Reserving for Later
TRISTAN.GOFFE | |
![]() | 16 | 173cm/73kg | Male | "Nothing made purely by magic lasts. You have to put your hands on something to build anything real." PERSONALITY: | Tristan often comes across as rather dour and stoic. He isn't exactly broody, but certainly quiet. Often he doesn't seem to know what to do with his hands, and defaults to holding them still by crossing his arms, putting his hands in his pockets, etc. Give him anything minutely crafty, however--a ball of clay, paper and pencil, etc--and he'll soon show signs of a creative and inquisitive mind. The strongest opinions he has are all related to craftsmanship; most other things, he couldn't care less. That said, he has a kind heart and strong community values, having grown up in one of those kinds of villages where everyone knows everyone. | MAGIC: | Sword Magic: A magic that allows the user to create swords out of their mana. Further mana manipulation can be accomplished through using the blades as a focus, and more advanced spells imbue certain qualities into the swords themselves. Once given shape, the swords can be stored in the user's grimoire. At a certain level of control, they can be manipulated telekinetically. | SPELLS:
ABILITIES & SKILLS:
GOALS & FEARS: | He wants to at least make Senior Magic Knight before he retires, though he has no delusions of being a Captain or much less the Wizard King. He just wants to send enough money back home to support his family...and maybe one day open his own workshop in the royal capital. | | He worries that he isn't ambitious enough; that nothing he does is of real, enduring value; that his life is somehow pointless because all he wants is to do the same thing his father does, and his father before him, and so on. He constantly compares himself to others who are more driven and goal-oriented and feels a deep sense of inferiority. | ............................................................................. | The Goffe family are a small bunch. Father, Mother, Tristan, his older sister, and his younger brother. But going back several generations, they have lived in the same village, working the same forge. They fix plowshares, sharpen axes, make hammers and nails...and, every so often, a spear or a sword. Not exactly master crafts, but enough to get a local guardsman or occasional mercenary along. A little magic helps the process along here and there--Tristan's grandfather had fire magic used to stoke the bellows, and his grandmother's earth magic is probably what influenced his father's iron magic--but by and large it all comes down to elbow grease and skill. Tristan had never imagined the possibility of being a Magic Knight. Oh sure, as a kid he played knights and devils with the other brats, and the braver boys sometimes went on little excursions through the forests. But, the way his father taught him to swing a hammer, and pedal a grindstone, and polish, polish, polish until he couldn't feel his hands anymore...it turned into an appreciation for the gleaming metal he held up afterward. And seeing the thankful face of a farmer whose pitchfork or hoe he'd made, or the smile of a toothless old woman whose soup pot he fixed, was a good enough reward for him. Then he received his grimoire. He'd wondered if it would be something fire related like his grandfather, or if his mother's wood magic would be passed down instead--he could still use it to help make handles and tool shafts. Instead, the book that came to him sprouted a sword's hilt from its pages. "Hey, Tristan got Sword Magic! Isn't that kinda rare?!" "They say the Anti-Magic King had different kinds of swords in his grimoire too--do ya think they can cut through other magic?" "He's got to be a magic knight now, huh? What better use is there for magic like that?" He didn't feel the same connection between the blade in his hands, and the ones he'd forged with hammers and tongs. The swords he made with his meager mana couldn't last forever. For being a "rare" magic, it sure didn't actually seem all that powerful or versatile. But it was true that swords had no real use except to fight. Maybe...maybe he could give it a try. If he failed, then oh well, he could just go back to the village, and the forge... |
Albie Finch. | |
![]() | 17 |176 cm /75 kg| Male | It's called good enough for a reason." PERSONALITY: | While Albie is willing to experiment with his magic, he is isn't that diligent when it comes to physical activity. In fact while not to the point of completely ignoring his duties he prefers to do as little as possible. He can overcome his laziness if the situation is important enough but his low stamina will still limit him. Albie is pretty smart but he does better when he has a clear plan and can freeze when caught by surprise or when having to improvise. He has a sarcastic but not mean spirited sense of humor and tends to make bad jokes when nervous. MAGIC: | Arrow Magic: Albie is able to shape his mana into arrows. While it's possible to give these arrows extra effects for the most part he either increases their raw power or their numbers. | SPELLS:
ABILITIES & SKILLS:
GOALS & FEARS: | His main goal is to not have to take over the family farm, becoming a Magic Knight seems like a good way to do that. Finding a nice girl to marry and make enough money to retire young, while being able to support his parents would also be nice but he sees that more as an extra. | | Albie's magic is solely long ranged and predominantly offensive. He is fully aware that if someone can close the gap and gets within melee distance he is practically helpless.| ............................................................................. | Albie was the second and youngest child of a family of farmers, while it was clear he loved his family it was just obvious that he hated working on the farm and only did the bare minimum to complete his chores. In an attempt to improve his work-ethics his parents made the well meaning but wrong decision of giving him more and more jobs, which only increased his dislike. When he got his grimoire his parents hoped that Albie would get some kind of magic that would help out on the farm, like the rest of his family, instead he got Arrow Magic. At first they were disappointed but Albie actually worked had on improving his magic skills, often shooting at improvised targets until he was out of mana. After a year and a half of showing he was serious about improving his Arrow Magic his father suggested that Albie try out for the Magic Knights and Albie despite knowing it would be hard work, just different from farm work agreed. |
Lanner Abelfraw | |
![]() ________________________________________________________ "Don't try to paint me in your shade; I'm coloring my own heart!" PERSONALITY: A free-spirited tomboy with a good head on her shoulders. Lann is always active, ready for a game, adventure, or some rough housing. She is a lonely heart, and tends to stick near others so long as her presence is welcomed. She can take the hint if it's not. Just as her magic prevents her from being held back by physical barriers, neither is she easily bound by rules or social conventions. She does not discriminate between people by country, sex or status, and becomes uneasy when others do so. She does what she thinks is right no matter the situation, and is willing to befriend just about anyone. She is generally an open person, though like anyone else there are some things she keeps to herself, such as feeling like she doesn't quite fit in anywhere. One thing she makes sure to say though is that she would very much prefer that people be casual with her, and call her "Lann" or "Lannie." MAGIC: Spatial Magic Allows the user to manipulate the fabric of space to a certain degree. Usually this magic takes the form of movement abilities, such as warping around an area or creating portals or otherwise magic doorways that instantly connect two places. This magic can be used in other ways and has the capacity to be destructive at advanced levels. SPELLS: Door to Door - Supplementary Creates a gateway between two places, allowing objects and people to pass through. The larger the gateway, the more mana is used to create it. The gateways can only be formed in places Lann can actively see, or places she is already familiar with and can easily visualize in her head. Distant Strike - Offensive/Supplementary Similar to Door to Door, but on a smaller scale. Lann creates a pair of small portals during the instant she throws a punch or kick, one directly in front of her and one in front of her target. Allows her to strike targets she can see but that are not in melee range. Could also be used to grab something quickly. Dimension Purse - Supplementary Creates a fold in space that items can be deposited into and retrieved out of, effectively eliminating the need to carry a bag. It lasts until Lann dismisses the spell, or she falls asleep or unconscious - at which point all of the items inside tumble out. At the moment only small items can be stored in it, with a total weight limit around 10kg. This spell cannot contain living organisms or magic tools. ABILITIES & SKILLS: Mana Well Being of noble blood, Lann has a high amount of mana relative to commoners. Her level of mana is on par with members of other noble houses, outliers notwithstanding. Because of her wellspring of mana, it takes longer for her to tire out when using her magic and she can cast larger spells more frequently. Tenacity She isn't one to let things go easily, especially in regards to herself. This has led her to accomplish things that she would otherwise never have learned, such as how to throw a punch. Her "never say die" attitude can be infectious. Comportment Since Lann was raised to become a noble lady, she can navigate the customs and niceties of Clover Kingdom's elite - she just doesn't prefer to. Still, if it is ever needed she can carry herself with grace and etiquette befitting a noblewoman and perform in formal settings. GOALS & FEARS: > Aside from becoming a Magic Knight, a newfound dream of hers, Lann wants to help people see eye to eye. Breaking down borders, whether between social classes or countries, is something she strives for in her heart of hearts. > Lann is afraid of falling short of her own expectations for herself, and she'll probably admit that if prodded, but what she is really afraid of is never really finding the place she belongs. She feels disconnected from her fellow nobility, the common people, and she doesn't find that she is considered 'one of the girls' or 'one of the guys.' ............................................................................. | The Abelfraw family - a prestigious noble house in the Clover Kingdom. Although not as old or illustrious as some other houses, nevertheless the Abelfraws have prospered over the last century and produced a number of capable, competent heirs. This is the case in the current generation as well, although Lanner is not that heir. Lanner is third in line for head of house, behind an older brother and sister. Although unlikely that she would ever take over the house, she was raised in a strict environment of etiquette, poise, and acumen... and did not excel at any of it. She could never see the point in things like that, especially when all she would be expected to do was live in luxury and be betrothed to another family. Her own would always remind her that all members of Abelfraw represented their house, whether the current head or the youngest daughter, so it wouldn't do for her to lack in social graces. Her life was rather boring and lonely. The only area in which she thrived was magic. When she received her grimoire and discovered her spatial magic, both she and her parents were thrilled. Suddenly Lann's avenues for the future opened up. One downside for her parents, though, was that they could no longer control her so easily. Well... they never really could, but now it was even harder. As a preteen she had grown rambunctious, prone to slipping out of the estate looking for friends and adventure. Unfortunately she never really found either; she was too rough for the other noble girls, too strange for the noble boys, would be put on a pedestal by commoner kids, and when she went even farther into the peasant districts she found that once it was discovered she was of noble blood, the lowborn children would avoid her on principle. Still she never gave up trying, sometimes even resorting to disguises to find playmates. Whenever house servants found and returned her home disheveled after playing in the fields by herself or seldom with other kids, she would be confined to the estate as punishment. After receiving her grimoire, that was no longer possible. Lanner attended magic tutoring, but shirked her other lessons on a whim, escaping to almost wherever she pleased around the city with the use of her magic whether day or night. More often than not it was for simple fun, but sometimes she would stumble upon someone in need of help. She would jump to that person's aid, whether it was pulling a cart or driving off a bully. Her rough and tumble ways of childhood paid off in times like those, but she still noted that the reaction of the people she helped varied wildly whether they were a commoner or a noble, or whether they knew she was one. Now the division of her younger years was really starting to get under her skin, especially since she was getting old enough to understand it. Her hooded disguises from youth popped up again once or twice just for the convenience of getting around the social stigma. Eventually, her brother suggested she actually try out to be selected as a Magic Knight. This idea tickled Lann, who already considered herself as a helpful heroine to the people. Why hadn't she thought of that before? She and her entire family are confident she will be accepted into a squad, and though her parents hope the knights' training will drill some discipline into her, Lann views it as the logical next step in her life. |
NAME:.Hikari Tahada | |
![]() | 16| 6'2/193 | Male | "I’m going to purge this world and make it pure… only I can do it." PERSONALITY: | Surface level, Hikari is a very nonchalant person who isn’t afraid to approach situations with a smile and kindness. He puts people first, an extrovert interested in learning other people and their interests. Internally, he’s a very paranoid person with a boiling anger and judgemental attitude. He’s analytical and easily irritated from the smallest things he deems stupid or not worth his time. What some may call Two-Faced, Hikari would say he’s just smart enough to know which cards to play. He’s not above using people and situations to advantage himself and his goals. However, he isn’t completely heartless as he’s fiercely loyal and caring to whom he lets close. Hikari has a habit of laughing whenever faced with an emotion he’s attempting to suppress, which furthers his appearance of being a kind and optimistic person. | MAGIC: | Steam Magic: Hikari is able to create, shape, and manipulate steam. The more mana he pours into the steam, the hotter it becomes even to the point of burning someone. | SPELLS:
ABILITIES & SKILLS:
GOALS & FEARS: | Hikari dreams of purging the world of criminals and evils, including kingdoms. His ideal world where everyone can live peacefully, without the need of money or servitude, he believes can only be brought by someone with ambition to do whatever it takes. | | Regardless of his ambitions or stature for his age, Hikari fears being powerless and fears not being able to bring change. He’s insecure about his own magic, and any show of weakness or defeat can lead Hikari into a depression which further feeds into his need of wanting control. | ............................................................................. | All Hikari knew growing up was the criminal underworld. The last memories of his immigrant parents were of them getting arrested stealing food. He would fall down a similar path as a child, seeing as that’s all he knew with no guidance around. A man popularly known as Vander took him off the streets and let him into his gang. Hikari was small so he was good at slipping in and out of places to steal for Vander’s gang, and in exchange all he wanted was food and to learn how to read. Hikari took a keen liking to reading and gaining knowledge, yearning to surpass those who taught him. As he got older, he would go through multiple growth spurts which made him more noticeable and less stealthy. Looking to still earn his keep, Hikari allowed Vander to train him in hand-to-hand combat. As he was adult sized, he made a perfect body guard and extorter for the gang instead of a petty thief. Hikari would often stay quiet on these missions to avoid revealing his child-like voice despite his stature, nor would he need to as most of the debtors were already intimidated by his presence. Knowing that Hikari loved books and was turning of age, a member of Vander’s gang snuck out with him to the grimoire ceremony. Hikari would end up receiving his own grimoire. Excited to let everyone know about the event they would return, not to celebrations however, but to the bodies of their companions accompanied by shouts of battle. The remaining members vs knights. One such knight would approach the two, and before Hikari knew it he was screaming with steaming emitting from his hands. The memory blurred until this day of him killing the soldier, all he remembered was staring at the blood on his hands being vaporized away by the steam. He was grabbed by the shoulder and told, “Sorry kid, you’re back on your own.” by Vander before he felt himself being dragged into a shadow portal. “They don’t know your face, kid, promise to live for something greater than… this.” The portal would close and Hikari would find himself on random farmland. He spent the night against a tree, sobbing as he ran through the faces of his comrades wondering why he deserved to lose a second family again. Criminals, yes, but never evil. Just a group of people trying to make ends meet. The sadness turned to anger, and the confusion led to newfound motivation. He didn’t know what he did to deserve this life, but he would take Vander’s words and fulfill his promise. He would work day and night to master this new power, to purge this world of evil from the lowest to the highest levels. He was going to change this world for the better, no matter the costs. |
Solveig von Brandt | |
![]() | 16 | 170 cm & 60 kg | she/her | "Improve, day by day, month by month, year by year. The only one you need to overcome…is yourself." PERSONALITY: | Driven | Inspiring | Conventional | One-track | Competitive | Spirited | | Solveig enjoys training, both physical and magical. Though she claims all she wishes is to become the best version of herself, she is a feisty opponent who enjoys contests and is given to rivalries. Even deeper runs her desire to protect, however, a past tragedy of loss haunting her. Despite that – maybe because of it – she is kind, supportive, and optimistic. In casual situations, she is usually sporting a warm, kindly smile. Yet, her ferocious manner of fighting belies any notions of her being easy going. | MAGIC: | Ignis Draconis Magia [Fire Dragon's Magic]: Calling upon powers of the legendary fantastical creature, the user can conjure and manipulate flames, self-enhance their abilities, and use transformation magic (i.e. shapeshifting). A derivative of fire magic which offers more versatility, but is difficult to master. | SPELLS:
ABILITIES & SKILLS:
GOALS & FEARS: | Solveig’s goal is to become one of the greatest Magic Knights, because she wishes to protect her home and her loved ones. She wishes to inherit the lands her father rules over, and to prove to him that she is capable of not only surviving but thriving. She strives to eliminate Devils and Devil Cults. She will not abide any who wish her family ill. | | Sol has already lost her mother. More so than not being able to prove herself to her father, she fears losing him. Solveig is also afraid that if she becomes too badly injured – or worse, dies – she will be leaving him behind, all alone. She knows it would break him. She still has traumatic memories of the demon which had attacked her home. | ............................................................................. | Solveig was born on the very southern tip of the noble realm, with the von Brandt family overseeing a small territory which extends into the common realm. While theirs is perhaps not as historied a legacy as the more central nobles, nor as rich, the von Brandts have established themselves as a respectable militaristic family, and have held some renown since about two centuries ago. A relatively recent lord – Solveig’s grand-grandfather – had met with success in mercantile business, as he’d established a reliable transportation and mercenary network. However, with the ups came the lows. Outbreaks of rebellion, strife, banditry, and the rise of Devil worshipping made for a busy time. Whether hired by commoners or nobles, or ordered on missions by the crown, the von Brandts answered the call to duty. On the one hand, this gave the family a chance to earn more fame. On the other, it exposed them to retaliatory attacks, assassinations, and made their family members prone to a shorter life span. When Solveig was born, her family was doing well, but with their numbers in a slight decline. Her paternal grandparents had taken over the business side of the family, having retired from the military. Her maternal grandparents were both commoners; her grandmother a retired adventurer who’d explored many a dungeon, and her grandfather a master jeweler. Her father Cináed had earned glory as one of the best duelists in his youth, and operates as a Magic Knight to this day. Sol has always admired him, though she didn’t see him much, as he was often away for work. In contrast, her mother Belinda, had taken an extended break from her Magic Knight duties to look after her. Many of the stauncher nobles had criticized her father for having married a commoner. These same people denounced Bel’s decision to focus on rearing her daughter. Her parents never paid mind to the stigma, however, and Sol wasn’t affected by these tensions in her younger years. If only those carefree, loving, blissful years had lasted. When Solveig was but 5 years of age, disaster struck. A Demon Cult targeted her family and her town at a time when both her father and uncle, the most powerful of the living von Brandts, were too far away to do anything about it. Houses were destroyed, stores ravaged, the streets strewn with corpses. Even so, the family’s reputation was not for nothing. Those present in the town put on a valiant fight, and prevailed. All things considered, it could have been much worse than it had been. And yet… And yet, Sol’s mother had died protecting her. That day, Solveig’s world as she knew it came crashing down. To this day, she still has nightmares. Of the screams. The scent of iron. The warm crimson lifeblood spilled, the reign of chaos and destruction. It was a horrific, terrifying event, and it made a mark on Sol’s very soul. Yet, as deathly frightened as she’d been, she determined that she’d never let anything like that happen again. And so, Solveig trained. She convinced her father, begged her uncle, roped in her cousin, hounded soldiers and guards, and finally received official tutoring. After her mother’s death, Cináed became emotionally distant and harsh, his words often cutting, his spartan training unyielding. Even as their spars left her beyond exhausted, at times even injured, Sol appreciated the lessons with her father the most, and has eagerly emulated his combat style. The type of grimoire she received was slightly odd, as it pertained to a fantastical creature, yet it was fire-based magic, a trademark of the father’s side of her family. Applying for the Magic Knight Entrance Exams now that she can is the most obvious, natural thing in the world for Solveig to do. |
ILLIOS AVALONA | |
![]() | 16 | 5’9/145lbs | Male | "When there’s tomorrow, why fight for yesterday?" PERSONALITY: | Illios often comes off as warm and friendly as he often smiles or laughs. He is a jovial and free spirit who often does as he sees is correct, good, or right. May it be when it comes to work or otherwise, he lives a life determined by his own hands and wishes for nothing more than to be the very best he can be. Illios enjoys expressing much of his excitement through active actions rather than just saying them. He speaks with a voice that is a little deeper than expected for a boy of his age and will often be quite steeped in his emotions, so his inflections of voice will shine through very easily. | MAGIC: | Sun Magic- A rare magic attribute that has its roots in the very aspect of the sun and its energy. Often it is confused with Fire Magic or Light Magic, as Sun Magic can manipulate solar energy to become flames, heat, or light. With this incredibly rare and powerful magic comes the fact that it is incredibly mana-intensive and taxing on the user. Making those who are not blessed by mana to struggle to use this magic. | SPELLS:
ABILITIES & SKILLS:
GOALS & FEARS: | Illios wants to become the best Magic Knight he can be. He wants to help people and put smiles on everyone’s faces, just like his mother did when she went through the cities with him. | | Illios fears that all he is doing is sullying his mother’s wishes. He’s afraid that he may not be able to be a Magic Knight, as he is worried, about what if he isn’t able to be a Knight. Yet most of all. He’s afraid of the idea, what if his mother never died, what if she left him, like his father did. | ............................................................................. | Illios was a born to 2 magic knights. They were well known in some respects, a great duo who could have made a name for themselves, yet they never did, as around the time of their rise, they had a child. They loved and lived well, often they were sent on missions separately as one stayed to take care of Illios, while the other left to work. Yet around when Illios was 5, his father left, with no rhyme or reason, leaving Illios and his mother to fend for themselves, yet his mother was not a women who was so weak to have dispaired over such a thing. She took Illios with her, as he spent the next few years with her in travel. Illios learned much of the world, yet most importantly, he learned how awesome it was to be a Magic Knight. Illios saw his mother as she was treated something like a hero. Even though she did her job, she put smiles on the faces of everyone she met and seemed to always make people happy. Yet when Illios was 10, he was approached by 2 people he never knew. He was informed by them that they were his aunt and uncle as they were going to take him to their house to stay for a while. Illios went, as he was slowly informed, his mother was gone, in her last mission, they were unable to find her. It took Illios a while to recover from that news, he stuck himself in his room as it took 2 months for him to leave. When he left his room he took up a hoe, and began to help his uncle till the land. He wore a smile, he began to work, and he began to improve. Illios seemed to almost become a spitting image of his mother, putting smiles on other people’s faces, and laughing. He laughed an infectious laugh that seemed to always get others to laugh no matter the situation. It was when he was 15 that when he made his wish known, that he wanted to be a Magic Knight like his mother. His Aunt and Uncle disapproved, he was the child of his uncle’s sister, and the only child they could have. Yet his warm smile and determined look was all that was needed to tell them. No matter what they did, he would do it, because that was his mother’s smile. For the next 6 months he trained, he worked, he played, and he learned he loved to use his magic. It was fun to use magic, it was fun to have magic and play with it, but most of all, it was fun to be so close to his goal. As the moment it came time to leave, he left with a smile, promising to come back with a cape. |
Ludo Liszt | |
![]() ________________________________________________________ "I'm here for a good time, not a long time." PERSONALITY: | Ludo can be described as a 'thug with a heart of gold.' Sure, he is prone to getting into fights and other unsavory acts, vulgar, and generally rough around the edges but beneath all of that he is someone that at the end of the day tries to do right by others. If he could screw someone over and still do right by someone then that's even better. He is a social, charismatic, and affable young man that lives his life doing what he wants though that goes typically hand in hand with his tendency to take risks. Ludo loves fighting and is ready to throw down at a moment's notice, except if he thinks his opponent is not challenge as there is no satisfaction in beating the weak. However, he does have a bit of a temper and sometimes his first reaction is to solve it with violence, and he does hold a grudge. As a commoner, Ludo is not only sympathetic with the ongoing social movement but wishes to be a participant if it were not for his situation. He does show disdain towards most nobles, which does not help keep him out of trouble. | MAGIC: | Poison Magic: This allows Ludo to generate and shape a variety of different poisons in different states of matter. The effects of each poison could vary wildly, such as debuffs or more direct damage such as flesh eating poison. However, poison in certain doses is medicine, so Ludo can create poisons that have temporary buffs though they are not without side effects. | SPELLS: Touch of Death- Reinforcement, Offense/Defense - Essentially a lesser Mana Skin, Ludo coats his body or body part with a layer of mana infused with poison magic. Not only increasing his durability, anyone or anything organic that touches him will receive corrosive burns and this can be used offensively too when he goes in for close quarters combat. However, the durability/reinforcement effect will not be as effective as Mana Skin until he learns it. Lernaean Serpents - Curse/Creation, Offense - Ludo creates serpentine creatures made of poison that lunge forward to bite their target. The bite injects paralysis venom into the target, which will cause the user to struggle to move their own limbs. The bite strength can break through low levels of reinforcement Painkiller - Curse, Support - Ludo injects venom into himself or his target to either dull the sense of pain or turn it off completely, but the side effects of each increased dose or continuously applied dose will become more severe. The limit is three. A single dose dulls the pain around 25%, but due to the lower dosage the side effects are minor such as nausea, minor fatigue, brain fog after it wears off. A double dose will nullify the pain around 50%, but the side effects including much more severe nausea, brain fog, severe fatigue, double vision, and general bodily weakness. Three doses completely nullifies the pain and as well as the mentioned side effects all of the pain that his body ignored not only comes back in full, but it's also doubled. By the way, additional immediate doses after another dose will have the same negative side effects. ABILITIES & SKILLS: Beloved by Mana - Ludo would be considered an outlier by having mana rivaling that of the nobles. His large reserves would allow him to not only cast multiple spells at the same time with ease and cast large spells, but allows him to withstand battles of attrition when mana is concerned. Adept Brawler - He is not someone that has shied away from scraps and his many brawls have given him a certain set of skills. Despite not receiving any formal training, he has a good sense for combat and knows how to hold his own though his brand of fighting could be seen as dirty than honorable, but to him a win is a win. Keen Mind - While it would be fair to assume that he has a rock for a brain given his thuggish disposition, it would be wrong. Ludo is an intelligent young man with a very sharp eye for detail and is like a sponge for knowledge. He is very good with money and offers very good customer service though that last part was more because his father would lecture him about a happy customer is good tipping customer. | GOALS & FEARS: | His only goals are to become a Magic Knight, get his freedom back, and climb up the ranks to hold the people that have held a tight grip on him and his father's life responsible. Beyond that, he wants to make sure that his father will have a life where he would not have to work so hard anymore, but still work. He has to keep the old man busy somehow. He fears of what would happen if his plans were to fail. Ludo feels trapped in a situation that if anything goes wrong, his father suffers the consequences for his son's actions. | ............................................................................. | The Liszt family is as normal as any other family in the Clover Kingdom. They were fortunate enough to run an inn and tavern on a major trading route, albeit it is quite a modest abode that acts as their home as well though it is just Ludo and his father. Not too long after he was born, Ludo's mother took off and his father, Marco Liszt, did his best to raise his son on his own. He never really knew who his mother was, his father did not like to talk about her much, but it did not matter. They didn't have a lot, but they had each other and that was all they needed. Ludo was considered a special child, someone beloved dearly by mana unlike so many commoners. To other commoners, he was a star and a protector and to nobles he was nothing more than a nuisance, which was not helped by Ludo constantly butting heads with them. Other kids would become his followers, which would lead to him inadvertently creating an actual gang where he would lead them into all manner of trouble and mischief to the point, he was on a first name basis with the local authorities. A troublemaker he definitely was, but he was also known as the kid that would do favors for everyone without expecting anything in return and a good son that helped his father with the inn and tavern. For every bad thing someone could say about him, there were another ten things to speak positively about his character. Most children dream of being a Magic Knight and Ludo was no exception. He dreamed to one day be a captain and make sure his father never lifted a finger to work again and Ludo unlike most commoners had the means to do so. Things should've been straight forward, except they weren't. When Ludo was fifteen, he received is grimoire and that should've been the happiest day of his life. Instead, Ludo's father suddenly collapsed while in the middle of working. He had fallen ill, and he was not responsive towards treatment. The only thing that they had yet to try was to get someone to heal him, but there was no world where they could have afforded it. Desperate to save his only family, Ludo sought out known gang in the area that had connections and begged them to help, that he would do anything to help. They agreed and it was not long until a healer treated his father back to health. Now, the problem was the matter of payment. Ludo could not afford to pay, so he had two options: become his boss' child's servant or they would harvest his father's body and sell his parts on the black market. The gang members knew who he was, so they figured that his boss would see the novelty of owning a commoner with a deep well of mana. It was an ultimatum, but one that Ludo had no choice but to accept. His father knew none of it. Ludo made up a half truth, saying that he was able to get a healer, but he would have to go away and work off the payment. Of course, his father protested, but Ludo convinced him that he still needed time to recover and that he would visit whenever he could. There was very little time to spend with his father before Ludo was forced to depart, left to wonder what kind of person his boss was going to be. What he had not expected was to arrive at an estate. The boss of that gang was a royal. It had turned out that this royal had a criminal network all across the kingdom working under their thumb. They agreed that Ludo would work for him for a year, serving his child hand and foot as their personal attendant. That year he spent there was hell. The boss' child treated Ludo like a dog beaten by a stick and he could only take it. Any act seen as rebellious would void their agreement and his father would've been the collateral. All he had to do was stick it out until the next year, except that didn't happen. They never intended to let him go and he could barely hold it together to not fall into despair, except he received a new order. His son wanted to become a Magic Knight and in order to maintain the status of his son's servant he also needed to join the Magic Knights. If he were to fail, then there would've been consequences. However, Ludo saw this as an opportunity. A plan started to germinate, a plan to get his freedom back and it all starts to with becoming a Magic Knight. |
Kreszenz.Leichenberg | |
![]() "Forward, forward! Deliver upon our foes a storm of steel!" PERSONALITY: | Such pride, such arrogance! Kreszenz Leichenberg has never known humility, even in defeat. Her chin lifts high, her nose even higher, as she looks down upon the world that she knows will be her own. This is the girl who has lived upon high mountains, high castles, high towers. Praised only as exceptional since childhood, her voice rings out as haughtily as her laughter, the pride that stiffens her spine becoming a lightning rod too that draws forth only conflict. Clover Kingdom has changed since the prominence of the Anti-Magic King, after all. The arrogance of nobility had no place in a society where others were encouraged to reach for summits beyond their station. In an environment where a common villager could seriously entertain dreams of becoming a Magic Knight, in an environment where the sacrifices of generations bearing the burden of rule were forgotten, where aristocrats learn to guard their tongue lest outrage overflows and becomes disobedience, Kreszenz remains adamant in her capabilities as a noble. If they swear their fealty to her, she will give their lives meaning. If they sought to reach beyond their means, she will be the adjudicator of their trial. It is perhaps owing to that same nobility of hers, that Kreszenz, for all that arrogance, all that pride, remains polarizing, rather than simply unbearable. For she is loyal to her own, and frank in her assessments. If one wishes to better themselves, then she will show them with brutal honesty just how far they must go. And if there are those who seek to harm what is hers? That is an offense worth waging war over. One would be hard-pressed indeed, to see Kreszenz Leichenberg as anything but a quintessential noble. | MAGIC: | Lightning Magic: Capable of wide-spread destruction delivered at blinding speeds, the Leichenberg Family's Lightning Magic evokes a symphonic storm. Bolts of lightning rain from the heavens, while finer alterations of electric force repels invaders or informs allies. What could the hordes accomplish indeed, when they've been brought to heel as an audience to the conductor's calamitous castigation? | SPELLS:
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GOALS & FEARS: | To become the Wizard King, usurp the Clover King, and unite the world under a single banner, for the purpose of crafting a prosperous and purposeful society. | | Kreszenz is entirely confident that she will accomplish her goal. Kreszenz is entirely certain that it will be worth it. But there are too many allegories of good intentions, grand ambitions. How many times, in seeking to be great, have aspirants forgotten to be good? She is certain and she is confident, and she will make the hard decisions when she needs to. A mountain of corpses, a throne made of the dead. War, waged with enough violence and vigor to consume the continent and force all under a singular banner. There were no such things as peaceful transitions. So how could she ensure that she could remain herself once the flames were pushed to smoulder? How could she ensure that she wields the methods, but not the manner, of a tyrant? That she doesn't fall to unsightly self-preservation? Kreszenz needs an equal. A staunch ally with an unwavering moral compass who could stop her from straying, but who would paradoxically understand the necessity of atrocity when it came down to it. But she is certain that such a convenient person does not exist. | ............................................................................. | War was in their blood. House Leichenberg had earned their noble privilege through military accomplishments. Their noble blood ran as pure as any other who nestled in the Noble Realm, but their reputation remained that of backcountry hicks who could not live in proper society. All because they saw the protection of the realm as their divinely-mandated duty. All because they watched over the westernmost lands of the Forsaken Realm, taking on the mantle of the ones who would be the first to meet an invasion of enemy forces. And though they were outcasts in noble society, there on the frontiers of Clover Kingdom, they were beloved by their subjects. Blessed lightning descended from blue skies. With thunderous aplomb, the Magic Knights of House Leichenberg would arrive, cleaving through those that sought to harm the people of the kingdom! But one House, no matter how exceptional, how warlike, could have prepared for the Spade Kingdom. ... What is House Leichenberg, but a name in history books? Certainly, during the age of heroics brought forth by the Anti Magic King and his companions, there was not even a footnote spared for them. The Spade Kingdom's invasion had not been paused by the Leichenberg's heavenbound castigation, so they must have fallen in battle. They were never the type to engage in politics, and had been too bull-headed and uncompromising to be effective even if they did, so the impact of their disappearance did not register in high society. And what of the vagrants and peasants they sheltered in the Kingdom's frontier? The taxes that could be collected from them couldn't even be considered a drop in the bucket. If they were all wiped out, it was a tragedy, but only one that merited a flicker of sadness before one moved on with their lives. And so, one hundred and fifty years passed. A child was born and given a role. She lived on high mountains clustered by cloud, raised by remnants of a once-glorious lineage. She was beloved, even before she was exceptional. Though the House was gone, though their wealth was no more, stories passed down from generation to generation had embedded themselves in spine and soul, demanding that they stand proud of what they once were, what they still are. Demanding that they should rebuild. For a time, Kreszenz Leichenberg had believed that. But by the time she was 15, having traveled to the capital of Clover Kingdom from the very edges of the Kingdom and seen the gradation of wealth and privilege, the encroachment of corruption and misery, she formed ideas of her own. Rebellion and Devil-worship, embezzlement and discontent. Liechenberg had turned outwards, trusting the nobility of the land they protected. Kreszenz would not make that mistake. |
Nephertys.Setet | |
Usual Outfit(s): ![]() ![]() ![]() ![]() ![]() ![]() Training Outfit: ![]() | 16 | 166cm/59kg | Female | "What's this? A new discovery? How splendid!" PERSONALITY: | A good-natured, jovial, bombastic, impulsive and spirited young lady. Nephertys Setet is full of vigor, mirth, curiosity and flair, being bold and courageous, dauntless and sunny. Some would perhaps call her flamboyant or ostentatious, excessive and overbearing, to which the girl would simply laugh and possibly agree with them. She's got thick skin and a great deal of patience, allowing her to endure mud-slinging and uncouth behavior which would send lesser men into a rabid frenzy. She's not an unassailable fortress of tolerance of course, and even she can get mad and upset if pushed too far, it just takes a while to get there. While she's a brave, noble, kind and (some would say overly) generous soul, the Setet heiress isn't exactly what you'd call... OBservant. She's rather terrible at reading the atmosphere in tense or dire situations, she's gullible and blue-eyed - prone to taking things at face value without questioning it, and is a terrible judge of character, as well as absolutely hopeless at reading peoples' faces and intent. Nephy's the kind of person a charlatan would love to meet, and prey on. Having grown up in excess and wealth, the young lady's sense of economic viability and fiscal responsability is very, very skewed. While she can appear like a flashy and showy ditz, prone to unnecessary flair and pomp, Nephy is, at heart an amiable and good person. Always willing to help the less fortunate, loyal and stead fast to friends, family and those she holds dear, taking her role and privilege as part of the nobility seriously, never judging others at a first glance, the Setet girl is a gracious person. Even if she sometimes says or does silly things, or isn't particularly good at her academic studies, or believes that bread grows on trees... A-anyway... Due to her close-knit family, warm and friendly demeanor, Nephy enjoys skinship, and isn't shy about showing her affection for others - even if the time and place isn't really suited for random, impulsive displays of fondness. Finally, the young lady's a good sport, both in victory and defeat, and she isn't the type to hold petty grudges or become obsessive in regards to others. | STAR MAGIC: | This magic attribute allows the user to generate and manipulate stars at will. The stars appear as spiky clusters and can individually fire beams of magical light and can be forcibly destroyed. By connecting multiple stars, the user can create constellations which generate stronger defenses and attacks. Additionally, the user cann (at higher levels of skill) teleport themselves or others to a spot beneath any star. | SPELLS:
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GOALS & FEARS: | She wants to travel to and visit all parts of the CLover Kingdom. She wants to become a respectable and accomplished Magic Knight that her family can be proud of. Also, Nephy wants to be a good noble and ruler for her domain, in the future. | | She sometimes worries about embarrassing or bringing shame to her parents and family name. Gets frantic and worked up if or whenever her younger sbilings get hurt or sick. | ............................................................................. | The eldest daughter of the noble house of Setet, Nephertys has two younger siblings, one brother and one sister. She's also blessed to still have both of her parents. The family's domain is located in a harsh desert region, where water and fertile land is scarce. With the exception of some oasis and small rivers where towns or villages can sustain themselves, most of their land consist of barren, lifeless wastes. However, what the family's territory lacks in greenery, it makes up for in precious minerals - more specifically, gold. Yes, the Setet family's lands are rich in gold, and has the mines needed to extract the valuable metal too. As you might expect then, the noble house is a rather wealthy one. Being able to afford fine clohtes, fine meals, skilled instructors, talented tutors and a whole score of other costly benefits, to say Nephertys childhood was a blessed one would be an understatement. While her parents did their best not to spoil any of their children (too much) they stiill did plenty of splurging. Despite what other nobles may be like though, the heads of the Setet household did take their role as governors seriously enough not to squander or over-spend their resources. After all, living in an enviroment where production of food is really, really limited meant that they had to provide for their people - after all, miners can't work on an empty stomach. The limit of wood and construction-worthy stone was also a shortfall that had to be considered. As such, the nobility used an appropriate amount of their riches to take in traders and caravans to bring the goods and materials into their lands that they couldn't procure natively. This isn't to say the family didn't still tax or work their people, or that they lavished their citizens with constant presents and benefits. Hardly. But if there were things that needed by the people, like a new storehouse or new work-livestock, or new housing or other amenities, the Setet family did their duty as the ruling nobility and provided. Sure, they threw the occasional festival for their people as well, but that was to be expected of proper nobles, yes? Naturally, there were always those who wanted more or wanted things for themselves, and there was never any shortage of requests or demands made by their subjects - but not everyone would or could get what they wanted. Still, as far as nobility throughout the kingdom goes, you could do a lot worse than the Setet bloodline. Sadly, while money can buy you a lot, it can't solve everything. As unfortunate as it was, even with skilled and accomplished tutors, young Nephy seemed to have a hard time with her academic struggles. Math and other subjects that required a lot of thinking appeared to be rather difficult for the young girl, which was a concern, since she was the next head of the house. On the other hand, things that involved physical activity or magic seemed to come natural to her. Dance, song, self-defense training and magic practice were all subjects young Nephertys showed promise in. Which was a relief, since it meant she was at least good at something. During her earlier years, her mother handled her magic lessons along with some tutors, but once she passed ten years of age, her father took over. To ensure his child had a handle on, and the skills to, wielding her magic, he personally oversaw her lessons. The man was strict and both showed and demanded discipline. At least where magic was concerned. After all, a sloppy wizard was a potentially dead one, and he had no intention of allowing negligience claim his precious baby girl. That said... While he was a good instructor in this particular field, him and his wife failed to teach their daugher about a great many other things... Things like common sense, or the outside world, or that you shouldn't believe everything people tell you, or that there're actually folks who'll take advantage of you if you're too nice... A fact that would rear it's head in her teen years, and bring no end of headache to her parents. So, Nephy was skilled at aesthetic and amgical undertakings, but laacking in most other areas. Her outgoing, friendly and sunny disposition, coupled with her curiosity and taste for adventure, often saw her venture out and away from the family's estate more and more as she grew older. She'd walk into the town and meet and greet her subject. Some would praise her, some would coddle her, others would give her gifts, and some would play pranks or tell her tall-tales. The young lady's mirthful and gregarious nature made her popular with both the young and old, and the heiress of the Setet lands became quite popular - for varying reasons - in her town. Of course, not everyone befriended or showed her kindness out of goodwill, and yet she was always sweetly oblivious to such treachery, that poor, simple-minded summer's child... As she grew older, Nephy also developed into a rather attractive young woman, resembling her mother quite a bit. This pleased the girl, as she greatly adored and admired her beautiful mother. She developed a habit of wearing flashy outfits or clothes that emphasized or showed off that physique she was becoming more and more proud of. Neph also took her appearance seriously, not wanting to risk losing or marring it. As such, she took to regular excersise and training, along with sticking to a routine of regular workouts and maintaining her fitness. Still, with age also came to desire to see the world. After all, there were only so many places and things you could see in one area before you'd seen it all. Even more so when 90% of what you can see is sand. Thus, after she turned 15 and eventually obtained her grimoire, Nephertys approached ehr parents and declared her intent to travel all across the Clover Kingdom! She reasoned that, as a noble, she should have knowledge and familiarity with all of corners of her nation, not just her own lands. This... Was met with some understandable trepidation. her father, initially outright refsuing this decision, was thankfully calmed by his wife, who engaged in a more... Diplomatic, interaction with her daughter. The details are largely unimportant, but at the end of the day, Nephy was convinced to stay at the Setet estate for another year and train, afterwhich she would take the Magic Knight Exam. If the girl could manage to qualify and be picked by any of the Knight Squads, ehr parents would grant her their blessing in adventuring around the kingdom. But if she didn't get seleccted, she had to return back home and dedicate to further studies and training. Her parents were hoping that, even should their daughter somehow manage to pass the "practical" parts of the exam, any Captain who actually took an interest in her would soon see how... Eccentric their child was, and promptly send her off. Nephertys, of course, was blissfully unaware of this fact, and quickly passed the time until the day to set off for Kikka finally arrived. |
Camilla.Azurios | |
![]() ![]() ![]() ![]() | 17 | 168cm/58kg | Female | "Hm~? See something you like, or would you prefer to keep staring at me~?." PERSONALITY: | Casual, coy, a bit mischievous, a tease, silly and with a serious amount of patience. For someone who is obviously a noble, Camilla doesn't come off as overly arrogant or haughty, nor does she shove her family name or noble title around either. Her opinion on commoners doesn't seem particularly negative or discriminatory, and she can speak as easily to them as she does to her fellow peerage within high society. Easy-going and seemingly good-natured, she can laugh at jokes - both crass or intelligent - as well as laugh at her own mistakes or short-falls. This said, Camilla does seem to have a rather negative opinion of people with a lot of drive or ambition, or those with big dreams or lofty goals. It's not so much that she'll directly act aggressive to such people, rather she takes a critical stance, often questioning their motives, methods or the very result and its effects. She seems to also dislike those who work overly hard or put in excessive amount of effort, into anything. Though, if things get too heated, she'll simply clasp her hands together, give you a wink while poking her tongue out and giggle disarmingly. Her favorite things seem to be cute things, and she's particularly fond of cute girls. She can get rather playful with them, both in a flirtatious and sometimes more physical manner. The young lady's also prone to silly exaggerative or theatrical behavior, using different tones of voice or gestures - though this seems to be done for nothing but her own amusement, being unconcerned with if she may appear ridiculous to others. For the most part, she seems to only be interested in having a good time and enjoying herself most of the time. Despite her friendly and sometiems "older sister"-vibe, Camilla seems to never let anyone get too close, or beomce too seriously involved or attached to others, prefering to keep them at arm's length. | BOMB MAGIC: | This magic is focuse dn one thing and one thing only: Things that go BOOM! Be they small or big, directional, radial or dome-shaped, be they harmful or distracting - at the end of the day, they all blow up and they all do something to the unfortunate souls caught in their blast-radius. Anyone who uses this type of magic can truly be called "Da Bomb"! | SPELLS:
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GOALS & FEARS: | Camilla seems to only be out for, and to have, a good time and enjoy her life. She has no grand ambition or great, life-long dream, prefering instead to live in the here and now, to be happy in the moment. She's also worried about not being a good leader and not being able to govern her lands properly, in the future. | | The Revolutionary Group that murdered her family. To be captured and imprisoned, to be tortured and to die a slow and painful death. Getting close to and losing people she might care for again. | ............................................................................. | Camilla hails from the eastern parts of the Clover Kingdom. Her family, the Azurios, were originally nothing more than a Baronet, that over the years grew in power, prestige and repuation, eventually rising through the ranks of the nobility. Despite their accomplishments and deeds, there were many among their peers who still viewed them as "pretend nobles" or "uppity commoners with a few accomplishments under their belt". Basically, they were never truly acknowledged as "proper" nobility by most other blue bloods, except for when it was beneficial, of course. Camilla's life started off fairly text-book. She was born as the eldest child, received education and training in a multitude of fields, including history, etiquette, politics, economics, dance, song, music, fashion, diplomacy and so on and so forth, the usual nobleman's fair. She was a bright and gifted student, perhaps not a genius or prodigy, but well above the average. Soon afterher 10th birthday, her mother gave birth to the second child of the family, Camilla's younger sister. The girl was immediately smitten witht this adorable little angel, fussing and fawning over her incessantly. Life continued in the Azurios household and all was well, until it wasn't. Sometime after Camilla had turned 14, her home was unfortunately attacked. The assailants were members of the recently growing Revolutionary group - or so they announced wwhen the attack commenced - the ones wanting to cast down the nobility and seize power for themselves. The Azurios family had always been well-respected by their subjects, so it was hard to believe that these miscreants were natives of their territory - but that wasn't important. What was impotant is that these hooligans broke into Camilla's manor at night, and began to attack everyone inside. They murdered the servants and staff, they killed the family's pets and eventually cornered and slew both of Camilla's parents. Even worse, they got to Camilla's younger sister before she did, and killed the poor girl, a child of only 4 years. Be it by luck, fate or some other power entirely however, Camilla managed to escape her home and flee into the darkness of night. But she couldn't remain in her own domain. Stricken with fear, guilt, anger and confusion, she couldn't bring herself to trust any of the commoners in her own landn, much less any that lived elswhere. In her mind she understood the rationale and motives of the revolutionists, her father had talked to her about it many a time, but in her heart, at that point in time... She hated them. Every last one of them. They wanted equality and 'freedom' by murdering their own just because they served nobility? They wanted it so badly that they'd kill innocent children without a second thought? They always claimed the nobility were tyrannical monster.... But who were the real monsters here? Following that night, Camilla fled to the neighbouring territory of their family's closest, and perhaps their only, real ally. A noble house by the naem of Viridius. After hearing the young girl's tale and seeing her distress, the good neighbour gathered their forces and marched on the domain of Azurios. Alas, the culprits had already fled. There was no justice, no vindication, only a house full of dead friends and loved ones. She had spent so much time trying to become an heiress her parents could be proud of. She'd worked so hard to excel and succeed at her studies. She'd done her best to be a good role model and a big sister her younger sibling could look up to and respect. She'd been diligent and dutiful in taking her role and responsabilities as a noble seriously. But in just one night, all of that effort, all that hard work and all that she'd toiled for, had been reduced to ash and rendered meaningless. After the Viridius family had helped clear her home and secure it, as well as clean it up, Lord Viridus vowed to aid in the investigation and capture of these vile criminal scum. Camilla thanked him, melancholically, and returned home. But, she was different now. The tragedy had deeply affected her. She became less concerned with the duties she had, less concerned with the obligations she needed to shoulder. She became more frivilous, more self-indulged. She neglected her domain and her people, seeking only to gain comfort and solace for her own pain. Now, the house of Azurios is on the verge of collapse. The territory is falling apart, her house is in financial debt and her people are on the verge of breaking. Also, in addition, news reached her that the Magic Knights had carried out their investigation and captured a pair of informants belonging to the Revolutionary Group. Naturally, they weren't the men directly responsible, and their claims were that their organization had nothing to do with the attack - that it was radicalized elements who didn't represent their organization that were to blame. Obviously, this information made no change to Camilla. Though, things couldn't stay as they were for much longer. Perhaps as a means to appease them, or perhaps as a last-ditch effort toremedy the situation, Camilla has chosen to enlist with the Magic Knights. Perhaps she seks to use the pay from this service to rid herself of the loan and debt she's acrued. Perhaps she seeks to use it as a means to safeguard and rebuild her crumbling domain. Or, perhaps, she's just joining them to escape having to deal with the situation entirely. Whatever the case may be, Camilla remains seemingly unplussed and disinerested in sharing any details. |
Kohra.Mey | |
![]() | 15 | 167 cm/56 kg | Female | "I refuse to go back to my old life now that I have my grimoire. I can make a better life for myself amongst the Magic Knights. I can make life better for everyone." PERSONALITY: | The only time Kohra seems to be calm is if she's moving fast or at some precarious height. Though she appears cool and distant to people at first, she is a fast friend to anyone who earns her favor. She is usually seen carrying a small rucksack, something she only sets down when it's time for sleep. Even then, she tends to keep a tight grip on it, as though her life is tied to it. As someone who grew up on the streets, she makes no attempt to hide her distaste for anyone who looks down on her for it.| MAGIC: | Wind Magic - Kohra calls upon the elemental force of air, channeling tight shockwaves and miniature cyclones.| SPELLS:
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GOALS & FEARS: Since receiving her grimoire, the only thing that has occupied Kohra’s dreams is of becoming a magic knight, one powerful enough to prevent any of the tragedies that marred her childhood. Beyond that though, she has a simpler desire: family. Kohra feels she was robbed of a true sense of family and wants to re-create what she lost in some way. Even if she is unable to start a family of her own, she hopes that she can create and maintain bonds of friendship strong enough that she no longer feels alone in this world. She also feels that she is honor bound to be a champion to the less fortunate of the Clover Kingdom. Kohra has retained a primal fear of fire from the tragedy of her childhood and will often freeze up when around flames larger than those that occupy a hearth. She also fears her own less than legal past and the idea that any new friends or family she makes will find out about it. Though she avoided violent crimes, she can’t help but feel that some of the things she’d stolen had just as much sentimental value to others as her own flute does to her. ............................................................................. | Kohra Mey grew up in a small village in the forsaken realm. Though fairly poor, she wouldn’t have characterized her childhood as bad. Yes, there was much hard work in the fields, but she had a loving family in a father, mother, and older brother. She was only 6 when everything changed though, when a local cult succeeded in summoning a group of devils. The village burned that night. Though Kohra and her older brother Teylas escaped the burning hut in time, their parents weren’t so lucky. Their screams as the two siblings tried desperately to douse the fire remain fixed in Kohra’s memory as though etched in stone. When morning came, the two children found themselves in possession of not much more than the clothes on their backs, with the biggest tie to their old lives being a small metal flute that Kohra had grabbed before escaping the blaze. Salvation came in the form of a merchant caravan that arrived shortly after sunrise. The remaining villagers were able to convince the caravan leadership to escort them to the next town on their route, with the hopes being that aid would be found there. Alas, the next town was not much more well off than their home village had been, and hardly anyone was able to settle down into a new life there. The caravan’s leaders, taking pity on the survivors, agreed to alter their route towards the Common Realm where aid might be more plentiful. Eventually, the caravan arrived at a Common Realm town prosperous enough that Kohra and Teylas could try and start new lives in. The two took up residence in one of the local orphanages. Kohra would spend her days busking along the busier streets while her brother attempted to find work suitable for a 12-year-old from the Forsaken Realm. For the longest time, Kohra was unsure what her older brother did for work, but before long she found out that he had started running with a group of local pickpockets and thieves. “No one wants to hire trash from the Forsaken Realm”, Teylas told her, “This is the best we can do, and you better get used to it.” Unwilling to let go of the only family she had left, Kohra joined in on the action, quickly learning how to steal, run, and hide effectively. As the years went on, Kohra watched as Teylas began to sink deeper and deeper into criminal behavior while she tried to retain some measure of decency by refusing to give in to some of the group’s more violent tendencies. Things came to a head when Teylas found himself caught in the residence of someone too important to ignore, and suddenly Kohra was alone. The years went by and Kohra tried to better her life while trying to not compromise her morals by causing serious harm, hoping that through stealing and selling small trinkets she could amass enough wealth to make something out of her life. At 15, she received her grimoire and found that suddenly the winds responded to her commands. As she experimented with her new powers, an image formed in her mind, of her as a magic knight defending the world against devils and other evils. She knew which path she had to take now, the path that led to preventing any tragedies like those that haunted her from ever happening again. |
Parin.Kia | |
![]() ![]() ![]() | 16 | 157cm / 46kg | Female | "Put some money on it. Alright, how much you bettin'? ...you're serious? That's it!? Put it all on the table!" PERSONALITY: | Parin is cheerful and charismatic. She holds sympathy for people in similar spots to her, such as the poor or those who have suffered grave losses. While she has an easygoing exterior, on the inside she's secretly judging the other person. Not in a mean way, more that she's gauging their character and deciding her next moves based off of that. She doesn't let herself get too comfortable or feel safe very easily. If someone were to ask about her personal matters, they'd meet a wall. However, given enough time and they're shown Parin's blinding sense of loyalty. Once someone passes her tests, she's with them for life, and she would give them any sort of service they need. She loves to tease no matter her familiarity with the other party. She has thick skin. She wants to eat the rich for breakfast, lunch, and dinner. She may seem outwardly greedy, especially due to her eagerness to squeeze as much money as she possibly can out of every situation, but it comes out of love for the orphanage. It's her way of giving back and servicing them. Parin is also great at masking her emotions, thanks to living a life of trickery and conniving. She naturally has a loud voice. Work smart, not hard, these are a few words that she lives by. | MAGIC: | Water Magic - One of the four basic elements-- a magic which allows the user to generate and take control over water. | SPELLS:
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GOALS & FEARS: | She wants to earn enough of a fortune to buy Hari a really, really big house. Besides that, consistently giving back to the orphanage in some way is what keeps her going. In general, though, she'd probably feel fulfilled if she could provide meaningful support for anyone. | | She feels lost, and honestly doesn't care much for her own well-being. "Providing" for the orphanage is one of the few things that gives her drive, a goal, focus in life. She doesn't know what to do for herself, or what she wants. She doesn't even consider herself as someone who deserves to have anyone care about what she wants. Her parents wouldn't have abandoned her otherwise. In her mind, any action has to be framed as benefitting someone else, or else she just doesn't have any drive to go about it. She has a fear of abandonment. And of her actions catching up to her; she's escaped so many of her escapades off dumb luck that she feels it's a matter of time. Nonetheless, whatever danger she puts herself in doesn't matter if it's for something as important to her as the orphanage. | ............................................................................. | Parin hails from a long lineage of adventurers (rather, thrillseekers and treasure hunters). The Kia family has been said to have stolen some of the world’s most priceless gems, afterwards pawning them off to whoever’s willing to give up their prettiest penny. This, of course, is among other tales —like of the “countless demons” slain by her great-great grandfather with his use of earth magic. Or others which detail her great-great-great-great grandmother’s pioneering when it comes to the applications of plant magic. She’s never been proud of her family, not even for a second. It’s not because they or she did anything—she’s simply never been able to. The Kia family, while once said to have a large, sprawling family tree, had undeniably been dwindling down in the recent years. This culminated into the last true surviving member of it being her mother. By the time of Parin’s birth, the legends of her family were nothing more than a distant memory. Despite that, her mother had still inherited the Kia family’s undying desire for adventure. As a result, she and her lover (Parin’s father) decided to go on their last adventure together, making a promise to themselves to come back for their daughter. They entrusted Parin to one of her mother’s closest friends. The friend in question just so happened to be in charge of an orphanage, which was the place where Parin was raised. They have yet to be heard from. Parin’s mother’s friend, Hari, has long since made the decision to never tell the girl her family's history unless she’d asked. Only the elderly would know her Kia name now, and even then there’d be little reason for them to bat an eye. Hari gladly risked being hated for hiding the truth if it meant Parin would be able to grow up free of any burdens. Although Parin would eventually at least find out what her parents are doing (and their most likely tragic fate), the truth about her family's "legacy" never mattered to her. She’d been in the orphanage practically since birth, so it’s all she knows. The other orphans didn’t have parents either, so it became something to bond over rather than a struggle. They felt united by what they didn’t have. The orphanage was a rough place to grow up, to be sure. It wasn’t in the richest area already, and having one (middle-aging) woman be the primary caregiver meant the orphans often had to just make do with what they had. But they would work together. The eldest of them would pick up chores such as cleaning or laundry, so that Hari could focus on being there and interacting with the children while she wasn’t trying to provide for them. Parin, having spent her whole life with Hari, always had a deep desire to help her. She noticed Hari’s worst struggles always happened to deal with money. So, she thought of ways to help out with the money, even as a young child. She started off as a typical beggar, and it would serve her well until she hit her preteen years. The older she got; the less people looked her way. She had no other choice but to stop trying to get other people to help her. She had to help herself. Stealing was the next step. When Parin was around 11 or 12 was when she’d begun practicing her sleight of hand. Even if she fumbled or ended up otherwise getting caught trying to snatch someone’s moneypouch, she would simply run away. The people didn’t tie it back to the orphanage because she never stole too close to the orphanage, and she was an orphan child in a large realm. Nobody knew who she was anyways. She always wore a cloak to hide her appearance, and she'd switch them out so as to keep people off her trail. Along with that, she'd always take atleast one day off before heading back out. Her constant trial and error lead to her learning her area like the back of her hand; she’d needed to if she wanted an edge up on the adults. Hari would always show suspicion and dismay, especially when Parin had especially good days/nights out, but Parin never paid it any mind. She was always careful enough not to get too caught up, and only became more careful as she grew older. And either way, the kids needed the money more. They always did. When it was time to receive her grimoire, Parin didn’t really care. It was Hari who was ecstatic. She couldn’t wait to see what Parin would have, what magic she would develop and how she’d use it. Parin had seen other orphans gain some crazy magic in her days, and they had all immediately changed their lives and become Magic Knights. Parin knew that even if she did somehow end up taking that same path, she’d always have the end goal of giving back to the orphanage in mind. After recieving her grimoire, and discovering that her affinity lied with water magic, it was Hari who had urged Parin to become a Magic Knight. For if she were a Magic Knight, she’d able to take jobs for money and do good deeds for others (which, Parin thought, lead to money aswell). Hari didn't tell her, but her main reason was wanting Parin to have a chance to find herself and do something for her own sake for once. Not for Hari, and not for the kids. Either way she began training and studying her magic immediately. It was what Hari wanted, so it was urgent. Even though she wants to become a Magic Knight, she still holds her value of supporting the orphanage above everything else. So, she’s still stealing. And lying. And swindling! It’s for the kids, you know. |
Rio.Vega | |
![]() | 15 | 165cm / 64kg | Male | "Hi! I'm Rio, what's your name?" PERSONALITY: | An upbeat soul and indomitable spirit are just a few of the things one could say about the boy. growing up sheltered and well taken care of has not killed his endless curiosity for the world. There are very few things that can sour his mood, always looking to improvise, adapt, and overcome his challenges with a carefree attitude. His curiosity often gets the better of him and he can come off as annoying or gets himself into some kind of trouble. Rio is not very aware of the hardships of this world and its darkness. He only ever sees the good in people and is normally very open about his own feelings about things. This can also lead to him being awkward or aloof. After all, he is still learning a lot about social ques and what's acceptable outside of high society. Freedom is something he greatly treasures, freedom to make one’s own decisions, and freedom to forge one’s own path. one would find a fast friend with him, and friends are one of the things he will fight for. always trying to find the easy way out of hard situations without hurting others as much as possible. striving sometimes too hard for the approval of others can get him in the wrong crowd if not careful. more often than not his naiveté gets him into plenty of trouble on its own. The boy does dislike structured environments and nobility. He finds it dull and suffocating, it’s the very cage he will always find himself running from. finding more mature topics or conversations difficult and uncomfortable, like talking about his past, emotions, or life and death. All of this is not to say Rio is a coward and will always run, he will fight but the boy just doesn't like to hurt people. | MAGIC: | Barrier Magic - calling forth his magic Rio can shape it as he sees fit. its applications are limited only by the caster’s strength, wisdom, and imagination. His barriers don’t follow the standard hexagon look like other barriers, his are made up of interlocking shapes that look similar to a spider’s web. It can be used and manipulated to cover large and small areas, to both absorb or redirect attacks. The barriers he creates are often purple in color. | SPELLS:
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GOALS & FEARS: | My dreams? To be free and not have to hide from my family. To find my own family in the magic knights so we can protect each other. To make sure that no one else will have to worry about a cage or being a slave. | | Not being strong enough to be wanted, not being accepted by others even when he knows he sometimes tries too hard. Worst of all he fears building up a family and friends only for them to learn who he is and abandon him. | ............................................................................. | A little over 15 years ago Rio was born into the Aindun noble family. The family was known for having some superior barrier mages but know far better for their shrewd marketing tactics and rumors of backhanded deals. Such deals always favored the nobility leaving the lower-class citizens to scramble and scrounge their money just to get by when living in the area his family controlled. Not to mention the price changes for their goods depending on the area you were in. The young lad learned quick how to talk and run yet showed little in the way of basic magic ability. Outshined by his siblings in all things proper and noble, he was quickly brushed aside. His handlers were more of a parental figure than his parents ever were. Still, they had a reputation to keep, and he was drilled day in and out on noble edicate. The lessons normally resulted in pain reinforcement when he inevitably lost concentration. He was 8 when he made his first escape attempt, his handlers picked him back up within a couple hours. The punishment he received from this, and his many other attempts scared his back, arms, and legs in places that are easily hidden by clothes. A testament to his will to be free for sure. Each time he made it further and further for longer durations but each time they would find him. Either by tracking him or putting out secretive bounties they would always find him. This never deterred his optimistic demeanor as he refused to let them break his spirit. Then the day came, he turned 15 and was allowed to attend the grimoire ceremony. His parents almost didn't let him go given his lacking magical aptitude up to this point. He was ecstatic when he received his book for him, it meant freedom and he knew exactly what he was going to do. With the distraction from all the others celebrating Rio slipped out into the darkness and ran. It’s been a few months since he slipped away. A few close calls just made him run farther towards the only place he knew he could escape from his family, The Magic Knights. He took the name Vega from the first family that was kind to him. They gave him some food and a place to sleep for a few nights and in return he helped them around their small farm. In time he made sure to dirty his appearance and found someone that dyed his hair black. Since than he has been relying on petty thievery and just being kind to people to survive. Stealing only small portions of food and the odd article of clothing. |