I could introduce myself properly but it's not really necessary. You will know me well enough and soon enough, depending on a diverse range of variables.
It suffices to say that at some point in time, I will be standing over you as genially as possible. I will carry you gently away.
It suffices to say that at some point in time, I will be standing over you as genially as possible. I will carry you gently away.
(The players shown below are the active ones in the RP. The list is up-to-date as much as possible)
"If you can't keep up, just stay put and let the big girls handle it."
Appearance:
Standing at just over five foot five with a relatively slight frame, she's a little physically underwhelming. Not that most people would ever really think twice about that after meeting her. She has dark skin indicative of her people, with long pointed ears and black hair with ruby red eyes. Often she can be seen wearing a brightly colored dress with various religious symbols of Aylama. Odd, for most dark Elves but she finds it helps her stand out more.
Name:
Seleth Thenri
Race:
Dark Elf
Magic/Abilities:
Illusions, Dark, and Reflection
In true Dark Elf fashion, Sel is most adept with Illusions, Dark type magics, and Reflection. Her specific brand of magics usually involve careful watching and counter attacks, or having her spells react to enemies after being set. Her main focuses are on Illusions and Dark spells, usually weaving Curses, some Teleportation, and Reflection magics into them for needed purposes.
Dark Spells
Dark spells, being the antithesis to light magic, often has the user needed both foresight, planning, and a little luck to use it well. Placing traps on the ground, or a delayed attack are just some examples. Most of her attacks are more reactionary, designed to react and use an opponents movement or power against them, weaving reflecting spells and a few teleportation spells into her magic.
Dark Javelin
A spell that protects the user by summoning reactionary Javelins around them. The dark purple Javelins, once summoned stay stationary around the user until a target gets within five meters. Once a target has been detected, they fire themselves at it. Low tracking, and will fly until they hit something before disappearing completely.
Shadow Weight:
A spell designed for restraining and hindering ones movement. The base idea for the spell is from a curse, but is a more physical restraint. The spell summons several orbs of dark colored energy. Once a target approaches them, they turn into heavy weights, lashing out at the opponent with a sticky adhesiveness. They will wear off after a half minute or so, but the heavy weight will likely slow anyone down.
Dark Step
A simple evasion spell. Quickly pulls the user further in whatever direction they were moving. Tiring to use in quick succession.
A spell that protects the user by summoning reactionary Javelins around them. The dark purple Javelins, once summoned stay stationary around the user until a target gets within five meters. Once a target has been detected, they fire themselves at it. Low tracking, and will fly until they hit something before disappearing completely.
Shadow Weight:
A spell designed for restraining and hindering ones movement. The base idea for the spell is from a curse, but is a more physical restraint. The spell summons several orbs of dark colored energy. Once a target approaches them, they turn into heavy weights, lashing out at the opponent with a sticky adhesiveness. They will wear off after a half minute or so, but the heavy weight will likely slow anyone down.
Dark Step
A simple evasion spell. Quickly pulls the user further in whatever direction they were moving. Tiring to use in quick succession.
Illusions
While some illusionists may focus entirely on visual hallucinations, a true artist in the craft will know that sight is just one of many senses the human body has. Sight, hearing, touch, even the minds perceived distance can be altered, though such a thing would require skill far beyond what she currently has. She focuses on more subtle approaches to her illusions, such as altering a persons sense of direction, making illusory clones of herself, and teleportation between her clones to make herself harder to pin down. She can detect and erase other illusions, should she have need too.
Mock Soul
A fairly standard body double illusion spell, making the foe think there's more than one or two of her present, up to a total of three copies of her can currently be maintained. Aside from a few minute differences such as having no mass and being able to go through walls/obstacles, there's not much one can do to differentiate one from the real thing, but a skill mage would likely be able to tell wit some ease. It's the other, creative uses she's conjoined with this base spell that she likes to think makes her more unique. The magical illusions can do differing things upon being expelled or struck, such as inflict curses or other spells.
Mock Soul - false person
A rather mix of disciplines of Teleportation. Simply put, she can swap places nearly seamlessly with her illusory doubles as long as she has clear line of sight, and nothing physical is blocking her path. A three or four seconds of lag time as she swaps is noticeable to any who's paying attention, though, so it's possible to get her before she swaps if your fast enough.
Misleading Dazzle:
A dazzling flash of light intended to confuse. One of her currently more complex illusions. Effectively, it confuses a targets sense of direction so much that they believe 'left is right' 'right is left' and 'forwards is backwards'. If they attempt to consciously move right, they'll find themselves actually moving left. Think of it as your standard confusion spell in a game, usually delivered via her Mock Souls. The status only lasts for a short while before the body corrects itself, but can be expelled faster by shaking ones head as though shaking off dizziness, but either way it will likely leave any foe open long enough to get in a blow. Less effective on those who both know what's up and those versed in illusions.
Reality Sight:
Being able to create illusions is only a part of being a good illusionist. You also need to recognize illusions yourself, and be able to tell when something isn't quite as it seems and is a fake. She can reasonably tell if something is an illusion or not after having worked with them so long herself.
Phantasm Erasure:
A defensive illusion spell designed to do one thing - dispel all illusions around her, including her own. Of course, it's a little harder, especially if the one creating the opposing Illusion is more skillful than she.
A fairly standard body double illusion spell, making the foe think there's more than one or two of her present, up to a total of three copies of her can currently be maintained. Aside from a few minute differences such as having no mass and being able to go through walls/obstacles, there's not much one can do to differentiate one from the real thing, but a skill mage would likely be able to tell wit some ease. It's the other, creative uses she's conjoined with this base spell that she likes to think makes her more unique. The magical illusions can do differing things upon being expelled or struck, such as inflict curses or other spells.
Mock Soul - false person
A rather mix of disciplines of Teleportation. Simply put, she can swap places nearly seamlessly with her illusory doubles as long as she has clear line of sight, and nothing physical is blocking her path. A three or four seconds of lag time as she swaps is noticeable to any who's paying attention, though, so it's possible to get her before she swaps if your fast enough.
Misleading Dazzle:
A dazzling flash of light intended to confuse. One of her currently more complex illusions. Effectively, it confuses a targets sense of direction so much that they believe 'left is right' 'right is left' and 'forwards is backwards'. If they attempt to consciously move right, they'll find themselves actually moving left. Think of it as your standard confusion spell in a game, usually delivered via her Mock Souls. The status only lasts for a short while before the body corrects itself, but can be expelled faster by shaking ones head as though shaking off dizziness, but either way it will likely leave any foe open long enough to get in a blow. Less effective on those who both know what's up and those versed in illusions.
Reality Sight:
Being able to create illusions is only a part of being a good illusionist. You also need to recognize illusions yourself, and be able to tell when something isn't quite as it seems and is a fake. She can reasonably tell if something is an illusion or not after having worked with them so long herself.
Phantasm Erasure:
A defensive illusion spell designed to do one thing - dispel all illusions around her, including her own. Of course, it's a little harder, especially if the one creating the opposing Illusion is more skillful than she.
Reflection/Mimicry:
A school of magic she is just learning to study, so she's not incredibly skilled in it. Aside from a few combined uses with Dark magic, she rarely uses this school on its own except in a few specific cases.
Amplify:
Surprisingly, a support type spell. Setting violet shaped barriers in a row, this spells main function is to simply amplify the effects of another spell cast through the barriers consecutively by reinforcing it with what is effectively a mirrored spell of its own. Not useful on her own really, but another dedicated caster would benefit greatly if they could time the casting right. Takes a bit to set up, as the spell is rather complex - but it could even turn a tiny fireball into a raging inferno. It however, could also be used both ways. It does not discriminate between friend or foe. If it is a sufficiently complex/powerful spell, it might not work.
Aylama's Mirror
Using a reflection spell as a base, this Spell forms a violet barrier in front of the barrier that reflects spells in a direction away from the user, roughly depending on the angle of the mirror. Can roughly control three at once.
Surprisingly, a support type spell. Setting violet shaped barriers in a row, this spells main function is to simply amplify the effects of another spell cast through the barriers consecutively by reinforcing it with what is effectively a mirrored spell of its own. Not useful on her own really, but another dedicated caster would benefit greatly if they could time the casting right. Takes a bit to set up, as the spell is rather complex - but it could even turn a tiny fireball into a raging inferno. It however, could also be used both ways. It does not discriminate between friend or foe. If it is a sufficiently complex/powerful spell, it might not work.
Aylama's Mirror
Using a reflection spell as a base, this Spell forms a violet barrier in front of the barrier that reflects spells in a direction away from the user, roughly depending on the angle of the mirror. Can roughly control three at once.
Spear of Reflection:
The Spears name, and the symbol of the religious house Thenri. Passed down since ancient times, supposedly, until it made its way to Seleth. It was said that the spear once held divine properties thanks to the families devotion and adherence to Aylama's teachings, but alas a rumor is all that is. If there was some hint to it, the spear is simply that these days - a spear. She has of course, been trained to wield it.
Personality:
Calm and quiet, but over confident and egotistical. If there's one thing Sel has in droves, it's confidence and a firm believe that she's the absolute best. Like most Dark Elves, she's quiet and thoughtful, but was raised in a mildly spoiled manner making her believe that she's destined for greatness. This cold confidence can really put a lot of people off, since she hardly utters a sentence without praising how great she is or how much better she is then you are. Coldly confident, short and to the point, she's not one for small talk and can come off as harsh.
Sel is truly a good natured person. She holds herself and others to an extremely high standard. She loathes being anything less than she is, and if you want to be her friend you best damn well make sure you're going to follow. People who don't give it their all...well, they should just sit back and let the big girls handle the problems and hide in the shadows like a scared kitten. A quiet love of bombast and flair, she can be a little needlessly showy at times, and puts her illusions to use showing that.
Despite her bluntness, harsh nature, and a ego the size of Zauberheim itself, she's never been outside the walls of her home or the Cathedral she grew up in. She is trying to be far more approachable and less of an egotistical jerk than she once was due to finally seeing the outside world and being put through the wringer once or twice while in the Academy, but that's something she's not used to, as anyone who went to the school could attest too.
The only thing that trumps both her own sense of self importance, is the Goddess Aylama. She is wholly devoted to the Dark Goddess, and always strives to do well as she teaches. She spends a lot of her free time at churches/cathedrals dedicated to her, and will always be ready to convert some new followers, or just talk about Aylama or Amalya in general (But mostly Aylama).
Background:
Born and raised in the Dark Elf Homeland of Meylia, Seleth's life has been an easy one. Born into a family of priests, scholars, and theologians to the Goddess Aylama, Seleth was introduced to religion at an early age. Some might grow up resenting this later, but Seleth was quite the opposite. She almost immediately fell in love with both religion and the teachings of the Goddess. Mix theology and the noble, wealthy and slightly spoiled upbringing, and you get her.
Immediately she trained herself in traditional Dark Elven arts of Dark and Illusory magic at the earliest age that she could. For a time, she simply learned small time from the rest of her family and relatives - who hailed her as a savant in the fields, saying there was only one thing to do here. Send her to Zauberheim, and Seraph academy so she could further her studies. After all, it was the most prestigious school that existed, and it would be a wonderful place to start her higher education and become more familiar with the intricacies of her magic. So as a parting gift, she was given the families treasured spear and headed off to Seraph academy where she began her studies.
To say she had a bit of a culture shock, was an understatement. Having never been outside her home before, suddenly spending so much time with others was well, what could only be considered a good thing for her. It wasn't easy - in fact, compared to some of the other students, her skill was terrible. It was in one word - frustrating. She made more than a few enemies and made more than a few mistakes her first year or two there, especially among the other students simply because of how she perceived herself. Always trying to be the best, telling others that they weren't as good as she was. She made a few 'friends' too though, but only because they had the patience to put up with her and tell her when she was being completely overbearing. She was basically that smug noble in class who always thought they were the best and always deserved something they didn't.
By the end of the final year, and on the eve of the tournament, it occurred to Seleth that perhaps...it wasn't everyone else that was wrong or weak, it was her. All of her so called friends had ditched her, finally getting tired of her bullshit and she definitely didn't consider herself ready to win this tournament. For the first time in her life, she felt lost.
Some might have hunkered down in their beliefs. Some might have stalwartly opposed changing their ways, but for a follower of the Dark Goddess, it should be different. It took her some time to realize it - but perhaps...she should self reflect. Aylama wouldn't be happy with her right now, would she? So for a few days before the tournament, she disappeared and simply meditated before coming to a conclusion.
Well...maybe she could try being more...humble? Was that the word?
"So this is Zauberheim." She mused thoughtfully to herself, watching the colorful crowds of people move by as she quietly observed them. Being outside of Meylia for the first time in her life was exciting! So many new people and so colorful! Not as exciting and colorful as herself, of course. "So colorful! And the people seem so friendly...and loud..." She grimaced for a moment, not used to the loudness of the streets. Compared to Meylia, it certainly was loud - a far cry from the somber and quiet streets of the Dark Elf homeland.
Now...lets see...
"...Uhm, where is The Academy?" She took a quick look around, glancing quickly for any signs of it, quickly realizing that yep, she was 100% lost. "Haha, me, lost? No." She chuckled quietly to herself, waving a hand dismissively. She could find the Academy, definitely! It was likely the...second most ostentatious building here, and the one with the most people. She'd just need to follow the people.
...
"Aha...well it can't be too hard finding it." Of course it couldn't have been. She could have asked for directions, but that wouldn't be right. She could find it, she was just that good. So she just had to walk and she'd find herself there, eventually right? Yep, flawless logic there.
She ended up being late on the first day of school.
Now...lets see...
"...Uhm, where is The Academy?" She took a quick look around, glancing quickly for any signs of it, quickly realizing that yep, she was 100% lost. "Haha, me, lost? No." She chuckled quietly to herself, waving a hand dismissively. She could find the Academy, definitely! It was likely the...second most ostentatious building here, and the one with the most people. She'd just need to follow the people.
...
"Aha...well it can't be too hard finding it." Of course it couldn't have been. She could have asked for directions, but that wouldn't be right. She could find it, she was just that good. So she just had to walk and she'd find herself there, eventually right? Yep, flawless logic there.
She ended up being late on the first day of school.
Appearance:
Hisana is a beautiful young-looking woman who doesn't appear to be at all menacing; having long scarlet red hair alongside an interesting choice of fashion. Her violet eyes denote an underlying menace.
Name: Hisana: The Scarlet Dame of Hedonism
Race: Human
Personality: To the very core of her soul Hisana is an un-empathic sociopath; she is self-serving, self-absorb, and selfish. She acts only on her desires and will undergo any task so long as it amuses or arouses her in some way. She finds euphoric pleasure in fighting strong opponents, which seems to fuel her sadomasochistic tendencies involving frequent actions of violence and murder. Hisana is also highly intelligent, specializing in deducing an opponent’s techniques and fighting style.
Background: Not much is known of the past of this crazed dame, but in present day her name is a subject of caution among certain circles.
Her destructive tendencies have earned her an infamous status in the mercenary and underground world, her bio in the bingo book tells quite the story of her past escapades. Her purpose for coming to the kingdom is due to a rising interest in the magical prowess of it’s more sorcery-inclined citizenry.
She hopes to find fresh new fruit, so that when they ripen, she can pluck them. Hisana enters the tournament under the guise of being one of the secret outside competitors hired by the officials.
Hisana is a beautiful young-looking woman who doesn't appear to be at all menacing; having long scarlet red hair alongside an interesting choice of fashion. Her violet eyes denote an underlying menace.
Name: Hisana: The Scarlet Dame of Hedonism
Race: Human
(Will think of more in time)
Alchemic Transmutation
Hisana’s main method of attack involves her transmuting her magical energy to mimic the properties of other substances and objects. She uses this ability to great effect, often catching her opponents off guard with the versatility and tenacity of her attacks.
Elastic Love: Hisana’s favorite transmutation ability, she has her magic aura mimic stretchy and sticky objects (gum, rubber, goo). She can use this to trap and bind opponents, limiting their maneuverability and offensive options. Hisana and also use it to grab onto things and pull them toward her; she can also use it for quick escapes during disturbances. Due the elastic nature of the energy, the ability can be used to absorb and reflect different attacks.
Flimsy Lies: Hisana is able to apply her magical aura to any flat, smooth surface (like paper and cloth) and imprint imagery on it of her choosing. The different texture and appearance this creates is useful for deceiving others, she can even use in conjunction with Elastic Love to alter the appearance of her own skin (hiding flesh wounds and scars). Since this technique no trace of magic after being applied, it isn’t detectable unless someone catches her doing it beforehand (Or someone can piece two and two together.)
Poker Cards: Hisana’s only physical weapon is a deck of playing cards she always carries on her person. They are of a custom color – being violet with sliver outlines. With the use of alchemy, the cards have the same sharpness and denseness of steel. She uses them skillfully as though they were throwing knives and slashing daggers.
Expert Hand-to-Hand Combatant
Hisana is a force to be feared at close range. Her fighting style is highly aggressive, focused mostly on countering and enfeebling foes. Hisana enjoys causing painful bruises and breaking bones with her fists. She is also highly adaptable, often using her environment to her advantage. Light on her feet, she uses speed and graceful maneuvers to dodge and befuddle opponents to knock them off their game.
Alchemic Transmutation
Hisana’s main method of attack involves her transmuting her magical energy to mimic the properties of other substances and objects. She uses this ability to great effect, often catching her opponents off guard with the versatility and tenacity of her attacks.
Elastic Love: Hisana’s favorite transmutation ability, she has her magic aura mimic stretchy and sticky objects (gum, rubber, goo). She can use this to trap and bind opponents, limiting their maneuverability and offensive options. Hisana and also use it to grab onto things and pull them toward her; she can also use it for quick escapes during disturbances. Due the elastic nature of the energy, the ability can be used to absorb and reflect different attacks.
Flimsy Lies: Hisana is able to apply her magical aura to any flat, smooth surface (like paper and cloth) and imprint imagery on it of her choosing. The different texture and appearance this creates is useful for deceiving others, she can even use in conjunction with Elastic Love to alter the appearance of her own skin (hiding flesh wounds and scars). Since this technique no trace of magic after being applied, it isn’t detectable unless someone catches her doing it beforehand (Or someone can piece two and two together.)
Poker Cards: Hisana’s only physical weapon is a deck of playing cards she always carries on her person. They are of a custom color – being violet with sliver outlines. With the use of alchemy, the cards have the same sharpness and denseness of steel. She uses them skillfully as though they were throwing knives and slashing daggers.
Expert Hand-to-Hand Combatant
Hisana is a force to be feared at close range. Her fighting style is highly aggressive, focused mostly on countering and enfeebling foes. Hisana enjoys causing painful bruises and breaking bones with her fists. She is also highly adaptable, often using her environment to her advantage. Light on her feet, she uses speed and graceful maneuvers to dodge and befuddle opponents to knock them off their game.
Personality: To the very core of her soul Hisana is an un-empathic sociopath; she is self-serving, self-absorb, and selfish. She acts only on her desires and will undergo any task so long as it amuses or arouses her in some way. She finds euphoric pleasure in fighting strong opponents, which seems to fuel her sadomasochistic tendencies involving frequent actions of violence and murder. Hisana is also highly intelligent, specializing in deducing an opponent’s techniques and fighting style.
Background: Not much is known of the past of this crazed dame, but in present day her name is a subject of caution among certain circles.
Her destructive tendencies have earned her an infamous status in the mercenary and underground world, her bio in the bingo book tells quite the story of her past escapades. Her purpose for coming to the kingdom is due to a rising interest in the magical prowess of it’s more sorcery-inclined citizenry.
She hopes to find fresh new fruit, so that when they ripen, she can pluck them. Hisana enters the tournament under the guise of being one of the secret outside competitors hired by the officials.
“Hmm…So this is the capital city of Razelia? Zauberhiem, how fascinating~” Hisana said to herself with an oddly warm smile on her face. She looked at the main city while standing on a hill overlooking the landscape. She looked as floods of people main their way toward the entrance gates.
She managed to be brought on as one of the outside fighters in the tournament, so as to the strength and potential of the students of Seraph Academy. A reason she is all too fine with, “I have high hopes for this low-hanging fruit, it will help me ascertain how they will fare once ripened~”
The battle-crazed sadomasochist begins to walk toward the main gate among the large crowds of attendees. She would have to be careful, while on the way to the main road she had a skirmish with some bandits who mistook her for a simple maiden passing. Their fates were less than pleasant. She did her best to wash off the blood and other scents of battle before coming to the capital.
As she made her way towards registration, she could see some of the students making preparations and bustling about. “Were these some of the participates?” She wondered. Simply sensing the abundant magical energy in the area was enough to get her off. She could barely contain her excitement; she was also looking forward to meeting her fellow outside warriors.
If she wanted to keep a low profile she would have to keep her stimulation in check…
She managed to be brought on as one of the outside fighters in the tournament, so as to the strength and potential of the students of Seraph Academy. A reason she is all too fine with, “I have high hopes for this low-hanging fruit, it will help me ascertain how they will fare once ripened~”
The battle-crazed sadomasochist begins to walk toward the main gate among the large crowds of attendees. She would have to be careful, while on the way to the main road she had a skirmish with some bandits who mistook her for a simple maiden passing. Their fates were less than pleasant. She did her best to wash off the blood and other scents of battle before coming to the capital.
As she made her way towards registration, she could see some of the students making preparations and bustling about. “Were these some of the participates?” She wondered. Simply sensing the abundant magical energy in the area was enough to get her off. She could barely contain her excitement; she was also looking forward to meeting her fellow outside warriors.
If she wanted to keep a low profile she would have to keep her stimulation in check…
Appearance:
A man of 5'10'', Enishi wears white eastern garb with blue sashes along with tribal armor he inherited from the Fuyu Clan. He stands with his katana-like weapon riddled with magic markings, having the top of his head covered by his kasa. The hat did very little to hide his long back hair that he didn't bother to ever tie up in a ponytail, saying that it was "Too much work."
Name: Enishi Fuyu – The Daoist of Permafrost
Race: Human
Magic/Abilities:
World-Class Swordsman: Enishi’s swordsmanship is considered by his peers to be top-class, his training and experience on the field has left him with skill and deadly precision. He mainly uses the Iai style of swordplay – lighting fast quick draws that focus on cutting down foes in an instant. Many unfortunate bounties have found themselves already on the ground by the time Enishi has sheathed his blade; having sliced them several times in the blink of an eye.
Expect-level Ice Magic: His training after being adopted into the Fuyu Clan has given the bounty hunter note-worthy skill with water manipulation. Using his magical energy, he mainly freezes water and uses ice to attack his foes. Usually freezing moisture in the air around him, he can also conjure water in order to further strengthen his icy attacks (though this tends to use up more of his stamina). Enishi often likes to either bind his target by freezing their limbs in steel-hard ice, combining said magic to augment his swordplay, or conjuring ice blades for close and long-range attacks.
Onmyoji Spellcasting: The Fuyu's teachings have also left Enishi with decent knowledge of occult and nature techniques. He mainly uses these magics to dispel curses and provide blessings to allies, but he has some useful curses of his own up his sleeve.
Personality: At first glance, many would describe Enishi Fuyu as a callous individual; cold, calm, and collected. But while he is somewhat of an introvert, he is actually a rather kind individual and is easy to talk to once someone gets to know him. He has a sharp sense and is in tune with nature, making it easy for him to foster friendships with beastkin. Intelligent and witty, he can be jovial and snarky at times, but he ultimately means well.
Many not familiar with Eastern culture usually find Enishi’s Taoist beliefs and practices to be…off-putting to say the least. He is and an avid believer of the phrase “All things exist in flux”, a belief that all things are in a constant state of change and all beings go through a cycle of rebirth, passing, and reincarnation.
There are those who accuse Enishi of being a strange individual, not wholly understanding the meaning of his words. All in all, he means well; Enishi is simply saying that one should not let themselves be overtaken by grief when befallen with tragedy, and that the future is always subject to change. He believes that people should accept that there are things in this world that are simply beyond their control and embrace the chaos in order to live fulfilling lives.
He takes his job as a bounty hunter very seriously, taking down many criminals and corrupt officials with deft swiftness and peerless skill. The robotic and callous manner in which he completes missions is what earned him his moniker. What many don’t know is that Enishi has a secret passion for fighting, and is always eager to test his skills.
Background: Once a young boy orphaned by civil war, he was adopted by a traveling monk who was later revealed to be a member of the Fuyu, a clan of magic users in the snowy mountains far away in the eastern lands. Burning with a desire to get stronger, Enishi decided to train under the monk, learning the clan’s swordplay and spellcasting. He also inherited their religious beliefs and still holds true to them this very day.
Though his work has him traveling everywhere, he still keeps in close contact with the Fuyu. It was admiration for the monk who took him in that spurred him to become a mercenary, taking down bounties and quelling civil conflicts so that people don’t suffer the same way he did. This is Enishi’s own way of keeping the “flux” in balance.
Hearing rumors of a certain magical kingdom renowned for its skilled warriors and sorcerers, he decides to enter the Festival Tournament as a means of test his skills. Though, another major reason for entering was due to a tip he received about a dangerous bounty hoping to run amok at the Festival.
A man of 5'10'', Enishi wears white eastern garb with blue sashes along with tribal armor he inherited from the Fuyu Clan. He stands with his katana-like weapon riddled with magic markings, having the top of his head covered by his kasa. The hat did very little to hide his long back hair that he didn't bother to ever tie up in a ponytail, saying that it was "Too much work."
Name: Enishi Fuyu – The Daoist of Permafrost
Race: Human
Magic/Abilities:
World-Class Swordsman: Enishi’s swordsmanship is considered by his peers to be top-class, his training and experience on the field has left him with skill and deadly precision. He mainly uses the Iai style of swordplay – lighting fast quick draws that focus on cutting down foes in an instant. Many unfortunate bounties have found themselves already on the ground by the time Enishi has sheathed his blade; having sliced them several times in the blink of an eye.
Expect-level Ice Magic: His training after being adopted into the Fuyu Clan has given the bounty hunter note-worthy skill with water manipulation. Using his magical energy, he mainly freezes water and uses ice to attack his foes. Usually freezing moisture in the air around him, he can also conjure water in order to further strengthen his icy attacks (though this tends to use up more of his stamina). Enishi often likes to either bind his target by freezing their limbs in steel-hard ice, combining said magic to augment his swordplay, or conjuring ice blades for close and long-range attacks.
Onmyoji Spellcasting: The Fuyu's teachings have also left Enishi with decent knowledge of occult and nature techniques. He mainly uses these magics to dispel curses and provide blessings to allies, but he has some useful curses of his own up his sleeve.
Exorcism: Used to remove curses and lingering magical effects, the area of effect depends on how much stamina Enishi is willing or able to use at the moment.
Flux: Basing this technique on the Taoist practices of Onmyodo, Enishi is able to create illusions in order to confuse enemies. He can also create near-perfect copies of himself to further confound his targets; they disappear if hit once, however. But by that time it’s usually too late for bounties, as they get struck down by the hunter’s blade.
Fuinjutsu: By using incantations and magical talismans, Enishi can seal different magical energies in order to disable certain spells. It’s possible to counter if the spell in question is stronger than the amount of energy used in Enishi’s incantations. Disabling multiple spells tends to use up a high amount of stamina, so it’s best not used in succession.
Restore: Used to restore stamina to others, takes longer and more energy to use on multiple people.
Earth Curse: Casts a curse on the foe, making them feel sluggish and tired. It makes it harder to gather magic for the foe and thus doesn’t allow for continuous spell casting. This technique is rather simple to dispel for those who are more knowledge and takes decent energy to cast, so Enishi uses it with caution.
Track: Enishi’s nature spells can be used to detect beings within his general vicinity, even if they’re masking their magical aura. A useful technique for tracking down criminals and bounties. He can extend the range of the detection field at the expense of more stamina.
Heavenly Stream: Enishi throws a talisman into the air that causes beautiful white feathers to fall to the ground. When the feathers touch any surface, they let loose a burst of light pillars that damage all enemies who stand in their way. The pillars can also restore allies and remove blessings placed on opponents; an advanced spell that requires a lot of stamina and is impossible to use in succession.
Flux: Basing this technique on the Taoist practices of Onmyodo, Enishi is able to create illusions in order to confuse enemies. He can also create near-perfect copies of himself to further confound his targets; they disappear if hit once, however. But by that time it’s usually too late for bounties, as they get struck down by the hunter’s blade.
Fuinjutsu: By using incantations and magical talismans, Enishi can seal different magical energies in order to disable certain spells. It’s possible to counter if the spell in question is stronger than the amount of energy used in Enishi’s incantations. Disabling multiple spells tends to use up a high amount of stamina, so it’s best not used in succession.
Restore: Used to restore stamina to others, takes longer and more energy to use on multiple people.
Earth Curse: Casts a curse on the foe, making them feel sluggish and tired. It makes it harder to gather magic for the foe and thus doesn’t allow for continuous spell casting. This technique is rather simple to dispel for those who are more knowledge and takes decent energy to cast, so Enishi uses it with caution.
Track: Enishi’s nature spells can be used to detect beings within his general vicinity, even if they’re masking their magical aura. A useful technique for tracking down criminals and bounties. He can extend the range of the detection field at the expense of more stamina.
Heavenly Stream: Enishi throws a talisman into the air that causes beautiful white feathers to fall to the ground. When the feathers touch any surface, they let loose a burst of light pillars that damage all enemies who stand in their way. The pillars can also restore allies and remove blessings placed on opponents; an advanced spell that requires a lot of stamina and is impossible to use in succession.
Personality: At first glance, many would describe Enishi Fuyu as a callous individual; cold, calm, and collected. But while he is somewhat of an introvert, he is actually a rather kind individual and is easy to talk to once someone gets to know him. He has a sharp sense and is in tune with nature, making it easy for him to foster friendships with beastkin. Intelligent and witty, he can be jovial and snarky at times, but he ultimately means well.
Many not familiar with Eastern culture usually find Enishi’s Taoist beliefs and practices to be…off-putting to say the least. He is and an avid believer of the phrase “All things exist in flux”, a belief that all things are in a constant state of change and all beings go through a cycle of rebirth, passing, and reincarnation.
There are those who accuse Enishi of being a strange individual, not wholly understanding the meaning of his words. All in all, he means well; Enishi is simply saying that one should not let themselves be overtaken by grief when befallen with tragedy, and that the future is always subject to change. He believes that people should accept that there are things in this world that are simply beyond their control and embrace the chaos in order to live fulfilling lives.
He takes his job as a bounty hunter very seriously, taking down many criminals and corrupt officials with deft swiftness and peerless skill. The robotic and callous manner in which he completes missions is what earned him his moniker. What many don’t know is that Enishi has a secret passion for fighting, and is always eager to test his skills.
Background: Once a young boy orphaned by civil war, he was adopted by a traveling monk who was later revealed to be a member of the Fuyu, a clan of magic users in the snowy mountains far away in the eastern lands. Burning with a desire to get stronger, Enishi decided to train under the monk, learning the clan’s swordplay and spellcasting. He also inherited their religious beliefs and still holds true to them this very day.
Though his work has him traveling everywhere, he still keeps in close contact with the Fuyu. It was admiration for the monk who took him in that spurred him to become a mercenary, taking down bounties and quelling civil conflicts so that people don’t suffer the same way he did. This is Enishi’s own way of keeping the “flux” in balance.
Hearing rumors of a certain magical kingdom renowned for its skilled warriors and sorcerers, he decides to enter the Festival Tournament as a means of test his skills. Though, another major reason for entering was due to a tip he received about a dangerous bounty hoping to run amok at the Festival.
While walking on the main road toward the Razelian Kingdom's capital city, a young mercenary looked upon a scene of corpses laid sprawled on the ground. From the their garb they looked to be local bandits. Upon closer inspection, he could see trace amounts of a strange sticky substance on the bodies. In addition, the bodies were covered in slash marks where he could still see blood pouring out. The mercenary then laid eyes on what appeared to be a playing card in the middle of the corpses, it displayed the Joker card soaked in red. That immediately gave away whose handy work this was. "Damn, she's here already?! I'm too late, I had hope to catch her before she entered the capital city.", said Enishi as he used his hand to tilt his kasa, hiding his face as his shook his head in disapproval.
"I pray you lot find peace in the afterlife. I also pray that you will be reincarnated as individuals who have more respect for the laws and lives of those around you." Said the sellsword as he gestured his hands to make a prayer sign.
With a heavy sigh, Enishi hastily made his way toward the main gate to enter Zauberheim. He had to put a stop to this before things got out of hand. "She'll more than likely trick the officials by masquerading as a common mercenary, gaining registration at the tournament. I can't let her harm a single student!" Enishi said to himself.
A mysterious client had tipped him off that an infamous battle-obsessed murderer would be making their way to the tournament. While Enishi had his suspicions about the tip, he had to treat any threat to the citizenry seriously. Plus, this was one perp he had been tailing for a while now. He couldn't miss this chance. In addition, he was headed toward the kingdom anyway as he also wanted to participate.
"Mark my words, Hisana, if you harm any of these people - I'll make sure it's the last thing you ever do!"
"I pray you lot find peace in the afterlife. I also pray that you will be reincarnated as individuals who have more respect for the laws and lives of those around you." Said the sellsword as he gestured his hands to make a prayer sign.
With a heavy sigh, Enishi hastily made his way toward the main gate to enter Zauberheim. He had to put a stop to this before things got out of hand. "She'll more than likely trick the officials by masquerading as a common mercenary, gaining registration at the tournament. I can't let her harm a single student!" Enishi said to himself.
A mysterious client had tipped him off that an infamous battle-obsessed murderer would be making their way to the tournament. While Enishi had his suspicions about the tip, he had to treat any threat to the citizenry seriously. Plus, this was one perp he had been tailing for a while now. He couldn't miss this chance. In addition, he was headed toward the kingdom anyway as he also wanted to participate.
"Mark my words, Hisana, if you harm any of these people - I'll make sure it's the last thing you ever do!"
Appearance:
Name: Lisianthus von Zauberheim - Scion of Blessed Lightning
Race: Human
Personality: Lisianthus is a kind-hearted young lady who shows empathy toward all citizens of the realm. Having been groomed as the school's star pupil and as the future successor to the throne, she is serious, diplomatic, and poised to unbelievable extremes. Many of her fellow students look up to her as an inspiration, often looking to her for assistance with studies.
However, due to the staggering high expectations set on her by her family, mentors, and peers, she is often seen as a perfectionist and can be over-critical of herself when she doesn't receive the results she sets for herself. It is perhaps due to her view of her father, who she idolizes above all else, that lead to her perfectionist personality. Lisia is indeed terrified of not meeting her father's lofty expectations. This causes a certain duality to her psyche, the latter of which often creates distance between the princess and her fellow students; Lisianthus is often left with a sense of isolation and self-doubt.
She is also fiercely protective of her little brother, Lutz, the crown prince of the realm. She loves him deeply and often dotes on him whenever she has the chance.
Background: Lisianthus was born 18 years ago in the captial city of Razelia, her birth was met with divine celebration as the first born child of King Reinhardt and Queen Brunhilde. From a young age Lisia was raised and educated to be the best of the best, so as to be a worthy heir to the throne of Zauberheim.
During her time at the academy, her accomplishments were met with praise and pride. She aced all tests with flying colors and showed a high aptitude for the magical arts. Having now come of age, she wishes to participate in this year's tournament in order to gain recognition from her father.
Name: Lisianthus von Zauberheim - Scion of Blessed Lightning
Race: Human
Blessed Lightning
As heir to the Royal Throne and the first daughter of the Zauberheim household, Lisia has inherited the family's sacred lightning. It combines some aspects of both holy and lightning magic, being able to purify curses and provide blessings for allies. It also gives all unfortunate enough to come into contact with it a nasty shock.
Expert Fencer
The Crown Princess has taken her fencing classes very seriously at Seraph Academy, as a result, she has been recognized as one of the best swordsman in her grade. She wields the blade Mjolnir, given to her by her father in order to assist with her lighting magic training.
Class Valedictorian
Being the Seraph Academy Student Council president, Lisia's grades are second to none. Her studious nature and high aptitude for academics have earned her admiration from her peers and teachers alike. This also lends her an analytical and cautious mind during mock battles.
As heir to the Royal Throne and the first daughter of the Zauberheim household, Lisia has inherited the family's sacred lightning. It combines some aspects of both holy and lightning magic, being able to purify curses and provide blessings for allies. It also gives all unfortunate enough to come into contact with it a nasty shock.
Mjolnir's Blessing: Using her blade, Lisia is able to lift curses around her and buff her allies. Using this costs a decent amount of stamina, but the effects shouldn't be taken for granted. The spell also has healing properties
Reflect: The princess can generate a barrier than can repel weak magical attacks. Though it's hard for her to attack and defend at the same time.
Raging Thunder: Lisia calls forth thunderbolts from her hand or sword and channels it against her foes; she can either fire them directly at her opponent or call them down in the form of lightning pillars.
Flash Step: The princess places great pride in her speed, moving as quick as the lighting she calls forth. She often overwhelms her foes with high-speed movement. She begin to become sluggish if low on stamina, however.
Reflect: The princess can generate a barrier than can repel weak magical attacks. Though it's hard for her to attack and defend at the same time.
Raging Thunder: Lisia calls forth thunderbolts from her hand or sword and channels it against her foes; she can either fire them directly at her opponent or call them down in the form of lightning pillars.
Flash Step: The princess places great pride in her speed, moving as quick as the lighting she calls forth. She often overwhelms her foes with high-speed movement. She begin to become sluggish if low on stamina, however.
Expert Fencer
The Crown Princess has taken her fencing classes very seriously at Seraph Academy, as a result, she has been recognized as one of the best swordsman in her grade. She wields the blade Mjolnir, given to her by her father in order to assist with her lighting magic training.
Class Valedictorian
Being the Seraph Academy Student Council president, Lisia's grades are second to none. Her studious nature and high aptitude for academics have earned her admiration from her peers and teachers alike. This also lends her an analytical and cautious mind during mock battles.
Personality: Lisianthus is a kind-hearted young lady who shows empathy toward all citizens of the realm. Having been groomed as the school's star pupil and as the future successor to the throne, she is serious, diplomatic, and poised to unbelievable extremes. Many of her fellow students look up to her as an inspiration, often looking to her for assistance with studies.
However, due to the staggering high expectations set on her by her family, mentors, and peers, she is often seen as a perfectionist and can be over-critical of herself when she doesn't receive the results she sets for herself. It is perhaps due to her view of her father, who she idolizes above all else, that lead to her perfectionist personality. Lisia is indeed terrified of not meeting her father's lofty expectations. This causes a certain duality to her psyche, the latter of which often creates distance between the princess and her fellow students; Lisianthus is often left with a sense of isolation and self-doubt.
She is also fiercely protective of her little brother, Lutz, the crown prince of the realm. She loves him deeply and often dotes on him whenever she has the chance.
Background: Lisianthus was born 18 years ago in the captial city of Razelia, her birth was met with divine celebration as the first born child of King Reinhardt and Queen Brunhilde. From a young age Lisia was raised and educated to be the best of the best, so as to be a worthy heir to the throne of Zauberheim.
During her time at the academy, her accomplishments were met with praise and pride. She aced all tests with flying colors and showed a high aptitude for the magical arts. Having now come of age, she wishes to participate in this year's tournament in order to gain recognition from her father.
The princess was hard at work helping with preparations for the Grand Festival and tournament. She received help from some of her fellow student council members as they raised banners and hung festive decorations around the premises.
"Hey Lisia, have you registered for the tournament yet? I know you've been meaning to enter since the start of this school year, right?" Said one of Lisia's council members, a young Elf girl with long brunette hair.
"Of course I have, Matilda! Students with higher standing have the privilege of being able to register before others." Replied the princess, just finishing hanging another decoration on one of the pillars.
"Just making sure. You know, I hear this year a bunch of outside competitors are being hired on to fight against us students. I hear some of them are quite strong AND that some of them may even be in the city right now!" Said Matilda, trying to get a rise out of the royal heir.
"Yes, I am aware. It's not as though it'd be the first time the officials have done this. It's a way to truly test our skills and studies. Plus it's a good way for us to gain experience fighting opponents from an outside setting." Said Lisia, as she hopped off the ladder she was using to hang ornaments. "OK! Now that we've completed this task, we should start preparing for the tournament. It's going to start not too long from now."
"As meticulous and methodical as ever I see!" The two girls turn to see the Head Master of the academy, Zephiel Kruger.
"Oh Head Master Kruger, I thought you'd still be busy doing paperwork and making preparations of your own! What brings you here?" The princess was taken aback for a moment not expecting to run into the school lead authoritative figure.
"Oh just thought I'd check up on our school's brightest pupil is all." Kruger looks around at all of the ornaments and streamers lining the school walls. "My, you've been busy haven't you?" Kruger's gaze suggested he was quite impressed with the students' work.
"It's nothing, really. We were just about to go make preparations for the tournament, having already registered." Said Lisia in a respectful tone. "We really must be going! Please excuse us!" With a respectful bow, the two girls made their way to the Seraph courtyards.
"I'm sure you'll do fine at the tournament! Make your parents proud!" Exclaimed the Head Master.
"That was kind of abrupt wasn't it?" Matilda looked at the student council president with a curious stare.
"I...thought it'd be for the best just to move along to our preparations. Between you and me, having the Head Master dote on you constantly gets pretty aggravating at times.
"Hey Lisia, have you registered for the tournament yet? I know you've been meaning to enter since the start of this school year, right?" Said one of Lisia's council members, a young Elf girl with long brunette hair.
"Of course I have, Matilda! Students with higher standing have the privilege of being able to register before others." Replied the princess, just finishing hanging another decoration on one of the pillars.
"Just making sure. You know, I hear this year a bunch of outside competitors are being hired on to fight against us students. I hear some of them are quite strong AND that some of them may even be in the city right now!" Said Matilda, trying to get a rise out of the royal heir.
"Yes, I am aware. It's not as though it'd be the first time the officials have done this. It's a way to truly test our skills and studies. Plus it's a good way for us to gain experience fighting opponents from an outside setting." Said Lisia, as she hopped off the ladder she was using to hang ornaments. "OK! Now that we've completed this task, we should start preparing for the tournament. It's going to start not too long from now."
"As meticulous and methodical as ever I see!" The two girls turn to see the Head Master of the academy, Zephiel Kruger.
"Oh Head Master Kruger, I thought you'd still be busy doing paperwork and making preparations of your own! What brings you here?" The princess was taken aback for a moment not expecting to run into the school lead authoritative figure.
"Oh just thought I'd check up on our school's brightest pupil is all." Kruger looks around at all of the ornaments and streamers lining the school walls. "My, you've been busy haven't you?" Kruger's gaze suggested he was quite impressed with the students' work.
"It's nothing, really. We were just about to go make preparations for the tournament, having already registered." Said Lisia in a respectful tone. "We really must be going! Please excuse us!" With a respectful bow, the two girls made their way to the Seraph courtyards.
"I'm sure you'll do fine at the tournament! Make your parents proud!" Exclaimed the Head Master.
"That was kind of abrupt wasn't it?" Matilda looked at the student council president with a curious stare.
"I...thought it'd be for the best just to move along to our preparations. Between you and me, having the Head Master dote on you constantly gets pretty aggravating at times.
Appearance: Hey, a picture
Name: Lumina Lusteria
Race: Furred Beastkin
Magic/Abilities: Lumina has a rather raw form of magic, the ability to transform her willpower into power, and actively channel that energy. By channeling her energy, she can unleash blasts of energy or lift herself off the ground. However, such displays of power often take her a moment to gather the energy and concentrate. A focus made of the special crystal her people utilize helps to eliminate the concentration requirement, as the crystal can channel and contain the power. If a charged crystal is left alone, it will grow. With a certain technique, magics can be imprinted into the crystal, allowing her to use a form of that magic by putting energy through the imprinted crystal.
With her power, she can do a few things. She can enhance any physical part of her body, though certain more sensitive organs should be left alone. She can gather energy in one place and release it, steadily or in a blast, for propulsion or a ranged attack, respectively. She can also maintain a field of energy nearby or around herself. This field might push objects away or draw them in, or spin them around a focal point, but without a crystal focus she has a hard time forming something like a hard shield larger than a buckler.
Crystal charged with her energy will respond to her will, as an extension of her body. She can release energy blasts and such from the crystal, just like she can from her body, though doing so depletes the energy stored in the crystal.
The power of her magic comes from her strength of will. Her willpower is sensitive to others, and gives her some measure of empathy to whoever she's speaking to or touching. She can also offer some of her energy to another.
Personality: She's a very friendly, kind person. Violence and fighting aren't really her thing, but Justice and compassion dictate that, at times, she must. She finds her other abilities much more useful, helping others to heal, physically and emotionally.
Background: Lumina comes from a land far away, across the sea. A strange crystal grows in this land. Deep in the forests, certain trees grow very special gems, feeding off of underground deposits. These gems, when worn, will store vital energy until the point that it blooms into a fairy, bonded to the creature that hatched it. The fairy draws from the creature's vital power to live, and will continually guide whoever it is to be a better, more complete person. The number one lesson is compassion. Though Lumina has no apparent fairy, the power the fairies offer is hers.
While she would normally be content to just wander around and help the people of her land, the seers of her people have told of some great event in a far off land, that they would be remiss to ignore. With a lack of others willing, Lumina volunteered. A ship, suitable for a long journey, was made for her, with amenities to help her on her travels. She was also given a sleekly shaped crystal, a little smaller than her torso, wrapped in a white metal frame with straps for wearing on the back, and a similar quarterstaff framed in wood.
So she sailed for many days. When at last she found land, she was happy to also shortly find civilization. While her initial integration into this new culture was… rocky… she adapted, as one must. Money was a foreign concept to her, but she was able to sell some food from her ship's garden to take care if it. She managed to find one trustworthy sort, a bum off the streets, who was kind enough to teach her some things about this new place. The garden on her ship needed tending, and this poor soul needed shelter, so she struck a deal. Tend the garden to live on the ship, for now.
Name: Lumina Lusteria
Race: Furred Beastkin
Magic/Abilities: Lumina has a rather raw form of magic, the ability to transform her willpower into power, and actively channel that energy. By channeling her energy, she can unleash blasts of energy or lift herself off the ground. However, such displays of power often take her a moment to gather the energy and concentrate. A focus made of the special crystal her people utilize helps to eliminate the concentration requirement, as the crystal can channel and contain the power. If a charged crystal is left alone, it will grow. With a certain technique, magics can be imprinted into the crystal, allowing her to use a form of that magic by putting energy through the imprinted crystal.
With her power, she can do a few things. She can enhance any physical part of her body, though certain more sensitive organs should be left alone. She can gather energy in one place and release it, steadily or in a blast, for propulsion or a ranged attack, respectively. She can also maintain a field of energy nearby or around herself. This field might push objects away or draw them in, or spin them around a focal point, but without a crystal focus she has a hard time forming something like a hard shield larger than a buckler.
Crystal charged with her energy will respond to her will, as an extension of her body. She can release energy blasts and such from the crystal, just like she can from her body, though doing so depletes the energy stored in the crystal.
The power of her magic comes from her strength of will. Her willpower is sensitive to others, and gives her some measure of empathy to whoever she's speaking to or touching. She can also offer some of her energy to another.
Personality: She's a very friendly, kind person. Violence and fighting aren't really her thing, but Justice and compassion dictate that, at times, she must. She finds her other abilities much more useful, helping others to heal, physically and emotionally.
Background: Lumina comes from a land far away, across the sea. A strange crystal grows in this land. Deep in the forests, certain trees grow very special gems, feeding off of underground deposits. These gems, when worn, will store vital energy until the point that it blooms into a fairy, bonded to the creature that hatched it. The fairy draws from the creature's vital power to live, and will continually guide whoever it is to be a better, more complete person. The number one lesson is compassion. Though Lumina has no apparent fairy, the power the fairies offer is hers.
While she would normally be content to just wander around and help the people of her land, the seers of her people have told of some great event in a far off land, that they would be remiss to ignore. With a lack of others willing, Lumina volunteered. A ship, suitable for a long journey, was made for her, with amenities to help her on her travels. She was also given a sleekly shaped crystal, a little smaller than her torso, wrapped in a white metal frame with straps for wearing on the back, and a similar quarterstaff framed in wood.
So she sailed for many days. When at last she found land, she was happy to also shortly find civilization. While her initial integration into this new culture was… rocky… she adapted, as one must. Money was a foreign concept to her, but she was able to sell some food from her ship's garden to take care if it. She managed to find one trustworthy sort, a bum off the streets, who was kind enough to teach her some things about this new place. The garden on her ship needed tending, and this poor soul needed shelter, so she struck a deal. Tend the garden to live on the ship, for now.
It had been the sounds of something being struck that had drawn her attention, coming from down an alleyway. After haggling a day out of the pier master, she needed a way to come up with some cash. He'd recommended selling something from her cargo hold in the warehouse district... But these customs were strange to her. She felt rather odd about it. But that was neither here nor there, nor whatever that noise was. Everyone else seemed to just ignore it, but... this was a strange place. Into the alley she went, her wits about her.
Here, around this corner. She sidled up to the corner of the building, a bad feeling looming in the air. Frustration, dominance. Humiliation and regret. She peeked out, to witness a fight. Only it wasn't a fight... the man in rags wasn't fighting back. She could only watch so much before she found herself jumping out and shouting. "What the hell is going on here?"
The well-dressed man turned with a rather unsavory glare, clearly not wanting to deal with an interruption. "Go away, lady. We're busy."
"Not anymore, you're not. Break it up." She began to approach.
The man in rags coughed and spoke from the ground, "it's alright, he paid me."
"P-paid you?"
"Please, I need the money..." He coughed into his hand, she saw blood.
"No, this ends now." She shot the 'customer' a glare of her own before she knelt beside the man, beginning to check him for broken ribs.
"Look, bitch. I payed good money, and I intend to get my beating. Are you volunteering?"
"I'm sure whatever you payed wasn't worth this man's health. Scram."
"I paid hundreds!"
"Joke's on you, guy. I have no concept of your money's value." He didn't like that and came at her. The homeless man warned her and she rose to meet the challenger. He was taller, and took two swings for her face. She simply leaned out of the way, and ducked under a third shot before delivering a punch to the gut. She really wasn't in the mood for dealing with a fight right now. The assailant doubled, clutching his gut. After a few hesitant steps back, clearly rethinking things, he decided to bail. She had to hit him, in the end. Good thing the man wasn't really looking for an actual fight.
She brought the homeless man back to her ship and gave him a strange apple, from the single tree at the center of the garden on board. It would help him heal. Over the next few days, he taught her about their culture, and she taught him gardening.
The man used to be a sailor on a merchant vessel. Once he was well, they struck a deal. He was homeless. If he took care of the garden and the ship, he could live aboard, for now. It would be moored here for a while, while she was on the continent. Could be a while, and the garden would need care, and the ship's docking had to be paid for. The man agreed, and Lumina was free to leave the port. Which was good, because it sounded like something interesting was happening inland.
She left the port city, a new friend caring for her ship. The city of Zauberheim was holding a tournament. Such things usually attracted a lot of attention, so it would probably be worth investigating. She hitched a ride with a merchant caravan as hired muscle, on her way to the capital city.
Here, around this corner. She sidled up to the corner of the building, a bad feeling looming in the air. Frustration, dominance. Humiliation and regret. She peeked out, to witness a fight. Only it wasn't a fight... the man in rags wasn't fighting back. She could only watch so much before she found herself jumping out and shouting. "What the hell is going on here?"
The well-dressed man turned with a rather unsavory glare, clearly not wanting to deal with an interruption. "Go away, lady. We're busy."
"Not anymore, you're not. Break it up." She began to approach.
The man in rags coughed and spoke from the ground, "it's alright, he paid me."
"P-paid you?"
"Please, I need the money..." He coughed into his hand, she saw blood.
"No, this ends now." She shot the 'customer' a glare of her own before she knelt beside the man, beginning to check him for broken ribs.
"Look, bitch. I payed good money, and I intend to get my beating. Are you volunteering?"
"I'm sure whatever you payed wasn't worth this man's health. Scram."
"I paid hundreds!"
"Joke's on you, guy. I have no concept of your money's value." He didn't like that and came at her. The homeless man warned her and she rose to meet the challenger. He was taller, and took two swings for her face. She simply leaned out of the way, and ducked under a third shot before delivering a punch to the gut. She really wasn't in the mood for dealing with a fight right now. The assailant doubled, clutching his gut. After a few hesitant steps back, clearly rethinking things, he decided to bail. She had to hit him, in the end. Good thing the man wasn't really looking for an actual fight.
She brought the homeless man back to her ship and gave him a strange apple, from the single tree at the center of the garden on board. It would help him heal. Over the next few days, he taught her about their culture, and she taught him gardening.
The man used to be a sailor on a merchant vessel. Once he was well, they struck a deal. He was homeless. If he took care of the garden and the ship, he could live aboard, for now. It would be moored here for a while, while she was on the continent. Could be a while, and the garden would need care, and the ship's docking had to be paid for. The man agreed, and Lumina was free to leave the port. Which was good, because it sounded like something interesting was happening inland.
She left the port city, a new friend caring for her ship. The city of Zauberheim was holding a tournament. Such things usually attracted a lot of attention, so it would probably be worth investigating. She hitched a ride with a merchant caravan as hired muscle, on her way to the capital city.