I d e n t i t y Azuria's the Guildmaster of Fenix Tear, the Ms. Celebrity honored one across the sacred continent of Avalon and Court Mage of the 2nd ranked Seven Star Wizard Saint, King Jellal.
P e r s o n a l i t y
Azuria's the wisecracking trickster, in these fairytales of today, though it may not show, she acts disciplined as she can.
Don't be fooled by her childlike nature, coming in many shapes and sizes.
I d e n t i t y Next to Kaiga Agniyastra, Izuki Exoluna is among the disciples of Azuria Rutines, she's known as Guardian of the Restricted Section because she's born without magic but rather unburdened physical prowess.
P e r s o n a l i t y
Izuki is driven to put an end to the farce that's called the Demonic Fog, as the day pass by, she's consumed by hatred and vengeance, she means business and has little need for friends. M a g i c I t e m s Moon Devil Slayer Magic Seal • Magic Spear, Decalogue
Azuria is composed yet melancholic, she remains aware of the uncertain cruelty of the future and stays grounded while putting up a cheery facade.
Azuria Rutines is the Founder of Fenix Tear, a Whiteout Mage in her own right & a magic prodigy.
The older sister of Zeire, the Rutines Siblings originally hailed from Iceberg, orphaned from the tragic Deliora Incident, the sisters were among the survivors that've taken refuge in Pergrande. Azuria was cultivated to be a Whiteout Mage to help Elentir regulate its high magic power, an Inquisitor under Pendragon's grand order of holy knights against heresy, she's its resident Healer in the order. Despite being groomed from a young age, by 13, Azuria forfeited her divine intervention and was caught in the crossfire during August Pendragon, Jellal's father's draconic civil war. She witnessed and fought battles, what sparked her flame is the inspiration of how Fairy Tail helped Pergrande and defeated the former King Faust and his Dragon, Droma Anim, this was the start of Fenix Tear.
In its early stages, Fenix Tear helped Pergrande recover in architectural casualties and food shortage, they shared their inventions to the people and the rest is history.
Azuria intended Fenix Tear as a Devil Hunter Guild, that fact never changed, but in order to ascend, one must do the things they least like, hence her tenacity in other areas that allowed Fenix Tear to thrive and be reputed as more than just a Devil Hunter Guild.
Affinity Sun & Sky Origin Second Design Spiria Magic Phoenix Healing Magic Azuria upon reuniting both halves of the Red Phoenix Stone, she disregarded immortality and had the Phoenix grant her phoenixesque healing magic instead. With it, Azuria's healing prowess reduces magic consumption in half regardless of spell and recover from lethal injuries. She can also heal those around her by absorbing their inequities like wounds, injuries and so on.
Sun Devil Slayer Magic An intensive fire magic that's described to be a violent red sunlight over paradise. Its properties go beyond scorching physical constructs of demonic bodies but also delivers emotional damage akin to penance. At its peak, it's white flames that're so hot, it burns magic away.
Enki is an infinity-ethereal longchains that bind all forms of magical energy that's a rank inferior to Azuria. Originally the Longchain Devil, under Azuria's stronghold against Devils, the greater the sin, the harder Enki's binding magic become. Conjured by spatial magic, whenever Azuria invokes Enki, reality distorts as the chains dissipate from the scarlet air, this is Azuria's signature weapon.
Fuga is a quiverless bow that allows Azuria to conjure arrows from space. Originally the Arrow Devil, Azuria's influence turns the bow into a fire-burning clad arsenal and shoot fiery arrows by bending the space around her. These arrows are Enchanted to track the heat signature of her enemies.
Shana is originally the Blade Devil and through Azuria, she conjures an all consuming flame sword that deprives heat, which in return, boosts her Slayer Elemental Rejuvenation.
Rekka was an Explosion Devil, when Azuria invokes Rekka's power, the combustion of her flames increase, granting her jetstream rocket propulsion flight and blue flames due to triple firepower.
Benimaru was the Passion Devil, whose magic revolve on eye magic; Azuria's left eye is granted the ability to shoot flames while her right eye control its direction.
Mustang was a Fingersnap Devil whose magic condenses flames into precision, Azuria invokes Mustang to precisely control the amount of firepower she wants to release.
X-773111·23y.o | Fenix Tear | A
Easy on the eyes, Gwen might just be fanservicing material for the general deviant populace, a zestful wanderer, devoid of any sound aspirations as many exasperatingly claim. Contrary to the norm, Gwen is anything but aimless, she's objective to a fault and a firm believer of trust & respect is to be earned and not free to be given. Offtimes, this principle comes off as callous and delivered in swaggering mannerisms that quickly ticks people.
Gwen is calm yet playful, teasing people to drive them nuts and get under their skin with her jabs. In general, a frivolous chatterbox who claims that silence might kill her, so she sets the record straight of underhandedly winning fights than fairly. Knowing her chances of success are slim against formidable obstacles, Gwen goes as far as demeaning people mercilessly. A petty enough M.O of hers is to usually assist one's spiralling into madness to the point of self harm. Despite Gwen's stark reputation for crudeness, she knows well enough when to stop heckling, she won't apologize and rather let her actions speak for itself.
Gwen addresses all disposition accordingly on how it should be treated with reflection.
Gwen hails from Iceberg & descended from the Óðnskaðe Family, an Ice Mage Clan that produced the 3rd ranked, Seven Star Wizard Saint, Ur. Related only by surname and never immediate in bloodline that is too distant, Gwen relishes with pride about her relation to the Saint as a clansman and Ice Mage. She too hope to reach said greatness with her own might.
In X-777, Hellgate Devil Deliora attacked Iceberg and nearly wiped out her family, Gwen was among the too many refugees that fled to Pergrande. Blessed to still have an immediate family, Gwen unlike most orphaned, has her parents & siblings with her being the firstborn child yet she's never satisfied with anything. Her family is renowned even in the holy lands due to its history of producing Ice Devil Slayers, being Icebergans with the most capable magical disposition to venture into the deep snow wilds. Whenever Pergrande seek an Ice Mage, it's got to be someone as tenacious from the Óðnskaðe, virtually without peer, be it from the Main Family or Retainers. Gwen finds herself in a sinkhole of repressed insecurities relating to being as expected to surpass her predecessors, be an aristocrat to maintain status and die with a legacy.
Absolutely not.
While Gwen puts up a facade of an entitled aristocrat as what her parents wanted her to be, she hates their classist outlook. Gwen's also pushed beyond her limits because her cousins are more talented, though this is logically because they're older and accomplished than her. She had enough of being compared, the contrast even extended to her siblings who were more of an insurance in case she fails.
Seven years ago, Gwen used to be an amiable Magic Knight under the Exorcist Brigade, that changed when cowered in the presence of Devils during the Demonic Fog Raids. She was outcold for about seven days and lost the only friend she had yet she's initially a candidate for an Ice Devil Slayer Magic from the Angel, Zerod, ironic, Gwen may not have shown fear against an abominable yet benevolent spiritual figure but it was too late. Her cries can never bring her best friend back and the platoon she served, till this day she refrains from answering Zerod's call that reminded her shortcomings.
Can she truly say she passed?
Gwen went on her life with Fenix Tear, a year after said incident, she joined because she wanted to be away from her previous peers and family.
Class Magus Equivalent Exchange All Ice-Make Practitioners are compelled to an obsessed path of perfecting their alchemic craft that grants them speechless spellcasting at the shameless cost of having an insatiable urge to strip.
Any -Maker magic afterward has no equivalent exchange, instead the magnitude of spells learned are inferior.
Affinity Abyss Origin Third Design Mana | Spiria
Magic
Main Alchimia: Creo Grando | Ice-Make A Transmutation branchling that makes the select inanimated and animated substances remixed into icified projections of creativity.
Spites Alchimia: Creo Sanguinis | Blood-Make A Transmutation branchling of plasmic crimson liquid into whipping tendrils/threads.
Alchimia: Creo Lumen | Light-Make A Transmutation branchling of piercing light spears, mainly to spite Jericho.
Alchimia: Creo Ignis | Fire-Make Gwen's Abyss Affinity allows her to create pillars of blue flames that are so hot, it freezes, this is her second-most used Transmutation, compared to normal fire, Gwen's fire burns blue due the sheer abundance of magic power she has.
Spite Series 2 Take Over: Dry Ice Bomber
Talents
Item Skill When it comes to liquidizing Lacrima, there's no other like Gwen. Liquidized Lacrima is the backbone for Holder/Type Magic such as Runescripts and Solid Texts. It's said that liquidized Lacrima evenly allows the flow magic to spread in an item.
Martial Skill Gwen is quick to wield any weapon she touches, though it may time to hone, it's the prerequisite of actually putting work into Ice-Make.
Leisure Skill Gwen for her attitude could use some work, she sings good.
X-7760807-17 | Fenix Tear | B
Your trollsome yet wholesome streamer who's blunt with her actions to a persistent clarity. Regina displays a degree of amicability that's reciprocates but not too touchy unless she's comfortable conversing with the set specific types of people, if not she'll give the cold shoulder. Lest fondness is warranted, Regina just may express herself idiomatically with her words, body language and her native tongue.
Don't call her Regina, she prefers Rena, this is her intro Regina Rena! Trollsome, wholesome bread maker streamer VSCO girl. I don't entertain sus people, you ain't valid, then you're not my brah. The validation I vibe check ya is pluh. TLDR, fourth wall breaking, Shinra's a pookie.
Mods, GTAB - Get that a** banned!
I'm a tasty side character no cappin'
Watch me ICly, we talkin'!
Not interested? You blue ballin'!
Class Assassin Affinity Darkness | Lost Origin Second Design Ether Magic Cat Leaper Ether Gear drastically enhances the ability to leap through time, jumping prowess and speed, so fast that it leaves afterimages. Rena gains catlike ears and a tail, true to its namesake, the side effect of its activation, whatever footwear and pantswesr Rena's wearing is destroyed from the release of energy, leaving her pantsless/ barefooted. Hence she wears a time-based suit sometimes.
< Paradoxia > Rena leaps backwards in time a split second thus making herself the duplicate of the converging timelines. For a while, Rena can assist herself, but due to the correction of time that's based on the Ankhseramic Law, there can only be one Rena to exist in every parallel universe. Although the deed is done to save the moment, this is eventually corrected by Ankhseram's Angels, making the conclusion of something the same yet the approach rewritten to pan out and reach said result.
< Clairsentien > Rena can leap her mind through time, as if she's there in said time and place by touching an object, such as pictures to know its history, anything older than 7 hours, she can't see.
< Rewind To Heal > Rena can heal herself by rewinding her own flow of time, although this may save her from mortal injuries, the healing is not permanent, once she cancels says effect, she'll feel half the damage she's taken from said hits.
X780-07-07 · 14y.o | Fenix Tear | S
Misdirection to confusion then delusion for alluring submission, countless fall smitten to her angelesque mien from moonlight sonata above since throughout the heavens & the earth, blessed & cursed is Izuki.
ᴄᴏᴠᴇɴᴀɴᴛꜱ Devil Slayer Seal · Enchanted through magic weapons, Izuki's soundly pledged to her Master, Konane with the sole objective to slay all Devils in the very eventful Demonic Fog by Tartaros. Izuki is only a Devil Slayer for this duration and once her objective is fulfilled, she loses the seal and its magic. Since Izuki's not a True Devil Slayer, she can never consume the elements in question that Konane Enki used to, including elemental resistance to said attributes nor its full potential as it stagnated to the level of her Master before death.
Divine Physique · Izuki is magicless; considered a child error by the masses but in the eyes of Ankhseram, she's blessed as a balancing act that helps balance the overflowing magic of Elentir. Therefore, Ankhseram has blessed her supernatural physical prowess, one that considers to be a Failnaught "F-Rank" in the magic world but a force of nature likened to the people of Edolas but busted to 11. Izuki cannot be detected because she has no magic to begin with, this makes her seem invisible, her natural speed and agility is at mach 1. She bench presses at 635 kg, making her physically inhumanely strong, her senses are all maximized to see magical things and she can't be compelled to illusions because she has no magic.
Signature Subweapon Runesave of The Ten Commandments, a platinum colored spear with its head glowing with golden light, it's a spear that cleaves magic while leaving runes that seals magic.
Zeire is a sociable prankster with a spiteful streak, Zeire rarely goes to as many adventures as the other guildmembers, instead she spends much of her time doing the menial tasks to keep the Guild running, or whatever she has put her mind to in that moment.
𝔉𝔞𝔦𝔯𝔶𝔱𝔞𝔩𝔢 Zeire Rutines is a co-Founder and member of Fenix Tear, a talented Alchemist and Magic Crafter.
The younger sister of Azuria, the Rutines Siblings originally hailed from Iceberg, orphaned from the tragic Deliora Incident, the sisters were among the survivors that've taken refuge in Pergrande. Zeire matured with a propensity for conceiving and bringing Alchemy to practice, although finding any innovations limited in reach since Magic can only be a science for those who practice the same arts with similar talents. Bored like only a child with magic can be, she searched everywhere for more new things, more knowledge, more treasures. It was only by the time her sister Azuria got in trouble in Pergrande and later founded Fenix Tears, seeing the further destruction caused by King Faust and the draconic civil war.
In its early stages, Fenix Tear helped Pergrande recover in architectural casualties and food shortages, they shared their inventions to the people and the rest is history. Zeire in time settled herself in the Guild’s floors, operating her own apothecary and laboratory alongside assisting in the Guild’s tasks.
𝔄𝔱𝔱𝔯𝔦𝔟𝔲𝔱𝔢𝔰 𝔓ath: Black | 𝔒rigin: Second | 𝔚orth: B-Rank | 𝔈thos: Spiria | ℜite: O¹
Affinities Decay | Ice
Advancery Eye Magic | Jutsu Shiki
𝔐𝔞𝔤𝔢𝔠𝔯𝔞𝔣𝔱 Caster Rot Alchemy Decay Magic recreated via Alchemy, but only fully effective on organic matter, its equivalent exchange; Zeire is destruction, personified in the flesh, she may destroy what's physical but her soul, gradually decays.
Alchimie: Putrefacio Rot which can be spread through Zeire’s own body, such as by touch. Inorganic material (like steel) will greatly slow down the rot.
Alchimie: Ligneum Dissolutio Wood, linen, plants and other plant-based materials are obliterated by a wave of rot originating from Zeire. Living beings with a Soul may take actual time to rot, but this doesn’t apply to simply magical reinforced wood.
Lutine Eyes Its base ability is counterspell via fluid movement precognition, Zeire developed her visual acuity to see things accurately within a bruising radius of 77-meters & share vision with a party of 7 including herself.
Holder Cheshire Script Zeire's gibberish glyphs on an intermediate level to decipher runes & set-up barriers. These glyphs are often funny wordplay with spicy yaoi texts
Apatite Lacrima A pair of lacrima crystals, whitish in color. These are used by Zeire for minor shapeshifting, usually she becomes a black cat to mess with people.
Left Hand Through some form of magic enhancement, Zeire’s left hand and forearm are extremely resilient, with nigh indestructible bones. Outwardly it looks perfectly normal.
𝔗𝔞𝔩𝔢𝔫𝔱𝔰 Item Alchemy/Potionmaking Zeire is particularly adept at creating Potions, Elixirs and Drugs, which require fine knowledge of processes from distillation, calcination, ceration etc. Zeire is also able to apply this knowledge to create and modify Lacrima from solid crystals to liquids to other forms. Differently from Potions, Lacrima creation doesn’t require extensive knowledge of laboratory techniques, but they can still be useful for changing their properties.
Botany Predictably, Zeire is knowledgeable of various plants she herself grows and uses to make Potions and other items.
Botany While not an expert artist by a long shot, Zei can sketch somewhat, especially when it comes to her yaoi novels.
ℑ𝔡𝔢𝔫𝔱𝔦𝔱𝔶 All Jaina Dalton wanted was to study and be the best Sorceress in the land. Burying herself in books, sailing to far lands to explore ancient libraries and temples, and eventually, becoming an Archmage who would closely advise her father, mother, and brother in the proper management of Magic. But with the presumed deaths of her father and brother in a freak storm, she is now the heir to the throne of her small coastal country and she has mixed feelings about that, especially as the existence of her God Slayer Magic means that she would have her people demand that she use it as a weapon when again, she just wanted to study, drink coffee and eat a sweet pastry before readying herself for a dinner of eel stew.
Then again, being royalty has its perks, and being a member of Fenix Tear, the neighboring Kingdom's most powerful Independent Guild, brought opportunities to use those perks. With her comrades at her side, she would make it as the Lady Admiral of Snaerverold or find out if her father and brother were really dead and bring them back!
𝔉𝔞𝔦𝔯𝔶𝔱𝔞𝔩𝔢 Jaina was born in the Kingdom of Snaerverold, a land whose people relied on the sea and magic to survive whenever the farmlands were devastated by stronger nations. Thus, she was fascinated by the study of Magic from an early age, bugging the Court Wizard to teach her all the time. Eventually, she showed talent and was able to receive formal training in Magic, eventually becoming known as one of the most promising young Magicians in the land, always seeking out new lore to decipher, learn, and master.
One day, she received a mysterious clay tablet that was inscribed with an ancient script, one that was eventually revealed to contain the secrets of Memory God Slayer Magic, which allowed her near-perfect memory and the ability to extract and rewrite others' memories. Of course, she was not interested in the latter except when it allowed her to learn more magic and cram it into her head. And so her life passed uneventfully until one day, her father and brother went sailing with a squadron of Snaerverold's best warships to intercept some Pirates.
They instead ran into a storm of abnormal, potentially cursed, power, which destroyed most of the flotilla and caused the disappearance of the father and brother... Who were also the King/Lord Admiral of Snaerverold and his heir, the Lord Admiral-in-Waiting.
She now had to cease her magical studies and learn administration, economics, and warfare instead. Her mother, now the Lady Admiral of Snaerverold until she grew up, was busy rebuilding the naval strength of her nation to keep away invaders. The worst part of all was that the strongest neighboring nation, Pergrande, just got invaded by Devils, who in turn would invade her nation eventually. Oh, and she was invited by Pergrande's most powerful Independent Guild, Fenix Tear, to join their ranks, with a couple of promises; one, she would find out whether the storm that killed her father and brother was natural and if it wasn't, who cast it, and two, if her father and brother were actually dead.
Wait, if they weren't dead, can she return the heirship to the throne?
𝔐𝔞𝔤𝔢𝔠𝔯𝔞𝔣𝔱 Magic Memory God Slayer Magic Rooted from the Ankhseramic Pantheon, Alexandria is the primordial Goddess of Knowledge & Wisdom, who've aligned within Jaina as its many Heralds.
Jaina takes after the Wisdom half of Goddess Alexandria instead of the Knowledge halves that most her contenders tend to be. The Wisdom Bearers are attuned with an anemoia phenomenon, an empathic inkling of unknowing resonation to feel the emotions around them. By extension of emotions, intentions are unveiled as a day in a manner that makes Jaina, an empathic seer who separates the truth from lies.
Knowing lies means that Jaina gets headaches, she don't compel to tell the truths but detects that people are lying to such extent, getting the person to come clean is the most difficult thing to do.
By virtue of being Goddess Alexandria's Herald, Memory God Slayer Magic allows Jaina to amplify her memory power to wisdom, memorizing Magic by feel instead of logic. Jaina may store Magic that strongly resonated in her memories while the distant ones are forgotten or simply stored deep inside the super archivers of her memories, that she'd need to resonate once more. Abilities The functions of Jaina's Memory God Slayer Magic abilities are divided and summarized into: – Mimic: Jaina mimics Magic that's within the Panhuman History, she can't mimic anything from the Age of Gods such as Slayer Magic, Lost Magic & Ancient Spells.
Jaina cannot copy Enchanters, Take-Over Mages because of the uniqueness of their Souls, the rule of being an Enchanter and T.O is that each individual soul is different including those with Holder Magic & Celestial Magic.
Jaina mimics in empathy level, once she resonates with someone, she makes a full replica of their Magic & Spells.
She gets both pros and cons, hence her carefulness.
– Super Archive is accessed by Jaina's Eye Magic, she gets to keep an internal database of the things she came across, worth 11 Terrabytes of memory that's based on her Magic Power.
– Memory Control amplified Jaina's E.Q, making her more emotionally intelligent, befitting an Empath. All she needs is her charming voice to compel, alter, extract or enhance Memories of herself and others, lest one is in the higher spectrum of magic or muscle, this illusive hypnosis won't work.
This also works as Psychometric, by touching an inanimate object that has been used by a person, or a location occupied by a person or people, for a long time, Jaina can see the powerful memories of those who have used the object or been in that location, and in some cases, can turn the memories into holograms that other people can see.
"Hate Reaction" - Causes a monster or otherwise nonsapient beast to hate her, pursuing her even to the point where it ignores everyone else trying to attack it.
"Calm Reaction" - Can tame a monster or otherwise nonsapient beast, this would still take effort because many of them are berserkers/predators.
Memory Manipulation Beam - Jaina emits a golden, but black-tinted beam from her hands that can erase, enhance, alter, or extract the memories of those it hits. Other PCs are resistant or even immune to this due to heroic willpower.
Memory Manipulation Vortex - Jaina creates a black-tinted vortex of golden light from her hands and arms that can erase, enhance, alter, or extract the memories of those it hits. Other PCs are resistant or even immune to this due to heroic willpower.
Ceri can be most easily described as a mouse terrified of everything and everyone around her. What's she's doing in Fenix Tear is questionable, even more so when she doesn't desire to engage in any fighting whatsoever, preferring to stay out of conflict and keeping herself entirely out of harms way. She mostly entirely keeps to herself, her books, and tries her best not to stand out. Her appearance reflects this well. A messy head of black hair, a short stature standing about roughly only five feet and a tired seeming gaze.
Not that anyone would see her physical appearance easily, though. She likes wearing her hood up all the time and it does a good job of hiding her visage.
Paradoxically, though, her internal monologue and thoughts err on an incredibly derisive and arrogant tone. Even if she would never normally under any circumstance say such things. This is likely in no small part to her nature as an Etherious. What is she really like, perhaps one has to wonder. The timid front that's terrified of both getting hurt and dying? Or the inward arrogance she has towards everyone else?
Fairytale Ceris history is something of an enigma to the people of Phenix Tear. She doesn't like speaking of it, and most tidbits that have been gleaned from her short and mumbled responses are thus:
She was raised by her father since her 'birth' in the country of Bellum. There, she helped him constantly with his magical research. She doesn't go into specifics, but it was the kind of research that would eventuallt get him arrested. She helped, for she had no reason to not and what was she going to do, say no to the man who could very easily end her existence? So thus her life went. This continued from her birth, until about two years ago when her 'father's was apprehended by the authorities.
Entrusting every bit of his research to her, she was sent off to wait until he'd come back to finish his research. For those two years, she wandered, keeping away from people and eventually making her way towards Phenix Tear where she would find refuge of sorts, thanks to the guild master. She hasn't told anyone about the research, though, and that she currently does intend to help her father once he returns.
Grimoire
Affinity Light Origin First Design Curse Magic Devouring Light Curse A curse described as channeling the power of an underworld insect that devours the sun. In practice, it blocks light of non magical means, and can be used for offensive purposes and hindering opponents. Unfortunately with her low amount of Curse Power, she is rather weak at the moment.
Spell List
Devour light: Vision Curses an opponent so their vision is reduced to a mere few feet.
Devour light: Feast Absorbs the light from various sources. The stronger the light absorbed, the more power is given to Ceri to empower herself and her magic. She is too weak to absorb much, though.
Devour Light: Refulgent Sphere Converts absorbed light into an attack. Takes the form of a simple sphere that explodes with bright light on impact.
Talents
Physical Prowess Perhaps, owing to her nature as an Etherious, Ceri is surprisingly durable and physically adept and is probably one of the more physically stronger members of the guild despite her small size and somewhat wary nature. She doesn't like talking about it, or showing it off for fear of drawing too much attention to herself.
Language Studies Perhaps owing to her reading and otherwise bookwormy nature, Ceri has picked up on quite a few languages over the years, even more esoteric ones. She helps out in the library by translating and reading languages
ℑ𝔡𝔢𝔫𝔱𝔦𝔱𝔶 Eris became widely known as someone who is reliable due to her bullheaded stubbornness regarding completing a contract by any means necessary, even if it comes with great personal harm. Many believe it is because she doesn't take well to failure. To an extent, that would be correct. She fears that any personal failure of hers would be tacked alongside the guild's name and that doesn't sit well with her. She feels a sense of protectiveness for the guild and its members, a feeling that stems from seeing it grow into what it is today.
To those who know her personally, Eris is a go-getter who has a particular thirst for getting stronger. She has kept the reason a secret this entire time, hidden under lock and key for only the Fenix Tear founders to have heard. It wouldn't be rare to see Eris practically perk up at the mere mention of a beast problem. She would be front and center for these kinds of problems, often letting any other interested guild members tag along so they get to have the experience of being in scenarios that should be above their pay grade.
𝔉𝔞𝔦𝔯𝔶𝔱𝔞𝔩𝔢 Eris was born in the islands of Enca. She doesn't speak much of her childhood there but she often referred to them as the darker times of her life, forced to survive under duress. Her life truly began when she escaped to Bellum as a stowaway and promptly had to use her underdeveloped magic to earn some form of money. She found herself at the steps of a treasure hunter guild. In her desperation and naivety, she joined the guild despite how sketchy their policies were regarding membership.
She would end up getting taken advantage of by her team as they paid her marginally less. This had reached the point where Eris lacked the funds to pay for the ever-increasing membership fee of the guild. Frustrated by the circumstances, Eris ended up leaving the guild without a word to continue her journey on the continent, finding herself in Pergrande to escape her past. She ended up becoming a mercenary, being hired to do menial tasks for those who didn't want to pay a local guild or were too far away to request it. At times, she would be hired to help protect towns if need be due to the conflict of the civil war.
While within the confines of Pergrande, shortly after the end of the civil war, Eris found herself hearing about Fenix Tear. Rumors about how it was founded and run by children. Interested in this startup guild, she made her journey to where it was. Though she was initially caught off-guard that the rumors were true, Eris still joined the guild. This was where she was allowed to flourish without the predatory attitude of greedy guilds.
Eris would go on to be one of their most hardworking members as if she had something to prove, a sort of desperation to be able to stay. She was eventually reassured of her spot in the guild when she had reached A-Rank. Still, her stalwart determination to get stronger continued. She began to go for stronger and stronger beasts to add to her records, challenging herself continuously. There were undoubtedly many times where she would have kicked the bucket had it not been for her guildmates covering for her mistakes but she only learned how to be better, how to be smarter, and how to tackle stronger opponents.
This knowledge would all be useful in one fight— a fight against a dragon. Joining Azuria and a couple of other mages to an emergency situation regarding a dark guild, it was supposed to be a pretty routine fight. It was until a dragon came from the earth, enraged, and began its destructive warpath through all the guilds present. Anything that moved was an enemy and no one was safe. Eris was tasked with keeping the dragon temporarily stalled while they cleaned up the dark guild.
It had taken all of Eris's recorded beasts and her magic power to stall it for even a few more minutes. However, it was all the others needed to wrap up their previous fights and join in incapacitating the enraged dragon. With their help, the dragon had been defeated and Eris reveled in their win and took the risk. She attempted to use her Take Over magic on the dragon to record it. To her surprise, it had been successful and she could access the dragon without losing control over her own body.
Shortly after that, Eris was visited to have her take the S-Class exam. The process had been marginally different from how she rose from the other classes but she had passed both of the exams. Then, the responsibilities of having a high rank came swinging almost immediately as she began joining the demon fog raids whenever she was called. Nowadays, most of her time was spent either on guild quests, government-sanctioned missions, or cooking in the guild during her downtime to decompress.
𝔄𝔱𝔱𝔯𝔦𝔟𝔲𝔱𝔢𝔰
𝔓ath: White | 𝔒rigin: Third | 𝔚orth: S-Rank | 𝔈thos: Mana | ℜite: M³
Affinities Sky | Darkness | Wood
Advancery High Speed | Spatial | Telekinesis| Sensor
𝔐𝔞𝔤𝔢𝔠𝔯𝔞𝔣𝔱 Magic Beast Take Over Magic A subset of Take Over magic, it allows the user to transform themselves into beasts that they have defeated and recorded into their repertoire. This allows the user to enhance their own physical capabilities as well as use the beast's abilities.
Currently, Eris has access to common beasts and most high-ranking beasts. Her strongest Take Over is currently a Cavern Dragon.
Spell List
Beast Soul: Partial Transformation The user only transforms part of their body into a beast's. Often used for quick responses to danger.
Beast Soul: Full Transformation The user transforms entirely into the beast in question. This allows the user full access to all of the beast's abilities.
Beast Soul: Amalgamation An offshoot of Partial Transformation, this spell allows the user to transform into various beasts all at the same time to access certain abilities of each beast to combine in tandem with others.
Bestial Command The user can command beasts that are weaker than them to follow their command. This often doesn't work with beasts of higher intelligence.
Hunting: Eris is excellent in this field, finding it easy to track enemies and guess their behavior based on the few variables in an environment. While once it was used to simply hunt down beasts, she has since been able to track down more intelligent beings if need be.
Combat Analysis: Even in the thick of combat, Eris has the ability to study her opponent to seek for their weaknesses and strengths, to find openings wherever and whenever it was available.
Cooking: She has a wide repertoire of recipes gathered from lands far and wide. If there is a dish she doesn't know, she would do her best to acquire the knowledge to cook it.
D.O.B X768·12 · 12 | Age 25 y.o | Guild Fenix Tear | Type Independent | Race Mildian
𝕴𝖉𝖊𝖓𝖙𝖎𝖙𝖞 A mage educated from the Court of Merlin, a former Magic Knight, and rumored to be a future prospect for the Roundtable Knights. Ifrit had it all. Extreme talent, notable progeny, even a seat next to the king himself. It seemed Ifrit's destiny was dead-set, but the funny thing about fate is that it can take turns no one would expect. Seven years ago, he resigned from his position as a Magic Knight, forever killing any chance of becoming a Roundtable Knight. Instead, he and a young Azuria helped form a new guild. One independent from any outside influence or organization. One that would surely cement itself into legend. This would end up being the birth of Fenix Tear, with Azuria as its first (and only) Guildmaster.
𝕱𝖆𝖎𝖗𝖞𝖙𝖆𝖑𝖊 Ifrit was born in near Bargrovyzaria to an otherwise un-notable family. In truth, he doesn't have many memories of his mother and father. At a very young age, when his profound affinity for magic was found out, his parents sent him into Bargrovyzaria proper to study in the Court of Merlin. He never cared much for the teachings themselves. To him, the fundamentals of magic were as natural to him as breathing. He quickly excelled through the ranks and years, on track to graduating early.
Ifrit needed something to challenge him. He showed great aptitude in all the basic magics taught to him, but they bored him greatly. To Ifrit, he wanted a challenge. A spellcraft to learn that no others would dare touch. A magic of this caliber could only be a Lost Magic. Knowing this Ifrit soon joined the White Creed. AN organization of Whiteout Mages with an affinity to studying Lost Magic (alongside setting magical regulations_ So, throughout the nights, he would go out into the city. Visiting decrepid libraries, following whims and stories of ancient texts and forbidden information, and often setting out for days on end to follow tales and rumors.
These sleepless nights and dangerous journeys paid off in the end. By the time his final year at the White Creed came around, he discovered, practiced, and become proficient in a lost art, time magic. Keeping much of the stories of where he found the information about time magic to himself, his fame only grew wider. After his departure from the Creed, he was immediately slotted as a member of the Magic Knights, a group of mages entrusted by the king to uphold his law and order. He was 13 at the time.
Four years passed, and Ifrit's power only grew. He knew much knowledge of his time magic was, well, lost to time. So discovering new techniques and practicing the magic art was difficult. But when he turned seventeen he was at a master's level. This achievment, alongside the rumors of him possibly being scouted to become a Roundtable Knight, Ifrit was extremely content with his life and future. A few months after his seventeenth birthday, though, fate would decide to change course.
He found himself bored. dissatisfied with his work. Ifrit was a man of determination and drive, constantly wanting to challenge himself to learn new things and achieve greater heights. But here he was, at the precipice of greatness. And when he looked back on his journey, he found it... easy. He didn't like that one bit. Where was the challenge that was promised? The prestige and laurels were lost on him, he felt dissatisfied with it all. Not knowing where to go next, he sought out the king for counsel. When he told the king his woes and worries, the king couldn't help but chuckle at Ifrit's plight. He told Ifrit that "one of the greatest challenges one can face in life is helping lead others to their greatness."
Ifrit sat on these words for some time. And a few weeks later, he asked the king to resign from his position. If leading people and guiding them was truly one of the most difficult things a man can do, than he will do it. He will master it, become one of the greatest leaders of this generation. Only when he does that, he can truly feel satisfied about his journey. The king accepted his request, and entrusted Ifrit to create a knew Mages Guild. Ifrit knew nothing about creating such an organization, but he knew where to find help. From his connections in the White Creed, he heard of a young girl named Azuria. A child prodigy and well renowned mage. After some time talking with her, they both agreed to set out and make this guild.
There were many trials and tribulations with creating an organization at the level Fenix Tear would be. He had to learn to work with others, tolerate their immaturity (this one came especially handy when working with Azuria), and more importantly he had to learn to set his ego aside. It was very tough for Ifrit, but he persevered. He kept improving day in and day out. Than, the fateful day came. The Fenix Tear Guild could officially open her halls to the wider world. When it came time to decide who would be the guild master, Ifrit insisted that Azuria take the position. He truly believed that he still had much to learn, and that Azuria was already molded to bear the title. Though he still holds a position of authority within the guild, it's largely in reverence of him being a co-founder (among other things).
Magecraft Esoteric Art: Time Magic, a lost magic that allows for temporal manipulation and cohersion. Ifrit believes that the magic art could possibly extend to paracausal manipulation, but this is only theory. Ifrit also have access to Mystic Eyes Magic, something he learned while in the White Creed.
Time/Accelerate - Ifrit forcibly increases the flow of time around him. This allows him to do practically everything faster. Pushing the flow of time could theoretically increase his speed, but Ifrit never pushed it. There is still a lot he doesn't know about this specific spell, so he's committed to keeping the flow within a "safe" level. Of course, this means that those mages with greater cognitive, perceptive, and/or speed skills can keep up with him easily.
Time/Decelerate - Ifrit causes the ebb of time around him to slow all living being except him. He doesn't know why the time slow effect only works on living beings, tests have all come back inconclusive.
NOTE: Time/Accelerate and Time/Decelerate cannot be used at the same time. Ifrit tried it once, he almost tore himself in two.
Epoch - Forcing the flow of time to shunt directly to his palms and consolidating a large amount of mana, Ifrit can create (in essence) a physical paradox. After enough temporal energy is stored, he can release it in an all engulphing blast. Usually, to use this spell safely, Ifrit must ward himself in ethereal vestiges that come in the form of golden clocks. This is an end-all-be-all move, if scorched earth is the only option.
Centennial - a much smaller and localized version of Epoch. Used in general combat and, while still destructive, doesn't have anywhere near the potency of its more dangerous counterpart
Aeon, Era, Origin of Creation - Ifrit's greatest spell. Massive, golden dials and clockfaces fill the sky around him. The pull of time can be felt physically. A chime rings out 66 times. And on the 67th chime, all of time stands still for a minute. Ifrit is still free to move around and cast spells. Aeon, Era, Origin of Creation is an extremely powerful spell, and one Ifrit has never cast before. He (theoretically) know how to do it AND CAN cast it, but the risks are severe. Altering the flow of time at such a massive scale is prone to cause problems, possibly irreparable. Outside of Azuria, he's never revealed the truth about this spell to anyone.
An Ether Gear that enhances sensory observation by peering into the literal temporal flow of time, when in use, his eyes change to a golden hue with time arrows skin to a grandfather clock.
Advancery Jutsushiki | Projection | Telekinesis | Telepathy | Teleportation | Bullet | Chain | Speed | Heal Holder Type · With Jutsushiki, Ifrit can conjure chronorunic runes of letter-based solid script magic as word enchantments, the ingredients for his pen is from an elder tree bark of Drasil, tears of a Phoenix and a Philosopher Stone of Aja, from his heirloom ancestral Mildian Tribes.
Caster Type · Ifrit can summon two Thought Projections of himself at the cost of having ¼ each of his magic evenly split into said projections, leaving him halved, rendering him unable to use Time Magic.
· Telekinesis at an advanced level, allows Ifrit to play with magical rubix cubes, mentally control pens to do the paper work, and temporal flight.
· Telepathy is for comms-based, Ifrit can choose to omit information as what any S-Class can do.
· Teleportation allows Ifrit a total of 3 times in a row long distance burst travel, which takes half of his magic power.
· Ifrit can shoot magic bullets, at his level it is magic beams.
· Ifrit can restrain with basic chains only.
· Ifrit can Heal himself by reversing time, however he loses 75% of his magic power.
Identity: Shinra can be easily described with a single word; passionate. Outwardly friendly and outgoing with an unwaveringly adventurous spirit, he wears his heart on his sleeve in his every action. Shinra has poor control over his facial expressions and shows his emotions very transparently, which is equal parts amusing and frustrating. Never one to shy away from a fight, he often challenges people he sees as strong, though never with malicious intent. While he can be brash at times, Shinra is surprisingly sharp-witted and is capable of thinking things through if the situation calls for it; he just usually doesn’t. At his core, Shinra is a lonely person with a deep desire for personal connection.
Honest and enthusiastic, Shinra strives to become stronger and surpass his limits. He has a propensity for battle and pushes his limits in every way he can to reach his goals. It was common for Shinra to be hard at training when not on a quest and dragging anyone he could find along with him.
Fairytale: An orphan for as long as he can remember, Shinra was raised by his adoptive mother, Zaira, once an infamous explorer, next to an isolated village on Alukht for much of his life. Originally hailing from Granbell, he was brought to Eden after an event that left the planet virtually lifeless.
Even though it was just the two of them, with very little interaction with other people, Shinra didn’t mind the solitude at all. When they weren’t training, she would regale him with tales of her escapades across the Sakura Cosmos, which sparked his desire for a grand adventure of his own. Those dreams would unfortunately have to wait, however, as when he turned twelve years of age, tragedy struck. One day, while his master was out, the village he had spent his entire life overseeing came under attack by a dragon, everything razed to the ground in a seemingly unprovoked act of malice that he could do nothing but watch. It was a scene that remained forever burnt in his mind. That event forced him to come face to face with his own weakness. It was also the last time he saw his master.
Following her disappearance, Shinra ventured into the greater world to find her and eventually found himself in Pergrande. It wasn’t long before he heard of Fenix Tear, a rising guild making waves in the kingdom. Not long after, he made his way to the guild and challenged the guildmaster to a fight, after which he joined the guild with a new goal.
Grimoire
Affinity Moon & Lost Origin Second Design Ether Ether Gear Gravity Ether Gear: Inherited from his adoptive mother when he was a child and trained extensively, Shinra’s Ether Gear allows him to control and manipulate gravity. At his current level, he can only manipulate the gravity of himself and anything he touches.
Combat Prodigy: Born with exceptional physical prowess and trained by his adoptive mother in combat since he could walk, Shinra is nothing short of a fighting prodigy, making him perhaps the most physically capable member of the guild. While brute force may be his go-to style in battle, it would be a vast underselling of his abilities to believe that’s all he is capable of.
Stamina Freak: More than just simply energetic, Shinra is a genuine freak of nature when it comes to a lot of things, especially his endurance. Going days without resting is a common occurrence for him when he gets into the swing of things. He seldom tires, slows down or stops, no matter how battered and bruised he gets or how long he’s been in action, which helps with his training and when he’s taking on quests.
Steel Stomach: Owing to his early lifestyle and upbringing, Shinra can eat almost anything in enormous amounts, no matter how unappetising it looks to others, without any apparent ill effect. His appetite is as grand and expansive as his palate.
Animal Wrangler: Brought up among the wilds for much of his life, Shinra is very good with animals, though not in the typical sense. He can befriend pretty much any creature he encounters after fighting it, regardless of who wins.
Intuition: Shinra has a unique sense when it comes to people. He isn’t particularly skilled at reading them or anything like that, but he can easily tell what kind of person someone truly is after interating them just once, despite any attempts to conceal their true nature.
Memory: Shinra can easily retain information even after only being briefly exposed to it. It’s only helpful as long as he actually understands what he remembers.
D.O.B X774·Jun·14 | Age 19 y.o | Guild Fenix Tear | Type Independent | Race Human
𝕴𝖉𝖊𝖓𝖙𝖎𝖙𝖞 Definitely not a Masochist
At first glance, if one were to see Ayuna, they would see a Caring and Compassionate person, who tries their best to cheer you up in your darkest moments.
Those that know her however, know an additional part of her. She believes that Suffering and Hardship are the true cornerstone of growth. Pain and Adversity aren’t only obstacles to overcome, but the true crucible from which one can better themselves.
On one hand, she will offer compassion,comfort you when you are at your lowest, While with the other she pushes you to face your troubles head-on.
This is most true for herself as well, she doesn’t shy away from challenges and hardship, as she sees them as a possibility for growth.
Has a bad habit of biting her cheek or tongue when she's stressed or anxious. She also has a quite literal blood thirst, which does not help to beat the Vampire allegations.
𝕱𝖆𝖎𝖗𝖞𝖙𝖆𝖑𝖊 The first thing she remembers was a dark, damp ceiling, shortly followed by a robed man giving her a Tome and a Command. Learn or Die.
And so she Learned. The tome told her of the power of her own blood, how it could be used, manipulated,multiplicated. She learned how to transume other liquids, then how to crystallize her blood into Crystals.
She Learned the taste of blood, how it’s salty,metallic feeling centered and focused her.
She Learned how to fight with the Blood. How to minimize her own blood loss. How to kill.
She learned about her existence, how it was doomed to end on their whims.
She learned about pain, and how much it takes to break a person. And how far it can bring you shall you overcome it.
She learned about defiance, how to reject her fate and create her own.
She learned that the robed men were all weak, far weaker in their Alchemy.Unlike herself, who had to endure, they had stagnated in comfort.
And so, as she emerged from the darkness she was held for the first time, she saw light. Not the light of the sun, as it couldn’t compare to the sight of paradise she witnessed. Azuria stood in her full glory, wreaths of fire shrouding her as if a goddess of fire descended into earth. She asked to follow her on the spot.
Life in Fenix Tear was...different. No death-lines, no impromptu "learning lessons", a nice bed instead of a cold slab. The difference between living standard was grating. If she were to be honest, she hated it at the time. It felt like they were coddling her, as if she couldn't take it.
As if in spite, she always tried to get or join the most difficult requests, both as a way for her to grow ever foward, and as a way to "pay" for the way they treated her.
It took almost a year of brooding before she truly understood that this was the standard, and not some privilege heaped on her. From there, her mood changed drastically, becoming far more cordial and friendly with the guild-members.
That was four years ago. Now Ayuna is a full member of Fenix Tear, Helping where she can and trying to props it’s members to new heights.
𝕬𝖙𝖙𝖗𝖎𝖇𝖚𝖙𝖊𝖘
Class: Alchemist | Origin: 2nd | Deck: Mana | Ethos: Man
Glazing Rank: A
Grade: A++
Affinities Moon | Ice
Magecraft Alchimia Sanguinis - Blood-Make An alchemy that is as Narrow as it is Versatile. The Alchemists use their own blood as the Catalyst for their transmutations in exchange for a boost in power. Can become dangerous to the user if used for long enough without proper precautions. Equivalent Exchange Practioners of Alchimia Sanguinis become more in tune with the blood flowing within their veins, and it's desire to flow freely. Practioners attain masochistic tendencies, a slight taste for blood, and an utter disregard for their own wounds. Furthermore, they have a slight urge to spill their own blood, which become worse and worse the longer the practioner does not do so.
Alchimia Sanguinis: Proliferate A Drop of Ayuna’s blood, spilled in any liquid can quickly transmute it into more of her blood. Unfortunately, this spell quickly loses efficiency the greater the difference between the liquid and the blood, so she can only convert so much at a time.
Alchimia Sanguinis: Crystallize Ayuna shapes and solidifies her blood in any way she desires, creating useful constructs for her to utilize. While not as sturdy as other such creations, blood constructs have the upside of both being expendable and being the focus from which Ayuna cast her Alchemy. This makes her prefer to go with quantity over quality, and then utilizing the scattered blood to renew the offensive.
Alchimia Sanguinis: Expugnatio Ichori
Ayuna Greatest Spell. She collects all her spilled and transmuted blood, and then launches it into the sky, before it descends like rain. Everything touched by the red rain is in the range of Ayuna’s Alchimia Sanguinis. Scales with the amount of blood used to cast it, and it gets a boost if it’s raining or storming, as Ayuna can then transmute the water raining down.
Maledictus Alchimia Rituum Less an actual School of Alchemy, and more the Rituals Ayu has created. Utilizing Curse, They can be powerful,Dangerous Things, and such things never come cheap.
Equivalent Exchange Using Curse isn't good for the Long-Term Health of the body or, more crucially, the Soul. Fortunately, it is a resilient thing, capable of bouncing back from most everything. Unfortunately, High Usage of Curse Sap at it in a way few things can. Unless truly egregious amounts were used, bouncing back is possible, but it is both a slow and painful affair.
Alchimia Sanguinis: Porta Cruor
Using the inherent connection to her own blood, Ayuya is able to briefly connect two points which have a great concentration of her blood together. Creating a portal evaporates the blood used to create it on both sides, and to use this spell for long distances, a full-on Sigil and Ritual connecting the two points is needed.
Alchimia Sanguinis: Extrudtio Falsae Sui
Created after seeing Thought Projections in action, It is but a mere mimicry of the real thing. All you need is Blood, spilled in a double Helix pattern, the appropiate runes for Extracting,Connecting and holding the "Self", and enough Curse to power the whole ritual. Should you succed, an Imperfect clone of yourself should Arise. Any Physical weakness or Emotional Numbing is completely normal, as that's the "Self" that's been transferred to the clone. You should be able to feel what the clone feels and viceversa, even if somewhat more muted. Remember to Cycle your clones periodically! Don't want them to actually develop sentience and personality now, would we?
Mutuum Tempestas; Pluvia Chorus
Ayuna,Seeing Gwen, decided that her habit of learning other disciplines could be useful, if tempered in it's impulse. Unfortunately, She didn't hold the same talent as Gwen in this regard. What she did have, however, was the ability to use Curse, and an high disregard for her own health. Taking inspiration from Storm magic, she was able to create a ritual to invoke a part of it. Specifically, the ability to manipulate the wheater to make it rain.
The aptly named "Rain Dance", is just that. A ritualistic Dance that, when supplied with Curse and correctly done, is able to make it rain in the area surrounding the caster. Fortunately for the caster, the Rain Dance still permits them movement, Unfortunately, as Rain Dance are wont to be, it takes a long time to actually finsih casting.
Holdercraft
The Sacrificial Dagger An old ornate knife, scavenged from the corpse of her captors. Enchanted for sharpness so that her self inflicted wounds are both easier to make and far less prone to tearings. Jug of Holding A Simple, unassuming jug with a strap for easier carrying. Has been enchanted to be able to hold far more liquid than it's size would suggest.
Advancery Healing | Storm | Jutsu Shiki
Talentstree
Medical Bodily Alchemy Learned when she was trying to broaden her horizon after seeing Zeire works. She can perform a battery of somewhat lenghty rituals that can heal most minor wounds and Stabilize worse cases that are beyond her skill. These rituals are something that take most of Ayuna's Attention, so as long as she's performing them she can't do much else.
She also can, if pressed, rapidly heal most injuries. Unfortunately such a thing is extremely draining and inefficient. Without rest or recuperation, she can do this three times in total, each one more draining and less effective than the last.
Blood-Dance Aka, NOT!waterbending An Hobby she has picked up in her time at Fenix Tear. An union of her Alchemical and Dancing Skills, she lets her instict move her and her blood flow freely. As she moves, so does the blood follow, cloaking her, creating imageries or just moving gracefully or forcefully. She prefer to perform her Blood-dance under the rain, as that makes her able to transmute more and more blood for her performance, and has started incorporating both Dances togheter.
A young man who will always tell you what's on his mind without sugarcoating it, he will make it clear if someone had messed up or brought him unnecessary increase in his workload and throw them a lecture. But afterwards he would list what he thinks they did right and try to reduce the amount of trouble they would get into as much as he reasonably can. Sometimes he would find himself in the center of a trouble either during his search for a book or because he himself failed to keep his mouth shut, faults that he would rather easily admit.
Aside from allegiance to the Fenix Tear, he is also bound to his deal with his god. Not really much of a problem considering that he is a bibliophile, although he could do away with his fellow God-Slayers not dragging him to their ‘wars’. His god gave him one task, he doesn’t need to tie himself with another. His devotion to said task however caused him to continuously find himself happily accepting books as an alternative form of payment for his missions much to the relief of the downtrodden towns he encountered. How much of that was powered by altruism, his contract to the goddess or his clever way to put a good name for his guild was deliberately left unsaid.
Fairytale
The Gutenberg is not an ordinary last name, rather it is one that traces back to a chain of master and apprentice who dedicated themselves in finding the lost library of Alexandria, legends say that it was burned in a great fire that consumed the city it was built on. The Gutenberg continued to march on regardless. Lucas is the latest apprentice of this line of Gutenberg, initially an orphan studying magic at Merlin Magic Academy before meeting Gutenberg before him and the man who would become his master, Johanne Gutenberg in his brief teaching stint. The two would then leave the academy together and go to various expeditions in search of the said library.
It is in one of those expeditions Johanne Gutenberg will meet its demise courtesy of a Tartarus Dark Mage who would also be soon killed in the crossfire of an ensuing battle. After burying the body in its resting place, he would be then contacted by a woman who tells him the truth of Alexandria. It wasn't a mere library, that long ago it was the seat of her power and that as the last surviving Gutenberg it is his mission to continue what his predecessors started. Seeing that he has nothing to lose, he agreed to continue the search.
He then spent years traveling around the land, meeting people, seeing places and improving his magic in various aspects. During the Civil War of Pendragon, he moved around the place providing aid to help in repairing what was destroyed by the war. It is during this period that he will be reunited with a former classmate of his, Azuria and it will eventually lead to him becoming one of the founders of Fenix Tear.
Items of Note
[The Book of Alexandria] -A book that Lucas can summon in any form containing the contents of books that had been entered to the ancient library along with the books scanned by Gutenberg. Books or any writings can be scanned by letting it touch the book’s pages.
[Pen Staff] -An oversized staff shaped like a pen, a distinct part of Lucas’ Arsenal. Has the properties of instantly casting [Glyph Shape Light] spell and converting Light element into a different element.
Grimoire
Affinity Light and Dark Origin Second Design Ether Magic Knowledge Goddess Slayer Magic- Glyphs are a vital component of any conventional spells, Lucas’ magic is based directly manipulating these glyphs to suit his needs.
[Glyph: Pillar] -Creates an oversized pillar of light that slams into his targets.
[Glyph: Wings] -Creates wings that grants him the power to fly.
[Glyph: Shield] -Creates a solid barrier of light to defend him and anyone around him.
[Glyph: Cannon] -Creates a beam of light to fire against enemies, can be a singular powerful blow and a barrage of small ones.
[Glyph Shape Light] -Inspired by Gwen's elemental make magic particularly the Light make. This Glyph is created to emulate Light Make magic, along with Glyph Reconfiguration it allows Lucas to control light in any way he needed to.
[Glyph Reconfiguration] -Lucas in a few moments can observe, understand and modify his or other peoples glyphs. He needs to be close and undisturbed for a small amount of time to pull it off.
Jericho's a loyal servant to his goddesses member of Fenix Tear. He's been a member since its humble stages & admires the strength of the two sisters guiding their guild to victory. He's very protective of them despite their ability to protect themselves. This protective nature extends to everyone within the guild as they're the closest thing to family that he has left. He loves to fight and seeks dangerous missions for the sake of thrill, but that's only what he wants everyone to believe. He considers these dangerous missions as training as well as clues to finding the Devil that killed his parents.
When he's bored his curious nature kicks in and it tends to lead straight to chaos for the guild and their town before he gets reigned in by the resident "parents" of Fenix Tear.
In battle his true nature shows. Despite not being an official knight he steps into battle as if he is one, protecting the women and the weak and striking fast and hard at his enemy. If no one else is in danger he lets loose a little more and takes the time to enjoy the battle before him making sure that he gets the best out of it.
Jericho's born to a Dragon Slayer named Idina. Idina's renowned among the Dragon population that one night a group of them foolishly waged war on her. There were five in all, but with her powers being stronger at night she laid waste to them one by one. She lost a piece of herself with each kill, losing her humanity and becoming more and more like the dragons she was slaying. After the fourth dragon laid lifeless at her feet she felt something trigger inside her. She roared savagely before undergoing dragonification, turning into a full blown Dusk Dragon of the Night. Her opponent was known as a Dragon King. A King that brought four of his followers to die with him. The battle was massive, but it ended with her ripping out the dragon's throat and claiming supremacy. Word of this quickly spread and Idina was officially crowned the Dragon King of Night. She didn't care about any of this. She just wanted to be alone. She wanted to be human again.
She found a large forest of creatures with a cave big enough for her to live in. She began protecting the creatures of the forest despite a lot of them being large and capable of taking care of themselves, but she knew magic poachers loved the thrill of facing wild beasts. It was here that she met her first friend since becoming a dragon. A green exceed named Nirvana. They helped each other. She protected him and he helped her recall bits of her humanity, but it wasn't enough. That was until a young Magic Knight approached her cave having heard stories of a monstrous dragon from poachers. He didn't believe that the dragon was a monster since the poachers were still alive, but he was curious about the presence. Nirvana was immediately defensive, but Idina assured him that it was fine. She sensed no malice in this man. She felt something that she hadn't felt from a human in a long time. The two began to talk and he decided to stay in the forest longer and learn more about her, her story, and this wonderful forest. He brought her humanity back and she loved him. When she was able to transform into her human form again the two consummated their love and had Jericho. Together with Nirvana they raised the young boy and taught him in the way of Dragon Slaying Arts. The family was happy. Nothing could destroy this happiness. Or so they thought.
A Devil inhabiting a human host sensed the presence of this strange family and went to end them before they'd gain the power to kill them. Idina and her husband stayed behind to fight the Devil while Nirvana flew away with Jericho, but before they could get away he was hit in the back with an attack that destroyed one of his wings, and part of his tail and ears. But the two were able to make it to Pergrande before his last remaining wing gave out causing them to crash in front of the doors of Fenix Tear. Both Jericho and Nirvana were unconscious until they were healed by a young mage's magic. Jericho thought she was an Angel and was immediately smitten with her. She challenged him to a fight and after getting his ass handed to him he was determined to protect and serve Azuria and her sister with his life. The trio grew up together forming a new family of crazy powerful orphans.
Class Assassin
Affinity Moon | Darkness Origin Second Design Mana — Spiria
Magic
Expressing the celestial splendor of the cosmos upon the nightfall's starry skies, reverberating visual sceneries of the starry night with gravitonic might. As the Dark Prince of the Night, Jericho commands authority and power over the night and celestial bodies pulling the darkness and gravity of the cosmos towards him, this magic is attributed to the black mass of Heavenly Body Magic. Jericho may only consume regular Darkness Magic and those that're connected to nightly themed magic such as the Star & Moon, his magic is only half of its power in contrast during the night.
Nightfall Drive: Jericho enhances himself with Nightfall Dragon Slayer Magic giving him the ability to center his abilities in the blade and the ability to travel through shadows, but the longer the distance the more it drains his mana, at night, where Jericho is at his peak, Nightfall Drive becomes a darkened version of Meteor
Dusk Dragon's Roar: Jericho either uses his own mana or consumes any darkness and celestial magic before charging a powerful magic towards his target with overwhelmingly crushing force.
Dusk Dragon's Gravity Fist: Jericho harnesses the magic in his fist increasing the mass of his punch right before he reaches contact with his target, hitting them with a crushing blow.
Dusk Dragon's Brilliant Burst: Conjuring his Nightfall Dragon Slayer Magic in his left hand and his Darkness Magic in his right Jericho charges at his enemy crushing them between his fists. The attack makes them feel like they were hit by a moon.
Dusk Dragon's Rough Silk: Jericho conjures multitudes of very thin beams of shadows which pierce and slice the target, heavily damaging them.
Dragon Slayer Secret Art: Altairis Jericho crosses his arms above his head drawing all shadows in the area towards him to create a dense ball of gravity to send at his target with crushing graviton forces. It creates a void of darkness that sucks in any magic spell or inanimate object in the area. It does not consume humans or creatures, but will pull them towards the hole. Altairis is a blackhole that lasts for a minute max unless stopped. AoE. Highest Range being One Block. > It only affects those he wants to so his nakama and innocent civilians are typically safe. S and above can also resist the forces.
This spell starts off similar to that of the Heavenly Arts Magic ability Grand Chariot. Instead of summoning celestial light Jericho summons a celestial darkbeams of sight, bringing down a eight rough darkbeams down on his opponent.
Master Martial Artist and Swordsman: Jericho's been trained by his Dragon mother, Magic Knight, father, and Speed Demon Exceed Nirvana to be a lethal threat without his magic and to enhance his magic with his combat abilities, because magic wasn't always a guaranteed path to victory. After his parents' untimely deaths he continued his training with Nirvana and other mages in Fenix Tear.
Quick Dress: After routinely being the one to put on Gwen's clothes when she strips Jericho gained the ability to dress himself and others so fast that you'd think he was using Re-Equip magic.
Detective/Master Snoop: Growing up with two "sisters" around his age Jericho became a master snoop. Looking for secret hidden places and finding clues that others might overlook. This extended to his missions when he began to use detective skills to track down Devils. He's also learned how to read people through their expressions, words, and tone.
Imagination/Creative: Jericho is a very creative person. This is primarily shown with the kinds of attacks he does in battle or the kind of spells he forms on his own that a Nightfall Dragon Slayer wouldn't normally be able to do or think of.
Animal Whisperer: Due to being raised in a forest with many creatures, regular and magical he has a deep connection to the animals of the world and they can typically sense it through him.
Vacuum: THAT BOY CAN EAT. IF YOU'RE EVER IN A FOOD EATING CONTEST HE'S YOUR GUY.
Hopeless Romantic/Sex God: Jericho's a lover boy in his heart of hearts, but had no luck in romance with the Rutines siblings. He eventually got over his childish crushes and became a man. He helps single or widowed women feel loved again.
Nirvana:
Due to his One-Wing Nirvana's Aera magic doesn't work the same. Instead of giving him the ability to fly it instead gives him the ability to super enhance his speed, not to a crazy amount, but enough to consider him an Assassin Class mage when he uses this speed with his knives.
Dignified, Dragon God Glacia is reticent like ice and ofttimes find herself huddling in the serene consoling solitude of her Library, she prefers her humanity, a human girl with the name of Amaya Aurora.
A preconceived notion for Humans in general that comes off aloof, she only means this charade to distance herself from others prying in her secrets, as human bonds aren't something that she seeks. When it comes to undertaking things, like Team-ups, she will do what's needed to finish Quests within reason, as deities alike, Amaya approaches things out of curiosity, amusement and objectivity. It's not that she's lonesome, she's seen enough to casually address human nature and its mortal stupidity to numbness.
Amaya isn't fond of spoon-feeding solutions regardless of species, she gladly prefer they use their critical thinking and problem solving skills to evolve than stagnate. While she's not quite the lonesome person that people claim her to be, she just likes doing things herself without intervening with the affairs of others, she'll allow company of those who means to commit to her.
Dragon God Legends [Locked By Keikaku] Interlude Blue Dragon God Glacia is the founder & creator of the Iceberg Kingdom including the cause of the long standing Ice Age.
Amaya Aurora Start! [Locked By Keikaku] Seven Years Ago Amaya Aurora, before becoming one of Fenix Tear's Founding Members, indirectly helped Azuria and Zeire finish Gaiea Labyrinth found in Pergrande.
Amaya was an A-Class Mage of mysterious background who participated in Dungeon Clearing one of the Earth Dragon God Dogmarag's Labyrinth, the place where the S-Class Exams are held.
Azuria Rutines passed the S-Class Exams, both Amaya and her became S-Class prior the Guild's founding, Zeire Rutines upon touching on Black Arts has caused something unusual.
Amaya warned Zeire's dabbling of the Black Arts, threatening to kill her, a fight ensued with Amaya and Azuria.
Both helped each other fend off Black Dragon Knights during the Pendragon Civil War.
Amaya became the fifth founding member of Fenix Tear.
Six Years Ago Amaya artificed Fenix Tear's Library Dimension, the head Librarian of the Guild with Ifrit and Lucas as her co-librarians, with the goal of collecting magic books.
Not Long Ago Amaya encountered and fought Tartaros' Hellgate, Mephisto, both parties were unscathed.
Azuria entrusted Ayuna and Zeire to Amaya, her instincts as Glacia understood the assignment.
No one in Fenix Tear, except Azuria knows that she's a Dragon.
Identity Reuel is known in only name by many of the guild, the mysterious S rank who is always away on a mission of some kind. Once in a blue moon he does appear, and by the accounts of those who have had brief encounters with him, he's a polite and well-spoken man, dressed surprisingly well for someone who is out so often. Others think he is hiding something, an enigmatic air about him, though that is often expected as he is hardly around. Most unexpectedly, he doesn't appear particularly powerful for an S rank and as he might say, he is the weakest of the guild's S rank mages.
He portrays an air of affability and refinement, often trying to sort things out through words. It often appears hard to discern what he is thinking, though it seems he has the guild's best interests in mind, often referring to what might be best for the guild. To some he appears to be some sort of secret treasurer, to others he could be a mediator, and yet others think he could be an intel agent for the guild. Whatever it may be, one thing is sure and it's that he is a member of the guild.
Fairytale
The past of Reuel Ashcroft is shrouded in mystery, though a few things are known. He is a member of the Ashcroft family as it's true and sole heir, a family that had long since been believed to be wiped out almost a decade ago until he was found as a child. He's known as a skilled artisan, having made and designed magical equipment for Pergrande's military as well as commission pieces for members of the guild, or those who pay. It's believed that these skills are the sole reason he has earned the rank of S. Finally, that he was one of the oldest members of Fenix Tear, the details of which are unclear, some say he was a magic knight, others say he was a member of a dark guild prior, and some theorize he was a former Roundtable Knight which was the most outlandish, however the only thing that was certain was that he was among the founding members.
Currently he holds an office in the same city as the guild hall which also works as a workshop. The few guild members who wind up stopping by quickly learn he's a magical artisan of sorts, and others might have the impression he disappears for long stretches of time to find information for the guild, or materials for some of his crafts. Virtually no one has seen him fight, so it's not unusual for guild members to be surprised to learn of his rank. For the time being he seems to return to the guild every so often to keep members apprised of situations.
Grimoire
Affinity Darkness, Lost, Moon
Origin Third
Design Mana (?)
Magic Magic Eater A magic made to eat magic, able to remove the effects of magic of certain levels of strength. The magic can be channeled through objects, giving the property to anything being wielded, but can also create pitch black objects which hold the property in greater strength. It can also be done on touch, and can create a black veil that is impervious to most magic. It has the main flaw of only removing magic and magical effects, meaning anything physical that isn't tied to magic will remain and can still threaten the user.
Magic Eater Nyx and Erebus: A magical artifact and weapon that is a pair of twin knives which can combine to form into a sickle and chain, or be two ends of a chain blade. The origin of these blades is unknown, in fact they're pretty unassuming, but the truth is they're made from devils that were aspects of the night, and so are able to conceal themselves and the user in darkness.
Shadow Step: A movement spell where the user cloaks themselves as they evade. The main advantage of this is that it can cover the windup for anything they might do as they come out of the cloak.
Violent Vindication: Executed off of any attack where a black blade seems to appear for but a moment. Very much like a sword swing, though with the added effect that it can break through magical shields with ease.
Soul Eater: This is initiated from physical contact, but basically on touch he will drain the target's magical energy directly proportionate to how long he can maintain that contact. This can actually be done through constriction with the chained forms of Nyx and Erebus, albeit it's a weaker effect than if he was to touch them directly.
Night's Snare: Using Nyx and Erebus turning them into a mess of chains that immediately binds multiple layers onto whoever it strikes. This is a close range move, but quite a powerful bind. Particularly since it seems to restrict magical flow.
??? Spells
Evil Heaven, Rending Blade [Jaten, Zanjin 邪天 斬刃]: A counter move where an inky black afterimage is left behind, before appearing in a blind spot and delivering a powerful skyward kick, backed by the same black energy. High physical damage and due to the black energy, and will pierce pretty much most or all magical defenses.
Evil Heaven, Reaper's Judgement [Jaten, Shijinhan 邪天 死神判]: Taking Nyx and Erebus together to form the base as a black inky scythe is formed to unleash a single wide sweeping slash.
Blacksmith/Craftsmanship: Reuel is skilled at crafting magical items, weapons, and even armor. He's also quite resourceful, it's not surprising for him to make a little something to help deal with any given scenario. Granted he has what is needed.
Reconnaissance: Reuel possesses skills in scouting and sneaking, as well as infiltration, and generally has skills in keeping hidden or a low profile.
Dextrous: Perhaps not unexpected for someone who is known for being a craftsman, his talents in precision also extend to combat scenarios, and even allows him to use some sleight of hand in certain situations.
ℑ𝔡𝔢𝔫𝔱𝔦𝔱𝔶 What does it mean to be cheerful? If you want to answer that question look no further than Kaiga the very name that introverts, dread. Kaiga brings a cheery demeanor no matter where he goes, he keeps a smile plastered on his face as to say everything will be fine.
However he treats everyone the same with his cheerful demeanor which can at often times cause others to get the wrong idea leading to Kaiga being one the more popular members of Fenix Tear while also being completely oblivious about it.
This causes Kaiga to get a buttload of love letters much to the chagrin of a certain “ice lady” in the guild. Kaiga rejects most love letters he gets due to a feeling of low self esteem and abandonment issues created by being abandoned in his childhood.
Kaiga’s favorite past time after hanging out with friends is training his martial arts skills he practices weapons and hand-to-hand but favors hand to hand more than weapons.
Kaiga however while extroverted keeps a big secret the devil in his head. It caused him to be labeled an evil child by his village and thrown out he holds absolute hatred for the voice in his head while “it” constantly enjoys annoying him but isn’t actually evil to Kaiga’s knowledge.
𝔉𝔞𝔦𝔯𝔶𝔱𝔞𝔩𝔢 Kaiga was born in a small quiet village full of smiles in Camelot City until when he started talking to the “voice” in his head causing him to grew suspicoun from the villagers and bullying from the other children.
This would ultimately culminate in Kaiga being abandoned in the Du Lac Forest at three Kaiga only survived as long as he did in the forest thanks to that “voice” in his head taking over.
He was once a Magic Knight and served as Sir Kaiga upon Knighthood, dealing with the demonic fog raids.
At some point, Kaiga found himself on the verge of death he was saved by Azuria and Zeire. Out of gratitude Kaiga joined the guild and made many friends and has been there ever since. Kaiga joined three years after Fenix Tear's founding.
𝔐𝔞𝔤𝔢𝔠𝔯𝔞𝔣𝔱 Caster Saintflame Devil Slayer Magic Unsungly blessed by the Aluhim-endowed Archangel, Zarathos by his kindred connection to Azuria Rutines borne from causal mutual respect, Kaiga exhibit enchanting blueflames that're cut above brighter than normal fire.
His Firepower's unknowing potential is confirmed by Azuria, to be hotter than her own during its earlier stages. Kaiga Agniyastra demonstrates a unique power that his mentor lack: the ability to cleave & dismantle by conceptual fire enchantment that's synergized by mudric handsigns. This mean Kaiga's reinforced with finessing cut to precise brute force.
Kaiga is unaware of being a Devil Slayer and is under the impression that his flames bolstered through training with Azuria.
Cleave (Bullet) Kaiga attacks the soul aspect of living things that takes a domino effect, feeling their magic power and physical body, slashed to burn seven times at once.
It feels like getting whipped by a whip, seven times and hurt by boiling water as a DPS character.
This is the premise of Kaiga's devilsaying enchantment spells and general spell weaving.
Unfortunately, Cleave is most effective if the opponent's fighting spirit is tough. The tougher, the opponent, the more chances of Kaiga delivering ablazing slashes of guaranteed hits but against the regular Mage, it's practically just a normal soul attack.
This is ineffective if Kaiga's unaware of their fighting spirit.
Subspells Ignited Arrow — Manipulating his fire into an arrow shaped form Kaiga can utilize it as both a range attack as well as a close range spear attack, hits that land follow Cleave's effect of seven times the hurt. By forcing immense pressure in the arrows, Kaiga can launch a high powered straight blast of flames at his enemy or whatever stands in-front of him. Upon forcing his body beyond its natural limits and putting as much pressure onto a fire arrow as he can Kaiga creates a fire arrow spear pact full with energy that burns seven times hotter, enough to burn steel. This can only be used once and when he's got his Devil Slayer Tattooed Markings active, which ironically he's unaware of surging because it's in his back, covered by clothing.
Converging Supernova — By forcing fire to converge into tiny little balls of power Kaiga can create ticking time bomb that explodes massive damage to the person hit by them, the more energy packed into it the stronger it is.
Secret Art: Hinokagutsuchi — Named after the fire god Kaiga’s body takes on the roll of becoming the very monster of legends capable of making blast of flames that incinerate the nearby area able to use his maximum technique easier and able to condense more power into javelin and supernova more easily. However great power comes with great draw back as this form burns anything around it foe and ally a like and most of the time create extreme property damage Kaiga can only go into this form for one minute with even the voice only able to use it for five minutes. Dismantle (High Speed + Sensor) Dismantle is the second premise of Kaiga's devilsaying enchantment spell weaving. This is borne of intuition and fine martial arts skill, Kaiga's hand-to-hand combat prowess, the longer he fights, the more he sees the "heat patterns" by instinct, coming together, therefore understanding to dismantle or deduce one's fighting patterns, delivered at sonic speeds.
Kaiga calls this as the "Ryomen Gaeshi", meaning two-faced return, a martial arts discipline that's both calm and raging.
IRL this is Soryu and Northern Shaolin Kung Fu based.
Holder Re-equip gauntlets - Kaiga can quickly equip specialized gauntlets made to amplify his fire magic power, in terms of punching harder.
Re-equip black sword - using re-equip Kaiga can quickly pull out a black sword made to increase the effectiveness of his fire powers however he doesn’t use it much as they can be destroyed easily.
𝔗𝔞𝔩𝔢𝔫𝔱𝔰 Martial arts: one of Kaiga’s favorite part times is learning how to do martial arts of any type and kind.
Cooking: Surprisingly one of Kaiga’s favorite things to do is cook a meal. He’s been a fan of cooking ever since he was small.
D.O.B X783·01·01 | Age 10y.o. | Guild Fenix Tear (Eventually) | Type Independent | Race Human
Kotaro Kuzunoha
𝕴𝖉𝖊𝖓𝖙𝖎𝖙𝖞 Kotaro Kuzunoha is essentially what you'd expect from a 10-year old. Upbeat, emotional, adventurous, ambitious, vindictive, and quite a bit pretentious with his sense of honor and code.
Kotaro was raised by Tai to be capable of helping himself sooner rather than later, but that doesn't mean he was strictly about training the boy to fight. Everyday was spent training, but that doesn't mean he trained his entire life. The boy had more knowledge and skill jammed into his little brain than any normal 10-year old should, and it shows. While Tai tried to give him a proper childhood, he was a mentor first and a father second.
As such, what we have is a boy who chooses to act more mature than his age suggests, but is ultimately awkward to society and having little experience of the world outside his training, and even less of a childhood as a result. Kotaro is booksmart, but street average; clever, but naive, and tries to hide the rather large inner child underneath his mentally grown-up facade with mixed success. As such having potential episodes of various emotions, and an internal thought process that may be much more nervous and fearful of bad situations than he'd ever let show on the outside. As such, easily flustered by taunts and perversions of others.
On his negative emotional highs, he thinks back to his masters words and teachings and repeating them like mantras to calm him back down. He has a great respect and need to protect his master and father figure, refusing to accept insults or critiques upon him, and this respect is what drives him to do something as reckless as attempt to travel across the world and hunt particularly powerful devils just to clear his name.
However, his master's training has conditioned his mind to focus in the face of a battle. In combat, he puts aside all his thoughts and emotions, focusing only on the opponents in front of him, and how best to take them down. The boy is perceptive and taciturn in this state, not just relying on his own skills and strengths but the limitations of the opponent and any advantage or disadvantage of the environment around him.
But ultimately, the greatest thing his master has ever taught him, is both empathy and willingness to help. Kotaro is a kind and generous child, and when he sees someone in need, he's compelled to help aid them, sometimes to literally stupid degrees. A bit selfish in that regard to a point where it could considered a hero complex of a kind, but ultimately with his heart in the right place. Save devils, it really doesn't matter what they are; if anything, he was trained to help spirits find their way to the afterlife as much as possible. 𝕱𝖆𝖎𝖗𝖞𝖙𝖆𝖑𝖊 There's not much to tell of the boy's story. Being a mere 10-year old, one could argue his story is only just beginning.
For as long as he could remember, Kotaro was raised in Hizaru by his mentor, a 9-tailed Kitsune yokai renown in the region as the "Fox Sage" Wizard, Tai Kuzunoha. Before that, the earliest memories he had were flashes of a man whom Tai states is his father, and this feeling of sickness that made those early memories feel like a fever dream. Life under the Fox Sage's tutelage was all he ever knew, and were it not for Tai giving the boy info regarding his real heritage, Kotaro would have likely assumed he was practically Tai's son. To that end, He inherited the family name "Kuzunoha" from Tai.
That was a peaceful life, with the only hardship the boy knowing was his master's training. From the moment he could walk, he was taught the ways of magic and combat. Tai knew he had a potential talent for wind magic, but also for the spirit arts themselves. Being a Yokai affiliated with fire himself, Tai also knew there was so much he could teach the boy without knowing about wind magic himself. As such - despite knowing the boy wasn't old enough to have an affinity for anything else but wind - in addition to teaching him the basics of Raigetsu, Tai taught him as much his own yokai spirit arts as he could, calling them "Tai"-getsu as a way to help the boy differentiate between the two, starting with the ability to become a kitsune yokai temporarily himself using spiria as the basis. In the end, however, all he could teach the boy was the capability to produce fox flames and how to implement and use it in different ways both inside and outside the box.
Tai was also Hizaru's spirit guide. He claims he once had another job far from this island, but retired from it; never elaborated further on it for whatever reason. As a Spirit guide, it was his job to encourage and aid people of the living while guiding the dead into the embrace of Ankhselam, and as his pupil, Kotaro was also to learn how to be a spirit guide himself via his yokai magic Tai taught him. To that end, across the whole of his training, he was taught Tai's signature ability of "Guiding Star" to allow wayward spirits to pass onto the afterlife. He was only ever taught to exorcise one soul at a time, tapping into the soul and slowly using psychology to unchain them to the living world. But he wasn't ready for a mass exorcism of multiple spirits at once.
But one night during one of their escapades to haunted places for Tai to exorcise - specifically a haunted forest near a rural village - the two were surrounded, and a careless mistake led to Tai getting injured. He told Kotaro to run, but instead Kotaro could feel as if something was telling him to stand his ground to save his father figure. The boy used guiding star, and against the orders of his teacher, he used it on every spirit in the area, burning them away by force. The last thing he could feel with that event was a stabbing pain and a thunderclap headache, before he blacked out.
When he came through, he was in a bed with his master overlooking him, a small look of dread instantly going to relief, and they seemed to be in a different place from the forest, a building by the looks of it, but not their home, and seemingly a bit more civilized than the rural village they were at before. They seemed to be at a hospital in Hizaru's capital, with Tai stating that the boy blacked out after using Guiding Star, and that using Guiding Star to force spirits out of the living world has dangerous consequences. He never elaborated further, just stating that it unwittingly drew in the attention of a great devil to the area. Tai fought it while the boy was unconscious, burning away its influence on the area around it, but unfortunately it led to the village being caught in the crossfire.
The whole village area they tried to save and give peace to, was wiped out.
Needless to say, the boy was saddened and guilty over it, but as if his mind was read, Tai stated it wasn't the boy's fault. He couldn't have known there was such a powerful force of evil in the area. If anyone was to blame for it, it was Tai himself for not teaching the boy anymore about Guiding star than he had. He told him that when someone makes a mistake, they must recognize and own up to it, no matter how large or small. ...It was around that time the boy realized that Tai's little fox paws were cuffed. Turning his focus away from him, he also noticed a few of Hizaru's cops behind him.
As it turns out, Tai was made the scapegoat for the incident; not only was the village and everyone in it up in smoke - creating a charge of multiple counts of involuntary manslaughter - but he failed to capture and exorcise the devil partly responsible for it. The only reason he was at Kotaro's bedside was at his request before the sentencing, wanting to inform the boy of the situation and stating he'll need to move into a new family. Before the hauled him to jail, having satisfied this request, Tai whispered something to the boy.
"Go west, to the land of pendragons where the flaming bird cries, You will find what you need at the gathering of its tears."
Tai has given the boy riddles before as part of his training and education. However, if ever he tells him a riddle outside his training, it's generally to keep what he says a secret in case someone decides to listen in. In this case, it seems he didn't one the police to listen to what's being said, before being hauled off.
Before Kotaro was sent to an orphanage, he ran away from the hospital with weapon in tow, heading west. He didn't know where exactly his master was telling him to go, but what he was taught about the world solved the first part of the riddle already:
Raigetsu Wind Arts and "Tai"-getsu Yokai Arts Kotaro Kuzunoha is a little expert of spirit arts, specifically Wind Raigetsu, making able to use sky magic to attack, defend, and heal using the wind. In addition, while he lacks an affinity for its element, he was taught how to use Yokai spirit arts by his master, Tai, turning himself into a yokai temporarily and being able to cast spiritual fire magic in place of his sky magic.
Raigetsu- Immovable Wind Arts With his sword as a Conduit for his wind Spiria, Kotaro is able to harness the wind to produce and release sword beams of razor sharp winds, capable of cutting through wood and flesh with ease. He can also use charge the wind around his sword to create a particularly strong gust of wind in front of him, capable of blowing back most creatures at max. Sharp as they may be however, that can still be blocked by particularly hard materials, such as magical shields and walls of stone or metal.
Raigetsu- Healing wind arts Focusing the Wind spiria into his hands, and his breath, Kotaro is able heal wounds and ailments using gentle motions of his hands hovering above the afflicted. Depending on how big or deep the wounds are, or how bad the ailment, this could take anywhere from less than a minute to hours on end. Curses that interfere with the healing process or negate magic - as well as fatal wounds - would make healing them impossible. It should be noted that the First Aid he was taught by his master served to help lessen the time it would take to properly heal wounds and be able to provide some comfort at least for those too badly damaged or sick for a proper healing.
Raigetsu - Hurricane Shield By charging up a considerable amount of wind spiria into his blade and hands, Kotaro is able to envelop himself and others in a sphere of heavy typhoon like wind. Hard enough on its own to break into or get out of even with weaponry, but it also produces shockwaves on the outside that continuously blow strong winds around the area without distinction, making it hard for anyone on the outside to even get close to it. The area of the shield is roughly large enough to be capable of holding himself and about six adults at best - with him at the epicenter - but can adjust the size accordingly. If it's too big, he can't hold it for long, and if it's too small, it could become an inconvenience for allies. While he uses this generally for protection purposes, due to the walls of wind being thick on both sides, it could also be used to entrap others if the need ever arises. Of course, in addition to the long charge time, it takes a rather large amount of spiria to set it off, and as things stand, he can't hold it for much longer than 5 or so minutes, and if he himself was knocked out or drained from the experience or dies while in it, the shield will fade away and shut off immediately.
Tai-getsu (Raigetsu) - Yokai form: Kitsune Kotaro's master Tai is a Kitsune Yokai, and so naturally knows spirit arts associated with Yokai, or more specifically, spirit arts involving their form. While he hasn't mastered it like Tai would, Kotaro is able to partially turn into a Fox Yokai temporarily - the only real difference being a golden tail, some golden fur around his hands and feet, both of which become paws and his ears moving upwards and becoming those of a fox, While it may not look like much, Kotaro in this form sacrifices any defensive capabilities he may have had for strength and agility. While he can use a sword in this form, the paws make it more difficult to wield it properly, so he prefers to fight with his fists.
Tai-getsu (Raigetsu) - Kitsune Magic: Fox Flame While in Kitsune form, Kotaro is able to generate blue flames made of Spiria that he can shape how he fits, be it of a stream of fire, coating his flames on his fists and feet, or generating fireballs on his tail. While these flames are indeed hot and have physical mass to them, it should be noted that they do not physically burn like normal flames, but rather they burn spiritually, charring the soul of anyone who touches them, causing a disconnect between the soul and the mind, leading to disorientation and vertigo. As these aren't actual wounds, healing magic won't be effective against this attack. However, strong emotions can turn this flame from blue to natural flame colors, causing them to work like actual flames, and while it can be healed at this point, the wounds inflicted are still resistant to said healing magic.
Tai-getsu (Raigetsu) - Kitsune Magic: Hollow Forest Mist By combining his fox fire with some water, Kotaro is able to evaporate the water into an intense steamy mist. While it can work as a smoke screen to help get away from certain situations, its main function is to allow to use the concentrated spiria within the steam to produce illusions and hallucinations, the spiria giving them a ghostly mass. Kotaro can't control what the person sees within the fog, but he can control the movements and actions of the illusions conceived, provided he concentrates on them. Otherwise they'd just be standing there, and what they are and what they hear will be dependent on the subconscious of the individual that sees it. Useful for distractions and mind games, but - ironically - can be blown away rather easily through wind magic.
Yūdōboshi Star Guide 誘 導 星 Guiding Star Type: White Arts, Shaman Exorcism, Organic Link Magic, Ancient Spell, Enchantment, Law Range: AoE Target: Yōkai Exclusive The venerated reijutsu of Hizuru no Senko-Tai that's bequeathed to Kotaro by the highest honor of discipleship as a coming of age rites upon the culmination of the Raigetsu Magics.
An ablazingly enchanted radiant blueflame-solacing starbeads illuminated mirage, Guiding Star glistens wayward with the unresting souls, emotionally entangled and pacifying to its mechanism. A wordysome series of prayerful sacraments divised to encroach yet quell the unresting souls from their earthly strongholds, flickering set ablazing them to resoluting rest by sevenfold. An Ancient Spell requiring heartfelt sincerity to cast, therefore ineffective if the heart is at the wrong road.
Those without remorse of their actions, cancels this Ancient Spell immediately.
Poetically built to precise in Kitsune aesthetic, Hizuru no Senko-Tai is established handling nine spirits at once and at a time in a bustling 99-meter radius likened to the Mythical Nine Tailed Fox. Kotaro by virtue of high magic potency is established with three tails, making him a Sanbigitsune whose range is 33-meters radius true to his moniker; Tenko no Kotaro, Heavenly Fox Kotaro. Neophyte in his skill grasp, Kotaro earnestly trains to master Guiding Star.
Likewise, the penalty of improper execution is likened to abusing and finding a cheating loophole for kicks will warrant users to be cursed by Ankhseram.
Talentstree Melee Combat Master Tai taught the young Kotaro that while magic is a vital tool for anyone in this world, but not all there is to a fight. To rely too much on magic is to be helpless when that magic fails him, to rely on a weapon is to be helpless when that weapon is out of his grasp. But to rely on his body is to be helpful to himself and others when all other options run dry. Knowing this, the boy was taught and trained in the art of melee combat, both with his trusty sword, and with his fists. He's still very young compared to others in the guild, and so naturally he's not as strong as full grown adults, but he has the will and technique to at least put up a fight if nothing else. Furthermore, he was trained in the art of the sword, being able to wield one - albeit a small one due to his stature - with the grace and capability you'd find in an adult samurai.
First Aid Upon learning that his magic has the capability to heal others, Tai taught him some basic first aid treatments to help him and others recover from any sudden ailments or injuries. Since his magic takes some time to fully heal an individual depending on the severity, the logic of learning first aid stems from shortening the time it takes to heal individuals, or failing that at least comfort and keep things from getting worse so that others more experienced and capable than him can take it from there.
Amateur Tactician Master Tai was, above all, a wise sage that taught Kotaro the importance of the world around him and the need for observance and perception of that world. He educated the boy as best as he could for as short a time as he had, and Kotaro took in that knowledge as best as a 10-year old possibly could. As such, Kotaro tends to try and continuing learning about his allies, his adversaries, and the environment around him so that he may use it to the advantages of himself and comrades. That said, he's still just a kid, and has a lot to learn about the world of strategy and tactics in a fight. Any actual tactician could walk circles around him easily as things stand. Still, for a 10 year old, he's better at making plans than most adults.