A corkboard in the guildhall that is periodically updated with quests. This is where characters will get their quests from. They can work alone or in teams, preferably teams. Just need to get clearance from the guild master and you'll be good to go. S-rank quests cannot be taken by any teams that do not include an S-rank mage or the guild master. Physical rewards can be split between the team at their discretion. Important rewards, however, will be handled by the GMs.
Available Jobs
Special Delivery: Opal Arrangements
Rank: C Reward: 6,000,000J Knowledge of plants is a bonus, but not necessary. With so much to do and little time to do it, Opal Arrangements needs some assistance. Their deliveries of flowers from providers in Petunia Town are behind schedule. Please go to Petunia Town, pick up orders from Sapphire Farms, and deliver them to Opal Arrangements. Bonus payment if Fenixtear can assist in delivering arrangements to the Royal Palace - delivery personnel uniforms will be provided. Location: Petunia Town and Crocus Status: Taken
Scholarly Assistance Required!
Rank: A Reward: 12,000,000J & Special Reward Historian Carver Mandrake seeks the assistance of Fenixtear in locating an ancient tomb. Escort him along the mountain paths and assist him in retrieving artifacts for jewels and a special reward to be announced upon safe return. Carter advises that there may be traps, ancient guardians, and general time ravaged hazards safeguarding the treasures within the tomb - as well as general dangers of the mountainous terrain surrounding the tomb's location. Location: Crocus Status: Open
Save Farmer Melrose's Crops!
Rank: B Reward: 8,000,000J & Fresh Produce for a month Farmer Melrose has been plagued with bandits! For two weeks he's lost crops to theives. Report to his farm and st0p the bandits before they make off with the rest of his harvest! Location: Petunia Town Status: Open
Help Bring Cable Home
Rank: C Reward: 6,000,000J & a personalized art piece Artisian Pillart Presco seeks the assistance of Fenixtear in finding his pet, Cable. Cable can be a handful, but fresh basken nuts are sure to help him follow you back home. Refer to the drawing of him to help identify the missing pet. Location: Alvero Status: Open
Assistance Required at the Blacken Oak
Rank: C Reward: 4,500,000J & Free Meal Voucher With the temporary boom in business, Blacken Oak is hoping to acquire temporary staff assistance. Given Blacken Oak provides good view of the royal gardens as well as the city proper, many visitors flock to it. Help with the boom can help put Fenixtear in the minds of visiting Fiorians and earn some extra money with ease. Seeking staffing for most positions, report to Blacken Oak and see what positions are available. Keep tips, split the total reward, and each member that assists will receive a meal voucher good for up to a 200,000J value. Location: Crocus Status: Open
Karlomane Requests Help from FenixTear to help with his dear son
B Rank Quest Rewards:8,000,000J and Free Room and Board Karlomane Karling requests help in the protection of his dear son Karl, from any... incidents. The house of Karling can be quite unique and has a certain sense of unease to most non-Karlings. While the mansion is usually safe when they are 2 Karlings in the house, Karlomane is on an urgent business meeting that requires his urgent attention. The mages of Fenixtear won't have to fight any powerful mage or be forced into any life-threatening circumstances. It might be simply housekeeping and the like, and the personal protection of Karl but you will not need to guard the mansion itself. They are other mages who are guarding the property, and you can easily recognize them from the Koi Fish tattoo on their lower back. Location: Karling Mansion Status: Open
Stop The Student Council Rumble
B Rank Quest Rewards: 10,000,000J and Era Lifetime Scholarship I, Harvard Fernandes, The 5th ranked Wizard Saint requests Fenixtear to deal with the irradical nonsense of the corrupt activities of the Student Council. Yes, you called it; the fascism has gone off the charts and the elite have gone too far with their oppression of the poor and their bullying against students. This is an undercover mission, beware of Archive Magic users, they're dangerous but hey, this is a childish rebellion. Please put a stop and teach these fools some proper morals!
P.S. they have me captive... these students are getting smarter and smarter so you will meet my thought projection and rendezvous on the University Belt. Location: Era Status: Open
The Master Builder, Avedis, requests aid in the safe delivery of the ANP (Auto Nutrient Proccessor)
A Rank Quest Rewards:10,000,000J and a minature personal ANP The Magnificent Inventor, Avedis, requests help from the mages of FenixTear to escort The ANP, to Shinhan's orphanage for the uniquely gifted. However, Abeneraaa Harbor is known as a nest for thieves, rascals, and scoundrels so without enough protection it might fall into the wrong hands. Besides the low-level heathenry present at Abeneraaa Harbor, organized crime is also a real concern that could endanger the noble intentions of the ANP. And we have yet to talk about the evil corporate world that could jeopardize the mission, especially any guilds who would orgasm at the sight of being able to turn a profit Location: Abeneraaa Harbor Status:Open
Bodyguard in need, protect actress Magi Mari from Assassins!
A Rank Quest Reward: 10,000,000J + Magi Mari lifetime concert tickets Movie Star Actress, Marseille Wright aka Magi Mari needs absolute protection from nuisance paparazzi and assassination attempts by the dark guild, God Hand. Our stage play of Edolas has been postponed indefinitely due to these paparazzi and savage killers! We need you to keep a close watch of Ms. Marseille Wright like your life depends on it, we badly need to finish the stage play! Further details will be explained by our point of contact, we don't want God Hand knowing what we got! Please, Fenixtear, help us! Location: Rose Garden Status: Open
Lift the curse from the haunted woods!
S Rank Quest Reward: 10,000,000J + Special Rewards The evil spirits that dwell in the forest behind our village, Cocoa Village, have begun to attack our people! Even women and children have been hurt. Our local wizards have been defeated already and all hope seems lost. If we can't get rid of these spirits then we'll have to abandon the village. Please come and dispel them or drive them away or anything! We'll reward you with everything we have if it means nobody else gets hurt or disappears! Location: Cocoa Village Status: Open
More than one hundred years have passed since the death of Zeref and the defeat of the Alvarez Empire, the year X900, and the times have changed. As the world has grown more advanced the proliferation of magical tools has allowed non-mages to truly compete with mages. Guilds as we know them have adapted to the changes by becoming less traditional and diverse, instead specializing and behaving more like businesses rather than community centers. The Magic Council has recovered and grown stronger than ever, asserting its authority more strictly over the guilds of Fiore in the form of more regulations and restrictions. In a world that has forgotten the lessons of the heroes of old there exists an up-and-coming guild that defies the corporatization of magic guilds, that believes tradition and family give a guild its place in the world instead of efficiency and money. This one tiny guild nestled in the back alleys of Crocus, led by one of the few who remembers the days of old, plans on stepping out and showing the rest of Fiore that the old ways still exist. To show that a tight band of mages could accomplish far more than a massive guild with no soul. This guild is known as Fenixtear and they are ready to take the world by storm.
Let's get some basic rules out of the way. These rules will also apply to our Discord server. Discord will be the easiest and fastest way to reach me for any questions but I will also be paying attention to the OOC and to my PMs so there are several ways to contact me (or the other GMs for that matter).
Rule #1: GM word is law. We'll be reasonable to the best of our abilities but we get final say on any matter of plot, character, or OOC conduct. Rule #2: Behave. I'm very lax and forgiving on conduct but not everyone is, don't create problems and if any do arise try to solve them amicably and quickly. Otherwise GMs will get involved. Rule #3: This is a casual level roleplay so I expect some quality and length in our posts. We don't need full-length novels but if there is any confusion as to the expected quality be sure to check out this. Rule #4: While the GMs get the final say of course the players get to have an impact in plot and worldbuilding. Talk with us about your ideas and we'll work with you to implement them in a cohesive way.
- There is a limit to how many S-rank members we will accept and we will be starting with accepting only one, though as more characters get accepted we may open up an additional S-rank spot. - We're also going to have certain restrictions on playable magic. The list of banned magic will be at the bottom of this hider. We will only be accepting ONE dragon slayer and ONE devil slayer (for now). - There is a character age minimum and maximum for a reason, being 10 and 60 respectively. Stay within that range and if you must be near the edges then you better have a good character to justify it. - When filling out the character strengths and weaknesses sections do be realistic. "Afraid of fireworks" isn't a weakness just as "good at reading" isn't a strength. These sections are for both physical and mental strengths and weaknesses so fill in the appropriate key details. - When listing your character's spells be sure to include major/important spells for both combat and utility, but minor spells that can be assumed don't need to be listed. For example, a fire mage doesn't need to list a torch spell as its an assumed ability. Likewise any Make Magic, or anything involving creativity, doesn't need every single spell listed but instead could simply list general spells or spell concepts to get across the user's skill level. - Feel free to work with other players and the GMs to flesh out relationships and histories between characters. Talk to GMs about any plot ideas you might have, we'll see what we can work out. - Now I will include some general information for your use. Fenixtear is officially two years old but most of your characters will have been in the guild for a year at the longest. The guild hall is a small tavern in an alleyway of Crocus, Fiore's capital, with boarding for members above the hall. The only NPC for now is the Guild Master, Torys Lusitania. Fenixtear is a very small guild, with our cast of characters composing the entirety of its roster. Work has been difficult as many people now take their quests to the bigger, more specialized guilds. Dark Guilds still exist, unyielding to the Magic Council's rule. They still pose a danger but most modern guilds are ill-equipped to handle them so most efforts to combat Dark Guilds are from the Magic Council themselves. Rumors of a new alliance between Dark Guilds have begun to surface though the Magic Council denies its existence. And if those rumors weren't outlandish enough there are tales of monsters, demons, and even dragons roaming the country.
God Slayer magic of any kind is banned. Time related magics are banned, including anything that ages or de-ages characters. Death Magic is banned for obvious reasons. Necromancy and similar undead magics are banned. Pleasure Magic is extra banned.
This list is tentative, it may be changed over time.
Name: (no brainer) Age: (10 to 60) Guild Mark Location: (where on their body is their guild mark?) Magic Type: (the name of the magic and a brief description) Spells: (a list of spells and their descriptions) Magic Rank: (only accepting one, maybe two, S rank mages for now) Equipment: (if applicable) Strengths: (at least 3) Weaknesses: (at least 3) Personality: (what are they like?) History/Bio: (anything you want to keep secret, PM me) Extra: (anything else)
Job Board
A corkboard in the guildhall that is periodically updated with quests. This is where characters will get their quests from. They can work alone or in teams, preferably teams. Just need to get clearance from the guild master and you'll be good to go. S-rank quests cannot be taken by any teams that do not include an S-rank mage or the guild master. Physical rewards can be split between the team at their discretion. Important rewards, however, will be handled by the GMs.
Available Jobs
The Job Board has been moved to the 0th post for convenience purposes.
Lore
This is you guys! Fenixtear is a small guild, only a couple years old, nestled within the alleys of Crocus. Its mysterious master, Torys Lusitania, created a traditional-style guild unlike the modern business-like ones that have become so popular. Here we value friendship and compassion over money and efficiency. At the moment Fenixtear is not an officially recognized guild by the Magic Council, technically making it one of the few Independent Guilds in all of Fiore.
Since most quests are often given to the major guilds the pace at Fenixtear has actually been quite lax. There can go weeks without a single job being posted. At the very least the guild hall doubles as a tavern to help make ends meet. Torys isn't content with letting her guild stay small and unpopular though, and she's already hatching a plan to put Fenixtear on the map. More than that, she wants her guild to step out with style and show the whole country just what her family is capable of.
Recently the guild has grown quite quickly and has been suffering the growing pains for it. While jobs are now overflowing where there used to be scarcity, the guild hall is now always populated and busy. The board rooms above the hall are completely full now and newer members have had to find lodging elsewhere. The attention has also drawn the ire of the more popular guilds, finding various reasons to dislike or even hate Fenixtear and its mages. While the close and rowdy nature persists so the dynamic of the guild hasn't changed much there still has been some changes. Now the next step after gaining fame is to gain recognition, to prove to the other guilds that Fenixtear is more than just a passing fad and to prove to the Magic Council that good can exist in this world without living under their thumb.
Name: Torys Lusitania Age: Although looking to be in her early teens, she is in fact in her late 90’s. Rank: Guild Master Personality: You should never judge a book by it’s cover but Torys is an exception to the highest degree. She is sickeningly sweet and caring for her guildmates to the point of almost being condescending. She is extremely charitable and even runs the local children’s orphanage and homeless shelters. She has very strong moral values and believes passion, integrity, honesty, wisdom, and generosity are the most important attributes in order to serve your own community. Kindness does not mean niceness, however, and she is very blunt to the point of appearing to be rude at times. She is also quite strict on her guildmates, often pushing them to the same degree that she pushes herself. Additionally she has quite conservative views on how guilds should be run. When one attempts to get to know her she can appear a bit jaded at times. She calls her disillusionment “just the effect of the silver crown” and will play it as a joke in public settings. With that being said, when she is in public she still forces a smile and attempts to be cheerful. Her sass and sweetness has lead her to become quite cheeky, giving her a bit of a sour reputation with the major guilds. History: Torys was born when the traditional guild system was still commonplace, before the corporatization of magic. She had even met members of the legendary Fairy Tail guild in her youth. She was inspired by them and set out to learn magic just like them. Since magical universities were becoming commonplace she had elected to go there. Considered a prodigy at using magic, during her education she was visited by many Wizard Saints. She was able to graduate with a degree in “The Magical Arts” or whatever that was supposed to mean. After she returned from magical university she was hoping to join Fairy Tail and become a mage in a major guild. The truth was that Fairy Tail had changed much from the guild she remembered and was now beginning to corporatize. It had begun to specialize due to the increasing effectiveness of magical items. Torys felt like this would box her in, degrading her into little more than a clerk. So, with tears running down her eyes, she approached another major guild in Fiore. However the same thing has happened again and this guild has begun to corporatize as well. And then she went to another major guild, and lo and behold that guild had begun to specialize. Once she had deduced that all major guilds were turning into glorified magical call centers she began to look for smaller and more minor guilds that she hoped had stuck to her traditional values. The craziest thing had happened: those guilds had begun to magically disappear. She kept going to other minor guilds and they all kept having the “Out of Business” sign on the front of their guild. And then it came to Torys that this was beginning to become just a business, just another way to make money. She was disgusted by this and tried to appeal to the Magic Council to change their ways but they did not listen and had even doubled down on their view. She had decided to create a traditional guild but first she needed the money to do such a venture. She had joined a major guild to earn the money from completing specialized quests and to procure the fame to be able to start her own guild. She had earned a reputation of being able to complete several 100 Years Quests single-handedly, but the funny thing was that no one actually saw her use magic while she was completing them. This led them to conclude that she was a fake and she was contracting other guilds to help her complete quests; a huge crime to the magic council. The case against her had been building and when finally confronted about her magic power she had refused to tell them anything about what was happening. She was brought forth to the magic council and instead of a long drawn out court process, she pleaded guilty and was banned from ever starting or joining a corporate guild again. Wait, a corporate guild? This meant that she was not barred from creating a traditional guild just like she wanted. And with the money and infamy earned from her time at a major guild she was able to start an unofficial guild called Fenixtear based on the idea of the rebirth of the traditional guild.
Though once a nation with many hundreds of guilds, the mage guilds of Fiore have dwindled in number over the past hundred years. Those that remain are mostly large guilds that specialize in handling specific kinds of quests, being run very much like a business and the bigger ones have multiple guild halls in multiple cities. Small guilds still exist, few and far between as they are often unable to afford the taxes to be officially recognized by the Magic Council. The guilds that aren't "official" can be labelled as Dark Guilds at any time by the Council, regardless of whether they have done anything wrong or not, but until then are simply considered Independent Guilds.
Steel Hydra
One of the largest guilds in Fiore, Steel Hydra is known as the monster-hunting guild. Its members have specialized in capturing and destroying non-human combatants. As such they were one of the first guilds to really corporatize, as their business was booming and they constantly attracted new members. Not only do they have many mages under their banner but they even have two Wizard Saints in their ranks. Steel Hydra's current guild master is the grandson of the previous master, a young man that is confident enough to declare his guild as the strongest in all of Fiore. This guild has four guild halls in four different cities, each with its own "guild manager" that all report to the guild master. Their main guild hall and headquarters reside in Oshibana, while the other halls are located in Crocus, Clover, and Balsam.
Soryu Shinano
A proud and powerful wizard, Soryu inherited his title as the guild master of the largest guild in Fiore from his grandfather. Armed with various weapons and tools thanks to his Requip, "The Hunter", he has spent most of his years hunting monsters alongside his guildmates. Now as the master he oversees the guild but can still be caught taking on quests himself sometimes. After all he can leave much of the administrative work to his "guild managers" while he can show off his strength with the rest of his wizards.
A boisterous young mage known for taking few things seriously. Despite his laidback appearance he is quite perceptive and a skilled fighter, using his Storm Magic to take down all manner of beasts, monsters, and random people he finds himself in scuffles with.
A rare Dragon Slayer with a chip on his shoulder, his ambition to be both powerful and recognized has served him well. While he has not slain any dragons yet he is quite confident and eager to live up to his Lost Art as well as achieving his personal goal of joining Black Curtain.
Black Curtain
Though considered one of the major guilds, Black Curtain heavily vets its members and is accordingly a very exclusive guild. Specialized in fighting other mages for the purpose of defeating Dark Guilds, it is given special attention and privileges by the Magic Council. The inner workings of the guild aren't well known to outsiders, but it is known that their guild master is one of the Wizard Saints and their former guild master is on the Magic Council. It has become a problem in recent years where villainous wizards will pretend to be Black Curtain mages to gain trust of their victims before committing their crimes, so most real members hide their guild marks and only show them to identify themselves when asked. Their guild hall resides in the mountains outside Crocus.
Duncan Nythe
This powerful Godslayer has been in Black Curtain since he was a teenager, eventually earning the title of Wizard Saint before becoming the guild master. The previous master trained him personally and brought Duncan into the world of shadows. While he is known for his strong sense of justice he is also cunning and daring, perfectly willing to make use of the special permissions afforded to his guild to make morally questionable choices all for the greater good.
Father to Fenixtear's Kaden Penderghast and a famous mage in his own right, he has also been a part of Steel Hydra at certain points in time. Part of why top guilds vie for his presence among their ranks is his expansive combat experience and professionalism, but his use of Darkness Magic and Heavenly Body Magic is a feat in and of itself.
The laziest and most laidback among Black Curtain's elite, Johan is actually a world class swordsman and practitioner of Wind Magic. He's well known for lazing about between jobs but whenever he's fighting dark mages his brutal efficiency that got him into this guild begins to shine.
A former Rune Knight hailing from the Uru tribe, Arvin is an accomplished Take-Over mage with dozens of transformations in his arsenal. Though quite chivalrous and honorable he still finds himself to be quite the ladies man, or at the least he makes himself out to be one.
Blue Pegasus
One of the few guilds from long ago to successfully adapt to the times and remain popular, Blue Pegasus has come to specialize in customer service and hosting. Almost all quests asking for assistance in business go to Blue Pegasus because of how infamously skilled their mages are at looking good. Even other guilds will sometimes hire Blue Pegasus mages for assistance! While many of their mages are eccentric the guild master herself is actually surprisingly strict and controlling, only recruiting the most attractive mages and just training them later to fit in. Their guild hall resides in Clover.
Madame Elaine
There is very little known about Madame Elaine from her time before Blue Pegasus, and that was a long time ago as she practically grew up in the guild. Though she is far beyond her youth she still keeps in touch with the Blue Pegasus way, employing only the most handsome and beautiful mages. While she is no powerhouse, being merely a humble master of her strange Pink Flame Magic, she is still very wise and very clever.
One of the esteemed gentlemen of Blue Pegasus' finest mages, Jimmy is a very straightforward and formal man. This is reflected in his simple and straightforward Speed Magic quite well. But underneath this layer of class and tact may lie something darker. Something more... informal...
Sleuth
A young but very popular guild that specializes in search quests, such as finding missing persons or objects. Sleuth has grown to replace an older guild that specialized the same way, which almost started a Guild War if it wasn't for the Magic Council stepping in. The older guild ultimately disbanded and many of its members came over to Sleuth. The guild master is a very sly and cunning man who certainly thinks very highly of himself and his mages. Their guild hall resides in Hargeon, and also serves as a museum that contains many historic and magical artifacts.
Sovereign Minutio
A former member of a guild called Looking Glass, Sovereign came to disagree with the guild master's views and methods and broke away to start his own guild. Sleuth ended up becoming more popular than Looking Glass and ultimately cannibalized it of many of its members. Though he is a mage he isn't very keen on fighting, preferring to use brains over brawn and it comes quite naturally with his Archive Magic. He always stays two steps ahead and thus keeps very good control over his guild.
Will be updated when seen IC.
Crimson Mare
This guild is considered to be the spiritual successor to Mermaid Heel, hiring exclusively female mages to populate its ranks. These ladies specialize in bodyguard quests and the like, though many critics think Crimson Mare's popularity lies in its looks rather than its skills. There has always been tension between Crimson Mare and Black Curtain ever since the two guilds nearly went to war with each other over a miscommunication that turned into a skirmish over a decade ago. Despite the trivial origins of the rivalry the rift between them still remains. The guild master is considered a very powerful mage that formerly was among the Wizard Saints but retired from the position of her own will. The guild hall is located in Oak Town.
Morgana Lutz
Though significantly crippled now, Morgana used to be considered one of the Ten Wizard Saints. Her dominion over the animal kingdom through her Beast Supremacy Magic made her a significant force to be reckoned with, but unfortunately not invincible. After losing her arm fighting an especially powerful dark mage she decided to leave the Saints. She has been running Crimson Mare for decades now and despite her current state she retains the respect of not only her guild but even other guild masters. Age and injury have done little to diminish her fierce nature.
Will be updated when seen IC.
Obsidian Kite
A unique guild that specializes in providing vehicles and chauffeurs for travel. One of the smallest of the major guilds but one of the wealthiest due to monopolizing on such a niche role that pays in spades. With its budget it has managed to acquire five guild halls across the country, but their headquarters isn't in the country at all; the main guild hall is a large air-ship that roams the skies! The guild master is a shrewd man but also known for his charity, sometimes even offering his guilds services for free to those that cannot afford it when he hears their stories. Its guild halls reside in Crocus, Era, Hargeon, Oak Town, and Oshibana.
Oleg Kempest
Leading a guild many assume to not be particularly powerful, Oleg actually stands as former Wizard Saint. Though he eventually relinquished the title of his own will he remains an exceptionally formidable mage with his Enchantment Magic and his many decades of experience. He started Obsidian Kite as a hobby and eventually committed to it fully, thus why he eventually left the Ten Wizard Saints. He is proud of what his guild has become but even in his old age he isn't quite ready to retire.
A calm and level-headed guide, one can most commonly find Benji manning one of Obsidian Kite's famous airships. But when he's forced to protect his clients he will do so with haste, making excellent use of his Crystal Magic for both offensive and defensive purposes.
Cocky and playful, Mal doesn't often take things particularly seriously but when he does he can be quite focused. His confidence isn't necessarily misplaced as he is quite a skilled combatant and a practitioner of Mirror Magic. He may or may not be quite vengeful as well...
Residing in Era, the Magic Council is not the ruling authority over Fiore but instead the ruling authority over all the magic guilds of Fiore. The organization has grown quite powerful over the years, bolstered by its taxes on all the official guilds. These are the people who determine the regulations and restrictions, "the rules", by which all official guilds must abide to remain recognized. Any unrecognized guild could be labeled a Dark Guild at the Council's discretion.
Since most of the major guilds aren't suited for warfare against Dark Guilds it has fallen onto the Magic Council to be the primary defense against them. Not only does the Magic Council have an army of Rune Knights stationed around the country but it also has the Ten Wizard Saints: ten incredibly powerful wizards recognized by the Council to be the strongest in all of Fiore. The military might of the Magic Council has never been stronger than it is now, allowing it to project its authority alongside the Kingdom of Fiore.
At the very top of the Magic Council is the council themselves; ten council members plus the council chairman. Council members are not elected, instead the positions are indefinite and will only be given up upon retirement or ousting. In the case of retirement the out-going council member will nominate their own replacement, but if removed from the council the chairman will nominate a new member for the open seat. The chairman is selected by vote among the council members and this position is also indefinite. As such the council itself rarely changes and is largely populated by older wizards.
The Wizard Saints are all especially powerful wizards recognized by the Magic Council. To be chosen as a Wizard Saint there must first be an opening to join, though one does not simply apply for membership. The Magic Council will reach out and the Chairman offer membership to those they consider worthy whenever an opening is made. The Saints, while under control of the Council, are more loosely controlled and have lots of agency. Several are still in a guild and remain beholden to their guild masters, even. But if summoned for a meeting or a specific task they are still expected to oblige the Council above any other allegiances. Additionally the Saints are numbered, ranked descending from weakest to strongest. The rankings are determined internally by the Saints themselves, with the top four positions being especially renowned. These top four ranks are referred to as the Four Gods of Ishgar and their power is considered to be supreme. As we meet the Ten Wizard Saints there will be more information provided here about the specific members.
- Torys Lusitania : The founder and master of Fenixtear actually used to be among the ranks of the Wizard Saints long ago. When she was inducted she held the rank of 10th but at her peak she was considered ranked 7th. Torys held the title of Wizard Saint for 27 years before choosing to retire from its ranks voluntarily after dropping back to 10th by the end of her tenure. Many do not remember that she was a Saint but the current councilmembers certainly do as they even stripped her of her title as a "former Wizard Saint" and removed any references to her time as a Saint from all the Magic Council archives, all as an extension of her punishment. Any records that exist of this today would not belong to the Council or any of the major guilds.
- Marduk Girga : Another member of Fenixtear that once held the title of Wizard Saint. His time among the Ten Wizard Saints was fairly contentious as he often did not get along with other Saints nor the Magic Council, specifically over their orders and morality. Some members of the Council began to align with Marduk's vision of justice but his movement was stopped when he was attacked for questioning orders and he was permanently injured. His supporters were converted or removed from the Council and its forces and Marduk himself was removed from the Saints due to his injuries, prompting him to leave the Council altogether.
- Morgana Lutz : The guild master of Crimson Mare, Morgana was once considered powerful enough on her own to stand among the Wizard Saints. She dedicated most of her time and effort to running her guild but she was always known for being a fierce warrior even as she advanced in years. As age took its toll on her she eventually found herself outmatched in a duel and lost an arm for it, though it was her pride that took the most damage. She left the Saints soon after this, perhaps as a way to keep control over her own fate since it would've only been a matter of time before she was removed. Though down a limb she is still a very powerful wizard that fully supports her girls in Crimson Mare.
- Oleg Kempest : A very old man who was in the Wizard Saints a long time ago, the founder and master of Obsidian Kite. In his day he was renowned as one of the most powerful mages alive, an expert in both magic and martial arts with a good head on his shoulders too. Though once he achieved power as his source of pride he began to find boredom in simply being strong, thus he ended up founding Obsidian Kite. Meeting new people was something he genuinely enjoyed, and the massive amounts of money he was making allowed him luxuries that just being a Saint could never give, thus he ended up retiring from the Saints to dedicate himself to his guild. The offer to rejoin has been given to him multiple times over the past few decades but Oleg continues to decline.
10
The Last Samurai
9
Known as the Ghost King, Boram is an esteemed member of the Magic Council. In fact he sits at the very head of the Council as its Chairman. But before he was ever on the Council he was a Wizard Saint, recognized for the power of his Shade magic and his intellect. He has been ranked in various positions throughout the decades, even managing to be considered one of the Gods of Ishgar for a time, but his duties as the Chairman have taken center stage in his life. While he is known to be a friendly and sometimes charitable person he is more notoriously known as a totalitarian, exerting his authority for what he believes to be the best for Fiore. Boram has worked closely with the Kingdom of Fiore for a long time, knowing the King and his family personally. For these reasons he maintains an iron fist over the mages of his nation, all for the greater good. Those who do not share his morals might find themselves in a very bad place should they ever test his patience...
8
The White Devil
7
The Empress
6
Known as the Darkness, Duncan has been a member of the Black Curtain guild since he was just a boy. He was allowed in so young not only because of his impeccable record and strong moral code, but because he had acquired a lost magic in the form of God Slayer magic. He always claimed he learned it on his own but he's never shown anyone the tome it supposedly came from. Regardless he eventually earned enough trust and clout that the guild master appointed Duncan to be his replacement when he retired. By that point he was already among the Wizard Saints and was just thrilled to be the new guild master. His aloof nature may seem like it clashes hard with his profound sense of justice but only a true fool would assume he was lazy. Pity the man that crosses Duncan for he may never be seen again...
5
Known as the Dean, Harvard has become quite the popular fellow not just in Era University where he is the Dean of Magic Arts but in all of Fiore. Grandson of a disgraced former Saint, he was a child prodigy that demonstrated proficient Mimic magic from an early age. His near perfect photographic memory allowed him to easily excel in academia and he found himself a professor at Era University before he was even an adult. Though he is always the attention of the ladies he has found himself pining for the 3rd rank Saint, and is often crushed that the feeling is not mutual. Nevertheless he holds himself in very high regard, being the highest ranked "human" Saint and at such a young age. His confidence in both his strength and intelligence is almost charming, but at the same time he seems like there is always something on his mind...
4
The Vulcan
3
Striga
2
Known as the Hellmouth, Ajax is a large and intimidating man. His powerful Dragon Slayer magic makes him a force of nature that some consider to be the strongest man in the country. With no guild, family, or hobbies to occupy his time he will often roam Fiore in search of any problems to solve. The amount of Dark Guilds he has crushed single-handedly is what got him recognized as a Wizard Saint in the first place. In fact he was inducted straight into the Gods of Ishgar. He formerly held the 1st Rank position but has since been usurped. Ajax himself has little care for the Wizard Saints as a whole, he simply wishes to destroy evil. Ajax is also often considered to be the Magic Council's "attack dog", as he will respond to their calls regularly and will seek out enemies to destroy in his free time as it is. His confidence in his strength is unwavering and borders arrogance, though none have ever managed to even harm him. No human has, that is...
1
Known as the Divine Light, Pallas is a mysterious but powerful wizard. After seemingly arriving out of nowhere he demonstrated his immensely powerful Starlight magic just as an opening in the Wizard Saints had appeared. He talks little and shares nothing of his past, but in spite of the suspicious circumstances he was still reached out to by the Magic Council to join the Saints. While his motivations and goals are unknown, as are many things about him, the Council figured that the best way to keep track of someone so powerful but seemingly good would be to let him join them. His immensely powerful magic placed him directly into the Gods of Ishgar after some deliberation. Pallas has done nothing wrong yet remains under constant scrutiny. After all, his benevolence may only be a facade and he is still yet to reveal to anyone who he is or where he comes from...
In spite of the authoritarian measures of the Council there persists the issue of dark guilds. These are guilds of wizards that operate with little to no regard of laws or morality. Once an independent guild is declared a dark guild by the Magic Council it becomes illegal to hire them or even post quests for them, yet many manage to remain in business. Of course many of them also simply do as they please and make ends meet by terrorizing smaller villages or guilds. There are a few dark guilds that have been labelled as such without ever breaking any laws, because they were simple independent guilds that got on the wrong side of the Magic Council. Many wizards from these dark guilds end up imprisoned for very long times when captured, though sometimes they are allowed to go free on certain conditions. Of course there are special permissions given to Council forces and the guild Black Curtain that give them permission to kill when handling dark guilds, though other guilds are not allowed to be so violent. While dark guilds have remained a constant threat all these years there are rumors of another alliance among them that makes even the almighty Council afraid.
God Hand
A dark guild that is known for taking on illegal quests such as espionage, subversion, and assassinations. The location of their headquarters is unknown but it continues to pose a threat to many innocent people. Very little is known about its master or its members, as they fittingly keep much about themselves secret, though the Council has suspicions about who some of its high-ranking members would be. They are considered a low-priority threat as they do not actively conquer and destroy like other dark guilds do, so investigations into them aren't allocated very many resources.
Starless
A small, cult-like dark guild that isn't very well known. They don't often cause trouble and are constantly roaming, making them a low-priority threat according to the Magic Council. They have been known to roughly follow the Star Circus, biding their time to acquire a supremely rare magical artifact called a Wishing Star. Beyond their generations-long quest to obtain a Wishing Star they don't cause a lot of damage or draw any attention to themselves.
Black Jester
A nomadic band of mercenaries from Bosco, they travel into Fiore from time to time and thus have been labelled a dark guild by the Magic Council. Their reckless violence is hard to miss but they don't often stay in Fiore long enough for an offensive to be mounted against them and chasing them into Bosco is out of the question. Their mysterious leader, known as The Son, is a tightly kept secret as even very few within the dark guild know anything about them. Rune Knights near the border with Bosco remain on constant alert for this guild but it seems that they always manage to sneak past undetected, indicating that The Son is a very clever leader.
Black Blossom
A small guild that has persisted for a very long time. They have been known to make a living by terrorizing small villages and have demonstrated willingness to extreme violence. They have been considered a medium-priority threat by the Council for their violent crimes. While their attacks used to be infrequent and scattered they have grown more common over the past several years, indicating to the Council that they had a change of leadership. They are also a known subordinate guild to a major dark guild known as Goliath.
There exists a historic location in the west of Fiore by the coast known as the Ivory Tower. It was a massive monument erected long ago, towering high into the sky and host to an entire city known as Ivory. It existed as a very unique city until thirty years ago when the tower fell. Many lives were lost and the city inside it was completely destroyed. All that remains are the ruins, which became a hotbed of magical tools that survived the destruction. This attracted dark guilds to the area and for a length of time it was a lawless land. It took over five years for the Magic Council to defeat or destroy all the villains who had holed up in the ruins of the Ivory Tower, thus reclaiming it for the Kingdom of Fiore. Since then the ruins have remained mostly untouched as a historic site as any efforts to begin rebuilding the city have been denied by the King. However these ruins would be host to one last historic event, as several years ago a war between dark guilds almost erupted as three major guilds arrived to the area within the same day to lay claim on the territory. In the end they settled their differences and formed an alliance among themselves, not over the Ivory Tower but instead over their mutual hatred of the Magic Council and the Kingdom of Fiore. In celebration they destroyed what remained of the ruins, wiping out the nearby Rune Knight forces, and then branding their alliance as the Ivory Pact.
Information about an alliance between dark guilds has been largely suppressed by the Magic Council, but many guild masters and well-traveled mages may know about the Ivory Pact. A truce between three major dark guilds, formally made in the Ivory Tower, its member guilds are considered to be some of the most powerful and dangerous in all of Fiore. Their headquarters are all in unknown locations thus making it difficult for an offensive to be mounted against them. As well these three guilds also have subservient dark guilds that are under their control. These three guilds were once on the verge of war with each other over conflicting interests but managed to settle a pact of non-aggression before any bloodshed began. Thus they are all equals to each other, though their subservient guilds clearly are not. While their specific goals may vary they all share a common interest in surviving and combating the Magic Council and the Kingdom of Fiore.
Goliath
An incredibly unique dark guild populated only by a single man! This one-man-guild has the most subordinate guilds of the Ivory Pact, largely making up for his lack of numbers. Just being outnumbered doesn't mean he's outgunned, however, as Goliath is a very powerful enemy of the state. His magic is an unknown factor but his motivations are no mystery, as he claims he has a right to the throne of the Kingdom of Fiore. Attempts to capture him in his early days were utter failures and what ultimately drove him to becoming violent and no longer staying in the public eye. While his subordinate dark guilds are fairly standard in their operations, Goliath himself interestingly doesn't often kill any of his enemies or assailants. Survivors are often rounded up by the Magic Council and debriefed, thus their reluctance to tell any details of just who Goliath is and what he can do. It is said that Goliath is the most powerful wizard on the continent but nobody will ever find any mention of him in the Magic Council archives.
Iron Claw
The largest of the Ivory Pact member guilds, Iron Claw is also the most violent and potentially the most infamous. It's been difficult to discern their motive as it appears they are just selfish anarchists that really want nothing to do with the Council or anyone else, unless there is something they would wish to take by force. Information about Iron Claw has been the most difficult to suppress due to their reckless nature, so many of the citizens of Fiore at least know their name. They notoriously did battle with Magic Council forces several years ago in an attempt at stealing a particular superweapon from the Council's secret library in the mountains of northern Fiore, though they were unable to obtain it. The cost of the battle was still heavy on the Council and they were forced to relocate their secret library afterwards to prevent future sieges. Because of this attempt, and their general villainy, they have been considered by the Council to be the greatest threat to Fiore.
Draco Clamor
As the name may imply, Draco Clamor is a dark guild that was supposedly founded by and led by a dragon. Cult-like in nature, the upper ranks of their mages are populated with dragon slayers. They have goals of conquest and have been staying mostly under the radar for several decades in preparation for their eventual campaign, relying on extorting their subordinate dark guilds in the meantime to amass wealth and resources. Though nobody has ever seen this dragon the Council theorizes it must be real due to how many dragon slayers they have accumulated. Draco Clamor even has its own holy book, known as the Draconis Scriptum, that preaches of humanity's servitude to the dragons. Owning this book is a punishable offense if caught, resulting in imprisonment by order of the King of Fiore.
Almost nothing is known about the person who has been creating Etherious demons for the past fifty years, not a name or anything else. The Magic Council has simply been referring to them as Mysterious Creator or The Creator for the time being. Any attempts at discerning more information from any of the Etherious that have been defeated have been fruitless. This person's identity, magic, possible location, or even if its only one person at all is completely unknown. The Council remains tight-lipped about The Creator's existence though, as if the general public learned that not only were Etherious demons real but that someone is still creating more to this day it would create further problems. There has been spent decades of speculation to determine this person's motive and it remains unclear.
Artificial constructs made of ethernano, all modern Etherious have been created by the Mysterious Creator. Their appearances and capabilities can wildly vary but in general they are considered very powerful and generally have only ever been defeated by top-tier mages. The Council has no estimates as to how many are currently alive but they believe that the number must be fairly low due to difficulty in creating the Etherious, else the Creator would've likely created an army over the past 50+ years and performed more overt misdeeds.
An unnamed Etherious that appeared as a large, spiky black dragon. While it did not demonstrate significant intelligence it was capable of incredible power and had the unique ability to continuously adapt and mutate its body to grow stronger during a fight. It grew tougher, stronger, and smarter as well as making specific adaptations during its battle. It is unknown what the upper limit of its capabilities would've been had Fenixtear not slain it when they did, it may well have had infinite potential and become invincible and intelligent.
Also considered the "0th Demon", Grasidia was the first successful creation of the Mysterious Creator and the template from which all following Etherious were designed. Very human in appearance with the only tells of her inhuman nature being easily concealable under even sparse clothing, though she becomes far more inhuman in appearance when she truly taps into her power. She is among the most powerful of the Etherious and also has the most free will, a mistake that would be corrected with later constructs. Perhaps most interestingly is that through her free will she had developed a connection to humans and has been concealing herself among them for decades.
A demon servant of the Mysterious Creator, Malmaxon is one of the younger Etherious. Though he cannot disobey orders he still makes himself dangerous in his free time, finding entertainment in tormenting and slaughtering humans. His flames can purge all evidence of his presence, except the sparse witness testimonies that always fall on deaf ears. He most likely could be the culprit of most demon attacks but nobody can be certain. His intense hellfire and unpredictable appearances make him a great threat even if he isn't well known.
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.
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. Guess everyone is deceptive about their age these days.
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 and defend with vigorous amounts of speed and power through momentum. I'm not sure how it would help with defending as adding momentum to a block would just increase the damage you would take, but if it were to help with dodging then just dodging with a single limb is kinda niche but understandable at least. Might want to clarify on that.
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 (and then sending that same ground toward the enemy). As long as the manipulation of the ground is in a single direction at a time this is fair. Can't just be Earthbending out here.
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: Sike! Nah just kidding, she can be S rank.
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. Calm down, Dr. Strange.
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. This also seems to be a running theme.
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 I'd say we all are, but not always I suppose 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 or fairy tales, if you will, 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 *gasp*. 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 dark. 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.
A few grammar things here and there, but ultimately a solid sheet and character to take the S-rank slot. Make sure to address my comments in the spells section and then you can move Holly over to the Characters tab.
@j8cob, I love the humour in your review. I've made some edits of the spells as requested:
Warrior's Zeal
Before: The power of Thrust is placed in the arms and legs of the user, allowing them to attack and defend with vigorous amounts of speed and power through momentum.
After: 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.
---
Terra Uprise
Before: 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 (and then sending that same ground toward the enemy).
After: 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.
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.
We're just attracting all the dark and broody ladies.
Name: Lavinia Lucardi Alliteration never hurt. 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. Don't drop the book amirite?
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. Not very useful in combat but can be used as a charm and negotiation skill outside of it. Does this also require consumption of the target's blood to work?
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 very soon after losing them. What's the timeframe for critical injuries and dismemberment? I assume its not the generic five minutes but are we talking minutes, hours, days?
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. A walking stick.
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. Self-mutilation should be pretty debilitating.
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. Like a secret teddy.
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. It really is a running theme here. - 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. Luckily for her there hasn't been a whole lot to do anyways. - 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. "I can't see without my glasses!" - Velma, 1969
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 you made me Google this word btw, thanks, 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 oof yikes, 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 what a twist. 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. I'm gonna take a moment here to, instead of make a joke, comment that this is actually a pretty realistic and thought-out product of her training. I really like this explanation of her personality.
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. rekt
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 true story, appearances matter to the major guilds and looking like a bad guy isn't good for business, 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). I get the distinct feeling that this girl would not handle confronting true evil very well.
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. Bonus points for actually using this section.
Overall a very solid character. Blood magic can be quite the trope but having supportive abilities with it is unique, to me. Her personality and history line up very well and she doesn't seem out of line or out of place. I just need some clarification on a few of her spells and she should be good to go. Once you make the edits to alleviate my confusion you can move Lavinia over to the characters tab. This "demon lord" might be in for a shock in the future.
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: Luke Age: 20? This has gone beyond a running theme and become a running gag now. 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. Right now, he can only modify himself and nothing else. Off the bat I have to say this is pretty open-ended and vague, we're gonna need just a bit more specifics to disperse confusion here. Spells:
Configurate: The user streamlines their body for the current task at hand, such as increasing physical strength, durability, or speed. This is definitely very vague. I take it that this is a buffing spell based on the examples given but its worded as if it can do more. I don't think it should do more than just apply self-buffs, and I also think the buffs should be described a little better. How significant are the buffs? How long do they last?
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. So this alters Luke's genetic makeup to allow him to resist specific spells, yeah? I can see that working for a wide variety of spells but surely there isn't an answer to everything. If its changing his phase of matter to allow escape from binding moves then that makes this spell pretty powerful. Power should come at a cost. Also can these resistances stack? Like for instance if he uses this spell to resist a fire attack, then uses it again to resist an ice attack, would the fire resistance be overwritten or would it still apply for a set duration?
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. I have no problems with this as a concept but I'm a little confused. Does this progressively heal him as well since it finds imperfections? What would be the "end result" this spell works towards?
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. This is the most straightforward spell lol. Would it still recover from fatal wounds if Luke is low on magic when he uses this spell? I believe its efficacy should scale with how much magic he puts into it, with the less magic he has meaning the less healing he gets from it. So perhaps at low magic, like after a fight, it would heal him enough to keep him alive but still not enough to remotely be back in fighting shape.
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. The inner machinations of my mind are an enigma.
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. Personally I'd think him being slow and lacking common sense would disqualify him from being a mediator lmao
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 actually textbook amnesiacs in real life have plenty of memories in the majority of cases, I've got a textbook for proof on my bookshelf. 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 just like in the real world. 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 also his magic wouldn't really suit this purpose lol. 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 we accept all-comers.
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 doesn't know it but he's in good company to relate.
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 probably strong? 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. Bonus points for using this section.
I like the concept of an amnesiac regaining their memories and the opportunities that this can present (I read your PM), but I'm really held back by how vague his magic is presented. Open-ended magic is fine but I need a bit more specifics, lest I misinterpret his powers and it creates problems down the line. I'm gonna reserve my final verdict until you glow up the Magic and Spells sections some, though I will say that you're probably good to go once they get elaborated on. Also thank you for not turning us into Mermaid Heel.
@j8cob I've expanded on the magic/spells section some more by making it less vague. Please look over it and see if there's anything else that needs to be edited.
Was a little difficult to come up with spells for this’n but here she is cx I probably missed something somewhere or have tons of errors, but meh, here you go.
Keen to hear thoughts on her
Edited:
Lillian
Name:
Lilliana “Lillian” Drew
Age:
22
Guild Mark Location:
Left Shoulder - Black
Magic Type:
Null Dragon Slayer Magic
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.
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.
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. I still think a Blue Fire Dragon Slayer concept would've been dope but this is written out better than I was imagining it after you told me, so its fine.
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. I was about to say "this is kinda implied as a Dragon Slayer" but you clarified that these boosts are specific to her arm so this should stay here in the Spell section for clarity's sake.
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) Ooooh, numbers. If a spell that is bigger than the wall, so that it will go around the wall but also hit it, would the entire spell be absorbed or just the area that contacts the wall?
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 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. Does this have a cost or is it a passive effect? If its a passive effect it'll still be fine but it should be moved higher up this list near the "Enhanced Physique" bit so that its easier to distinguish from traditional spells.
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. Can this block/destroy entire spells? Also this should be moved up with the "Enhanced Physique" and "Null Dragon's Eye".
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. I'm starting to sound like a broken record but this one should also be pushed up the list to chill out with the other "spells" that are really just body modifiers. This is a pretty neat take on the "no u" kind of ideas.
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? A? B.5?
We'll call her 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 numbing effects at range are still useful offensively tbh • 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. If this is a reference to dual element mode, she still kinda gets access in a way but only temporarily and conditionally. • Most of Lillian’s spell arsenal doesn't have the greatest range - or any way to quickly close distance.
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. runninggag.exe
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. This makes three former Dark Guild members now. I wonder if that's a topic that ever comes up in casual conversation at the 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. I am also confused here. I read your PM but does this mean a lacrima was put in 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.” Dialogue in a history section? Of course it will be long lol
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. See what I mean about dialogue? Nothing wrong with it, just pointing out that short backstories and dialogue don't mix.
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 damn this dude just napalmed her 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 lucky. 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. Better hide that arm, we know from the canon that villagers assume the worst about funny looking arms.
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.
That's a big use of the Extra section. Bonus points. Though I assume that Nullfire can be smothered to be put out, yeah?
You weren't kidding about the long history. I wasn't too keen on the idea of a Null Dragon Slayer when you were describing it in the Discord but after going through this sheet I'm really not bothered by it. After you make the few updates I asked for you can move her over to the Characters tab.
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. I still think a Blue Fire Dragon Slayer concept would've been dope but this is written out better than I was imagining it after you told me, so its fine.
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. I was about to say "this is kinda implied as a Dragon Slayer" but you clarified that these boosts are specific to her arm so this should stay here in the Spell section for clarity's sake.
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) Ooooh, numbers. If a spell that is bigger than the wall, so that it will go around the wall but also hit it, would the entire spell be absorbed or just the area that contacts the wall?
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 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. Does this have a cost or is it a passive effect? If its a passive effect it'll still be fine but it should be moved higher up this list near the "Enhanced Physique" bit so that its easier to distinguish from traditional spells.
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. Can this block/destroy entire spells? Also this should be moved up with the "Enhanced Physique" and "Null Dragon's Eye".
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. I'm starting to sound like a broken record but this one should also be pushed up the list to chill out with the other "spells" that are really just body modifiers. This is a pretty neat take on the "no u" kind of ideas.
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? A? B.5?
We'll call her 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 numbing effects at range are still useful offensively tbh • 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. If this is a reference to dual element mode, she still kinda gets access in a way but only temporarily and conditionally. • Most of Lillian’s spell arsenal doesn't have the greatest range - or any way to quickly close distance.
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. runninggag.exe
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. This makes three former Dark Guild members now. I wonder if that's a topic that ever comes up in casual conversation at the 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. I am also confused here. I read your PM but does this mean a lacrima was put in 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.” Dialogue in a history section? Of course it will be long lol
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. See what I mean about dialogue? Nothing wrong with it, just pointing out that short backstories and dialogue don't mix.
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 damn this dude just napalmed her 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 lucky. 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. Better hide that arm, we know from the canon that villagers assume the worst about funny looking arms.
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.
That's a big use of the Extra section. Bonus points. Though I assume that Nullfire can be smothered to be put out, yeah?
You weren't kidding about the long history. I wasn't too keen on the idea of a Null Dragon Slayer when you were describing it in the Discord but after going through this sheet I'm really not bothered by it. After you make the few updates I asked for you can move her over to the Characters tab.
Alrighty, made those small edits. As for your other inquiries:
- Yes, spells can spillover the borders of the Nullfire Wall if they’re large enough, but the rest is, naturally, still absorbed.
- Null Dragon’s Eye is a passive effect. It does require her to visually focus on a target/source of magic if they’re outside of her proximity range, however. Pretty much this means one person/small clustered group can be examined at a time.
- Null Dragon’s Arm is what Lillian considers her most powerful tool, and the one she is best at utilizing. Generally she can use it to defend against most spells by tearing them in half or worse, but just like Nullfire wall, there can be spillover.
- In reference to her second weakness, I was more referring to other Dragon Slayers’ abilities to alter their body using their magic - perhaps to change their form into their element, or develop dragon features such as wings, tails, etc. But what you said can apply too, makes sense to me.
- Yes, her Dragon Slayer Magic capabilities stem from a Lacrima she was bestowed as a child.
- Yes, Nullfire can be smothered just as natural fire can, just likely not by magic. In fact if you’re set ablaze by it you have to snuff it out before you can use your magic, like in Null Dragon’s Roar and Nullfire Wall.
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.
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.
- 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 (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.
- 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.
- 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 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 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!)
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.
Spells: (Not a complete list of maker-spells, but at least her most used ones.) Please, God, don't let me have to read a long list of literally every spell a Maker Magic user has.
- 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.
- 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.
- Pull of the Sea: The caster touches the chest/back of the target. Target experiences a draining feeling, both physically and magically. It leaves the target weakened, and can even make an already weak target passout. Not sure how this relates to Water or Water-Make.
- Ocean Serenade: This spell has the ability to lull target(s) to sleep, but more readily just makes them put down their guard and more peaceful. Targets swear they hear the calming sound of waves lapping on the shore, wafting smells of the sea air, and some even say they can see the white crests of the waves. Also not sure how this relates to Water or Water-make. Are these two leftovers from Ria's original sheet?
- 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.
- Water-Make Decoy: User generates realistic looking phaximilies probably mean 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.
- 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 Barrier: Whereas Water Dome is for camiflogue, 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 Celestial’s who? 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. Finally, someone who isn't a Debbie Downer.
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. Medications can be prescribed to fix this.
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 same. 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 ayyyyy, 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 oof. 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. I'm sure this isn't at all confusing ever.
She collects shiny stones, and enjoys gardening ayyyy.
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!) Bonus points for using this section.
Solid sheet, but you tricked me into reading a long list of spells. Not so long that I'm mad though. Two of them seemed a bit out of place so I wanna know what that's about. The history is just fine. A little extra on the extras but that never hurt anybody. I'll give her a pass, but I still want to know about the two spells: Pull of the Sea and Ocean Serenade.
Yeah, I'll just pull the two spells that are accidental carry-overs. And spelling change. I accidentally capitalized Celestials, but I meant like...Celestial Spirits. Like Aquarius. That can be edited out too though.
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.
I don't think either of these last two sections needed to be added, all things considered, but then again not everything is so straightforward. Personality
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 a dudebro. 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 or worse, looking at some of the other cast.
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. I'm sure this won't come up later.
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. Don't drop the book.
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. But do fairies have tails?
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. Of course Ignite afflicts the target with True Sight.
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. Summon Aery working as intended.
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. But does she have a tail?
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. I'm getting the feeling they don't have tails.
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. Definitely don't drop the book.
✦ 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 you made me look this up and now I'm mad 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 ow. 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 I'm sure this will never come up again. 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 Crocus actually, its in Era, hence the name; 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. And yet, thievery is the least of our cast's sins.
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 and I still want my fairy tails - 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 same - 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 Crocus actually he went to Era, but going to Crocus after dropping out is a pretty reasonable step because its the biggest city and host to several guilds and many businesses 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. 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.
A very solid nerd, I don't feel the least confused about his magic so nothing to fix there. The backstory is also pretty good. I like the guy. But the Crocus/Era mixup should get fixed, which won't be too hard I imagine. Once that's cleaned up then you can move Leon over to the characters tab.
Also there are too many L's in all our characters' names so I'm banning names that start with L from now on.