"Happiness can always be found, so long as you can find your light."
-Jamie Beltras, First Guild Master of Phoenix Wing
In a land far far away lies the kingdom of Fiore, a small peaceful nation of 17 million and a place filled with magic, found in every home, bought and sold in every marketplace. For most magic is merely a tool, a mundane part of everyday life, but for some however, magic is an art and they’ve devoted their lives to its practice. These are the wizards, banded together into magical guilds, they ply their skills in search of fame and fortune. Many such guilds dot the landscape of Fiore, but there is a certain guild in a certain town that soars high above the rest, one from which countless legends have been born. A guild that will no doubt continue to create legends well into the future. Its name was Fairy Tail, and this is not their story.
Just over one hundred years ago, as Fairy Tail celebrated their win in the Grand Magic Games after key members of the guild had vanished for seven years, the legendary Black Wizard Zeref attacked, striking while all the mages in Fiore had their guard down. He, along with the Slayers who’d been turned into Dragons against their will, plunged the world into darkness, razing towns and killing hundreds, if not thousands, of people, the Magic Council powerless to stop them despite their best efforts. As a result of their unstopped rampage for so long, an Age of Fear, of Hate, had dawned and the world was powerless to stop the destruction. As Zeref and the Slayers rampaged across Fiore, the populace began to blame mages and magic for what was happening. Dark Guilds had long been an issue, their members using their magic for less than good purposes; wasn’t the Black Wizard just the ultimate Dark Wizard? Soon guilds came under attack as it became more clear that no one was able to stop Zeref and his pets and a response to them had to be made.
In a final desperate attempt to stop the Black Wizard, the remnants of Fairy Tail, Lamia Scale, Sabertooth, Blue Pegasus, and the Magic Council banded together with a plan that would likely cost the lives of all those involved, if it worked at all. They planned to use an ancient magic to seal the powers of the slayers and lock Zeref away, though a remote location would be needed so as to keep them from being accidentally unsealed. Though there was little time left, they carefully picked a location that served their needs best before they enacted the plan with shocking success. It’s cost was the lives of many the guilds’ members, but because of their sacrifice, Zeref and the slayers were defeated, liberating the world from his clutches and sealing away the ancient magic for what they thought was forever. In the aftermath of what a few history books called Operation Desperate Gamble, few mages were left and those that survived were cast out by society in fear and hatred for what they were. And so they were forced to hide their magic and many their very identities, taking mundane and often regular jobs to get by, though some were fortunate enough to be able to ply just enough of their magic to keep ahead of the competition.
Of course, the King’s royal mages remained, as well as the Queen’s personal mage guard and Magic was not officially declared illegal. But because of the horrors wrought by Zeref and his twisted Slayers, it became a mark of evil, one that the people demanded be dealt with. Thus the King created the Magic Management Council, which kept the few magicians who still publicly used their magic in check with their “anti-magic” weapons. These anti-magic weapons were actually just magic weapons, under the guise of anti-magic weapons (in order for the Council to appear better in public view). The council still exists to this day, however, due to the intervention of the mage guild Phoenix Wing, their ranks have recently seen an internal investigation and several members replaced.
And so, over one hundred years have passed, and mages and magic are once again starting to return to the land of Fiore. Many towns where guilds once stood have helped those guilds reform, along with the rise of new guilds. However, with few teachers or mentors, the mages are often weak and lacking in comparison to their former glory despite great effort to match it.
More recently, Phoenix Wing, Dragon Fang, Frenzy Plant and Ryder’s Blade traveled to the fabled Tenrou Island in wake of an increase of natural disasters. What they found awaiting them was the last thing they expected, six dragons and the legendary Black Wizard Zeref. Finding themselves locked in a battle for survival against these legendary figures, many of the mages present are forced to find a fire in them they didn’t know they possessed and help bring an end to Zeref’s plans before they’ve begun. Following a barrage of powerful attacks, the dragons change back into their true forms, the Six Slayers who Zeref had used to spread panic and fear through their dragon forms over one hundred years prior. Natsu Dragneel, the legendary Fire Dragon Slayer, delivered what all hope to be the final blow to the Black Wizard before turning to join his fellow Slayers in finding out just how long it had been before setting out to explore the world as it has become after their long nap.
That was two years ago, and times have since only changed further. It is now May of the year X895 and magic is now once more almost universally commonplace within the kingdom. Years of research into lacrima powered technology has seen things like magic cars become usable by everyday people and the readily available supply of various types of magic items and lacrima stored magic allows many to become a mage, even if only in spirit or temporarily. However, despite the shining light of the Light Guilds, it is no secret that where there is the light, there is also darkness.
Rumors abound of the resurgence of Dark Guilds, groups of mages who often take illegal jobs or commit heinous crimes just to get their kicks. These guilds work tirelessly to make a mess of this new world of hope even two years later, and with time, their numbers have grown. Where Dragon Fang, Phoenix Wing and Ryder’s Blade, alongside other light guilds, work to build magic up, they work to make it feared once more, or so it would seem. What are their true goals and to what ends will they go to achieve them? Only they know, but the Light Guilds plan to find out and put an end to it. The Dragon Slayers who’d been put to sleep for the last hundred years now wander a strange yet familiar world, finding out what has changed while they rest while hiding their true identities. No one knows where they are or if they’ll ultimately return to their mage duties some day, but for now, no one is worried.
And so, with so much going on in the kingdom, a great world of adventure awaits you! Will your name be written in the annals of history or pushed into obscurity? One thing is for certain your comrades and friends will always be with you no matter what hardships you face. Welcome to the World of Phoenix Wing, where magic leads to limitless possibilities!
In a world where magic was taboo for several generations, the slow return of Guilds was a welcome for those that had the talent, the need for places where those touched by magic could belong showed the world the benefits of the forbidden magic. Slowly Guilds once more began to take jobs, making life easier for the general population. Demons, magical creatures and highway robbers were soon quelled, and Guilds began to thrive.
A few well known guilds began to make a name for themselves, and the return of the Grand Magic Games saw a return of the thrill of magic. Throughout it all however, a darkness was looming. Something that would put a damper of the tentative trust in magic, but the guilds joined together and fought to protect the world they loved.
There were many rumours, theories and just general chatter about what happened, all didn’t come close to the truth, and probably never will. One thing is clear, Magic will always be around. The rise of the Light Guilds, Phoenix Wing, Dragon Fang and Frenzy Plant will always be remembered as a beacon of light in a time of darkness. When they joined together, a disaster so immense paled in comparison to their joint light.
For a while, Everything seemed to be okay. The island conquered, the guilds at peace… but alas good is shadowed by dark, for balance is necessary in the world. Steadily Dark Guilds began to appear in greater numbers, more than ever before. The rumours of demons, and darkness… We know it’s coming. The destruction continued to a level that the guilds just couldn’t keep up with, although they will never stop trying.
They…. We will always try. We will never give up. We will be the light that shines through the darkness. We will stand when no one else will. We will continue… even if it kills us. Some of us have faced death before, we will face it again.
It’s up to us to fight…. Are you with us?
”Failure is not falling down, but refusing to get up”
"Every time you laugh, Every time you grieve, pieces of those moments become ours as well, that's what it is to be a member of our guild. When a member is on cloud nine we all float, when a member is outraged, we all clench our teeth. When a member weeps we all wipe our eyes, so you have no reason to be riddled with guilt, because no one here holds you responsible, you are after all a member of our family .... a member of FAIRY TAIL!" Makarov Dreyar, 3rd Master of Fairy Tail
Two years have passed since the Dragon Slayers were released from their imprisonment. The island unlocked a lot of secrets for what happened 100 years ago, but some still remain. Where did the Dragons of old disappear to, the slayers who unlocked that last precious secret? Perhaps no one will ever figure out the answers to those questions.
One thing is clear however, dark guilds have begun to rise, their numbers fearsome, the light guilds are doing everything they can. We can only hope that it is enough.
Places of interest
Places of Interest
Magnolia Town
Magnolia Town is found in the southeastern area of Fiore. Western in style, the city holds a population of 60,000 and has been marked prosperous in magic since ancient times
East Forest The forest is located east of Magnolia Town. Plenty of wildlife inhabit the forest and small cabins can be found throughout the area
Southgate Park A quiet and tranquil park that has a walking trail, and a playground for kids.
Hargeon Town
Described as one of Fiore's most beautiful old towns, Hargeon Town is located just south of Magnolia Town. Due to its position near the ocean, the citizens have taken advantage of the robust fishing area rather than practice of magic. Thus mages are found scarce in the region.
Pier This is where most of the fishing is done, as fishermen stand on the edge of the piers and cast their rods. Somewhere at the end of the pier is an aquarium that contains most of the wildlife that live in the ocean. There is a dock here connected to the pier.
Beach Not one of the prettiest beaches you've seen but during the right season, you'll find kids and adults out and about enjoying the nice sand and warm sun.
Shirotsume Town
Shirotsume Town is home to many mansions and buildings alike. Located south of a mountainous turf, citizens of wealth and riches thrive in the town. It is said that the wealthiest family has control over the entire town, and has been subjected to feudalism in the past.
Shopping Mall More like a clothing center, here you'll be able to find any kind of accessories or clothing you need. From shirts, jackets, to handbags and wallets. Whatever you need I'm sure they'll have it for you, at an expensive price that is.
Gallery Shirotsume Gallery is a place to see Earthland's greatest artworks. Unfortunately it is also a hotspot for larceny and theft.
Onibus Town
Onibus is a town that is best known for its theater. Plays and musicals alike are held daily, making it a perfect tourist spot for travelers. Apparently, the local bar also works as a bounty board for those wanting to take up or turn in bounties.
Theater All kinds of entertainment ranging from musicals and plays can be seen here. A wonderful place for those men to take their women on dates and what not. If you ever want to become an actor just ask the owner of the theater for assistance.
Bang Bang Bar The outside has the appearance of your average everyday drinking bar, but the inside contains valuable information on powerful mages, those of whom have bounties placed upon their head. Just talk to the bartender and remember to use the secret password.
Oak Town
Founded on a large hill, surrounded forestry and mountainous terrain. A river flows by close to the town, and is used to catch fish of different species. An mysterious abandoned castle can be seen at the top of the hill.
Crystal Lake This lake and its waterways are iconic for the region. Tourists come to Oak Town year round just to see these waters. How they remain crystal clear is unknown, but it's believed a mage cleans it from somewhere up stream.
Abandoned Castle For those brave enough to wander through the castle, secrets have been spreading that there is treasure trove of riches inside. But no one ever goes in because of the stories surrounding the ghost of the previous owner who still haunts the castle. Enter at your own risk.
Crocus
Capital to the country of Fiore, it is widely known as the Flower Blooming Capital. Possibly the largest city in the country, this is where the king lives. The reason for it's name is due to the flowers garnering the streets and gardens all around. Rune Knights reside here.
Acalypha Town
Casino's, fine dining, magic shows, you can find all sorts of entertainment in this town. Acting sort of like a Las Vegas, it is also home to many exotic shops where you can buy foreign items and rare equipment. Holds true to its nickname of "the city that never sleeps".
Clover Town
There isn't much to say about the town other than its famous magical dojo. Although due the rise of guilds, the dojo has been out of business for years. But the owner is welcome to help those who come to train their magic.
Oshibana Town
Oshibana is a quiet and friendly town, with nothing out of the ordinary within its walls. The main feature appears to be the railway station positioned at the central point. Home to families that have a strong affinity to construction and industry.
Freesia Town
Religious in nature, Freesia Town houses small residential structures. Most notably the "larger than life" church located in the center has a strong influence on the citizens. The town doesn't take kindly to strangers, especially those who defy their religion.
Web Valley
Web Valley is similar to that of a large canyon, with thousands of fissures in the ground caused by an earthquake from centuries ago. One false move and you could easily fall to your own death. Strange animals are said to inhabit the canyon.
Akane Resort
Akane Resort is the most popular tourist spot in Fiore. There is a giant amusement park and a five-star hotel next door. Has its own huge sandy beach adjacent to the perfectly blue and clear sea. In the basement is a casino with numerous different games to play.
Mt. Hakobe
Mount Hakobe is the largest mountain on the eastern part of Fiore. Hakobe is the very definition of an unending and vicious winter as even in the high summer here heavy snowstorms and almost no life can be found on Mt. Hakobe although humans have for ages considered the mountain as the ultimate challenge of man against nature
Galuna Island
Far east of Hargeon Town lies the "The Demonic Isle" Galuna Island. Strange rumors explain that at night ghosts roam the island in search of human flesh. But besides that, the island is uninhabited and has a mostly forested and mountainous territory.
Guilds
Light Guilds
Phoenix Wing is one of the most powerful Guilds in its own right- one of a few powerhouses after the 100 year ban on magic. Undergo owners, the guild thrived, and in partnership with other light guilds, namely Dragon Fang, the guild has gained a reputation of doing the right thing- if perhaps a bit messily.
They are always ready to act, and have helped many people throughout Fiore. They have a variety of different mages- none are too powerful or considered weak to the Guild of Phoenix Wing. They will happily help each member gain confidence, skill and abilities in a way that boosts morale.
The education of magic is a key concept of theirs, seeking to banish prejudices and fears of magic.
Guild Hall
Phoenix Wing has a large great common hall, where members can eat, rest, talk and plan, with plenty of tables, and soft comfy chairs, there is a bar at the back that is often manned by Jarvis, with an office in the back that is typically open. The job board is on the right hand side, beside the office and bar.
On the second floor is a more cozy and intimate common area, where members only can relax, a variety of bookcases holding many different books, items, knick knacks and bric-a-brac. To one side are some of the guild members rooms, with the third floor being primarily guild member residences.
The guild has had to expand in recent years, to accommodate new members, but there are some training areas, stables and more resident housing on the land the guild stands.
S class Wizards Penny Hoff Damian Gerald Nolan Waltz
A Class WIzards Isabella Pinelli -Sasha "Ice Princess" Shin James Avelane -Karn Arikalia(Unknown) Mithera(NPC) Lazarus Rex Joshua Tamashii Roseletta Griffonbane Lucus Griffonbane
B Class Wizards Sayuri Takashi (Unknown) Amelia Zenoram and Zero Azuron Amaya Van Isis Jane Addeson
C Class Wizards Ariel Gratus
D-Class Wizards Trinity Stratos
Other Elyse (Child) Sam (Child)
”Neque sacrificium, neque victoria. No sacrifice, no victory.”
Dragon Fang, Monster Hunter Extraordinaires
Guild Master Jack Goran
S-Class Ammy Silver Jake Ronan Hunter Jorgenson
A-Class Joslyn Veran Zenron “Zen” Trentus “Iron Hand” Shujin Moritz Enma the Oni Ashlyn Johnson Jackie, Maiden of the Mist
B-Class Eden Rhongomyniad
C-Class Aria, Maiden of the Mirror
Other Other Member Count: 100
Over the years, Dragon Fang has come to be known for a number of things. At one point, they were known as a refuge for those who could find none elsewhere in the world. At another point in their history, they were known as the rising star next to Phoenix Wing, the two guilds burning a swath through the misconceptions of the magical world from the time of Zeref’s attack. However, for the bulk of their existence, is expertise in hunting and slaying the monsters that have popped up across the kingdom over the years. By now, they’re something of a specialist guild. Most recently they’ve been looking into new types of monsters that were unfamiliar to many hunters who’d been plying their trade for generations. Have things changed so much that beasts that once were well known have been forced out by these new arrivals?
(Refer to list of monsters from Monster Hunter World and Iceborne for new monsters.)
Guild Hall
The Dragon Fang guild hall is one large building with four floors. The first floor is the guild hall proper, with a bar, kitchen, common area and Guild Master’s office along with guest rooms for travelers and clients who arrive late in the evening. The second floor is a members only common area for discussing more sensitive matters and relaxing without the constant flow of job posters and clients, complete with kitchen, fireplace and other appropriate furnishings.
The third and fourth floors are reserved for guild members who live at the hall. Behind the main hall is a training hall with a special containment field that prevents excessive amounts of damage to the hall outside of the sparring and training field. Master Jack maintains a house near the guild hall, though he more often found in the hall itself even late at night.
Wolven Pyre
“Magic itself is not beholden unto human morals. To cause harm or to heal it; we each must make that choice.”
Guild Overview An up and coming Light Guild formed from the remnants of the Daughters of Hecate - a Witches’ Coven founded centuries ago by Beatrice Duran. Priscilla Duran, the current head, has brought the coven into a modern Fiore by opening her doors to all Mages. In the few months since its inception as an official guild, Wolven Pyre has gained a handful of new members. Overall they are still quite small compared to more well established guilds, lacking in powerful mages to boot. Their unique talents have begun to gain recognition across the country. As practitioners of Witchcraft, Priscilla and her coven are well equipped to deal with issues in ways not available to all mages.
The Daughters of Hecate walk the fine line between light and darkness - their power granted to them through communion with their mysterious deities. Whilst they themselves are practitioners of Dark Magic, it is their firm belief that darkness in of itself is neither hostile nor malevolent - and that light is not inherently pure and good either. Neither side can exist without the other, the balance of light and darkness creating an essential equilibrium in which the Witches dwell within.
With the advent of Wolven Pyre, Priscilla and her followers seek to spread their doctrine to the rest of Fiore by closing the gap between witches and mages. In her halls, all practitioners of magic may dwell and live harmoniously. Those looking to start anew or escape unfair prejudice for their craft can find a home in Wolven Pyre. They may be small, but they are a very tight knit group who share a familial bond of trust and acceptance.
Guild Mark
Wolven Pyre’s Guild Mark depicts the three-headed Goddess Hecate, the progenitor of all Witchcraft. The heads from left to right are a bull, a wolf and a snake. The wolf head is breathing fire, with the flames rising up to encircle the three heads to complete the mark.
Guild Allegiance
Light Guild, Neutral Good.
Guild Hall
The Daughters of Hecate solidified their coven in the deepest, darkest depths of the Silverbranch Glade, just southeast of Shirotsume and sitting north of Crocus across the mountains. Thorny vines, thick canopy of territorial wildlife act as natural protection for the guild. Entry to the hall almost always requires a guide well versed in the wiles of the Glade in order to make it without getting lost. Recently the Witches have set up enchanted lanterns that light the way from the forest’s edge to the guild hall.
The Guild itself has the strategic advantage of being located amongst the trees. Hidden in the canopy, magically created huts of vines, leaves and wood naturally camouflage into the surrounding area. The main hut is situated in the centre of the complex, inside a hollowed out great tree, with rope bridges connecting the smaller huts among the treetops. The only part of the guild not among the trees is the tribunal - a pit which those who broke coven law were tried and punished. These days it functions as a training ground.
The main hall has four layers; the largest being the common room where the guild members congregate. Here they may indulge in refreshments, good food and even better conversation. Below is the library – though to call it such is generous. The Witches weren’t known for their avid fascination of traditional literature. As such one will mostly find various tomes and scrolls detailing Dark Rituals and complex spells. A useful tool for the Witches who remain, but of little relevance to most other mages. At the very least, the library is a nice quiet place to sit and think.
Above the common room one will find the Ritual Room. Here, many Witches would gather to perform complex spells. Nowadays it functions more as an office for Priscilla – though it is by no means restricted. Any and all are welcome to traverse it. Those who try to sneak a peek at her private notes suddenly feel the most peculiar bout of nausea; having to quickly rush off to find the nearest restroom.
Finally, situated among the leaves of the great tree, is the Greenhouse. A most wondrous plantation of all manner of magical herbs and plants. Many of the produce grown there are essential ingredients for Priscilla’s concoctions, or vital ritual materials. In the Coven’s prime, many more strange and exotic plants were grown in this room.
The other huts contain your usual amenities – bathrooms, sleeping quarters, sick room, study nooks. Mostly a lot of the huts remain empty; eagerly awaiting bright young mages to call them home.
Character Sheet (please delete anything in parentheses) Name: (I.E. “The Demon” Mirajane Strauss) Age: (Keep it Reasonable) Birthday: Magic: (See Above, No Godmodding Please) Magic Level: (C, B, or A) History: (Paragraph or more) Personality: (One-Two Sentences) Guild and guild mark location: (If in a guild) Team Members: (If Any) Three Strengths: (Not just combat) 1. 2 3. Three Weaknesses: (Make them Applicable) 1. 2. 3. Appearance: (A picture works, use the image function) Additional Details:
Rules
1. Standard rules of Roleplaying apply, no mary/gary-sues, god-modding or powerplaying etc.
2. This is not a completely serious Roleplay, Fairy Tail-esque humor will be involved, things such as the ridiculous magic and personalities are allowed and to an extent expected but don't bog down the Roleplay by putting jokes where they don't belong or being downright offensive.
3. Absolutely no canon characters or copycats. Similar magic is allowed, but original magic is encouraged.
4. If you have been absent for an extended period of time and wish to rejoin the RP, please ask in the OOC before doing something in the IC. If you wish to make a new character you may.
5. Remember we're creating a guild, not everyone is going to be as powerful as Gildarts or have the potential to become the next master like Laxus, some will never be stronger (Macao and Wakaba for example aren’t necessarily weak, but they don’t gain strength).
6. There is a TWO POST rule, meaning that you have to wait for two separate posts before posting yourself.
7. Remember have fun and help make this an enjoyable Roleplay!
”Hello everyone, I am happy to be here today! Brianna is my name hope you enjoy my weapon in action; it’s been in my family for generations!”
Name: Brianna Este Lyffobelt
Title: The Kind Swordmaster
Age: 20 (Going to be 21 years old, September)
Birthday: 30th of September, X873
Magic:
The Swordmaster, Shifting Sword Style, is a combination of Requip Magic and Sword Magic. The Shifting Sword Style was created to use the full potential of the Sky Tears Sword’s shifting ability. The Sky Tears Sword has access to two magics, which are Wind Magic and Telepathy Magic. However, the wielder can only access the Wind Magic in the blade. The Shifting Sword Style activates the blade’s shifting ability to alter what it looks like and the magic it allows the wielder to use. Therefore, it allows the wielder to use their drained magic to shift it into another form or one of the blade’s spells.
However, this will usually make the wielder heavily exhausted if it takes too much in too little timeframe to use its magic or shift its forms constantly. Additionally, if the wielder loses consciousness, the sword will instantly revert to its base form. The Requip Magic has only access to the Swordmaster Armor, which is heavily customized to fit Brianna’s preferences. The Sword Sheath called Shift Tears Sheath is tied to the Sky Tears Sword itself, but the Swordmaster Armor can additionally use it only to show off.
Requip: The Swordmaster
The Swordmaster Armor comes from Requip Magic, which is lightweight, flexible, customized to Brianna’s preferences, and is different from the other women in her family. The entire armor set is silverish gold, has a lengthened battle skirt, which stops at her knees for comfort. Her combat/hiking boots are short since they are made for quick foot movements. It gives a slight boost to her hand-to-eye coordination, and she’s a bit faster in it too.
The Sky Tears Sword has four total forms in the Shifting Sword Style. The Base Form is the very first form, which it starts as. This weapon is a holder magic item, which gives the wielder access to the Wind Magic within itself. The base form’s adverse effects are minimal since it doesn’t alter its wielder’s personality or mood. However, the other effects are listed in the Equipment Section, called The Sky Tears Sword’s Image and Description.
The Sky Tears Sword shifts into its first form, the Sky Rose Sword, and it's magic shifts from Wind Magic to Rose Petal Magic. The Sky Rose Sword can last the longest, which requires Brianna’s memories to activate its Rose Petal Magic. Brianna’s memories are paramount to using these spells by remembering all the Roses within her mother’s Rose Garden will make sure she keeps her thoughts to happiness. However, it does change her eye color from its natural green color to red to match the magic in question. It’ll affect Brianna’s personality to make her much more easily embarrassed to any little intent of complimenting her beauty or trying to flirt with her. The Rose Petal Magic uses Sky Rose Sword based on its magic since the Rose Petals it uses are the blade itself. The base form’s secondary effect changed; it glows to a light reddish glow emanating from the entire sword. The Sword’s female voice, which comes from its Telepathy magic, will change its personality to be the same as Brianna’s altered personality. It’ll be like Brianna’s mother or sibling in terms of the tone of voice. While to others, it’ll be conversational and a bit excitable while trying to be kind towards both genders, sometimes annoyed at the male mages.
The Sky Rose Sword shifts into its second form, the Darkened Sky Sword, and it’s magic shifts from Rose Petal Magic to Darkness Magic. The Darkened Sky Sword can last a while, which requires the use of Brianna’s memories to activate its Darkness Magic. Brianna’s memories are paramount, which all surround depression, a sense of loss all towards the one person in her life, which was precious to her, and that’s her father, who was supportive to her lacking talent. As well, including all the times she felt a bit down by any of the times, her inferiority complex got worse, which made her feel utterly helpless but kept it in the back of her conscience. Therefore, she will keep her thoughts on depression and a sense of loss since it allows the spells. However, it does change her eye color from its natural green color or the red-eye color from the Sky Rose Sword’s form to a silverish black color. It’ll affect her personality to make Brianna become a depressive downer, which will make it very hard to allow her to smile since she remembers the shock of losing her father. The Darkness Magic has the same similar glow as Brianna’s eye color under the Darkened Sky Sword. The base form’s secondary effect, changed it glows a silverish black glow emanating from the entire sword. The sword’s female voice, which comes from its Telepathy Magic, will change its personality and mood to be the same as Brianna’s altered personality and mood. It’ll cause Tearsy to reminisce about the family before the Lyffobelt Family rescued it, but it’s more saddened at the head of the family dying of Brianna’s Family.
The Darkened Sky Sword shifts into its final form, the Poisoned Sky Sword, and it’s magic shifts from Darkness Magic to Poison Magic. The Poisoned Sky Sword can last for the shortest amount of time, which requires the use of Brianna’s memories to activate its Poison Magic. Brianna’s memories are paramount, all surrounding anger and wanting to know why her father had to die pointlessly, unlike all the other ancestors in her family. Therefore, she will keep her thoughts on anger, rage, and jealousy. However, it changes her eye color from its natural green color or silverish black eye color from the Darkened Sky Sword to a lightish purple or violet color. It’ll affect her personality to make Brianna much more snippy with people and a bit angrier than usual at her frustrations, failings, and assuming the worst in people. The Poison Magic from this blade is purple or violet in color, and it mostly comes from the blade itself to cause slashing damage, which has an excruciating strain of poison from the Sword Wave Slashes it uses. The base form’s secondary effect, changed it glows a light violet glow emanating from the entire sword. The sword’s female voice, which comes from its Telepathy magic, will change its properties to Brianna’s altered personality. Still, it’ll become a tsundere type blade, which will embarrass itself by apologizing like one.
Wind Magic
The Sky Tears Sword shapes the Wind Magic, which will release destruction by the Winds.
- Wind Blade, Crescent Slash: This spell requires Brianna to swing her sword in either a right or left direction, which is to a person she needs to take down. The sword will shape the Wind Magic to become a crescent-shaped sickle, launched from it. It will spin quickly and sound like a saw blade, which will go towards whoever she’s fighting, and it will damage pillars, which are made out of wood. It slices through wooden support structures like a knife through butter.
- Defensive Barrier of Wind: This spell requires Brianna to stand completely still and unable to attack. The blade will start shaping the Wind Magic to form a barrier of wind around her and itself to protect them from harm. As long as she doesn’t drop the blade, it’ll stay up.
Rose Petal Magic
The Sky Rose Sword shapes the Rose Petal Magic, which will cause people to understand and see the beautiful yet deadly weapon that is Rose Petals.
- Rose Petal, Unison Strike Slash: This spell requires Brianna to swing her sword in the left or right direction. The Blade will start shaping the Rose Petals to create a beautiful display. All that’s left of the Sky Rose Sword is its hilt and the rose. These Rose Petals go in unison in the same direction as the direction Brianna swung her sword. There are hundreds upon hundreds of Rose Petals flying in the air and flying directly into a person, which will feel like a jab type slash into a person’s body. However, if there’s armor or a barrier, it’ll hit into that instead, which will lessen the attack's punch. The petals return to reform the blade, which disallows it to be usable for melee attacks until it comprehensively reforms. It must be fully reformed before shifting back to the Sky Tears Sword.
- Rose Petal Dancing, Vanishing Veil: This spell requires Brianna to be standing completely still. The blade will shape the Rose Petals from the blade, leaving the hilt and its rose. It will cause a massive amount of Rose Petals to fly throughout the air. This makes Brianna move from her original position to anywhere in a ten-foot 45-degree angle behind her. There is a slight trick of the eyes only for a slight second by making people think she's moving forward when she isn't. The petals return to form the blade, which disallows it to be usable for melee attacks until it fully reforms. It must be fully reformed before shifting back to the Sky Tears Sword.
Darkness Magic
The Darkened Sky Sword shapes the Darkness Magic, which will release the terrifying power of darkness.
- Silver Bane Darkness Slash: This spell is a sword wave slash. The Darkness Slash will go in the direction where Brianna slashes the Darkened Sky Sword. It will go along the ground to travel to its target. If any point it hits the person that Brianna is fighting or hits any object in the way of the target, it will mark them with a silverish black glow. This glow causes an aftereffect of feeling slightly sluggish, but this aftereffect only lasts for a short time. The specific nature of this spell is about slowing her opponents, but that's about all. After the mark disappears, and the Darkened Sky Sword shifts back to the Sky Tears Sword.
Poison Magic
The Poisoned Sky Sword shapes the Poison Magic, which will release painful poison to infect a person cut with the blade.
- Poisoned Pain-Inducing Jolt Slash: This spell is a sword wave slash. The Poisoned Slash will traverse the ground towards its target. While it traverses the ground, the ground will be shifted towards the acidic toxic ground. It can cause acidic burns and pain-inducing poisoned scars on the body, which can be lessened by healing magic. The Blade must shift back to the Sky Tears Sword after the effects are given.
Magic Level: A
Equipment: Brianna wears the Lyffobelt Family Necklace, a beautifully designed necklace with opals and platinum little sword logo everywhere on the necklace. Additionally, she wields the Sky Tears Sword*, which is in the Shift Tears Sheath on her waist because it is her family’s heirloom weapon. As well, a Lacrima powered cellphone to call her mother, her little sister, or whoever needs to be contacted, which one of the contacts is her family’s personal chauffeur that drives a pretty bluish green luxury car.
Protective Luggage Carrier – The Protective Luggage Carrier is a spatial magic item. Therefore, means it can hold many different things within and protects glass objects inside of it. This protective luggage carries the Lyffobelt Company Letter, which informs Brianna of her father’s death, two to three weeks’ worth of clothes for daily activity and sleeping, her family photo, 8 bottles of the extensively strong alcohol. As well, it can carry an additional week’s worth of clothes if needed.
The Sky Tears Sword is a sentient blade, which is a holder's magic item. This weapon has been in the Lyffobelt Family for generations after being recovered from a family who wanted to misuse it. As well, it has primarily been used by the women in the family. It can connect with the Lyffobelt Family women spiritually, caused by the secondary effect of a light greenish glow emanating from the entire blade. This glow first covers their hand or hands by holding onto it, but afterward, it covers their body in the glow. Thus, it can refuse another woman from the Lyffobelt Family by glowing a dark greenish glow. It values the women in the family highly even if other women have sword weapon training. The Telepathy Magic it uses can be used to talk to its wielder and anyone in their vicinity, up to a twenty-foot radius. This causes one to hear a voice coming from it, a young adult female who has a very aesthetically, beautiful, charismatic voice. This voice will ask if their wielder feels okay and/or needs help with anything on their mind. In terms, it will playfully tease the wielder, which will only stop when it needs to use its other side to calm them down. The voice is sincere, happy, and friendly with being in the Lyffobelt Family for seven generations. Its previous wielder was Nelia Ophir Lyffobelt, who became the best swordmaster in her family’s entire existence. However, Brianna is Nelia’s eldest daughter, which in turn it was Brianna’s turn to shine and try to surpass the martial prowess of her parents, with the help of the Sky Tears Sword.
Now, this comes onto its specific quirks; it has three of them. These quirks are as follows; it outright loves women, mildly jokingly with men, and has quite a burden of circumstance. It outright loves the Lyffobelt Family for keeping it from darker means, but it causes it to have big emotions if any of the family members are injured or hurt a sister or daughter to the family. It has always gained its true purpose of shifting itself because this family tested itself rigorously with the different style the men use, which is a different form of Sword Magic. It has a slight annoyance at how others act towards it or its wielder, but that’s about it. It had also been given a nickname of Tearsy, throughout the halfway mark being in the Lyffobelt Family.
The Sheath of the Sword is called the Shift Tears Sword, which is very similar to what the Sky Tears Sword looks like, but it has a beautiful depiction of many different women surrounding beautiful waterfalls, which look like tears. As such, there’s an inscription on the sheath itself, which says ’ May you flow like water to your destination to watch what you enjoy seeing.’ When the Sky Tears Sword is within the Sheath, it glows a different-colored glow, which is an orangish silver glow; this counteracts its usual glow of being outside of the sheath. It has to be entirely pulled out of the sheath to regain its original glow, a light greenish glow.
History:
The Lyffobelt Family are a sword-focused family with a gentle side dealing with being florists, whose favorite flower is the rose. This caused them to be much more proactive in Fiore’s politics and whatnot and stopped a rival’s operations by sending their entire family to jail since they were into darker sides of jobs. The Femi Family’s Operation stopped even before it began, in which they recovered the Sky Tears Sword from them since they enjoy using a multitude of different types of magical swords; their greatest weapon is the Callous Lightning Sword. Because of the Lyffobelt Family’s Proactive nature, they joined many light guilds in their seven generations' worth of family members. They are also wealthy because of their hard work and building good relationships with the other influential families in Fiore. The Lyffobelt Family’s women wanted to uphold the Legacy of recovering the Sky Tears Sword and help it get its full potential unlocked. The legacy of the entire family is in the use of their magical swords. However, the Callous Lightning Sword is focused primarily on mental fortitude over the use of one’s emotions, while that is the case with the Sky Tears Sword. The Callous Lightning Sword will backfire and hurt the wielder if they doubt themselves or any non-mental clarity.
When Brianna was growing up, her parents were in her life, but they had many different duties and regulations to keep their daughter protected. In terms, the parents took turns in raising Brianna because she was the firstborn, and she had much riding on her. However, a problem arose, in which she was unable to wield her father’s weapon, the Callous Lightning Sword. Because she was heavily emotional and didn’t have the mental clarity to see past the smallest things, she was highly talkative and constantly asked questions. Therefore, this family was highly restrictive towards her because of the strict nature of the family’s hierarchical structure and its traditions. Basically, she had to stay out of the spotlight because she didn’t meet her parents' expectations, which caused her to become pretty sheltered from society as a whole. Her family had standard procedures to dedicate the child’s mental and physical growth, as long as they show something in return. However, she was told that she had a singular focus and birthright, which was the secondary legacy of the Sky Tears Sword because only the oldest daughter can wield it. Brianna couldn’t help but be extremely happy about this chance to be a part of all the other ancestors who had wielded the Sky Tears Sword. Seven years into her sheltered life, she gained a new addition, Serena V. Lyffobelt, her younger little sister. Brianna was ecstatic about having a new addition, but when Serena was old enough, she was able to hold the Callous Lightning Sword without it backfiring on her. It showed that Serena was a prodigy compared to her, which slightly made her sulk inferior to her little sister.
As one would suspect, the Lyffobelt Family live in a luxurious, lavish lifestyle that would make others jealous about their riches and how well-liked they are in Fiore. It is primarily because they changed with the times and gave back to Fiore by generously donating their time and money to build up gloriously beautiful structures with backbreaking labor. As such, they explicitly carry themselves differently from other wealthy folks because of how kind and polite they are. Brianna was extremely spoiled, while also being a bit of an airhead, much much more than other rich kids by the reasons of getting love from both of her parents and everyone working for them. Brianna was trained in the martial pursuits of becoming the next Legacy Swordmaster and next wielder of the Sky Tears Sword, which was the parents' responsibility to train her. This family was pretty strange in how they dealt with the training and business responsibilities because of how multitasking-based they were; if one were at the company’s headquarters, the other would be taking care of the kids because they saw that raising their children correctly was the most important for their children’s development, which is why the father primarily focused on Brianna. In contrast, her mother primarily focused on Serena. Therefore, this made the family focused on giving their children the best martial skills before joining a guild. Brianna was primarily trained in the Shifting Sword Style of the Sky Tears Sword, like all the other more emotionally focused people were.
Brianna had no real interaction with the outside world; therefore, her ideals couldn’t be tested by other kids of her demographic of rich because she was the complete opposite of them, completely nice and kind no matter the person’s circumstances and held no such biases against them because of the Lyffobelt’s traditions drilled into Brianna and her younger sister Serena. It hurt somewhat because of how sheltered Brianna was, but the one thing that came up was searching for a light guild to join, which there were two in particular. However, it was Brianna’s choice to join whatever one she wanted. It was behind the chaotic Phoenix Wing Guild or the Structured Guild called Dragon Fang. These were what the father gave as the descriptions to these two guilds, which Brianna decided to choose the Phoenix Wing Guild instead of something that feels like her strict, rigorous family. However, it would take much training to join that guild, but her father was proud of his daughter. She was very skillful in swords and would become pretty good in the Shifting Sword Style too. Brianna hoped she could be even better than her mother Nelia in using the Sky Tears Sword, but she needed to at least get outside and try her best.
Her growth and development in joining the Phoenix Wing guild were prolonged because she was an airhead. She had to be constantly be reminded and instructed on using the Sky Tears Sword, which was her parents being her instructors. However, it finally stuck after five total years of rigorous, constant training of her knowledge and skills of everything they had to teach her, which she started at 14 years old and ended at 19 years old. They drilled into her a strict schedule to keep on training no matter what since the Sky Tears Sword’s Shifting Sword Style is essential to the dual legacies of the Lyffobelt Family. However, Serena took a single year to completely understand the Shifting Sword Style, which shows she’s a prodigy with magic holder items like the Sky Tears Sword and the Callous Lightning Sword. It caused Brianna to make herself change somewhat; it made her have fire in her eyes to make sure she’ll listen to instructions about swords or the Sky Tears Sword, which is because she felt so inferior when her younger sister was outshining her. However, other things like strategy would be lost on her completely because of her listening problem, which is because she’s an airhead. In terms, she had a single test to see if she was truly ready to leave the Lyffobelt Family Estate nest, in which she had to beat her own father, the Grand Lightning Swordsman in a duel. She had to use the Sky Tears Sword, and he used the Callous Lightning Sword. Therefore, defeating her father in a duel was a challenge since he wasn’t holding back for one and two; he wanted to know if what they taught her stuck and showing her how a determined enemy would be. However, the way to defeat him in a duel was to disarm him of his weapon, which she did, but it took six hours to do so. She was so happy to beat her father she giggled happily, which she passed the one traditional test that is insanely tough. In terms, she showed her skills mattered much more than being a prodigy like her sister Serena is. Her father encouraged her to remember her skills in combat over what Serena can do compared to her. That duel took much out of her, which caused her to be taken to her room by her father the last time her father carried his daughter in his arms like a child, but she’s now a grown-up, only because she was treated a bit childish because she was childish.
Brianna had a greater challenge ahead of her, which was the Phoenix Wing Guild’s pecking order of who’s strongest. In terms, she would have to duel one of the mages there, which was a crazy thing, but she did duel one on one against her father, who wasn’t going easy on her. He never really does go easy on anyone when he’s training them, which is apart of the Magic Council’s Enforcer Battalions. She didn’t really understand the point of doing that, but she wanted to join Phoenix Wing badly, which she did since she chose Phoenix Wing over Dragon Fang. About three months before her 21st Birthday, it was shown while being in the guild after being ranked by one of the strongest mages in the Phoenix Wing Guild. A letter came to her by her family’s company mentioning the one thing she didn’t want to hear: her father was killed while on a Magic Council mission. However, the details of this mission were shrouded in mystery. This caused her to start drinking because her greatest supporter of her is dead, which she did call her mother about the news, and her mother was shaken much by it. As if her mother learned the truth before her because she was busy in a guild that she really enjoys being in. However, it made her want to get over her inferiority complex, and the support she got from Phoenix Wing’s guild helped her get over her father’s death quicker. Even though her talkative behavior is quite annoying to deal with all the time.
Personality:
As she is now, Brianna is humble in some aspects, friendly and polite heiress of her family. She shows everyone, no matter their circumstances, which she’ll show them the respect they deserve. It is because she’ll never once discriminate against what they have or have not gotten in their life. A very rare trait in rich people is why she carries herself to show others respect as she should get in return. In terms, her humbleness comes across as the reason for her being overly friendly towards everyone. As well, she focuses on the Lyffobelt Family’s old and long traditions. These traditions are stated in the family’s record as such, and you must keep to the training of oneself with talent or skill will grant you valuable lessons. As well, you mustn’t discriminate against others. If needs must, you mustn’t abide by recklessness nor take revenge against someone who showed themselves stronger than you. You must also uphold and have mastery of the Sky Tears Sword’s recovered legacy, and finally, you must put your name into the record to make your name in the family’s record. Brianna is patient and much more talkative than most people would want to deal with, she constantly non stops talking, but she’s pretty much keeping to her values of being a rich girl. She also gives generously to good charities, which involve rebuilding structures and anything that involves the Royal Family’s Directives to keeping the kingdom happy. It is because being generous is apart of the family’s traditions.
Brianna does have some mental problems within her psyche. She’s an airhead who is too trusting or naive towards certain people because she was raised in her family, much more protective than normal. In terms, she has an alcohol problem. Still, it was only found out she’s quite an alcoholic drunk because of showing her eight different emotions while drinking, which makes her very entertaining to be around. Strategic instruction planning entirely goes over her head, compounded by why she’s an airhead, in one ear out of the other, only if it doesn’t involve her specific set of skills with swords and the Sky Tears Sword. Brianna has a massive problem; she has an inferiority complex to her sister’s talent and skill compared to her skills. Serena was born as a prodigy in the Lyffobelt Family. It usually causes her to sulk and feel like she’s not ever going to be able to catch Serena, being the prodigal child, but Brianna must use the Sky Tears Sword since it's her right. Brianna has a problem showing off how she dresses in beautiful dresses or in armor that fits how rich she is, which is vanity. She has to look the part of being a part of a prestigious martial wealthy family in Fiore. She understands not much about personal space since she tries to invade it sometimes, but if you tell her to give you freedom, she will undoubtedly allow you to have your room in a slightly overbearing polite and kind tone of talking too much. Flirting goes entirely over her head because it's not understood because of how sheltered she was before going out. There is only one way to get her to blush, which is to compliment her, but if you try to flirt with her, she’ll giggle at you and not understand what you were trying to say.
Guild & Guild Mark: Phoenix Wing, On her back, upper mid-back in its base color.
Team Members:
Four Strengths: Friendly:
Brianna is overly friendly and makes everyone feel respected, no matter their way of life besides hers. It’s because she sees the value of someone isn’t how much money they have but how they bring themselves up in the world. It’s because of her demeanor and her elegant, kind, gentle voice, but able to get the attention of others with it too. Her positivity, kindness, and politeness are a bit infectious. As well, she will want to make friends with everyone.
Swordmaster:
Brianna has been trained in a multitude of sword-fighting styles, which are as follows Florentine, Longsword, Broadsword, and Fencing. In terms, she was rigorously and intensively trained throughout her young childhood to adulthood. The Lyffobelt Family wants to make sure their Swordmasters are good in many different sword-fighting styles because of their training. She still trains to this day to keep on learning more sword-fighting styles, but at least she can pick up whatever sword and use it without a hassle. Brianna causes her to fight beautifully with the proper reaction times and hand-to-eye coordination required for each different fighting style with a sword she does know.
Patience:
Brianna has much patience within her well being, which is better than being reckless. Abiding by recklessness isn’t a good idea because her parents taught her that rushing is one way to become on the short end of the life stick by being killed.
Helpful / Generous:
Brianna is accommodating and generous. In terms, she tries to be as supportive as possible with her overwhelming and sometimes overbearing positivity. She donates her time and money to projects all over the Kingdom of Fiore as long as it puts a smile on people's faces. In terms, she helps others whenever it's needed.
Five Weaknesses: Prideful:
Brianna’s pride is towards the Lyffobelt Lineage and her own abilities, and it's a bit of overconfidence, but her family deserves to be overconfident. This family accomplished so many things in its seven generations, stopping their rivals from the Femi Family and recovered the Sky Tears Sword; they are famous and incredibly wealthy and primarily masters of specific offshoots of Sword Magic. Their lifestyle is split between two different focuses; one is the Sky Tears Sword for the family's women and the Callous Lightning Sword, specifically her father's weapon.
Serena Talented Complex (Inferiority Complex):
Her inferiority complex is compounded because her younger sister is so much better than she is at literally everything. The Lyffobelt Family believes in talent and not raw skill, which makes Brianna be frustrated at every little thing that has happened to her. She’s terrific, but her sister is just so much better, even at a young age too. She cannot disappoint her abilities by being slighted, which will cause her to sulk or figure out how to deal with the problem of not being talented.
An Emotional Drunk:
Brianna is an emotional drunk, which shows all eight primary emotions. She started drinking around when she learned of her father’s death, three months before her 21st Birthday. Obviously, she’s completely lightweight to alcohol since she only started awhile ago. However, she drinks more than dealing with anything, but it causes her to blackout from alcohol.
Too Trustful / Naivety:
Brianna’s upbringing caused her to be a bit too trustful and slightly naive of the world around her, mostly because of her own family upbringing. Her friendly attitude has caused her to misunderstand, jokes at her expense, and flirting because she hadn’t really had to deal with it. The jokes go straight over her head, but she does giggle slightly at people who flirt at her, but she thinks it's a joke or something else.
Airhead:
Brianna is an airhead, which usually has things go in her head and out the other. Only because she loves talking much, which usually causes her to be a bit confused on certain instructions that don’t involve her skills with a sword.
Greatest Love(s): Brianna has loved chocolate, her two cats, her family, roses, talking nonstop, and finally, the Sky Tears Sword, which is her birthright weapon for being the eldest daughter in her family.
Motivation: She’s trying to overcome her inferiority complex and get stronger at using her birthright of the Sky Tears Sword. She can also meet new people and become friends with them, which will protect them with all her might.
Appearance:
Brianna is a beautiful 20-year-old woman, which follows her mother’s looks very well. But her dirty blonde hair is slightly different than her mother’s beautiful blonde hair. She keeps her hair short because it would be a bit annoying to get in the way. As well, she has beautiful green eyes, which always shine beautifully. Her height is 5’8”, and she weighs a total of 152 lbs. In terms, she knows what she likes and wears skimpy clothes sometimes or beautiful expensive dresses other times, but Brianna is showing off what she wears. As such, she also has an hourglass body shape too. She wears regular bluish-green tennis shoes or combat-boots generally because of how severe her family is. She also has a strange-looking scar on her left hand, similar to a lightning bolt but in a silverish green color.
Additional Details: -The Lyffobelt Estate is massive, which is at 128,000 Square Feet and Five Stories Tall. This estate is miles away from Hargeon Town, where their company’s headquarters reside. The Estate is a beachfront property, which is near the ocean. However, it is connected to Hargeon Town by a road, which follows the beach. The Lyffobelt Family has a bodyguard unit of mages specifically handpicked by them to protect their Estate, their children, their legacy, and finally, their Company’s Headquarters in Hargeon Town. It has a total of seventy members in this bodyguard unit.
-Brianna loves to dance, sing, gardening, and any other form of hobby. She has a specific green thumb towards all types of flowers, like roses. As well, she brings up her family frequently.
-Brianna has two cats by the name of Rachel and Pauline; they are tabby cats. Her family has six other animals at her family’s estate; most of them are for Nelia and Serena.
-Brianna has expensive tastes for food, drinks, and clothes. It is mostly because of her family’s affluent lifestyle and what is tasked of her.
-The Sky Tears Sword uses the FFB6C1 color code, which is light pink.
-Brianna is bought a home in Magnolia Town, with all the expectations of what would be a nice home away from home type of deal. It is a two-story house. On the outside is painted light green, like her sword's glow and her eye color.
Nelia Ophir Lyffobelt (Alive/Mother)
Zachery R. Lyffobelt (Deceased/Father – The only picture Brianna has of her father.)
Serena V. Lyffobelt (13, June 6, X881 – Younger Sister)
Impressions & Relationships: Regan Hadou - Her impressions of Regan Hadou is overly positive because she gave her wonderful compliments on her singing. Regan also helped her with many of the problems she had previously, even though it still with her, but it's better to understand what her parents previously told her. Because of this, Brianna has a large amount of respect for her and had a wonderful time. She also calls her Master Hadou because she is a master of her own style, and it is interesting in a way because of what it does.
PLACE HOLDER FOR AMAYA'S APPS (as I got to go gather them)
Name: “Frozen Rose” Amaya Van Isis Age: 22 Birthday: Feburary 1st. Magic: Ice Dragon Slayer: A lost magic allowing the user to take on the traits of a dragon. In this particular case, an Ice Dragon. The user is capable of breathing out cold wind and ice shards, covering their hands in ice to create claws, make wings of ice, and make scales of ice, among other feats. On top of that, Dragon Slayer's have keen senses, take less damage from their element, and can eat their element to regain their magical power, so long as that element does not come from one of their spells. Ice Dragon Slayers are also immune to feeling cold.
Ice Dragon's Roar: This move is one all Dragon slayers learn but the different elements dramatically change from slayer to slayer depending on the Dragon. This attack takes in normal air which in turn allows Amaya to let out a huge gust of icy blizzard wind that is mixed with shards of ice.
Ice Dragon's Claws: With this spell, Amaya is able to form Ice over her hands in order to resemble that of an Ice Dragon. The strength of these claws are able to contend with and even break the blades of some swords. To prove how cold this spell is able to get, when in use it is able to cause the moisture in the are to begin to freeze, creating particles of snow in the process. When Amaya slashes the target with these claws, she is able to cause the opponent to begin freezing over for as long as she maintains contact.
Ice Dragon's Scales: The Ice dragonslayer's exclusive Scales, incorporating the element of ice. As the surrounding climate begins its inevitable decline in temperature due to continued use of Amaya's spells, the strength of any of her later spells continue to increase to the point that armor composed from ice begins to form. These collections of ice are initially most prominent on the lower portion of her arms and entire back but these formations soon progress to the rest of her body as the fight drags on. This armor is able to take multiple hits from and opponent and can even start to cause an opponent who maintains contact for too long to begin freezing.
Ice Dragon's tundra: The aura of this spell can instantly freeze anything that comes into extended contact with it, encasing it in a massive glacier. The use of this spell has the added effect of engulfing the surrounding landscape in a frozen tundra, the coldness of which is intense enough to create snow from the sky.
Ice Dragon’s Wings: By forming ice infront or around herself she can form a shield or dome to block incoming attacks from herself or from allies.
Ice Dragon’s Mercy: This is one amaya learned and formed herself from ages of practice and her past life. By seeming to incite a pray of sorts the air will become cold, allowing snow. As the snow falls either around her or around her ally. She can heal minor to serious wounds and bruises.
Aurora’s Rest: Amaya made this one in honor and practice with that of her former village with being able to put those she encases in her ice to sleep, in a sort of stasis if you will, whether it be herself or others. This stasis ice can withstand nearly anything that could break it and will withstand fire up to devil slayer fire. The ice exists as long as there is life racing through her body unless she chooses to let the encased person or thing free.
Secret Dragon Slayer Art: Raging Blizzard -The Amaya propels herself into the air, and then spins whilst in the air and builds up snow inside their palms, once the user is fully enveloped in snow Then the user extends both arms and causes the snow to rise up from behind the user and piles on top of the target, the snow seeps through and slows all bodily movements and causes major damage.
Secret Dragon Slayer Art:Northern Lights - The Amaya swirls northern light colors and aims her palms at the target sending jagged blasts of light at the target. Once through the attack hardens into ice like shards and pierces the target. Causes major damage.
Secret Dragon Slayer Art: Frozen Carnival - With this spell, Amaya can create a series of ice mirrors in the form of a dorm around an opponent. Though they are made from ice, they are infused with Amaya's magical energy, making them slightly resistant to Fire Magic related spells. Upon activating this spell, Amaya is capable of entering one of the mirrors and instantly transporting to another mirror. In order to confuse her foes, all of the mirrors will show a reflection of Amaya, making it difficult for the opponent to discern which mirror she is in. Utilizing this technique more offensively, Amaya is able to drag an opponent into these mirrors as well. Breaking the mirror does not stop this spell, but instead creates more openings for Amaya to use as she is able to pull the opponent into the broken shards as well; even individual parts of the opponent's body can be dragged in. Any actions in the mirror world is reflected in the real world and occurs for seemingly no reason. Amaya can then exit the mirror world through any reflective surface, leaving trapped individuals inside without a way to escape.
Secret Dragon Slayer Art: Hail Descension- To use this spell, amaya proceeds to first jump high into the air above her target(s) and then proceeds to conjure a large glacier from even the tiniest bit of moisture in the air. She appears to stand above it as the glacier begins forming at her feet, taking in more moisture from the atmosphere and grows in size. After the glacier has finished forming, amaya uses the crafted mass of ice to come down atop of her foes, utilizing the glacier's massive weight to completely crush anyone beneath her, literally and metaphorically. This technique does not heavily rely on power as it focuses on using the natural design of a large descending object in order to do damage to amaya's foes.
Secret Dragon Slayer Art: White Beak - A byproduct of the previous Hail Descension spell. Instead of using the mass of ice to crush an opponent, Amaya will proceed to peel off shards of ice from the large glacier instead. The shards of ice from this spell fly off at high speeds, being capable of catching moving targets with ease, although they can only fly in one general direction at a time. Any object struck by one of White Beak's ice shards will become trapped in a prison of thick ice until someone manages to thaw it away.
Secret Dragon Slayer Art -Sub Zero: 5 Layer Dance of the Ice Goddess: The user surrounds themselves with ice coating their whole body and twirls around like they are dancing at an extreme speed, releasing a huge wave of ice able to cover a large radius making it shatter anything within range.
Secret Dragon Slayer Art -Shattering Glass: Diamond Scythe Exploding Barrage: The user forms a large Diamond shaped scythe and hits their target creating a Diamond shape Explosion causing the blast to deal massive damage while reducing the body temperature of the target to below Freezing point.
To be made
Magic Level: A History:
Amaya was born in a small village at the base of Mount Hakobe. It was a small rural village where everyone knew everyone and managed to make a living despite living in a very remote section of Fiore. The most important location in the village, at least to its people, was the shrine dedicated to it's guardian deity. The people there worshiped this being every day and sent it prayers.
Amaya was born to a family of farmers who were amongst the most devout of the deity's followers and gave Amaya up as an infant to be raised as one of the deity's priestesses. From her first day of life to the age of five, all Amaya knew was a life of worship and prayer. She would spend the day in prayer and learning and occasionally go out to run errands.
One day, shortly after her fifth Birthday , a small group of bandits attacked the village for supplies. The bandits went about, killing every and raiding the small properties for what little goods the owners had. Amaya was out doing some shopping for the shrine when this event occurred and narrowly avoided being killed while running back to the temple.. Once there she did the only thing she could and prayed for salvation to come before it was too late. As she prayed, the bandits broke in and began raiding the shrine while grabbing the priests and priestesses. Amaya was forced to watch as her family was killed before her, one by one until it was her turn. Accepting her fate, the child said one last prayer while awaiting her death.
The killing blow never came as a roar echoed through the village. Before the bandits could look around, something huge landed and let out a roar loud enough to be heard for miles. The bandits panicked and ran, though whatever had landed spared them no mercy and quickly began wiping them out. Amaya kept her eyes closed the entire time out of fear, now thinking she would be killed by a wild animal rather than the bandits.
When everything quieted down and the chaos ended, the creature approached Amaya and gently nudged the young girl. Slowly, Amaya opened her eyes and was shocked to see a majestic Ice dragon standing in front of her.
The dragon watched the little girl in front of her. She knew the human wouldn't make it out here on her own, especially one as young as Amaya as. The dragon decided to care for the young child and quickly made a shelter made of ice and gently ushered the girl inside.
The Dragon, calling itself Aurora so that Amaya had something to call it, would take care of Amaya for the next seven years. The dragon helped Amaya keep up with her studies and also managed to somehow provide the girl fresh clothes as the years went by.Amaya learned Aurora’s Dragon slayer magic as honestly both hated the fact of having to teach it and having to learn it, but for a human girl to live in the harshness of the snowy landscape. She learned quickly with understanding and embodying the Ice dragon slayer magic. She also learned of another dragon, aurora’s brother Hemlock, and of a boy he took in. Amaya had learned quickly the boy was of two personalities but she did find a brother figure in both sides and often visited when Aurora did.
However, on Amaya's 12th birthday, Aurora mysteriously vanished, leaving behind nothing but a message to head to a guild called Phoenix Wing. And thus, Amaya left her ruined village for the first time, setting out into the unknown world for the first time, with the goals of finding out about both Phoenix Wing and why Aurora suddenly disappeared.
Years pass during Amaya’s travels. Amaya learned quickly to keep hidden and keep away from helping others as she found dragon slayers were hated by many and hunted down having to deal with a few hunters herself. She has made several friends and those she called family gaining a sort of brother figure in a lightning devil slayer that had vanished in a fight with a demon. She also found a mentor of sorts on a caravan she was allowed to join. The man was in his seventies as she learned he was a scholar of sorts. Upon getting to know him she learned what he was researching was the lost magic of dragonslayers. It took some time before she trusted him with her secret, allowing him to record what she knew of her magic and what she knew of her dragon. However, just like all those she met on her trip, if she got close , they tended to die either from natural causes or from being around her.
After dealing with having to run from some bandits and slayer hunters that had slaughtered the caravan she was traveling with. She managed to continue her adventure alone carrying the old tome of her mentor as she promised she would get it to the capital some day and put it in the library as he wanted. After a few more Amaya has finally arrived at Phoenix Wing's hometown.
Tournament Arc: During the grand tournament, Amaya declined being on the phoenix wing team out of her shyness and nervousness. She did make it to the grand library and laid her mentor’s life work amongst the rest of the books as she had promised him ages ago. After doing so, she ran into two slayer hunters, Shiro and Manami. After a quick battle of cat and mouse, along with the help of joshua. They fled but amaya didn't take too well knowing once again she was hunted. However nothing else tended to happen as she remained in her room or glued to joshua’s side till the end of the tournament
Tenrou Arc: Upon a disruption in the force the phoenix wing guild found the legendary island of Tenrou and found a disturbance all over the world from it. A dark guild was doing something to the phoenix wing and some other guilds stopped only to find the legend himself, Zefer was awakened and he brought several mighty dragons. After the dragon slayers spoke of what they should do the group found that the dragons were the slayers of the past trapped in those forms by zefer. Amaya was enraged for she heard all zefer done. She had done her research of the dragon slayers and the hatred and nearly lost herself wanting to see him dead. However when all was said and done. The past slayers were released and sent back to their own time and zefer was missing once again
Near the end of the battle with the Dark Mage Zeref and his followers, just as magic came to be feared and the Magic Management council was created there was a discovery. A total of ten fossilized dragon eggs were found. This was amazing. Using the magic and technology at their hands these marvels could be revived and brought back to life. However, those behind this discovery new that with all that had been done, it was likely that no public support would be gained. Worst case scenario the eggs would need to be destroyed. However, they could prove to be mighty weapons in the future if raised and tamed.
Thus, under the watchful eye of the Magic Management Council and the king these eggs were studied in secret. Five years, or grueling work, experimentation, and failure after failure passed, but finally the fruits of labor ripened. At this point only five eggs remained. But these five eggs were more than enough. They were revitalized. They were then cultivated and hatched. Under the watch of the kingdom’s higher ups, the dragons were to be raised and tamed. Taught to obey. However, things didn't go as planned. Another five years passed and two of the five dragons had died. As it turned out the process had only succeeded properly with the final three as they were rejuvenated with the final adjustments made. It was a miracle they were alive.
Only five years of age, the dragons knew very little. But they did know that their brethren were lost. These people did not care for their lives. They knew they had to flee. The three had been named Erebus, Hemlock and Aurora. They were of darkness, poison and ice respectively. These facts lined their minds. It was all they truly knew of themselves. Everything else was sheer instinct. It was likely for this reason that during their escape plan on the sixth year of their lives, only two of them were able to escape unharmed. They could just barely fly, and had little control over their magic. They did manage to escape, but soon after, Erebus passed. Hemlock and Aurora were stricken with grief. Hemlock doesn’t know how Aurora felt exactly, but he could never trust the humans again. And he in fact hated many of them. They were the real monsters in his eyes.
The two made their way to Mt. Hakobe after having hidden Erebus’s body in the ground so as not to be found. They had no idea they’d actually given the young dragon a burial, but they did know that it was just them from now on. This was simply one more fact to add to the list of things they knew. Days passed, and then months, and years and decades. Time halted for nothing. Hemlock had taken to living on one side of the mountain and Aurora on the other.
The Ice Dragon Aurora, is a dragon with an unusual past. Brought to life from a nest of fossil eggs and escaping with only 1 kin of the former 12 to Mt. Hakobe. As she grew she began to rule over humans, particularly those who resided near Mount Hakobe. She largely presided over one particular village at one side as hemlock guarded the other, acting as a guardian deity to it, and mostly ate humans who would dare try to test her patience by trying to attack the humans that inhabited the village. She was known for being cold and distant but also kind and unshakable in her beliefs.
When the Dragon Wars broke out, Aurora sided with the Pro-human dragons. While she agreed that humans should coexist with dragons, she soon withdrew from the war when her fellow pro-coexistence dragon began teaching the humans magic, seeing the possible repercussions where others did not. The only time she fought after this point was when other dragon's dared encroach on her territory. Such fights were usually brief but never ended well for the invader and many learned to simply avoid the mountain.
Aurora was not surprised to learn when the Dragon Slayers betrayed the dragons and began killing them off. She was however, surprised to learn of the new dragon, the Black Dragon, Acnologia, that was slaughtering her kind. Knowing she would stand no chance against them and that a fight between her and the beast would result in mass destruction, Aurora gave the village one last gift, a gem that they could pray to in order to contact her, and few to the highest point of the mountain, before freezing herself in a block of ice, allowing the snow to hide her frozen form and hopefully avoid Acnologia's wrath.
While the trick worked for a while, Acnologia eventually found Aurora's frozen form. Viewing her as being so weak that she wasn't worth waking up, the Black Dragon simply reaped her soul like he had done so many dragons before leaving the frozen Ice Dragon to die. Centuries would pass before Aurora's frozen slumber ended, with the desperate prayers of one of her villagers finally caused her to stir. Breaking out of her self-made, the weakened dragon flew down to the village only to find it in ruins and the last survivor, a young girl, about to be slaughtered. Angered, the dragon wasted little time killing and eating the raiders and soon turned her attention to the lone survivor. Knowing the child wouldn't survive on her own and that Aurora couldn't accompany her for fear of causing trouble. So the Ice Dragon did the only thing she could and adopted the child as her own daughter and took care of her, even going against her beliefs and teaching the girl Ice Dragon Slayer magic so the girl could defend herself. Upon Amaya’s birthday, Aurora vanished without a trace other than a message for Amaya to find the guild known as phoenix wing.
Personality: Amaya is a very child-like yet mature individual. She is very curious about the world, having never left her village and is easily distracted by things she finds either cute or cool. She is also very trusting, as simply saying 'I give you my word' is enough to earn her trust. She is also very shy around others, having been out of contact with other humans for eleven years and often making embarrassing mistakes when interacting with them.
Despite these childish traits, she is a strong-willed individual with a strong sense of right and wrong. She is incredibly loyal to those she works with and even more so to those who prove themselves worthy. Her devotion to such people is such that she is willing to put her life or freedom on the line for them without hesitation and she is unable to turn a blind eye on the suffering of the innocent as well. The one thing Amaya is unwilling to talk about is how she got her magic and the tragic circumstances that lead to it.
Guild and guild mark location: Phoenix wing, Left shoulder, Ice blue Teams You are part of:
Frozen Lightning: Member 1: Amaya VanIsis Member 2: Joshua Tamashii Member 3: Open Member 4: Open
Team Powder Keg: Member 1: Amaya VanIsis Member 2: Nolan Member 3: MIA Member 4: MIA
Three Strengths: 1.Amaya's magic makes her an Ice Mage's worst nightmare. While their magic can still hurt her, all it does in the end is give her a resource to replenish her magic power and stamina
2.Amaya's magic also gives her keen senses, particularly hearing and smell, allowing her to track down her enemies with ease
3.Amaya is very loyal and dependable, even willing to give her life and or freedom to protect those she cares for.
Three Weaknesses: 1.Amaya cannot stand heat or fire. She hates the summer season and tends to pass out quickly within heat for any length of time over an hour.
2.Amaya is overly trusting and easily tricked due to her lack of experience interacting with other humans.
3.Like all dragon-slayers, Amaya gets easily motion sick on any form of moving transportation. Greatest Love:Frozen Treats and Helping those she can Motivation:To find her place in this world and to find what happened to Aurora Appearance:
Additional Details:
Name: “Oracle” Keiko Armenshia Age: 15 Birthday: December 5th Magic:
Magic Name: Observer Magic Magic Description: Keiko has an inherited magic that originated from a contract the first head of her family made with an entity that calls itself ‘Observer’. The original knowledge of the contract has long since been lost to the family due to situations that happen to the lineage, dwindling it down to just three known users. Observer has two functions and in a way acts like an invisible ally. Observers have strict rules to follow which affect the user in various ways. One the Entity known as an observer can’t not physically harm the caster itself, but it can interact with others and things against the contractor if it so wishes. Two, it has a 100 meter radius that it can roam and interact with the environment, within the commands or desires of which the user allows. Three, an Observer will serve its contractor till the end of their life, At the end of the user’s life or contract, all existence and knowledge the user had will be erased and the said user becomes one with the observer. Four, If no other contract through lineage was made then the observer has the right to take over the former caster’s body for its own needs switching places with the said caster till a new contract is made, continuing the cycle it needs to survive and adapt. five, If the observer takes over the body of the former contractor and forms a new contract allowing the expanding of it's magic, the said former caster will become one with the observer to the said new contract, thus continuing the cycle.
When Keiko allows the observer to become active she is able to do many things without doing much of anything herself.
Observation magic - Manifestation: Observer can fight in her place, however it can faintly be seen as a phantom version of Keiko. Even though it is the one fighting, Keiko herself will take the physical damage in return, however depending on how much power she allows the observer to have depends on how strong it is. Observer can be considered a mimic in the sense, it only knows what it has seen, heard etc. If it wants it can change its form and make weapons and mimic attacks at the enemy or it can form a shield or whatever keiko wishes it to be.
Observation Magic - 3rd person: By giving up her sight, she can take over observer and see through its eyes and control it. She can move anywhere within a 100 meter radius around her body. When using 3rd person she can do much anything a ghost can as just being outside a structure she can see through the walls and structures. While in 3rd person, Keiko can talk and if touched, one can see what she is seeing but she can not move herself.
Observation Magic - Gatherer: By casting gatherer, she allows some of observer’s own magic to race through her enabling any sort of touch from her or to her bare skin. By doing this, observer willmove through the connection and seek out information it can find of the person, object or thing she is touching rather it is memories of a person or animals or finding a recent scene she was not there for. The longer the touch or connection the deep and more information is gathered from it.
Observation Magic - Protector: This is a self defense for observer. If his contractor was in fatal danger or unconscious and in danger. Observer can take over her body, if only to ensure its survival whether fighting in her place or running to get some sort of help. Magic Level: A History: Keiko comes from a long line of magic researchers that predates the first magic council’s origins. Her family focused more on the theory of other worlds and planes of existence, they worked tirelessly to advance the knowledge of magic and the unknown. However the fruit of their research came at a cost of meeting and tricking an entity known as ‘ the observer’ into a contract that in return has more or less cursed the family bloodline. Over the generations, each head has researched the observer. Keiko is one of the last few of the bloodline, each holding an individual observer that is from a larger entity that has not been able to stay in their realm without it’s contract. At a young age Keiko lost everything done to her family’s estate and all research and knowledge of magic.
Her history is foggy to her as only her observer seems to know but it has refused to tell her anything. Only time will tell what her past holds Personality: Keiko is of very high IQ and can tend to be very blunt about stupidity she sees and tend to not think before she speaks which often gets her in trouble. Keiko also has issues with reading the room or understanding body language. She always have had trouble with such things and it tends to show. Being alone as long as she has does show a crazy ticking time bomb of emotions from a hard point of understanding or showing the correct ones, which often gives the impression of having multiple personalities, however those who do get to know her has found one of her ultimate weaknesses calms her down to her usual annoyed self. Guild and guild mark location: None at the moment she just has herself and her magic. Three Strengths: 1. Observer in itself is its own entity and can do and think for itself along 2. Keiko has a very high iq for a teenager and it shows when using her magic 3. Keiko has an unbreakable resolve and loyalty to those that she cares for Three Weaknesses: 1. observer can act as long as that doesn't interfere with keiko’s orders or restrictions of the contract 2. Keiko tends to act like she is all big and bad and can handle herself but in truth, she is more like a scared kitten unsure of herself or even the truth of her magic 3. Keiko also has a weakness for sweets Greatest Love: Unknown Motivation: Finding the missing pieces of her memories and who she is Appearance: Keiko: Observer )the form keiko can see it in):
Name: Roseletta “Black Rose” Griffonbane Age: 25 Birthday: October 31st Magic: Darkness Magic: Darkness Magic is a type of Magic which allows users to manipulate and control Darkness for various effects. This Magic has a form that can be used for destroying objects, blocking enemies' attacks and picking up objects.Like other elemental Magic, this Magic includes body transformation. Abilities: Darkness Manifestation: This is the basis of her darkness allowing her own shadow and the darkness around her to flatten on the ground for 250 meters make to manipulate to her will Dark domain: By forming a dome she will make the battlefield a pitch black nightmare, allowing her sight to be enhanced along with her movements and senses. Dark scythe: this is her main weapon, a massive scythe made of her darkness she can make it as physical as a literal weapon or cut through like smoke. dark illusion: when in her dark zone or dome, she can mess with her opponent’s senses with subtle movements of her shadows and sounds to distract them as well as make black figures of herself up to ten. Full release: This is Rose's final ditch effort and a full form transformation, though she herself isn't the form but the inner magic is allowed to run rampant and change its form to its desire. In this form, all its attacks and being is not rose and there for when this form is done she knows nothing but the various attacks she uses are amplified and a hell of alot stronger:
Magic Level:S History:Rose comes from a remote village of Earth/nature base magics. Rose’s mother was the first holder of the magic rose was born with. Her mom always had different ticks and things that set her off but nothing set her psycho side more then her daughter to the point of trying to murder her own daughter. Nearly succeding but ultimately ended with her in a mental hospital. On one visit rose did by herself, her mother was found dead a few hours later stabbed as the medical nurses stated the woman screamed of the shadows coming to take her. However since her death. Rose had a mass change and almost similar craziness as her mother even though she handled it alot better with just a bit of an angery side. After the last fight with her father, rose left home at the age of 16 and never looked back since. Rose joined the Riders at the age of 17 and quickly rose to the rank of the Horseman of Death, making her the third strongest member. Feared by most of those beneath her, she maintained her position through this fear and displayed a brutality when needed. Despite this though, one of these lower ranking members fell in love with her and slowly charmed his way into her heart, secretly dating with her once she began opening up.
Sadly, this relationship didn't go completely unnoticed. Two members, who loathed Rose rather then feared her, learned of this relationship and decided to use it against Rose to humiliate her. Using poison, they managed to weaken Rose and cut off her ability to use magic while making her lover susceptible to their suggestions. With a couple of whispers and prods, they convinced her lover to take advantage of her weakness. The result of this and repeated poisoning was Rose being raped every night for an entire month.
When she was finally released, the leader of the Riders dismissed her and gave her position to another member before leaving her in the closest town with nothing more then a few scraps of cloth. It didn't take long for Rose to realize she was pregnant and for a while, she considered getting rid of the child before it came into the world. However, a kind, older later, seeing the young, soon to be mother out on the streets, trying to scrape by, took pity on her and took Rose into her home.
Originally intending to leave the moment she was well enough, the woman slowly nursed Rose back to health while also learning a bit about the woman she was taking care of. When this woman learned that Rose didn't plan on keeping the child she was bearing, the woman chastised Rose and warned her of the consequences of doing so: Not only would she likely ruin the child's life but her own as well.
Refusing to believe her, Rose decided to at least let the child into the world. Late at night in midspring, Rose gave birth to her daughter Elyse and fell in love with her from her daughter's first cries. Hearing them made Rose realize she was about to make the same mistakes her mother had made while raising her and, remembering she vowed to be a better woman then her, realized that she really did want to care for this little person deep down in her heart.
Rose has raised Elyse the best she can for the past four years, working on and off jobs, but she has realized that Elyse needs a level of stability. As such, she has headed to Pheonix Wing, to find a permanent job, people to look after Elyse while she is away, and find some level of stability. Personality: Personality: Rose is a woman of both light and darkness. In the past, she was a woman many feared, ruthless, cold-hearted, and completely devoid of all emotion. She can still be this way from time to time but only when her guild mates are in extreme danger or her daughter is in any sort of danger.
For two years rose lived in peace, reunited with the one that assisted in bring forth elyse she had married lucus taking his last name and overcame most of her fears knowing she needed to be strong for her daughter and her new husband and not to run from her past Personality: Generally though, Rose has put this side behind her to be the kind of mother every child should have. She is kind, soft spoken, and always with a smile, especially where her daughter is concerned. She is very protective of Elyse and constantly worries about her but she will sit back and let Elyse experience new things until her daughter is in any sort of danger that could harm her. When one does see rose’s ticked off side or the side of her that seems to love battle she is very much one who wants to destory and ruin all that comes at her making her extremely terrifying being a reason not many causes trouble when she is having to assist running the bar. Guild and guild mark location:on her right shoulder crimson red Three Strengths: 1. Very dedicated to her fellow guild members and her daughter 2. Excellent bartender and cook for the guild 3. a consider ' mother' of the guild Three Weaknesses: 1. her emotions strongly influences the abilitiy and strength of her magic 2. her daughter's safety 3. fear of returning to the life she once was in before phoenix wing Greatest Love: Her daughter and her husband Motivation: to be the big bad in the darkness to protect the beautiful world of light for everyone else Appearance:
Living Lacrama: As the name may suggest, Ariel is able to absorb, store, and release magic not unlike a lacrama would. The process of absorbing a magic can happen in two main ways; passively over a span of being exposed to the same magic or rapidly by direct infusion or a massive magical surge. The latter usually comes in the form of a lacrama or a powerful use of magic directed at or near her. This by no means makes her immune to damage she might take as a result of a magical attack.
One primary difference though is that once she's gained a new magic she does not lose it even after expending all of one type of magic. Still, unless replenished over time or exposure each magic has a finite reserve that she can draw from. As she unlocks other magics she is able to switch between them, only able to use one at a time. Switching looks visually similar to requiping, her clothes, hair, and eyes changing color to reflect the magic she is meaning to use. Creature magic may include other not human aspects as well.
This leads us to the more negative aspects of such an ability. While she has an ever growing list of magic utility, unless she trains with a given magic her ability to effectively use it is greatly hindered. Like a lacrama, she could potentially be used as a magical source of energy, though there is perhaps only one person that has discovered as much. Her magic also controls her just as much as she controls it. Each magic is accompanied with a different personality trait. So fire will exhibit a more hot headed demeanor than the more docile water. More chaotic type magics could lead her down a darker path. There are also times where she cannot control which magic she will exhibit if she is having a strong emotion, instead switching to the magic most closely associated with that feeling.
As mentioned, Ariel's personality varies based on the magic she is currently exhibiting. Normally she had been quite wary of people, having been taught not to trust outright. Thankfully she is more confident when she has her Aether magic, able to better combine pieces of her fractured personality. Becoming something of an icon has helped as well.
Below is the magic she has access to, how she can apply it, and her general experience level of using each (Novice | Experienced | Expert). Generally speaking though a true mage of any one magic far exceeds her capabilities and spell complexities.
Color: goldenrod This could be considered the meeting point of all the other magics she has and the culmination of her personality traits. Ariel's most stable form emotionally. As far as using magic though she is limited to what are effectively cantrips of the other magics. Small flames in her hand, a ball of light to illuminate an area, small shocks of electricity on touch, and so on. It is not particularly useful to Ariel in combat and would probably take way to long to ever be proficient even given some years. Picked up from a mage know as Ferrin.
Color: slateblue Main personality trait: Melancholy Not Ariel's favorite magic due to it making her sad. Being the first magic she gained Ariel has had more time to learn to use it. Still though her abilities boil down to being able to manipulate and shoot jets of water as well as improved movement when swimming by causing the water to flow around her. Probably one of the easier magics to learn. Picked up over time from the residual magic of Crystal Lake in Oak Town.
Color: orangered Main personality trait: Aggressive
Also not one of Ariel's favorite ways to feel, but it has more uses in combat so she uses it more. Cones of fire, hurling fireballs, and generally engulfing things in flames is the go to here. Seeing as it can be destructive she's taken time to hone her ability to use it quite a bit more. Picked up by exposure from nearby mages when living in Oak Town.
Color: khaki Main personality trait: Cheerful A go to when Ariel is in a good mood as she nearly exemplifies a ray of sunshine. Fans seem particularly fond of it too. Burning rays, orbs of light, and blinding bursts make this one of her flashier options. Being one of the first positive traits she got she stuck with Light magic often to avoid being sad or angry and learned to use it better in the process. Picked up from exposure of various mages after joining Phoenix Wing.
Color: lightblue Main personality trait: Cold A useful magic that Ariel is still somewhat reluctant to use due to how she can treats others. Able to form ice in crude shapes, generate frosty winds, and a freezing touch. Thanks to training with others in the guild she's become more accustomed to using this magic despite how she feels. Picked up from guildmate named Amaya.
Color: yellow Main personality trait: Excitable Another more commonly used due to the positive feeling and effective use. Shocks and bolts of lightning are the main types of attacks Ariel uses. Practice here was primarily so she had some more useful magic for fighting. Picked up from various mages and a magic defense run into on a job.
Color: crimson Main personality trait: Subservient Unfortunately avoided due to it potentially getting her in trouble. This magic saps the strength from others in physical contact and adds it to Ariel herself. Definitely more of a close quarters magic that she can use to combat brawlers. It being a fairly passive ability she doesn't require much training to use it. Picked up from a mage she had to fight during one of her early guild jobs.
Color: green Main personality trait: Motherly Becomes very kind and caring of others, particularly toward children. Able to rapidly grow and control small plants and trees. Peculiarly Ariel physically takes on more tree like properties with her skin becoming rough and her hair more leaf like. It also extends that she can grow other plant like features such as roots or thorns from her body. The magic having a close connection with nature most of how she uses the magic just comes to her. Picked up from a lacrama during Tidius' experiments.
Color: gray Main personality trait: Brooding Takes strongly after the source of the magic, one of the semi-negative traits she doesn't mind so much. She can unleash and manipulate burning hot plumes of ash. Has had the chance to learn better control thanks to working with the same mage she got it from. Picked up from her boyfriend Nolan.
Color: deeppink Main personality trait: Passionate A personality trait that was somewhat stolen from another mage. Another popular magic with the fans. Ariel can create crystals that are basically magic grenades. As she uses this commonly because of the positivity and it's quite flashy for the fans. Picked up from a fellow guildmate Marlene.
Color: black Main personality trait: Apathetic Generally where she ends up after being emotionally overwhelmed. It is not a place Ariel likes to be so she tends to avoided using the magic when possible. Blasts of dark energy and surrounding areas in darkness can be expected uses. Lack of use means she isn't particularly effective at using this magic. Picked up from various mages but particularly one known as Luna.
Color: pink Main personality trait: Loving Kind of just shows up when she wants to love on people. Being mostly a social magic it almost passively endears people to her and when focused on someone it can make them infatuated with Ariel for a time. Wears off pretty quickly normally. Her lack of control means it can sometimes have unintentional results. Nolan found this out the hard way after getting a big dose of Charm magic. Picked up from a mage named Prince.
Color: tan Main personality trait: Reserved Not a commonly used magic, mostly because she has numerous others. Ariel is able to manipulate particulates in the area to create obscuring clouds of dust, rough constructs, and abrasive blasts. Has had minor training using the magic but has largely been left to work on her own. Picked up from a fellow guildmate named Fleo.
Color: lightgray Main personality trait: Defensive Generally only run into when focusing on protecting others. Can form lightweight blades and shields that are sustained by the magic. Running low or out of magic causes the metal to weaken and eventually dispel. Picked up from another mage named Shujin.
Color: saddlebrown Main personality trait: Stubborn Stubborn as the earth and stone that she can control. Shifting and manipulating dirt and stones about the size of a basketball is close to the largest things she can move at this point. The difficulty of moving these materials has been the major hinderance in improving in this magic. Picked up from a lacrama during Tidius' experiments.
Color: skyblue Main personality trait: Playful Not too far off from Light magic in its more cheery nature, but she does tend to act a bit more childish. Gusts of wind and to a lesser extent whirlwinds. She hasn't practiced a whole lot with this magic as she hasn't found as many uses for it. Picked up from a lacrama during Tidius' experiments.
Color: bold Main personality trait: Commanding More behavioral than anything as she becomes more bossy. If she were to make contracts with spirits then shou could summon them. Thus far she's yet to do such a thing so the magic is not all that useful. Picked up from a couple spirit mages Gabriel and Michael
Color: steelblue Main personality trait: Fearful Being fearful isn't a state Ariel likes to be in, so this magic usually makes an appearance when she's actually scared. The magical barriers are marginally effective as she has avoided using the magic, usually opting for Metal or something else. Picked up from a fellow mage known as Cody.
Color: bold Main personality trait: Creative Loves creating things, obviously. Using the paint magic she can create all kinds of objects. Much like Metal the creations must be maintained by her magical reserves. Lack of use means she can't create anything larger than your average house cat. Picked up after getting trapped in a magic painting created by Isla.
Color: red Main personality trait: Rage Being angry is not an emotion that Ariel likes to exhibit, and this one ever less. Using this magic does damage to herself as she can create and fire blood red spikes from her body. Losing a fair amount of her rationality this can put her in a lot of trouble and quickly wears her down. Picked up from another mage named Melina.
Color: dimgray Main personality trait: None Perhaps her most dangerous magic. As with Zeref she becomes surrounded by clouds that saps the life out of things around her. Exactly how this magic is triggered is unknown. Picked up after a direct strike from Zeref's Death Magic during her visit to Tenrou Island.
Color: italic Main personality trait: Curious Opening things up and searching around are common occurrences with this personality. Like most Exceed she can really only use one magic, Aera, that allows her to fly at high speed using impossibly small wings. Being a fairly straight forward magic it didn't take long to learn. Picked up after extended exposure to Exceeds, mostly Dalton, but also from others in the guild.
Color: orange Main personality trait: Forgetful Perhaps a side effect of dying, but Ariel has difficulty remembering things with this magic. The flames of her Phoenix magic is not far off from her regular Fire magic, but they are more intense. As it takes a while to regenerate this magic she rarely is even able to use it. Transforming in a ball of flame, Ariel grows a full pair of wings that allow her to fly. Picked up by absorbing the magic from the ashes of a fallen Phoenix.
Color: olivedrab Main personality trait: Feral The creature side of this magic takes a strong hold as she looses some of her own self. Heightened sense of smell, strength, durability, and a Dragon roar encompass this magic. As with the other strong magics she can only use it occasionally. Picked up from exposure to slayers turned dragon during her visit to Tenrou Island.
Color: black Main personality trait: Arrogant Infused with the magic of a god, Ariel inherited the mightier than thou mentality. Most of her body turns jet black and her power is fully displayed. Increased strength and durability, she lacks proper control so the blasts from her magic are really taxing so it is easy to burn through this magic quickly as she destroys things around her. Picked up by stealing the power of a god sealed inside a magic artifact.
Magic Level: B
History:
Given the overall decreased number of mages Ariel's magical prowess went without being realized until her late teens. There was always something a little off though. The few times a mage would pass through her home of Oak Town she would start acting up even as a little girl. It was always attributed to her young age and later on to being a teenager. Being a free spirit she would often visit the Crystal Lake through the years. Never able to keep the child put her father taught her the use of a weapon for self defense. Thankfully she's never had to use it.
As she grew into a young woman more mages began to come through. While beginning to be exposed to more magics the first one that showed up first was water. Perhaps it was the legend of the mage upstream but the many years by and swimming in the nearby lake finally drew in enough traces of magic to allow her to use water magic. Unable to change back to her usual appearance she hurried back home. She stayed shut in for the better part of a year until she changed again, a nearby guild having a couple fire users. Nearly burning down her home that first time only switching back to water did she manage to save most of her belongings. Clearly not having this under control she left town so she wouldn't harm anyone else.
Along her travels she visited a few guilds but whenever she began to feel unusual she would leave. Eventually she realized the mood swings she would have coincided with the changes of magic. Coming to the conclusion that she couldn't truly figure this out on her own she began to ask around for a good guild to actually join. Phoenix Wing came up a few times and it sounded like a good place to start. It it wasn't for her then she would move on.
Through her adventures with Phoenix Wing the woman's range of magic grew greatly, including some potentially volatile ones. With some risky use of Charm magic Ariel also managed to break Nolan of his fear of women, er... actually just Ariel herself. Some rather bizarre adventures together eventually found them as an item despite the circumstances. After the events leading up to and on Tenrou Island, Ariel needed time to gather herself and learn to better control the magic she possessed. Leaving for a year to train and soul search she had minimal contact with anyone besides Nolan.
Upon returning Ariel was much more stable, but still had to reintegrate with society again. Not long after she was noticed by some talent scouts working on contracting mages for Sorcerer Magazine. She didn't initially take them up on the offer. However, having gotten back into the rhythm with the guild and friends she recently signed on to the magazine. As part of the agreement she had to travel to their offices for a couple months. Though a recent development, Ariel has become something of a rising pop star in the magical world. She may lack in major accomplishments, but her reputation is quickly proceeding her.
Guild:
Phoenix Wing - Mark is on her left thigh.
Team Members:
Team Powder Keg
Three Strengths:
1. Versatile given time. 2. Loyal once you can get past her distrust. 3. Can change to a better mood almost on a whim.
Three Weaknesses:
1. Takes time to become more capable. 2. Visibly broadcasts the magic she intends to use. 3. Potentially corruptible.
Motivation:
Maintain control of herself and her magic.
Additional Details:
Greatest Love:
Nolan
Equipment:
A chain weapon with small blades on the end that her father taught her to use. Mainly a defensive weapon as it lacks real mass or punch.
Also I will try to make her name color coincide with the current magic she is using. So long as I can find one readable.
And here are the ones who need CS's that I have finished.
Name: Damian Gerard
Age: 26
Arsenal Magic is, in and of itself, interesting in that those who use it are contained to one form of weaponry. For example, the Ax Man uses axes and only axes, but they allow the wielder to also affect certain elements as well as boosting natural abilities of the wielder. The Wolfen Blade Master grants the use of swords that boost specific natural abilities depending on the weapon. Alongside this, the wielder is in command of a pack of magically summoned wolves. Damian can command these wolves with little more than a quick thought and he can only summon two at max right now, though as he grows stronger, he’ll be able to summon up to eight.
The key point of Arsenal Magic is that it allows summoning specific blades, or swords in this case, that offer boosts and similar effects. However, Damian has also learned to project hiltless blades for ranged spells.
Blade Rain-Summons a series of sword blades to fall upon a target area. Usually summons twenty blades and can chase a fleeing target a limited distance from the summon location. Gains additional effects based on the level of Power Lock released, such as the release of the Omega Lock causes a wave of swords to rise five feet straight forward after impact while the first lock’s release, Alpha, simply increases the number of blades from twenty to thirty-five.
Three Point Strike-Summons three sword blades that strike in a triangle formation with their tips meeting in the middle.
Striker Blade-A single large blade that Damian typically uses for fast and aerial transport when he needs to move fast. Often uses it for fast slash strikes as well as avoiding having to pay for a train ticket.
Six Point Strike- Usually used on an airborne enemy, four sword blades strike in a square and one strikes from the bottom and the last one strikes from the bottom, all six points meeting in the middle.
Sonic Thrust-Unleashes magical energy straight back, allowing a powerful and speedy thrust over a five meter distance that can impale the target against whatever’s behind it but also allow Damian to speedily reposition himself on the other side of the opponent. More powerful versions add a pair of blades that follow behind at a slight delay. Locked behind Power Lock Alpha.
Ragnarok Blade- Summons a magical extension on the currently wielded sword that gives a longer reach and wider strike range. Locked behind Power Lock Alpha.
Bladed Whirlwind- This spell summons a tornado of ethereal blades that can shred a person in seconds if they don’t dodge or counter the spell and break it. Locked behind Power Lock Alpha.
Judgement Strike-Delivering a stunning blow to a single enemy, Damian unleashes a powerful magically enhanced slice to finish the fight. Locked behind Power Lock Omega.
Shatter: Ten Thousand Blades-Damian’s ultimate spell, locked away behind the overcharged power of the Delta Breaker Power Lock, this spell turns a single blade into ten thousand more after the initial slash, which Damian uses at blinding speeds to deliver ten thousand more attacks on the affected foe, culminating in an explosive final slash.
More to come as I remember/make them.
Ares Blade- A katana that looks like this. Grants boost to survivability in the form of increased durability and grants the ability to project strikes further with fire.
Hermes Blades- Twin short swords that look like this. Grants boost to speed and agility.
Hercules Blade-Glaive that looks like this. Boosts to strength and gives the ability to enhance attacks with wind power.
Armageddon Blade- A greatsword that looks like this. Boost effect to all "stats" but more refined. Also grants the ability to distort gravity around ONLY the target, or in rare cases, targets, making it heavier or lighter as needed.
Power Lock Alpha- The first of three skill locks, Damian begins below this, as he can’t handle his full magic power at once yet. His magic and magic circle are orange while this lock is active, and releasing them with the code “Release Power Lock Alpha. Confirmation Ceta-Zulu-Foxtrot-Bravo” turns the magic energy green as more of it is allowed to flow. Eventually, Alpha is the standard level that Damian operates at as steady training allows his body to handle the power. Allows the use of several more powerful variations of his spells as well as Sonic Thrust and Ragnarok Blade.
Power lock Omega- The second of three skill locks, this is Damian’s full power without overcharging his body with it, but it also leaves much more wear and tear the longer he uses it. Upon release with the phrase "Release Power Lock Alpha. Confirmation Beta-Delta-Epsilon-Ceta,” The full power he carries is unleashed as his magic energy and circle turn from green to black. Operating at full power like this seems unattainable at his current limit, but he may eventually be able to work without the Power Locks in place. Allows the use of many more of his more powerful spells, both new spells, such as Judgement Strike, and variations of existing spells.
Hidden Power Lock Delta Breaker- The final of the three power locks, this overclocks Damian’s magic power, turning him into a powerhouse, but burning him out and turning his black magic circle into one of white with a red undertone. It is released almost instinctively, in moments of great need and danger. It also allows the use of Shatter: Ten Thousand Blades.
A Holder type magic that requires a weapon or shield forged from a body part, typically the fangs, claws, or scales, of a dragon. Due to the lingering power within the body part, any attacks made are augmented by phantom dragon attacks of the matching element, as well as each weapon having unique spells based on the weapon it is forged into. Damian wields Andor, Hemlock’s Memory, a katana made and forged from one of the poison dragon’s teeth. Before he passed, Hemlock described it as one of his more powerful fangs, containing immense power.
Dragon Beats, Poison Style- Briefly imbues the wielder with immense speed that allows for three quick and shallow cuts across exposed skin on an enemy. The damage comes from the poison that lines the edge of the katana’s blade, which can paralyze those affected in a matter of minutes and proves fatal if an anti-venom of any kind is not used within six hours.
Dragon Beats- Imbues the wielder with increased speed for a short time as well as manifesting spectral wings that grant limited flight.
Poisonous Flair- The blade is enveloped in a purple and red flame, allowing for ranged slicing attacks that getting even nicked by can prove dangerous.
Crescent Cleave: Toxic Hell-The strongest unique spell Damian has found, this turns a fifty foot area around the wielder into a poison filled hell for ten seconds which is then cleaved in two by a powerful crescent cleave from Andor, dispersing the poison and finishing any foes not yet defeated by the toxins in the air.
Dragon’s Maw: Typically a thrusting attack that summons a Spectral Dragon mouth full of fangs matching the element of the dragon the fang or claw was taken from.
Claw Rake: A horizontal slash summoning dragon claws that rend whatever is in front of them into pieces.
Wind Blast: A horizontal slash that sends out gusts of the dragon’s element, sent out by the spectral dragon wings flapping down and forwards.
Magic Level: S
History: Damian was born to parents who were both enlisted in the Fiore Royal Army. His father was a Captain with a brilliant tactical mind and his mother a compassionate sergeant serving in another regiment until the two were combined to help patrol the border. The bulk of his childhood consisted of sticking close to his mother and spending time with his father when they were on leave as a family, with weapons and hand-to-hand training filling much of the family's time. When he turned eight, the unit was posted in an official fort near the border with Bosco and what was only spare time training became full time training. At the age of thirteen, he was considered a part of the 42nd Border Control Unit of the Royal Army of Fiore.
Two years later, after he’d turned fifteen, tragedy struck. During a battle with some monsters that the unit had been tracking for months, his father was killed and his mother fatally wounded. In the stress of the moment, Damian’s pain and grief caused his magic to manifest in full and mostly uncontrolled and he unleashed a hailstorm of ethereal sword blades that laid waste to the monsters and gave the Royal Army the time it needed to gather up the dead and wounded and fall back. As they returned to the fort, many of the soldiers could hardly blame Damian as he rode on horseback with the Unit’s second in command, his mother being carried in a stretcher as they rushed back.
Hours were poured into trying to save her as medics both magical and mundane tried to stabilize the young woman that the youngest member of the unit would have at least one parent, but to no avail as his mother lay dying, the blood loss too great and the injury, a gash across her chest, too grievous. Damian was finally allowed in to see her as she took her final breaths on a bed in the medical wing of the fort, she held his cheek in her hand and said, "My son, your father and I love you very much and we’re both so proud of you. You stood your ground and fought valiantly against foes more numerous and easily stronger than you. You protected your home and there’s nothing else to be said for that. Please, turn your strength towards helping others. I love you, my baby boy..." The light faded from her eyes and the arm fell limp. It was a week after his mother died that Damian resigned from the unit and set off into Fiore with the goal of finding a mages guild to join and hone his magical skill in. During the interim years before he joined up with Phoenix Wing, Damian trained with his magic, but found that because he’d never known he had it and so didn’t learn to focus and regulate his magical strength, his full strength would cause his body to burn up and leave him exhausted and unable to do anything for up to weeks at a time. Coming across a mage who specialised in a form of locking magic, the mage identified two locking ‘mechanisms’ in him that helped regulate his power until his body was prepared for it and initiated them. The wolf pack first appeared during a job in which he and Penny were at great risk of being overwhelmed, evening the odds after splitting from the Ares Blade. They are now always around him.
Personality: While still a very tactically minded person and also stern as all get out for those that need it, Damian has also softened up somewhat over the years, due in large part to his relationship with Penny. However, smiling is still a semi-rare occurrence, likened to his caring deeply for the guild now.
Team Members: Penny
Three Strengths: 1. Tactically Inclined
2. Agile
3. Combat skills that don't require magic
Three Weaknesses: 1. Quick temper
2. Too focused
3. Tendency to overthink
Greatest Love: Music
Motivation: Wants to protect those he cares about from any and all harm. Oh, and pie.
Appearance: Damian stands at six feet tall with platinum blonde hair and azure colored eyes. His hair is cut short, though he no longer worries as much about keeping away the bangs. He has a square jaw with a sort of narrow face, but is overall a handsome young man. He wears leather armor to allow for maximum range of movement and speed while still providing some kind of protection, which has further been augmented by adding metal bits and scale mail pieces, such as gauntlets and boots, to his armored attire. His build is lithe and strong, but he's not hugely built. He's more lean and muscular.
Image:
Additional Details: His guild mark is black on his right shoulder
Equipment: Andor, Hemlock’s Memory: Formerly a great sword, Damian had it reforged into the katana it is now after it became apparent that he could by no means draw out its hidden power in a different form.
What started as little more than the holy magic wielded by those of the most devout of faith in both the Light and the Kingdom of Fiore has since evolved to become more and been defined by the first Paladin of the Avelane family in over six generations. The end result of these experiences was the magic became that of an Avenger, especially after he met another of his Order, a wielder of the Paladin Magic, who’d become an Oathbreaker. While he retains many of his support spells, his list of offensive magic is much larger.
Healing Touch: A simple healing spell for light to moderate wounds. It can reduce a severe wound to something more survivable, but not heal it completely.
Shield of Faith: Projects an energy shield around an ally that can absorb the impact of several standard spells or one powerful spell before vanishing. Can also be used on the caster.
Divine Protection: A powerful defensive spell, this protects the caster from most magic based attacks, though without the full incantation, it’s not very strong. Incantation- “By thy guiding hand and blessed light, I ask thy protection from the energies the heretics will cast my way. Divine Protection!”
Light’s Bulwark: A powerful defensive spell for a small group or single person that erects three walls of protective Holy magic that are transparent in the middle but can be seen via their glowing around the edges. Requires a full incantation to be at full power. Incantation- “A barrier to stop His enemies, Light’s Bulwark!”
Healing Light: A more powerful healing spell, able to heal all but the most grievous of wounds in just a few seconds. More draining based on the severity of the injury.
Cleansing Light: Cleanses non-demonic curses, dark magic, and toxins from a person or area.
Shield Wall: A defensive spell that throws up a series of shield panels composed of light and holy magic. Is five across and about ten feet tall. Anyone behind it is shielded, including the caster.
Blessed Ground: Consecrates a twenty foot area around the caster with holy magic, making all dark magic and poison magic worthless, as well as reducing the power of necromantic spells and cleansing undead of their corruption. Requires an incantation to use. Incantation- “Blessed by His hand and consecrated by His hand, Blessed Ground!”
Blood of the Lamb: This is one of James’ most dangerous spells, not because of the physical harm it can cause, but because of the psychological damage it causes. Powered by a God of Justice, this spell forces the target to relive all their sins and transgressions in an instant, forcing the feelings of those affected by them upon the target. If one is not intent on truly redeeming themselves, they are forced to relive everything until they ask for redemption and absolvement.
Holy Smite: A truly basic Paladin Spell, it summons a falling hammer of light and holy magic to fall on a target and explode. Can also be used to cause concussions if the explosion is unneeded. It can also be used to augment a melee strike with Holy and Light magic.
Judgement: Fires a disc of light energy from the caster’s shield.
Shield of Judgement: Charging his shield with light and holy magic, James throws it. After one direct blow against the opponent and around six ricochets which can include additional strikes, the shield returns to the owner.
Holy Might: This spell charges both the user’s weapon and body with holy magic before increasing the size of both, allowing for a powerful overhead strike before both return to normal size. The raw power comes from the size gained and so the elemental damage is secondary with this attack.
Holy Spear- A simple spell that has James launch or throw a spear of pure Holy magic at an enemy.
Exploding Light: With the addition of a revolver to James armament, his magic can be used through its rounds. Exploding Light is a spell that causes any bullets fired from it recently to explode in holy magic.
Holy Flame: A pure white flame of Holy magic is expelled from either the top of the shield or the tip on the bottom of his new shield.
Holy Wave: Unleashes a wave of holy energy in the direction slashed.
Wrath of the Light: Sacrificing his shield to wield his sword and revolver in tandem, he briefly channels the pure power of the Light to unleash a barrage of bullets and slash attacks on the intended target that ends in a pillar of holy magic surging up beneath the target and wiping them from existence if they’re weak enough, otherwise wounding them severely.
Magic Level: A
History: James is the son of two Knights of Fiore who disappeared from the capital city of Crocus when it was discovered their only son could use magic and use it well. He discovered this extraordinary ability at the age of 10, when he was defending a friend from some bullies that had taken to singling her out and picking on her because she wasn't as good at swordplay as some others. In fact, she was among those who preferred to be at a distance with a bow or crossbow, something which many of the other kids found to be worth making fun of someone over due to the seemingly cowardly nature of ranged fighting, though thinning enemy numbers before a melee was tactically sound and incredibly important. Most only did it in passing and in good fun, their parents had honor, why couldn't their children, but this particular boy, his name Dean Trenan, though he was often called Ratfink due to his detestable nature, made a vicious sport of it and had already forced six other children to find other places to learn their family profession due to failure by both instructors and parents to catch him in the act and properly discipline him.
The day James discovered his magic abilities, Ratfink had led the girl, her name Lianna, off to a corner of the sparring field out of the instructor's sight. Besides that, the instructor, an older knight who had retired after taking an arrow to the knee, though more like six, was busy breaking up a far more noticeable fight between two other students who’d started just trying to give each other bruises. Ratfink had already disarmed and knocked Lianna to the ground and was now hitting her mercilessly with his wooden practice sword, calling her a cowardly knight for wanting to use a bow over the sword and that she should leave the training and never come back. James, who had just finished his match, had seen this and, after quietly approaching to avoid warning the bully, intercepted one of the swings with his own practice sword, pushing the despicable boy back and stepping between her and him, his wooden practice shield held up high.
James interceding drew a laugh from Ratfink, who thought that James was a fool for protecting a ‘coward’ and attacked. The two exchanged a series of blows and blocks, with taunts from Ratfink thrown in occasionally, when the bully got lucky and knocked James’ shield open and to his left. Aiming to deliver a painful blow to James's face, the bully swung his sword with all his might, only for the wood to break on impact. Upon the young ten year old's head and body was a suit of magic armor that shimmered with holy light. Stunned, the distasteful young man attempted to flee back to the instructor, who was critiquing another match, but was tripped by a thrown shield from James and fell sprawling to the ground. The ten year old then proceeded to disarm him of the hilt of his wooden sword and knock unconscious Ratfink. He returned home after informing the instructor of the incident, unaware that mentioning his magic was a bad idea, told his parents upon returning home. They left that night after questioning James thoroughly, before the Rune Knights of the Magic Council could arrive and take their son away for a crime he’d had no part in and fled to a mountain home they’d maintained secretly near Mount Hakobe. He spent ten years training with his parents in the mountains of Fiore, growing stronger in both magic and weapon skill.
After the events of Tenrou Island, James returned home to train further under his father and mother’s guidance once more. His armor and sword and shield changed over the six month time of that first year and he gained a revolver as well, which his father taught him how to wield with dangerous effectiveness. It was in the seventh month that he eventually found out that, despite his family’s name being Hunt in the royal records, he was actually a member of the Avelane family, once a family of powerful Paladins that had lost their magic six generations prior due to an Oathbreaker forsaking everything for her own goals.
As he mulled over these implications and various reasons for hiding their names, the young man couldn't help but wonder if the Dark Paladin he’d crossed blades with before was that same ancestor who’d become an Oathbreaker..
Personality: James remains very much a straight shooter, but his sense of humor has improved and he doesn’t always look at people like he’s judging them intently. In fact, one could say he’s only truly hard on those he doesn’t trust or know and unforgiving with his enemies.
Team Members:
Three Strengths: (Not just combat)
1. Steadfast, won't give up on his beliefs or others
2. Thinks clearly in any situation
3. Reliable, will be there when you need him
Three Weaknesses: (Make them Applicable)
1. Can be too stubborn sometimes.
2. Has very few applicable skills besides his magic
3. Habit of using sarcasm at the worst time Greatest Love: Sword play
Motivation: Protecting those who can't protect themselves.
Appearance:
Additional Details: When he summons his armor, he also summons his sword and shield. Commonly seen in armor though, so his sword and shield are on his back. Guild Mark is golden on the back of his left hand.
There is a silver cross embossed on the grip and on the top of the barrel, which isn’t shown in the picture.
Art of the Gunslinger focuses less on fancy and overt shows of magic power and more on transforming that magic power to turn already lethal enchanted bullets into an inescapable force of deadly justice through various trickshots using magical and enchanted bullets and attacks. It achieves this through well trained magic control, physical shape and mental strength. As a result, many have claimed it combines other magics to gain the required effect, but it is simply the effect of training non-stop for years on end. A user of Art of the Gunslinger can perceive even a target using High Speed magic at higher levels than the average user can. This high perception allows them to use their trickshot attacks, such as the Blinding Binder, a trick shot that combines the Blinding Shot with the Binding Shot to capture a room full of mages while simultaneously blinding them so they can’t launch an accurate counter attack. Likewise, this high level perception allows them to use their magic attacks from their pistols while constantly moving themselves and accurately hit targets.
Charged Shot-Charges an unenchanted bullet with either ice or fire magic depending on if the round is fired from Feuer or Eis. Typically, if fired from Feuer, a large fireball is fired that explodes in a 10 meter radius on impact while charged shots from Eis tend to freeze multiple targets.
Burst Beams-When there is no rounds in the revolvers, Arthas can focus his magic energy to fire shotgun like blasts of magic energy in beams a short range. No element to them unless he chooses to.
Lancer- A beam of magic energy with a range of 20 meters. Not particularly powerful, but still has a punch to it if unprotected.
Enchanted Slice- Focusing some magic energy into the built in blades on the revolvers, one melee attack gains an extended elemental range. Feuer: Fire elemental slash, sends a fire wave thirty meters after initial slash. Eis: Ice elemental slash, sends frozen spikes 30 meters forward along the ground from point of impact or in aimed direction.
Most people think magical traps within clothing or even on rocks when they hear enchantment. This magic gives the bullets it’s inscribed upon varying effects, ranging from disabling a mage’s magic to freezing them in place, along with countless others. However, the enchantments must be inscribed into the bullets in order for them to work well.
Blinding Shot- A two part shot, the first round is fired in the direction of the target and the second at the first bullet, which triggers the blinding effect, similar to a flashbang, but without the bang. Radius is about the size of a small room, and the effect can be lessened or prevented by closing your eyes, taking cover or not looking at it in general.
Binding Shot- Perhaps the only truly non-lethal shot in a Mage Hunter’s arsenal, this bullet turns into a magic nullifying binding on impact, enabling targets to be brought in alive, though not necessarily unharmed.
Explosive Round- A simple enchantment powered bullet, explodes on impact, often destroying whatever it impacts with. Powerful mages can shrug off its effects for a short time, but eventually, they’re gonna lose a limb or two, best case.
Barrier Bullet- This bullet creates a barrier wherever it impacts. While technically a defensive measure, a wise Mage Hunter can use it to...remove a Holder Mage’s source of magic from their grip, as well as deal a finishing blow to a Dark Mage who won’t back down.
Freeze Shot- Fires a bullet with a freezing enchantment that usually freezes the target on impact. Can be a full body freeze if the chest is impacted or a partial freeze, such as the legs or feet, if shot at the feet.
Feuer and Eis-Twin pistols used for close range engagements, chambered in .45 caliber for both stopping power and knockdown potential. Named Feuer and Eis due to each having been enchanted to give standard rounds burning and freezing effects respectively.
Hunter’s Edge-A knife used by all mage hunters, it’s blade is forged from a special metal that makes it hard for a mage to focus and use magic if cut by it. Used when Arthas needs to be within kissing distance of a target and needs to slow down their casting rate.
Magic Level: A
History: The name Drenmur was, for many years, relatively unknown. They all had their quirks and differences, but nothing about them stood out. That changed just over a hundred years ago, when Argon Drenmur, son of Drake and Amanda Drenmur, freed the Darkheart Blade from its resting place sealed inside a cave. Local Rune Knights were told by the lone survivor from his home village who had done it and the name Drenmur went down in history as a name belonging to an evil and vile person who’s only interests in life were personal entertainment at any cost and women.
Arthas’ direct ancestor was the sister to the father of Argon, who kept tabs on him and his family even though she lived miles away in Crocus, and in journals passed down through the family, noted with concern Argon’s darker tendencies. While she wrote that he should be getting help for them, her brother insisted on dealing with it at home. It had worked eventually, but in the end, nothing could stop fate from running it’s course. Skip forwards a few years, and magic’s reputation is in the mud, torn asunder by an attack by Zeref, with good mages on the run while those with less wholesome intentions ran rampant, despite the best efforts of the Royal Army and Magic Council to keep them in check. With their options running out, they turned to the populace for a solution. In an effort to repair the family reputation, destroyed by Argon and his actions, Arthas’s great-great-great grandfather stepped forward with the proposition for Mage Hunters, mages who would use their skills to bring in or put down those who’d chosen the path of darkness. The order used to stand over two hundred strong, bringing down dark mages across Fiore and other countries, but not anymore.
Arthas is last of the order, who had been hunted down by powerful dark mages with grudges, dark guilds looking to take out some of those who would police them and other such foes, though most fell to the man who had tarnished his family name to begin with, Argon Drenmur, and a Dark Mage who had made a pact with a demon after the order had wiped out his guild. Arthas is still haunted by the screams of his family as Argon caught up with them after thirty years of cat and mouse. His father and brother had put up a valiant fight, Arthas too young and wounded from an earlier attack to be of help, but they eventually fell, leaving his mother and younger sister at Argon’s mercy as she pushed Arthas down the coal slide. He was 12 at the time and already well versed in the order’s arts; though it did him little good when the demon possessed dark mage attacked him and his family just days earlier. Searching for revenge, he knew, was a waste of time. The last of his father’s teachings now rested in him and he would honor his father’s legacy.
Since then, he’s grown to be strong both physically and mentally, while his magic has become stronger the longer he’s practiced alongside it all. He’s also become a nightmare for dark mages and assassins everywhere, hunting them to the point of exhaustion before bringing them down. He’s crossed paths with Argon twice since his family was killed and both encounters ended in draws, both men incredibly wounded. For now, however, he continues his hunt while hoping to find a worthy successor to the Mage Hunter legacy.
Personality: Hard and seemingly cold, a lifetime, short as it is, spent hunting the dark mages of Fiore has made him unconcerned with much anymore. If it hasn’t got to do with the Hunt or him personally, leave him out of it.
Guild and guild mark location: N/A
Team Members: N/A
Three Strengths: (Not just combat) Survivalist- Spending as much time on the hunt as he does, knowing one’s way around the wilderness is crucial. Burger Connoisseur- Knows a lot of things about burgers and can make the best Burger you’ll ever eat. Skilled Fighter- Be it with his rifle, his pistols, or his knife, it’s hard to find a flaw in his technique, since he’s been training since he was young.
Three Weaknesses: (Make them Applicable) Last of the Hunters- Mage Hunters were high value targets to Dark Mages and as a result, their order has dwindled to him alone, so he can call on no help. Marked- Being the last of the Mage Hunters, Dark Mages everywhere want him gone and will pay good money to see it happen. Distrustful of mages- While not all mages seek to do harm, those few who do have sullied his ability to trust Light Guilds and their mages.
Greatest Love: Duty
Motivation: The Safety of Non-mages
Appearance: Stands at an intimidating 6’5” with sweeping black hair and piercing blue eyes set in a face bearing a faint five o’clock shadow and medium high cheekbones to frame a handsome face. Only wears light armor underneath a brown leather duster with his pistols holstered on each thigh.
Additional Details: He knows the location of a cache of Mage Hunter weaponry, as every Hunter was good at something different, but will not disclose it unless he trusts a person explicitly.
Name: Jack Goran
Age: 39
Birthday: January 17, X856
Magic: Fire God Slayer
Magic Level: Wizard Saint
History: Jack Goran's history is spotty at best, and he isn't known to like talking about it. What little he does share is incredibly sad. When he was 10, his father passed on the legacy of their family, Fire God Slaying magic. However, he was much stronger than any previous member of his family and the flames he unleashed quickly consumed everything in sight. Not even his father could stop the unintentional attack and his family was killed that day. He lived in fear of his abilities for years, living as a beggar while training in secret and far from anyone who could get hurt. Eventually, he learned to control them and he moved into his rightful place as a Wizard in a new world. However, that's all you'll ever get from Jack. He won't share more.
Personality: Jack is kind, caring and protective. With the loss of his own family, the guild he's spent the last ten years building is his new one and he refuses to lose it.
Team Members: His whole guild
Three Strengths:
1. Most powerful user of his magic in 100 years
2. Strong conviction and moral compass
3. Skilled martial artist and tactician
Three Weaknesses:
1. Wary of his own magic, won't always go all out.
2. Has trouble seeing a moral grey line sometimes, likes to think in terms of black and white.
3. Has an odd fear of cats.
Greatest Love: His guild
Motivation: To keep the world safe from the events of 100 years prior.
Appearance:
Additional Details:
Name: Ammy Silver
Age: 29
Birthday: May 30, X865
Reaper magic is one of the rarest magics ever seen, and perhaps that is for the best, as those who wield it are often considered reapers of the living with no concern for anything else. This magic is normally lethal on impact with any living being, but the caster can make it less lethal if they wish. Can assume the full form of the Grim Reaper if they wish, though the spell to do so is incredibly taxing after resuming one’s true appearance, so it is often a trump card. Most wielders also have a pair of scythes that can be conjoined into one double-bladed scythe for increased lethality. The energy involved with this magic is known to vary from wielder to wielder and Ammy’s is cyan.
Scythe appearance: x2
Magic Level: S (actually X, but this is a secret)
History: No one knows much about Ammy Silver, and when questioned, she's quite adept at turning the conversation on the questioner and their past. She turned up on the guild's front door one day, with nothing but her separated scythes and the clothes on her back. She asked to speak with Master Jack and emerged a member of the guild a couple hours later. She quickly proved her magic was above the A-Class ranking she'd been given and was made the second of Dragon's Fang's S-Class wizards. The one question she'll answer about her past is her magic. She'll always reply with, "It's all I've ever known to be true."
Personality: Ammy is quiet and reserved, even around her guildmates. She is similarly quiet and reserved in combat.
Team Members: Jake Ronan
Three Strengths: (Not just combat) 1. Because of her constant silent surveillance of a person or group, she's good at reading others. 2. Clever tactician 3. Quick Learner
Three Weaknesses: (Make them Applicable) 1. Slow to trust or open up to others 2. Often knows things she shouldn’t due to her good reading of people. 3. Doesn't make friends easily
Greatest Love: The little things in life
Motivation: To open the world's eyes to it's own evils
Appearance:
Additional Details:
Name: Jake Ronan
Age: 26
Birthday: July 1, X868
Arsenal Magic is a far more specialized form of another magic whose name has been lost to time. Everything about his magic focuses on the use of Axes, even the elemental aspects of certain axes. Hand axes, poleaxes, all kinds of axes. He has four axes he uses most often, each of which also has special properties. He is also able to summon a bear companion, who has been by Jake’s side since his original summoning a year and a half before.
Gorma's Halberd: This halberd is imbued with the power of fire and increases his toughness, making it so he can shrug off normally dangerous blows.
Alexander's Battle Axe: This ax is imbued with the power of ice and increases his speed, allowing him to dodge incredibly fast attacks with relative ease.
Shatterer's Hand Axes: These are the only axes that Jack duel wields. Imbued with the power of Earth and increases his strength, allowing him to even cleave through certain spells.
Doombringer Axe: This is Jake's most powerful ax, increasing all his natural abilities ten fold. Allows use of his Ultimate Spell Ragnarok. Is incredibly taxing on Jack's body so there's a limited time frame of use.
Magic Level: S
History: Jake was born to a pair of woodcutters who lived in Shirotsume Town and worked in a forest just south of it. From the time he could walk, his parents taught him how to use the woodcutting axes they used to make their living, from the proper way to swing it to how to keep others safe around it to maintaining it. When he turned six, he joined his parents in the woods on occasion, doing his best to contribute. As he got older, he went out more often and contributed more and more. By the time he was sixteen, he joined his parents on a daily basis and was known to take down entire trees on his own in just a few hours. He was happy and content, spending all the time he could ask for with his family and contributing to his family's lifestyle. However, this happiness would not last.
On his eighteenth birthday, a Dark Guild rolled into Shirotsume Town and started demanding protection money, killing the people who outright refused to pay. His parents were among those who refused and he watched in horror as their lives were taken by a man wielding many different kinds of knives. However, as this man moved to kill him, he found his own magic. He threw his hands up in pointless self defense and felt something form in his hands, stopping the descending knife. When he looked up, he found he was holding a halberd, and that suddenly he felt empowered. Surging forward, he let his rage at the wrong doings of the men before him guide him. The man with the knives escaped, but he managed to wound or incapacitate most of the others for the Rune Knights to arrest. It was then that he met the guild master of the ever growing Dragon's Fang and he joined in an instant, with little convincing needed on the part of Jack Goran. In two years time, he'd mastered his magic and discovered it's true name and abilities and become one of the guild's S Rank wizards.
During the course of the first Grand Magic Games in over a hundred years, Jake met Pyrrha, a beautiful member of Ryder’s Blade and began a relationship with her. The last two years the pair have been together every chance they’ve gotten, with Pyrrha eventually joining Dragon Fang at her former guild master’s suggestion and after much discussion. Jake has only grown stronger himself and more capable, though his arsenal remains largely unchanged.
Personality: Silent and reserved, he really only gets loud around his friends and guildmates. In battle, he doesn't speak, he lets his skills do the talking.
Team Members: Ammy Silver
Three Strengths: (Not just combat)
1. Physically strong and a good work ethic
2. Knows his way around familiar areas, especially forests
3. Is handy for making quick camps
Three Weaknesses: (Make them Applicable)
1. Lacks proper education from so much time in the woods. Can read at a basic level, though time in Dragon Fang has improved this.
2. Claustrophobic
3. Distrusting of anyone who won't at least put their shoulder to the metaphorical wheel
Greatest Love: Pyrrha
Motivation: To keep the events of his youth from repeating themselves and protect others.
Appearance:
Additional Details:
Name: Hunter Jorgenson
Age: 27
Birthday: July 2, X865
This magic allows Hunter to take on the aspects of a Jade Dragon and attack with it. Meant to slay Jade Dragons, this magic effectively makes him human to Jade Stone attacks and magic as well as highly resistant to entombing magics and effects.
Dual Element Mode, Flaming Jade Dragon Mode-Obtained as a gift from Natsu Dragneel after he gave some of his magic to Hunter in thanks for his part in freeing him from Zeref, this mode changes his usual attacks and spells to also use Fire as well as Jade, leading to new spells as well, even some that could be called Magma or Lava.
Magic Level: S
History: Listen now, as the tale of the Jade Dragon is told and how he came upon his young protege. Carnaphros was the only dragon of his time to avoid the wrath of Acnologia completely, and he only managed to do so because his magic allowed him to blend in perfectly to his surroundings, in this case a cave of jade he called home. When the black dragon came to reap Carnaphros's soul, he couldn't find anything but a false skeleton, which was convincing enough in the dark to warrant the black dragon leaving disappointed but unsurprised. The Jade Dragon was known to be reclusive, even with its own kind, so his unreported death was believable.
For nearly 100 years the Jade Dragon slept, waking only when he had to feed and even then, he lived in fear that Acnologia would find him and finish the job he started, but he was always able to return home without incident. Then, twenty-two years ago, he found a young boy, no older than four or five, in the ruins of a camp that looked like it had been attacked by monsters. Judging from the lack of any kind of defensive weapons around the camp or anything resembling defenses against the monsters, Carnaphros deduced that they hadn't been expecting an attack. As he looked at the boy, he thought back to the war between the two factions of dragons, one for living with humans and one against it. The Jade Dragon, or rather, as one of the Jade Dragons, he'd remained aloof and continued his normal life, regardless of how that horrible war ended. And now, nearly five hundred years later, that war was brought back to his mind and to save himself the trouble, he almost ate the lad.
However, when the boy approached him and hugged his leg, fear on his face of what had happened, something in Carnaphros changed and he decided to instead take in the boy and teach him how to defend himself through the use of Dragon Slayer Magic. However, he was fully aware of the inherent danger in this magic and so he also put a part of his soul inside the young man to provide a safeguard against it. As the young man grew, he gave the dragon, his father by the time the boy was ten, his name as he could remember it, which was Hunter Jorgenson. It was the only thing that had stayed with him in the years after the attack. However, as time went on, Carnaphros could feel his time finally coming, as Dragons, while long lived, did not live forever, and on July 7th, of the year 883, just five days after Hunter's eighteenth birthday, he sealed his entire soul inside the young man and left him two things, vanishing without a trace. A note with the location of a guild named after dragons, and a book containing three Secret Dragon Slayer Arts he hadn't had the time to teach Hunter. Distraught, the young man took both and headed out, making a solemn vow to find his father some day and if he couldn’t do that, do everything he could to make Carnaphros proud.
Since that day, Hunter has lived in the guild hall of Dragon Fang, growing both as a mage and as a person, making friends and finding that even though they aren’t in the same guild, he isn’t the lone Dragon Slayer in the world that he thought he was. He has only grown stronger as time has gone on and, as Dragon Fang is Fiore’s premiere Monster Hunting guild, often leads the charge on more dangerous hunts, if not soloing them. He also takes jobs catching Dark Mages frequently after his encounter with a woman who was obsessed with killing all the Slayers she could, hoping to find her and convince her to change her ways. He was also recently promoted to S-Class within Dragon Fang after spending years trying to advance.
Personality: Hunter is hot-headed and always ready for a fight, but he's also extremely loyal to his guild and guild mates as well as his friends.
Team Members: None consistently, but he's formed temporary teams before.
Three Strengths: (Not just combat) 1. Heightened Senses-Sight, smelling, hearing. Typical Dragon Slayer 2. Is quite the dancer even if he tries to hide it. 3. Loyalty comparable to Natsu of Fairy Tail with a sense of right and wrong to match. Three Weaknesses: (Make them Applicable) 1. Motion Sickness in vehicles. 2. His sense of right and wrong can skew his judgement on occasion. 3. His loyalty is perhaps a little too strong. In the defense of his comrades, he's gotten in deep trouble.
Greatest Love: Fighting, maybe too much.
Motivation: To make Dragon Fang the best there is and show the world Dragon Slayers aren't evil.
Appearance:
Additional Details:
Name: Argon “Hellion” Drenmur
Age: 133
Birthday: No Longer Relevant
Darkheart Blade Magic (X-Class)- This magic is a Holder class, granted to Argon due to his wielding of the evil blade Darkheart. It allows him to use a number of fire and shadow based spells, but it’s most potent ability is it’s Soul Devour Spell.
Shadowflame Burst-Combining the two elements the blade controls, at range he can shoot three fireballs laced with shadow magic per slash. In melee combat, he can cause an explosion of the dual element fire, knocking an opponent back or stunning them.
Shadow Lance-Combined with thrusting attacks, a lance of Shadow magic extends from the tip of the sword to give the attack an extra three feet of range.
Flame Charge-Wrapping his body in fire magic, Argon charges at his opponent at high speeds, impacting them or, in some cases, impacting them with the blade them before hurling the flames enveloping his body forwards in a wave, damaging both the target and everything behind them severely and then knocking them away.
Soul Devour- The most powerful spell the blade can be used for, this spell allows the sword to absorb the magical energy and life force of the target, killing them in moments. A side effect of this spell is this life force and energy are transferred to the user, essentially keeping them young and alive so long as they wield the Darkheart. Requires that the blade be piercing some part of the body to use.
List will gain more spells as I think of them.
Magic used for creating and breaking down Seals of varying purpose and use. Argon primarily uses this to breaking down seals designed to imprison or trap someone or something and is incredibly skilled at it. He can also seal things away, but these seals last only a few hours at most and are never very strong nor powerful.
Magic Level: X-Class
History: One hundred years ago, a young man witnessed the rise, and fall, of one of the most prominent Magic Guilds in all of Fiore, a guild known as Fairy Tail. However, by the time this young man had heard of Fairy Tail, he already had an impressive bounty on his head. Argon Drenmur was born 33 years prior to the fall of Magic, and by the time he was six, showed strong signs of socio and psychopathy, with a strong sadistic streak.
When he was bored, he would torment the other kids, going out of his way to make them cry and playing with him was dangerous, as someone always ended up with a broken bone. Eventually, the other kids refused to let him near them, and several parents warned his he needed straightened out or they would involve the Rune Knights. Argon’s parents were always confused by his behavior and had, on many occasions, disciplined the boy severely. However, he always continued to act as he had. When the kids quit playing with him, he turned his attention to the animals in the local area, from the neighbors pets, though he was careful to leave them as unharmed as possible to avoid raising suspicion, to the wild animals in the nearby fields. The authorities would find a body of one of them every couple of weeks, but they had no proof that Argon was responsible.
However, eventually he grew more curious about what lay in the woods and fields around his home, deciding that he’d gotten all the fun he could out of torturing the locals and the animals. His parents, who had run out of disciplinary ideas, encouraged him to investigate them, hoping he’d mellow out from it. He was 12 when he started exploring, and for a long time, he found little treasures and, it would seem, became more mellow indeed, even apologizing to the children he had tormented, who were teenagers at his side by then. However, it all fell apart the day after his sixteenth birthday.
He was out exploring the forests when he came across a cave with a powerful magic seal on it. He himself had been learning Sealing Magic since he was fourteen. While he was already quite proficient, it was another three months before he was able to figure out the intricacies of the seal and disassemble it, and even that process took three hours in and of itself. Inside was numerous skeletons in rusted armor and with old and broken weapons near them. He figured it was an old battlefield, but the presence of the seal prompted him to go deeper. After all, no one placed such a powerful seal just to keep people out of an old cave.
He walked for half an hour, past the remains of fallen warriors and their broken weapons. Finally, he reached a chamber where a single black bladed greatsword rested on a flat rock. He’d found it odd that it was the only blade in perfect condition before drawing the connection. This must have been the reason for the seal. Approaching it, he grabbed the hilt to take it home and show his parents when three things happened. The first was the blade imparted all the martial prowess of its previous owners to the young man, turning him into one of the greatest swordsman known in the land in mere moments, along with all the magical spells that went with this blade of fire and shadow. The second was it increased his strength and durability far beyond normal human limits, turning him into a force of nature second to none. And finally, it brought his dark tendencies and personality traits to the surface and amplified them, obliterating the seed of good that had been growing for the last four years and erasing every shred of decency from the young man.
The process was over in minutes, but the changes were something that would last for years to come. He left the cave in silence, but with dark intentions as he returned home. The first person he came across, one of the town watch out looking for the young man after he was late returning home from his exploration, never saw him coming. The blade erupted from the man’s chest, surprise painting his face as the sword absorbed his lifeforce. By the time he had reached the edge of his village, the entirety of the town watch lay dead in the forest, their lives claimed by the Darkheart, an ancient evil blade that turned whoever wielded it into a force of malice and evil. The village fell not long after his arrival, no one left who knew how to fight left to stop him. All that remained of Norgren Village, home to over six hundred souls as the sun rose, was smoking ruins and the bodies of the villagers strewn about them. No one had been spared, no one left alive except for a little boy who’d run when his mother realized what was happening and forced him out the window moments before Argon brought the house down on top of her.
He ran to the authorities as fast as he could, reaching Shirotsume Town in a few days, and after being nursed back to health, told the Rune Knight Commander there what had happened. The commander mobilized his unit and set out to intercept the rogue mage after sending word to the Council. The bounty, worth over 600 million jewel, was up the next day. Mages and mercenaries from all across the country went after the wayward dark mage, and very few of them came out of the encounter alive. He watched as they came, enjoyed the fight as they struggled to win against someone who’d had their latent magical talent released all in one go that fateful night.
He’d even been in Crocus the day that Fairy Tail won the Grand Magic Games, trying to cure his boredom with, surprisingly, a card game. He watched as Zeref attacked, watched as Magic’s reputation was torn apart by his actions, and thrived during the hundred years of fear that flourished in the aftermath. People fought him harder because they were scared of his magic, of what he could do, but they ultimately fell all the same. And now, as magic is coming back as a force for good, he sees the chance to have some real fun as mages begin chasing him down once more.
Personality: Argon is a sadistic, vile, and evil human being, not to mention vulgar. He has no issues with killing people, whether it be because he’s bored and watching them try to survive is entertaining or because they’re between him and something he wants, be it an item or a woman.
Guild and guild mark location: N/A
Team Members: N/A
Three Strengths: (Not just combat)
1. Knowledgeable- Having lived for over 100 years, he knows more than a few things.
2. Inhuman Strength and Durability- Due to what happened in the cave Darkheart had been sealed in, he’s super strong and super tough, able to tank through powerful spells and knock opponents through walls with little more than a punch.
3. Food Connoisseur- As much as he enjoys playing people against each other and making other struggle to beat him, he also enjoys good food, and gives food critique through the alias “Hellion.” As a result, he knows a lot about what goes into most types of food.
Three Weaknesses: (Make them Applicable)
1. Easily Bored- If you don’t make it interesting, he moves on. You want a cheap shot? Don’t put up much fight.
2. Holder Magic- All his offensive magic comes from Darkheart. Disarm him and he’s less of a threat to you.
3. Picky Eater- Because he’s been around so long, he’s real choosy about what he eats. Tends to happen when you watch the recipes you love change over the course of a hundred years.
Greatest Love: Mayhem and Murder Motivation: Self Entertainment
Priscilla exudes regality and strength, her grace and poise evident in her subtle, unassuming mannerisms and polite yet confident tone. She isn’t one to have her voice left unheard, using her platform and authority to speak for those who are not privileged enough to do so themselves. She often seeks to first understand before being understood herself, to show respect before demanding it. Despite her position, she has always made herself emotionally available for her Guild members and their needs. She is an advocate of self discovery and learning, guiding those under her care to becoming their best selves.
Priscilla is the kind of person who doesn’t let her emotions rule her. Her wrath is cold and unassuming, her sorrow composed and dignified. The exception to this generally manifests in situations where she feels as though she has failed in her duties. To protect those under her wing, to uphold the legacy of her ancestors and to face a world filled with hateful bigots. The weight of these burdens can often be too much for her to bear alone, but bear it she must. The future of her Guild and culture depends on her being strong. To be perceived as weak is one of her greatest fears.
Priscilla has no heart for violence, but she is anything but a pacifist. To protect what is yours, sometimes you must take what belongs to someone else. There is not always a question of good or evil, there is only what is necessary. Make no mistake, Priscilla will do whatever is necessary to see her goals come to fruition.
Strengths
✦ Master Pyromancer. Her ingenious displays of fire magic are a wonder to behold. ✦ Restraint. In both her behaviour and fire, Priscilla keeps a cool head and rarely makes impulsive decisions. ✦ Witchcraft. Priscilla has spent her entire life absorbed in the Dark Arts. She possesses knowledge on all manner of potent reagents, tantalizing hexes and ritual practices.
Weaknesses
✦ Caster. Priscilla is not very durable nor is she particularly skilled in any martial talents. ✦ Restraint. Fire is chaotic by its very nature, possessing a will of its own. Priscilla must always keep it suppressed when using her magic to avoid harming her allies or the surrounding environment. The effort required to do so impacts the potential of her spells. ✦ Protective. Priscilla cares deeply for her guild members and can be easily manipulated if one were to exploit her relationships. There is nothing she wouldn’t lay down to keep her loved ones safe.
Guild
Wolven Pyre
Mage Rank
S Rank, Guildmaster
Magic
Witchcraft: The term given to practitioners of Dark Magic who identify as Witches. As broad as the term ‘Magic’, a Witch’s power can manifest in a multitude of practices. The commonality between them all is that a Witch’s magic is gifted to them through a deeply personal and sacred relationship with their Deity.
Deities are entities whom a Witch learns to make contact with through the streams of Ethernano that bind the world. Their natures are as diverse and unpredictable as us mortals, each with their own goals and alignments.
Witches work to hone their craft in the same way a Mage does; through dedicated training and perseverance. However this journey is also supplemented through their worship and reverence of their deity, which can take many forms. Ultimately, a Witch must appease their deity in order to keep their connection strong; lest they risk having their gifts taken away. These rituals are unique to each practitioner.
Familiars: Witches may choose to bond with one or more animals linked to their deity, gaining a magical companion who acts as a conduit for her spells. The extent of this connection depends on the Witch. Caring for a familiar may be a requirement to maintain their bond with their Deity.
Familiars can also take the form of a favoured animal, wherein the Witch shares a connection with a specific type of animal rather than an intense bond with a single creature. In this form, Witches are always perceived as a friend to these animals and can be communicated with - but they will not inherently listen to a Witch’s orders given their temperament at the time.
Higher calibre Witches may also take the form of their familiar or favoured animal, though this is purely an illusory effect and none of the physical/magical attributes are shared
Path of Hecate: Priscilla’s Deity bestows upon her the power of primordial flame. Gifted with pyromancy, Priscilla is able to shape and manipulate fire in ways beyond imagining. She is unable to produce her own flame, instead using fire in her environment or from her staff as a conduit for her witchcraft.
Hecate is a demanding Goddess, but she is not punitive. Priscilla may keep her gifts from her provided she dedicates herself to her own evolution - to stand in complacency and no longer dictate the path of one’s life is considered anathema to Hecate. However, she will not remove her gifts provided Priscilla takes ownership of her own agency. Hecate is also very fond of regular offerings, usually by burning or by arranging them on an altar.
Greater Pyromancy: Priscilla’s control over fire is legendary. With thought alone, she can fuel the tiniest spark into a raging inferno or simply tame and snuff the most intense blazes. She may choose who her fire is harmful to, rendering it cool to the touch if she wishes. She can twist and shape fire into physical constructs that may even be animated similar to that of a maker mage. She is able to bestow fire enchantments upon her allies, rendering them immune to fire or enhancing their attacks with her own magic.
Warmth: Priscilla is able to tap into the aspect of life that flows through all fire, allowing her to use her flames as a source of healing magic. While by no means a master healer, Priscilla has shown great aptitude in using fire in this way.
Divination: By casting salt into flames, Priscilla is able to ‘see’ through the fire to divine signs from Hecate. Priscilla may enchant salt to be given to members of her guild to be thrown into any fire source and establish long distance communication between them and Priscilla.
Flame Walker: Priscilla may engulf herself in flames, disappearing from view temporarily before reappearing in a burst of fire anywhere in a medium radius. In doing so, she does undertake some harm from the fire as a blood price.
Priscilla may bring up to two additional people with her, but they will also be burned by the flames.
Self-Immolation: Priscilla engulfs herself in hellish flames, dealing significant damage to herself but greatly empowering her spellcasting for a short while.
Infernal Gate: Priscilla and her allies are able to travel great distances through one source of fire to another, provided the flames are burned inside a waypoint that has been magically connected to another. Someone on the other side must keep their waypoint lit for travel to be established.
Priscilla may create an additional waypoint by participating in an extensive, in-depth ritual that spans over three days. This process involves rare reagents and the aid of several other highly skilled witches. As a last resort, Priscilla may sacrifice one of her limbs as an adequate offering to Hecate to produce a one time link to any existing waypoints - allowing her to quickly teleport herself and nearby allies to safety.
This technique was developed by Beatrice Duran, who used it to connect the Daughters of Hecate to their Sister Covens. With Priscilla’s decision to establish Wolven Pyre and open her home to Mages, all of the Coven’s once aligned with her have since snuffed the flames inside their waypoints.
Wolves (Favoured Animal): Priscilla has a deep connection with wolves, particularly the packs that roam the Silverbranch Glade. They act as her eyes and ears in the forest surrounding the coven, keeping tabs on anyone who enters the woods.
Nigel (Serpent Familiar): A cream coloured boa constrictor with a brown swaddle pattern that intensifies near his tail. Nigel is Priscilla’s faithful companion and is very protective of his mistress. He and Priscilla are able to communicate telepathically with one another, Nigel often sharing his instinctual feelings with her.
Hellish Conduit: Priscilla is able to consume flames from her torch at her current location and channel them somewhere else with Nigel acting as the medium. Usually in the form of him unleashing it as a breath attack.
Molt: When in a dangerous situation, Priscilla is able to teleport Nigel back to her side - leaving only his shedded skin behind. If Priscilla has consumed fire, she may use Hellish Conduit to have Nigel erupt in an intense blaze as he sheds his skin.
Equipment
The Unyielding Flame of Hecate: A relic passed down from Beatrice Duran, Priscilla’s Great Grandmother. This staff bears a mighty, iron torch in which an eternal flame burns. Priscilla may draw upon this fire as a medium for her spellcasting. Hecate’s Flame has burned for centuries, unable to be doused by non-magical means. In essence, the flame is fueled by Priscilla’s devotion to Hecate.
Fighting Style
Priscilla is a dedicated caster who can fulfill many roles on the battlefield. If needed she can bombard enemies with fiery artillery, enchant and heal allies or control an area with her supreme fire manipulation. She has decent mobility with spells such as Flame Walker and ultimately wants to keep on the outskirts of a fight. Fighting in melee is not a strong suit of hers, but her plethora of flame sorcery is more than suitable to keep her pursuers at bay.
Nigel, Priscilla’s familiar, also fights alongside his mistress. Unassuming in nature, he can often skulk about the field until an opening presents for him to strike. With Hellish Conduit he can even aid in spreading infernal carnage.
History
Priscilla comes from a long, proud heritage of witches that spans far back before even the Daughters of Hecate. Her mother, Agnus Duran, enriched the young girl with the stories and teachings of her culture. Despite all the wondrous things she heard, Priscilla could not help but notice how isolated her family was from the world. Relegated to a life of secrecy, the Daughters of Hecate were victims of prejudice surrounding their magical practices. Priscilla came to accept this as her reality for a time; until she made contact with Hecate Herself.
The Three in One, the Keeper of Keys, the Torch Bearer - Hecate was the patron Deity of Priscilla’s own coven and the progenitor of Witchcraft. Beatrice Duran, the coven’s founder and an ancestor of Priscilla’s, also walked the path of Hecate. It was Her guidance that led Beatrice to separate from her own coven and form the Daughters of Hecate. Now, centuries later, the Three Headed Goddess re-emerged within Priscilla’s bloodline to help guide the coven into a new age.
When Priscilla succeeded Agnus after a long life as a well respected leader, she would use her position to invoke a drastic shift in the Witches’ lifestyles. She opened her doors to Mages seeking refuge during a time when they could not practice openly under the current government. This was simply outrageous to many within the coven. Witches had been hunted down as Dark Mages for many generations and now they were to break bread with their very hunters. It caused a huge divide in the coven that led to many Witches abandoning the Daughters of Hecate.
While it saddened Priscilla to see her sisters cut ties so easily, she was steadfast in her vision; to create a home in which Mages and Witches could live together as one. Breaking down centuries of prejudice wasn’t an easy task; yet those she had offered sanctuary held such gratitude that it wasn’t long before those long standing walls began to crumble. Many of the Mages continued to stay with the Daughters of Hecate even after the new council was formed. They had created a home among the trees of the Silverbranch Glade, one they would not abandon so easily. Priscilla was proud of what she had achieved, but knew deep down it wasn’t enough. She could feel the weight of Hecate’s gaze upon her; it was a sign that she needed to push even further. Emerging from the shadows, Priscilla held an audience with the Magic Council to make her case for the Daughters of Hecate as one of the Light Guilds as Fiore. Though going forward, she wished to establish her Guild as a symbol of unity between her people and the mages. Thus, Wolven Pyre was born.
As the first official Guildmaster, Priscilla has been met with many challenges in the short few months since the Guild’s inception. She continues to tackle them head on while offering guidance to those who grace her halls.
Bullet, savage and unruly, lives up to his moniker of ‘Beast King’. The young man is blunt, arrogant and rough as guts. Often preferring to solve his issues head on, Bullet doesn’t think twice before leaping into the fray. He isn’t one for social etiquette or polite mannerisms – believing his best self is his honest self. His brutal honesty is harsh at best, deeply offensive at worst.
Bullet was once the kind of man who would let his rage control him – an unpredictable force of chaos only sated by the comfort of his closest friend Isabella. During his time in isolation, Bullet has definitely learned to control his anger and harness it during battle without being overly reckless. His rambunctious and larger than life persona may indicate someone who is laid back and easy to get along with, but Bullet often finds himself distancing him from others before they can get too close.
Strengths
✦ Exceptional physical strength. ✦ Keen reflexes and instincts. ✦ Survivalist. Bullet knows how to fend for himself in many different environments.
Weaknesses
✦ Straightforward thinker. Strategy doesn’t come easily to him. ✦ Lacking raw magical ability, relying more on his physical prowess. ✦ Feral temper. Whilst he has improved since his youth, it’s still quite easy to get under his skin.
Guild
Wolven Pyre
Mage Rank
B Rank
Magic
Requip: the Brawler
Bullet has access to a plethora of fist weapons such as gauntlets, claws and cestus. Stored and summoned from his own personal pocket dimension, Bullet can call upon his weapons when needed.
All of his weapons come in pairs that can be equipped on both hands, but he may also choose to summon one of each different type to mix up his combat ability. Weapons summoned in this way are not nearly as effective individually, but allow a degree of versatility in how Bullet approaches a fight.
Mountain Busters: These oversized gauntlets are made from the enchanted body of a rock golem. They have a significant weight to them that slows Bullet’s movements but packs a mean punch. They specialise in devastating, crushing blows and grappling maneuvers. As their name suggests, even solid earth will crumble under the power of these gauntlets.
Titan Crusher: A powerful, slow winding haymaker that deals massive damage to physical and magical defences. Easily avoidable, but absolutely crippling if not evaded.
Titan’s Grasp: Requires both Mountain Busters equipped to use. After successfully grabbing an opponent with his gauntlets, Bullet is able to magically lock him and his victim together for a brief moment. This allows just enough time for him to begin a throw, hold or slam before the binding wears off.
All attempts to escape the magical hold, including the use of spatial magic, will fail.
Hellforged Gauntlets: A pair of magitek gauntlets that were once fashioned by Isabella Pinelli, but have had some crude augmentations added since. These gauntlets each have three Gauss Pistons that can be individually loaded to add an increasing blast of explosive flames to Bullet’s next strike.
Pile Bunker: Quickly loads a single piston into each of Bullet’s gauntlets, empowering their next strikes with a blast of magical fire. Up to three pistons can be loaded, each significantly increasing the power of the eventual attack.
Explosive Javelin: Bullet can unload the built up power in his gauntlets as a long ranged blast of fire that erupts on contact.
Broken Bunker: Requires both Hellforged Gauntlets equipped to use. Plants an explosive charge on the target with Bullet’s next Pile Bunker. The attack has little impact, but will ready the charge for any subsequent Pile Bunker that Bullet connects with the target. When ignited, the charge will erupt to deal additional damage to the target based on how many Gauss Pistons were loaded into the charge when planted.
Stormrazors: Steel claws imbued with an electromagnetic lacrima and grappling hook. Lightweight and favouring fast, slashing attacks. Bullet forgoes raw power in exchange for speed and agility. Their greatest strength lies in their mobility, hookshotting around to zip in and out of a fight as needed.
Magnetize: Striking a foe charges them with electromagnetic energy. Once imbued, the target feels a significant pulling force whenever they attempt to move away from Bullet’s current position.
Hookshot: Bullet fires his grappling hook, latching onto any surface or target within a moderate range. Bullet can either propel himself towards the impact point or reel in his target provided the object isn’t too heavy. Hookshot will automatically track onto Magnetized targets.
Steel Cyclone: Requires both Stormrazors equipped to use. Unleashes a spinning slash charged with electricity. Rips and tears anything too close, but cannot move during the attack. Bullet can utilize the momentum from Hookshot to direct the path of Steel Cyclone, but otherwise cannot control where he ends up.
Equipment
Knuckledusters: A set of simple brass knuckles kept on Bullet at all times. They offer no magical benefit, but significantly improve the power of his strikes. When requipping isn’t possible, Bullet can still rely on his own strength to give him an edge in a fight.
Fighting Style
Bullet is a ruthless brawler who likes to get up close and personal. Utilizing every part of his body in a series of brutalizing blows, he tends to favor an overwhelming offence that forces openings in his opponent’s guard. He relies on wrestling techniques to bring his foes down to the ground to continue his assault - or to simply throw them around like ragdolls. Utilizing every manner of throw, slam or crushing hold available to him, Bullet tends to fight by getting his hands on his victim and sticking to them like glue.
History
Hiding behind names like ‘Beast King’ and ‘Bullet’ is a young man named Nicholas Arc – son of the infamous wizard Relius Arc who was renounced by the Council for his barbaric experiments. Even Nicholas and his family weren’t safe from his father’s mad hypotheses and tampering. It was such disregard for their wellbeing that cost the life of his mother and older sister.
‘Such a waste,’ Relius would lament, though his grief was more directed at the loss of his precious subjects rather than his own family.
Nicholas would not share the same fate as his family – eventually escaping Relius’ clutches and going into hiding. On the streets he heard through the grapevine that the Rune Knights had confronted Relius on charges of unethical practices, but were only met with the mad wizard’s lifeless corpse. Suspicions arose around the boy; had he murdered his father and escaped? Was he dead? He may as well have been. He felt that in order to escape the shadow cast by his father’s misdeeds, he would need to leave that life behind.
Years passed for Nicholas, now simply a nameless street rat. He stole what he needed to survive and lived wherever fate deemed right. It wasn’t much of a life, but it was simple. Until Isabella showed up. Young and afraid, she had been running from her own difficult home life. Their meeting was by chance, but Nicholas recognised in her a kindred spirit and offered to help her stand on her own two feet. The two grew up together and built a bond like no other, joint at the hip and ready to take on anything. Isabella knew very little of his past – not even his name. Rather than pry into a sore subject, she gave him one.
‘Bullet – because nobody will want to get in your way.’
Once they found themselves joining Phoenix Wing, the pair of street rats would eventually flourish into first rate Wizards. The adventures they shared throughout Fiore would become precious memories to fondly remind them of what’s really important in life. Yet even their time together would eventually come to an end. Isabella left Phoenix Wing to pursue her own goals as a wizard. Bullet cared too much for her to try and stand in the way of her future, but without her the guild hall just didn’t feel the same. When he had first met Isabella, he was the one to comfort her and make her feel safe. It seemed their roles had reversed somewhere along the line. He didn’t want to stop moving forward either, always reliant on someone else to make him feel complete. With that, Bullet also departed from Phoenix Wing.
Bullet took to a life of solitude, living in the wilds and travelling Fiore to offer his aid as a Wizard to any in need. His savage fighting style and rough attitude garnered him the name ‘Beast King’ – though he insists he earned that title by wrestling a particularly enraged Vulcan.
After some time, Bullet would find himself in a bit of a pinch when a fight with a Chimera began to go south. He had clearly overestimated his ability to deal with the beast without back up and paid dearly. The Chimera might have finished him off if not for the aid of a group of women garbed in black cloaks. The Chimera flinched under the extreme pressure of their combined magic, whimpering in pain before retreating into the wilds. Bullet wasn’t conscious long enough to see the faces of his saviours.
Bullet came to after what felt like ages. He found himself in a strange bed with a woman garbed in black watching over him. She introduced herself as Priscilla Duran, the leader of Wolven Pyre - a wizards guild that had only just been registered with the Magic Council. He was free to leave when he chose, but Priscilla hoped he would stay so she could continue to monitor his rehabilitation. He didn’t see any reason to rush off. For the past month Bullet has frequented the halls of Wolven Pyre, assisted with chores and gotten to know a few of the Witches and Mages that call it home. With his rehabilitation almost at its end, he’s beginning to wonder if perhaps it’s time to settle into a new home.
Water Make Magic-Magic that allows the user to form constructs, both static and moving, from water from either a nearby source or the molecules in the air. Most notable spell is Water Make Ninja, a powerful locomotive water-make spell. The ninja can move and make decisions of its own volition as well as using watery shuriken and a water ninjato to fight along with martial arts.
Water Warrior-Learned over the course of the last two years, this magic allows Joslyn to wield her water magic in the form of armor, weapons, and shields, effectively becoming a knight in watery armor. However, due to her light frame, she prefers armor as tough as leather and weapons that hit from afar, usually a pair of water-forged* hand crossbows while a shield is temporary, appearing as fast as she can summon it.
With that said, the main purpose of the magic is to use the water-forged weapons as conduits for more powerful water magic, usually in the forms of geyser strikes and rain-based attacks along with longer ranged stream-based spells Due to her preference for ranged weaponry, most of her spells are contained to 100 meters or less, with the bare minimum range they can be without her hurting herself is 10 meters. After that, she will swap back to her Water-Make magic for melee defense.
Magic Level: A
History: Joslyn Veran is the disowned daughter of a wealthy weapons smith. Her mother was a descendant of a powerful water mage, though magic hadn't manifested itself in one of her family in three generations. So imagine the surprise when their daughter blasted a forceful suitor with a water made fist that sent the man flying. Her mother was amazed and then ecstatic, as it meant their daughter could make a name outside of, "The daughter of Jonah Veran who married Joe Hannigan from Crocus." Her father, however, had a different opinion.
"She's an abomination!" He yelled so loud the neighbors could hear him. Seventeen year old Joslyn was too busy trying to figure out how she'd done that to pay attention to the argument going on between her father and mother. She vaguly registered that her mother shot back that he just didn't want to be shown up, but didn't care. While they bickered, she went back into their yard and breathed slowly before trying again. Nothing happened, so she kept saying things until she remembered the maker magic she'd read about. So she tried it.
"Water Make: Aqua Fist!" Once more the giant fist flew forward, shattering a vase that was in front of the spell. Excited, she rushed back in to her parents to find her mother in tears and her father holding a battle axe, an evil glare in his eye.
"Get out. You are not my daughter, you are a blight upon this family." The young Joslyn looked to her mother for help, but all she saw was a woman who had been broken despite her best efforts to convince her husband otherwise. Tears in her eyes, she grabbed the bear essentials, some clothes and money and left, not looking back for her mother's sake, afraid of what her father might do to her if she did.
For two years Joslyn wandered Fiore, looking for someone to help her learn new maker spells to augment her abilities, but with magic frowned upon so much, there weren't any obvious teachers to find. So she started doing odd jobs that would force her to figure it out on her own, eventually realizing that the only thing that kept her magic from shining was her imagination. So her available spells grew and eventually she joined with Dragon Fang, to finally get a steady paycheck and make new friends among her fellow wizards.
Personality: Joslyn is loud and energetic and full of positive energy despite her disowning by her parents. She loves her guildmates and has accepted them for who they are.
Team Members: Zen Trentus
Three Strengths: (Not just combat) 1. Great entertainer, keeps guests from getting bored on busy days for client arrivals. 2. Trusting, is willing to give others the benefit of the doubt. 3. Has a great imagination, which lends its help to her magic. Three Weaknesses: (Make them Applicable) 1. She's TOO trusting and is easily fooled sometimes. 2. She can be over eager and rush into things. 3. She has a hard time being sneaky if she gets excited.
Greatest Love: Swimming
Motivation: To see the world once more accept magic and not fear it.
Appearance:
Additional Details: Member of Team High Tempest
Water-Forged-Weapon forged directly from the element, making it susceptible to lightning based attacks. This is considered the highest form of water make, as once the weapon is “forged,” the wielder can safely cut the flow of magic to it and it will retain shape and form and it can be stored like a real pair of hand crossbows.
Name: Zenron "Zen" Trentus
Age: 28
Wind Make Magic- A maker magic that uses the wind and air around the caster to create both static and locomotive constructs. The most powerful spell Zen has for this spell is the Wind-Make Knight, a locomotive construct that appears like a heavily armored knight. Much like the Water-Make Ninja, can act independently and carries a kite shield and broad sword for attacking, though it can move with the swiftness inherent to the wind.
Wind Fighter- Learned over the course of the last two years, this magic allows Zen to create weapons out of the wind while also moving his body with the swiftness inherent to the wind. Due to the nature of the fighting magic, he often uses either a pair of wind-forged* knuckle dusters or a pair of wind-forged gladius’.
That said, these wind-forged weapons, while serving practical uses, are meant primarily as focuses for more powerful wind magic, such as cutting gales and armor-shattering blunt blows. Due to Zen’s preference for close combat with this magic, most of his spells are contained to ten meters or less.
Magic Level: A
History: Zenron "Zen'' Trentus, until he joined Dragon Fang, was an orphan, and a bad tempered one at that. His magic manifested at a very young age, getting the young five year old thrown onto the streets without a second thought from his drug addict parents. They both died with in the year, his father of an overdose and his mother of a severe illness that needed treatment but they'd never had the money for. Growing up, the young ne'er-do-well grew quite talented at using his wind make magic to steal what he needed, never needing to be where he'd be noticed immediately to swipe an apple or two and escape.
This trend continued for years until he met Guild Master Jack Goran shortly after turning eighteen. The guild was still fairly new and he was scouting for both members and trouble makers. As it happened, Zen had crossed the same merchant one too many times in recent years so he put out a job with the guilds to catch him. Zen wasn't concerned when the Guild Master confronted him and scoffed at his flames. He used Wind Make: Vacuum Shot to try and put them out but the black flames persisted to Zen's astonishment. In a single blow, it was over and a choice was offered. He could go to prison and sit in a specially designed cell for wizards and rot there for the rest of his life, or he could join Dragon Fang and find a home that accepted him.
The young man, not wanting to sit in a cell, took the offered position in the guild and met Joslyn shortly after. The pair found their magic complemented each other well and became Team High Tempest.
Personality: At one point, Zen was mean and angry, and didn't care about anyone but himself. Now, while he's still prone to outbursts of anger on occasion, he's the one to have a guild mate's back in a pinch.
Team Members: Joslyn Veran
Three Strengths: (Not just combat) 1. Street smart, well versed in surviving alone and in unfamiliar territory 2. Self taught in a basic education 3. Survivalist Three Weaknesses: (Make them Applicable) 1. Has a bad temper, making him unpredictable when he could snap 2. He's not too great with a compass or maps, just trusts his instincts 3. His imagination is somewhat limited, so he has a set number of spells he uses
Greatest Love: Books
Motivation: To keep orphans from following the path of his childhood.
Appearance:
Additional Details: Team Member of Team High Tempest. Likes reading because it gives him ideas for new spells.
Wind-Forged-Weapon forged directly from the element, making it extra susceptible to earth based attacks as well as reducing the effectiveness of the weapon against certain elements and armors. This is considered the highest form of wind make, as once the weapon is “forged,” the wielder can safely cut the flow of magic to it and it will retain shape and form and can be sheathed like a real weapon.
Protector. Beyond anything else, Argus fashion himself as a protector of those who can't protect themselves, whether that be through a sharp turn of phrase to keep the heat off a friend's rear or taking to the streets to dust knuckles with anyone threatening his friends and family. Often to a fault, he puts the needs of others over his own and often finds himself neck-deep in trouble because of it. However, he has yet to fall into a hole he couldn't dig himself out of, and the devil's own luck seems to follow him, leading the young man to approach situations with a devil-may-care attitude.
However, in quieter moments where he need not keep the bravado and bluster up, Argus is a lot more vulnerable and desperate than he initially appears. Lacking in a strong sense of self-identity without others to rely on or that rely on him and plagued with strange nightmares that he can't even remember. the young man has taken to staying on the move when strange occurrences that happen near him get too much to bear. He lives in fear of loneliness, yet finds himself incapable of ever staying in one place for too long before his condition starts to cause issues for those around him. Perhaps it is this contradiction that leads to such reckless and near-suicidal behavior in how he helps others.
Appearance
"Clothes make the man" is a phrase which the young mage has taken to heart in his wandering years, always dressed in a rather tidy and semi-formal fashion to make for his own rather middling looks. His hair is a perfectly maintained mess of auburn tangles and curls that takes about 30 minutes out of his morning to get ready(an hour if he's got a girl he wants to impress). While he isn't that tall of a fellow, he isn't particularly short either and considers the surprisingly fit physique he hides beneath his suits to make up for any verticality-based short-comings he may or may not have.
“Some say a magician never reveals his secrets. I say a good one reveals as much as is needed to make his tricks all the more fantastical.”
| N a m e: |
Argus Leandros
| Alias|Nickames|Titles: |
N/A
| G e n d e r: |
Male
| A g e: |
21(?)
| R a n k: |
B(?)
| Guild Membership Status: |
Wolven Pyre, but only for a bout a month or two
| Guild Seal Location: |
Back of his left shoulder
| History: |
A boy abandoned. That is what Argus considers himself ever since the day his father left him with a curse that controls his life to this very day.
He was the son of a dark mage, inducted into the dark side of magic before he could even talk and bearing witness to many terrible deeds in his youth. To even call him the 'son' of the man who he called father was a misnomer, for this man had stolen Argus away from his family shortly after his birth, seeing something valuable in the young child and desiring it for his own purposes.
His father was a researcher of ancient demonology, seeking to discover the source of demonic beings and the twisted powers they wielded with terrible efficacy. To this end, many living subjects were captured and experimented, their forms and minds twisted by what they underwent though never to any degree that his father felt constituted a success. For Argus, however, the experimentation was much more gradual and seemingly benign. as he learned to harness his latent magical skills, he was exposed to a number of strange bones and ritualistic artifacts, his father gently asking which ones seemed to resonate with his Origin.
For years this continued, with his father growing increasingly frustrated by the lack of results in either his trials or the lack of a reaction in the child he had risked much to acquire. Argus, for his part, tried his hardest to please his father, to prove that he wasn't a failure like the rest. Like always, he desired to be useful, so that he wouldn't be tossed aside like the others his father had brought. . . or worse. And then the day came, when a strange crystallized mass was set before him, that he felt a stirring in his chest. First came pain, then roiling emotions that filled the very depths of his DNA, his blood calling out to something it had long forgotten. . . and then nothing. When he awoke, his father looked down on him with that same disappointed glare that always came from a failed experiment. There was no anger. No rage. Just cold, calculated apathy.
And then he left.
He was only about 15 when the incident occurred, left in that weakened unstable state. it was likely that the man thought he'd die from exposure or succumb to whatever was done to him. if left on his own, he likely would have.. but Argus was not fully alone in those early days. As he left the secret lair where his father conducted his trials, traveling the wilderness in search of any kind of purpose, something coursed through him. When he wanted to just lay down and give up, convinced that he was unwanted, that he had no worth to anyone, thoughts not wholly his own forced him into a state of survival. And so, he survived. . . and so he wandered.
| Magic: |
Re-quip: The Trickster Argus' main magic(and the only one he knows as far as most of the guild is aware), is a form of Requip magic that specializes in trickier tools instead of weapons and armors. While he does have a few knives and swords within his repertoire, the crux of the magic is summoning a number of magical items that serve to distract, detain, deceive, and otherwise annoy the crap out of one's opponent.
While not inherently that dangerous and seems more like a bunch of party gags and cheap tricks at first, Argus has proven to be quite the slippery combatant with the vast array of items he has stored within this magic and can be quite unpredictable and clever when using it. This is made especially true because Argus is also deceptively good at Re-quip magic, able to summon forth any of his items almost instantaneously and from nearly anywhere on his person as well. Amongst the items listed in spells, Argus also carries around an uncountable number of more mundane party tricks and novelties that he often uses to entertain others or himself when out on a job. In fact, Argus can oftentimes be seen putting on little magic shows for the kids of the town, and even the adults at times(for a price)
Spells Ventriloquist's Ring: A nifty little item that Argus bought on a whim, it allows him to 'throw' his voice, making it sound like it's coming to a direction and a distance of his choosing. He does this by speaking into the hand with the ring on it. He can even change the voice a little bit by shifting the timbre up or down a tad, but unfortunately, he can't use it to mimic others . . . unless he learns how to do it himself.
Magician's Chains: An enchanted chain that grows in length and durability in proportion to the amount of magical energy pumped into it, making it handy as a rope, a means of odd defense, even a whip if Argus is feeling frisky or needs to keep his distance.
Bag O' bombs: Argus has Smoke Bombs, he has sticky bombs, he's got grease bombs, oil bombs, flash bombs, nail bombs, itching bombs, pepper bombs, bomb-bombs, and possibly a few more that he has yet to find or think of. Needless to say, the boy knows his way around explosives better than most
Knives: Throwing knives, Cooking knives, whittling Knives, Carving Knives. . . . Argus has tons of knives for any and every occasion and no, you can't know where he got them.
De-obfuscator Goggles: A fancy pair of goggles that Argus managed to win in a game of cards during one of his jobs, these goggles allow the wearer to not only see in the blackest of nights but also lets them see through most kinds of particulate-based obfuscations of sight like smoke, dust, fire, etc. It also automatically adjusts the lens to deal with sudden flashes of intense light, allowing the user to view them without any risk to themselves and only some minimal discomfort.
Puppeteer's gloves: Knifty black gloves that allow one to telekinetically puppet small inanimate objects at will via the attachments of tiny strings of magical energy. Max range of about 5 meters.
Rope: Because you can never have too much rope.
Deck of Cards: A suit of playing cards that explode into a dazzling display of lights with the slightest application of magical energy.
Chameleon Cloak: Provides Argus with the ability to blend into his surroundings to nearly vanishing from sight, though a keen eye could possibly perceive him due to the slight imperfections within the illusion.
[ ]: This is an ancient curse, burn from the Resonance between Argus' Origin and the lingering soul of the Ancient Demon known only as Asura. To put it simply, this Curse is less magic in its own right, instead of acting as more of a conceptual rejection of magic itself. While under the effect of this Curse, Argus' body is surrounded by a field of this Curse energy that repels magical energies and influences from him. This gives him a heightened resilience to direct assault by magical energy attacks as the Curse seeks to negate the incoming attack entirely though at his current level of ability, complete negation is not possible. This negation often has immense destructive potential as the combined energy produced by this reaction explodes outward.
Offensively, the Nameless Curse can be infused into objects and structures, oftentimes creating a delayed explosion of sizeable force due to the nature of the world being soaked in even minute magical energies. While inert objects like rocks, trees, and dirt explode, items with a more active magical current(magical items, mages, living creatures) will experience a much more controlled but painful sensation of corrosion upon the area of infusion. This corrosion will continue to burn away at the area affected and while not too serious at first, leaving such wounds untreated will lead to loss of feeling, greying of the skin, weakening of magical ability, loss of muscle control, and eventually, acute necrosis as the area becomes slowly devoid of magical energy. For most mages, treating this in the early stages is easy enough to do by simply focusing their magic into the area and essentially forcing the curse out through force of will. If allowed to progress to the state of greying skin, however, then treatment becomes a lot more difficult and requires the attendance of a trained professional.
| Strengths and Weakness: |
Has a knack for street performance
Is pretty quick on his feet and sharp with his tongue
Pretty good with kids
Surprsingly well-versed in ancient text, languages, and knowledge of ancient artifacts. Enough to rival practiced scholars in the field
Has no sense of self-preservation when people are in trouble
Can't say no, especially to a pretty face
A bit of a wannabe Cassanova
Can be rather single-minded and stubborn when he puts his mind to something
| Miscs : |
Anything else you might wanna add to flesh out the details a bit
Sheet credited to Buddha(slight edits taken from Sanguine rose).
Guild Membership Card
Personality
Jackson is the picture of a man who has given into nihilistic passivity. He speaks in measured polite tones, but often his outlook on issues tends toward treating everything with an air of defeatism and self-destructive apathy. He only finds small fleeting moments of joy when left to his own devices, reading books on ancient cultures and mystery novels. When forced to interact with others, he does so with great and obvious reluctance and often seems to look like he'd rather be anywhere else than where he currently is.
Nidhogg is a monster. In both the literal and figurative sense, he is a being who does not share a human's view on most things. Time is eternal, so patience is key. One's body is subjective, and to harm it is nothing serious. Life exists only to be devoured by whatever is stronger, so to bemoan one killing another is to go against the way things are meant to be. Nidhogg does not see an intrinsic value in life. . . but he does see the value in people. Whether it be as entertainment, food, or allies(a distinction that can change on the dime) he seeks to make the most use out of those he can influence. He will say whatever he can and be whoever he needs to be to get what he desires out of an individual, his engaging and sociable demeanor only just hiding the way he stalks every conversation and interaction like a slavering predator just waiting to sink his teeth into the prey before it.
Appearance
Nidhogg/Jackson's body is a tall lanky thing, usually dressed in fairly casual attire that is both cheap and easy to replace. The exact composition of his day to day outfit changes constantly when Nidhogg is in control, but for Jackson often sticks to long-sleeved shirts. He often appreciates light pastel colors while Nidhogg goes for the loudest, most garish things he can find.
“I hope you can entertain me.”
| N a m e: |
Jackson/Nidhogg
| Alias|Nickames|Titles: |
The Devourer, The Dead Soul Revenant, Niddie/Jackie
| G e n d e r: |
Male
| A g e: |
N/A
| R an n k: |
S
| Guild Membership Status: |
N/A
| Guild Seal Location: |
N/A
| History: |
Once an adventurer of great renown from years long past, Jackson is little more now than a puppet for a diabolical dragon whose lived for far longer, relishing the freedom it has taken through the body of the fool that freed it.
| Magic: |
Necromancy: The manipulation of life itself, usually to drain the vitality from the living or imbue such energy into the dead so they may rise once more. By manipulating this energy, Nidhogg is also capable of manipulating the flesh of corpses to his whim. Often times, this is used to create terrifying beasts of rotted blood, bone, and sinew to fight the battles he cannot or will not, but Nidhogg can also make use of his abilities to heal the living as well through precise manipulations of the energies within them.
Soul Dragon Magic: Nidhogg, as a Dragon of Soul, is capable of devouring the life energy of living beings and convert it into pure magical power, as well as use the force of his own soul to reinforce his body and grant him enhanced physicality. Unlike normal dragon slayers, however, Nidhogg is capable of reaching the true heights of his powers without the use of outside magical influence, allowing him to enter a Dragon force like state at will or if truly pushed, temporarily taking a spectral imitation of his true Draconic form in order to lay waste to a region. These abilities take a toll on the revenant, however, usually forcing the dragon's spirit to enter a state of hibernation within his host for a time to regain strength and leaving Jackson truly free to do whatever he pleases without immediate reproach. However, whether the broken man would take advantage of such an opportunity at this point is hard to say.
A more technical aspect of this magic, however, is its ability to strike at the very soul of an enemy, allowing for certain attacks to still be felt even if the target has blocked the hit or reinforced their body to take it. This impact does not actually harm the person's body, however, instead of wracking their body with intense pain and feelings of nausea. Those of weaker constitutions may even find their ability to use magic disrupted by his blows as it disrupts the flow of Ethernano from their Origin.
Finally, Nidhogg can drain the very life force from his foes and victims to replenish his own magical reserves, and in doing so, he often gains an extremely intimate knowledge of the person he faces. Even the slightest taste will let him know nearly everything about a person, though he won't be able to process it all at the moment. In order to do this, however, he requires prolonged contact with an individual(usually around 3 seconds or so) making it difficult in battles with foes that can actually challenge him. That said, his knowledge of the soul gives him an ability to read the aura of a person to a certain extent without having to drink in thier life force. It gives him a feeling of their mood and hints at the nature of their magic in the form of sensations like scents, tastes, sounds, even feelings across his skin.
Roots of Yggdrasil: Laced throughout the whole of their body, Jackson/Nidhogg are host to a swarm of magical roots. According to Nidhogg, they are the remnants of his imprisonment by the world tree, twisted to his own ends by the power of his necromancy. The roots of the World tree are extremely resilient to most forms of dmg and very effective at sealing the magic of those who become entrapped in its roots though Nidhogg is only able to do this with a specific spell. Nidhogg makes use of them as his main force of a ranged weapon, casting the seeds of the world tree around a battlefield in order to launch various forms of assault or create constructs to defend himself. They are often used to reinforce his stronger undead creations and e3ven his own body if faced with a particularly tough foe. Not only that, but if arranged in a certain way, the roots of Yggdrasil can form gateways between themselves, allowing Nidhogg and anyone he deems worthy the ability to cross the distance between two or more points near instantly.
UNknown to the Dragon, however, is that as a Divine construct, the roots of the world tree are supremely vulnerable to Godslayer magic of any kind, as contact causes them to quickly fall apart and lose most if not all of their enchanted properties.
| Strengths and Weakness: |
As a truly undead being, it is impossible to kill Nidhogg through conventional means of injury. While he still needs time to recover after being dealt a grievous enough injury, one must use either some kind of divine magic or the magic of a Dragon Slayer to put truly put him down. . . and even that is only for a time, as he possesses a phylactery which hides his true soul. Without the destruction of that, he will eventually return no matter how thoroughly he is destroyed.
Nidhogg is actually quite a charismatic person when he wishes to be, and often can pick up deep insights into a person's character from just a brief interlude with them. He's lived a long time, so little truly surprises him when it comes to the people he meets.
Even without magic, Nidhogg is a terrifying combatant to face, as the power and durability of a Dragon are condensed into a human form. He is capable of breaking a sword just by blocking it and could tear down an entire building with just his bare hands.
Nidhogg is a very, very fickle and easily distracted individual if one knows what gets his attention. He has very little in the way of loyalties, and can easily be turned to one's end if they provide a more interesing diversion for him.
Nidhogg never plans. He's a creature of instinct that acts on whims and this can, at times, lead to him over-estimating his own ability to deal with a situation or under-estimate those who he views as barely worht recognizing.
Despite his human appearance, Nidhogg is still effectively a Dragon and thus suffers greatly when paired up against Dragonslayers. While he has ways to deal with them if need be, he still as to be careful as even a whelp slayer can deal quite a bit of damage to him with a lucky shot.
| Miscs : |
Anything else you might wanna add to flesh out the details a bit
Sheet credited to Buddha(slight edits taken from Sanguine rose).
(Important note- due to the nature of how this magic uses natural weather elements to possibly boost the magic that before using in combat a dice roll to determine the weather/amount of cloud or request of a mod to state the weather beforehand or mix of both)
Cloudy day is a mix of creation and manipulation magic that allows the user to create and manipulate clouds of various types, shape and size and density. The user is able to draw in and compact water vapors to form clouds which he can use in various ways or store into his body for quick use in case of emergency use or reserves. Also capable of drawing in clouds from the sky to bolster and speed up his cloud creation and increasing their potency depending on how much is in the area or the type of cloud with the thicker type like nimbostratus offering the greatest boost. The thickness and density of his clouds correlate to his own body’s current size which connects to his secondary magic, gumball; enables him to withstand the otherwise harmful effects of static or electrical discharge from the clouds stored within his body. The greater the source of water is in the surrounding area the greater ease to create clouds with dryer locations requiring use of his reserves.
The clouds in his chubby form take the form of low-level clouds, often thicker and far more dense with a more fluffy appearance that while slower and lack impact in power, offer greater potential in defense or storing of weather effect. In his weight loss form, they generally take on the mixed form of high to mid level clouds being thinner and more wispy and though lose thickness and density gains speed and easier to control, enabling faster and harsher attacks.
Due to D’angelo’s laid attitude and approach, his magic’s original potential level is often only used at half its potential. Even as its user naturally has a high source of magic it tends to not be used thus causing lack of overall control. As a consequence from slacking on training, his emotions tend to be tied to the magic, making it so he has come to need keeping his emotions in check lest he cause drastic and harmful weather effects and that the strength of all his spells are only at half their usual strength.
Spells
Pegasus Nimbustratus - A fluffy ball of condensed cloud taken from a nimbostratus type, of average human size though its size can be adjusted by the user. A cloud gave a part of its life making it the strongest and most sturdy of all of D’angelo’s allowing it to withstand and take a lot of damage without being destroyed or dispersed. It has been made into his closest companion which the user rides as transport as it has capabilities of flight and can reach high speed and height. It's inside being hollow can be used as storage with temperature adjustments allows it to act like a fridge and freezer. Due to its cloud type, it is capable of creating rain or snow which it can make rain down on. As the cloud has given a will of its own it tends to do so when either playful or to show how it feels to people with rain being of dislike and snow as like. Unlike all other clouds, instead of being dispersed or stored, Nimbus is able to be sent off and be summoned. Nicknamed Nimbus
Magic puff bus- A nimbostratus cloud formed of a vehicle size. Mainly used for allies or storing a large number of objects with its inside made dry and comfortable. While not as sturdy and resilient as nimbus the thickness of the cloud can withstand an attack or two protecting its contents.
Cloudy Balloons- Manipulating and reshaping clouds that are summoned or created into various shapes reliant on the user’s imagination. Capable of shaping objects that can be used for support, fun or weapons. Gumball Full stage spells
Majin Haze- By taking in a deep breath and using pressure, he is able to push clouds through the pores of his body to create a fine layer of fog. And by pulling the water vapors of the surrounding can thicken the fog. Unlike normal fog though, this haze makes the humidity gradually rise which can cause those within its area to sweat and drain away at their stamina faster than usual. Taking three turns to reach full humidity and thus has three stages 20%- Minor sweating and slight stamina drain 35%- moderate sweating, partial difficulty breathing and each action sapping 1.5 more energy from those trapped within. 50%- Heavy sweating and vision impairing with moderate-high difficulty breathing depending on the target’s health and state and amount of time caught within the haze. Each action doubles the amount of energy normally used, having a high stamina drain.
Puffostratus wall- Using either clouds formed around him or in his body that he can expel from his mouth to form a defensive thick nimbostratus wall of varying sizes to block attacks and spells. The more mass the cloud is given the greater its defensive capabilities of taking stronger attacks before breaking.
Puffostratus dragon den- Taking the clouds to form a dome around him and allies or such. Requires clouds in the vicinity to form. Much like the wall the mass of the clouds increases its defensive capabilities.
Cumulyon Tower- Requires clouds of the surrounding to form a large cloud tower around a set area to entrap those within and block off access to those outside. The outer parts of the cloud take on a darker color as the thickness, static and turbulent winds prevents attempts to break through. The inside layer while lighter becomes freezing cold causing those that attempt to touch it or try to go through to be slowly and gradually frozen. It’s size correlates to the amount of clouds in the vicinity. At max reaching a mile in height and quarter mile in thickness.
Cumulonimbus vers. chill fist- Forming and condensing clouds into that of a semi-giant fist with a partial arm. This version is freezing cold to touch and is capable of causing freezing on strikes or contact. Inside, hail can be formed to be fired from the palm or fingertips as projectiles. The user can choose at will whether to have it in solid or gaseous form with gaseous form having the target or objects go through it which can be used to trap within.
Cumulonimbus ver. Shock fist- Forming and condensing cloud into that of a semi-giant fist with a partial arm. This version is electrical charged and has the formed fist giving off static which can shock on impact or contact. The electricity can also be fired from the palm or fist with non-charge being at the level of tasers (50,000 volts) with charged bolts reaching upwards to one million volts. (requires 4 turn charge to reach 1mil volt)
Cumulonbomb- Whether using surrounding clouds or expelling from his mouth that he can condense into a small puffy cloud ball then thrown to be set off like a grenade. Inside, the ball either can have freezing water that can freeze up on contact and breaking or building up static reaching up to a max of 500k volt with the starting charge at 50k volt (three turn charge to reach 500k volt)
Solar Jungle- Can only be done during the day with the sun visible or around strong light. By adjusting the water vapors or crystals and using refraction of light. The user is able to have numerous intense beams of light set around the area that can cause painful burns. The brighter the sun the higher the beam’s intensity. Requires a cloudy haze around the area to maintain and control where the beams will form.
Cloudy Schultz- Manipulating clouds to form cloud clones that can take the form of the user or those he has seen but less he knows of the person the less accurate the clones appearance will turn out.. He is capable of creating three full solid clones capable of tanking attacks and doing major weaker versions of certain spells like cumulonbomb or smaller forms of cloud fists. Within them they can gather static or be freezing cold allowing for static shots or hail bombardments. Or able to create up to five non-solid clones that are easy to break but can quickly reform and are mainly use for confusion or distraction while doing minor shock or freezing touch. If there are natural clouds within the vicinity he can use them to double the amount of clones of up to 5 solid and 10 non-solid.
Static Minefield- A set up spell using other spells that use electricity and static to give the clouds of the surrounding a charge, making them active. When active, most parts of the cloud trigger a discharge shocking those within its confines with a volt of 25-50k. Requires charging of 3-5 turns with 5 turns to reach 50k volt static discharges.
Spells currently unattained, requiring full potential
Cloudy Schultz boy- When a single clone is created that is much more dense and durable than creating multiple clones. Unlike when doing multiple clones, this single clone will be filled with water that will gradually rise in temperature and boil as it takes damage until it eventually explodes sending out a rain of scalding hot water burning those caught under its rain. The water after cooling can be used to reform into a cloud though takes time to reform Schultz boy. (three turn cooldown after exploding)
Nimbo Golem- Using nimbostratus clouds to form into a large to giant cloud golem depending on access of natural clouds that its user can control to fight. The user can choose to be inside or outside the golem as it can use a myriad of his other spells while using the golem like shock and chill fist, cumulonbomb and such though use of golem prevents use of forming and controlling other clouds while its active. Its mass and density can either improve its size or durability with greater potential depending on the amount of natural clouds in the vicinity.
Nimbo Storm- By having a heavy nimbostratus cloud form above the area that is extremely thick and blocks out the sun completely. With these clouds, the user is able to cause a powerful and turbulent rainstorm that can impair vision and drench those beneath the clouds. The rain can be made into freezing rain to cause slow and gradual freezing and depending on the intensity of the wind make out sounds. (require two turn charge to form, one if natural clouds abundant in the area)
Cumulon Seed- A highly condensed cumulonimbus cloud seed that continues to build up electricity that the user forms out of sight of enemies or targets. The seed itself does nothing but act as a catalyst that once charged up then can be set into the clouds in the sky to form into powerful thunder clouds. The seed needs five minutes minimum to charge with ten minutes to reach its strongest and deadliest potential.
Gumball Full Stage Ultimate
Judgement of Zeus- Requires cumulon seed to have been charged altered the clouds. Once the catalyst is formed, the user fires a static infused ball at the designated target. Acting as a target to summon and call down a deadly bolt of lightning. At five minute charge it holds a power of 10m volts. At a maximum ten minute charge it can reach up to 250mil-300mill volt and comes down as a massive lightning beam. Going past 7 minute charge though is not advisable as even D’angelo’s body can not withstand the blast and proves deadly and highly fatal were he caught up in it. At maximum charge, the range of the tremendous bolt can reach a diameter size of half a mile.
Gumball Starved Stage Spells
Poseidon’s Spear- Taking and compressing clouds into a cumulonimbus cloud in the shape of a spear. Its inside is of freezing temperature that can cause freezing and ice to form from the points of contact made with the tip. Being highly condensed clouds make it hard and sturdy as steel with the user able to freely keep it solid or gaseous.
Zeus’s Blade- Taking and compressing cumulonimbus cloud into the jagged form of a jagged lightning bolt sword. It has electricity forming and charging starting 50k volts which can build up 500k after three turns. While it is called a blade, it actually lacks sharpness but uses the intense heat of the electricity contained within to inflict burned cuts and is able to cause powerful shocks on physical contact of skin or metal weapon/objects.
Athena’s Shield- Taking and compressing into a thin and round fluffy nimbostratus shield. Being far more compressed than a puff wall making it harder than steel. The shield’s durability allows it to withstand powerful attacks both physical and magical with the side held given a weak static effect. Using this to allow the user to throw the shield and pull back to his hand with the range of this effect being 15 feet.
Hermes Sneakers- Taking and compressing clouds around his feet. The soft inner side being insulated to help protect against the static in the air and disperse into the ground long as he makes contact with the ground. Using these to prevent static from building too much on his body and lessening the injuries and burns if left alone while in starved state. The soles of the cloudy shoes can be changed to decrease or increase friction to further increase his speed while also aiding in stopping himself to keep from losing control of his body when moving too much. Thanks to the lightness of the clouds and the user, it offers the ability to let the user hover and levitate up to 15ft off the ground allowing for aerial maneuver.
Heracles Fists- Taking and compressing clouds to form around his hands like cloud gauntlets. Thickly formed clouds meant to protect his hand from the static and freezing effect of other cloud weapons as well as make it capable of holding and wielding Mjolnir. Also offers protection to the knuckles to prevent the risk of bones breaking from landing strikes and blows with the enhanced attacks from the stored energy released.
Unusable without using full potential
Gumball Starved State Ultimate
Wrath of Mjolnir- Requires the cumulon seed to be formed and at the minimum charge of five turns. By taking and compressing all the clouds in the surrounding area around the seed to form and condense as many layers as possible around the seed. Requires Heracles Fists to be active in order to wield the weapon. The seed acting as a catalyst turns the clouds into a tremendously powerful cumulonimbus cloud shaped in the legend of mjolnir. The highly condensed clouds make the hammer far harder than steel making it highly difficult to break or destroy and it is advised to avoid doing so as doing so will release all electrical power trapped within. Even with all the countless layers and his resistance to electricity, the immense heat of the bolts gradually seep through, eventually causing burns on the user’s hands forcing a limit to how long the user can hold and control it. At the base 10 mil volts, it can be held and used for five turns and at max 50 mil volts (seven turn charge of the seed) at only three turns. With the burns becoming far more painful and worse on the 50 mil volts.
The hammer when clashing can send out powerful shocks with the strong static allowing it to be pulled back to his hands with a range of 30ft distance from the user. The user can also fire bolts of lightning from the hammer with the volts capable of being adjusted and use of this attack lessens the risk of burning though also weakens the hammer’s hardness. Can be used over the turn limit but the damage to the palms gradually increase and worsen with each turn after.
Magic Rank
B
Magic
Chewy Gumball
This secondary magic is one that allows its user to take in and store fat which causes the body to take on the property of gum and rubber. With the fat stored, the body becomes capable of taking blunt attacks whether physical or magical and absorbing most if not all the energy and impact of each blow. As the user gradually withstands attacks; fat gets burned causing the person’s weight to decrease, lessening the gum effect of the body. In loss of the rubbery body, the skinner body hardens akin to the shell of gumballs and gains the capabilities of using the kinetic energy stored to gain a big boost in mobility and strength with its effect lasting depending on how much kinetic energy he has taken or until his body gives out. A bonus side-effect of this magic is that it offers insulation; granting him high resistance to electricity, heat and cold, allowing him to withstand the discharge and coldness of his clouds' weather effects to a certain degree.
Due to the effect of this magic it gives the user two stages Full- The user body in its normal chubby state that allows for greater size cloud type spells. While lacking in power and often requires charge or build up time but capable of doing aoe and large size forms. Starved- The user in its skiny state after the majority of the fat in the body has been burned away. Offers an increase in physical attributes such as speed and strength. In this state, the user is unable to control large masses excluding those already active such as cumulyon tower causing the loss of large or aoe type cloud spells. Yet, in this state the user is able to form rapid smaller and condensed clouds that can be shaped and used as weapons.
Spells
(side note that gumball’s spells are passive types)
Gummy Bear- The passive spell for full stage form which allows the user to take and store fat and energy into the body. Mixing magic into the stored fat has it make the user’s body take on the soft and malleable property of gum and rubber. With this, the body is capable of taking blunt attacks whether physical/magical or weapon as they sink into his fit as 70% of the force gets absorbed when at full. The amount that can be stored slowly decreases as the fat gets burned away with each attack eventually only taking in 35% causing the damage to the body to worsen bit by bit. As a bonus to the soft gummy body, allows the body to stretch out to a certain degree enabling the user to store more clouds in the body. The rubbery skin in turns offers insulation and high resistance to static and cold but even this has its limits and can’t protect against intense or extreme cold and electricity.
Bloated Bear- Requires sucking in a large quantity of clouds into the body. In doing so causes the body to inflate and puff up like a balloon. In the cost of losing mobility and ability to use big cloud spells, the user gains far superior defensive capabilities. Able to absorb up 95% of attacks energy and protect again stabbing or sharp type attacks excluding powerful versions.
Sour Patch- The passive spell for starved stage form where the user has lost the majority of the fat stored in the body. And with it the malleable gummy body making the user unable to simply tank and absorb attacks and kinetic energy though keeps the rubbery skin to insulate against the static and cold. In this state, the user is able to unleash the stored kinetic energy from attacks up to this point to gain a great boost in physical capabilities depending on how much he has absorbed to reach a starved stage. While in this stage, the user loses most of the large and aoe type spells but is able to compress and condense clouds far more efficiently and quickly with the boost in power. Able to last between 6-8 turns and or until the user is knocked unconscious and often leaves the body heavily fatigued afterwards.
Personality
Ask anyone that knows or has spoken with D’angelo and they will tell you that he shines bright as the sun. A very cheerful and sunny type of individual who is often more than not seen with a dazzling smile on his pudgy cheeks. Some would go as far as to say they have never seen him sad or angry and if he sees others in such a mood he does not hesitate to try and cheer them up in some way. Whether it by giving them someone to listen to or help laugh or give a needed snack to fill a grumpy stomach. D’angelo is not ashamed of his chubby body and doesn’t let insults get him down; preferring to settle things in a peaceful and friendly manner.
His kind and friendly demeanor has made him rather charismatic and charming that others tend to be unable to hate or dislike him. Always eager to make new friends and enjoys spending his days having fun and hanging out. He is also known to be very laid back and chill; preferring to relax and lounge about on his clouds and due to this often slacks off and does not bother putting much effort into tasks or work. Because of this, the high potential of his magic is not utilized well and wasted causing him to be seen as a subpar mage and hated by his own family.
History
The Schultz family, one of several of the branches that has been second in power and wealth to the Waltz family for years. Generations of the family have been attempting to sire a heir that could finally gain them the opportunity to finally overtake the main branch and with it the trading company. And after years, their efforts seemed to have finally gained fruition in the birth of D’angelo who even as a baby had always had some weight to him. While his appearance was less than ideal, the potential magic within his body proved to hold the highest potential in the long history of the Schultz line and through him hoped to finally begin their plans to take over.
Not a moment after D’angelo became able to walk did he get pushed into an intense daily curriculum easily considered too much for a child so young. As his family were determined to mold and shape him into the perfect businessman and weapon to take down the head family. This left the next five years extremely taxing and exhausting on D’angelo; given hardly any time to himself or breaks to enjoy his favorite snacks or have fun. This continued on until he finally collapsed from the exhaustion and stress and which resulted in a high fever that very nearly killed the poor boy.
After barely surviving the week and a half fever, the family were thankfully forced to have their son stay with them for the few years to allow him to properly rest and recuperate. Unlike his own family, they were accepting and very kind to him and nothing like the way his parents described them to be. And it was in this move that he came to meet Nolan who was not only accepting but happy to have him staying with them. It was through Nolan that he was taught how to have fun; allowed to actually be a kid as he easily became close with him. Realizing the things he was told to be lies as Nolan and the main branch treated him like one of their own and never shamed about his body or weight, coming to learn not only how to laugh but at himself and since meeting his best friend and cousin he had no reason to feel sad again.
Living with the Waltz family had taught him much and made it possible for him to return to the Schultz household as he knew he would be fine. Since returning though, he never wanted to feel as awful and horrible as the day he became sick or of how his family made him feel and would not let them treat him as a tool. With the help of the Waltz family endorsement it kept his parents from attempting to work him like they had done prior nor were they able to keep him from being friends with Nolan. Coming to enjoy spending time with his cousin and friends made so much that he no longer cared about the future or cared about a future career as he only wanted to have fun and spread the cheer that the Waltz family gave to him.
The last time D’angelo would be seen physically sad would be the tragedy and loss of Nolan and his parents. The lost of his first and closest friend would be the most painful and saddest day of his life, the first time losing the smile; a gift from them he promised would never lose again, wanting to cherish everything they did for him. Promising to himself he wouldn’t lose his cheer again, especially after the incident of the storm that nearly destroyed his home brought upon by his intense sadness.
With the loss of the main Waltz family members, his parents saw this as an opportunity to send their son off to a boarding school. Doing so in the hopes to instill discipline and proper work ethics into him once more to try and resume their take-over of the company. Yet, even losing his best friend did not dishearten him and only strengthen his belief and determination to live how he wanted. And so, D’angelo instead chose to only do the bare minimum; putting his focus and attention instead on making friends and helping others while making sure to do enough to not be kicked out of school or draw his parents attention.
Getting to enjoy an easygoing life throughout his stay at the school and by the time his parents finally took notice it had been too late. His graduation was fast approaching though he had been uncertain of what he would do or where he would go afterwards with his fellow friends and classmates talking of their desired job and others excited to join a guild. These kinds of thoughts never really went through his mind as he didn’t really care where he ended up as he enjoyed going with the flow too much. Though several had suggested he join a guild and while he had an unexpectedly rare magic type which by no means seemed to be strong but could serve as great support. Yet, he never really had much interest in guilds or guildwork, finding it to be too much work and time consuming.
These thoughts, however, would change the day he came to watch the latest GMG on the urging of his schoolmates. A decision that would lead him to not only discover Nolan to be alive but to be powerful..scary powerful. But unlike his friends who were trembling; terrified at witnessing such terrifying magic and its horrible use, D’angelo could only help but be proud and absolutely elated to see his best friend alive though it sadden and made his heart ache to see the bright and kind person Nolan used to be was replaced with this angry and grumpy stranger.
It was then; at that moment that he was finally able to make a decision. Once he graduated, he would set out to find Nolan to catch up and reunite with his closest friend, even if that meant joining a guild.
A promise to bring back a smile on that lonely face like he did for him.
Three Strengths
-Positively supportive: Let’s very little shake him or hurt his feelings and does not hesitate to lend a hand or help those in need from someone in danger to a child scared or alone
-Imaginative: Has the imagination and wonder of a child, allowing him to be creative and think outside the box.
-Trusting: Tries to see the good in most things and others and will have everyone’s back and will not think anything of sharing whether be it food or money.
Three Weaknesses
-Overly trusting: While a good thing to trust he also trusts too much making it too often that he gets tricked or used.
-Lack of Motivation: Finds that it is often too much effort to put in work doing tasks or jobs or studying that he often only puts in half the work or sometimes doesn’t finish which left him with average to poor grades and inhibiting his own magic.
-Pacifist: While being kind and helpful is a good thing, he tries to avoid doing what needs to be needed at times and always going the peaceful approach as he doesn’t like violence and hurting others physically and emotionally. Preferring to be supportive and cheering up but leads to making fights breaking out or escalating things unintentionally.
Greatest Love
Bringing smiles to others faces and showing others how to find their childlike wonder again.
Motivation
Currently has no real motivation other than to help his best cousin gain back his genuine smile.
Chain Comet Devil Slayer Magic Eden's magic is Exorcism. The power of the ice variant bequeathed abilities in the likeness of a Comet. It saps heat like a space vacuum and indiscriminately flash-freezes the environment to winter wonderland. Unlike conventional Ice, Eden aesthetically produces starry cosmos visuals.
The Comet Devil Slayer Magic has the properties of space magic. This attribute grants Eden the ability to debuff Mages specializing in spatial magic, he saps the buildup of ethernano portals from forming, making their portals frozen or just weaken their magic. His visual prowess allows him to see not only demonic traits but also the vast calculations of space, denoting his limits. It all depends on magic power mass, specifically stronger opponents, he won't be able to debuff them in time.
Despite the niche his magic provides, Eden lacks the genuine resource to rejuvenate him to the full. He must consume frozen rocks, comets, and ice — this puts him on a big disadvantage in prolonged battles.
-Base- Comet Devil's Rage - Typical Roar.
Omega Portal Frost Punch - He breaks the fabric of space to make punches. Unfortunately, Eden can only punch on one direction, not multiple. His icy space punches are cold.
Omega Grand Chariot - Eden tears a hole in the sky. Unlike Heavenly Mages who needs to charge a starry sky version, this is the default version of Eden's. He rains down seven ethereal icy beams.
--Mid-- Exorcising Chains, Omega Rivet Stab - In tandem with Chain Magic and Comet Devil Slayer Magic, Eden fuses the two to create cold infused chains. It has a maximum range of 15 meters, only used to grapple opponents, reach far distances but its true use is to drive out demonic and cursed contents by sapping.
Omega Chain Blast - Eden blasts cold flail headed chains to his opponents. This is enough to crack multiple doors open.
Omega Meteor Dive - The spatial attributes of Comet, allows Eden to increase his momentum and deliver a flying kick to his opponent.
High Devil Slayer Secret Art: Rhongomyniad Eden adds Slayer attribute to his family's heirloom Lance. Rhongomyniad gives Eden the power to specifically debuff Mages access from Spatial Magic, weakening or no access at all. This is because, ice freezes friction, slowing and limiting space access.
Magic Level
B
History
Descended from the lost Mildian bloodline, Eden's the chief of the Rhongomyniad household. Professional Exorcist Warriors allied with the Magic Council, the Rhongomyniad tend to demonic affairs whether to let live or let die. Their heirloom rite is the passing of the Devil Slayer Magic.
Without a tear of childhood, Eden's groomed to lead his clan, ill-fated. Peaking at the esteemed noble caste, Eden studied at Era University from childhood to adolescence as a proud Scholar. His overachieving family pushed his limits, this involved bartending, gentlemanliness, magic research and demon slaying. Eden lacked freedom and was a prisoner by his familial ties.
Eventually, Eden took the first chance after graduating University and joined Dragon Fang. Within the guild, he's addressed as "Prince"/Young Master, he seldom uses his riches sparingly for the guild. Eden prefers to not have any special treatment.
Personality
Often mistaken for a stuck-up noble, Eden endeavors to relate and remind that there's no boundaries between social castes.
Eden's gently reserved, cheerful, perceptive yet reticent. He personifies his sophisticated heroic philosophy — to empower and give generously to the less fortunate. To remain loyal to his Employer's cause and promote genuine work ethics. He's so loyal that even if you're in the wrong, he'll continue to serve you, his nobleness earned him the nickname, Charity.
Although slow to anger, Eden's judgement against demons is out of blind hate because of his family's doctrine. He won't show any mercy to demons and will slaughter them in cold blood even if they are innocent.
Guild | Guild Mark Location
Dragon Fang, Left Pectoral
Team Members
N/A
Three Strengths
1. Loyalty - Even if his comrade or Master's in the wrong, Eden will serve them to the full.
2. Brutal Honesty - He doesn't sugar coat, he can't lie and he exposes lies.
3. Unarmed Martial Arts - Agile & Flexible.
Three Weaknesses
1. Naive - His loyalty has fallacies. Loyalty to the wrong cause bites him hard.
2. Reticent - He's your quiet guy who doesn't vocally speak his mind but rather show it in action, beware the silent anger.
3. High Cost Magic Power - Eden's Slayer limited power resources are crippling, he compensates by just using ice infused chains but even that's not enough.
Name: Maximilian Stratos Age: 57 Magic: Energy Make Energy Projection Magic Level: S Guild: Retired History: Maximilian was a great and proud shipwright in the country of Minstrel. He met his wife while at market, seeing the land and the people to inspire his designs. Her beautiful song and dance prompted his first specialty design, a ship with a stage and projection equipment built-in, with performances like hers in mind. It was this specialty design that led Tomato Feast, lead by Al-Gin, to requisition a ship for his own purposes. A high-class restaurant in the sky, with a stage for performances and a dock for ferries and supply ships. Another party within the guild caught wind of Maximillian's powerful yet flexible magic, and set a foul plan into motion, to take over the guild and make off with the powerful magic, magus in tow or not. Maximilian has been captive since, serving as a blueprint for copying Energy Make. Personality: Lord Stratos is a kind, somewhat lenient man, though he can be strict when it comes to morality. Team Members: Lady Stratos Three Strengths: 1. Clever 2. Inventive 3. Charming Three Weaknesses: 1. Too trusting 2. His daughter 3. Eccentric Greatest Love: His Family Motivation: To provide his daughter with the tools she will need to secure her safety and success. Appearance: Additional Details:
Name: Al-Gin Garama Daroon Gender: Male Age: 49 Magic: Gourmand Magic. Hey, it's Pearl Jam no it's not. While his cooking can, yes, heal the body of ailment with the proper nutrition, he can also imbue meals or, more portably, snacks with magics that will create various effects. A spicy riceball or curry could turn into fire breath, for example. Fire Magic Learned mostly as a means of cooking without the need for fuel, Al-Gin also recognized the value of having a more impromptu defense measure available to him. If he were ever caught without an attack food on his person, he would be able to fall back on fire magic. Magic Level: S - Guild Master Personality: Al-gin is obsessed with food, so it is no wonder his magic revolves around it. He loves to cook and share his cooking, and views running a restaurant as a means to do that, not to make money. He understands that a restaurant is a business, but doesn't see the point in doing much more than making just a slight profit.
History Al-Gin grew up with a poor family, in a desert city. As such, cooking meals was very important to their daily life. When their parents could not provide enough money to purchase the food they'd need, Al-Gin would go out and forage for ingredients, bringing them back and cooking the meal, instead of letting his tired parents do the work. This was the beginning of his long career as a chef. One day, while he was gathering, he ran into another chef doing the same. They went for the same herb, and that got them to talking, and then got the old man to teaching. Not just cooking, but a magic to go with it. Al-Gin was delighted at the things he heard he'd be able to do for his family, and he asked what he should cook for his exhausted parents. A simple dish of rice and meat would be able to restore their stamina, but they could not afford meat. The elder chef kindly gave him 3 kilos of meat to take home with him, telling him to chase the desire of cooking for others. So he did, with great enthusiasm. He loved to cook and loved to eat, but even more, he loved for others to eat his cooking. He loved to hear their praise, loved to see their expressions when they were stuffed full, and loved to take criticism to improve his cooking. To him, cooking is life. He sought out Maximilian Stratos to further his goal of cooking for the world over. He'd need to take his restaurant many places, and to do so, he figured that this man who put a stage in the air around certainly be able to help him. Imagine his dismay when his underlings had their own plans. Secretly, he supports Maximillian during his capture, waiting for the right time to free him and rid himself of the vile betrayers in his guild, and bring back his precious Tomato Feast. Team Members: N/A
Three Strengths: 1. Fantastic Cook 2. Great understanding of his magic and how it works 3. Quite energetic.
Three Weaknesses: 1. Very excitable for cooking opportunities 1a. Loves to eat 2. Cowardly 3. Heavy and slow
Greatest Love: Do you really have to ask? FOOD
Motivation: To cook for the world
Appearance:
except chunky
Name: Tidius Reinor Age: 29 Magic: Magical devices The Doctor has been researching a means by which he, one without magical potential, can use magic. He uses lacrima as fuel for Holder-luke devices that he's made himself, copying magics from guild mates and captured mages alike to make them. Magic Level: - History: "Dr." Tidius Reinor was ejected from his academic environment due to his obsession with magic, especially during a time magic has been so feared. His constant pursuit of magic power inspired fear in his colleagues, leading to his exile. This only fueled his desires, and he found himself a guild that he felt he could manipulate into serving his needs. He saw great opportunity in the ship Al-Gin had requested, and focused his plans around taking control of it for long enough to achieve his goals. Personality: The Doctor is quite manipulative. He is very obsessed with obtaining magic for himself, whatever the means. He seems to be geniunely concerned with his guild's wellbeing, but is more concerned with his own ends, and is not above using his own people to reach his goals. Team Members: -
Three Strengths: 1. Highly intelligent 2. Goal orientated 3. Determined Three Weaknesses: 1. Too focused 2. Doesn't have any close friends, or family. 3. Physically below average
Homeland: Kitahmasune Island Territory of Caelum - located equal distances from Fiore, Caelum, and Minstrel - they operate as an independent territory.
Born with two tails, all Kitsune are born with the ability to transform between fox and humanoid form. They first gain control of when they switch forms as young as a year old - though many begin to consciously choose to change forms around two at the earliest. When they first start, it can be tiring - so it tends to be longer before they switch from one to another after the initial change - and with practice and time, they gain more control until it is a seamless transformation that takes very little energy. They possess heightened senses beyond that of what their humanoid body may suggest - able to see further, hear better, and have a more sensitive olfactory abilities. Both forms can perform physical tasks beyond that of their more mundane counterparts, with strength and agility beyond what one would expect; humanoid forms can lift 2x their weight without much training or effort as well as jump up to 20 feet up if they prepared for it, and their fox form maintains similar limits.
Most Kitsune living on Kitahmasune Island do not wear clothing. It is not simply because they live in a warm environment that rarely sees even a cold snap, nor is it truly because they have no inherent sense of modesty or desire to cover up their bodies. It is mostly a byproduct of the fact they shift freely between fox and humanoid forms and clothing only shifts with them given enough time and experience. Many see no point in learning to do this, though, as villagers from infancy are raised without clothing. Some, in their travels, develop a taste for clothing, however and choose to wear them while on the island.
Though not always true, many Kitsune have the same hair color patterns in their humanoid form as they do fur color patterns in their fox form, as is their eye color and dilation. The same is true of tail count; however many tails a Kitsune in their humanoid form has, is the same number of tails they have in their fox form. They do not possess human-like ears on the sides of their heads in humanoid form though, instead keeping their fox form ears and location atop their head. In their humanoid form, Kitsune fingernails and toenails will eventually grow to be tough as diamonds and, if left to grow, will end up growing to a claw-like point after only an inch by the time they are adults; despite their toughness, their nails cannot cut through just anything but will make quick work of cloth and flesh, and can cut/etch glass with ease.
Many believe one can tell a Kitsune’s age by the number of tails they have, but this is not the case. All Kitsune have a natural affinity for magic, aside from their ability to shift between fox and humanoid form. Their tails are an extension of that magic, and the more control over the magic they possess, and the more they practice, the more tails they have naturally. Over time, some have even taken to studies that allowed them to naturally grow more tails than they actually would normally possess for their magical capability. This can lead people that have learned about Kitsune to overestimate their capability, or underestimate the danger of an individual, based only only guessing based on tail quantity.
Kitsune find a natural affinity toward magic in general, but find some magic easier to learn than others. This natural affinity toward magic makes it easier for them to evade and resist effects of spells targeting them, though it does not give them an actual immunity to it. Kitsune are more apt to taking a full on hit from a powerful spell and keep standing - albeit injured - than many powerful mages; this ability scales with magical aptitude, but even C-Class Kitsune could take a hit that might knock down an B-Class Human and still fight for a bit longer.
The magics they have a natural affinity toward are: air, dance, earth, fire, green, illusion, lightning, plant, smoke, storm, totem, water, wind, wood, and variations of these magics. While these are magics they most readily learn and are trained with since early age, Kitsune seem to be interested in magics in general - especially those they have no natural affinity toward. Ventures to learn other magics, while not impossible, do come with a bit more difficulty than learning the above listed magics.
Telepathy, while a magic for many, is a natural ability for the Kitsune. They only have access to it while in fox form, to communicate with others not Kitsune. According to the Kitsune history, this is from millenia of development from the early times of them being more well connected to Caelum. It was vital to be able to communicate with non-Kitsune and the continued teaching and use of telepathy became a natural part of their race. They can choose to simply communicate as a fox, or actually try to speak with their telepathy, though; when they do speak using telepathy, they can only be heard as if they are normally speaking - by the people in their general vicinity - and can use it to shout to be heard by more. Unlike most telepathy, it doesn’t seem to be directed straight into the mind, and can be blocked by covering one’s ears or even being deafened. If a Kitsune is mute, or silenced, they cannot speak telepathically as well.
In addition to their general telepathy, Kitsune also seem to have an affinity to understand, and be understood, by animals like wolves, bears, foxes, raccoons, and other creatures like them - generally speaking, non-retractable claws (Caniformia family). When they communicate with the creatures, they use similar vocal patterns to that of the creature. This can only be done in their humanoid form. While in fox form, they can only communicate with foxes.
While Kitsune live much longer lives, they age roughly at the same pace as humans until they reach puberty. Puberty hits at about 14-17 for both male and female Kitsune. At which point, their aging slows immensely. Even in old age, Kitsune rarely look as old as their human equivalents (that is to say, late age humans and late age Kitsune don’t share many similarities) aside from Kitsune hearing and sight starting to fade with late age. The average life span is roughly 700 years old, though Kitsune with immense magical prowess have been noted to live upward of 900 years.
As an island race with rare interactions with the outside as a whole, they focus on fishing as their main source of meat with wild boar and birds being occasional sources of meat more typical of large feasts. They cultivated farmland for crops, growing vegetables, fruits, and grains as well. Because of this, many never really venture away from their typical diets to consume beef or even eat pig or chicken more often or ever try dairy or sweets.
Inquisitive by nature, taught to be from a young age, many come off as tricksters with their playful sense of whimsy in how they explore the greater world. Tricks - from an outsider’s perspective - are common as a way to help Kitsune understand how others may react, perceive, and hold boundaries with the world around them. Most seek to gain knowledge while outside the tribe, while others simply wish to enjoy the freedoms of living without a social structure dependent on their productivity. It’s also common to see Kitsune be viewed as criminals, either for misunderstanding the fact that the world around them is a barter system at the very least - trading goods for services - and simply taking a piece of food from a vendor if hungry, or in naively offering to help and being manipulated into criminal ventures. Each individual is different, but the world tends to see them in these generalized lights.
Kitsune are a bit more open regarding sex and sexuality, bearing no stigmas toward those that wish to explore their sexuality freely. Children born from such unions are housed in a communal home, tended to by those that choose it or are older children assigned to work there for a while. When Kitsune do find a partner they wish to stay with for the rest of their life, they conduct a hand-fasting ceremony. Though seen as unofficial by many mainland religions, with no real material possessions and an open community they see no reason for anything more than tying themselves together metaphysically. The ceremony is performed in the presence of all Kitsune present in the village, and uses various colored cords or cloths tied around the pair’s hands to signify various commitments this bond brings. When Kitsune unite in such a means, children born of this pair generally are kept to house with the parents rather than in the community home with other children; it is not uncommon for children to wish to stay in the community home as they grow older, nor is it completely rare for couples to decide to simply have their children housed in such homes from the start. There is no negative connotation for such choices, as the community feels the group children home is better suited to instill the sense of community with these children, just as there is nothing wrong with the parent choosing to keep their child with them instead.
On the island, both males and females share tasks across the island. They are raised to spend a year of time assisting in tasks from hunting/fishing, to gathering/farming, to building, or cooking, or even weaving and crafting. This system of switching jobs on a yearly basis helps young Kitsune experience the job and find what roles they would like to assist with should they come back from their journey away from the village. While they hold little value in currency, the village elders hold currency from returned Kitsune and gift it out to the individuals leaving for the first time. Kitsune that do return generally return to take on a full time role in a particular section of the village.
Though they remain self sustained, with no desire or need to trade with larger locations, they are not isolationists. They simply do not wish to be involved with any outside cultures or countries. Over 1,500 years ago, they actually worked closely with the capital as part of the country of Caelum. They disliked the way the government wished to use them and their resources, seeking to use their natural gifts to the kingdom’s advantage to help wage wars on other countries. After a firm refusal and negotiating their stance, they negotiated governing independence under the agreement that should war come to the lands of Caelum.
While they have mostly stayed on their island, Kitsune have continued a ritual since the days of required service to the Caelum government of allowing their young to travel outside their island to experience other cultures. When a Kitsune reaches 16 years of age, they are brought to a mainland of their choice (Minstrel, Fiore, or Caelum) and given instructions both how to signal a request for someone to transport them home, as well as a bit of a guide to other races and their cultures that the younger Kitsune had not properly had without visual sights of others; this guidance from an older Kitsune includes the face many other races are not accustomed to nude forms as readily as Kitsune are as well as explaining the point of money.
Not many outsiders have gotten the privilege of seeing Kitahmasune Island in the past 1,500 years. They aren’t forbidden, but the village elders frown upon outsiders being brought in by the young Kitsune returning, or sailors that have gone to deliver the young Kitsune returning with wayward ‘outsiders’ seeking to understand their people. Elders have long memories after all, and have handed down the memories of those before them - offering the guidance of when their mainland tried to use them, and that their ways are seen as unusual to many unaccustomed eyes. There has been times of these so called ‘innocent observers’ that have sought to manipulate the Kitsune’s natural abilities for their own end, outsiders that have met swift justice at the hands of avenging Kitsune.
In the present day, there are not many Kitsune that wander the lands of Ishgar. The village is hardly 2,000 large, including the young, and Kitsune young that are brought to the mainlands are not done in large numbers. Not all Kitsune that leave decide to return, but many do, and many prefer the comforts of home over the confusing whirlwind of large world life. There are, at most, 50 Kitsune that are known to be traveling across all the countries of Ishgar and beyond at this point. The exact number is uncertain, however, as only ten to fifteen young travel out each year and almost all return within a year or two.
The Kitsune pantheon is based around elements personified more than it is around aspects. These are broken down by type. As they are an island dwelling people, their deities focus more on the elements they experience. Their pantheon is separated into two categories: The Creators - who are responsible for overseeing everything - and The Keepers - who are responsible for specific aspects of the world.
While they are viewed as generally a spiritual people, they don't tend to 'pray' to the spirits like others may pray to gods. They communicate openly and freely with them, and do thank them for being able to have a good harvest or for their homes surviving a storm. They do not provide offerings to appease the spirits, either, and instead simply sustain on their belief to communicate to the spirits as a one sided conversation and to live clean and sustainably; ensuring they do not abuse the lands granted them by only taking what is needed to maintain a comfortable life on the island.
Here are brief overviews of them. Deeper legends can be written out as well, but when asked these are the basics of what all Kitsune know.
Haetymi - The Heavens - Personified as a woman with hair and skin a neutral grey that appears black at night and cloudy grey during the day. She wears a flowing robe black as night painted with the stars. She is accepted as the one responsible for commanding the elements involving the sky. In the beginning, she is the one to have protected the world from the evils beyond, so that the others could create the world.
Wylasute - The Oceans - Personified as a woman with hair frothy and white as foaming water and skin as dark as the deepest oceans. She wears flowing robes that move and shift like waves. She is accepted as the one responsible for commanding the elements of the water. In the beginning, she tamed the tempers of Fzetit and Eticoum to help shape the world as it is today; it was from her grace that life became possible.
Fzetit - The Heat - Personified as a man with blazing hair and crimson skin. He wears robes of wispy smoke. He is accepted as the one responsible for commanding the elements that involve heat - fire, lightning - as well as that of light and shadow. In the beginning, he quarreled with Eticoum over what would be his domain until Wylasute negotiated the peace; it was from his passion that life became possible.
Eticoum - The Lands - Personified as a man with moss like hair, and cracking and crumbling skin of varying browns. He wears robes of moss and flowers and vines. He is accepted as the one responsible for commanding the elements of earth and plants. In the beginning, he was unmoving in his desire to obtain space for himself, until Wylasute negotiated the peace; it was from his resilience that life became possible.
Lei’mahote - The Spirit - Personified as a 12 tailed fox with fur luminescent of the rainbow, and an ever shifting design in black and gray. Lei’mahote is genderfluid and may be referred to by whichever pronoun the speaker feels attributes per the tale. They are the child of Fzetit, Eticoum, and Wylasute, and responsible for life and all aspects of it. It was after Wylasute negotiated the peace between Eticoum and Fzetit that Lei’mahote came to be; it is from them all life is possible.
Lalazamo - Lightning - Personified as a humanoid made up entirely of lightning. Responsible for controlling when and where lightning happens. Is said to gift magical lightning abilities to people.
Pholvi - Fire - Personified as a giant lizard made entirely of fire. Responsible for controlling when and where fire happens. Is said to gift magical fire abilities to people.
Subelxe - Storm - Personified as an enormous eagle made entirely of clouds. Responsible for controlling when and where storms happen. Is said to gift magical storm abilities to people.
Aeqowuth - Air - Personified as a nearly invisible humanoid, though may be a more visible translucent humanoid if air quality is poor. Responsible for controlling basic air functions and the quality of air. Is said to gift magical air abilities to people.
Wvopeltui - Wind - Personified as swirling gusts of wind that take the form of a large owl. Responsible for controlling when and where wind occurs, and how strong it is. Is said to gift magical wind abilities to people.
Eapomiv - Earth - Personified as a bull made of stone. Responsible for controlling the earth and when tremors or mountains occur. Is said to gift magical earth abilities to people.
Nanacokim - Plant/Wood - Personified as a chipmunk made entirely of wood. Responsible for ensuring plant health and prosperity. Is said to gift magical plant or wood abilities to people.
Rinir - River/Lakes/Rain - Personified as a small otter made entirely of nearly clear water. Responsible for controlling the pathways of fresh water. Is said to gift magical water abilities akin to that of fresh water to people.
Secime - Sea/Bogs - Personified as a giant otter made entirely of dark, translucent water. Responsible for controlling the tides and how salt water converts to fresh water. Is said to gift magical water abilities akin to that of the sea/ocean to people.
Scurimon - Smoke - Personified as a humanoid made entirely of wispy black smoke. Responsible for controlling how smoke travels and how quickly it dissipates when sourced. Is said to gift magical smoke abilities to people.
Liretotoie - Light - Personified as a butterfly made entirely of light. Responsible for how well people can see and navigate their surroundings. Is said to gift magical dance abilities to people.
Shylivermo - Shadow - Personified as a moth made entirely of darkness. Responsible for how people interact with one another. Is said to gift magical illusion abilities to people.
It is said that once every few decades, the Keepers bless some Kitsune with more gifts than others and allow them to call upon more than one of them. This is how they come to be able to use Totem magic. Totem magic is seen as a combination of imbuing objects with power, and utilizing herbs and elements to cast spells. It can also be seen as a form of spirit magic, as it calls upon the powers of the spirits to help make spells work. It can hex and dispel hexes in the hands of skilled casters.
Shylivermo has been known to gift people that have already been touched by another, and it is not a rare occurrence for this to happen.
Ashen God Slayer: Nolan has the ability to create and manipulate searing hot ash. Because ash is matter that had been already burned, it cannot be burned even more and is the perfect counter against fire magic. The ash can be used to hinder one's sight, sense of smell, and even breathing. Like any god slayer, he is able to devour his own element to regain his strength as long it wasn't made by his own magic. However, its strongest point is that the ashes used in other spells used by the same mage can be used again for other spells. Its most basic applications are to coat parts of his body or weapons with ash for attacks.
Shaman Magic: It is said to be magic related to Seith Magic, an ancestor of it in a way. While Seith Magic requires a mage to contain souls in order to use them, Shaman Magic does not. In fact the way that passing souls are used can vary.
The souls can be used to create constructs such as extra appendages, barriers, armor, platforms, and so on. The souls can also be summoned to fight for the user, but once destroyed they won’t be able to retain a physical form to fight. If the user wishes to summon a specific soul then they must have an artifact or something related to the soul that they want to summon. Even then the soul can possibly reject the summoning. Another ability gained by this is to be able to see the souls of the living and deceased.
The mage can allow their soul to enter the spirit realm via meditation. The soul can be lost if the body is killed and the soul can be killed as well, never to return to their body. He can also fragment his own soul and bind it into objects.
He can imbue aggressive spirits to his God Slayer magic to give his attacks a homing effect.
Ashen God Slayer
Ashen God's Bellow: The user breathes out massive black ash streams towards the target in the form of tornado. Ashen God's Grand Cry: An enhanced version of Bellow, it has a much larger radius and even greater destructive power.
Ash Cloud(unnamed): The user can create a cloud of ash that they can stand and travel on.
Ashen God's Explosive Cinders: The user releases a massive ball of black ash at their opponent from their arm by launching it forward in a punch-like motion. Once their ashes reach the target, they increase in size, creating a giant explosion
Ashen God's Wayward Wind: The user generates a cyclone of ash from their hands that is meant to lift and smash its intended target(s) into the ground.
Ashen God's Wrath: The user holds his hand out and creates a violent stream of ash that circles around a person, each with the ability to slice through flesh with ease. This is meant to make it hard for someone to approach the user and keep them at a distance. Ashen God's Iron Maiden: This is a follow up technique where the ashes around the target turn into spears that launch into them, piercing them.
Ashen God's Domain: The user creates a spinning dome of ash around them that acts as a barrier for incoming attacks while also serving as an attack sends whoever is caught in it flying. Mostly serves as a 'get off me' move.
Ashen God's Fang: The user creates an arc of razor sharp ash meant to slice and dice. This can be done with either legs or arms. Ashen God's Flying Fang: A projectile version of the attack. It can also be performed with a weapon. Ashen God's Mad Dance: Essentially this version is a vicious assault of blade generated by various kicks, punches, swipes, and so on to cut its intended target into pieces.
Ashen God's Peerless Arrows: The user generates spinning drills of ash that pierce and rip through its targets.
Ashen God's Fell Tale: From the user's tailbone, they create tails of ash with a bladed edge that have various uses, such as long range stabbing, slicing, defense, and even movement. The tails can also fuse together into a larger one for much more powerful attacks.
Ashen God's Round Kick: The user coats his leg in a stream of ash and kicks their opponent to immediately release a whirlwind of ash that either be used to send a target up in the air or to send them flying forward.
Ashen God's Coffin: The user either generates a large stream of ash or uses the ash from their previous spells to encase their targets and crush them.
Ashen God's Appetite: The user creates a massive skull of ash that flies at its target with its mouth open before biting down on its opponent, crushing them and then exploding.
Ashen God's Hellion Cage: The user generates a dome of branching spikes of ash that branch off irregularly, making it hard to predict its pattern though its true purpose is to hinder movement and block off escapes.
Ashen God's Twister: This attack uses whatever ash that is leftover from his previous spells and creates a twister of ash around its target(s), sending them up in the air while cutting away at them. This can also be performed by punching the ground and the twister will erupt from the ground beneath the target(s).
Secrete Arts
Black Dharma- Rage of Rudra: Black ash gathers around the users hands which they raise above their hands before sending it off in a destructive hurricane force wind of ashen blades that send whatever its targets flying while shredding whatever it comes across.
Black Dharma- Heavenly Sanctuary: An all out defensive spell where the user creates a massive dome of solid, compact ash to protect those within it. It could theoretically be used to contain something like a powerful magic attack or even a mage though obviously if whatever is attacking the dome or being trapped in it is stronger then it will simply break through eventually if not just completely obliterate it.
Black Dharma- Destroyer's Trishula: Currently, this is Nolan's most powerful offensive spell. It takes the form of a trident after gathering and focusing a large quantity of ash. It is typically thrown at high speeds and this spell has great piercing capabilities, but its power is so great that whatever is surrounding is crushed by the weight of its magic power. When it makes contact with its intended target, it will explode into a consuming column of ash. Technically he could just stab someone with it to set it off, but that would be dangerously stupid since not even the user would be immune from the explosion.
God Force: The pinnacle of God Slayer magic though in Nolan's case, he's not quite there yet. It is a massive power boost that amplifies his magic and physical abilities several times over. In fact, the power is so great that if used by someone who has yet to master it, such as Nolan, it would cause excessive strain on the body and creates the sensation that its very atoms were being torn apart from prolonged use. It is like trying to contain a hurricane in a bottle.
Nolan's form specifically has a golden dharma wheel floating behind him while the color of his eyes turn into gold as well. Even his ashes take on a gold color instead of its typical black. Prolong use creates cracks of light on his body.
Shaman Magic
Spirit Eyes: He is able to see people's souls, even if they are hidden behind objects.
Low-Level Peaceful Spirit Summoning: He can summon at max one hundred peaceful spirits within the vicinity and have them move about. This is useful for gathering information as quickly as possible. They can be destroyed very easily and have no ability to cause harm. They appear as white spheres.
High Level Spirit Summoning: This summons a spirit in the form they had during the time they were living and even their powers to an extent. This requires an item that was closely associated with the owner and depending on how strong they were in life, their power will be diminished.
Swordsman Soul: Nolan had broken up his soul into several swords. He can warp to which ever sword he has out though if tries to do it with more people then it consumes more power. The reason he can do this is because his soul is literally trying to locate and get as close as possible to become whole again. However, there is a certain range where he simply cannot teleport to another sword as it will simply warp back to him. Also, if someone is expecting him to warp then it is quite easy to predict where he will go.
Ares:
A two-handed broadsword meant to slay the gods. When wielded it increases the wielder's physical strength.
Hermes:
A one handed sword that was crafted to slay the gods. When wielded it increases the wielder's speed and makes it wielder weightless, allowing the user to jump great heights.
Ifrit:
A longsword meant to slay the gods that can generate flames and give his regular spells a flame aspect to them. Useful for when Nolan needs to get some ash.
Shamash:
A god slaying sword infused with the power of the sun, granting it a holy attribute that can dispel black magic.
Ashen God Slayer + Shaman Magic
Ashen God's Warriors: Nolan transplants violent, lesser souls into large bodies of compact ash they can fight. These forms have relatively decent physical strength and durability though are slow.
Ashen God's Assassins: Nolan transplants violent, lesser souls into thin, loosely pact ash. These fighters are much faster and can easily manipulate their form to dodge though have lack strength and can be destroyed in one hit.
Ashen God's Vengeful Bombs: Nolan transplants violent, less souls into small spheres of ash that home in onto their targets and explode on impact.
Secret Art
Black Dharma-Naraka: A spell of Nolan's own creation. The user traps its target(s) in a cloudy dome of ash that completely blocks out any light. Those within it feel a cold sensation as the ash enters lungs, making it hard to breathe if they don't cover their nose and mouths. The true terror comes from the fact that Nolan infused the souls of those who cannot pass on and those trapped within it can hear their voices, their screams of terror of confusion, begging for this to end. It is a twisted spell that is meant to break someone psychologically.
Magic Level: S
Equipment:
Asi: A two-handed sword made from the flesh and bone of a slain goddess when given to him by his elders. It houses the spirit of said goddess that had made a pact with Nolan for better or for worse.
History:
Nolan's life should have been one of privilege; he was born into the Waltz Konzern, one of the largest trading companies in the entire kingdom with influence that reached beyond its borders. His mother was a kind woman, gentle, warm, and had a sharp wit and his father was stern, yet compassionate man who made time for his family. He was the youngest of three children with an older sister and elder brother though unlike his siblings he was born with the ability to use magic though his potential would not be realized until later. There was never a day that Nolan did not have a smile and simply wished to spread joy to those around him.
Then it came all crashing down; his parents took Nolan along to a trip to Caelum where they were going to work out trading contracts, but a violent storm tore through the ship and the next thing he knew, Nolan woke up alone on the shores of Caelum. His luck only became worse when what he thought was rescue were slavers who took the boy captive. In no other way to describe it, he became nothing less than of a play thing for the head of the operation who was known as The Madame. What he had to endure broke the child's spirit, but by luck he was saved by a wandering mage who caught wind of the slavers. Nolan was the lucky one; many of the other children were either shipped somewhere else or were piled up to rot.
The man who saved him was a monk from a temple not too far from where he found the boy and took him in. What the boy found that there were several other monks who dedicated their lives to the pursuit of knowledge and understanding of the form of magic they sought to preserve, God Slayer magic. Nolan was greeted with open arms and accepted as one of their own, taught the secret of their ways as both a scholar and a mage. Slowly, but surely he opened up and found himself a new family in his beloved teacher and peers while working hard to strive to become a mage worthy of the kindness.
Then that day happened; they were slaughtered by a horned god, even his teacher, but the god left him alive for some reason that he could not comprehend. Inconsolable and with no one to turn to, Nolan tore through the country of Caelum with a fury that no one could comprehend. His targets were criminals, people that deserved death and it was not hard to find them since they were as plentiful as cockroaches. Of course, it wasn't as simple as he would had liked; many of these criminals were people that had no other options and had to commit unsavory acts just to survive. Of course, there were many that truly deserved it, but he killed many that were not deserving of such a fate.
At some point, Nolan had decided to return to Fiore as he did not see any future in the impoverished country. When he returned, he wandered aimlessly as he looked for work and somehow found his way in the guild, Phoenix Wing. It was supposed to be a temporary gig where he just got some money to continue wandering, but after various strange events, he found himself getting closer to his guildmates and was tied down to the guild. One of those adventures led to him becoming an item with Ariel.
During an encounter with a ludicrously powerful mage by the name of Frye, Nolan was approached by the goddess dwelling with in his sword and offered to teach him the means of becoming strong enough to defeat formidable mages. Of course, making a deal with a higher power is obvious a terrible idea, but he was desperate and in a life or death situation. It really was only because her assistance that he made it out alive
After the events of the first GMG in a hundred years, Nolan became known for two entirely different things: one were his looks and what some could call a bad boy attitude, which led to him being very popular among women and the other were his absurd strength for his age, but unfeeling cruelty and brutality against his opponents that earned him the moniker "Ashen Ghost" and struck fear into the hearts of many. However, there were also rumors about his kindness and selflessness, such as saving a waitress from a pair of goonish Rune Knights or stopping crime without ever so much trying to take credit or gain recognition.
For the last two years, he had been under the tutelage of the Goddess to complete his education as a God Slayer while maintaining his duties as a guild mage for Phoenix Wing to which he was promoted at some point. To also afford to live due to a certain Ethel becoming his housemate against his will, Nolan found himself taking up modeling job offers, which consequently made him more famous with the female demographic to much of his dislike.
Personality: If anyone had heard of Nolan Waltz whether they are a member of the guild or an outsider, they would know that he is a gruff, no no-nonsense mage that gets the job done if not vicious. He a rude, grumpy, and sarcastic person with a long list of people who he had pissed off in one way or another. There is no doubt that Nolan is prideful and willful, often refusing to bend to other people, especially to authority, and does whatever he so pleases.
This is not to say that these things are untrue, but the reality is that Nolan is an easily flustered man whose words typically do not match his actions; he will act as if helping people is such a chore and yet, he cannot say no to anyone who is in need and he will punish those who do wrong. Beyond that, Nolan is truly a kind person that struggles with his own grief and rage, believing that there is really not an ounce of goodness in him and terrified that he will lose everything again.
Nolan is terrified of almost every women, save for those that he trusts in the guild. The only way he can fight a woman is if his life is completely in danger and has the intent to kill or he simply does not seem them as a woman.
While his focus is still on being a guild mage, he does not forget his roots as a scholar and monk from when he lived in the monastery so he still studies magic theory and history as well as mythology and forms of worship.
He is surprisingly good with kids. Has a poor relationship with his siblings. Secretly really likes sweets.
Guild and guild mark location: Phoenix Wing, Right shoulder Team Members: Team Powder Keg
Three Strengths: 1. Has an in depth knowledge of history and mythology 2. Is a very good dancer 3. Second Origin Awakened
Three Weaknesses: 1. Terrified of most women: He freezes up and starts to panic when he is too close to a woman or when they try to make a move on him. 2. Near sighted without his glasses 3. Has anger issues
Greatest Love: Ariel
Motivation: He has a lot of people and gods that he wants dead.
Additional Details:
Practices ballet and volunteers at dance studio to teach kids ballet. Husbands and fathers hate him because their wives and daughters are typically enamored with his looks.
His older sister's name is Melanie and his older brother's name is Jay. Nolan is an uncle.
The magic allows the user to take on the characteristics and abilities of a dragon. In this case, a water dragon. A more detailed list of the abilities includes being able to heal themselves and others, purify water, swim at high speeds and be able to ‘breath’ underwater, though their real speciality lies in buffing their allies.
Like all Dragon Slayer’s they are able to ‘eat’ (or in this case, ‘drink’)’ their respective element to regain their magical power. The consumption of polluted/corrupted water, however, has the opposite effect and in some cases is life-threatening.
With her unique circumstances, she can be referred to as a ‘6th’ generation dragon slayer. As such, her magic is regulated by Ryujin to make it stronger, weaker or simply cut it off entirely. The dragon spirit is also capable of forcefully activating Dragon Force, however, the toll it takes on the Slayer, both magical and physically speaking, makes it a last resort trump card.
Basic Spells: Water Dragon’s Roar: Jasmine shoots out a ‘spiral’ of water from her mouth, akin to that of a water twister.
Water Dragon’s Jetstream: Jasmine coats herself in a veil of water and is able to travel at high speeds, attacking like a living battering ram. Can also act as armour or used to move around very quickly underwater.
Water Dragons Cannon: By focusing and condensing her magic into a fist sized sphere of water, she is able to launch it at high speeds for results that would replicate that of being hit by a magically powered cannonball.
Water Dragon’s Vicious Vortex: The spell forms a swirling mass of water around the caster/target, similar to a whirlpool
Water Dragon’s Crashing Waterfall: Can be used to increase the destructive force of Jasmine’s punches, kicks, etc by coating whichever limb/body part is currently in use with water
Water Dragons Cascading Waterfall: A flowing combo from Crashing Waterfall that can number up to, unless interrupted, nine consecutive blows, generally almost ending in a kick
Water Dragon’s Healing Cocoon: Coats either herself or a target(s) in a layer of water that rejuvenates the body.
Water Dragon’s Tortoise Shell: Creates a sphere of water that is used to repel or stop attacks
Water Dragons Purifying Touch: Similar to Cocoon, and can be used in tandem, by coating the target(s) in water Jasmine is able to draw out any impurities, i.e. poison and the like.
Water Dragons Scalding Geyser: By slamming her hands on the ground, she is able to create and channel superheated water that is near boiling point, or beyond, to suddenly erupt out of the ground and engulf an opponent(s) in a particular spot.
Heated: A simple spell that simply increases the heat of her water, usually used in a combo with one of her other spells to scald or burn her opponent.
Frigid: The opposite to Heated, this simple spell cools her water, without freezing it.
Coursing River: Blesses allies with the swiftness of a running stream, enhancing their speed and agility temporarily
Swelling Waters: Enhances an allies offensive prowess, both magically and physically
Watery Embrace: Enhances an allies defensive capabilities by coating them in a thin layer of magical water armour, allowing them to take more hits from magical and physical attacks alike. Also with the added bonus of them being able to temporarily be able to breath underwater for a set amount of time
Unseen Current: 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's Creeping Pull: 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 pass out.
Lapping Waves: 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 being near a or river, and some even say they can see the motion of the water.
Secret Arts:
Liquidation: Used to turn people or objects into a liquid, depending on the stage used
Stage I: By forming a bubble through intense concentrating, the user flings it towards the target at incredible speed. Upon impact, the target will rapidly begin to turn into a liquid state. Despite how it may sound, this isn’t actually an attack but instead acts more like a sealing spell and it can be dispelled by either the caster or of powerful dispelling magic or mage. In which case, the target will slowly revert from their liquid state back to normal.
Stage II: A larger-scale version of the spell, it instead causes a large magical circle to appear on the ground. Any projectile of any kind caught within range of the spell is immediately turned into a harmless pool of water on the ground
Ryujins Wrath: By placing both her palms on the intended target, which can include herself, Jasmine is able to effectively allow the target to ‘surpass their limits’, though it comes at a physical, magical and mental cost proportional to the boost. The target can also lose control of their own power and effectively go ‘berserk’, so careful consideration must be made before casting.
Dual Element: Not yet unlocked
Magic Level: A
History:
Jasmine was raised as an only child of a merchant couple, such was her belief up until the events before Tenrou Island when her sealed away magic resurfaced. As did her memories of life before, and perhaps an insight as well into her ‘parents’ death during the GmG.
Jasmine was the only surviving test subject in a group’s attempts to make their own dragon slayer; one whose power would surpass that of any slayer before them, or even the dragons themselves. Having survived the gruelling series of tests put before her, she had a special lacrima surgically placed inside of her and since then has had the company of her ‘father’, Ryujin Stormwater, to mentor and filter her powers from within.
However her young and frail body could hardly take such powerful, foreign magic and the experiment was doomed to fail. She was to be disposed of and have Ryujin taken. But, instead, a man had caught wind of this experiment and taken it upon himself to bring it crashing down. In the chaos from the fight that erupted, Jasmine was rescued by this man and the people behind it all were either killed, went MIA or turned into the council. The man never told anyone about the girl he rescued, having instead spoken with Ryujin and between the two of them they went about sealing her magic and memories away.
It just so happened a merchant couple had just lost their young daughter and happened upon the man with Jasmine, the man entrusting Jasmine to the couple who raised her as their own up until their demise during the GMG. During which, Jasmine came across a curious duo that proceeded to turn her into a sword, though later being ‘rescued’ when the duo came across James, Cody and Levi and the transformation broke before them.
Shortly thereafter with the help of Penny she tracked down and remembered what happened to her parents, burying them before, with no where else to go and wanting to repay the favour of being saved, joining Phoenix Wing, though as someone with no magic at the time and no talent for learning any, she mostly just tended to the bar and other such things.
While the rest of the majority of the guild prepared to depart for Tenrou, a curious incident with Ethel triggered the seal on her magic to suddenly break, leaving the distressed girl in the care of Penny who she accompanied upon a job to deal with an outbreak of Hane-Sakaa in a nearby town with neither girl originally planning on going to Tenrou. It was only a chance meeting their two later exceed partners, Iggy and Rajah, that swayed Penny to leaving, hearing from Iggy that there were dragons on the Island and her guild was in danger. Not wanting to let Penny go alone, Jasmine accompanied her, as did the exceeds, soon after they wrapped up their job to go to Tenrou where upon arrival and verifying Iggy’s story they almost immediately initiated a fight with a seemingly wounded Iron Dragon, later revealed to be Gajeel Ironfox, before it could go and attack the others, who were busy with their own dragon problems.
Though during the fight, a moment of hesitation from the younger girl seemingly cost the older Penny her life as she took the brunt of an attack meant for Jasmine. Overcome with adrenaline and rage, Jasmine continued to fight against the Iron Dragon until Penny’s sudden and dramatic revival; completing her descendant as a Phoenix. With a unison raid, the two at least temporarily defeated the Iron Dragon before joining up with the others just as Zeref made his entrance, teaming up with the others in unleashing their most powerful attacks to help break Zeref’s control over the Dragons and eventual defeat.
With such a sudden and overwhelming amount of magic used in a short span of time, her body not used to the rigours of slayer magic after it’s slumber, she spent much of the boat trip home sleeping after having passed out just as Zeref was defeated.
During the two years that have passed since, she has officially joined the guild’s rank as a wizard, participated in a Slayer Bootcamp, completed her own solo job, and undergone her own tutelage under Ryujin.
Personality: Jasmine is a kind and gentle individual, one who is always willing to lend a helping hand to those in need even at her own detriment. While having many fears, she isn’t as easily scared as she once was and is more than capable of putting them aside when a situation is dire. She’s always looking to improve, whether it be getting over her many fears, with her magic or even something as mundane as sweeping the guildhall floors.
She has a preference for choosing trying diplomacy and peaceful methods as her first options, believing violence shouldn’t be the answer and should only be used if absolutely deemed necessary. She is rather gullible and naive due to her belief that even the wickedest, evilest person has good somewhere within them, and without someone else besides her can be somewhat easily fooled.
She has always had a love for magic, whether it be talking about, reading about or watching others perform their magic, despite her own reluctance at first to accept her own, and upon meeting new people can come off as very...overwhelming in her declaration to see their magic, a stark contrast to her otherwise quieter nature. She is also known to be easily distracted by magic she hasn’t seen before or magic that particularly catches her interest.
Guild and guild mark location: Phoenix Wing, gold on the back of her left hand
Team Members: Rajah
Three Strengths: 1. Easy to get along with 2. Very good at sewing/embroidery 3. Financial Abilities
Three Weaknesses: 1. Doesn’t take much to knock her confidence 2. Gullible/naive 3. Her curiosity of magic can get the better of her
Greatest Love: Magic, she absolutely adores magic
Motivation: To be of use to her guild
Appearance:
Additional Details: Left-handed She is always seen wearing a small amulet adorned with a sapphire around her neck When she talks to Ryujin, to others it seems like she’s talking to herself
Name: Rajah
Personality: A true douchebag Rajah takes haughty to the extreme, seeming to hold the view that the world revolves around them and thus can, and will, order anyone around in any way she deems fit, with the view that everyone else is nothing more than her servants. Of course, when people rightfully tell the young exceed to stop being such a little shit she will unleash a torrent of abuse and childish name-calling. Despite her small stature and beyond weak powers, she isn't afraid to get up in people's faces during this torrent of abuse. Also has a terrible 'potty mouth' to put it politely, and will try to use her cuteness to try and get out of whatever trouble she inevitably finds herself in, with very mixed results.
Personality: Originally spiteful and hateful of humans, Ryujin has since mellowed out in his later years since his passing, with not much else to do inside his lacrima prison but to ponder and review his own histories and mistakes. As one would assume, he is a wise dragon, though one still unattached to most lives bar that of his current 'host' Jasmine Lockwood and the daughter of his old time friend, Penny Hoffman. He typically plays the part of the sagely fatherly teacher figure for Jasmine, especially helpful thanks to his mental and overall connection with the girl.
Character Relations:
Nolan Waltz: Is absolutely terrified beyond belief of, to the point she doesn’t want to be in the same room as him
Has a healthy amount of respect and admiration for James Avelane and Cody Bloodstein for their part in her rescue and subsequent joining of the guild, often training with the latter
Penny Hoffman: Looks up to as almost an older sister figure, confiding in the older girl and always seeming more confident in her presence
Amaya Van Isis: Being fellow Dragon Slayers, Jasmine shows her due respect to the senior female slayer, often going to the older girl for advice on her magic and just generally having a friendly, amicable relationship
Rajah: Despite how many might perceive their relationship as doomed to fail, Jasmine holds an incredibly soft spot for the little exceed, often defending her outbursts, finding the little exceed adorable.
Name: Neil “The Alchemist” Yoska Age: 23 Birthday: April 20th
Magic: Requip: The Alchemist (plus 2 magic weapons) Magic Level: B
Requip “The Alchemist”: He stores a lot of various pre-mixed concoctions using this spatial magic. He also stores two weapons and three “battle outfits” in this space as well. The holographic inventory is specially formulated to properly track the shelf life of his concoctions to make sure none hit volatile states left unused. Some of these are manufactured into special bullets that are preserved to not allow the concoction to expire; these are all loaded into quick load clips in his requip space and each has their own pocket. His skill with his requip is quite immense, able to change between loaded clips or pull out his premixed alchemy vials in the middle of a fight without needing to withdraw to do it.
As far as other magic goes, it’s all from either his dirk - Staken - that is enchanted with a single permanent spell that keeps the edge eternally sharp, and his pistol - Bullseye - that is enchanted with a few spells that require activation from the user.
Keen Edge: Resharpens edge of blade without use of whetstone. Can be activated by command, but does so automatically after being returned to storage after use.
Farshot: Enables the user to shoot with precision even over large distances. Doubles the average range of the shot’s accuracy tragection. Tracer: Trick shot that allows the user to hit a target no matter the distance or partial coverage. Complete coverage or barriers block the bullet. Bullets can be deflected if the target is able to see the bullet considering it continues moving at the same speed it is launched from the barrel at. Tracer cannot be used to target vital organs, and is more adept at targeting appendages or joints. Dead Shot: Once per day - user is able to hit a target perfectly in a vital organ provided there is no complete coverage or barrier to block the bullet. Dead Shot is designed to hit the target as a lethal blow, but can be blocked if the target is able to block a speeding bullet.
Alchemy Wares: Neil has made a breakthrough on a century old academic endeavor to scientifically design concoctions that have properties that mimic magic. Through extensive research and tedious efforts, he managed to enfuse chemical components with ethernano - and occasionally combine concoctions of such together - to make a variety of magical effects. He has further managed to convert them into special bullets for use in his gun, as well as quick application wipes for his blade, and AOE like effects as well.
These are produced en masse as they are easy enough for others to assist in the crafting of. These are produced in his factory, and distributed through stores contracted with him. The only form sold in stores is the vial form. Blade coatings and Bullet format are exclusive sales sold only in his own store, which he tracks information on who purchased such items and has strict sale rates for how many can be purchased at one time.
Entangle: When this potion comes into contact with a surface, it immediately binds to both the surface and anything within a 5 foot reach of the puddle of goop left in its wake. Things stuck in such a manner would need moderate effort to be removed from it. This same issue remains for up to 30 minutes before it will dissolve. Comes in just a vial or as a bullet.
Enbrittle: This potion will cause metal to which it is applied to become brittle and easily destroyed with very little effort. This effect is permanent on the metal it is applied to. Comes in a vial or bullet.
Fireball: Also known as Searing Flame, and Blaze Juice, depending on what form it comes in. This potion does much of what the name indicates - creates a fireball that has the potential to ignite flammable material along with harming living things it touches like normal fire does. As a bullet, it creates the same effect on a smaller scale against the target the bullet hits, providing blunt impact damage to the fire damage. As a coating on a sword, it gives the sword the ability to cause heat/fire damage to the target, as well as sear wounds closed if one is sliced open by it.
Caustic Bath: This potion can be used as a bullet, a vial, or a coating for a weapon. As a vial, it will create a pool of acid that will eat through organic material it comes into contact with in a matter of minutes - where the liquid lands. As a coating on a blade, it eats away at organic material sliced, but also can cause infections to exposed skin it slices and be much harder to stop bleeding wounds caused by it. As a bullet, it deals blunt damage from the impact, but also splashes the liquid against the target, causing organic matter to be coated in the liquid and receive chemical burns from it.
Knock Out: Used as a vial or a bullet, this potion does what the name implies - acts as a sedative to knock someone out from the vapors released when the liquid is exposed to oxygen. The effects last anywhere from 5 minutes to 1 hour depending on the target’s fortitude and size. The larger the target, the shorter the time. The unconscious state generally leaves the target feeling a bit groggy and confused when they first wake up, and can leave a feeling of being a bit drained though it doesn’t actually have any draining effects.
Flash Freeze: Used as a vial, a bullet, or a coating for a blade, this potion can cause a location to freeze or become super chilled depending on the method of delivery. Thrown as a vial, it will coat a surface the liquid touches in ice that can penetrate into a surface about an inch deep; size of the iced surface depends on the size of the vial. Items frozen in this means may stay frozen up to an hour, depending on the ambient heat of the area and As a bullet, it will deal blunt damage upon impact and either freeze the location the liquid within the bullet hits upon explosion or completely freeze the target (Flash Freeze 2.0); targets with weak constitutions generally feel chilled to the bone even if they are hit with a single location freezer, though limbs and body locations frozen in such a manner are simply transformed to ice crystal, and while not ideal and unusable, there is no ill effects on the location after the location thaws (usually 5-10 minutes after the target was hit depending on the target’s fortitude.) As a coating for his blade, the air around the blade chills, and causes locations cut by the blade suffers from frostbite; the frostbite doesn’t spread but can cause permanent damage if the target has a weak constitution and is not treated for the injury.
Lightning in a Bottle: As a vial or a bullet, this potion administers electric shock equivalent of a lightning bolt strike to the person it hits; if smashed against the ground it creates an electrified puddle that has the potential to electrify anything conductive that touches it.The puddle will last for about an hour. As a coating for a blade, it gives slash damage electricity damage as well, searing the edge of the wounds and with the potential to transfer an electric shock via contact near metal objects on the target.
Black Out: Comes as a vial or a bullet. This is meant to create a bubble of temporary darkness into an area. The bullet makes for a smaller bubble of darkness but can be created further than throwing the vial. The bubble lasts for 15 to 30 minutes depending on if it is the bullet or the vial, and can be dispersed by a bright flash of light (from a light source, fire, etc.) Bullet may not do much other damage to a target, but can still hurt when hit due to blunt force damage.
Flash Bang: Both a vial and a bullet, this creates an instant auditory and visual distortion of blinding light and singular intense noise meant to temporary blind and deafen people within a 10 or 20 foot radius (bullet vs vial). Can hurt if hitting a living target due to blunt damage.
Fog Bank: Vial only potion that generates a cloud of thick fog originating from where the vial is broken and spreading out for about a 20 foot diameter. Fog naturally dissipates in about 10 minutes.
Douser: Both a bullet and a vial, this potion generates a source of water to put out a source of fire - either small fire (single object), or a larger fire (up to a 20’ diameter), depending on if it’s a bullet or a vial. Can hurt if hitting a living target due to blunt damage.
Date Night Pick-Me-Up: This one is for the guys, comes in a pill. It’s little, and blue. You get the drift.
Hair of the Dog: A hot seller once he went mass-production, this potion is marketed as a remedy for hangovers. Comes as a pill or a potion, though the potion takes effect much faster than the pill.
Good Night’s Sleep: Currently only available in a vial, this potion is what Neil based his thesis on for being able to make breakthroughs on combining Ethernano and chemistry. It doesn’t properly replace the effects of having a good night’s sleep, but it certainly helps someone feel as though they managed to. A favorite among college students, this tonic will leave someone feeling refreshed for 12 hours regardless of how little sleep they got the night before; after those 12 hours, the weight of the sleepless night before and whatever activities of the day will crash down on the person and certainly help ensure they get the much needed rest the next day.
While these are not only exclusive used by Neil, he is the sole crafter of these potions. He is also the only one that is allowed to sell them, so while they are on a list of available potions to be sold within his shop, he maintains full discretion over who is allowed to purchase said potions. Like with Bullet and Blade coating versions of the above, he maintains detailed records of all that he sells these potions to. Example: only certified Locksmiths within Fiore are allowed to purchase Alchemist's Lockpick, and a single farm is allowed to buy Growth Boost as part of testing effects on how its effects from being used on produce may transition into those that eat it (so far there is no negative or observable impact reported from the community.)
Alchemist’s Lockpick: A drop of this potion into a lock will cause the internal mechanisms to release. Effects last for only 1 minute, so if multiple locks need to be disengaged, it needs to be done quickly.
Growth Boost: Can be a vial or a bullet, this allows for either a single target (bullet) or multiple targets (vial) to be instantly grow in size. Growth Boost works on organic and inorganic matter. Comes in several size increases - Growth Boost, Growth Boost 2 and Growth Boost 3 - which increases the target(s) 2 times, 5 times, and 10 times the size depending on what formula is used. Currently the only effects on organic material have been on plants, so the extent of growth and how long it lasts haven’t fully been studied on sentient life (i.e. Neil hasn’t tried it on an enemy and hasn’t asked for any volunteers). Inorganic life, and plant life, do not have a set amount of time they remain enlarged because of this formula; currently the only way to shrink something back down is through the use of Shrink Spray.
Shrink Spray: Can be a vial or a bullet, much unlike the name suggests of being a spray. When the liquid comes into contact, the target (bullet) or targets (vial) instantly shrink in size. Like Growth Boost, works on organic and inorganic matter as well as coming in multiple sizes that decrease the target(s) in size based on which formula is used. Currently it has only been tested on targets that have had the Growth Boost used on them, and some test objects; none of the test objects have shown signs of growing back to size after a set amount of time.
Flash Shielding: Technically two vials combined, this is a byproduct of when two separate chemicals are combined together and shaped by the user. It tends to be best served by behind shaped into a dome, but can be spread quickly to become a small wall to shield. While it initially is a goop, it turns into a rubbery substance quickly which requires quick shaping to maintain proper shielding shape. It can withstand simple strikes for about 5 minutes before it will start to shatter. Powerful magic and bullets and other stronger strikes can be blocked once but it will destroy the shielding immediately after. If it gets onto clothes it tends to bond with the fabric and turn it brittle and easily shattered by even the slightest swift shift of the body, and when applied directly to the skin it tends to turn the person purple for a number of days while providing no actual protection against even the slightest hit; thus is unadvised as a barrier coating of an individual.
Strength Enhancement: Currently only a vial, when consumed it grants a 25% temporary increase to the user’s strength. Effects only last for 15 minutes, and most have reported feeling a bit drained after, though Neil has yet to determine if it is because of the potion itself or because people take it to then do very physically demanding tasks; he has yet to feel drained after simply taking it and allowing the potion to work its way out of his system.
Agility Enhancement: Currently only a vial, when consumed it grants a 25% temporary increase to the user’s agility. Effects only last for 15 minutes, and most have reported feeling a bit drained after, though Neil has yet to determine if it is because of the potion itself or because people take it to then do very physically demanding tasks; he has yet to feel drained after simply taking it and allowing the potion to work its way out of his system.
Beauty is Fleeting: Currently only a vial, when consumed it can alter someone’s appearance to remove defects - scars, crooked teeth, acne - based on what the consumer envisions. The effects are temporary, lasting for up to 10 hours depending on how much of the consumer’s body is modified and how intense the modification is - completely changing one’s appearance to be someone else lasts for only about 10 minutes, where as just clearing blemishes for a date can last up to 10 hours depending on how much skin needs to be cleared. He’s been working on developing it into a cream for a beauty product line.
Scratch Away: Weird name for a nifty potion, but this is the first miracle breakthrough Neil had in his experimentation beyond any of the other things. Developed roughly three years ago, this allows the consumer to heal any minor scrape or scratch instantly. If poured directly into a serious injury, it will heal it a little bit - easing pain for a few minutes and at least helping encourage the blood to clot. It is not meant to help stop the bleeding of severe injury or stave off death even if poured into such a wound.
Pocket Surgeon: The step up from Scratch Away, this potion is meant to help with severe injury or to stave off death. Finished with the tweeks to get the desired effects roughly two years ago and designed specifically to be poured directly onto the location of the serious injury, this potion will help instantly clot severed arteries. It is not meant to take the place of getting a proper stitchup by a proper professional, but it at least will save someone from dying of a near fatal injury, or completely going into shock from - say - a severed limb. It works as a localized anesthetic, helping block pain receptors from transmitting those signals. The anesthetic aspect only lasts for an hour, but should give enough time to get the injured somewhere that can properly help them.
Second Wind: A miracle potion if any there was one. This is the real prize on Neil’s shelf and the most recent addition to his wares as of a year ago. Only in a vial, this potion helps make a mage recover about 25% of their magical energy again. It’s not going to let them do big flashy tricks, or even restore them to full strength, but it’ll help clear their head of the fog of ache and pain and help them get back into fighting if they have no more energy left. As artificial as this second wind is, it doesn’t make someone feel more tired than they would after they’re finished with the fight, and while it can be piggybacked to recover that much energy and feel good a second time once they’re depleted again, prolonged use has not fully been studied and is highly advised against. It will not work to restore more than 25% of their magic at a time, and only works when a mage is empty, or close to empty, of magical reserves.
History: Neil is the middle child of three, and the only boy; not just of his own family but out of all 15 grandchildren on his mother’s side. He’d argue he wasn’t spoiled rotten for it, but he was, and he does know it. Given all the best stuff, privileges, and priority in the family just because he was the only boy, he grew up a little...spoiled. Except Neil never really thought about it. He loved his sisters and cousins and always enjoyed playing tea time, and house, and dressing up with them far more than when his parents tried to force him into liking sports or building stuff - because the others weren’t playing that way. Until his sisters began to take an interest in sports because he had to, then it became fun.
Then, for his 6th birthday, he got a science kit. That sparked an instant enjoyment of being able to create things, combining different chemicals and making things work. From there on, that was his focus - studying science and chemicals, and started excelling at his academics because of it. For his thirteenth birthday, he got a starter chemistry kit, and the rest is pretty history from here. During his junior year, he found through all his research notes academics had left behind of experiments trying to replicate magic using chemistry. It peaked and interest and Neil dove headlong into more information on such ventures. It helped him get a scholarship into college where he had more resources on hand to investigate these theories and further develop upon them. He started making a breakthrough his second year, and by the start of his third, he’d already developed Good Night’s Sleep. It was certainly turning out to be a very profitable venture, just on that one potion. It became his final thesis for his chemistry class and earned him a publication in a scientific magazine regarding his accomplishment, though he kept the exact method of the Ethernano conversion patented.
Though that is all the academic side. His sisters, for all his diving into his interest in science, still wanted their brother that they could play dress up and sports and everything with. Neil’s time was divided between them and his love of science, but it was always in good balance. He learned to be a great listener and never lost himself too far into the rabbithole of craft, and learned the careful art of carrying on a conversation regardless the topic and person from a sister that wasn’t just a self-proclaimed popular student but based her academic career on being the student council president and ensuring she had an easy rapport with all the students.
And thus, when he was in his final year of school and met a student struggling to not simply stare too long into the abyss, he found an odd attraction there and it stuck. Neil opened a small shop, and the two became roommates in the apartment above - allowing Neil to continue working on his concoctions and create new and interesting combinations of his potions, while his friend could simply try to rediscover something to be passionate about in life. About a year and a half to two years ago, the pair decided a perfect change of pace would be to actually try to explore what the magical world had to offer, and joined up with Phoenix Wing to hopefully help Markovis find a passion in life, and so Neil could witness other magics and see if he could expand further into a market aimed at what mages might need.
Personality: Spunky, outgoing, friendly, charismatic - these are just a few of the things people describe Neil as. He is energetic, enjoys being around others, and generally thrives off interacting with pretty much anyone. He loves to laugh and smile, and is always up for some harmless pranks and jokes. He cares about those around him - sometimes to a fault - and is quick to form friendships even if they aren’t as apparent to others. For as energetic as he can be and for as ready as he is to enjoy a party and being as rambunctious as others around him, Neil is just as happy sharing quiet moments one on one as well. Neil is also an equal opportunity flirter. Most times it’s simply just being friendly and not realizing he could be perceived as flirting. There are times where he is intentionally flirting with someone, and doesn't really care if it is mistaken as him just being nice. He isn’t entirely looking for a relationship, after all, but a little flirting never hurt, right?
Guild and guild mark location: Phoenix Wing, Left inner forearm - pink Team Members: Team: Smokin’ Bottle - Markovis Pendergast, Trinity Stratos
Three Strengths:
Silver-Tongue: Ever the smooth talker, Neil prefers to use his words to deal with potentially dangerous situations when possible. He enjoys it, really. Negotiations, diplomatic affairs, and a variety of other applications including helping him talk his way into better deals and advancements.
Marksman: He’s quite skilled with a gun, and on his own prefers to go for limbs over central hits when shooting at a living target. He’s good enough that he can usually hit someone while shooting on the run, though his aim is far better if he’s standing still. Even without a magic enhanced gun, Neil is capable of extremely difficult shots - even moreso when he is using rifles.
Kind Hearted: Neil could be a rich person, but he’s not. He spends most of his profits on helping others, whether it’s taking a lot of the weight off his friend to help him find something to want again, or lending money to his family, to even just helping a friend out with some rent if they’re short on cash this month - he’s more likely to squander his money on charitable acts than make sure he saves up a nest egg for when he’s old or if he ever gets into a fight he can’t recover from. He’ll dedicate time away from his own interests to help others with their own ventures and pursuits, finding their success to be just as fulfilling as his own.
Three Weaknesses:
Lover, not a fighter: He definitely prefers talking things out rather than getting into a fight. He would prefer to diffuse a situation over escalating one. Whether it’s just a bar room brawl because someone spilt another’s drink or a job going south, he will always try to de-escalate a fight. He will never be the first one to swing, but may be the first one sprawled on his back from a hit. It can sometimes take him a bit to get his head in the game and actually get on with the fight though, as he will continue to try to talk a person out of fighting even as he’s being slammed through a table.
Wandering Mind: Neil would love to say he’s hyper focused when it comes to his work - being on a job, creating new potions, helping friends out. That’s not always the case. Working on a new idea for a potion may either lead him down a path to a second, third, or fourth chemical just from trying to figure out the first and need to be redirected, or it may result in hyperfocusing on a single potion and go a day without even taking a break until he’s made the breakthrough. In conversations, he’s easily distracted and on the battlefield he’s trying to take in everything at once and not focusing on the main task at hand. While he can be extremely intelligent, he makes foolish decisions because he wasn’t paying attention to the right thing - occasionally to disastrous results.
Social Snafu: Now Neil is pretty good at almost all social situations, but the fact he is just a natural flirt sometimes gets in the way. Situations he thinks he’s just being friendly in occasionally end up with a punch or slap to the face from a significant other that he inadvertently was flirting with. He does try to de-escalate those situations, but it still doesn’t save him the pain of making the same mistakes over and over by just being himself.
Greatest Love: His family Motivation: Continue developing his alchemy capabilities - short term to help Trinity find a solution to her magical problem.
Additional Details: Neil has an appreciation for every body type, preference, and just about everything about a person. He has little issues making friends with just about anyone, and is pansexual - not just not having a preference between genders, but also very little preference in what the person looks like as far as what attracts him.
He stays in good touch with his family, and sends his parents a portion of his profits so his mother could stop working when she hurt her back.
Not just inventive, but he started his business while in college and finished a degree in chemistry and business. With all his formulas patented, he’s made plenty of money maintaining exclusive rights to produce his potions, and has built up enough capital that by the time he joined Phoenix Wing, he had already opened a manufacturing facility for producing some of the wares he sells; anything in the exclusives are things he makes in small batches himself and only sells to select few.
Neil owns the building his main store is in; the first floor is a fully functioning store. An outside staircase grants access to the upper floors, which is a 4 bedroom townhouse for Markovis and Neil. Both this building and his factory reside in Magnolia Town.
While Neil is familiar with blades, and even occasionally fights with them, his main practice has been in training with Markovis. He’s not as good with his blade as he is with his guns, and prefers any combat he has to get into to be done at a distance rather than up close. Still, he’s handy enough with one that he has it as a backup in case an enemy closes, as it is far more formidable a fighting style for him than using his fists.
Name: Percival “Perry” Grungust / Elena Rainor Age: 17/100+ Magic: (Perry) Light Magic, Light Make, Requip. Perry has the ability to launch light projectiles, either as spheres or as beams of energy. By using his secondary magic, Light Make, he can create physical manifestation of light, varying from walls, to shields, to weapons, to even a person shaped light. Along with his power of Light based Magic, Perry has a Requip spell for his various armor. Or, at least he only focuses on his armor, and never learned how to swap out weapons.
(Elena) Wind Magic, Transformation Magic, Healing Magic, Dark Arts, Over Take Magic. Elana in her elongated life has picked up a few types of magic. One of which is a Wind Magic that allows her to fly, launch blades of wind, and even create barriers.
Attacks (Perry)
Light Magic: Holy Beam – A straight beam of Light releases from the palm of his hand. Light Magic: Judgement Rain – Perry points his palm up over his head, and beams of light begin to release from his hand and rain down. Light Magic: Orb of Soverigns – Perry gathers a large amount of energy into his hands and tosses it, releasing in either a small ball, or a large sphere. Light Make: Heaven’s Sword – Perry creates a weapon in his hand made of pure light. Light Make: Pavise – Perry creates a large barrier of light to block oncoming attacks. Light Make: Pegasus Stamp – Perry unleashes a large amount of light to create the shape of a Pegasus which he launches at enemies. Is also ridable. Requip – Perry can equip one of his various outfits or armor. Also usable by Elena.
(Elena)
Wind Magic: Fairy Gale – Elena releases a burst of wind strong enough to push an opponent away, or to push herself in various directions quickly. Wind Magic: Pixie Blade – Blades of wind are released from Elena’s swipes, causing slashing damage. Wind Magic: Sylph’s Gust – Allows her, or an intended target to fly where she wants. Transform – Can alter her appearance to look like someone else from head to toe. Heal: Hang Under – A spell that she came up with after long nights of drinking. She can also use it to rebalance a person with a head cold, stuffy nose, vertigo, etc. Dark Arts: Anger Bomb – When incredibly angered, Elena can launch a ball which obliterates anything in it’s path… But only at Extremely close ranges. After which, the explosion from the attack usually sends her flying. (All other Dark Arts have been sealed away since her incident.) Take Over: Cat Soul – Gains traits from a cat, including agility and claws. Take Over: New Soul – Elena has expanded her abilities with Take Over, and can learn to Take Over the traits of other beings she touches. Take Over: Dark Arts: Rebirth – A spell that she can’t get to work since the incident. Elena used this spell to become young again by sending her magic and mind into a new body. The target must be young and weak willed, otherwise unknown consequences may occur.
Magic Level: (Perry) B (Elena) A+
History: Perry was born in a large city to a merchant family. His father wanted him to study hard and become a great merchant, so he constantly supplied him with books. Unfortunatley for his father, he began reading books about the old mages and how evil wizards would ruin the balance of the world. So he began studying to become a mage, and found he had an affinity for Light Magic. He believed it to be divine providence, and left his home at 16 buying a suit of armor and hunting down beasts and Dark Wizards. He hadn’t thought about joining a guild at the time, but in a year’s time he would. Rumors pointed him towards a Dark Wizard with a house in the woods. A family came to him claiming that their daughter had been kidnapped, and no one would do anything, especially being too far from a guild to request. Perry quickly rushed into the heart of the forest, and barged into the house. Upon doing so, he surprised the Dark Wizard inside and accidentally caused her spell to fire in the wrong direction, hitting him. He watched as the woman’s body disintegrated after the spell, and assumed that he had been victorious. Perry then returned the child home to her parents, and continued to be a traveling Wizard. However, he noticed that when he slept, he would wake up in other places. At first, he thought perhaps he was simply sleep walking. Until he woke up with a screaming headache, in an alley, wearing a red dress. Confused by what happened and beginning to freak out, he heard a laughing in his head. The Dark Wizard’s spell had caused her to inhabit his body, and she gained control of his body when he slept. Her grasp had been getting stronger, but the two found that as long as Perry didn’t want her to control him while he was awake, she couldn’t. Elena, she introduced herself, did not enjoy the idea any more than he did, but her magic wouldn’t let her hop out again. Apparently, she had been doing this for many years. She lost track of the actual years, but remembers it being over 100. She would transfer into a younger body, take over, and then learn new magic and grow until her beauty left, and would do it again. All so that she could one day learn all magic, and pass down magic if it became “Lost”. This love of magic comes from her mother, who used to be in a guild and save the day for her daughter. So, the two now journey to find a way to separate from each other. Perry often has to take random jobs to pay for food, since Elena spends all the money on things while he sleeps. Though, sometimes he is pleasantly surprised by a random piece of magical armor she bought.
Personality: (Perry) Perry has a strong sense of Justice, and is always willing to help someone in need. Though he is a little shy about asking if people need help, feeling it is rude, and usually doesn’t wait for people to ask him for help, unless he hears about it elsewhere, like on a public board. He has some trouble with getting to know people, mostly because he is afraid that people won’t believe his story and accuse him of being a cross dresser when Elena turns him into a girl at night. He also is very picky about his hair color. (Elena) Elena is obsessed with Beauty and Youth, to the point that she developed a new version of the Take Over magic. When she is in a suitably young body, she will become a friendly, fun loving, gambling, drinking, whirling dervish of a girl. Once she hits the Age of 20 with her body, she will begin becoming very studious in order to learn a new kind of magic to bring with her to the next young body she finds.
Team Members: None yet.
Three Strengths: (Perry) -A strong Sense of Justice. -Great at keeping secrets. -Intelligent and Strong. (Elena) -Clever and Cunning. Some may even say manipulative. -Always repays a debt. Even if it is late. -Agile and skilled magician.
Three Weaknesses: (Perry) -If his hair color gets changed,(be it magical, or powder, or charcoal, etc.) he will become remiss until he manages to get it back to its original color. -Law Abiding to a fault. If he is pursuing someone and a sign tells him to stop and look both ways, he will. -Constantly Tired because he will try and stay up way too late to keep Elena from doing weird stuff with his body. (Elena) -Too carefree and playful. An elongated life of youth and luxury can do that to a person. -Angers easily when her beauty or youth is brought into question. -Hates to be in uncomfortably hot weather, and would prefer the cold anyday.
Greatest Love: (Perry) New Magical Armor. (Elena) Money. Motivation: Perry wishes to become a well known and respected Mage, known for saving the world from Dark Wizards. Also to get his body back. Elena wants to learn all the magic in the world, but can’t in a single lifetime. So she delved into forbidden magic to stay young and beautiful.
Appearance:
Name: Xing Guan Age: 17 Magic: Celestial Magic
Attacks
Xing’s Celestial Magic is based on Talismans that have to be written on paper, though in a pinch, a substitute can be used such as clothing, rocks, or any flat surface though not recommended. When a Talisman is used to summon one of the five Greater Celestial Spirit, the talisman will have other things happen to it. When summoning Suzaku, the Talisman is turned to Ash. When summoning Seiryu, the talisman is turned into a leaf. When summoning Byakko, the talisman is turned into a sheet of metal. When summoning Genbu, the talisman turns into water. When summoning Kohryu, the talisman is turned to dust. To summon the greater celestial spirits, 7 talismans, one of each star, must be used in the summoning. If a talisman is missing or a duplicate, it will not work. If enough space is on the Talisman, the 7 symbols can be used on one talisman.
Talisman of Noble Writ: Purple Forbidden Enclosure - A Traveling Talisman. This spell allows Xing to transport to the Eastern Celestial World for up to three days. While here, she may seek out those celestial beings that reside there in order to enlist them to her contracts for the year. Preparation: A Formal Document regarding her intentions, how long she plans to stay, and any transactions that she wishes to make (including miscellaneous)
Talisman of Noble Writ: Supreme Palace Enclosure- A Traveling Talisman. This spell allows Xing to transport to the Easten Celestial World’s Palace for up to 24 hours and can only be used during the spring. While here, she may seek out the aid of Genbu, Suzaku, Seiryu, Byakko, or Koryu. She may also speak with other mythical figures during this time, if circumstances are provided and she is invited into the inner palace by another Celestial Spirit. Preparation: A Formal Document Essay to whom she will be speaking with, what she plans on speaking to them for, what she will want to use the celestial spirits for, and how often she will be summoning them.
Talisman of Noble Writ: Heavenly Market Enclosure- A Traveling Talisman. This spell allows Xing to open a gate to the Eastern Celestial World’s Market while it is open during the Summer and Autumn months of the year. Preparation: A Formal Document stating the identity of any entering, including Name, Age, Weight, Height, Gender, Occupation.
Talisman of Noble Writ: Azure Dragon of the East, Seiryu- A Summoning Talisman. This spell allows Xing to summon the Wood Dragon Celestial Spirit, Seiryu. Preparation: 7 Talismans.
Wood Dragon’s Roar: A Blast of wind and splinters from the mouth of Seiryu. Wood Dragon’s Claw: A wind boosted kick that adds a wooden spike to the foot. Wood Dragon’s Wing Attack: Sprays a hail of splinters and air pressure. Wood Dragon’s Calling: Causes Plantlife to spontaneously grow from the ground and be manipulated for attacks. Wood Dragon’s Nails: Creates wooden claws that can detach from the hand. Used for offense and acupuncture. Wood Dragon’s Horn: Creates a large wooden horn to attack with. Wood Dragon’s Sword Tail: Creates a wooden sword for combat. Wood Dragon’s Embrace: Seiryu becomes a being of wood and vines in the form of an Eastern style Dragon. While in this form, Seiryu’s armored scales are enhanced and gains a breath attack that causes growth of plant life to entangle those caught in it. Wood Dragon’s Protection: As a Door God, she can place a seal on any door, gate, lid, hatch, or Entrance that will never open to certain individuals unless released by her, or her current summoner.
Talisman of Noble Writ: Black Warrior of the North, Genbu- A Summoning Talisman. This spell allows Xing to summon the Pair of Celestial Spirits that make up Genbu, a Tortoise (wugui) and a Snake (She), representing the element of water. Preparation: 7 Talismans
Snake’s Glare: She has a petrifying glance that freezes those in place that make eye contact with her. Snake’s Coils: She forms bonds around her target that squeeze tight. Hard to hit a moving target with it due to it’s slow speed. Snake’s Bite: Taking the form of a Giant White Snake, She bites into the enemy with her large fangs, producing a powerful venom that only celestial spirits have the antidote for. Snake’s Breath: She can breathe a highly debilitating cloud of poison out to slow her opponents and weaken them over time. Snake’s Fangs: She can create snake like arms to bite for her, spreading a weakening poison that slows and debilitates opponents. Curse of Debilitation: Being a demon, She has a curse power. This allows her to cause her target to feel a random debilitation. This could weaken them, make them hungry or sleepy, motion sick, or simply poison them.
Tortoise’s Defense: Wugui Creates a Shield using his Shell. Tortoise’s Tornado: Wugui uses his shell to spin at incredible speeds and fling himself at his opponent. Tortoise’s Torrent: Wugui fires a high pressure spray of water at the opponent from his mouth. Tortoise ‘s Peace: Wugui can create a small field around himself that slowly heals those within, powerful enough to eliminate She’s poison. Curse of Mirroring: Being a demon, Wugui has a curse power. This power allows him to cause his target to mirror his movements. This can only be used while line of sight is maintained.
Genbu’s Embrace: The two merge into a being of pure water in the shape of a Giant Tortoise with a snake like neck. In this form, the two can summon tidal waves of water, merge with other large bodies of water, or create pools of poison. However, they cannot use their regular magic during this time. Demon’s Heritage: Having been Demons at one point, their magic comes from Curse Power.
Talisman of Noble Writ: White Tiger of the West, Byakko- A Summoning Talisman. This spell allows Xing to summon Byakko, the king of beasts and representation of the element of Metal. Preparation: 7 Talismans
Tiger’s Claw: Creates sharp claw weapons on her hands to be used as a weapon. These claw weapons can be taken off and given to others as weapons. Tiger’s Roar: Releases a tremendous roar that vibrates at a frequency to shatter Metal. Tiger’s Den: Creates large spikes and slabs of metal to throw at opponent, and can be used to create an area. Tiger’s Trap: Creates a shower of metal caltrops. Tiger’s Hunt: Swiftly leaps from various spikes and walls using her enhanced speed. Tiger’s Embrace: Byakko becomes a being of pure metal in the shape of a massive tiger. While in this form, her speed and strength are enhanced, but she loses her other magical abilities until she turns back. Tiger’s Foot Pad: Encases feet in metal, allowing them to walk on harmful floors and deliver powerful kicks. Beast King’s Presence: Byakko, as King of the Beasts, can commune with animals and even force them into fealty.
Talisman of Noble Writ: Vermillion Bird of the South, Suzaku- A Summoning Talisman. This spell allows Xing to summon Suzaku, the Celestial Phoenix and representation of the element of Fire. Preparation: 7 Talismans
Phoenix’s Pinions: Creates blades of flame, varying size to use as projectiles or use as a weapon. Phoenix’s Dance: Suzaku begins dancing which generates an Aura of heat. This heat will continue to grow as the dance continues. Phoenix’s Talon: A plume of flame encases his legs, which are now turned into talons. Phoenix’s Tears: A warm ball of light is formed in Suzaku’s hand and is placed into a target. The Target will quickly begin healing all injuries that they have sustained so far. Phoenix’s Embrace: Becomes a being of pure fire in the shape of a phoenix. In this form, Suzaku is able to fly, create a healing aura of heat, and fire blizzards of flaming projectiles. Phoenix’s Rebirth: Should Suzaku die, he is able to burst into flame and is revived. However, he is turned back into a Phoenix Chick at this time, and it will take a month for him to regrow to his original form.
Talisman of Noble Writ: Yellow Dragon of the Center, Kohryu- A Summoning Talisman. This spell allows Xing to Summon the Yellow Emperor, Kohryu the Yellow Dragon and embodiment of the element of Earth. Preparations: 28 Talismans
Emperor’s Orders: Being the son of the King of the Eastern Celestial Spirits, he has the authority to return a celestial spirit from their summoner. He is also seen as royalty to the other Eastern Celestial Spirits. Earth Dragon’s Roar Form 1: Kohryu fires a large boulder from a glyph near his mouth. Earth Dragon’s Roar Form 2: Kohryu fire a barrage of diamonds from a glyph near his mouth. Earth Dragon’s Roar Form 3: Kohryu spews out a torrent of thick mud. Earth Dragon’s Diamond Claws: Kohryu’s hands become like diamonds, able to deliver sharp slashes and heavy punches. Earth Dragon’s Wing Attack: drops an avalanche of spikes over an area. Earth Dragon’s Scales: Kohryu’s body is encased in diamond encrusted rock. Not only is he more durable during this, but poisons, gases, and acid no longer affect him. He can also choose to only use this in certain areas of his body (such as his nose.) Earth Dragon’s Crystal Horn: Creates several diamond horns on his forehead to use for attack. Earth Dragon’s Embrace: Becomes a being of pure Rock and Diamond in the shape of an Eastern Dragon. During this time, all of his abilities are enhanced and increased in power, as well as being able to control the other four elements at will.
Talisman of Writ: Horn - A talisman that allows the user to pull a wooden construct from the Talisman, given by Seiryu. Preparation: 1 Talisman each.
Talisman of Writ: Neck - A talisman that allows user to call upon Seiryu to blast a strong gust of wind through it. Preparation: 1 Talisman.
Talisman of Writ: Root - A talisman that summons a Celestial Root from the Gardens of the Emperor. This Root can be used to entangle and is not easily broken. Can also be used to summon Root Vegetables. Preparation: 1 Talisman each.
Talisman of Writ: Room - A talisman that summons a small but incredibly durable shack that is furnished nicely by Seiryu’s Attendants. Preparation: 1 Talisman per hour of summoning.
Tallisman of Writ: Heart - A talisman that turns the user into a wood dragon slayer Seiryu for a short amount of time, or until their magic runs out. Preparation: 1 Talisman per minute.
Talisman of Writ: Tail - A talisman that creates a wooden weapon given by Seiryu. Preparation: 1 Talisman each.
Talisman of Writ: Basket - A talisman that acts as a small hammer space. This allows large trips to a market to become much easier, and can even transport a full sized person short distances (as long as they can hold their breath until resummoned) By using Two Basket Talismans, the Talisman can be used as a teleportation device Preparation: 1 or 2 Talismans.
Talisman of Writ: Dipper - A talisman that creates a small drinking ladle that refills after each use. Preparation: 1 Talisman.
Talisman of Writ: Ox - Summons a Celestial Ox, capable of pulling large hauls that is loyal to the summoner and doesn’t need sleep. The Ox understands all languages as well. Preparation: 1 Talisman per day.
Talisman of Writ: Girl - Summons a young maid from the Celestial World. Each maid is loyal to their summoner and will take care of a single task per talisman (laundry, clean a room, make dinner, etc). If a Talisman is too daunting, they can ask for another Girl to be summoned to help. If the mage does not oblige, the maid is allowed to return to the Celestial World if they choose to. Preparation: 1 Talisman per task.
Talisman of Writ: Void - A talisman that creates a hole where it is placed. This hole does not have a bottom, but can be moved and emptied by the mage. The size is based on the size of Talisman. This hole does not affect the user. Preparation: 1 Talisman.
Talisman of Writ: Rooftop - A talisman that summons a small pile of roof tiles for repairs. Preparation: 1 Talisman per 10 Tiles.
Talisman of Writ: Encampment - A talisman that creates a tent (large enough for one person) with a lantern, a sleeping bag, and a bundle of firewood. Preparation: 1 Talisman per tent
Talisman of Writ: Wall - A talisman that creates a wall from the celestial world. This wall is incredibly durable able to withstand most powerful attacks. Preparation: 1 Talisman per 10x10x1 Wall.
Talisman of Writ: Legs - A Talisman that greatly enhances the speed of whatever it is attached to. Preparation: 1 Talisman per minute.
Talisman of Writ: Bond - A Talisman that acts as a powerful adhesive between two objects. Preparation: 1 Talisman.
Talisman of Writ: Stomach - A Talisman that allows those that are attached with it to eat metal to regain magic. However, any other food eaten while attached will cause the affected target to become sick. Preparation: 1 Talisman.
Talisman of Writ: Hairy Head - A Talisman that when placed on a person, changes their hair to the Talisman Writer’s desired hair. This can also create hair on those that are bald, or create facial hair on women. Preparation: 1 Talisman.
Talisman of Writ: Net - A Talisman that summons a weighted metal net from the Celestial World. Preparation: 1 Talisman.
Talisman of Writ: Turtle Beak - Summons a giant Celestial Turtle, capable of carrying a large number of people across water. The Turtle has a powerful bite, and will eat it’s Talisman. The Turtle will stop every hour for another Talisman. If another Talisman cannot be produced, the Turtle will leave. Preparation: 1 Talisman.
Talisman of Writ: Three Stars - A talisman that can be activated to cause a blinding flash up to three times. Preparation: 1 Talisman.
Talisman of Writ: Well - A Talisman that summons a Celestial Water bearer. The Celestial Water Bearer can create a torrent of water, and alter the temperature of the water. Preparation: 1 Talisman.
Talisman of Writ: Ghost - A Talisman that summons a Celestial Ghost. This ghost can then take possession of an inanimate object or person for a short amount of time and perform tasks for the Summoner, such as attacking or moving around. Preparation: 1 Talisman.
Talisman of Writ: Willow - Summons a Celestial Tree with magic rejuvenating fruit on it. Preparation: 1 Talisman
Talisman of Writ: Star - A Talisman that acts as a light source. It can be turned on and off at will. Preparation: 1 Talisman per 30 minutes of use.
Talisman of Writ: Extended Net - Summons a large net from the celestial realm capable of carrying large amounts of items and heavy burdens without breaking. Preparation: 1 Talisman.
Talisman of Writ: Wings - A Talisman that causes those attached to it to summon wings from Celestial Cranes for flight. Preparation: 1 Talisman per 30 minutes of use.
Talisman of Writ: Chariot - Summons a large cart from the Celestial World to use. This cart can come in one of four varieties depending on Talismans used. . Preparation: 1 Talisman (Simple Cart), 2 Talismans (Merchant Stall), 3 Talismans (Magical Vehicle), 4 Talismans (Furnished Carriage.)
Talisman of Embodiment: East - Creates an outfit similar to Seiryu’s that comes with two wooden bokken. This outfit gives the user a portion of Seiryu’s powers and abilities. Preparation: 3 Talismans
Talisman of Embodiment: North - Creates a black and white armored outfit similar to the armor of Genbu. This outfit gives the user a portion of the Genbu’s powers and abilities. It is equipped with a Bow and Pavise. Preparation: 3 Talismans
Talisman of Embodiment: West - Creates a white tiger striped bikini with cat ears, metal cat paw boots and claw weapons. This outfit gives the user a portion of Byakko’s powers and abilities. Preparation: 3 Talismans
Talisman of Embodiment: South - Creates a pink dancers kimono with a feather fan.This outfit gives the user a portion of Suzaku’s powers and abilities, including the ability to fly and use healing and fire magic. Preparation: 3 Talismans
Talisman of Noble Embodiment: Center - Creates a Yellow Pant Suit for Xing. While equipped, she is given a portion of Kohryu’s powers and abilities. This also allows her to give Emperor’s Orders, as betrothed to Kohryu.
Other Talismans she doesn’t have contracts on:
Talisman of Legendary Writ: Wukong Talisman of Legendary Writ: Sanzo Talisman of Legendary Writ: Hakkai Talisman of Legendary Writ: Gojyo Talisman of Legendary Writ: Guan Yu Talisman of Legendary Writ: Enma Talisman of Legendary Writ: Lady Fan Talisman of Legendary Writ: King Bull Talisman of Legendary Writ: Kinkaku and Gin Kaku Talisman of Stellar Writ: Ox (uses a chinese glaive. Similar to Taurus) Talisman of Stellar Writ: Rat Talisman of Stellar Writ: Tiger (Daughter of Byakko, named Tora) Talisman of Stellar Writ: Rabbit (Fun loving girl. Likes to play. Uses burrowing magic) Talisman of Stellar Writ: Dragon Talisman of Stellar Writ: Snake (Brother of She, named Hebi) Talisman of Stellar Writ: Horse Talisman of Stellar Writ: Goat Talisman of Stellar Writ: Monkey (Servant to Wukong) Talisman of Stellar Writ: Rooster Talisman of Stellar Writ: Dog Talisman of Stellar Writ: Pig Talisman of Illusory Writ: Immortal Deer Talisman of Illusory Writ: Immortal Tiger Talisman of Illusory Writ: Immortal Goat
Magic Level: B
History: Xing grew up in a noble family to the far east, where Humans and Celestial Spirits are closely bonded together. It is the goal of all families to prove themselves worthy of one day becoming Celestial Spirits themselves, and if they cannot, they believe that they are reincarnated to one day prove their worth. Xing’s family, the Guan Family, are descendants of Guan Yu, who was allowed to become a Celestial Spirit Millenia ago, representing War. Because of this, the Xing family line has been dedicated to making strong men and women to become retainers of Guan Yu himself. Xing and her family lived in a large complex where the immediate family could live, Thirteen Elders, each with Ten Children of their own who have birthed many for the next generation. Because of the size of the family and their servants, Xing often felt that the complex was a town of its own. Xing and her siblings and cousins were taught tactics, hand to hand combat, weaponry, marksmanship, history, religion towards the celestial realm, the complexity of honor, and the ways of the world. Xing was known for being an amazing martial artist, best in the family, but she never seemed to have the same eagerness as the other children. That’s because while Xing enjoys a good fight, she had another calling, one that she knew her family would disown her for. She wished to be a cook. Food was something she loved, each dish being crafted in different ways to suit the ingredients, creating an elegant blend of flavor and texture. She often stayed near the kitchens and watched the servants cook, even bringing them cookbooks and spices with her allowance asking only to be taught how to make the food that they did during her free time, she began learning, and quickly picked up the skills. By fourteen, she was already able to cook side by side with the head chef of the complex, who was quite skilled at his job, being renowned in the East. The new year arrived, and the family was greeted by five guests and their entourage, who proclaimed that they would be celebrating with the Guan family. The Elders gathered, hesitant to oblige, but eventually did so after being assured the group was unarmed and had no intention of bringing harm to the complex. As the night went on, the increased amount of guests, not to mention friends of the family celebrating with them as well, had the kitchen in a stir. Xing forced her way into the kitchen to help, creating the meals for the Five Guests herself while the rest of the servants worked tirelessly to continue making meals. Xing, served the food to the guests, and when confronted by her father, claimed the head chef had made it for them. When the head of the five guests bit into his food, he paused and made a demand to know who had cooked the food. Thinking the guest angry, and wanting to save face, the Head Chef was brought to the guest. The man sniffed the Head Chef, a bulky man, and said that it was not him that cooked it. Xing’s father tried to press that the Head Chef was the only one that would have made the dishes for the guests. The guest began sniffing the air and went to Xing. “It is you! You are the one who cooked my food!” he proclaimed. There was a tension in the air as he stared at the girl. Suddenly a wide smile broke across his face. “If you can cook mortal food that well, imagine what a Celestial Meal would taste like. I’d be proud to make you my wife!” The man proclaimed. “S-sir, she’s only fourteen, and besides that, we haven’t even been graced with your family name. You only call yourself Ko.” “Shame. Then I shall return for her hand on her eighteenth birthday. Congratulations Mr. Xing. Your daughter is now betrothed to the Yellow Emperor, Kohryu.” With that, the guest became an Earth Dragon in order to prove his validity. Struck with honor the family began bowing, except for Xing. She didn’t want to be married into the Celestial Court, she wanted to prove herself, to be called by her ancestor Guan Yu. “Wait. Who said I wanted to marry you? What about my feelings?” She asked them. The family were shocked to say the least, but Kohryu laughed. “Feisty too! Just like her cooking. I am the Yellow Emperor, son of the Jade Emperor. What I say is law to mortals.” Xing was upset, and began to argue further, but was cut off by her Father’s Promises of marriage and upbringing. “Good. I expect her to be the best chef in your world when I return.” Kohryu said returning to his human form. The guests then summoned a gate and left through it. The next few years were filled with Xing learning Celestial Magic, a family magic, and she got her wish to learn how to cook. She picked up Celestial Magic very quickly, with her learning the 28 characters needed for each Talisman of Writ within the first year. During the Second year of training, she was allowed to learn the Talismans to enter the celestial realms to make contracts with the five guardians, as the family didn’t think it necessary for the future wife of Koryu to be summoning standard spirits like the rest of the family. During her visit, Xing found out that Xuanwu, the Genbu, had moved to the upper courts, giving his retainers She and Wugui, a shared mantle. She then made contracts with each. For every summoning of Seiryu she would plant a Tree. For every summoning of Suzaku, she would have to compliment him. For every summoning of Byakko, the two would set a spar date. For every summoning of Kohryu, she would prepare him 1 bowl of food. The Genbu, She and Wugui, were just happy to get out of the celestial realm for a bit. After her visit, and getting to speak with each of them, she became good friends with them, but was still leery of Kohryu. She felt like he was so stuck up because he was the Jade Emperor’s son. She didn’t belong to him, and wanted out of the marriage. Trying to find a way out of being forced to marry, but getting to learn more cooking techniques, she came up with a plan. Kohryu wanted her to become the best chef in the world, right? How would she know without getting to travel the world and see how her cooking stacks up to others. Coming forward to her father with this plan, she was allowed to leave the complex and journey to the West.
Since being told that she was on par with the Head Chef, Xing had wanted to travel the world to let others taste her food, something she was proud of. Now, she had that chance. But maybe she should settle down somewhere to spread word of her cooking skills before traveling willy nilly. Maybe at one of those Guilds in the West she had been told about in class.
Personality: Xing takes exceptional pride in her fighting abilities, as well as her cooking skills. And although she is always accepting of a fight, she is able to stay cool, calm, and collected, unless she knows that the person will be a good challenge. She is very clever and kind, and also known to be hyper when she sees people enjoying her food.
Seiryu is rather shy and reserved. She has a fondness for plantlife and vegetables finding Radishes cute. Seiryu would rather talk down a confrontation than to have to fight, and when forced to fight, would rather immobilize than actually harm or kill. However, if you disrespect nature around her, she will be thrown into a rage that stems from millenia of watching humans destroy nature.
Suzaku is extremely vain and loves to primp and preen. He is very jealous of Kohryu for “snagging” Xing, and is extremely witty in all of his banter. While he is willing to fight, he’d rather not be forced to work up a sweat, as it may wrinkle his regalia. He has a disdain for anything he considers ugly, and takes immense offense at being injured as it may leave a scar on his beautiful exterior.
Byakko is a party girl, and always ready to fight. And to party. She has a soft spot for all things cute and cuddly and loves cats and exceeds. She is also easily distracted by balls of yarn, usually having to have her attention brought back from it. She also has a habit of playing with her opponents,often setting up traps and slowly whittling them down as seen in her Magic, leaving caltrops and other traps then going in for the kill when they are weakened.
She is a very mischievous spirit that is always willing to have fun. She has a bad habit of making Puns and Plays on words, and often goes out of her way to prank others when given the chance. She also is very impatient, and dislikes long arduous fights, so she will often go in for the kill as quickly as possible, or try and poison her opponents so she doesn’t have to deal with them.
Wugui is also very mischievous, but when it comes to his duties as Genbu, he is very formal and tries his best to remain composed. Much of his mischief is considered a Long Con, and he prefers to take things slowly and as they come. However, he will take advantage of an opportunity, and strike, be it for food, an attack, or a prank. He is the more mature of the Genbu Representatives.
Kohryu is very snobbish and often considers others trivial, except for Xing. If Xing should be hurt, he will gain a murderous intent. Aside from this, he is a womanizer, and hates fighting women, so he will attempt to woo them to his side. In any battle, he prefers to get the job done with as minimal effort as possible, but also with enough force that he won’t have to try again. He is also very privileged, and finds it amusing that anyone would challenge him.
Team Members: Eastern Celestial Spirits.
Three Strengths: Skilled at Hand to Hand Fighting On friendly terms with her Celestial Guardians Excellent Cook
Three Weaknesses: Too eager to fight strong opponents Will easily break into tears if someone dislikes her cooking Very Prideful
Greatest Love: Cooking, Food, and Fighting.
Motivation:To become the best Mage Guild Chef in the World and to make her ancestor proud.
Appearance
But Wugui usually has more black armor on, similar to a Samurai. Wields a spear.
Name: Alexander Zauber Age: 19 Magic: Channel Magic, Lacrima Magic
Attacks
Channel: Absorption - Not a true attack, more of a passive ability. The Lacrima within Alexander’s chest resonates and absorbs some, if not all of the magic that comes in contact with his chest. The Lacrima can contain numerous different kinds of magic, but does have a finite limit on the amount of magical energy it can hold. When Alex uses magic, it drains from the Lacrima.
Channel: Blade Beam - By channeling some of the magic energy stored inside of his Lacrima, he can empower his already powerful sword with magic, allowing him to launch projectiles and energy blades. These can be elemental as well. -Magic Blade Beam: projectiles are launched from the blade that can pierce and slice. -Fire Blade Beam: launches fireballs and blades of flame. These can explode on impact. -Ice Blade Beam: launches icicles from the sword. -Wind Blade Beam: invisible slicing winds and gusts are launched from the sword. -Water Blade Beam: Streams of water and globes are launched from the blade. The globes can be guided and persist. He has used this technique to drown victims. -Earth Blade Beam: Rocks are launched from the blade, and pillars of earth can be raised by it. -Lightning Blade Beam: Launches blasts of electricity from the blade and call down lightning bolts. -Light Blade Beam: Arrows and blades of light are shot from the blade. -Dark Blade Beam: Arrows and blades of Darkness are shot from the blade. -Adaptive Blade Beam: Depends on the magic that Alexander absorbs.
Channel: Enhancement - By channeling the various magical energies trapped in his Lacrima through his sword he can enhance the blade with various elements and effects. -Magic Enhance: the sword is covered in energy, making it more powerful. - Fire Enhance: the blade is covered in flames. He can mix the blade beam and enhance to place a mine of magical energy that explodes either on contact or when he chooses. -Ice Enhance: the blade is covered in a layer of ice and freezes anything it touches. -Wind Enhance: the blade is covered in an aura of wind, allowing a missed slice to still cut and a wide swing to blow away the opponent. -Earth Blade: The blade is covered in a layer of rock, allowing it to cause blunt damage and increase its weight. However, it does lose its cutting edge. -Lightning Blade Beam: Electrifies the blade. -Light Blade: Blade is covered in light, acting as a light source and enhancing its strength. Can be used to cause a bright flash to blind opponents. -Dark Blade: The blade is covered in blackness that eats the light just around it and enhances its strength. -Adaptive Blade: Depends on the magic that Alexander absorbs.
Channel: Armor - By channeling magic through his body, Alexander can coat himself in magical energy that helps absorb and block damage he cannot absorb.
Channel: Vampire - Every successful strike with his blade that draws blood steals a little bit of the target’s magical energy. This energy is channeled through Alexander’s veins and into his Lacrima.
Magic Level: A+
History: Alexander was born into a very loving family of his mother and father, shortly after, his sister was born as well. His father was a Magical Researcher and thanks to grant by the Magic Council, Alexander’s family never had to worry about money. His father’s research was to find a way to make magic easy and accessible to all people, without using a magical item. Alexander was in awe of his father’s research because he was one of many that were incapable of naturally using Magic. He would often watch his father work, unable to make out what was being written and said. Eventually though, his father began to hit a wall with his studies. It seemed that there wasn’t any specific way to determine if a person could use magic other than comprehension and being attuned to the flow of magic. He began searching for various materials and items to try and find any way to fix this problem. Eventually the funding was pulled on his research. The family had thought ahead and saved quite a large sum of Jewels beforehand, but Alexander’s father was distraught. He began spending more and more time in his basement lab, funding the research himself, and asking that Alexander not come in. On Alexander’s 11th birthday, his father approached him and asked if he wanted to be able to use magic. Of course, he jumped at the chance to be able to and said yes. His father took him to the lab where he was shown a glowing blue sword, created from the fang of a crystal dragon, and a large lacrima. His father told him that by linking the Lacrima with his spirit, and using the natural channeling abilities of the sword, Alexander would be able to finally access magic. Alexander was excited and moved to pick up the sword, exclaiming happily before being sedated by his father. When he awoke, the lab was filled with smoke and he quickly arose from a table and found the lacrima infused into his body, partly revealed through his chest. He grabbed the sword and exited the basement lab, stumbling. His eyes took a minute to adjust, and he was greeted with his home set ablaze. On the ground outside was his father, bleeding and dieing. His father was happy to see the concealment spell worked. But before he died, his father told him that someone in the Magical Council didn’t like that he had continued his research after they pulled his funding. So they sent a group of mages to kill him and destroy the research. He began questioning his father, Where was Mom and Lilian, his sister? Who was it that did this? What should he do? His father’s last words were, “Those mages had lost magic. No one deserves that much power.” At that time, a man jumped from the shadows and attempted to burn through Alexander, but he turned and the Lacrima absorbed the flames from the man. His Lacrima glowed brightly and he could feel a rush of power. The mage continued his attack, but each fireball disappeared into the Lacrima. With a tackle and stab, the mage was slain, his magic flowing into Alexander. He stood, knowing what he had to do. Leaving the house he found a small scrap of paper, still safe from the fire in his father's hand and he began a search for clues to the Mages that had done this, and to find out who on the Magic Council could have order his father’s assassination. Alexander learned from reading his father’s notes, that the Lacrima in his chest was special compared to others. It could adapt. It would absorb so much energy before expelling an excess amount, expanding the total amount that it could take in. During his travels, he had been attacked by many mages, bandits, bandit mages, and found a couple of the mages under the employ of the Council Member. He even was challenged by an inexperienced mage claiming to be an evil wizard hunter and paladin. During the fight however, he absorbed one of the mages attacks and a large explosion occurred, knocking him away and out. When he awoke, he found himself inside of a small cottage with a woman making soup for him. She bore a resemblance to his sister, but when he asked her, she claimed to have no brother and that her mother and father were still alive. He was nursed back to health by the woman, revealing herself to be a mage with Weight Magic named Alvina. She asked him why he had been fighting that boy, and why Alexander had a Lacrima in his chest, and he explained his story. Alvina decided that she wanted to help the man in his quest for vengeance, to make up for some trouble making she had been recently doing. He didn’t care, as long as she wasn’t one of the Mages that attacked, or got in his way. So the two set off on their journey, gathering a small posse of other mages with them. Including Tristan the Exceed Blacksmith of Justice, Devin the shadow puppeteer, and Nina the narration mage.
Personality: Alexander is a very serious person that is focused on his revenge. Unless he is searching for clues or speaking with others in his group, he is normally very quiet. He finds any opponent that isn’t possibly part of his family’s killers an annoyance. He is also ready for a fight at any moment, having had to hone his awareness over the years.
Team Members: Alvina Tristan Devin Nina
Three Strengths: Alexander is unaffected by C rank magic directed at his chest due to his Lacrima. Other magics have a portion of their power siphoned off to fuel his Lacrima, allowing him access to that magic element as well. Alexander has trained for 8 years with the sword in an unorthodox manner, making him unpredictable when in a fight yet still a highly skilled swordsman. Has become a great survivalist over the years, having to hunt, cook, build shelter, and learn first aid with berries, roots and leaves
Three Weaknesses: Without his Sword, Alexander's channeling abilities are dampened and his hand to hand combat skills are lacking. He can become so fixated on his goal of revenge that he loses himself in a haze of anger. His magic has a limit, and if his Lacrima were to be severely damaged, he may lose his Magic all together. It also doesn't protect from behind.
Greatest Love: His sister, Liliian. She had always been so happy and content without magic, and so trusting with the world. Of course, last time he saw her was 8 years ago when she was 10
Motivation: Revenge.
Appearance: Alexander is a white haired individual standing at 6’ even. His skin is lightly tanned from having spent a large portion of his life traveling on the road and his eyes are a crystal blue. Alexander has an athletic build with part of a lacrima exposed in his chest. His hair is a grayish white hue, kept in a long spiky unkempt look that goes down his back. He wears black pants and an open black shirt, revealing part of his chest. He wears silver cauldrons, gauntlets, and grieves that he keeps great care of. Strapped to his back is the Blue Great Sword his father left him. This sword, while claimed to be forged from a dragon fang, is actually made of a mixture of Lacrima and Stellanium, the metal keeping the lacrima inside it from breaking. This allows it to become a natural conductor for magical energy, both entering and exiting the blade.
Name: Alivna Luft Age: 17 Magic: Weight Magic
Attacks
Weight Magic: Weight Swap - by touching a living being, Alvina can swap the amount of weight and body fat currently on her with them. Muscle Mass is also traded in the exchange. The amount of weight/muscle swapped does not have to be an equal amount.
Weight Magic: Increase - Alvina can increase the weight of any object or person she touches, including herself, to immense proportions without harming the structure of the person or object, such as making a feather as heavy as 10 tons. This effect is only in effect while she has hold of that person or object.
Weight Magic: Decrease - Alvina can decrease the weight of any object or person she touches, including herself, to miniscule proportions, such as reducing the weight of a boulder to a feather. Unlike her Increase magic, this can continue for as long as she makes eye contact with the object. The further away the object is, the more magic is needed to keep its weight down. Armor can also decrease the effect of her magic, as she can’t reach the body properly with her eyesight.
Magic Level: B
History: Alvina had always been a large child and retained most of that weight as she got older. However, because of her large size she often was teased and bullied. She was often upset about this, but her mother, Aeris, would always console her, saying that she would grow out of it, and if not, she could always work at it to lose the weight. She loved her mother, but was also jealous of her, was gifted with Muscle Magic and able to enhance her own body and lose her body fat. Her Mother tried to teach her how to use the magic, but Alvina just couldn’t master it. Until one day in high school she was particularly badly bullied, and one of the bullying girls went to strike her, saying “Moo, Cow! Moo!” Angry, Alvina grabbed the girl’s wrist, “How would you like it? To be called a cow! So big you couldn’t lose the weight! To be so uncoordinated because of it!?” as she spoke, the assailant began swapping her body type with Alvina’s. “How about you moo instead?” She said, knocking the now much larger girl over. She had unlocked her magic, and the years of repressed anger turned to hatred. She tried it again on one of the other bullies, but only made it harder for the girl to move. She began testing her magic on the trio of bullies, and found that she could alter Weight and trade body fat both partly and completely. In her quest for revenge, she found a couple of cows and took their weight, exchanging it with the other bullies. They begged her for their old weight back, but she said that they would have to suffer for as long as she had. Eventually, word got back to the parents about what happened, and they brought it to the attention of Aeris. Aeris had a stern talk with Alvina, telling her never to use her magic on her classmates again. She agreed, sulking as she returned the other girl's weights. Aeris assured the mothers that this would never happen again and they left, but not before calling Alvina a dirty pig girl that should stay away from their children. Aeris became quiet for the rest of the night. Alvina couldn't stand it. After all that, her mother wouldn't console her or even defend her against the words of the bully’s parents. She became mad and upset. That night she snuck into her mother's room, having used a spell to make her light as a feather, and gave her mother her body type. After doing so however, she was ashamed that she would do that to her own mother and went to exchange them back again, but her mother woke up and looked infuriated. Crying, Alvina rushed out of the home and ran away, too ashamed to return. After running away, she found an abandoned house in the woods with a large stocked pantry. She began to feel depressed, and turned to food for comfort. She loved sweets especially, and quickly her weight returned. She went into a nearby village and, penniless, asked for more food. No one believed that she could be hungry with how large she was, and so she began making the villagers fatter. She threatened them all to become her size if they don't hear her demands. The village obliged for a few weeks, but began to run low on food. Alvina demanded they send 1 person each day they couldn't get her food, and the person returned enlarged. The village was terrified of this, and quickly gained money to hire a Mage, but none of the guilds took the mission. Eventually, a traveling mage took the mission, and Alvina fought him in front of her new house. The mage wore a full suit of armor and launched beams of light at Alvina. Not wanting to fight she surrendered quickly and agreed to turn everyone back to their normal weight. The mage took the money but left Alvina half, seeing that she was penniless. He left saying that “If you work hard enough, that weight will disappear. It may not be immediate, but if you work hard, keep pushing, you'll get in shape.” Now that she had money, she didn't have to threaten the village to get food. However, she became determined to lose the weight, and began working as hard as she could, even increasing her weight to help lose more. She managed to lose 100 lbs before being approached by a farmer with 3 sows that he wanted her to swap weight with so he could win a county prize. She didn't like the thought of him cheating, but was talked into it when he said, “Think of it as penance for your transgressions.” So she lost the rest of her weight, ending at a reasonable 110 lbs, began eating healthily, and vowed not to ever take the easy way out again A few weeks later she found a man passed out along the path she normally took to the village. Worried about him, she lightened him and his sword and took them to her home. She nursed him as well as she could over the next three days, cooking soup to feed him. Eventually he did awake, and she asked what happened. He explained that he fought with a familiar mage, she asked why, and he explained his story to her. The story grew a fire in her stomach. Believing that this man was a sign from above for redemption. She decided to assist the man on his journey, vowing to help in any way he can. The man agreed as long as she stayed out of his way.
Personality: Alvina is a very quiet and shy person by nature, but has issues when her being overweight comes up. She used to be very quiet but now flies into a rage about it. When she gets upset she seeks out food, especially sweets. However, she does have a heart that wants to do good though. She often feels guilty about the ill will she had placed upon people. Except the bullies. They deserved that.
Team Members: Alexander Tristan Devin Nina
Three Strengths: Nothing is too heavy for her to lift thanks to her magic. She can alter her weight and body type. This can allow her to walk incredibly softly. She is fairly clever and well read.
Three Weaknesses: She loses her temper when the subject of her weight comes up. She obsesses over her weight, and will jump at the chance to alter her weight. Sweets. When there are sweets involved she will find any way to get them. This can cause her to gain a lot of weight quickly.
Greatest Love: Her mother.
Motivation: Redemption.
Appearance: Alvina stands at 5’2” with long straight blonde hair, pale skin, and brown eyes. Her current body is incredibly slim, with a modest bust and build. She wears a highly elastic red one piece dress with white collar and trim, a large white belt, and knee high brown boots.
Bounce Magic: Bounce Body - by using this magic on a target (himself, item, another person) he fires a beam that can give the target’s body a rubber-like quality. Physical strikes no longer affect the target for a period of time, bouncing back the attack. This can also be used to gain incredible distance when a person runs or jumps, causing them to bound with each step. I’m Rubber! You’re Glue! - After sticking an opponent to the ground, Tristan rubberizes his spear and body. He then polevaults himself into the opponent, using the spear to rebound and continue the attack until they are incapacitated, or he runs out of Rubber magic. Bounce Magic: Bounce House - By using his Bounce Magic, he can cause an area to become extremely bouncy. This can be used to cause a person to lose their footing, make a sudden springboard. His biggest feat was making a whole house bouncy inside and out.
White Ray: Sticky Spread - by using his magical spear, White Ray, he can create a highly adhesive substance. This substance also has the ability to block a mage’s magic (see edolas arc adhesive handcuffs).
Transformation - By using magic, Tristan can change himself into a human form.
Aera - Like all Exceeds, Tristan can sprout a pair of wings for flight.
Magic Level: C
History: Tristan’s life began when he was dropped onto a frying pan, his egg being mistaken for food by a very hungry old blacksmith. The man was as surprised by Tristan, being a green flying cat. The old man, laughed and apologized to the cat, grabbing a saucer of milk and some fish he had caught that morning. Tristan began eating and exclaimed how good the food was. The man nearly had a heart attack when he heard the cat begin speaking. But he quickly calmed down, and asked the strange creature if it had a name. When it explained that it didn't know, the old man decided to name him Tristan, after a gallant hero from a story book he used to read his children. Having named the cat, the blacksmith treated the young exceed as if it were his own son, teaching him basic math, how to read, how to smith magical items, and magic. The blacksmith used his magic to protect himself while making his wares, having become frail in his advancing years. Having to continue making items and not wanting his new cat child harmed, he taught him Bounce Magic. Tristan helped the blacksmith with items, and eventually, was asked if he wanted to make the items by himself. He happily agreed, wanting to prove himself to his adoptive father. However, the man wanted to test Tristan first. He showed Tristan a book that spoke of a legendary blacksmith known as Musica. Pointing to one of the items, a spear, he asked for Tristan to try and recreate it, But also give it his own flair. After a week, he did it. Tristan had managed to create a magical spear, White Ray. It was small and able to secrete a sticky substance. Through a small bit of magic smithing, he made it able to grow to appropriate size based on its wielder. The old man was proud, and told Tristan that the experience was to be a parting gift. The Blacksmith was dying, but didn’t let Tristan know. Handing him a small pouch of gold and the story book, he asked Tristan to fulfill his dreams for him. “Tristan. I've taught you everything I know. But I'm too old for my dream now. I want you to make it true for me. Travel the world as Musica once did, smithing the greatest of weapons and armor, and make a mark in history.” Tristan saluted, tears in his eyes, knowing what the man wanted to tell him, and replied, “On my honor.” a phrase from the story book they had read so often. One year later, Tristan had already forged a few magical weapons and armor, selling some, and placing others around the world in spots he thought looked magical. He would always mark them with a magic stamp; an image of a horse with a cat on it's back. He has kept the White Ray with him, using it for self defense, and occasionally to to catch dinner for himself when he wasn’t near a town. Tristan would seek out other magical items to find inspiration for his work, and word caught his ear of a swordsman wielding a blue sword. Tracking word of the man with a blue sword, he found him walking through a forest just outside of a village.. Upon stopping to ask about the sword, the man attacked Tristan. However, during the fight, Tristan just bounced around avoiding the fight, asking about the sword. The man believed that Tristan wanted to know because he was working for the mysterious magic council person that killed his father for this Dragon Fang sword and Special Lacrima. Tristan, skilled enough to tell what the blade was made from by having been so close to it, told the man it was actually made from some Stellanium-Lacrima hybrid. The man didn’t believe him, and went to swing again, but found a hand on his sword suddenly causing it to fall to the ground, imprinting in the ground. A woman had saved Tristan, chastising the man for nearly killing the “adorable flying kitty cat.” Tristan was grateful for the woman’s assistance, and after a small talk, he found out that the two were on a quest to avenge the man’s father. Tristan, owing the woman a life debt, decided to go with the two. Besides, he may run into some awesome magic items on that journey. The two introduced themselves as Alexander and Alvina. Tristan asked if they were a couple, prompting a punch from Alexander.
Personality: Tristan tends to act like a gallant knight, especially around women. Though he turns into a fanboy when it comes to magic items. Tristan also tends to be childish when he warms up to people, often joking around and poking fun at them.
Team Members: Alexander Alvina Devin Nina
Three Strengths: Can tell what a weapon or piece of armor is made of by look. Bounce Magic allows him to protect himself and his allies. Aera and transformation magic allow him to fly and give him a human form.
Three Weaknesses: Becomes too enthralled over new magical items. His small size and body strength do not allow him to do much in the way of physical tasks. He follows a code of knight like honor to a fault, even following a life debt that puts him in association of a very dangerous man.
Greatest Love: Magical Items
Motivation: Fulfilling his “Father’s” Dreams
Appearance: As an Exceed, Tristan has smooth features, green fur, a bushy tail, and three cowlicks for his hair style. On his back he wears a light blue backpack to carry his items when he needs. When transformed Tristan becomes a pale skinned teenage boy with green hair. He wears a dark blue coat with white sleeves, a tan vest, a red tie, black trousers with a white belt and black dress shoes. In this form he stands at 5’6”.