn’t been allowed to take for a mission in Steel Hydra because he wasn’t a slayer. This “traditional guild” was going to be his ticket to being noticed. So he decided to resign from Steel Hydra to join up with this new guild and see what they had to offer.
Extra: He has a few scars that he likes to show off and tell people the stories of how he got it.
He aspires to be a God of Ishgar - screw just being a Saint.
Currently a member of Black Curtain, Markovis is the father of recent inductee to Fenixtear, Kaden Penderghast. He is a rather stoic individual, who sees little point in wasting words when action will do. He prides resilience and resolve over endurance and strength, and only wishes to see the best for himself and his son. It’s why he has difficulty showing approval over the amazing feats Kaden has done and accomplished in such a short time - surpassing what he’d done in the same timeframe.
His current stint in Steel Hydra isn’t his first. Markovis had a drive to get better at magic when he was young and his father used it as part of a small crafting guild. Of course, like his son and himself, he and his father had a gift for different magics. His father saw the potential in his use of Darkness Magic and sent him off to train with a friend to get better. Markovis didn’t think twice about the opportunity, and it was to be many years before he came back home. The first was when he was 15, after he joined Steel Hydra and had a job that brought him to the village. So began a tradition of every year getting at least one job that brought him close to home to visit.
His power improved greatly, constantly working to get stronger and get more jobs. His name gaining renown earned him the attention of Black Curtain, and an offer to join when he was 21. It was another offer he didn’t hesitate to take. It was on a mission for Black Curtain that he ended up coming across a woman that would happen back into his life a little under a year later - when he was 24 - with a responsibility neither were prepared for but he wasn’t going to refuse.
Markovis wasn’t exactly fatherhood material then. Not that he is now, but he did try his best while he and Kaden were more intrinsically part of each other’s lives. So, when he had this baby thrust upon him with little desire for further contact from the mother, he turned to his family. His older sister had married off and they were doing well enough that they agreed to help take care of the baby. The tradition of visiting at least once a year continued for several years, until his family made sure to note Kaden’s growth in magic, and his budding determination to be strong like dad.
It wasn’t until Kaden was 9 that he realized he needed to get safer work, where he could take over being supportive of his son’s growth. So he quit Black Curtain and went back to working for Steel Hydra. When he was thoroughly established once again and steady, he had Kaden move in with him and started overseeing his development. All the while he grew in strength, and watched his son’s determination to follow his steps of growing stronger as well. He tried, through it all, to be a good father but it appeared to only look like judgement to many - as he was told - and attempts to do better than that, such as taking Kaden on missions far too dangerous for the boy and any of his younger guildmates, seemed to help with that.
When Kaden left for Crocus, it wasn’t really discussed as to why. Markovis knew - he’d seen it in the way others spoke to his son, which he didn’t pay mind to since it seemed to help drive the boy to do bigger and better magic - it had to do with him and his shadow. They left on relatively good terms, even exchanging calls every so often. It didn’t take long for Steel Hydra to feel too small for him. The jobs were easy and safe for him - there was no challenge - and he didn’t need that any more.
Two years ago, the wizard reached back out to Black Curtain, and rejoined. He has made even more of a name for himself since he last was in the guild, and caught the attention of stronger bodies within the nation. For now, he’s content with his work...but opportunity to grow and improve further - to showcase his strength - is always out there.
Leon’s intellect and mind for strategy often come as a surprise to those who first meet him, because he is quite frankly a bit of a meathead. Not in an intellectual sense, but rather he acts like a typical twenty-two year old guy. He is brash and blunt and isn’t afraid to get a bit rowdy, oftentimes taking risks that are a lot more calculated than what would appear.
He can be quite smug when the opportunity to flex his brains comes around, oftentimes disparaging his guild members for failing to come to conclusions as quickly as he might - an arrogance that is usually met with a stinging cheek.
He has a lot of pride and can be very easily riled up with a few choice jeers, especially from those he admires as rivals. Being a relatively new mage, he doesn’t quite stand up to a lot of the other members of Fenixtear and this has led to him developing a bit of a playful competitive streak.
Despite his mind for tactics, Leon has yet to come into his own strengths as a mage and can become quite frustrated when he isn’t succeeding on the same level as his peers. His true talents lie in directing allies, planning out careful stratagems and protecting his friends with his supportive magics. He just doesn’t quite have the patience and real world experience for that sort of thing as of yet.
Strengths
✦ Supportive Ally: Leon's healing and supportive magics make him a valuable addition to any team. ✦ Strategist: Leon has a keen mind for tactics and is able to quickly form complex stratagems once he's got a good grasp on a situation. ✦ (Almost) College Educated: Leon is adept at deciphering magical languages from different time periods. A niche skill, but can come in handy when dealing with all manner of magical script.
Weaknesses
✦ Wet Noodle: Leon's magic is almost entirely supportive. His few offensive options are not enough to hold his own in a fight. ✦ Insecure: Leon hasn't yet learned the value of his unique skill set, instead comparing himself to other mages and feeling as though he often comes up short. ✦ Inexperienced: Despite all his strengths, Leon lacks any real experience when it comes to the tasks a mage is required to perform. He lacks the composure of someone who has spent their life honing their skills. He can't yet be depended on to follow through when it really counts.
Guild
Fenixtear
Mage Rank
C Rank
Guild Mark Location
Right Shoulder
Magic
Fae Scholar
In his efforts to decipher the Fae Codex, Leon stumbled upon the secrets of the Fae realm and the elusive creatures who inhabit it. As well as the long forgotten spells and tactics employed by a group of ancient mages known as the Fae Scholars; brilliant strategists who enlisted the aid of Faeries in combat.
Wielding potent Fae Magic enclosed within the codex, Leon specialises in assisting his allies with a slew of supportive abilities such as shielding, healing and enchanting. Additionally, he may summon Pixies from the Fae Realm to his side to assist in executing his carefully planned stratagems.
While not known for their offensive capabilities, the Fae Codex does enlist a small range of offensive magicks that the mages or yore would have used to defend themselves in a pinch.
Summon Faerie Companion: Leon may call upon the aid of creatures from the Fae Realm known as Pixies. Small, sprite-like Fae who exist only in the ethereal planes. As such, Pixies cannot be physically harmed - but will momentarily disperse from our realm if struck. They will return to their own realm if Leon receives critical damage.
Each unique Pixie possesses their own spells, and Leon can mentally command his companions to execute these magicks even when he himself is unable to cast spells. Though depending on the bond between the Scholar and his Fae Companions, the Pixies may cast spells of their own free will in order to see their ally well. Fae spells are channeled by the Pixie, but utilize Leon’s own magic power reserves to cast.
Leon is only capable of summoning one Pixie at a time. Changing summons in the heat of battle still proves to be quite taxing for him, so he is generally stuck with whichever Fae he chooses for the entirety of a fight.
Scathe: Fires a quick dart of malignant Fae Magic from the Fae Codex at a foe within short to mid range. Deals minor fire damage and afflicts the target with Glimmer.
Glimmer: Target’s silhouette is outlined with Faerie Fire for a short period, revealing their location even through darkness or magical invisibility.
Physick: Channels restorative magic onto a single target over an extended duration, allowing them to recover from moderate injuries. Healing effect halved whilst in combat or other high stress situations where full concentration cannot be maintained.
Adloquium: Instantly recovers minor injuries on a single target with a burst of curative sorcery. Grants the target the effect of Galvanize.
Galvanize: Projects a magical barrier around the target that is able to absorb a heavy amount of damage before dispersing.
Succor: Channels for a brief moment before releasing a radial discharge of curative sorcery that recovers minor injuries on self and all nearby allies. Grants Galvanize to each affected person, but with the shielding effect only being able to withstand moderate damage before dispersing.
Fae Contracts
The Resplendent Dawn
A Pixie of the Fae Realm and one of the first Fae Companions Leon learned to Summon. Lorelai is kind and nurturing in spirit, with a wicked fierce sweet tooth that often leads Leon into various expeditions across town to acquire something that might please the little fairy. She is highly receptive to Leon’s wishes when called to his side and is well versed in her own form of curative sorceries that may accompany Leon’s own in battle.
Embrace: Lorelai grants continuous regenerative properties to Leon whilst summoned. Though the healing is miniscule, it is a persistent effect that can add up over the course of a battle. Leon may command Lorelai to attach herself to one of his allies instead, granting them the effects of Embrace.
Whispering Dawn: Lorelai releases a radial blast of curative sorcery from her current location, granting significant regenerative magicks to all nearby allies for a short duration. Capable of healing moderate wounds over the course of its effect.
The Gentle Breeze
A Pixie of the Fae Realm and one of the first Fae Companions Leon learned to Summon. Melia is cheeky and mischievous, with kleptomaniac tendencies that often land Leon in hot water with his guildmates. Whilst she is fond of Leon, she is far more interested in her own entertainment and does tend to get bored if he doesn’t provide her with enough excitement. Melia specialises in enhancing her allies' combat prowess.
Mischief: Melia attunes herself to Leon whilst she is summoned, and will send out a malignant bolt of Fae Magic each time he strikes an enemy or casts an offensive spell. The damage of these bolts is minuscule, but can add up over the course of a battle. On Leon’s command, Melia can attach herself to an ally and grant them the effects of Mischief instead. When attached to agile and fast foes, this effect produces much more potent results as Melia will automatically adjust how fast she fires bolts based on the speed of her current companion.
Fae Wind: Melia enchants nearby allies with a gust of magic wind, significantly increasing their speed, agility and reflexes for a short duration.
Equipment
✦ Fae Codex: A magically preserved tome from an ancient civilization of mages. It goes into great depth on a race of beings known as the Fae and how Scholars of yore learned to utilize their whimsical sorcery. Written in a long forgotten language, this codex acts as the catalyst for Leon's magic. As he continues to decipher more of its contents, more Fae Techniques may become available to him.
✦ Aetherquill: Standard writing utensil. Utilizes an unnoticeable amount of magic power to draw on surfaces and in the air.
✦ Prosthetic Arm: Leon's left arm is a prosthetic forged with a magically enhanced alloy. An outdated model by today's standards, but it is highly durable and fully functioning as a substitute for his lost limb.
History
Leon grew up in a small fishing hamlet along the south-eastern coast of Fiore, about a day's travel from Hargeon Port. His father was a fisherman, his mother a chirurgeon at the local medical center. Leon’s two older brothers, Patrick and Lilothy, worked alongside their father at the docks, often taking to the seas in hopes of a good catch. He and his siblings loved the sea, spending most of their days either swimming, fishing or relaxing by the beach.
As a young lad, Leon held a deep admiration for his father and hoped to one day accompany him and his brothers on one of their treks into the limitless blue. On his tenth birthday, his wish would be granted. A family fishing trip on his dad’s boat. He could barely contain his excitement - a feeling that would last until the storm clouds rolled in from the horizon and encompassed the sky around their small ship.
Miraculously, the ship was relatively unharmed. Leon was not so fortunate. He had lost his footing whilst the ship rocked back and forth and fell into the deep abyss. Lilothy jumped in after him, a rather confident swimmer at the young age of sixteen, and was able to secure his brother to the lifebuoy - but they were not alone in the water. Leon doesn’t remember what the creature looked like, but he will never forget the struggle and the searing pain in his left arm as the sea beast made off with both his appendage and Lilothy. Despite heavy blood loss and trauma, the storm had settled enough for Leon’s family to make it back to shore and rush the boy into his mother’s clinic.
The loss of Lilothy took its toll on the family. Leon’s father was never able to work at sea again, drowning his sorrows in a constant drunken stupor. His mother became cold and unfeeling as stone, she chose to bottle everything up in order to keep her family together. Patrick ran away from home about a year later at the age of nineteen. Leon’s rehabilitation was long and painful, and the advancements of magical prosthetics allowed him to utilize a mechanical left arm that functioned just as well as his real one did.
He was housebound for a few years; partly due to injury but mostly trauma. He focussed on his academics to pass the time; it was a nice distraction from the constant memory of that day. Over time his body grew stronger, and he was able to somewhat come to terms with Lilothy’s death. Though he was never able to love the sea as he once did - in fact he now held a deep fear of it. He spent his remaining youth mostly keeping to himself with a nose tucked in a book. It was lonely, but at least he was able to better himself in some way. Watching his father deteriorate into a shell of a man was motivation enough not to follow suit. Lilothy had given his life so that Leon could live - he ought to make the most of it.
It was with that ambition that Leon was accepted into one of the top magical universities in Fiore; Era University. An undergraduate in the field of ancient linguistics, a degree he had no real attachment to but was proving to lead to many employment opportunities in Guilds. For the first two years of his studies, Leon excelled. It wasn’t until his third year when the stress and workload really began to take its toll. An upcoming assignment had him particularly vexed, leading the young man to sneak into the campus’ restricted library to hopefully give him an edge over the other students. It was here he would stumble across a dusty old Codex.
Seemingly abandoned by even the college’s librarians themselves, the dusty old tome was written in an ancient language he hadn’t encountered before. Having spent the last two and a half years of his life learning how to decipher ancient languages, Leon thought there was no one more suited to tackling the task.
What started as a mild curiosity quickly turned to obsession. Leon began flunking his classes, paying more attention to his discovery than his actual work tasks. For inside the forgotten codex lay scattered tidbits of information of creatures known as faeries and the realm they inhabited. Of course, every child grew up hearing of faeries in their bedtime tales - but to think such creatures actually existed. Leon eventually deciphered the method in which the Fae Scholars of a long lost civilization used to summon forth faerie companions to aid in battle and learn their elusive fae sorceries.
The first time he attempted to summon a fae didn’t go exactly to plan. He unknowingly unleashed a swarm of malicious pixies into the entire campus. They wreaked havoc for a solid week before the faculty was able to expel them back to where they came - leading them straight to Leon and the Fae Codex. He made up an excuse that the book belonged to his mother and he wished to decipher it as an extracurricular activity. None the wiser to his little expedition to the restricted library, and beaming with praise for the lads’ dedication to his craft, the faculty let him off easy. They warned him not to become too wrapped up in his task and that his actual studies were more important. To his credit, he made a genuine effort to put the codex behind him - but curiosity always got the better of him. After the third incident involving a wayward faerie, Leon was given an ultimatum - hand over the codex or be expelled.
Leon didn’t regret dropping out of university - his fascination with the fae codex and his newfound companions trumped any desire to achieve a tertiary education. Though he was left with a bit of a predicament. He had come to Era in the hopes of preserving Lilothy’s memory by living a life he could be proud of. Returning home would leave him in the exact place he had started. So instead he used the remainder of his savings to acquire travel to Crocus, the last place Patrick had made contact with him from. However that was quite some time ago, and despite his efforts Leon was not able to locate his brother and was instead left homeless without any money. It wasn’t easy to make an honest living in Crocus, but as fate would have it there was one way Leon could continue his studies of fae sorcery and earn a bit of coin to get by - joining a back alley independent guild by the name of Fenixtear. His last month at the guild has started to plant ideas of grandeur in his young mind - Leon Aldehart, fully fledged wizard of Fenixtear. Though he still has quite a ways to go before achieving that dream.
Extra Information
Thalassophobia: Leon has a deep seeded fear of the ocean and other large bodies of water. He becomes quite tense and anxious whenever he is around them and will almost always refuse to go swimming anywhere he can't have his feet firmly planted.
Language Barrier: Leon's Pixies are capable of understanding human speech, but they themselves only speak Fae. Leon has a very basic grasp of the language, but it is impossible for him to ever learn how to speak it himself as the phonetic components cannot be mimicked by human vocal chords.
Taught not to burden others with his presence from a young age, Kiba doesn’t seem to have much of an outward personality. He comes off as very stoic and uninterested, reacting to most situations with the same relaxed glare and coy smile as always. Even when presented with something particularly confronting, the most you’ll get from him is a raised eyebrow or slight frown. He is the definition of a closed book.
Strong willed and silent, Kiba possesses a loyalty and drive that few can rival. He is a steadfast protector with a complete disregard for his own wellbeing - placing those he has sworn to defend before himself no matter the cost. His duty is all he needs to be fulfilled. He forces himself to suppress his own desires and wants due to a harsh upbringing under the Sniegow family. He has found comfort in the simpleness of his existence, and fears what would become of him if he were left to find his own reason for being.
It is easy to mistake Kiba’s social ineptitude for stoicism. Truthfully, the boy has spent so little time around actual people he just doesn’t know how to interact with them. He has become reclusive and shy, which is becoming more of a glaring issue as he grows older. He is a selective mute who struggles to get even a peep out when in any social situation despite being more than capable of speech. For those able to break through his shell, he may open up and speak to them in short, mumbled sentences.
He loves to be active and oftentimes loses his composure while training or sparring, revelling in the adrenaline of it all. He is a good sport and shows both reverence and respect to his opponents and allies alike.
Strengths
✦ Martial Poise: Years of dedicated training has honed Kiba's body into a cold, unfeeling weapon. He moves without hesitation with a certain grace and swiftness to his steps and strikes. He exerts his power efficiently with great precision and razor sharp reflexes; the traditions of the Sniegow warrior arts living on through him.
✦ Adept Swordsman: To Kiba, the Empty Blade is but an extension of his own body. While he is no master, he takes to the sword as naturally as a fish does water.
✦ Iron Will: It is quite difficult to sway Kiba from his duty. He is a very driven individual who places his mission before all else.
Weaknesses
✦ Underwhelming Strength: While not physically weak by any stretch of the imagination, Kiba's true strength relies in his finesse and the precision of his attacks. He isn't a physical powerhouse who can overpower opponents. He often needs to employ clever swordplay to win against tougher foes.
✦ Straightforward Thinker: Kiba doesn't really think outside of the box. A warrior at heart, his usual course of action is to draw his blade and settle matters with blows. Thinking beyond that is not his strong suit.
✦ Naive: There is much Kiba does not know of this world. While he does possess a modicum of common sense, he is often the victim of trickery and silver tongued charlatans. Gullible to a tee, he is pretty easy to mislead provided you tailor your words to fit his current goal.
Guild
Fenixtear
Mage Rank
A Rank
Guild Mark Location
Right Pectoral
Magic
Empty Sky Form
A Holder Magic channeled through Saint Shiva’s Empty Blade, a katana imbued with Ice Magic that is said to freeze anything it cuts. Drawing the blade itself will drain the wielder of their magic power over time, but allows them to create and manipulate ice to enhance their swordplay.
Frostbite: When drawn, the Empty Blade will begin to freeze anything it slices. This affects inanimate objects quicker than it does people. Causes the target to move and react slower, the effect increasing the more Frostbite is built up on them.
Ice Blade: Conjures blades of ice at various sizes, angles and distances. Can be launched as projectiles.
Crystal Slash: Empowers sword strikes with ice that extend the range and cutting power of the Empty Blade. Can be used with the blade sheathed but will not build Frostbite if used in such manner. These slashes can be launched at foes at a distance.
Permafrost: Delivers a sword slash with the drawn Empty Blade, causing targets afflicted with Frostbite to become Frozen.
Frozen: Target is trapped in ice, unable to take any movement action for a brief period. Ice will melt at the end of the effect, leaving them unharmed. Targets afflicted with higher amounts of Frostbite are trapped longer.
Shatter: Sheathes the Empty Blade, shattering the ice around any Frozen targets for heavy damage.
Dual Ice Strike: Strikes twice in a wide arc before the caster in quick succession. The first slash applies Frostbite whilst the second applies Permafrost.
Snow Flower Storm: An Iaijutsu technique that delivers a series of weak slashes to the target that rapidly applies Frostbite before sheathing the blade. Possessing such speed that the wielder appears to never draw their blade.
Blizzard: An Iaijutsu technique that strikes a target with Permafrost before sheathing the blade to Shatter any Frozen targets. Possesses the same bewildering speed of other Iaijutsu techniques.
Empty Sky Form - Winter’s Riposte: An Iaijutsu technique that has the wielder assume a defensive stance. If struck by any physical attack, the wielder will dash through their target with a heavy Permafrost slash before sheathing their blade to Shatter them.
Driving Frost: An Iaijutsu technique that has the wielder gather energy whilst their blade is sheathed. After a brief moment, the energy is released in a long ranged, ninety degree Frostbite slash in any direction.
Diamond Frost - Axe: An Iaijutsu technique that has the wielder gather energy while their blade is sheathed. Cleaves a moderate area around them with a Permafrost slash.
Empty Sky Form - Heavenly Moon Strike: An Iaijutsu technique that has the wielder slicing through their opponent with a quick, mid ranged dash. Applies Permafrost.
Equipment
✦ Saint Shiva's Empty Blade: A relic of the now lost Sniegow clan, this enchanted Katana of Ice once belonged to Shiva Sniegow. Practically a figure of myth, enshrined in Sainthood for giving her life to protect the infant heir of the Gospel family from a Devil. The blade is made of what the Sniegow refer to as Perfect Ice, enchanted to never melt or break as well as freeze anything it cuts. The Blade also possesses the ability to absorb power from Devil Magic, fueling the wielders own spells with cursed magic.
✦ Ceremonial Tanto: A dagger used in the initiation of young warriors into the service of House Gospel. Kiba received this dagger when he completed his trials under Master Tsume. He was to present it to Gwendolyn Gospel so that she may draw blood from him and accept his pledge of lifelong servitude. He always has it concealed on his person, but out of reverence refused to wield it against his foes. The only blood to be drawn from the dagger is to be his own.
✦ Pan Flute: A simple wind instrument for passing time on the road.
History
An orphaned street urchin with no past or importance to anyone. Taken in by the Sniegow clan, a branch family of the devil hunting Gospel clan, and given the name ‘Kiba’ - Fang. His upbringing was unconventional to say the least, for the Sniegow hold a proud lineage of servitude to the Gospels. Their members are taught from a young age that they are simply tools to be used and disposed of as the main family desires. The man who took him in, Tsume Sniegow, raised the boy himself to become a steadfast guardian for the rightful heir of the Gospel family. Kiba met Gwendolyn many times in his youth, but was never once permitted to interact with her. Yet he knew that one day she would be the person he’d swear his sword and life to.
Having known no other life, Kiba took to his bestowed purpose with great ambition and resilience. The training under Tsume was intense, pushing the young boy to the brink many times. Yet each time he fell, he rose again. The Fang of the Gospel clan. He grew enamored with the concept. Though his life would always be worthless and he himself nothing more than a weapon, his existence would serve to further the influence of his lady. Tsume, well past his prime, bequeathed to Kiba a relic of the Sniegow; Saint Shiva’s Empty Blade. A blade of pure frost once wielded by a warrior most true and faithful - one who bent the knee to the Gospel clan generations ago. During his thirteenth year, Kiba had begun to take on the final trials of his arduous training. Once complete, Lady Gwendolyn would have her loyal Fang.
The trials, while grueling, proved surmountable by the young man who had spent years intensely honing his skills. Yet there was little time to savour his well earned victory. Upon returning to the main estate to be formally offered to his lady, Tsume and Kiba were met with a most gruesome sight. The entire village, ravaged by demons. The bodies of the main family were scattered across the estate, torn to shreds beyond recognition. It was to be assumed that the young heiress and her sister also perished with their family.
To not die protecting the main family was the greatest dishonor a Sniegow could suffer. The joy and pride that had welled up inside Kiba turned to ash and sank to the bottom of his stomach. Everything he had been preparing for was simply gone. Tsume spoke often of the great shame he felt in his pupil, that perhaps if he had worked more diligently then he would have been ready sooner. Maybe he would have been able to protect Lady Gwendolyn and her sister Astoria. Or at the very least, offer his worthless life up so that they may live. A tool with no hand to wield it is of little use to anyone, afterall.
Despite his shame, Tsume continued to train Kiba over the coming years. He had no main family to serve, but it was all the two of them knew. The young Fang threw himself into his warrior arts with more intensity than he knew he possessed. More than anything, he regretted his own weakness. The desire to grow stronger so that he may one day be of use to someone as he was always supposed to. This is what fueled him. He would become a weapon without parallel, cold and unfeeling with the drive to do what must be done. Or at least, that was the plan.
Tsume grew sick, and Kiba’s training was put off so that he may better take care of his master. After several months of treatment it became clear that he would not conquer this ailment. Now facing the prospect of being left alone, Kiba almost succumbed to sorrow and doubt. Then, a miracle happened. Gwendolyn and Astoria, pictured on the front page of a magazine. They were alive and well; guild wizards of all things. Kiba, unable to contain his excitement, went straight to his master. He showed him the photos. He read him the article. He began to make plans to journey with Tsume to Crocus once his master became well. Tsume told him that there would be no need. Too much time had already been wasted. Kiba had a duty to uphold. He ordered the boy to pack his things and head to Crocus on his own. Reluctant to leave behind his ailing master, but unable to refuse his words, Kiba left Tsume behind to his fate and made his way to Fenixtear in the hopes of finding his lady and finally taking his place as her loyal Fang.
Extra Information
✦ Nameless: Children trained under the Sniegow Family are not permitted to take the family name. They are given a title that reflects their life's purpose, and only once it has been fulfilled are they permitted to bear the Sniegow name proudly. Kiba means 'Fang'. In essence, his name reflects his purpose as a vicious guard dog of Gwendolyn Gospel.
✦ Selective Mute: Kiba can talk, but he often chooses not to. This is generally a byproduct of severe social anxieties as well as his harsh training under the Sniegow that aimed to dehumanize him.
Irene attends Era university as a student of Archive Magic, a highly sought after skill in modern day Fiore. The oldest of four sisters and heiress to one of Fiore’s top magic tool companies; Winchester Designworks. Her family is new money, and as such has not yet adopted the mannerisms one would usually associate with the upper class. Irene’s father, Nathaniel Winchester, stands apart from other entrepreneurial types by his strong, family oriented ideals and affordable products that don’t skimp on quality. His company is built upon the belief that all citizens of Fiore, regardless of their social class, should have the same access to technology. He has become somewhat of a pariah among his competitors by forcing the market to adjust to meet the high demand of Winchester Designworks products.
Irene is sweet natured and respectful, with more wit to her than what meets the eye. She’s grown up with a great admiration for her father and has picked up on his own mannerisms when handling shrewd business dealings. Even though she holds no ill will against her family, at Era she has made a point to try and stand out from her father’s reputation. There are many who begrudge her for her upbringing, claiming her place at Era was bought and not earnt. Irene lets her intellect and sharp tongue disprove these naysayers.
Leon was just beginning his second year of university at Era when he met Irene whilst volunteering at a meet and greet for new students. The two became fast friends, with the potential for their relationship to become more intimate. Unfortunately, Leon grew distant in the months that lead to him dropping out. His side project took up all his free time and he barely spoke to Irene. She was really hurt when he decided to leave without so much as a goodbye.
Despite it all, Irene makes a point to keep in contact with Leon and relishes in stories of his adventures as a Fenixtear mage. The spark between them may have been snuffed out, but she is happy for the new path Leon is on.
Name: Zenith Villard Age: 20 Guild Mark Location: Lower back, Blue Magic Type: Take Over-Chimera Soul A rare, ancient form of Take Over that is said to have descended from a tribe that protected the land known today as Fiore before the kingdom was established. It is only taught to each new generation from the tribe though it is becoming a lost magic due to the decrease in descendants.
The user of this magic is able to take over various creatures and are able to mix and match features and abilities to create something a beast that is entirely new.
Spells:
Chimera Soul- War Beast: This form could described as a siege weapon. War Beast is a bipedal, muscular, armor scaled creature standing at eight feet tall. It has the head of a lion with the horns of an ox, a barrel chested torso of a bull, human like legs and arms. War Beast has the ability to store accumulated kinetic energy due to Kinetic Magic from movement or physical impact. This is then used to increase the user's movement speed. Its armor is sturdy enough to withstand plowing through several buildings without any visible damage to it and has the physical strength to create craters. This form is naturally slow without the use of its Kinetic Energy manipulation. It also has to build and store energy so if it runs out, he may as well be a sitting duck.
Chimera Soul- Sky Emperor: it has the body what appears to be a lion, the claws and wings of an eagle protruding from its back, the head of a tiger, and the tail of an alligator. It has the physical strength to crush stone and the speed to match sports vehicles. It uses Storm Magic and he is proficient enough to create strong winds to push and tear away, small tornadoes, summon bolts of lightning from the sky, a wind barrier that circles him, a beam of lightning and tearing winds.
Chimera Soul- Gungnir: A streamlined, lean body of a bipedal insect like creature with compound eyes and a herculean beetle's horn. Gungnir is his fastest form currently. To the trained eye he still appears to be a blur and at his fastest he can create an after image of himself.
Swarm: He creates a series of after images to confuse his opponents.
Chimera Soul- Volos: He becomes a featureless, humanoid stone golem with a large mouth with cracks of lava glowing dimly. This was the result of mixing a stone golem with a flame elemental. Due to that, its form has lava magic, the ability to create and manipulate lava. This is typically used in creating destructive attacks mid to long range attacks and enhancing close range combat by coating his limbs in lava. While it does not have the same level as durability as War Beast, it can sustain its form even taking a direct explosion because seriously, try punching a rock and see how well that works out. If should any limb except for the head be blown off, Zenith can produce and cool lava down to recreate said lost limb. It can also be used to morph parts of his body into different forms. He can use parts of his own body as projectiles.
Chimera Soul- Azure of the Deep: His largest form, standing 15 feet tall and 35 feet long. A serpentine, crocodile like creature with barbed tentacles protruding where a normal tail would be. While it can move around well enough on land, water is where it can truly shine; it darts around like a jet and has the strength to draw ships down and tear them asunder. It has poison sacs in its mouth so that it can shoot out venom that paralyzes its targets.
Chimera Soul-Enkidu: This is Zeniths most powerful Take Over at this period of time. The form resembles a bipedal silver deer with wolf like eyes, claws, and fang, legs resembling spears, and a long mane. What resembles fur are actually scales with a black swirl pattern. It uses Nature Magic, essentially allowing to manipulate the life energy of the earth and plants for his own ends. Enkidu has an immense amount of magic power, far more than any other of his forms, and has the strength and speed to rival his forms War Beast and Gungnir. The drawback of this form is that This form consumes an extreme amount of magic that he can only hold it for only a few minutes and causes an immense amount of stress on his body as a sort of rebound when he returns to his regular form.
Rage of Babylon: Zenith creates a wide arsenal of weaponry out of natural energy to use as a flurry of projectiles.
Call of the Wild: Zenith roars and it resonates with the earth, bringing about plant life that he can manipulate against his foe.
Gilgamesh: A destructive beam of the natural energy that causes a devastating explosion.
Shamhat: Zenith stomps his feet against the ground and unleashes an explosive column of energy around him, destroying his surroundings.
Magic Rank: S
Equipment: None
Strengths: Trained Soldier: A disciplined and effective fighter even without his magic. He is most comfortable with Hand-to-Hand combat and typically does not need weaponry due to the nature of his magic.
Detective: As someone whose old job required him to track down criminals and solve cases, he is quite proficient at complex problem solving and has great intuition.
Living Bestiary: Ask him about any creature on Earthland, chances are he will be able to tell you about them.
Determinator: Once he has his mind set on something, he will do all that he can to see it through til the very end.
Weaknesses:
Too Selfless: At times he gives so much of himself that fails to take care of his own needs. Sometimes there are those that take advantage of his good will.
Perfectionist: Zenith is a self-critical person so when things do not go perfectly, even if they are out of this control, it will eat him alive inside. God forbid if things go horribly wrong and someone gets hurt because of him.
Explosive Emotions: He puts everyone else at first instead of facing his own issues, so he bottles it up until he can't take it anymore. For all the times he lends a shoulder to cry on and be someone that everyone can rely on, he doesn't know how to ask that from others.
Personality: Standing at six-feet with a cold, distant aloof expression many would expect him to be unapproachable, but in reality, he is a very kind and honest person with a strong sense of duty and justice towards his fellow man, even if he does not know them. He is the kind of guy that will sit there if someone needs to vent or talk and listen for as long they need him without judging them. A patient man, he does not tend to resolve issues with violence, but with words if it can be avoided. A surprisingly sarcastic person with a sharp tongue. Enjoys quiet time alone because even though he loves people, it exhausts him to the point he becomes a much more irritated person. At the same time, he is thick skinned and incredibly disciplined man with absolute focus. It is almost impossible to piss him, but it happens and it's not pretty.
History/Bio: Do the right thing, that was the lesson that was hammered into Zenith growing up. His parents were Rune Knights, his grandfather before then, and before them there was a tribe they descended from named Uru that protected Fiore long before the kingdom was established, where an agreement that their people would serve the kingdom in exchange to letting them continue on their traditions. They strove for ideas of justice and service to the people of Fiore. They were everything that all knights strove to be, even until the moment they died protecting people from dark mages.
It was to no one's surprise that Zenith decided to follow into his parents' footsteps to become a Rune Knight as well. He enlisted and trained at a military academy to become a disciplined, powerful soldier and when the time came, he sure enough earned his spot in the Rune Knights. He did not even last a year.
The issue was not resolve, laziness, or any sort of behavior that would be disgraceful to the Rune Knights, it was quite the opposite in fact. Zenith was assigned to a precinct Hargeon Town and while there, he discovered that there were multiple people fudging the numbers on the amount of arrests made to make it seem like they were accomplishing more than they actually were. Of course, he investigated and brought evidence in the form of audio recordings and documents to his superior officer. His superior told him that they would look into it. This was the biggest mistake of his life.
It began with his peers harassing him, then given an extra workload only to be given a poor performance review no matter the result, and then he noticed that other Rune Knights were actually following him everywhere he went. There was no debate that this was some sort of intimidation tactic, but it would have taken much more to deter Zenith from doing his job...and they were quick to realize it.
Zenith was arrested and charged for conspiracy of leaking classified info to Dark Guilds, a crime that he did not commit. He was held in prison for two months and when the day came to the trial, the charges against him were dropped due to lack of evidence, but he knew that this was simply just a message to him; that he was completely powerless and if he ever stepped out of line again, they would make every little moment of his life into a hellish experience.
He had been intimidated, disgraced, and humiliated. His career was dead in the water and there was no future for him in the Rune Knights, even he could see that clearly. The only thing left to do was to leave, but not without a parting gift; he made sure that he had copies of the evidence he compiled for the fraudulent data and dropped it off at newspaper because if he was going down, it may as well haven been in flames.
Problem now was that after having that criminal charge on his record and the media shit storm he caused, his job prospects were nil at best. No corporate mage guild was ever going to hire him and he barely had any other skills besides being a soldier. Desperation led him looking for a traditional guild he heard through passing somewhere in the alleyways of Crocus. Well, he found it and met the guild master, Torys, who accepted him into Fenixtear as one of its newer members.
Extra: Is a damn good cook. Will drink you under the table. Eats french fries with mayo.
A Caster Type Magic that creates portals. The magic operates on a basic principle - objects go through one end, and come out the other. Inertia generated in the instant while going through the portal is retained. Distance and number of portals created are entirely dependent on his magic power. His upper range for his portals is 3 kilometres if he really strains himself and is limited to single portal. His effective range in combat is 500 meters.
Lock Out - Marduk is capable of locking out specific, non-living things from entering his portal. Ex. If a man jumps into a portal configured to lock out clothes, the man comes out the other end wearing nothing.
Shadow Portal - The portals created are invisible to the naked eye. Creating these portals require great concentration from him, which, if broken, are broken.
One for All - Creates a specialized portals a single entrance point can have multiple exit points. Choice of exit points is entirely up to him.
All for One - Creates specialized portals where multiple entrance points have a single exit point.
False Portal - A fake portal is created. It is neither an entrance nor exit point, and attempting to touch it will simply make it disappear.
False Portal: Trap - A fake portal that is loaded up with magic. Interacting with it causes it to explode. The strength of the explosion is dependent on how much Ethernano he places on it. The maximum yield of these explosions can level a small house.
Magic Rank: B
Equipment:
Magic Cane - It's a cane that's also magic. Makes the canes tapping louder.
Strengths
Wealth of Experience The man is a legend in his own right, even if that legend is now faded. But where his body might be fraying apart, his mind is still as sharp as ever, and with that comes undiluted all the experience and tactical expertise that he's acquired over the decades. Outside of combat, he's an excellent organizer, book-keeper, and he's great at giving life advice!
Mind of Steel Even when he was younger, his determination and mental toughness have been the stuff legends are made of. Pain may as well not exist to him and on the magic side of things, good luck using any kind of magic that interferes with his mind.
Massive Strength and Magic Capacity Though his stamina and durability have deteriorated massively, he still boasts an impressive physical combat ability that allows him to hold his own in the short while that he's in good condition. Fighting him recklessly and underestimating him therefore promises the aggressor a surprising amount of pain.
Weaknesses:
Past His Prime Old, injured, and physically past his prime, there's a reason that in the guild, he has the least amount of completed quests and is usually found keeping house rather than adventuring. While still a considerable force on the field of battle, he cannot keep up a fight for long - at most, he can fight at maximum strength for 8 minutes - not to mention many other skills of his are greatly diminished.
Bleeding Heart Has always been this, and is in fact the cause of many of the injuries that now inhibit him. He's risked his body to permanent injury many a times for the sake of someone else, whether or not he gets recognition for said deeds, and perhaps even worse, even if the person he is trying to save is directly opposed to him.
Weak to the Youth Will flat out refuse to hurt those he considers children, instead attempting to subdue them, if use of force is required. Dotes on the younger ones a bit too much.
Weak to Damage In his younger days, he was a durable powerhouse, a veritable brick wall that made fighting him an exercise in pain and frustration. This could not be further from how he is today. His body is a shadow of itself and he seemingly takes damage too easily.
Personality: Marduk is a patient, tolerating man, though firm and does not turn a blind eye to wrong doings. While he seems slow to act, the truth of the matter is he is merely considering other angles of approach and once he has settled on one, he decisive and final. With regards to conflict, he is not adverse to it, in fact encouraging it as a means to grow - however, combat is another, and while he is not a pacifist, he will most likely try to resolve things with words, before resorting to dragging their face across the curb.
Not exactly a quiet old man, Marduk is quite chatty and enjoys a good conversation, even if that conversation is quite literally over nothing. Generally friendly, there are few things that actually anger him - particular among those is the harming of children, and the deliberate, malicious manipulation of a persons' feelings, particularly between family or lovers. When faced with such things, even his anger is cold, and in acting on it he is calculative, precise and incisive. Forgiveness, therefore, rarely comes, either because the perpetrators have been punished duly, or there is no one left to forgive.
History/Bio: A former Wizard Saint candidate and local legend, Marduk was once part of the Magic Councils' personal forces, with him in particular being assigned to missions that required overwhelming force and swiftness. His record of completed missions, should said missions be classified as quests, his tally would be:
100 Year Quests: 1 10 Years Quests: 7 SS Class Jobs: 22 S Class Jobs: 117
However, as none of these were official quests, he never received monetary compensation for them - not that he minded. For him, the objective had always been to serve the people, to the best of his ability. Marduk was not a man of extraordinary background; born to an ordinary couple, his father was a magic tool manufacturer, while his mother was a school teacher and writer, there was nothing that would indicate him as a special existence.
But perhaps that was a driving force in and of itself. He was born with talent and innate magic power, yes, but also an appreciation for the 'normal' things in life - to be sad without tragedy, to be experience happiness over the littlest things, to be angry without atrocity as its cause, to love without reservation and without ulterior motives. It was growing up in this atmosphere that strengthened his resolve as he grew into his magic.
Guilds were too commercialized and joining the Rune Knights was, in his eyes, inefficient. Working as an independent mage he caught the interest of the Magic Council. They who inducted him into their forces, and directed him in what they believed to be the most efficient and effective way of helping others. For a time, he was content with his role - he felt as though he were doing good, and oftentimes he could visibly see the effects of his actions and feel pride in it.
However, as he grew stronger he also began to realize that not all was right with the direction of the Magic Council. They gave lip service to their creed of serving the people, but oftentimes it felt as though they would forgo the spirit. The sense of accomplishment from before had gone. Even as a Wizard Saint he would often find himself at odds with the council and some of his fellow Wizard Saints, frequently questioning their directives and challenging their decisions. There were even times he nearly came to blows with them.
Marduks' sense of justice would not fold however, and as time went on his influence and power grew. He was not the only one dissatisfied with the direction the council had gone, and there were many dissidents in the council that saw him as a rallying figure. Slowly but surely he began to take steps to direct the council back to what he saw as an organization that served for the good of the people, and encouraged the wonders of magic.
That it would all come to a crashing halt was perhaps, a result of his own hubris.
It was supposed to be a routine purging of a Dark Guild - a simple task, one he done dozens of times before, and not even the most dangerous task he had done. The Dark Guild in question was large in number and their members were fairly skilled, but the outcome was never in question. It was the aftermath that was troubling.
The Dark Guild in question was nothing special, at least when compared to other such guilds... except for one thing. The guild master had a child, a child that not only bore witness to the destruction of her home, but also escaped from it. Her freedom would have been short lived - the people who were after her disliked loose ends, and for a girl her age, escaping from their notice forever was impossible.
It was her fortune that she did not escape Marduks' notice either. Marduk confronted the men after her - fellow members of the council that had accompanied him in the guilds' subjugation. He demanded they turn back, to leave her to him. He had seen them in action - among the many dead during the operation, the 9 men he confronted were responsible for most of them. There was something off with how they acted, and their preference for killing instead of subduing set off alarms in his head.
He supposed he shouldn't have been too surprised when they turned on him and attacked, accusing him of going against the will of the council.
Though he would emerge the victor in the ensuing battle, he was left crippled and cursed. It was through sheer will alone that he survived long enough for help to arrive and heal him. Blind, deaf and paralyzed, the following year felt like a personal hell as he struggled to recover, and once he did, it felt as though the world had changed drastically.
His opponents in the council had made their move, taking advantage of his time confined in a hospital. Cutting him off from his support base, manipulating key backers into their favor, it felt as though the rug had been pulled out from under him. He no longer even had the power to investigate the men that had attacked him. His work that he had been for nothing, turned to dust at the hands of shortsighted men and power hungry tools.
And yet still, that might have been a minor setback, were it not for the fact that he was no longer a Wizard Saint. The fight had damaged him permanently. From an S-class juggernaut, he became a shadow of his former self. With his loss of title and power, he could not even mount a comeback against the men that had undermined his efforts.
In the following years, he faded into the background, still trying to do good when he could, but no longer able to influence the council as a whole. Eventually, he asked to leave the councils services altogether, and returned to life as an independent mage. In that time he felt as though he were wasting away, watching as the Council began its unstoppable march into a road that he felt promised many things, but with happiness not being among them.
It was around this time that he'd heard of the founding of a guild - not just a corporate guild, one ruled by money and ultimately by the powers that be, but one that followed the old ways: the spirit of adventure, family, and a love of magic rather than money. He came to the conclusion that even if he was no longer able to change the council directly, that would not stop him from helping the ones that could. Their power came from the money that came from the guilds. If the guilds no longer cared about money then perhaps the council would follow suit?
After all, what better way to cut out a tumor, then by its roots.
Extra: Likes playing board games.
5'0" (152cm) 92.5 lbs (42kg)
Name: Vashya Rafflesia
Age: 11
Guild Mark Location: Right Hand
Magic Type: Erosion Magic
A type of Black Magic that focuses on the accelerated breakdown of an objects existence.
Touch of Rot
Vashya's touch causes an accelerated state of decay. The longer an objects natural breakdown is, the longer it takes for the magic to eat through it. Vashya's magic potential limits her from doing anything more than eroding things plants and rocks quickly.
Center of Erosion
Vashya can imbue an object with her magic and cause it to become a focal point for the erosion to spread. Objects touched by imbued will be affected as though touched by herself.
Chain Breakdown
From a single touch, objects that are linked physically to one another are affected by her magic and proceed to breakdown.
Shadow of Miasma
Creates a mist that slowly erodes that which comes into contact with it. Though not as potent as her other spells, it also confuses the senses and is thick enough to blind those caught within it.
Tendril Erosion
Vashya cab create a tendril from her magic that can extend the effects of her magic, acting effectively as hands. Can choose whether or not to affect what it touches.
Magic Rank: D
Equipment: - A pendant from her mother
Strengths:
Inquisitive Curious and keen to learn, Vashya unhesitatingly looks for questions as much as she looks for answers to those questions.
Intelligent Vashya is more intelligent than the average child her age. Her learning and retention ability are easily prodigy level. She rarely forgets things she's seen and heard, and is often able to apply the things she's learned to solve out of context problems.
Patient A shared trait with her father, though not quite the same. While she still often acts impulsively and without thinking, when she has a set goal in mind, her focus sharpens and she's capable of holding herself back a great degree in order to achieve her objectives.
Weaknesses:
She's 10 Impulsive, unfocused and generally just does what she wants because it's fun; touches things she shouldn't, eats random things off the floor like a child half her age, and generally dislikes being told to stop the fun thing that she's doing.
Seriously she's tiny Well, not literally - she's actually quite tall for her age, however she's 10; quite fragile, still developing bones, and very much shorter than everyone else in the guild.
A literal child Keeps secrets because someone gave her a snack to keep quiet, forgets to keep things quiet, sneaks off without telling anyone where or why and likes to bother people not just to satisfy her curiosity, but also she likes bothering people.
Personality: A naturally curious and not at all withdrawn child, Vashya is energetic, constantly looking for things to do, and takes an interest in everything. An emphatic person by nature, Vashya is sensitive to the feelings of those around her and often is easily influenced by the emotions of others. She takes joy in simple things and is open with her feelings and expressions. Although not as tempered as her father, she is patient and willing to delay gratification in pursuit of a greater goal.
While she can be petulant and whiny, it is rare that she is ever truly angry - and her anger is very much unlike that of a child. Perhaps even more so than her father, she can be vindictive and calculatingly cold when enraged.
History/Bio: The only child of a single mother, Vashya was often told that she was her mothers dream and precious treasure. For all the years that she lived with her mother, she was taught the magic of her family. For awhile, Vashya was happy with that - her mother showered her with love and praise, and she enjoyed the feeling of using her magic. It came so naturally was as though the magic was made for her!
As she got older though, the training became stricter and stricter, and punishments for failures became harsh and cruel. Her mothers personality became manic and frantic. There were times where Vashya would catch her muttering to herself in the corners of her home, her eyes empty. At times her face would become so distorted that Vashya failed to recognize her, and hid in her room out of fear. Always her mother would be waiting just outside her door, a smile on her face and with words to placate and assure her everything was fine.
It turned out that her mother had been possessed by an Etherious Demon, who had possessed her mother and groomed Vashya as her new host, one fit to hold its power in full. Vashya was unaware of this, but the change in her mothers personality was a result of her mind and body breaking down as it failed to fully fuse with the demon.
On the day that her mother died, she was found by child-services, who had come upon hearing reports from neighbors about her screaming the night before. She was catatonic and unresponsive, clutching to a letter her mother left her. It instructed anyone who found her to bring her to the man that was her father, and to explain the circumstances of her death, rather than to send her off to an orphanage.
Extra: The demon sometimes talks to her. She's quite friendly with it.
"I complete my missions by any means possible. Bite that onion and swallow."
Name: Cloven Brevis Age: 15 Guild Mark Location: Left Hand | Dark Blue
Magic Type |
True Black Magic is a caster-type magic based in the darkness element. True Black Magic was the name told to him by his one-time mentor. Like most elemental magic it can be shaped into both offensive and defensive spells, typically in the mold of the user's creativity. The difference between True Black Magic and the others of its ilk, is its ability to absorb an opponent's strength as it own. And its special interaction in concerns with White or Holy magic as whole (has yet to be discovered by Cloven).
Spells |
True Black - Mold Break is a spell that fills minuscule spaces with his magic. Cloven typically uses this spell to escape from non-wizard proof jails or during exceptionally creative or situational instances a spell or two. One good example of such is filling out the breaks or crevices of walls or barricades and forcing them apart or to shatter in a controlled manner.
True Black - Gentle Intentions a spell that coats any given body part with a thin coat of his dark magic. This enhancement strengthens his mortal blows with magic and adds the effect of absorbing some of his opponent's magic with every physical contact. The drain is judged by how prolonged the contact is.
True Black - Great Black Void is a defensive spell in the shape of a dome twelve meters around the user. The spell's true genius comes in its ability to take a mighty mighty punch, for it drains spells' as well as takes the blunt of its metaphysical strength.
True Black - No More was devised with Cloven in mind by his one-time mentor. Its a boon to all his faculties; strength, speed, defense, and his senses. There is however a secret restriction; an emotional response coupled with more positive intentions and a mortal fear must be present. As with all great boons, for now at least, it can only be relied upon for about ten minutes and exhausts him for most of the next day notwithstanding exceptional healing magic.
Magic Rank: B-Rank Equipment: N/A.
Strengths |
Creative - Cloven is a deep-thinker and when luck is on his side, this often manifests in peerless solutions to impossible problems. On the outside, in a casual-sense, this shows itself in the dreamy way he observes the people and environments around him.
Sustainable Magic - Sometimes his magic has adverse, if not wholly surreal effects on his surroundings. Typically it can warp inanimate objects, unbidden like gravity, but not even Cloven can explain the lackluster effect most magics tend to have on him.
Fighter to the Core - Cloven is a fighter, trained in the martial arts by The Son and Syra, he is most confident in this aspect of himself. He bends with his opponents assault, looking for opportunities to strike a decisive blow.
Weaknesses |
Pathfinder (Helpful to Fault) - His greatness weakness is perhaps those few beings of a genuine sort. Even if their choices would later present a cataclysmic result for him later, he would rather them follow their own path. In fact, he's likely to pave that path for them.
Aimless - Without orders or someone driving him towards a goal, Cloven is usually inert. Of course this can be a issue in a more nuanced manner. Large-scale missions might have unforeseen problems, problems that could cut Cloven from his superiors. Leaving him more or less to his unprepared devices.
Thinker - Cloven is analytical powerhouse. But this backfires on him half the time. His brain attempts to solve issues that hardly exist and because of this he can be stumped or bogged down by too many choices. This is often shown by a glazed-over look and a potent lack of movement.
Personality: Cloven has always held a core numbness in him. Since his childhood to the present day. It manifests in the hardness of his golden eyes or the silent dismissal of others, pushing them away unbidden. That's not to say he wants to push people away or despises people, he simply reacts in the way he knows how. That solitary-like disposition gives him plenty of time to observe and ponder. This in turn allows him to spot certain patterns in missions, people, and situations, that when successfully exploited boosts his confidence little by little. He gets his jobs done and usually is praised for such by his superiors, if not predictably, hated by his comrades. He's learned to ignore the sodden pain of being hated and more times than not, will simply bury his worries beneath the numbness, whether that be physical or mental. This in turn, has spawned a awkwardness in him. He has a casual mode with those he's handpicked, where attempts at humor and bare-naked naivety is flashed in full.
History/Bio: Born in a little hamlet village in Bosco, Cloven lived the majority of his youth as a farmhand. His lack of parents would spare him the sorrows of the other children, when the raid occurred. Raised within a band of mercenaries called the Black Jester, Cloven was a tight-lipped boy who sought only to stay alive. The band, headed by its enigmatic and supposedly merciless leader The Son usually replenished his forces by raiding villages off the radar of most authorities and governing forces. He migrated throughout the Earth Land and before long had collected an assortment of youngsters.
The tasks of the 'Little Jokes' were to steal and sow chaos within the unsuspecting villages they planned to raid a month or so in advance. They were pickpockets mostly but some of the more sadistic tykes were killers. Cloven in particular was a lousy pickpocket which explained his extended stays in various cells and dungeons. Before the deadly screams, fires, and rapturous laughter would inevitably erupt on raid night, he would come to enjoy familiarizing himself with the patterns and inconsequential ticks of the people watching him. On the dreaded raid night, he was usually found by The Son's right-hand--his daughter; Syra--and ceremoniously released and told to return to the pens (the Little Jokes holding tent).
It was a stale, golden leaf day when Syra called him away from the other Jokes. With melted-ice in her eyes, Syra recounted the near gloried hope that her father had for Cloven. That on the day they had whisked him from his decrepit home, there was a numbness in Cloven's eyes that her father found familiar. There was notes and journals that her father kept from his past. One of which he kept closer than the others. One that was foretold by a desert witch of his encounter with True Black . Syra, with the mute compassion she usually handled Cloven with, reassured him that he was that True Black.
And in her words that, "The dawn's dead 'Little Devil', you start training with The Son tomorrow."
Within a hour he was introduced formally to his one-time mentor, The Son. To his silent surprised, The Son was actually a women and all the secrecy behind her was warranted. Of course now all those velvet locks were unlocked, blown wide open by his supposed importance to her. The Son assumed she was a cursed wizard, a Demon of sorts. She was ageless and apparently, if not already obvious, deviously smart. The Black Jesters were an excuse at most, a shelter for her very existence. And everything she had done was tempered with patience and a keen eye. Syra was a fragment of her, splintered off using her own power. As for Cloven, he was apart of a fortune telling that happened a decades ago and made The Son feel a sensation upon glance, when she had believed sensations had left her all together. So on a whim she took him.
"You are little more than a trinket to me, Cloven. You are not chosen, you are not special, and lord knows you'll become less than feed for the animals at the end of your path. Even still... I cherish you. So I will help you live until the time of your death comes." That was the kind of teacher, The Son had turned out to be. She did her job and she did it well; teaching him the magic that came easiest to him, fortifying positive habits, and beating negative ones out of him. Randomly, The Son sent him off to Fiore to join a guild in Crocus. He obliged to her demands as usual, now softened with years of companionship from herself and Syra.
He joined Fenixtears a month ago, sliding into their daily lives in much the way a echo stalks sound. He has yet to make much of an impression on anyone but he feels an odd gravity towards one of S-Rank mages. The oddity has spooked him into an opposite reaction, resisting the urge to be around her and instead shying from her very presence.
Name: Asher Lancaster Age: 22 Guild Mark Location: Upper Right Arm
Magic Type: Forge Magic. As the name suggests, his magic gives him powers associated with the forge/smithing at his fingertips.
Spells: -Forge: With adequate metal materials at hand, this allows Asher to quickly form an item. Can also be used to repair damaged objects.
-Scrap Shooting: Channeling materials within a metal object, this causes said material to fire outwards towards the direction the caster is pointing. Number of shoots from an object depends on the size of the source. This can leave the source damaged or completely destroyed, depending on how much material was lost.
-Heat Metal: This spell causes whatever metal created object Asher is gazing upon at casting to quickly heat up to burning temperatures. Those who are or do come into contact with the affected metal will suffer a mighty burn. Normal range of this move is within 30 ft, though with full concentration of this spell alone, can double it to 60.
-Tempered Touch: Sliding a finger alone the edge of a metal object, this spell will cause the touched surface to heat up to near melting temperatures, boosting the power of the object.
-Furnace Blast: As if calling forth the heat of the forge, Asher fires a cone of burning heat out from his mouth. Strongest within 15 ft, as effectiveness quickly drops off past that range. Repeated uses in rapid succession can put great strain on Asher, preventing use of it for an extended period of time.
-Galvanize: A defensive technique that takes metal material and has it form around his body. This increases his defense of his body (either partially or fully). While activated, the parts of his body under this effect will have some restricted mobility to compensate the increase in defense.
-Will of the Forge: As if becoming the forge himself, Ashers body produces blazing heat in the area surrounding himself and has an increase to his physical ability. While potent, this effect will quickly strain Asher after a few minutes from activation. When the spell ends, Asher’s body will become sluggish as he enters a “cool down” phase. This also may, to his embarrassment, destroy any clothing on him that can’t survive such high temperature over said time.
Magic Rank: B
Equipment: -Short Sword -Belt holster strapped with a bar of iron on each side. -Iron Gauntlets
Strengths: -Loyal: To his friends. To his guild. Whoever you may be, if you are looking for someone to have your back, Asher will be your man. To him, loyalty is something that is held to high regard.
-Work-Ethic: Asher will always strive to give any mission or task 100%. If you’re going to do something right, you must work for it.
-Physically Fit: While Asher May not have the pure muscle size often associated with most blacksmiths(due to his magic cutting down a lot of the physical need of such muscles), Asher’s body is well toned and ripped underneath his attire.
Weaknesses: -Material Need: His magic often relies on having metal available on hand to use properly. As such, he finds himself uncomfortable in situations where he has limited access to such materials.
-Holds Grudges: Asher is not the type to forgive and forget. If someone has done something that has offended him in someway, it will take time before he will let that go.
-Hoarder: Never wanting to waste anything he feels he may be able to use later or finds interesting, it’s not surprising to find his room or work area loaded with materials and other various items.
Personality: Asher is the kind of guy who will immerse himself into work if left alone, sometimes even missing meals because of it. While not generally one to initiate social interactions, he’s willing to listen and offer his own advice if the other party is looking for it. This is especially for those he considers himself close to. He holds strong bonds in high regards.
History/Bio: Born to a small village in the countryside, Asher was raised in a home of craftsmen, as his father was the local blacksmith and his mother a tanner. It was in this environment that he too wanted to initially follow in his parents footsteps when he was younger. It wasn’t uncommon to see him hanging near one of his parents and asking if he could help.
It was during one such time helping his father work in the forge when Asher discovered his magical ability, when he ended up turning some iron laying around into a tiny, crude looking sword. In discovering this, Asher was quick in testing his powers in order to be able to use them to assist his father when able.
While things went well for a time, as the years went by, less work started to come up for their metal working. As cheaper, more streamlined and mass produced products were coming from the city, it became harder to get as many customers to come for independent work from a small scale blacksmith like his father. The final leg in the coffin came as his father injured himself as he tried to finish an order that was too much for him. Thus, his father ended up deciding to close up shop. Asher pleaded to him to allow himself to take it up in his stead. But with a heavy heart, his father told him he should head out into the world, his skill wasted stuck in a small place like this. With reluctance, Asher agreed, leaving not long after that for the city of Crocus.
On arriving in the city, it wasn’t long before his magic caught the eyes of several local guilds. However, when Asher visited each guild, he found himself put off by all of them seeming to focus on turning a profit over doing good work for their clients. Feeling this was all the supposed guilds we’re going to offer, he was on the verge of just leaving town. But returning back from the last rejected guild, he heard of a rumor about a guild named Fenixtears, that didn’t conform to the norms of the corporate like guilds he visited previously. And upon just a short meeting at their guild did he decide this is the one he wanted to join. Though just a fresh recruit, he plans on proving himself and making a name not just for the guild, but himself too in the coming days.
Affiliation: Fenixtear, the guild mark can be found on her left shoulder blade and is a dark red color
Equipment: A bag of holding to contain her various outfits, wigs and make-up kits as well as any other misc item she might want to carry. Also to store a jar of dirt for when she needs to pretend to be a farmer, or possibly pirate captain.
She also goes nowhere without a trusty dagger hidden somewhere on her person
Personal
Personality: Alina is, at heart, a true actress. A perfectionist that leaves no stone unturned in her preparation for whatever 'role' she must play for a job, that attitude to her work being the same whether it be through gathering information or simply making sure she has exactly the right amount of dirt on her to pretend to be a farmer.
While to most, Alina comes off as a kind, gentle soul, this is simply her favorite act to play. As any who knows her personally will attest to, however, she is a manipulative, often heartless individual with a lack of sympathy or empathy for others as she toys with, uses, and then abandons others at the drop of a hat. She views others as simply nothing more than a tool to advance her agenda, not afraid to resort to any dirty trick or deed to get the job at hand done.
Perhaps as a side effect of pretending to be so many people, but when all is said and done, even if one were to uncover the truth behind Alina, one would struggle to discern what is real or fake about the girl, the truth buried beneath her plethora of personalities, traits, and acts. Not even Alina seems to be aware of which persona within her is the real one. Does she simply do this because it's all she's ever known? Or because she wishes to? Does this make her happy, or does she only think it does because that's what she was raised to think? The girl wouldn't be able to answer.
The one thing she does know for certain is that she wishes to forge her own path forward, to break free of her parent's ever-looming shadow, and to become her own person.
Strengths: Oscar Winner: With a natural talent for acting befitting her magic, she seems to swing into various personas and acting seemingly with ease. The more she knows about her 'role', the more seamless the transition.
An Eye For Small Detail: It doesn't matter how minor detail about a person it may be if she deems the person to be of some use she'll remember every gray hair tucked behind their right ear if she must.
Reconnaissance Queen: Combined with her acting, magic, and ability to manipulate, as well as her habit of scrounging up every last bit of information from everyone even the old lady down the lane, she is one of if not the most efficient information gathers in the guild
Not Just A Pretty Face: Alina knows her stuff, doing extensive reading on all sorts of matters and subjects let it be math or various magic so that she can pull off her act as close to perfect as possible
Weaknesses: Apathetic: Despite her seeming mastery over the range of human emotions, she is unable to empathize with anyone which can lead to rifts between her and others.
Talentless Fighter: While she is no mug in a fight, she tends to be outclassed rather quickly whenever magic becomes involved due to the more niche nature of her magic.
Curiosity Killed the Cat: She has gotten herself in over her head many a time and as such has a habit of needing bailing out or rescue, much to the ire of any potential teammate.
Too Into Character: She does anything to stay in character and not break the immersion, meaning she’ll do anything that the ‘role’ would do even if she sees no benefit in it.
Backstory: While Alina surrounds herself with many stories, lies, and rumors as to her exact origins, with enough digging one would find that Alina is....no one. She seems to have no family history, at least any linked to her name, nor any prior records of actually existing pre-Fenixtear. Any attempts to get her to personally spill the beans is often met with the changing of subjects.
However if one were to gleam her origins, they would find out that she was indeed once a member of a somewhat well-known guild, known as God Hand, that specialized in some rather...unsavoury activities. Her parents were founding members and often were employed as spies, assassins, or the sort. As such, she was raised to be the perfect combination of all the above, receiving only the best tutoring that money could afford.
With her family being well off from the rather well-paying jobs they often undertook, she often got anything she asked for from her parents, living a spoilt life if not for the constant, rigorous training and studying she undertook. Eventually, however, she grew sick of living under her parent's thumb; constantly stuck in their shadow, compared to them whenever she made any minor or major achievement.
So as any good rebellious 16-year-old girl would do at the time, she quit the guild and ran away from home to forge a reputation and path that she could call her own. One that would surpass her parents, and the guild as a whole. She would use the skills she had learned to get by in the world, there was always a goodie two shoes or two she could sucker into letting her stay for the night or offer her a meal. Then much like a parasite, she would leech them of anything of worth and disappear into the night once more.
As such, she didn’t stay in one place for too long, as unsurprisingly she made a fair few enemies along the way, some more intent on payback than others. And even if they weren’t, there was always that possibility.
Eventually, one day while she was playing the part of a waitress at an inn, she overheard some interesting information. A new guild had opened in the area, and with it, an opportunity arose. She had missed the security a guild could offer, but was too stubborn to return home. She was also concerned her parents would find her if she ever went to a mainstream guild, however a guild almost no one had heard of and was a complete nobody? Perfect, especially if she could get them under her thumb.
Already devious machinations began to form in her mind, endless possibilities. And thus, once more under the cover of night, she would steal away to fill her ambitions.
Magic
Imitation-B Rank An imitation can never replace the original...can it?
Much like the name implies, Imitation is caster-type magic that...well, imitates other people. Upon a prolonged touch, Alina can copy the form and magic, to an extent, of others. She is unable to copy other's memories/experiences, personalities, or the like, and instead leaves most of that up to her research, talent, and guesswork. She is also limited to humans at this point.
She can copy a person physically down to every last fiber of their being, and while she gains access to their magic, it is an inferior version and the gulf is more noticeable the stronger the individual she pretends to be in comparison to herself.
This doesn't include any items a person may have had on them, whether it be a magical item or simply the clothes they were wearing.
Other
- If one is lucky enough to find her hiding place, she can be found practicing her various roles or even some more famous roles from plays
-While in a fight with other mages she will easily be overwhelmed, Alina is dangerous in close quarters. Especially so when underestimated or with the element of surprise
-Alina has a fondness for cats and fluffy things in general
Akemi
"To prove my worth, I will protect everyone."
Essentials
Full Name: Akemi Desdemona
Nickname(s): Kemi, Kem
Gender: Female
Age: 16
Birthday: 21/06
Affiliation: Fenixtear, the guild mark can be found on her stomach and is a light yellow color
Equipment:
Personal
Personality: If one were to describe Akemi after meeting her for the first time, words such as cold, calm or collected would be the first to spring to mind. And from the outside, this very much is the truth. But what is shown on the outside isn't always reflective of what's on the inside; despite popular opinion, Akemi is actually a rather emotionally fragile individual who, despite her best efforts, is simply unable to express herself in what many would deem a convention manner. While she tries her best to interact with others, her almost unnatural disconnection to others is laughable at best, absolutely pathetic at worst. While most might be more openly expressive than Akemi about their emotions, Akemi has far more simple and subtle changes in body language, tone, and her eyes which generally only those that know the girl are able to pick up on.
Innocent and pure-minded, Akemi has a naive mindset and is a rather gullible and impressionable person with a rather childish view on the world, seeing and believing everything as white or black and ignorant of the gray in between, in part due to her incomplete learning and her sheltered life. Between this and her honest, open nature she tends to sprout nonsense that embarrasses those around her or cause/lead to several misunderstandings. She is of the belief that those with power should always protect those without, and will not hesitate in her convictions to let those that bully those weaker than themselves this very simple message.
Within Akemi burns a surprisingly hot passion to be of use to those around of her, her main belief that if she can protect others than that is what she should strive to do no matter the cost to herself.
Strengths: Loyalty is a virtue: As anyone close to her can attest to, if one is to befriend Akemi then they would have a friend for life, through thick and thin, and she is just able willing to do anything to help them.
Justice Always Prevails: The powerful should protect the powerless, a simple belief that Akemi follows with surprisingly stubbornness. She (almost) never relents on this very simple belief, and so long as she believes Justice is on her side she believes good will always pull through
Forever an Optimist: No matter how bleak a scenario may become, Akemi looks to keep focused on the possibilities of the future rather than the bleakness of the now, believing that there's always a way out so long as they kept fighting for it.
Weaknesses: Sickly Girl: Despite her vastly improved health, she is still rather inclined to sudden fevers and illnesses, especially if she overuses her magic.
Inexperience Is Costly: Due to her upbringing, Akemi is inexperienced both with reality and fighting, and this very much shows when she struggles to cope with dirty tactics or deceitful or misleading people
Wants To Please: Having grown up neglected by her father, Akemi simply desires praise or acknowledgment from those around her, doing things that might be dangerous if she believes it will be of help.
Backstory: Akemi grew up never knowing her mother, who died due to complications during childbirth, and neglected by her father for reasons unknown to even herself, and thus her childhood. As such her upbringing differed from the rest of the families that are descended from the Uru. Owing to the neglect from her father and her own weak constitution when she was younger, she lived a life cut off from the outside world for the most part, the only time she ventured out was with her grandparents, her education also coming from her elderly relations. The Uru are a tight-knit community however, so it was only a matter of time before others began budding in when he grandparents inevitably took her in when she was about six years old. Namely, the best friend of her grandfather, who would bring his grandson along to visit the girl whenever he did. The boy's name was Zenith, and despite some particularly awkward first interactions, as the girl was shy and unsure how to act towards the older boy, she eventually warmed up and the two became almost inseparable during gatherings or when he visited her, the younger girl trailing after him like a lost puppy.
She grew up looking up to the older boy, viewing him as the older sibling she never had and something to aspire to become. As time passed and she became of age, her grandparents would inevitably introduce her to the Take Over that their family specialized in, Angel Soul, despite heavy protest from her father. He would eventually relent as it would soon become known that she had already learned the magic; it was hereditary and had awakened within her, thus she would require training to learn how to control her newfound powers. As such she began to spend even more time around Zen, often getting a helping hand from the older boy passing tips onto the girl which she happily accepted. Zen would be her main sparring partner for the next few years, the fact that she never once beat him coming as no surprise. This only spurred her on to try harder, which in turn would cause her frail health to decline rapidly at times.
Despite missing often significant time due to illness, the girl proceeded to make steady progress on both her studies and her magic, though she had a noticeable drop in performance when Zen first left to join the knights. Though the dip didn't last long as she aspired to join the knights much like their own families had done and fulfill her desire to protect the weak. Though she remained unaware of what transpired with Zen, her grandparents keeping her in the dark purposely to avoid the long, awkward explanation they would have to give, she eventually caught onto the fact he was no longer a knight when she overheard her father talking to someone over a communication lacrima about Zen's appearance in the paper and a guild known as Fenixtear.
Zen had become a guild wizard? This was very much a surprise to the girl. Why wasn't he a knight anymore? Last she had heard about him, he had finished his knight training. Later that night, she would sneak out to read the paper in question to try and glean whatever she could about Zen's appearance, and what her family must be hiding from her. She didn't learn a great deal, except where Fenixtear was located. Deciding the best course of action was to go out and ask him herself, she much like anyone in her shoes gathered up whatever money she had lying around and set off in the middle of the night. Utilizing her father's communication lacrima, she managed to hire a lift from Obsidian Kite to Crocus and from there would just follow the stream of people heading to Fenixtear.
Initially, she hadn't planned on staying and joining the guild, but once her money ran out and she hadn't found him after a couple of days, little did she know he was just flat out in the kitchen out of sight, she saw little choice than joining or heading back home, where she was bound to get an earful for running away. Plus, if she joined the guild, it would only be a matter of time before she found him.
Magic
Take Over Angel Soul-B Rank
A form of Take Over magic passed down within a certain sect of the Uru tribe, and can only be utilized by this same sect due to their bloodline being blessed by the Archangel Uriel, their abilities mostly centering around this Angel in particular though they are capable of learning others if the chance to acquire them arises. And unlike other Take Over magics, each form has a number of stages one must clear before they are able to fully master the full powers of an Angel. Uriel has 4 stages, Akemi at her current level has mastered Stage 1 and is in the process of learning stage 2.
The basic, partial transformation stage of Angel Soul. In this stage, Akemi is granted access to Light magic at the most basic level as well as some more advanced spells and enhanced physical abilities. When activated, a soft glow seems to envelop Akemi as a halo also appears atop her head.
Beyond generic light magic spells, her notable spells in this form include: Angels Judgement: The most powerful spell in Stage 1's arsenal, Akemi traps her target inside a magic circle and brings down the full wrath of heaven atop her opponent in a massive beam of light.
Aegis: A forcefield appears around Akemi and shelters her from most attacks, though most S-rank mages should be able to break through this with little effort, A ranks a little harder while fellow B-ranks will struggle without some fire power.
Healing Grace: So long as Akemi keeps physical contact with her target, she is able to heal them of most minor wounds such as scratches or bruises in no time, however, more severe ones will take some time and magical energy to deal with.
Light Arrow Volley: As the name implies, she is able to fire a volley of arrows made from light at her target. She is able to change this out for any weapon she desires, though she seems to prefer the use of arrows.
The 2nd partial transformation of Uriel, her glowing becomes rather noticeable at this point, as well as the fact she sprouts a pair of pure white wings (which are capable of flight) and her enhancements become noticeably stronger. She has yet to get the hang of this form and thus is her last-ditch trump card at this point in time.
Her light magic becomes stronger while she also gains access to new spells, notably some support spells, as well such as: Bless: By placing her hand on an ally, a magic circle will appear which will give her ally a noticeable buff in their magical and physical abilities for around 2 minutes. To reactive, she will require to touch the same spot, though too many casts of bless on the same target over a ten minute period will not only reduce the effect, but also cause fatigue for the target.
Uriel's Light: By condensing her magic into a sphere, she is able to create a flash of powerful light magic that empowers all of her allies and weakens any she deems an enemy within a roughly 10 meter radius from where she launches the sphere.
Uriel's Guardians: Akemi is able to create beings of light to fight at her side, generally taking the shape of whatever she wishes though they're more commonly seen as 'Angel's'.
Aegis Armour: A variant of the Aegis spell, instead of creating a shield of light around Akemi it instead coats Akemi in a layer of light that protects her in a similar manner. She is also able to cast this on others, though she is unable to use it on herself in this case.
Aegis 2nd Stage: much the same as the 1st stage, however Akemi is able to target allies and cast it on them as well, able to target up to 3 allies. Unlike the armour variant, she can still use it on herself but must be counted amongst the three.
Angelic
While her powers are currently unknown in this stage, as she has yet to reach it, the only thing certain is that she will grow a 2nd set of wings and her iris's will become cross-shaped. Holy energy will radiate off every fiber of her being as she will soon reach the perfection of Uriel.
At this stage, she will have mastered Angel Soul: Uriel and become the embodiment of his full power. She'll have grown a 3rd set of wings, the color has changed to a dark red as her halo will become fiery in appearance and she will gain access to fire magic to enhance her light magic.
Other
Claims to be the younger sister of Zenith Zillard, and while not entirely untrue they are not actually related beyond their ties to the Uru tribe
Name: Bébé Pottle Age: 18 Guild Mark Location: Ankle on her left foot.
Magic Type:
Sleep Magic, A magic that allows the user to induce sleep on single or multiple targets.
Sleep Magic
Sleep Dust: With a flick of her hand, Bébé can release a spritz of glittering dust at her target, putting them to sleep. The range on this spell is short, so she has to be right in front of someone.
Dream Knock: The user creates bubble-like bullets that rush towards the opponent and immediately induces sleep upon impact.
Self-Hypnosis; Preservation : This spell allows Bébé to put herself to sleep. While under the trance of her self-induced sleep, she gains a subconscious sixth sense that makes her extremely evasive, acrobatic, and elusive. Her sleepwalking mode grants her supernatural self-preservation, allowing her to identify and escape danger without consciously thinking out a plan of action. For example, if she were being pursued by enemies faster than her (as this spell doesn't make her move faster or have greater agility), her subconscious instincts would drag her body to just the right spot to avoid getting surrounded, cut off, or captured. This magic isn't perfect, but it is fairly effective. She can wake herself up, but in doing so, immediately loses the the supernatural self-preservation.
Dream Visitor: This spell conjures a bubble like sphere that she releases into the air. She can command this bubble to float to someone, even over long distances just by thinking of them. If that person is asleep when the bubble touches them, it allows Bébé to visit that person in their dreams. Though she cannot control their dreams or nightmares, she can remain hidden and invisible like ghost, or make herself known so she can interact and communicate with them in their dreamworld. (While visiting someone's dream, she is unable to cause harm to the dreamer or boost herself in any way. She is simply a witness/visitor to the dream/nightmare, nothing more.)
Dream Stealer: After leaving someone's dream/nightmare, this spell allows Bébé to capture their dream or nightmare within the bubble and bring it back to her. She can then store this "Dream Bubble" for later use. Upon popping a "Dream Bubble", she releases that person's nightmare/dream into her immediate vicinity as a very realistic illusion. However, once she uses a "Dream Bubble" (from popping it), she cannot reuse it again. The illusion is most effective against the person from whom she stole it from.
Magic Rank: C Equipment: Dream Journal: A journal she carries around with her to write and draw her dreams.
Elune: This is a magic quill pen. It floats about and writes on its own, generally writing or drawing what Bébé subconsciously wants it to without having to verbally command it to do so.
Portable telescope: A portable telescope she keeps strapped to her back for stargazing.
Strengths: Brave; Don't be fooled by her dainty exterior. Bébé is like a lion; courageous, headstrong, and unafraid to jump head first into an otherwise dangerous or dirty situation. She's a plucky and valiant little thing, not willing to let circumstances deter her from her passions and dreams.
Artist; A talent she developed at a young age after constantly sketching in her journals, Bébé can draw extremely well. Though she generally sticks to sketching, she is a magnificent painter as well.
Good Judge of Character; Despite being stuck within the gates of the circus for most of her life, she met many many different types of people from all over Fiore, unlike many people who are only familiar with people from their hometowns. Because of this exposure to so many different types of people, she's become rather perceptive to the different types of people and personalities that exist. She's a pretty good judge of character.
Weaknesses: Hand-to-Hand Combat; She's not a really good combatant with hand-to-hand combat. Will have to be trained from bottom up.
Claustrophobic; Bébé can become claustrophobic in really small enclosed spaces, causing panic attacks. This is one of the very few things that can break her typical visage.
Lost in her own world; Bébé is prone to getting lost in her own dreams and desires, sometimes to the detriment of others. She gets really passionate and single focused on things, which isn't always a good thing. She can become a bit reckless and some of her ideas probably aren't the safest or most practical.
Personality: Despite her lovely and delicate disposition, Bébé is a woman who is bohemian and carefree. Behind her benign smile belies an individual with a keen sense of self-worth and spunk. A woman of wanderlust and a free spirit, she goes where the wind takes her and doesn't like to remain in one place for too long, less she become timid and claustrophobic. She is infinitely imbued with a sense of wonder and discovery, scared of little and daring to do even the dirtiest of work. She doesn't like to get bogged down by the harsh realities of the world and can often become disinterested in things that kill her "vibe". Bébé is dreamy and a serial romantic (she's had several boyfriends up until this point), and likes things that are eclectic, unorthodox, and strange. She can be a bit emotional and moody though. Bebe can also be a little stubborn, pouty, argumentative, and bratty when she doesn't get her way. She's really in tune with her feelings and wears them openly on her sleeve for the most part. Some might refer to her as a hippie and a bit lazy, with her proclivity for napping, dreamlike countenance, and gaze like she's lost in a daydream. To be fair, she is a bit flighty and irresponsible due to her tendency to become consumed by her own desires and passions, sometimes at the expense of others. Despite this, she's a very sweet girl, and is good natured. The results just don't always add up. Also, she loves to nap. Did I mention that? She can take a nap pretty much anywhere.
History/Bio: The Star Circus. Ever heard of it? As the name suggests, the Star Circus is a circus of performing independent mages; a circus that only appears under the starry nights of Fiore. This circus is mysterious and elusive, hidden in the shadows of the sun until the song of the moon and the stars beckon its appearance once more, like a moonlight mirage in the distance. No one knows when the Star Circus will arrive or where it will appear next. The only telltale of its imminent arrival is by the appearance of strange letters upon every doorstep in the nearest city. Will you heed the call of the circus?
Aside from the performances and the beautiful tents and wondrous displays of magic, the Star Circus is famous for one other thing; the selling of stars. Yes, yes, they indeed sell stars to their guests and patrons. The Star Merchants, as they have come to be called, sell all manner of stars and for all matters of peculiarities. Lost stars, fallen stars, stars stored in jars, stars strung along chains to ward off evil magic, stardust for cakes that will bring the eater good luck, stars fragmented and shared to to ones lover for eternal love; but the rarest of their wares were the wishing stars, able to grant wishes to those who were lucky enough to obtain one. Wishful dreamers came from all over Fiore, hoping to get their hands on one of these rare and fabled stars, yet the acquisition of such a magical object was so rare that not even the Star Merchants can be certain when they will have another one ready. It has been 250 years since the last wishing star was sold, many generations of Star Merchants having passed without so much the smell of one, let alone the sight or touch of its composition. No one knows when there will be another wishing star, and most have come to believe them to be nothing but the fable of some cooky Star Merchant's imagination. Only the truest believers believe that the wishing stars are real.
Within the gilded gates of this traveling circus is where the heart of the truest believer begins, the story of Bébé Pottle. Bébé has two mothers, Sybil and Timothalé. Naturally, she has a father as well, but he was out of the picture long before she could consciously perceive the world around her. As the only child to Sybil and Timothalé, Bébé lived a rather sheltered life, and like a bird in a large golden cage, she was never allowed to leave the safety of the circus. She grew up hearing the tales of the wishing stars during her youth from her fellow circus folk family, but was assured that these were nothing but tales of fiction meant to allure the presence of patrons. But something about those stories of wishing stars and the wishes they granted pulled at her heart and her spirit. Within the crevices of her soul, she knew they were real.
After she was old enough to begin practicing her own magic, Bébé began showcasing her own attraction in the Star Circus. Her tent, Mer de rêves (Sea of Dreams), brought the dreams of her patrons to life. Her performance became a popular attraction within the Star Circus, but she grew tired of her life as a simple circus performer. She grew tired of her life within the golden cage. She wanted more. She dreamed of more. She dreamed of finding a wishing star, to prove their existence. She spent so much of her time stargazing and daydreaming, and drawing in her journals which stacked to the ceiling, drawings of peoples dreams and nightmares, and of the stars. But most importantly, the wishing star. Over and over and over, she drew pictures of the wishing star, its shape and size and color ever changing, but it was always the wishing star, and it was always the brightest of them all.
After Bébé came of age, she was no longer bound to the confines of the circus. She would set out on the world and truly experience it in a way that she had never been allowed to when she lived in the Star Circus. With her cat Blank, happy-go-lucky little brother Lém, and her quirky grandfather Ollivander (one of the only people who also believed in the tale of the wishing star), they would set out to uncover the mysteries of the wishing star and find those lost relics of time and wonder and dreams. Eventually, through peculiar circumstances, Bébé, Lém, and Ollivander would end up as members Fenixtear. Though truthfully, it's more like Fenixtear is providing Bébé and her family with a level of protection and security since a really tiny and obscure dark guild called Starless (their entire existence revolves around the Star Circus. They've been following the Star Circus for centuries in hopes of getting their hands on one of the fabled wishing stars.) They sent some of their mages to capture Bébé and her family, but were rescued by Fenixtear. Afterwards, she became a member and has remained loyal to the guild since, though how long will it be before the call of the world beckons her? How long can she stay put before she feels liked a caged bird again in need to be set free?
Extra: Has a pet cat named Blank. She is also very fond of stargazing. Her grandfather, Ollivander, continues his work as a Star Merchant and sells stars to the benefit and profit of Fenixtear. Lém is her younger step-brother (the biological son of Timothalé).
This is a magic that allows Ollivander to summon a massive colossal (the size of Howl's Moving Castle for reference). Though fairly slow due to its size, this sword and shield wielding titan is a durable defensive structure that can house people for protection.
Description
Ollivander, physician first, grandfather second. Or is it grandfather first, and then physician second? The order of sentimentality changes with his mood. Born and raised in the Star Circus, Ollivander came quite late into his magic unlike the rest of his rather large number of siblings. A natural nomad of the night sky, his mother and father were performers in the circus and sellers of stars themselves and, like many Starfolk, he followed suit (selling stars that is). But it seemed like this would be his only contribution to the economic infrastructure of the circus for a while. He was no performer and found that the theatrics of the stage unnerving and not quite suited for his sensibilities or interest.
He would much rather fiddle with his strange stardust concoctions or tinker in the back tent with the Green Man (it was miniature in its initial creation). He was eccentric and had a quirky temperament, known for his sudden outburst, callously harsh wit, and then immediately settling back into the calm and peaceful passions of his personal work as if nothing had happened. Ollivander preferred to stay out of sight and out of mind of tourists, and his parents preferred it that way too. He had scared off tourists on a few occasions with his peculiar "meanness" and insensitivity. When he turned 16, a strange illness enveloped the Star Circus, lasting several years. During that time, his talent for healing via stars captured the attention of a physician from Clover Town who often followed the Star Circus during his off period from the Clover Town General Hospital.
There he trained under this physician (Dr. Gregory Gorft) for several years, eventually returning to the Star Circus and aiding in the eradication of the strange illness that plagued them. He would continue on as the primary physician of the Star Circus and would train his own daughter (Sybil) in the art of healing as well. Despite his lack for formal training (no university education), his practical education and world experience makes him a powerful healer. Knowledge of his skill spread through Fiore and many people came to seek the Star Circus for his aid and not even the performances. He didn't charge anyone for his healing though as it utterly goes against his philosophy as a Healer.
When his granddaughter (Bebe) sought to explore the world and seek out the Wishing Star (a tale he told her countless times and one his parents told him), he relinquished himself to the role of her guardian, leaving his daughter to take over as the Star Circus primary physician. He continues to sell stars for the profit of Fenixtear, but refuses to charge patrons for his healing services.
Full Name
Lém "Bee" (his nickname)
Age
13
Mage Rank
D
Magic
Shrink Magic
This is a magic that allows Lém to shrink down to the size of a bee, along with anything he may be carrying or touching (including other people). However, he can only shrink down someone else while he is shrinking down himself. He cannot cause someone to shrink and still remain normal sized. While shrunken, he can jump high and far like a flea or a grasshopper.
Description
Lém, more affectionately called Bee, was born and raised in the Star Circus. Similarly to Bébé, Bee's father disappeared from the Star Circus at some point while he was still very young. But unlike Bébé's father who was born and raised in the Star Circus too, Bee's father was known to be an outsider. He came to the Star Circus and eloped with Bee's biological mother, Timothalé, before finding himself a new life and starting a new family in the Rose Garden.
As he grew up in the star Circus with his mother, stepsister (Bébé), stepmother (Sybil), cousins, uncles, aunts, and grandparents, Bee grew up a happy child, filled with the love of his family. Bee was always met with the loving affirmations of his loved ones, which gave him the confidence to perform in the Star Circus at a much earlier age than the average circusfolk, his talent for shrinking lent itself to a very unique performance, particularly by kids his own age who were intrigued by the idea of being shrunk down to the size of a bee. He was especially adored by the circusfolk and the patrons for his cute appearance and happy-go-lucky personality (though he is also a bit of a scardy-cat).
However, as he came into his early adolescence, a sinking feeling began to plague him. Why did my father leave my mother? Why did my father leave me? On one such rare visit, when his mother Timothalé went to visit his father in the Rose Garden to discuss his future contributions to Bee's development, Bee had shrunk down and hidden in his mother's coat pocket. And that was when Bee saw the reality that he had been sheltered from. That his father, with his new wife and 3 children, had seemingly forgotten all about him, moved on and found himself a "better" family. Was I not enough for him, Bee wondered often. With a growing resolve to prove that he was worthy of his father's love, he began taking up sword fighting, his dream no longer to perform at the Star Circus, but to become a Rune Knight. And so, on the night of Bébé and Ollivander's departure from the Star Circus, the stowaway shrank to the size of a bee and hid among Ollivander's luggage, determined to find a swordsman to take him as a protégé.
Name: Edward Yulestarian Age: 28 Guild Mark Location: Back of neck.
Magic Type:
Out of Sight, Out of Mind, A magic that allows the user to go completely unnoticed (sound and sight). This magic is not be confused with invisibility, as he does not become invisible. This magic simply makes it so no one around him acknowledges his presence, even if he is standing right beside them, as if he doesn't even exist. (The caveat is that for this magic to work, people can't see him when he initially activates the magic. So if he were to activate the magic in front of someone in one room, that person would still see and hear him, but the person in the other room who did not see him activate the magic would not be able to see or hear him when he enters the room.)
Eye Magic, A magic that allows the user to perform various magical feats with their eyes.
The Switcheroo, A magic that allows the user to swap the position of two inanimate(non-living) objects instantaneously so as long as the other person doesn't see them doing it. (So basically, he cannot swap anything if someone is looking at him.)
Eye Magic
X-ray Vision: This spell allows Edward to see through solid objects. This not to be confused with Heaven's Eye (which also allows the user to see over long distances. This magic dos NOT.)
X-Blast: This spell allows Edward to shoot powerful beams and blasts of magical energy from his eyes. (This is his only true form of offensive magic.)
Magic Rank: A Equipment: Fake Gold Coins: He always carries many of these with him, in case he needs to quickly "switcheroo" something.
The Hologram Ring for Lovers: This is a magic ring that creates a static hologram of the person that the wearer loves the most. (This ring is very special to Edward, as he received it as a gift from his lover, Dove)
Strengths: Swindler/Gambler/Thief; A gambler and thief with a knack for trickery and misdirection, his magic lends itself well to his capabilities as a swindler. He tends to target rich people especially.
Clever; Edward is a creative and quick thinker, able to think perceive a situation and formulate clever ways to solve them. Because of this aptitude, he can be very resourceful.
Generous; Despite his seemingly "slimy" nature due to being a gambler, thief, and swindler, Edward is quite like Robin Hood, always looking out for the little people and giving to those less fortunate. Much of what he gains from gambling, thieving, or swindling, is given to the poor.
Street-Fighting; His time living in the slums and streets of Crocus taught him a thing or two about needing to be able to defend if yourself if someone gets a little handsy.
Weaknesses: Dove Middleton; He's never really had any weaknesses that were really obvious. But his love for Ms. Middleton is definitely his achilles heel.
Risk-Taker; Sometimes he can be a risk taker, which can have negative consequences if his miscalculations turn out wrong.
Illiterate; Because he grew up in the streets and slums of Crocus, never attending school or having any true parental figures or guidance, he never learned how to read. He just started learning how to read as an adult, slowly but surely. Nonetheless, this means he has far below-average reading capabilities.
Personality: This street-savy scalleywag knows a thing or two about working a system. He's a secretive and resourceful man with a penchant for thieving, cheating, and generally working as an undercover rebel against the affluent who dominate his city. Edward for all intensive purposes, is a good man though. Charming and clever, he's got a good heart and looks out for the little people more than anyone else he knows. He just does so by conning old rich people, stealing from their homes, and gambling (cheating of course). He's a bit like Robin Hood in this way. This trickster Has a drive to give to the poor and less unfortunate, but this kind of overrides his less than noble means of achieving such admirable endeavors. Despite his debonair facade, he's actually really guarded and gives little about himself or his past. He's cordial to most, but trust very true. His trust must be earned. But he is the type to always give someone a chance. But he's lived a tough life in the slums and understands that chances run thin very quickly. He may seem cool and collected, but don't cross him. He is notoriously spiteful and petty when you wrong him. He tends to only show his lovelier side when he is around Dove. This mysterious beauty is Edward's achilles heel.
History/Bio: The Yulestarians are a family that originates from Crocus that has always been tragically poor. Tucked within the mucky slums of the city was where Edwards life began, with he and his many many siblings and his parents who struggled to make ends meet for all of them. As he youngest child of the Yulestarians, his older siblings moved out long before he was even an adolescent. They all went about their separate ways, though most of them remained poor and were unable to accomplish much in life. Edward despised seeing his family in such a condition. In fact, he hated seeing so many communities impoverished while the rich sat in their mansions and did little to help those who were not in a position to help themselves.
When he turned 16, that was when he took matters into his own hands. It began with small things. Pickpocketing tourist who wanted that real "slum" experience, conning rich people with fake "rare" trinkets, switcheroos that would go completely unnoticed until the person got home and realized their money had been replaced with a wad of tissue. This went on for a while, but ultimately proved to ineffective and not efficient enough to sustain his parents, who were coming closer to eviction after his mother fell ill and was no longer able to work. His father's profession was not enough to maintain even their piss poor living conditions.
While working the streets as a petty thief and swindler, he came across beautiful young lady named Eve 'Dove' Middleton. This poor bird looked so out of place in the slums of Crocus. She wore the clothes of the richfolk, but they were dirty, torn, and bloodied. Using his magic, Edward secretly watched her for several days and nights, following her around the slums of Crocus, hidden within the veil of an existence that even Dove's life magic couldn't sense. But the more he followed this young lady around, watching and admiring her from a distance, his delicate face, her enchanting green eyes, her soft brown hair like silk; it was safe to say that Edward was becoming enamored with someone who he'd never even spoken to before. This person didn't even know of his existence.
But that wouldn't last long. On one particular night, Edward followed Dove out of the city proper and to the nearby riverbend, where he watched, in secret, the young Dove disrobed and enter into the cold river waters. Or so he thought. Out here, where he was the only person around, Dove's life magic could sense his presence, even while under the veil of hidden magic. And so it was on this moonlit night by the riverbend that they met and became friends. For several years after, Edward had took Dove under his wing, protect her and helped her to survive. And eventually, as these things sometimes happen, they fell in love. They were even more inseparable than ever before, completely bewitched by one another.
Unfortunately, their love would taken a peculiar turn when Dove started working as a companion to rich patrons, was getting featured as a model in Sorcerer Magazine, and became famous and popular within the world of rich elites for her beauty and mysterious aura. Eventually, they'd part ways. Edward would work as a professional swindler/gambler/thief for various guilds, earning enough to eventually move into a decent place where he could move his parents in with him. After this stint of illegal work, he would eventually seek more legal employment by joining a guild (Fenixtear that is). But it is not an easy feat to completely escape our past. Fragments of his past lingers, especially those pertaining to a certain brunette beauty. He has never been able to remove the young lady from his mind. Still, all these years later, he looks at the hologram of his lover with unwavering love and hope; the little Dove from the slums. Will the stars align for them again?
Extra: He's got a habit of twirling his mustache. That's all.
The user is able to detect the energy and presence of the living, making them a sensor. It's possible for them to sense through inanimate objects and from far distances. The user can also locate anything that contains Ethernano.
The Jeweled Egg
The origins or contents of the egg are unclear, though she believes she's had it her entire life. However, it appears to be some kind of holder magic, because Dove seems to be able to move objects around with her mind whenever she is holding onto it, so she almost always keeps the egg with her.
Description
When she woke up, she found herself in a rather large bed, in a rather lavish room, in a rather excessively large mansion, and in her hands, a strange jeweled egg. She was 10 years old and had no recollection of her beginnings before this point, though her caretakers, the wealthy Mr. and Mrs. Middleton of the wealthy plantation-owning Middleton family, assured her that all was taken care of and that she would be safe and sound from now on. Though her origins remained a mystery, the latter of what her caretakers had said was true. And so for the next several years, she lived peacefully under the care of the aging Middleton couple, until an incident left them and nearly the entire Middleton family and in-house staff dead and the mansion burned to the ground.
Her magic had allowed her to detect the assassins and escape capture, but it was not enough to save her adoptive family from their bloody demise. On the run and fearful for her life, she eventually ended up in the burrows of Crocus, hungry, bloodied, and dirty. While struggling to survive in the slums of the city, she eventually met Edward Yulestarian, a "street rat" like herself who was much more sly and clever. Taken under his wing, they survived the city streets together as young teenagers, and eventually fell in love. However, their time together would take a peculiar turn when Dove, who was working during this time as a Companion to paying patrons, became famously popular and well-known throughout Crocus for her sensual beauty and mysterious personality, and was offered an opportunity of a lifetime. She'd never have to go hungry again, she was promised.
And so, one thing led to another and the lovers departed from each other. Over the next several years, Dove worked as a model for Sorcerer Magazine and as a companion to many different rich clientele, learning many different things from them, like how to use her magic for combat. Some treated her well, others treated her very poorly. Yet through all the pain that her profession caused, she was able to eat what he wanted and buy what he wanted and live a life reminiscent of her time with the Middletons, whose surname she would eventually adopt as her own. But still, she couldn't remove the image of Edward Yulestarian from her mind, that dashing sly devil who taught her how to survive no matter what life threw at her. Her heart wallows in the void between her past and future, unable to let go of her lover. Upon the rooftop of her new patron's mansion (Karlomane Karling), with a koi fish tattoo on her upper back, she looks out to the distance, wistfully, longingly, and her profile can only be described as crestfallen and beautiful.
Name: Noah Darling Jr. Age: 19 Guild Mark Location: Behind his right ear.
Magic Type:
Celestial Spirit Magic; As a celestial wizard, this spatial magic allows Noah to summon Celestial Spirits by opening their gates through the use of Celestial Spirit Gate Keys.
Spirit Transformation Magic; A unique spatial magic that allows Noah to astral project by materializing his spirit and causing it to leave his body. Though his spirit form appears translucent and ghostly, it is capable of physically interacting with the world, fly, and pass through solid objects. While in spirit form, his physical body is left vulnerable to assault and remains in a sleep-like state until he returns to it. The down side to this magic is that he is unable to use his keys while in spirit form.
*Currently, he can only open one gate at a time for his Celestial Spirits. *His heart condition ultimately hinders how much he can exert his magic power. Over usage causes serious heart pains, incapacitation, and potentially death.
Gate of the Cup Key: Crateris Based on the Crater Constellation, the celestial spirit mage may be able to summon the Cup Crateris by reciting the quote, "Open the Gate of the Cup! Createris!" This key summons Crateris, a sentient china teacup floating on a saucer. It has a face and a chip on its rim. Crateris is a great conversationalist, but can be a little too chatty. It can fill itself up with any kind of drink that the mage desires.
Gate of the Level Key: Norma Based on the Norma Constellation, the celestial spirit mage may be able to summon the Level Norma by reciting the quote, "Open the Gate of the Level! Norma!" This key summons Norma, who appears as a young woman wearing a dress and a hat. Norma can create platforms for walking and standing on, stairs for reaching high or low places, and she can create doors on solid surfaces, allowing people to walk through the door on one side of a structure and walk through another door to come out on the opposite side of that structure.
Gate of the Whale Key: Ceti Based on the Cetus Constellation, the celestial spirit mage may be able to summon the Whale Ceti by reciting the quote, "Open the Gate of the Whale! Ceti!" This key summons Ceti, a giant whale that can fly through the sky and carry passengers on its back. It can also carry passengers in its mouth for underwater travel.
Gate of the Air Pump Key: Vitter Based on the Antlia Constellation, the celestial spirit mage may be able to summon the Air Pump Vitter by reciting the quote, "Open the Gate of the Air Pump! Vitter!" This key summons Vitter, a peculiar metallic air pump that resembles a pata gauntlet and attaches to Noah's left arm. Vitter is sentient, and speaks in fading whispers in the wind. Through the use of this air pump, Noah can control the wind in a 30m radius around himself. He can control the wind to buffet others with a continuous stream of strong winds, strong enough to make moving forward difficult or literally knock people off their feet. Using Vitter, Noah can create violent swirling winds to cause utter disarray and disorientation, blasts of wind, and even small tornadoes.
Gate of the Unicorn Key: Yunan Based on the Monoceros Constellation, the celestial spirit mage may be able to summon the Unicorn Yunan by reciting the quote, "Open the Gate of the Unicorn! Yunan!" This key summons Yunan, a humanoid unicorn whose horn can create a blinding and destructive flash of light, or, when washing the light over allies, it cures them of sadness and pain, though the effect is only temporary and can become addictive if used too often.
Magic Rank: B Equipment: Dragon Soup: A novel that he has read over a million times, written by famous mage author, Fable Witzerplot. This novel has brought him much comfort and calms his nerves and anxieties whenever he reads it. He carries it everywhere with him (as it is small enough to fit in his pocket).
Key Ring: For carrying all his celestial spirit gate keys.
Heart Monitor Bracelet: A magical bracelet that monitors his heart condition. If his heart is working too much, the bracelet starts to beep, notifying him to slow or stop doing whatever he is doing that is causing his heart to beat faster.
Strengths: Business Savy; People usually underestimate Noah because of his personality, but fail to see his inner flame. He is actually very keen and possesses a business acumen, capable of understanding the nuances of a transaction or business interaction (thanks to his father). His weak-nature often plays to his advantage in these kind of situations.
Wealthy; To put it blankly, Noah is rich, filthy rich. Need I say more?
Baking; He is a really talented baker (thanks to his mother), and loves to bake all kinds of breads and pastries and sweets, especially for his friends.
Weaknesses: Wimp; Noah is easily frightened. He's not very strong willed, so some of his gate keys don't listen to him consistently. He is probably too nice for his own good and doesn't know how to defend himself if people are being mean or saying harsh things to him, causing him to cry or apologize more than necessary. He's a bit of a coward.
Weak Body; Noah has a really weak and sickly body, so he is susceptible to injury more than others. Because of this, he isn't very athletic or good in physical combat.
Heart Condition; Noah was born with a rare heart condition that no magic or doctors have yet been able to cure. Whenever he overexerts himself physically or when using his magic, his heart begins to hurt (he usually clutches his chest when he's having heart pain). The pain usually goes away in a bit after he stops doing whatever he was doing or when he stops using magic. Becoming emotionally riled up can also trigger these heart pains.
Materialistic; Similar to his father, Noah has shown a materialistic side, exhibiting a desire to spend money more than he probably needs to and enjoys buying expensive merchandise and clothing. Although Noah is humble and doesn't act like his money makes him better than anyone, he really enjoys shopping, despite the fact that he could be putting his money to better use.
Personality: Noah has a weak heart and a seemingly weak personality. He lacks confidence in himself and can become easily frightened, discouraged, or anxious about things. He's a bit of a delicate flower, unable to stand up for himself due to his soft-spoken nature and excessive need to apologize. The poor lad is a cry baby and is the type that needs reassurance from others when he feels he is at fault. Although he is more of a listener than a talker, he isn't shy and is very easy to talk to and loves being around other people, as he is the type to feel lonely. From his experiences, there is something about Noah that makes everyone want to protect him. Despite all this, there is a certain fire that burns within him, as he has a great desire to stand up to those who may try to hold him back and is deceptively keen. While he is humble, thoughtful, and modest, and tries not to make light of his family's wealth, he is not above using his good fortune to buy something that he eagerly desires, showing a rather materialistic side as he is into shopping. Despite his lack of courage and self-confidence, he does possesses a distinct business acumen and has a strong devotion to his family's company and continued success. People tend to take his soft nature for being naive (which is not the case).
History/Bio: The Darlings are of old money, whose lineage originates from the city of Margaret Town. Their family wealth began many generations ago when Noah's great great great (great?) grandmother opened up a small clothing boutique called "Darling's Boudoir of Things", and from there, the store took off, allowing her to open up several other clothing boutiques in the riverside city. Over the generations of the Darling family, the company has grown exponentially, as there are many of these stores all throughout Fiore, and they even expanded their wares, eventually opening up several "Darling's Apothecary" stores as well. Though the Darling Company's headquarters continue to reside in Margaret Town, there is a sub-headquarters location operating out of Crocus, which is wear Noah and his parents reside.
When Noah was a young boy, his parents believed that their mansion with the ocean view was haunted. Every night they claimed to see a ghostly and translucent young boy prancing about the corridors, running along the promenade, and flying over the ocean. After hiring a Mage (Spirit Channeler) who specialized in communicating with spirits and ghosts, this person would make a startling revelation. This ghost was their son. After a series of tests, it was in fact true. Every night, Noah had been leaving his body as a spirit and playing about the mansion under the honest belief that he was simply dreaming. This was the first time his parents realized their son could use magic. But this magic would remain largely ignored by his parents as time went on, as they had more pressing matters to attend to, like the heart condition he developed (no amount of money could find a magic or treatment for his heart condition, not yet anyways).
As one might suspect, the Darling's lived a rather lavish lifestyle and did not shy away from making use of the fortunes that life and lineage allotted them. They hosted masquerade balls that only the richest of folk could attend, and Mr. Darling Sr had a proclivity for collecting rare and strange treasures from underground auctions. Noah grew up in this environment, primarily raised by his family's domestic servants and in-house attendants. Despite being spoiled and given a life where he could have whatever he wanted, Noah was lonely for a while. Naturally, his father was always so busy with company work that he often kept himself locked away in his library when he was home. Noah's mother helped his father run the company as well, so personal time with them was always limited. But they were loving folks and he was grateful for that.
Noah attended a private institution for other rich kids, where he was excessively bullied due to his heart condition which made him inferior physically and magically to his peers. He always had to sit out of activities that required him to exert his body or magic power. This experience helped to shape his seemingly fragile and weak, but humble personality, as he found it difficult to cope in such an environment and did whatever he could to find classmates that were kind and didn't allow their wealth to completely cloud their judgement and treatment of others. This school had a very classist mentality.
As the Heir to the Darling Company, Noah was not the snooty know-it-all rebellious type that one might expect of a rich kid. He greatly understood the privileges that his wealth allotted him and wanted to do his best to live up to his parents expectations and to preserve the fortune and success of the company. As an adolescent, he began learning the intricacies of business and of the company, primarily through the instruction of his father and company board members (primarily made up of his uncles and aunts). When he wasn't being pampered or reared as the heir, his mother (a successful celestial wizard and former member of Blue Pegasus who left after getting married), stepped down from her prominent role in the company and began teaching him all about celestial spirit magic so she could pass on the magic to him. Thanks to his Spirit Transformation magic, she saw his potential for magic, and through her, he would learn his capabilities as a celestial wizard and when the time was right, she gave him some of her own keys (that she had acquired over the years) to continue her legacy as a celestial wizard.
Equipped with magic and the aid of his celestial spirits, Noah would seek out a guild that can help him continue to hone is craft. He surveyed several guilds along his journey, first making a stop at Sleuth, and then Blue Pegasus (the guildmaster and his mother were especially fond of his potential enrollment into this guild). After the notoriety of a dragon's defeat pushed a certain Fenixtear guild into the limelight, it became clear to Noah that this was the guild for him to join. But even as a member of a guild, his role as the heir of the Darling Company continues to remain relevant to his life and his experiences. The day will come when it is his time to put on the mantle of his father and ancestors.
Barrier Magic- A defensive type magic that allows the user to form protective magical energy in varying shapes, size, thickness and durability and more advanced users are even capable of altering their texture and creating more complex barrier structures. The strength of the barrier varies and depends on the user along with whether the user simply forms them through the mind and concentration while more reliable barriers are created by specially made seals on or around the designated location. Master barrier mages have found even instilling seals over their body enhances their durability and capabilities of creating more and even more so by using blood enriched in ethernano to further boost their strength. By placing barrier marks on the body allows for greater control and reliability but using spells with these active uses up the user's magic power more than the other methods and is normally used in difficult situations or when mastered enough to be able to use less mana to create and maintain. Using blood as expected comes with the risk of bleeding though small samples or writing seals in blood add short-term boosts or has the risk of being easier to scrub away the blood created seals on locations. The strength and durability of the barrier will be indicated by the established color classes. (Menzai is currently up to red level while use of his ethernano rich blood and seals pushes up to purple)
(Barrier Classes color-White->Blue>Green>Red>Purple>Orange>Gold) The strength of the barrier as example- White: The weakest and flimsist of barriers normally only able to take minor small hits and attacks like regular attacks from non magic users. Blue: Subpar barriers that can handle attacks from non-magic type weapons and attacks while handling a bit of stress. Green: Where Barrier becomes stable and can start withstanding attacks of magical nature in magic attacks or weapons though normally doesn't last long. Red: The barrier class that barrier mages aim to reach as red barriers is when they are skilled enough to create very solid and stabilized barriers that can withstand a lot of moderate types of magical attacks and magical weapons. Purple: Reaching the level of expert with barriers that are highly flexible and strong that can start handling assaults of big or condensed types of magic. Orange: Upon the mastering of barriers that so few have reached with barriers capable of withstand highly destructive levels of attacks magical and non magical and can resist against types of magic normally able to bypass like time and space and magic nullification to a certain degree. Gold: A class that less than 5 has been reached with a barrier capable of taking onslaughts of extreme class attacks and highly resists the usual bypasses greater than orange but unlike other classes uses much more magic to use and maintain. Being nigh unbreakable but for the most deadly of attacks.
Spells
Barrier Texture changes- Rubber: Gives the barrier a rubbery texture that allows it to take in attacks and after weakening them bounce them back though not at the level of rebound barrier.
Fabric: Gives the barrier a soft fabric texture like wool made for lessening impact. Good for someone falling or to carry something delicate. Sandpaper: Gives the barrier a rough texture like sandpaper made to work on a trapped or pinned target/enemy who are resisting too much.
Spike: Less a texture and more add-on to the barrier creating sharp spikes on either the inside or outside for protection or to inflict damage. Works well in tandem with compression barrier though uses up twice the amount of mana.
-Bubble Barrier: Creates a small bubble barrier around the user to withstand physical and magical attack. Mainly an emergency skill to protect against sudden attacks. The barrier symbol etched on the underside of his left arm allowing near instant use as long as the user notices or senses the attack in time. Can also etch/draw the symbol on others to form the bubble around though have to be within a proximity of 25 feet of the user to activate or stay maintained. Unlike on him the bubble barriers do not last long on the others with markers and normally takes one or two hits as it is meant for emergency cases as it can activate instantly to protect against an attack that is sudden or unavoidable as the strength of the barrier depends on the colored class.
-Wall Barrier: A rectangular wall barrier of 5 inches thickness that can be drawn up in front of the user or on set locations that markers or tags are set to block an attack or to activate as a trap to surprise and stun an enemy. Does not require set markers and can be called and formed in the spaces of the surrounding area of the user. Can be formed nearly instantly though larger sized walls can take several seconds. Does not require markers to be set and one of the few types that aren't static and be moved.
-Multi Layered barrier: Creating a stack of wall barriers to withstand vicious and piercing type attacks though stacking more than the user is able to handle makes the later layers flimsy and weaker and thinner. Can be done with most barrier types At current level capable of stacking up to five.
-Cube Barrier: Summons up a cube shaped barrier of varying sizes depending on the amount of magical power is infused into it. Can be used wrap around allies to protect against physical and magical attacks or summoned by set markers tags to envelope enemy and targets to entrap them. Requires markers on set locations to form making it static(can't not be moved unless the entire area, markers included are affected and moved) The more markers set up the more durable the barrier becomes while erasing or destroying markers can make them less stable and weaker. Can use the markers placed over his body to use for emergency cases if unable to set up proper marker. This forms the barrier with him as the nexus though the barrier remains static and comes with the risk of being broken by forcing him unconscious though can be maintained for a few seconds if he regains consciousness quickly or offering last second protection. Using body markers to maintain the barrier uses more magical power and can put strain on the user adding further risk.
-Dome Barrier: A stronger form of cube barrier allowing it to spread out over a bigger area and capable of withstanding attacks better. Requires set Markers and the more markers set up increases the durability of the barrier. Like with cube barrier can use markers on the body to create and maintain with his body as the nexus and remains static over the designated area once set. Comes with the same added risk and cost.
-Platform Barrier: Small near flat barriers the user summons up to use as platforms in order to get to higher ground or summon beneath the feet to get up to the air for strategic lay of the ground or surprise attacks. Uses markers set on the soles of the user's foot/shoes to create these small platforms. Due to this unlike wall barriers these become static and remain in place where they are in formed which can allow others besides himself to use as stepping stones for as long as the user decides to maintain them. Advised not to create too many as they gradually eat up magical power even if only a little maintaining them.
-Advanced Barrier techniques requiring purple class and up-
-Rebound Barrier: Barriers that are capable of rebounding back magical and projectile attacks and causes physical attacks to bounce off. Such barriers being much more sturdy and difficult to break than normal.
-Absorption Barrier: Unlike rebound barrier, this barrier absorbs most magical attacks and the energy from physical and projectile attacks which can be taken and used to enforce the barrier or refresh its user's mana source. Used properly allows the user extended summoning of the barrier but incapable of using other barriers when in use. The magical energy taken from attacks only returns half from magical attacks and a quarter from physical attacks making it overall not cost effective to use on single target or small groups. Best used against large group attacks to receive a large array of attacks and gain enough magical power to sustain it properly. Otherwise not advisable to use unless in emergency against an attack that other barrier types can't fully take or rebound.
Compression Barrier- A barrier that allows the user to shrink the barrier around a target and unlike suppression is used to crush and squeeze the target. Capable of hurting or killing the target with enough pressure. Larger the target more magical power is used. Has a higher cost than other barrier type skills.
Magic Rank
B
Equipment
Elemental Haori: A haori made up of materials from various rare and dangerous beasts and monsters that makes the haori very resilience and capable of withstanding a lot of stress and sharp objects without tearing. Due to materials infused offers moderate protection against the basic elemental attacks whether magical or physical such as water, fire, wind and ground. The baggy sleeves affords him to hold a few small objects within them to hide and safekeep.
Seal Tags: Tags to scribe symbols for barriers to be placed on designated spots and are made of resilient material that lets them withstand simple attacks.
Strengths
-Enhanced Hearing: Due to being a wolf classed canine beastkin gains him the hearing that of a canine allowing him to hear at far farther distance and to detect sound at close range affording him to react faster than humans.
-Enhanced Smell: Has the smelling strength of a canine which gains him the capability of tracking and noticing scents normally too faint for humans that could be harmful or helpful.
-Magical Knowledge: Due to being from a tribe that focuses their lives on the studying and understanding of magic has afford him the capabilities to learn and understand how magic can work which can be used to create countermeasures and adjust according with his barriers to compensate.
Weaknesses
-Enhanced Senses drawback: Sounds or smell that normally harm or are uncomfortable to human are far more intense on him and can possibly incapacitate him depending on the intensity.
-Lacks the understanding of most outside customs having lived and grown up in a very seclusive tribe which can have him use certain objects or such incorrectly and misunderstand conversations or concepts.
- The claws on his fingers and toes sometimes make handling things and very precise motions difficult at times or accidentally harm someone by unintentionally scratching when trying to help forcing him to have to be careful with how he touches or handles things. Often leaving him to keep his arms held within the sleeves of his haori besides doing so out of a comfortable habit.
Personality
Menzai is a very calm and straightforward person who tends to speak in a very formal and polite manner. He does not take nor handle well to joking around and rather stay on the subject or point, rarely deviating. He holds great respect towards magic and a desire to study and learn all the sorts and types of magic out there, studying how they work and how they're used as like most of his tribe find magic to be worth knowledge kept for future generations. Besides discussing subjects on magic he is mostly a quiet individual who keeps to his own business and is capable of handling and withstanding insults without losing his calm and will not hesitate to help those in need. Along with having a habit of lounging and sleeping up on a high tree branch when out traveling or hunting.
Backstory/History
The beastkin Race A race of humans with varying animal features that originated in the Alvarez empire that lived in one of the few region with lands rich in ethernano. Set within the forest at the strongest source of this mythical magic power where they lived peacefully with nature and the animals. Over the years, the potent ethernano had a strange effect on a tribe with their affinity and close bond to the creatures that worked together with them had caused them to gain a few characters of the varying species that lived alongside them in the forest. How it affected them or why only to a certain point was unknown to even them and took years to adapt to these changes that thankfully did not go much further than typical characteristic features and gaining the senses of the species they shared with.
A peaceful race who desired to learn and study ethernano which had become sacred and saw it to be a force made to be used for good and to help though alone their methods of using were limited. Only able to use the most basic types of magic without a specific type like the mages of the outside world though they could feel and manipulate the magic in the air as if giving the energy physical being to make doing tasks and daily lives easier.
The Alvarez Empire, having received reports of this strange and mysterious race sought them out. Intrigued at their affinity with magic in thanks to living their lives in such a rich environment of it; wishing to learn how to gain the ability to control and manipulate pure ethernano in the manner they as it has the potential to vastly improve the potency and capabilities of their magical power extending the smaller magical storage humans have. Studying them has shown the tribe were able to unlock a greater storage within them compared to humans which in turn gave them potential to surpass most human magical users. And thus a deal was made to share knowledge and through the empire, the beastkin race were taught all different sorts of types of magic and that not only could it be used as tools but offensively, for battle.
They were interested and intrigued though mostly on the concept and less on the usage of such magic. Yet not all thought the same and as time passed, beastkins became proficient in using types of magic like human mages and were hired into the empire while they worked along with the tribe learning their ways using ethernano. As expected, those that left to join the empire were discriminated and looked down by the humans. Seen as freaks with cruel rumors of them cross-breeding with animals while others were jealous at the power and speed of their magic that normally takes humans several years to master while for them months.
For a time this truce went well as the beastkin tribe were content in getting to learn and study the magic of outsiders. Seeing it as precious knowledge to be enjoyed and protected but over the years the Empire kept asking for more and had been slowly encroaching onto the lands trying to make it theirs and draining the lands and even the blood of tribe members which were very rich in ethernano to use for their weapons and tools due to its much more pure potency. Eventually the tribe, worried they may kill the land and their homes voiced their worries and started resisting but as things were already strained and the Empire having been planning to do away with the tribe ended the truce with sudden attacks.
As those within the tribes weren't battle mages like those at the empire and were of peace they could not fight back. Forced to retreat and flee, using their capabilities to use the ethernano to aid in their escape and if not for the protection of the grand protector and his barrier magic they might not of survived. Left with no other choice but to flee the nation, unsure of what became of their kin back at their nation and found themselves in Fiore.
Weakened and scared, the tribe wanted to avoid such a situation happening again with humans. And so, they chose to seclude themselves within one of the more thick and dangerous forest humans avoided. One that unfortunately was not nearly as rich in Ethernano as their old lands as the grand protector concocted his most powerful illusionary barrier at the cost of his life as those of the tribe offer bits of their magical power to keep it maintained. Over the years, their deep affinity with ethernano had lessened but still retained some allowing them to still become proficient mages. Yet, they feared humans being ever the curious adventurers may one day find their home and possibly find a way to break their barriers. Thus, they chose to teach and train those with potential to become mages and sent them out to seek the leaders of the outside world and through this they learned of the magical council and sought a meeting.
This meeting ensured a truce between his tribe and the council requesting that they allow their tribe's location and people a secret. And in return, the scholars as they called themselves would offer their aid and knowledge of magic to those of the nation as they only wished for peace and safety and to study magic that they could take home for future generations to enjoy reading. And so beastkin scholars traveled forth joining guilds hoping to build relations and help in quests and were often powerful mages that became sought after.
As time passed they came to find Fiore to be a bit more accepting though discrimination and mistreatment were still common against the beastkin even while well respected for their magical powers and capabilities. But then, unexpectedly and sudden; the scholars stopped venturing out and eventually vanished and as years passed the people could hardly even remember if they existed. Years passed..then decades then centuries....
After hundreds of years since the tribe permanently secluded themselves. Menzai, born of the Isanami family who were at a time one of the clans that produced some of the strongest and capable scholars in the past. The young pup had shown to be one of the first in these hundreds of years to show the potential of the past, ever since the horros of the ethernano sickness unexpectedly spread through the village. A disease not uncommon and normally has a mild effect on humans though to the beastkin who's body had closer affinity with the magical source proved to be more dangerous and deadly that left them crippled with families producing those that could use magic scarce.
It took a long time just for them to recuperate while once again barely avoiding being wiped out. Thankfully, Menzai along with a few other children were good examples showing that they were close to returning to what they once were with hopes that another generation or two could be at their prime again and ready to train and educate scholars again instead of simply keepers.
-The keepers are those who remain at the village to study and teach magic. Their job is to prepare the young ones and to help train them in controlling and using their magic. As those that remain in the village they also have the duty of protecting the grand library which holds the village knowledge and secrets on magic.
-The scholars who were once those that ventured out from the village in order to seek out knowledge on magic and the other races. These wolfkins are often trained and powerful mages whose purpose is to both aid others to prevent the curious and greedy from seeking out the village along with gathering knowledge to be sent back to the village. They do no take by force, however, and often make sure to receive permission before sending such to the village. Thus, these mystic wolves as they came to be called often had sought out a guild or clan or governmental agency and such to offer their aid.
Menzai, as he grew thought otherwise upon seeing how well he could control his magical power. Since as a child, he had a great interest towards studying magic and an intense curiousity of the outside world. Yet, when he sought to aim to be a scholar found his family advising against it due him having barrier magic. As most scholars often had offensive type magic, whereas his magical power, a purely defensive one to be better fit for being a keeper.
This did not stop the young wolf as he was determined to be the first in hundreds of years to venture forth from the village and seek out the mystery and knowledge that awaited. As the role would not be set until the coming of age of 18, he spent most of his time throughout the years studying and training especially hard with most days spent in the grand library. It was in here within the deeper parts of the library that he discovered various ways of using barrier magic and gaining him some offensive capabilities.
Years of spending nearly every waking moment through learning and intense rigorous training had resulted in Menzai becoming a very proficient barrier mage said to have the potential of surpassing the grand protector back when the village was first settled who's barrier still protects it to this day. As most barrier mages were mostly only able to reach green stage, Menzai's skill has proved to be that of a genius being able to reach red class at such a young age of 14 though through testing and experiments found that making the markings with his blood rich with mana is capable of reaching purple class while at the current time somewhat unstable without full concentration.
At the age of 18, he attempts the scholar trials even against the misgivings of his family and friend as no one has bothered to attempt them these past several hundreds of years. Due to the ethernano sickness but he remained determined to show the clan they were ready to venture out again for the world had likely changed and became completely different since closing themselves off. And while the trials proved difficult and dangerous that it nearly cost him his life, he succeeded and with it came the title of scholar thought to never be earned again.
The council and his parents were reluctant and unsure to let him go but after much discussion and convincing was allowed to leave the village. He was warned that once he left the protection of the village it would he would likely be met with scrutiny and racial treatment. Yet, Menzai knew this and still chose to go, wanting to see how much the world has changed and most importantly all the new types of magic that has since been created.
He set out, being told to find and meet with the council to rebuild their trust and truce and show that his tribe were ready to work together again. As he was the first and may have a few others to come not long after. And through this meeting he requested for a small guild; one not too well known as he felt it better to start small, not wanting the general public knowing of beastkin so quickly for the shock might make things difficult.
And with the intel given and weeks of traveling and enduring the odd looks and scrutinized treatment of those who didn't understand and saw him to be a freak or dangerous, Menzai found himself at the magic guild of Fenixtear.
Nestled within a large clearing, a village sat with mountains to its back and trees filled with bright and vibrant colorful leaves glistened in the fresh dew of the morning. The stream to its left babbled and roared; filled with life its water clear as glass on some days as fish of varying sizes (some swearing to have seen one big as an adult kin) swam along. And down the stream; three bear kins stood waiting, the three brothers considered some of the largest and bulky within the tribe gave fast and precise powerful swipes of their clawed hands. Each doing so in turn perfectly in sync and sent several fat and juicy fish flying on the riverbank where two younger bears in their teens waited and leaped into action pulling any landing too close to the water away preventing any from trying to hop back into the watery safety and whisked away.
The two cheered and clapped hands; brother and sister cousin to the three adult fishermen gave praise to the pair, proud to see their lessons sticking and prepped to snatch up another batch in preparations for a special feast.
Further down the stream, a group of young cubs eight around the ages six to eight were gathering up pretty flowers and picking up fresh fat fruit. They were careful not to take too many from one spot, told to respect the lands and never to be greedy though the flickering twitch of bunny ears and sniffle of a bunny kin found himself unable to help but pop an especially juicy berry in his maw to soothe the little rumble in his belly. Only to be reprimanded by the oldest of the group; a cute fox kin who's huffing cheeks had her whisker bouncing as she warned him and the rest not to go sneaking treats as it was only twenty minutes till breakfast and needed to bring back enough for the festivities. Her warnings met by small complaints and a playful tongue sticking out from her own younger sister, her button nose twitching with a cheeky giggle joined by the others.
Back within the village which was abuzz and noisy with activity. Beastkin of all sorts bustled about, slender deers expertly tending to overgrown bushels of grass, bunnies that moved with a bounce to their step hopping to place flowers within hanging pots set up. Felines that gracefully climbed trees and along the roof of buildings nestled close placing streamers. Large burly buffalos and stout boars setting and lining large finely grained wooden tables at the town centers with snorts and grunts. Canine kins of varying dog breeds running about tossing colorful decorations, delivering them to the cats or refilling a bunny's basket with flower. Monkeys and squirrel kins that swung and jumped between branches tying up strings with small scrolls with compliments and well wishes. The foxes dusting the tables clean with their tails to set plates and utensils as raccoons followed along setting up chairs.
The kitchens normally not so active this early were rife with cookers burning boiling pots and ovens roasting that gave the air a most delicious array of mouthwatering scents of chicken and beef and fresh vegetables pulled out only that morning as the smells of sweet cake of vanilla and chocolate along with pies and tarts with plenty more desserts baking alongside candy and sweets for the young.
Everyone worked together without missing a beat; each handling their tasks without hesitation or bumping into others. They moved in unity and harmony; excitement hang heavy in the air as each did their part in setting up the festival even when the adults and teens had their misgivings and were unsure about the guest of honor's decisions. Yet, this was meant to be a special day and none wished to spoil it as it known just how special and important an occasion it was. An opportunity thought to not come for several more years only to have the elders surprise them with such unexpected news. The younglings, of course didn't understand and were simply eager and excited to enjoy the big feast and the fun games that follows which only happened every few months.
And meanwhile, the cause of such a festival currently lie hiding high atop the tree branches within his usual lounging spot a small trek away from the buzzing village. Normally a book held within his clawed fingers or adorning his lap, face contorted in concentration and mind drinking up the magical knowledge that intrigued him more than most. Yet, this morning the lone wolf sat there in his newly gifted haori; face twisted in worry and annoyance. The day he had since been dreading had the normally relaxed canine shifting anxiously with a clawed hand tapping against his folded arms, right leg lifting lazily along the branch he lurched upon.
Never had he been one for big celebrations or events, having told his family how he'd much prefer a small and simple party to send him off which only three days off that also weighed heavy on his mind. His parents, however, would never accept such a pitiful and tiny party undeserving of such a grand occasion.
Menzai sat staring off into the distance, gazing over the tree tops and off into the horizon. Out and past where his eyes could possibly see...the vast unknown waited and beckoned to the newly appointed scholar to seek out its secrets for the first time.
A bite and chew of his thumbnail as he already wished this day to end...but it was only morning.
Extras
-Has sharp canine claws and teeth that can be used for attacking with swipes and vicious bite attacks or more mundane uses such as opening a difficult bag.
Addendum to personality- Just as most of the tribe, he holds a great distrust towards human though holds somewhat less disdain unlike those of the tribe who generally dislike and hate humans altogether. Menzai though wary holds a fascination towards their capabilities to grow and adapt at such speed while holding clever ingenuity that allows them to create all sorts of devices and inventions. Whereas any other might dismiss humans, he is eager to study and observes how humans have changed since last seeing them.
He does not believe all humans to be selfish and greedy but do hold such potential having him keep his distance and avoiding getting close. As his sole purpose is to offer aid to keep the deal with the council while gaining knowledge on magic. (not at the purpose of stealing or ill intent) Scholars like him and those of the past are to avoid making friends and are strictly forbidden from having relations with humans.
So long as we stand together, nothing can stop us from reaching for our future.
Name: Damian “Blades” Gerard Age: 27 Guild Mark Location: Upper part of Right Arm Magic Type:
Arsenal Magic is, in and of itself, interesting in that those who use it are contained to one form of weaponry. For example, the Ax Man uses axes and only axes, but they allow the wielder to also affect certain elements as well as boosting natural abilities of the wielder. The Wolfen Blade Master grants the use of swords that boost specific natural abilities depending on the weapon. Alongside this, the wielder is in command of a pack of magically summoned wolves. Damian can command these wolves with little more than a quick thought and he can only summon two at max right now, though as he grows stronger, he’ll be able to summon up to eight.
The key point of Arsenal Magic is that it allows summoning specific blades, or swords in this case, that offer boosts and similar effects. However, Damian has also learned to project hiltless blades for ranged spells.
Blade Rain-Summons a series of sword blades to fall upon a target area. Usually summons twenty blades and can chase a fleeing target a limited distance from the summon location. Gains additional effects based on the level of Power Lock released, such as the release of the Omega Lock causes a wave of swords to rise five feet straight forward after impact while the first lock’s release, Alpha, simply increases the number of blades from twenty to thirty-five.
Three Point Strike-Summons three sword blades that strike in a triangle formation with their tips meeting in the middle.
Striker Blade-A single large blade that Damian typically uses for fast and aerial transport when he needs to move fast. Often uses it for fast slash strikes as well as avoiding having to pay for a train ticket.
Six Point Strike- Usually used on an airborne enemy, four sword blades strike in a square and one strikes from the bottom and the last one strikes from the bottom, all six points meeting in the middle.
Shield Blade-When not wielding the Hercules Blade, Damian can summon a hiltless sword blade on his arm to act as a shield. Higher Power Lock releases allow him to do things with it such as lock it in place to form what he has dubbed the "Bladed Shield Bunker", a construct made of shield blades that protects from all around and above himself and up to three other people who are nearby.
Sonic Thrust-Unleashes magical energy straight back, allowing a powerful and speedy thrust over a five meter distance that can impale the target against whatever’s behind it but also allow Damian to speedily reposition himself on the other side of the opponent. More powerful versions add a pair of blades that follow behind at a slight delay. Locked behind Power Lock Alpha.
Ragnarok Blade- Summons a magical extension on the currently wielded sword that gives a longer reach and wider strike range. Locked behind Power Lock Alpha.
Judgement Strike-Delivering a stunning blow to a single enemy, Damian unleashes a powerful magically enhanced slive to finish the fight. Locked behind Power Lock Omega.
Shatter: Ten Thousand Blades-Damian’s ultimate spell, locked away behind the overcharged power of the Delta Breaker Power Lock, this spell turns a single blade into ten thousand more after the initial slash, which Damian uses at blinding speeds to deliver ten thousand more attacks on the affected foe, culminating in an explosive final slash.
More to come as I remember/make them.
Ares Blade- A katana that looks like this. Grants boost to survivability in the form of increased durability and grants the ability to project strikes further with fire.
Hermes Blades- Twin short swords that look like this. Grants boost to speed and agility.
Hercules Blade-Glaive that looks like this. Boosts to strength and gives the ability to enhance attacks with wind power.
Armageddon Blade- A greatsword that looks like this. Boost effect to all "stats" but more refined. Also grants the ability to distort gravity around ONLY the target, or in rare cases, targets, making it heavier or lighter as needed.
Power Lock Alpha- The first of three skill locks, Damian begins below this, as he can’t handle his full magic power at once yet. His magic and magic circle are orange while this lock is active, and releasing them with the code “Release Power Lock Alpha. Confirmation Ceta-Zulu-Foxtrot-Bravo” turns the magic energy green as more of it is allowed to flow. Eventually, Alpha is the standard level that Damian operates at as steady training allows his body to handle the power. Allows the use of several more powerful variations of his spells as well as Sonic Thrust and Ragnarok Blade.
Power lock Omega- The second of three skill locks, this is Damian’s full power without overcharging his body with it, but it also leaves much more wear and tear the longer he uses it. Upon release with the phrase "Release Power Lock Alpha. Confirmation Beta-Delta-Epsilon-Ceta,” The full power he carries is unleashed as his magic energy and circle turn from green to black. Operating at full power like this seems unattainable at his current limit, but he may eventually be able to work without the Power Locks in place. Allows the use of many more of his more powerful spells, both new spells, such as Judgement Strike, and variations of existing spells.
Hidden Power Lock Delta Breaker- The final of the three power locks, this overclocks Damian’s magic power, turning him into a powerhouse, but burning him out and turning his black magic circle into one of white with a red undertone. It is released almost instinctively, in moments of great need and danger. It also allows the use of Shatter: Ten Thousand Blades.
Magic Rank: B
Equipment: A single katana, a gift from his late father that bears emotional meaning for the young man and a suit of leather armor
Strengths: 1. Tactically Inclined- Raised by two military parents who were part of border patrol units, Damian is prone to look at a situation and come to a more planned way of handling things, being so skilled at it he’s known to do so on the fly and mid-combat.
2. Agile-Due to preferring little to no armor, Damian is a quick moving person, though that’s not to say he’s weak.
3. Combat skills that don't require magic- Growing up in the military, growing up a child soldier, he spent hours drilling without any magic use, perfecting his weapons skills and hand-to-hand techniques.
Weaknesses: 1. Quick temper-Though he’s tempered his anger as he’s grown up, he is still known to get angry quickly, especially when a situation evolves beyond his control.
2. Too focused-Has been known to effectively ‘put on the blinders’ when an objective or goal is just out of reach, causing him to miss important details due to how focused he is on the end result.
3. Tendency to overthink-While he is an incredible tactician, this can cause Damian to also overthink simple interactions and look for things like dishonest motivations for action and such when there necessarily isn’t any.
Personality: Tends to be serious about everything in life and is extremely difficult to get a laugh out of. Has been known to smile, but the occurrence is so rare it has been attributed to him taking a liking to someone extremely well.
History/Bio: Damian was born to parents who were both enlisted in the Fiore Royal Army. His father was a Captain with a brilliant tactical mind and his mother a compassionate sergeant serving in another regiment until the two were combined to help patrol the border. The bulk of his childhood consisted of sticking close to his mother and spending time with his father when they were on leave as a family, with weapons and hand-to-hand training filling much of the family's time. When he turned eight, the unit was posted in an official fort near the border with Bosco and what was only spare time training became full time training. At the age of thirteen, he was considered a part of the 42nd Border Control Unit of the Royal Army of Fiore. His magic was still unclear at this point, so little time was spent developing it until he was fifteen
Two years later, after he’d turned seventeen, tragedy struck. During a battle with some monsters that the unit had been tracking for months, his father was killed and his mother fatally wounded. In the stress of the moment, Damian’s pain and grief caused his magic to manifest in full and he unleashed a hailstorm of ethereal sword blades that laid waste to the monsters and gave the Royal Army the time it needed to gather up the dead and wounded and fall back. As they returned to the fort, many of the soldiers could hardly blame Damian as he road on horseback with the Unit’s second in command, his mother being carried in a stretcher as they rushed back.
Hours were poured into trying to save her as medics both magical and mundane tried to stabilize the young woman that the youngest member of the unit would have at least one parent, but to no avail as his mother lay dying, the blood loss too great and the injury, a gash across her chest, too grievous. Damian was finally allowed in to see her as she took her final breaths on a bed in the medical wing of the fort, she held his cheek in her hand and said, "My son, your father and I love you very much and we’re both so proud of you. You stood your ground and fought valiantly against foes more numerous and easily stronger than you. You protected your home and there’s nothing else to be said for that. Please, turn your strength towards helping others. I love you, my baby boy..." The light faded from her eyes and the arm fell limp. It was a week after his mother died that Damian resigned from the unit and set off into Fiore with the goal of finding a mages guild to join and hone his magical skill in. During the interim years before he joined up with Fenixtear, Damian trained with his magic, but found that because he’d spent so little time actually practicing with it, his full strength would cause his body to burn up and leave him exhausted. Coming across a mage who specialised in a form of locking magic, the mage identified two locking ‘mechanisms’ in him that helped regulate his power until his body was prepared for it and initiated them. The wolf pack showed up during a solo job, two sparks of magic splitting from his Ares blade and forming the wolves that now follow him almost frequently.
Art of the Gunslinger focuses less on fancy and overt shows of magic power and more on transforming that magic power to turn already lethal enchanted bullets into an inescapable force of deadly justice through various trickshots using magical and enchanted bullets and attacks. It achieves this through well trained magic control, physical shape and mental strength. As a result, many have claimed it combines other magics to gain the required effect, but it is simply the effect of training non-stop for years on end. A user of Art of the Gunslinger can perceive even a target using High Speed magic at higher levels than the average user can. This high perception allows them to use their trickshot attacks, such as the Blinding Binder, a trick shot that combines the Blinding Shot with the Binding Shot to capture a room full of mages while simultaneously blinding them so they can’t launch an accurate counter attack. Likewise, this high level perception allows them to use their magic attacks from their pistols while constantly moving themselves and accurately hit targets.
Charged Shot-Charges an unenchanted bullet with either ice or fire magic depending on if the round is fired from Feuer or Eis. Typically, if fired from Feuer, a large fireball is fired that explodes in a 10 meter radius on impact while charged shots from Eis tend to freeze multiple targets. Charge time is about five seconds.
Lancer- A beam of magic energy with a range of 20 meters. Not particularly powerful, but still has a punch to it if unprotected.
Enchanted Scattershot- Focusing some magic energy into the empty ammo clips in the two pistols, Arthas can fire a short range scatter shot attack to try and buy him space. If the shots come from Feur, you get set on fire. If from Eis, you get frozen and frostbite.
Most people think magical traps within clothing or even on rocks when they hear enchantment. This magic gives the bullets it’s inscribed upon varying effects, ranging from disabling a mage’s magic to freezing them in place, along with countless others. However, the enchantments must be inscribed into the bullets in order for them to work well.
Blinding Shot- A timed shot, the enchantment on the bullet detonates into a blinding flash at a certain range from the end of the barrel after firing. Radius is about the size of a small room, and the effect can be lessened or prevented by closing your eyes, taking cover or not looking at it in general.
Binding Shot- Perhaps the only truly non-lethal shot in a Mage Hunter’s arsenal, this bullet turns into a magic nullifying binding on impact, enabling targets to be brought in alive, though not necessarily unharmed.
Explosive Round- A simple enchantment powered bullet, explodes on impact, often destroying whatever it impacts with. Powerful mages can shrug off its effects for a short time, but eventually, they’re gonna lose a limb or two, best case.
Freeze Shot- Fires a bullet with a freezing enchantment that usually freezes the target on impact. Can be a full body freeze if the chest is impacted or a partial freeze, such as the legs or feet, if shot at the feet.
Feuer and Eis-Twin pistols used for close range engagements, chambered in .45 caliber for both stopping power and knockdown potential. Named Feuer and Eis due to each having been enchanted to give standard rounds burning and freezing effects respectively.
Hunter’s Edge-A knife used by all mage hunters, it’s blade is forged from a special metal that makes it hard for a mage to focus and use magic if cut by it. Used when Arthas needs to be within kissing distance of a target and needs to slow down their casting rate.
Magic Level: A
History: The name Drenmur was, for many years, relatively unknown. They all had their quirks and differences, but nothing about them stood out. That changed just over a hundred years ago, when Argon Drenmur, son of Drake and Amanda Drenmur, freed the Darkheart Blade from its resting place sealed inside a cave. Local Rune Knights were told by the lone survivor from his home village who had done it and the name Drenmur went down in history as a name belonging to an evil and vile person who’s only interests in life were personal entertainment at any cost and women.
Arthas’ direct ancestor was the sister to the father of Argon, who kept tabs on him and his family even though she lived miles away in Crocus, and in journals passed down through the family, noted with concern Argon’s darker tendencies. While she wrote that he should be getting help for them, her brother insisted on dealing with it at home. It had worked eventually, but in the end, nothing could stop fate from running it’s course. Skip forwards a few years, and magic’s reputation is in the mud, torn asunder by an attack by Zeref, with good mages on the run while those with less wholesome intentions ran rampant, despite the best efforts of the Royal Army and Magic Council to keep them in check. With their options running out, they turned to the populace for a solution. In an effort to repair the family reputation, destroyed by Argon and his actions, Arthas’s great-great-great grandfather stepped forward with the proposition for Mage Hunters, mages who would use their skills to bring in or put down those who’d chosen the path of darkness. The order used to stand over two hundred strong, bringing down dark mages across Joya and other countries, but not anymore.
Arthas is last of the order and his family, who had been hunted down by powerful dark mages with grudges, dark guilds looking to take out some of those who would police them and other such foes, though most fell to the man who had tarnished his family name to begin with, Argon Drenmur, and a Dark Mage who had seemingly made a pact with a demon after the order had wiped out his guild. Arthas is still haunted by the screams of his family as Argon caught up with them after thirty years of cat and mouse. His father and brother had put up a valiant fight, Arthas too young and wounded from an earlier attack to be of help, but they eventually fell, leaving his mother and younger sister at Argon’s mercy as she pushed Arthas down the coal slide. He was 12 at the time and already well versed in the order’s arts; though it did him little good when the demon possessed dark mage attacked him and his family just days earlier. Searching for revenge, he knew, was a waste of time. The last of his father’s teachings now rested in him and he would honor his father’s legacy.
Since then, he’s grown to be strong both physically and mentally, while his magic has become stronger the longer he’s practiced alongside it all. He’s also become a nightmare for dark mages and assassins everywhere, hunting them to the point of exhaustion before bringing them down. He’s crossed paths with Argon twice since his family was killed and both encounters ended in draws, both men incredibly wounded. For now, however, he continues his hunt while hoping to find a worthy successor to the Mage Hunter legacy.
Personality: Hard and seemingly cold, a lifetime, short as it is, spent hunting the dark mages of Joya and the surrounding countries has made him unconcerned with much anymore. If it hasn’t got to do with the Hunt or him personally, leave him out of it. It could also be argued that he suffers severe PTSD from the episodes of attacks from both Argon and the unnamed Dark Mage, though he has yet to show definitive signs.
Guild and guild mark location: N/A
Team Members: N/A
Three Strengths: (Not just combat) Survivalist- Spending as much time on the hunt as he does, knowing one’s way around the wilderness is crucial. Burger Connoisseur- Knows a lot of things about burgers and can make the best Burger you’ll ever eat. Skilled Fighter- Be it with his rifle, his pistols, or his knife, it’s hard to find a flaw in his technique, since he’s been training since he was young.
Three Weaknesses: (Make them Applicable) Last of the Hunters- Mage Hunters were high value targets to Dark Mages and as a result, their order has dwindled to him alone, so he can call on no help. Marked- Being the last of the Mage Hunters, Dark Mages everywhere want him gone and will pay good money to see it happen. Distrustful of mages- While not all mages seek to do harm, those few who do have sullied his ability to trust Light Guilds and their mages.
Greatest Love: Duty
Motivation: The Safety of Non-mages
Appearance: Stands at an intimidating 6’5” with sweeping black hair and piercing blue eyes set in a face bearing a faint five o’clock shadow and medium high cheekbones to frame a handsome face. Only wears light armor underneath a brown leather duster with his pistols holstered on each thigh.
Name: Reynard Faust Age: 24 Guild Mark Location: Right Palm
Magic Type:
Astral Light Magic - A form of light magic that takes the form of blue-green light. It's dimmer than any other light magic, and furthermore has different properties to typical light magic, as it does not emit heat, but has a chilling edge instead as a cold light. It's about as versatile as one would expect of light magic, but this does have one other property that sets it apart, and that it's able to solidify more keenly and sharply. That property combined with being just a bit cool makes it a terrible beam attack, but an excellent physical attack.
Spells:
Passive
Astral Flow: This is a passive effect. As he fights the flow of his Astral Light magic will build up within his sword and sheath as it absorbs excess. The more Basic spells he uses, the more range his normal swings have as they get trailed by Astral Light, and the more magic is built up into his weapons. He can expend the magical energy in them to use his Advanced spells for about the same cost as a basic spell. To clarify, only Advanced Spells.
Basic
Astral Judgement: He can conjure a storm of slashes that detonate and slice an area. The range of this is high and with more than decent power, however it has a delay before it lands, making it easy to avoid as long as you're moving. He is able to use this consecutively too without much trouble up to three times, or even more if his Astral Flow is high enough.
Astral Refinement: He can add a glowing buff to his or any ally's weapon. The effects of this buff include an improvement to cutting power, and slight detonation of the magic on contact depending on surface area. For example a buffed sword might benefit from the improved cutting power, while a hammer might benefit more from the detonation.
Astral Phantom: Reynard is able to move like a phantom, increasing his speed and cloaking himself with his magic, appearing like an after-image made from Astral Light whenever he uses this. The properties of this is he moves blindingly quick, but it's always a straight path.
Starshower Swords: He can conjure swords made from his magic to fly at opponents. He can arrange these in multiple different arrays, and even use them as off-hand weapons. These swords are also not 100% solid so when they pierce opponents, they may appear to go all the way through but won't cause a wound as severe as that seems.
Astral Storm: Every time he swings his blade, he can cause an additional slashing arch to accompany it at a timing he so chooses following the same swing with added range of up to a feet. He can have it accompany his blade at the same time to be a heavy slash, or have it come out shortly after his swing for pressure.
Sundering Star/Storm/Judgement: He'll dash forward and use one of three moves. Sundering Star is where he'll do a single slash through an opponent, easily the fastest and most precise move. Sundering Storm is where he'll use Astral Storm around him slashing wildly, and Sundering Judgement is where he'll dash through opponents leaving behind an Astral Judgement on their positions.
Advanced
Moonlight Twin: An advanced spell where he summons a knight made from Astral Light as a doppelganger to fight alongside him. It can fight independently of him to deal with multiple opponents, or become part of his offense. The Twin can take a few hits being solid enough to do that
Rain of Swords: A Starshower Swords spell applied to summon a powerful rain of blades that can stop most things in it's tracks. He can either set it to an area in front of him, or all around himself.
Phantom's Judgement: He'll take an Iai stance in a specific posture, upon being attacked he'll leave behind an after-image and disappear before appearing behind the attacker as they're struck by several slashes from Astral Judgement.
Hidden Arts
Astral Judgement End: A wide area effect spell that wraps up a gigantic area with Astral Judgement following Reynard seemingly splitting into multiple after-images moving at high speed. The amount of Astral Judgement is so dense it can bind enemies within it. Upon sheathing his blade the entire spell detonates, slashing everything inside it with high intensity. Though this attack is incredibly powerful, it requires concentrating and charging before it's executed.
Sword Techniques
Returning Blade: A rapid three-strike technique where the 3rd strike comes at an unexpected angle while the first two are a back and forth on the same direction. This is a move made to open up an opponent. This can be done from a draw slash or an open blade.
Magic Rank: A
Equipment: Tsukiame Mikazuki [Heavenly Crescent Moon] - A special katana that is forged as both weapon and catalyst for magic. The scabbard is lined with magical crystals that show up as runic patterns when he's casting, and the blade is lacquered with a special mix of the same crystals liquefied. As a side-effect, the lacquer protects the blade from wear and tear more effectively than standard lacquers, and gives it a unique effect when swung. This blade has a curious potential laying in wait within it.
Strengths:
Unwavering Will: He's the least likely to flinch or stand down in the face of adversity, and is usually the first to step up to a challenge.
Swordmaster: He is a skilled swordsman before being a skilled mage, capable with swords in various forms to certain extents. He also has sword techniques, which require only a weapon to use.
Now I'm Motivated: When pushed into a dire situation, he has greater focus as the adrenaline starts pumping. This results in more precise and potent attacks.
Weaknesses:
Independent Priorities: He has his own motivations and goals, and will place those above others. As a result he normally prefers to separate from groups to achieve those goals.
Distrustful: He is somewhat distrustful of others, though in the nature of preferring to confirm things for himself rather than taking the word of others.
Standoffish: He is a rather distant person, making him hard to approach or intimidating to work with. His cold demeanor and appearance can also make him a less than ideal candidate for speaking with some clients.
Personality:
Reynard is an abrasive person to put it simply, letting little get in the way of expressing his distaste with anything, or expressing praise where it is due. He isn't a person of extreme emotions, though he may express himself at times, it's never anywhere near loud or dramatic. As a result though, at times he may take some things just a little too seriously, or even focus on the wrong things.
Thought not uncooperative, he is a strong-minded person, rarely accepting to compromise from his own convictions, and at times even go as far as to go against requests if he doesn't agree with them. If no consensus is found, he will often act on his own. He is a man of a reason however and those that understand that may find him easier to work with.
In battle he is cold and analytical, but when faced with a strong opponent, a kind of fire is ignited within him that causes him to be uncharacteristically eager to fight. To him, every difficult enemy is a chance to push his limits further, to see what he is currently lacking, and in the heat of battle, create a solution for it. It is unclear whether he simply enjoys battle, or enjoys growth.
History/Bio:
Atop a hill behind a thick forest lay a burned down mansion, grounds marred by craters and singed earth. The stories of what happened here varied, some say it was just a fire, a magic gone wrong, or the cursed family was finally claimed by hell itself. No one knew when it happened, just one day there was no one here any longer. The family known as the Fausts, a small reclusive family of mages just simply disappeared one day, and the name now stricken as lost as their bloodline was declared over. The truth was, one person survived the events that ripped the family from the face of the earth. The young boy named Reynard Faust.
Reynard Faust was a young boy barely eight when his family was ripped away from him. The Fausts were a small family with as they claim, a storied history going back more than a few centuries. He knew their family had a reputation for being related to demons, or being a cursed family of misfortune that everyone was told to never go anywhere near. In actuality they were normal people, keeping to themselves, but unknown to them their ancient family estate sat upon powerful demonic artifacts, one that piqued the interest of a demon.
It happened quickly, the house was on fire as a demon descended upon it. At the night of the attack he had found a strange sword within the family estate while exploring, ending up in the sanctum where they kept old artifacts. The sword glowed, called out to him, and at that moment he felt a sense of foreboding. The moments after this, he smelled smoke as he ran outside and his home was already ablaze. He ran around looking for his parents, only to find them slaughtered as he peeked amidst the rubble, and standing over them a demon of fire. If not for the sword he held giving him clarity, he would have been frozen here. With tears in his eyes as he realized what had happened, and the monster he saw, he ran.
The months following this event he went from town to town, being involved in various events, from involving thieves trying to steal the valueable-looking sword he was clutching, to kind people who offered him food and drink when he was desperate. Yet none of those would last, months went by as he continued on, rumors of a boy clutching a sword started to circulate until he was eventually approached by authorities in Oshibana. He was brought in for questioning as to who he was and what he was doing. Being the last of the Faust family came to them as a surprise, as the family was noted to be deceased some months back.
He was put into an orphanage where he would live out the next few years uneventfully, though unhappy. He felt it was unfair that he was here, he still questioned what happened that night. When he said it was a demon that killed them, they laughed, but he knew what he saw, saying it was just a fire. Psychiatrists thought the demon was just a manifestation of his trauma, but he was too set into it, and he was told explicitly by others that demons did not exist. It was for his own good of course, but telling a young child what they saw wasn't real doesn't tend to go over well. In frustration, he would finally run away from the orphanage barely 12.
It wasn't unexpected that a guild would be utilized to find him and bring him back, but when he refused to return they offered him an alternative. He can join them, or he can eventually just be brought back again. Naturally, he chose to join the guild. He was but a whelp far as a mage went, but during the altercation he attempted to use his sword to fight the mages off, and that caught their attention.
This guild was a small guild, they offered little, were friendly, they helped him grow as a mage and even for a time he felt he had something again. He improved his skills as a mage, with some help learned to better utilize the last memento of his family, but such a thing was not to last. After a few years in his late teens he returned to a guild in flames, the bodies of his fellow guildmates were strewn about and some were trapped inside. As he stood there watching the flames, there was not a single voice. Everyone that was here at the time was killed. He stood there, watching the flames in silence, and the events of that night at his family home came back to him.
He re-emerged a few years later, a mage without a guild wandering the country. He went from town to town, searching for demons, as well as looking into any information he can find about them. As he'd expected, any information was scarce, and many times he'd found evidence that it had been removed for reasons unknown. He wagered there were people who didn't want others to know they existed, but there were a few rare instances that he would find some, small encounters with hostile demons hidden away or terrorizing fringes of the countryside, but while he sated his mind's need to know if they existed, these ones were nothing like the one he saw many years ago.
His few years of journeying, hunting and searching led him to learning of the Gospel family. He traced whatever information he could obtain which led him to the guild Fenixtear.
Extra:
- Awaken the Power: The Tsukiame Mikazuki called out to him once with a curious glow, and since then has never glowed in such a way again. Perhaps it hides a hidden power, or even the secret of his family's lineage.
"It is a pleasure to meet you, and my name is Jessica. I will enjoy your company if you want to drink with me."
Name: Jessica Viola Tranzell
Age: 21
Guild Mark Location: On her Right Thigh, Golden Rod
Magic Type:
The Swordmaster, Shifting Sword Style, is the combination of Requip and Sword Magic. The Shifting Sword Style was created to use the full potential of the Sky Tears Sword's shifting ability. The Sky Tears Sword has access to two magics, which are Wind Magic and Telepathy Magic. However, the wielder can only access the Wind Magic in the blade. The Shifting Sword Style activates the blade's shifting ability to change what it looks like and the magic it allows the wielder to use. This allows the wielder to use their drained magic to use one of the blade's spells or shift it into another form.
However, this will usually make the wielder heavily exhausted if it takes too much in too little timeframe to use its magic or shift its forms constantly. Additionally, it can instantly shift out of its phases only if the wielder has lost consciousness to go back to its base form, the Sky Tears Sword. The Requip Spell can only have access to the Swordmaster Armor, which is heavily customized to fit Jessica's preferences. The Sword Sheath called Shift Tears Sheath is tied to the Sky Tears Sword itself, but the Swordmaster Armor can additionally use it only as something to show off.
Requip: The Swordmaster
The Swordmaster Armor comes from this Requip magic, a lightweight, flexible, and customized to Jessica’s preferences, and are different from the other women in her family. The entire armor set is tealish silver, a lengthened battle skirt, which stops above her knees for comfort. Her combat boots are short since they are made for quick feet movements. It gives a slight boost to her hand-to-eye coordination, and she's a bit faster in it too.
The Sky Tears Sword has four total forms in the Shifting Sword Style. The very first of these forms is called the base form, which it starts as. This weapon is a Holder Magic Item, which gives the wielder access to the Wind Magic within itself. The base form’s negative effects are minimal since it doesn’t alter its wielder's personality or mood. However, the other effects are listed elsewhere on the profile, Equipment Section preferred. The Sky Tears Sword shifts into the Sky Rose Sword, and its magic shifts from Wind Magic to Rose Petal Magic. The Sky Rose Sword can last the longest, which requires the use of Jessica's memories to activate its Rose Petal Magic. Jessica's memories are paramount to using these spells by remembering all the Roses within her mother's Rose Garden will make sure she keeps her thoughts to happiness. However, it does change her eye color from its natural color to Red, to match the magic in question. It'll affect her personality to make Jessica much more easily embarrassed to any little intent of complimenting her beauty or hitting on her. The Rose Petal Magic uses Sky Rose Sword based on its magic since the Rose Petals it uses are the blade itself. The base form's secondary effect, changed it glows a light reddish glow emanating from the entire sword. The Sword's female voice, which comes from its telepathy magic, will change its personality to be the same as Jessica's altered personality. It'll be like Jessica's mother or siblings in terms of the tone of voice. While to others, it'll be conversational and a bit excitable while trying to be nice to a certain demographic it hates because of its preferences.
The Sky Rose Sword shifts into the Darkened Sky Sword, and it's magic shifts from Rose Petal Magic to Darkness Magic. The Darkened Sky Sword can last a while, which requires the use of Jessica's memories to activate its Darkness Magic. Jessica's memories are paramount, which all surround depression, a sense of loss all towards the one person in her life, which was precious to her, and that's her mother. As well, included all the times she felt a bit down by all the bullies in her life that caused her to feel utterly helpless but kept it in the back of her conscience. This will keep her thoughts on depression and a sense of loss since it allows the spells. However, it does change her eye color from its natural hue or the Red hue in the Sky Rose Sword form to a silverish black hue. It'll affect her personality to make Jessica become a depressive downer, which will make her very hard to allow her to smile since she remembers the shock of learning what happened to her mother. The Darkness Magic has the same similar glow as Jessica's eye color under the Darkened Sky Sword. The base form's second effect, changed it glows a silverish black glow emanating from the entire sword. The sword's female voice, which comes from its Telepathy Magic, will change its personality and mood to be the same as Jessica's Altered Personality and mood. It'll cause them to reminisce about their past mistakes and feelings of being lonely, the sword, and Jessica.
The Darkened Sky Sword shifts into the Poisoned Sky Sword, and it's magic shifts from Darkness Magic to Poison Magic. The Poisoned Sky Sword can last for the shortest amount of time, which requires the use of Jessica's memories to activate its Poison Magic. Jessica's memories are paramount, which all surround the one emotion she tries to bottle up inside that is anger and wanting to figure out what had happened to her mother, why she had to die. This will keep her thoughts on anger, rage, and jealousy. However, it does change her eye color back to its natural eye color, but it's much brighter by a glow surrounding her eyes. It'll affect her personality to make Jessica much more snippy with people and a bit angrier than usual at her frustrations, failings, and assuming the worst in people. The Poison Magic from this blade is purple or violet in color and is mostly comes from the blade itself to cause slashing damage, which has an excruciating strain of poison from a Sword Wave Slash. The base form's secondary effect, changed it glows a light violet glow emanating from the entire sword. The sword's female voice, which comes from its Telepathy magic, will change its properties to Jessica's altered personality. Still, it'll become a tsundere type blade, which will embarrass itself by apologizing like one.
Wind Magic
The Sky Tears Sword shapes the Wind Magic, which will release destruction by the Winds.
- Wind Blade, Crescent Slash: This spell requires Jessica to swing her sword in either a right or left direction, which is to a person she needs to take down. The sword will shape the Wind Magic to become a crescent-shaped sickle, launched from it. It will spin quickly and sound like a saw blade, which will go towards whoever she's fighting, and it will damage pillars, which are made out of wood. It slices through wooden support structures like a knife through butter.
- Defensive Barrier of Wind: This spell requires Jessica to stand completely still and unable to attack. The blade will start shaping the Wind Magic to form a barrier of wind around her and itself to protect them from harm. As long as she doesn't drop her blade, it'll stay up.
Rose Petal Magic
The Sky Rose Sword shapes the Rose Petal Magic, which will cause people to understand and see the beautiful yet deadly weapon that is the rose petals.
- Rose Petal, Unison Strike Slash: This spell requires Jessica to swing her sword in the left or right direction. The Blade will start shaping the Rose Petals to create a beautiful display. All that's left of the Sky Rose Sword is its hilt and the rose. These Rose Petals go in unison in the same direction as the direction Jessica swung her sword. There are hundreds upon hundreds of Rose Petals flying in the air and fly directly into a person, which will feel like a Jab type slash into a person's body. However, if there's armor or a barrier, it'll hit into that instead, which will lessen the attack. The petals return to reform the blade, which disallows it to be usable for melee attacks until it fully reforms. It must be fully reformed before shifting back to the Sky Tears Sword.
- Rose Petal Dancing, Vanishing Veil: This spell requires Jessica to be standing completely still. The blade will shape the Rose Petals from the blade, leaving the hilt and its rose. It will cause a massive amount of Rose Petals to fly throughout the air. This makes Jessica be able to move from her original position to anywhere in a ten-foot 45-degree angle behind her. There is a slight trick of the eyes only for a slight second by making people think she's moving forward when she isn't. The petals return to form the blade, which disallows it to be usable for melee attacks until it fully reforms. It must be fully reformed before shifting back to the Sky Tears Sword.
Darkness Magic
The Darkened Sky Sword shapes the Darkness Magic, which will release the terrifying power of darkness.
- Silver Bane Darkness Slash: This spell is a sword wave slash. The Darkness Slash will go in the direction where Jessica slashes the Darkened Sky Sword. It will go along the ground to travel to its target. If any point it hits the person that Jessica is fighting or hits any object in the way of the target, it will mark them with a silverish black glow. This glow causes an aftereffect of feeling slightly sluggish, but this aftereffect only lasts for a short time. The specific nature of this spell is about slowing her opponents, but that's about all. After the mark disappears, and the Darkened Sky Sword shifts back to the Sky Tears Sword.
Poison Magic
The Poisoned Sky Sword shapes the Poison Magic, which will release painful poison to infect a person cut with the blade.
- Poisoned Pain-Inducing Jolt Slash: This spell is a sword wave slash. The Poisoned Slash will traverse the ground towards its target. While it traverses the ground, the ground will be shifted towards the acidic toxic ground. It can cause acidic burns and pain-inducing poisoned scars on the body, which can be lessened by healing magic. The Blade must shift back to the Sky Tears Sword after the effects are given.
Magic Rank: A-Rank
Equipment: Jessica wears the Tranzell Family Ring, an opal ring with a little greenish platinum sword. Additionally, she wields the Sky Tears Sword*, which is in the Shift Tears Sheath on her waist because it is her family's heirloom weapon. As well, a Lacrima powered cellphone, with a rose pattern case to call her little sisters or anyone to be contacted.
Protective Luggage Carrier - The Protective Luggage Carrier is a spatial magic item. This means it can hold many different items within and protect glass objects inside of it. This protective luggage carries the Tranzell Company Letter, which informs Jessica of her mother's death, two to three weeks' worth of clothes for daily activity and sleeping, her family's photo, and some alcoholic bottles for the road. As well, it can carry an additional week's worth of clothes if needed.
The Sky Tears Sword is a sentient blade, which is a holder magic item. When the Tranzell Family first recovered this blade, it was ecstatic and was warm to what happened. It has the ability to connect with the women of the Tranzell Family spiritually, which is caused by the secondary effect of a light greenish glow emanating from the entire blade. This glow first covers their hand or hands by holding onto it, but afterward, it covers their body in the glow. Thus, it can refuse another woman from the Tranzell Family by glowing a dark greenish glow. It values the women in the family highly even if the other woman has sword weapon training. The Telepathy magic it uses can be used to talk to its wielder and anyone in their vicinity, up to a fifteen-foot radius. This causes one to hear a voice coming from it, a young adult female who has a very aesthetically, beautiful, charismatic voice. This voice will ask if their wielder feels okay and/or needs help with anything on their mind. In terms, it will playfully tease the wielder, which will only stop when it needs to use its other side to calm them down. The voice is sincere, happy, friendly with its circumstances with the four generations it has been in the Tranzell Family. Its previous wielder was Ophelia, who turned out to be the best swordmaster in her family’s entire existence. However, Jessica is Ophelia’s eldest daughter, which in turn it was Jessica’s time to shine and help her surpass her mother’s accomplishments in the family.
Now, this comes onto its specific quirks; it has three of them. These quirks are as follows; it used to hate men; still outright loves women because it prefers to stick with them and requires emotions. It had its hatred misplaced; it should be focused onto the people who used to misuse it all before the four generations it has been in the Tranzell Family. If it weren’t for the Tranzell Family, it wouldn’t have been able to finally be able to get to its true purpose of shifting itself. It can now hold conversations with anyone no matter their gender, and it has no hatred for them. Only a slight annoyance at how others act towards it or its wielder, but that’s about it.
The Sheath of the Sword is called the Shift Tears Sword, which is very similar to what the Sky Tears Sword looks like, but it has a beautiful depiction of many different women surrounding beautiful waterfalls, which look like tears. As such, there's an inscription on the sheath itself, which says 'May you flow like water to your destination to watch what you enjoy seeing.' When the Sky Tears Sword is within the Sheath, it glows a different-colored glow, which is a bluish silver glow; this counteracts its normal glow of being outside of the sheath. It has to be pulled completely out of the sheath to regain its original glow, a light greenish glow.
Strengths: Friendly:
She tries to make everyone feel respected, no matter their way of life besides hers. It's mostly because she sees the value of someone isn't how much money they have but how they bring themselves up in the world. It's because of her demeanor and her elegant, kind, gentle voice but able to get the attention of others with it too. Her positivity, kindness, and politeness are a bit infectious. As well, she wants to make friends too.
Swordmaster:
Jessica had been trained in a multitude of sword-fighting styles, which are as follows Florentine, Longsword, Broadsword, and Fencing. In terms, she was rigorously and intensively trained throughout her young childhood to adulthood. The Tranzell Family wants to make sure their Swordmasters are good in different sword-fighting styles because of their training. She still trains to this day to keep on learning more sword-fighting styles, but at least she can pick up whatever sword and use it without a hassle. This causes her to fight beautifully with the proper reaction times and hand-to-eye coordination required for each different fighting style with a sword she does know.
Savvy Shopper:
Jessica can barter with people to decrease their prices to match what she sees the item's value in question. Additionally, she can spot valuable jewelry, weapons, and other things to sell for an excellent return on the bartered price. It does help her spot what people are trying to sell to people at a stupidly ridiculous price for a worthless piece of crap. This is her protection from ever being ripped off in buying something she likes. She'll even help other people get their money back from shady businesses that ripped them off because of how she is. It's something she learned early on in her life. It's always better to buy low and sell high; this came from her mother primarily.
Weaknesses: An Emotional Drunk:
Jessica is an emotional drunk, which shows all eight primary emotions. She started drinking around when she learned of her mother's death, six months before her 21 birthday. Obviously, she's completely lightweight to alcohol since she only started awhile ago. However, she drinks more than dealing with that, but it causes her to blackout from alcohol.
Recklessness:
Jessica's incredibly reckless, which wants to show off and only deals with brute force methods. She will ignore strategies brought up by strategic-minded people because it's an antithesis to how she deals with things. It's mostly because of instinctual and insight that causes the Tranzell Family to be incredibly reckless.
Prideful:
Jessica's pride is towards her family and her own abilities, and guess it's a bit of overconfidence, but her family deserves to be slightly overconfident. The Tranzell Family accomplished many things throughout history, became rich, famous, and focused on a lifestyle that sticks to a martial focus around the Sky Tears Sword.
OCD:
Jessica has OCD problems, like her mother, which involves cleaning up her room, clothes, and dishes repeatedly. If anything is out of place or dirty will cause it to activate again. This usually causes her to be irked by cursing under her breath, which is very annoying. Because of this, she's a clean freak and would rather have an organized room than a chaotic mess.
Personality:
As she is now, Jessica is humble in some aspects, friendly and polite heiress of her family. She shows everyone no matters their circumstances, which she'll show them the respect they deserve. It is because she'll never once discriminate against what they have or have not gotten in their life. A very rare trait in rich people is why she carries herself to show others respect as she should get in return. In terms, her humbleness comes across as the reason for her being overly friendly. As well, she focuses on the family's old and long traditions. These traditions are stated in the family's record as such, must keep to the training of oneself, mustn't discriminate of others, if needs must you mustn't take revenge, must also have mastery over the Sky Tears Sword, and finally, you must put your name into the record to mark your name in the family's future.
Jessica does have some mental problems within her psyche. She does drink too much alcohol, but she's very entertaining to be around. She's incredibly hardheaded to get her to change her mind on certain things she wants to do. Her hardheadedness is mostly because of the need to show off to people, and doesn't really like strategies that are counter to her brute force method. She has a problem by showing off how she dresses because of its vanity because she has to look the part of being a rich girl. Because Her thoughts, she knows and understands personal space. As long as you return her friendliness and respect in return, she'll put up with you invading hers. She will laugh when no matter who flirts with her. Jessica heavily blushes when complimented or flirted with. It is a bit embarrassing enough for her to turn red.
History/Bio:
The Tranzell Family’s female family members have a duty to uphold because the one who started this legacy recovered a sword and gave it a proper home as a result. As well they do grow the plants as well since the Tranzell family love their roses.
When Jessica was growing up, her mother was much more constant in her life than her own father. Ophelia was quite a woman her determination to do multiple different tasks while raising her daughter. Jessica also noticed there was an underlining thing her mother was afraid of, but only because whatever it was truly genuine. Her mother retired from the Crimson Mare guild to raise Jessica after she got pregnant, which she hoped her daughter would join the guild she retired. The compassion Jessica was shown by her mother with the help of the maid staff as well. It comes as no surprise Ophelia is on the top of the family's other swordmasters in the family's entire history because of how much she has done in service to the Kingdom of Fiore by all the bodyguards' quests she took as a Crimson Mare guild member. This is the reason why Jessica always tries to impress her mother or show off to her. Each female family member's name is written on a Swordmaster Tablet in their home's basement, which also shows the next wielder of the Sky Tears Sword. All their accomplishments are listed in a book next to the table, which Ophelia did for the kingdom. Jessica knows she'll become the next wielder of the Sky Tears Sword because she's the eldest child. Ophelia gave birth to two twin daughters, which are Jessica's younger sisters. Jessica was absolutely happy to see the new additions to her family. This means there's a total of three heiresses for her family to the legacy of the Tranzell Family. Jessica loves the flower garden because it is in the direct center of their estate. After all, it is connected with the rest of the Mansion on the Estate Grounds.
As one would suspect, the Tranzell's lived in a luxurious, lavish lifestyle that would make others awe at how beautiful their estate is. They don't shy away from using the fortunes that life and lineage allowed them. As such, they explicitly carried themselves differently from other wealthy folks because of how kind and polite they are. Jessica was spoiled, much more than other rich kids, with how much love she was getting from her mother, Ophelia, and the Estate Staff. She would be trained in the martial pursuits of becoming the next Swordmaster and wielder of the Sky Tears Sword, which would be her mother's responsibility to train her. This family had a strange way of dealing with responsibility management. The father primarily dealt with all of the business sides of things. While the mother stayed home, raising the children to be proper high society members to understand not showing arrogance towards the less fortunate, the mothers like Ophelia trained the next generation of Swordmasters in the family. It was a martial focus type thing since all Swordmasters have to know how to wield any sword, but they primarily focused on the Shifting Sword Style of the Sky Tears Sword.
Jessica attended a private institution for other rich kids, where she was the opposite of them, kind and friendly towards everyone at it. However, the other heiresses didn't like her for how she was and constantly bullied her for the traditional values that the Tranzell Family held. She stubbornly held her values and beliefs close to her heart and kept to what her mother taught her, and laughed at the bullies' words. It still hurt and did cause her to become emotional throughout her time at the institution, which she would stubbornly try to justify herself in they were wrong. She was the oldest of her family's children and knew to keep to what her mother would have wanted, included traveling to Oak Town with her mother. Because she wanted to join the same guild her mother had fond memories of, and she could surpass and surprise her mother. It took her from 13 years old to 14 years old to join the Crimson Mare Guild because her mother trained her strictly in using the Sky Tears Sword. If anything, this was her first step in taking over the reins as the new Swordmaster of her family, with the Sky Tears Sword in her hands.
Jessica was definitely a bit naive when it came to it, but her skills, like her mothers', definitely helped. It helped an Ex-Wizard Saint as the guild leader of Crimson Mare guild, which was nice. She took on as many Bodyguard quests and needed to match or surpass her mother's record in the guild before her mother retired. However, she got terrible news from a Tranzell Company's letter when she returned to Oak Town. Her mother was brutally killed directly between Magnolia Town and the Tranzell Estate, and it freaked her out. Therefore, all this caused her to do the biggest emotionally, incredibly stupid thing she has ever done without even thinking about the consequences.
She outright quit from Crimson Mare guild after being in it for six total years, six months before her 21st birthday. It was mostly because of who had killed her mother and why she's dead. However, she remembered all the things her mother told her: the family traditions and never taking revenge on those who killed her mother but to defeat them instead. She hardheadedly chose to quit the Crimson Mare Guild because she couldn't stop but feel like she lost a bit of herself, her goals, and whatnot. Because of these traditions, her family holds dear and understands death because everyone dies one day, but she wanted to see her mother's grave. As long as Jessica lives, she'll do what her mother wanted her to do. In terms, she would have to join a different guild with a different philosophy of a family, but she remembered what the Tranzell Historical Record said in its pages. Her mother had read that factoid from the Tranzell Historical Record because of the family's history since they joined many other organizations and guilds in Fiore to protect it.
Jessica learned of an outrageously shocking event in which a guild in Crocus took down a dragon. It felt like what previous guilds of old did in the past. She made another hardheaded decision to join this guild in Crocus to make up for her frustration and hardheaded decision that made her quit the Crimson Mare guild. In Crocus, she went to this guild to join it because it would feel like what she lost, but she'll never forget the good times.
Extra: -The Tranzell Estate is massive, which is at 96,000 Square Feet and five stories tall. This estate is miles away from Magnolia Town, where their company's headquarters reside. The Estate is on a hill facing Magnolia Town, which is out of the way by the notion, and it's on a separate road too. The Tranzellian Guard protects the Tranzell Estate and the Tranzell Company Headquarters inside of Magnolia Town. They are a bodyguard unit that is expertly trained; it has 80 members. Thirty of the 80 protect the Tranzell Estate, which is located outside of Magnolia Town.
-Jessica loves to dance, sing, and be a gardener. She has a specific green thumb towards roses, which are flowers because of her family's lineage. As well, she brings up her younger sisters constantly.
-Jessica has her own cat named Celina. There are two cats and dogs in the house, but she's more of a cat person. The two dogs are her father's pets.
-Was Shocked at the time learning of her own mother's death, Ophelia. It happened in between the Tranzell Estate and Magnolia Town. Her mother is a substantially strong Sword Magic-User even without the Sky Tears Sword.
-Jessica has expensive tastes for food and drink. It is mostly because of her family's rich lifestyle and what is tasked to her.