The year is X903 and magic has seen a spread from its former primary centralization in the kingdom of Fiore. Over the last hundred years, the mage guilds of Fiore have begun to centralize their power bases and job requests and for many mages of many walks of life, that did not sit well as it grew more and more common. Ten years ago, in the year X893, in response to the growing outcry of wizards who had no desire to be ‘corporatized’ as it was called, Fiore’s Magic Council authorized any wizard with a desire to leave the country to do so. At this same time, other countries were allowing similar immigrations, as they hoped to snag magics that either hadn’t yet appeared in their country before or was incredibly rare. Many mages from Fiore found themselves migrating towards the Kingdom of Pergrande, a militaristic country where, until the immigrants began arriving, magic was a rarity and those who had it were essentially made Lords of the land and given the title of War Mage. While these War Mages were not particularly fond of the sudden uptake of magic due to the immigrants from Fiore and other countries, they were willing to work with them and help them adjust.
However, many of these mages made it clear that there were many of the militant kingdom’s laws that they did not agree with and would not respect if they were forced to. Among them was concerns of what magics were declared ‘evil’ by the royalty of the kingdom, primarily various Slayer magics and any magic that “tampered or affected the spirits and minds of the target or targets.” This scope included many celestial mages and Shaman magic practitioners, who spoke out in response to finding out about these laws. Brief skirmishes were had between the mages and royal army and nearly saw all the mages kicked out before the War Mages found a solution that both sides agreed upon. Shaman magic practitioners were made exceptions and celestial mages were no longer designated as magic that fit the criteria of evil magics.
The reason the celestial mages were classified under evil magic was because of a fundamental misunderstanding of celestial magic itself within the Kingdom of Pergrande due to a lack of celestial mages within the kingdom. Ultimately, the immigrated mages are left to their own devices so long as they are not disruptive. Many have tried to start new guilds within the kingdom, or at least small groups and communities that they can all rely on, but many of the people of the kingdom are resilient to relying on the new mages for more dangerous jobs that have had mortality rates before. “They’re outsiders, they can’t be trusted.” Every time they would offer to take a more dangerous job over for the guards, so that they could be with their families, those were but two of the many arguments against it. Many of the War Mages have advocated that with the arrival of new mages and magics there needs to be a reevaluation of many of the kingdom’s stances, but just as many, along with nearly all the nobility, including the Royal Family, refuse to see it that way.
What stories will be told in this new realm of possibility and royal intrigue? Only time will tell as the immigrant mages try to build their lives in a new home.
Rembrandt- The town of Rembrandt is one of the few that isn't at least openly hostile to the immigrant mages, if at all, and was the most welcoming of a guild, as Damian Pendragon was the one who introduced them. The mages are entrusted with medium dangerous jobs for the town, but the guard still retains the most dangerous jobs for themselves, despite the clear indicator that things are escalating beyond their ability to handle. In the surrounding area, there are some mountains to the north of town with a forest that comes down its slopes and stops a mile out of that north side of town. East, West, and South are plains with a large lake about five miles to the West.
Eleyburn- The Royal Capital of the kingdom of Pergrande, Eleyburn is as much fortress as city. Built against a mountain in three tiers, there is a series of four walls leading through the valley the city is in that an invading force would have to take or destroy if they wished to siege it. Despite this focus on repelling an invading force, the capitol is still both incredibly beautiful and prosperous. It is the main operations location for both the Nobles of the kingdom and the War Mages, as well as the home of the Royal Family. The kingdom’s debate forum is also found here.
Upcoming new guild-Rising Starborn
Based in the town of Rembrandt within the Pergrande Kingdom, this up and coming guild is led by Jenna Wolfsbane, a master of Takeover magic using a variety of wolf-based forms. The guild recently came to be well known for taking over a larger range of jobs since the town guard’s recent decimation by a powerful and unfamiliar monster, as well as respected by many in the town for doing what they can to help the town and its people. However, they still face many challenges, as most townsfolk are merely indifferent to them and wouldn't come to their defense the way the guild would them.
Character Sheet (please delete anything in parentheses) Name: (I.E. “The Demon” Mirajane Strauss) Age: (Keep it Reasonable) Birthday: Magic: (See Above, No Godmodding Please) Magic Level: (C, B, or A) History: (Paragraph or more) Personality: (One-Two Sentences) Guild and guild mark location: (If in a guild) Team Members: (If Any) Three Strengths: (Not just combat) 1. 2 3. Three Weaknesses: (Make them Applicable) 1. 2. 3. Appearance: (A picture works, use the image function) Additional Details: Writing Sample:(Demonstrate an understanding of the story's premise and show your talent as a writer.)
And now, of course, the rules.
1. Standard rules of Roleplaying apply, no mary/gary-sues, god-modding or powerplaying etc.
2. This is not a completely serious Roleplay, Fairy Tail-esque humor will be involved, things such as the ridiculous magic and personalities are allowed and to an extent expected but don't bog down the Roleplay by putting jokes where they don't belong or being downright offensive.
3. Absolutely no canon characters or copycats. Similar magic is allowed, but original magic is encouraged and appreciated. There’s a lot we never saw in the show.
4. If you have been absent for an extended period of time and wish to rejoin the RP, please ask in the OOC before doing something in the IC. If you wish to make a new character you may, but only two characters in total are permitted per player.
5. Remember we're creating a guild, not everyone is going to be as powerful as Gildarts or have the potential to become the next master like Laxus, some will never be stronger (Macao and Wakaba for example aren’t necessarily weak, but they don’t gain strength).
6. There is a TWO POST rule, meaning that you have to wait for two separate posts before posting yourself, though this will be flexible.
7. Remember have fun and help make this an enjoyable Roleplay!
(Important note- due to the nature of how this magic uses natural weather elements to possibly boost the magic that before using in combat a dice roll to determine the weather/amount of cloud or request of a mod to state the weather beforehand or mix of both)
Cloudy day is a mix of creation and manipulation magic that allows the user to create and manipulate clouds of various types, shape and size and density. The user is able to draw in and compact water vapors to form clouds which he can use in various ways or store into his body for quick use in case of emergency use or reserves. Also capable of drawing in clouds from the sky to bolster and speed up his cloud creation and increasing their potency depending on how much is in the area or the type of cloud with the thicker type like nimbostratus offering the greatest boost. The thickness and density of his clouds correlate to his own body’s current size which connects to his secondary magic, gumball; enables him to withstand the otherwise harmful effects of static or electrical discharge from the clouds stored within his body. The greater the source of water is in the surrounding area the greater ease to create clouds with dryer locations requiring use of his reserves.
The clouds in his chubby form take the form of low-level clouds, often thicker and far more dense with a more fluffy appearance that while slower and lack impact in power, offer greater potential in defense or storing of weather effect. In his weight loss form, they generally take on the mixed form of high to mid level clouds being thinner and more wispy and though lose thickness and density gains speed and easier to control, enabling faster and harsher attacks.
Due to D’angelo’s laid attitude and approach, his magic’s original potential level is often only used at half its potential. Even as its user naturally has a high source of magic it tends to not be used thus causing lack of overall control. As a consequence from slacking on training, his emotions tend to be tied to the magic, making it so he has come to need keeping his emotions in check lest he cause drastic and harmful weather effects and that the strength of all his spells are only at half their usual strength.
Spells
Pegasus Nimbustratus - A fluffy ball of condensed cloud taken from a nimbostratus type, of average human size though its size can be adjusted by the user. A cloud gave a part of its life making it the strongest and most sturdy of all of D’angelo’s allowing it to withstand and take a lot of damage without being destroyed or dispersed. It has been made into his closest companion which the user rides as transport as it has capabilities of flight and can reach high speed and height. It's inside being hollow can be used as storage with temperature adjustments allows it to act like a fridge and freezer. Due to its cloud type, it is capable of creating rain or snow which it can make rain down on. As the cloud has given a will of its own it tends to do so when either playful or to show how it feels to people with rain being of dislike and snow as like. Unlike all other clouds, instead of being dispersed or stored, Nimbus is able to be sent off and be summoned. Nicknamed Nimbus
Magic puff bus- A nimbostratus cloud formed of a vehicle size. Mainly used for allies or storing a large number of objects with its inside made dry and comfortable. While not as sturdy and resilient as nimbus the thickness of the cloud can withstand an attack or two protecting its contents.
Cloudy Balloons- Manipulating and reshaping clouds that are summoned or created into various shapes reliant on the user’s imagination. Capable of shaping objects that can be used for support, fun or weapons. Gumball Full stage spells
Majin Haze- By taking in a deep breath and using pressure, he is able to push clouds through the pores of his body to create a fine layer of fog. And by pulling the water vapors of the surrounding can thicken the fog. Unlike normal fog though, this haze makes the humidity gradually rise which can cause those within its area to sweat and drain away at their stamina faster than usual. Taking three turns to reach full humidity and thus has three stages 20%- Minor sweating and slight stamina drain 35%- moderate sweating, partial difficulty breathing and each action sapping 1.5 more energy from those trapped within. 50%- Heavy sweating and vision impairing with moderate-high difficulty breathing depending on the target’s health and state and amount of time caught within the haze. Each action doubles the amount of energy normally used, having a high stamina drain.
Puffostratus wall- Using either clouds formed around him or in his body that he can expel from his mouth to form a defensive thick nimbostratus wall of varying sizes to block attacks and spells. The more mass the cloud is given the greater its defensive capabilities of taking stronger attacks before breaking.
Puffostratus dragon den- Taking the clouds to form a dome around him and allies or such. Requires clouds in the vicinity to form. Much like the wall the mass of the clouds increases its defensive capabilities.
Cumulyon Tower- Requires clouds of the surrounding to form a large cloud tower around a set area to entrap those within and block off access to those outside. The outer parts of the cloud take on a darker color as the thickness, static and turbulent winds prevents attempts to break through. The inside layer while lighter becomes freezing cold causing those that attempt to touch it or try to go through to be slowly and gradually frozen. It’s size correlates to the amount of clouds in the vicinity. At max reaching a mile in height and quarter mile in thickness.
Cumulonimbus vers. chill fist- Forming and condensing clouds into that of a semi-giant fist with a partial arm. This version is freezing cold to touch and is capable of causing freezing on strikes or contact. Inside, hail can be formed to be fired from the palm or fingertips as projectiles. The user can choose at will whether to have it in solid or gaseous form with gaseous form having the target or objects go through it which can be used to trap within.
Cumulonimbus ver. Shock fist- Forming and condensing cloud into that of a semi-giant fist with a partial arm. This version is electrical charged and has the formed fist giving off static which can shock on impact or contact. The electricity can also be fired from the palm or fist with non-charge being at the level of tasers (50,000 volts) with charged bolts reaching upwards to one million volts. (requires 4 turn charge to reach 1mil volt)
Cumulonbomb- Whether using surrounding clouds or expelling from his mouth that he can condense into a small puffy cloud ball then thrown to be set off like a grenade. Inside, the ball either can have freezing water that can freeze up on contact and breaking or building up static reaching up to a max of 500k volt with the starting charge at 50k volt (three turn charge to reach 500k volt)
Solar Jungle- Can only be done during the day with the sun visible or around strong light. By adjusting the water vapors or crystals and using refraction of light. The user is able to have numerous intense beams of light set around the area that can cause painful burns. The brighter the sun the higher the beam’s intensity. Requires a cloudy haze around the area to maintain and control where the beams will form.
Cloudy Schultz- Manipulating clouds to form cloud clones that can take the form of the user or those he has seen but less he knows of the person the less accurate the clones appearance will turn out.. He is capable of creating three full solid clones capable of tanking attacks and doing major weaker versions of certain spells like cumulonbomb or smaller forms of cloud fists. Within them they can gather static or be freezing cold allowing for static shots or hail bombardments. Or able to create up to five non-solid clones that are easy to break but can quickly reform and are mainly use for confusion or distraction while doing minor shock or freezing touch. If there are natural clouds within the vicinity he can use them to double the amount of clones of up to 5 solid and 10 non-solid.
Static Minefield- A set up spell using other spells that use electricity and static to give the clouds of the surrounding a charge, making them active. When active, most parts of the cloud trigger a discharge shocking those within its confines with a volt of 25-50k. Requires charging of 3-5 turns with 5 turns to reach 50k volt static discharges.
Spells currently unattained, requiring full potential
Cloudy Schultz boy- When a single clone is created that is much more dense and durable than creating multiple clones. Unlike when doing multiple clones, this single clone will be filled with water that will gradually rise in temperature and boil as it takes damage until it eventually explodes sending out a rain of scalding hot water burning those caught under its rain. The water after cooling can be used to reform into a cloud though takes time to reform Schultz boy. (three turn cooldown after exploding)
Nimbo Golem- Using nimbostratus clouds to form into a large to giant cloud golem depending on access of natural clouds that its user can control to fight. The user can choose to be inside or outside the golem as it can use a myriad of his other spells while using the golem like shock and chill fist, cumulonbomb and such though use of golem prevents use of forming and controlling other clouds while its active. Its mass and density can either improve its size or durability with greater potential depending on the amount of natural clouds in the vicinity.
Nimbo Storm- By having a heavy nimbostratus cloud form above the area that is extremely thick and blocks out the sun completely. With these clouds, the user is able to cause a powerful and turbulent rainstorm that can impair vision and drench those beneath the clouds. The rain can be made into freezing rain to cause slow and gradual freezing and depending on the intensity of the wind make out sounds. (require two turn charge to form, one if natural clouds abundant in the area)
Cumulon Seed- A highly condensed cumulonimbus cloud seed that continues to build up electricity that the user forms out of sight of enemies or targets. The seed itself does nothing but act as a catalyst that once charged up then can be set into the clouds in the sky to form into powerful thunder clouds. The seed needs five minutes minimum to charge with ten minutes to reach its strongest and deadliest potential.
Gumball Full Stage Ultimate
Judgement of Zeus- Requires cumulon seed to have been charged altered the clouds. Once the catalyst is formed, the user fires a static infused ball at the designated target. Acting as a target to summon and call down a deadly bolt of lightning. At five minute charge it holds a power of 10m volts. At a maximum ten minute charge it can reach up to 250mil-300mill volt and comes down as a massive lightning beam. Going past 7 minute charge though is not advisable as even D’angelo’s body can not withstand the blast and proves deadly and highly fatal were he caught up in it. At maximum charge, the range of the tremendous bolt can reach a diameter size of half a mile.
Gumball Starved Stage Spells
Poseidon’s Spear- Taking and compressing clouds into a cumulonimbus cloud in the shape of a spear. Its inside is of freezing temperature that can cause freezing and ice to form from the points of contact made with the tip. Being highly condensed clouds make it hard and sturdy as steel with the user able to freely keep it solid or gaseous.
Zeus’s Blade- Taking and compressing cumulonimbus cloud into the jagged form of a jagged lightning bolt sword. It has electricity forming and charging starting 50k volts which can build up 500k after three turns. While it is called a blade, it actually lacks sharpness but uses the intense heat of the electricity contained within to inflict burned cuts and is able to cause powerful shocks on physical contact of skin or metal weapon/objects.
Athena’s Shield- Taking and compressing into a thin and round fluffy nimbostratus shield. Being far more compressed than a puff wall making it harder than steel. The shield’s durability allows it to withstand powerful attacks both physical and magical with the side held given a weak static effect. Using this to allow the user to throw the shield and pull back to his hand with the range of this effect being 15 feet.
Hermes Sneakers- Taking and compressing clouds around his feet. The soft inner side being insulated to help protect against the static in the air and disperse into the ground long as he makes contact with the ground. Using these to prevent static from building too much on his body and lessening the injuries and burns if left alone while in starved state. The soles of the cloudy shoes can be changed to decrease or increase friction to further increase his speed while also aiding in stopping himself to keep from losing control of his body when moving too much. Thanks to the lightness of the clouds and the user, it offers the ability to let the user hover and levitate up to 15ft off the ground allowing for aerial maneuver.
Heracles Fists- Taking and compressing clouds to form around his hands like cloud gauntlets. Thickly formed clouds meant to protect his hand from the static and freezing effect of other cloud weapons as well as make it capable of holding and wielding Mjolnir. Also offers protection to the knuckles to prevent the risk of bones breaking from landing strikes and blows with the enhanced attacks from the stored energy released.
Unusable without using full potential
Gumball Starved State Ultimate
Wrath of Mjolnir- Requires the cumulon seed to be formed and at the minimum charge of five turns. By taking and compressing all the clouds in the surrounding area around the seed to form and condense as many layers as possible around the seed. Requires Heracles Fists to be active in order to wield the weapon. The seed acting as a catalyst turns the clouds into a tremendously powerful cumulonimbus cloud shaped in the legend of mjolnir. The highly condensed clouds make the hammer far harder than steel making it highly difficult to break or destroy and it is advised to avoid doing so as doing so will release all electrical power trapped within. Even with all the countless layers and his resistance to electricity, the immense heat of the bolts gradually seep through, eventually causing burns on the user’s hands forcing a limit to how long the user can hold and control it. At the base 10 mil volts, it can be held and used for five turns and at max 50 mil volts (seven turn charge of the seed) at only three turns. With the burns becoming far more painful and worse on the 50 mil volts.
The hammer when clashing can send out powerful shocks with the strong static allowing it to be pulled back to his hands with a range of 30ft distance from the user. The user can also fire bolts of lightning from the hammer with the volts capable of being adjusted and use of this attack lessens the risk of burning though also weakens the hammer’s hardness. Can be used over the turn limit but the damage to the palms gradually increase and worsen with each turn after.
Magic Rank
B
Magic
Chewy Gumball
This secondary magic is one that allows its user to take in and store fat which causes the body to take on the property of gum and rubber. With the fat stored, the body becomes capable of taking blunt attacks whether physical or magical and absorbing most if not all the energy and impact of each blow. As the user gradually withstands attacks; fat gets burned causing the person’s weight to decrease, lessening the gum effect of the body. In loss of the rubbery body, the skinner body hardens akin to the shell of gumballs and gains the capabilities of using the kinetic energy stored to gain a big boost in mobility and strength with its effect lasting depending on how much kinetic energy he has taken or until his body gives out. A bonus side-effect of this magic is that it offers insulation; granting him high resistance to electricity, heat and cold, allowing him to withstand the discharge and coldness of his clouds' weather effects to a certain degree.
Due to the effect of this magic it gives the user two stages Full- The user body in its normal chubby state that allows for greater size cloud type spells. While lacking in power and often requires charge or build up time but capable of doing aoe and large size forms. Starved- The user in its skiny state after the majority of the fat in the body has been burned away. Offers an increase in physical attributes such as speed and strength. In this state, the user is unable to control large masses excluding those already active such as cumulyon tower causing the loss of large or aoe type cloud spells. Yet, in this state the user is able to form rapid smaller and condensed clouds that can be shaped and used as weapons.
Spells
(side note that gumball’s spells are passive types)
Gummy Bear- The passive spell for full stage form which allows the user to take and store fat and energy into the body. Mixing magic into the stored fat has it make the user’s body take on the soft and malleable property of gum and rubber. With this, the body is capable of taking blunt attacks whether physical/magical or weapon as they sink into his fit as 70% of the force gets absorbed when at full. The amount that can be stored slowly decreases as the fat gets burned away with each attack eventually only taking in 35% causing the damage to the body to worsen bit by bit. As a bonus to the soft gummy body, allows the body to stretch out to a certain degree enabling the user to store more clouds in the body. The rubbery skin in turns offers insulation and high resistance to static and cold but even this has its limits and can’t protect against intense or extreme cold and electricity.
Bloated Bear- Requires sucking in a large quantity of clouds into the body. In doing so causes the body to inflate and puff up like a balloon. In the cost of losing mobility and ability to use big cloud spells, the user gains far superior defensive capabilities. Able to absorb up 95% of attacks energy and protect again stabbing or sharp type attacks excluding powerful versions.
Sour Patch- The passive spell for starved stage form where the user has lost the majority of the fat stored in the body. And with it the malleable gummy body making the user unable to simply tank and absorb attacks and kinetic energy though keeps the rubbery skin to insulate against the static and cold. In this state, the user is able to unleash the stored kinetic energy from attacks up to this point to gain a great boost in physical capabilities depending on how much he has absorbed to reach a starved stage. While in this stage, the user loses most of the large and aoe type spells but is able to compress and condense clouds far more efficiently and quickly with the boost in power. Able to last between 6-8 turns and or until the user is knocked unconscious and often leaves the body heavily fatigued afterwards.
Personality
Ask anyone that knows or has spoken with D’angelo and they will tell you that he shines bright as the sun. A very cheerful and sunny type of individual who is often more than not seen with a dazzling smile on his pudgy cheeks. Some would go as far as to say they have never seen him sad or angry and if he sees others in such a mood he does not hesitate to try and cheer them up in some way. Whether it by giving them someone to listen to or help laugh or give a needed snack to fill a grumpy stomach. D’angelo is not ashamed of his chubby body and doesn’t let insults get him down; preferring to settle things in a peaceful and friendly manner.
His kind and friendly demeanor has made him rather charismatic and charming that others tend to be unable to hate or dislike him. Always eager to make new friends and enjoys spending his days having fun and hanging out. He is also known to be very laid back and chill; preferring to relax and lounge about on his clouds and due to this often slacks off and does not bother putting much effort into tasks or work. Because of this, the high potential of his magic is not utilized well and wasted causing him to be seen as a subpar mage and hated by his own family.
History
The Schultz family, one of several of the branches that has been second in power and wealth to the Waltz family for years. Generations of the family have been attempting to sire an heir that could finally gain them the opportunity to finally overtake the main branch and with it the trading company. And after years, their efforts seemed to have finally gained fruition in the birth of D’angelo who even as a baby had always had some weight to him. While his appearance was less than ideal, the potential magic within his body proved to hold the highest potential in the long history of the Schultz line and through him hoped to finally begin their plans to take over.
Not a moment after D’angelo became able to walk did he get pushed into an intense daily curriculum easily considered too much for a child so young. As his family were determined to mold and shape him into the perfect businessman and weapon to take down the head family. This left the next five years extremely taxing and exhausting on D’angelo; given hardly any time to himself or breaks to enjoy his favorite snacks or have fun. This continued on until he finally collapsed from the exhaustion and stress and which resulted in a high fever that very nearly killed the poor boy.
After barely surviving the week and a half fever, the Waltz family having learned of such grave neglect moved into action to force the Schultz family to have D'angelo live with them for the next few years to allow him to properly rest and recuperate. Unlike his own family, they were accepting and very kind to him and nothing like the way his parents described them to be. And it was in this move that he came to meet Nolan who was not only accepting but happy to have him staying with them. It was through Nolan that he was taught how to have fun; allowed to actually be a kid as he easily became close with him. Realizing the things he was told to be lies as Nolan and the main branch treated him like one of their own and never shamed about his body or weight, coming to learn not only how to laugh but at himself and since meeting his best friend and cousin he had no reason to feel sad again.
Living with the Waltz family had taught him much and made it possible for him to return to the Schultz household as he knew he would be fine. Since returning though, he never wanted to feel as awful and horrible as the day he became sick or of how his family made him feel and would not let them treat him as a tool. With the help of the Waltz family endorsement, it kept his parents from attempting to work him like they had done prior nor were they able to keep him from being friends with Nolan. Coming to enjoy spending time with his cousin and friends made so much that he no longer cared about the future or cared about a future career as he only wanted to have fun and spread the cheer that the Waltz family gave to him.
The last time D’angelo would be seen physically sad would be the tragedy and loss of Nolan and his parents. The loss of his first and closest friend would be the most painful and saddest day of his life, the first time losing the smile; a gift from them he promised would never lose again, wanting to cherish everything they did for him. Promising to himself he wouldn’t lose his cheer again, especially after the incident of the storm that nearly destroyed his home brought upon by his intense sadness.
With the loss of the main Waltz family members, his parents saw this as an opportunity to send their son off to a boarding school. Doing so in the hopes to instill discipline and proper work ethics into him once more to try and resume their take-over of the company. Yet, even losing his best friend did not dishearten him and only strengthen his belief and determination to live how he wanted. And so, D’angelo instead chose to only do the bare minimum; putting his focus and attention instead on making friends and helping others while making sure to do enough to not be kicked out of school or draw his parent's attention.
Getting to enjoy an easygoing life throughout his stay at the school and by the time his parents finally took notice it had been too late. His graduation was fast approaching though he had been uncertain of what he would do or where he would go afterwards with his fellow friends and classmates talking of their desired job and others excited to join a guild. These kinds of thoughts never really went through his mind as he didn’t really care where he ended up as he enjoyed going with the flow too much. Though several had suggested he join a guild and while he had an unexpectedly rare magic type which by no means seemed to be strong but could serve as great support. Yet, he never really had much interest in guilds or guild work, finding it to be too much work and time consuming.
Now graduated and freed of the boarding school, D'angelo has since taken to traveling and exploring the lands to enjoy the splendors of each town or culture of tribes. Traveling not just as a tourist but as an entertainer through the use of his cloud magic to inspire and bring laughter to those in need of joy in their lives.
Having traveled the past three months his journey has now led him to the town of Rembrandt. Curious to see the sights and to check out this supposedly new guild rumored to be gaining attention.
And so D'angelo's adventure begins...
Three Strengths
-Positively supportive: Let’s very little shake him or hurt his feelings and does not hesitate to lend a hand or help those in need from someone in danger to a child scared or alone
-Imaginative: Has the imagination and wonder of a child, allowing him to be creative and think outside the box.
-Trusting: Tries to see the good in most things and others and will have everyone’s back and will not think anything of sharing whether be it food or money.
Three Weaknesses
-Overly trusting: While a good thing to trust he also trusts too much making it too often that he gets tricked or used.
-Lack of Motivation: Finds that it is often too much effort to put in work doing tasks or jobs or studying that he often only puts in half the work or sometimes doesn’t finish which left him with average to poor grades and inhibiting his own magic.
-Pacifist: While being kind and helpful is a good thing, he tries to avoid doing what needs to be done at times and always going the peaceful approach as he doesn’t like violence and hurting others physically and emotionally. Preferring to be supportive and cheering up but leads to making fights breaking out or escalating things unintentionally.
Greatest Love
Bringing smiles to others faces and showing others how to find their childlike wonder again.
Motivation
To explore and see the wonders of the world and through it make countless friends and memories
A magic Amelia learned from her parents before and after their passing, this is a magic that many fear due to its nature. True to the rumors that surround it, Amelia is able to bring out skeletons and corpses to serve as servants and perform a variety of functions from scouting to guarding her in combat. The only limitation to this is the availability of the dead in her area. While the dead do no need to be right next to her or even in arms reach, there need skeletons and corpses within a certain range in order for her to do so.
On top of raising the dead, Amelia is also able to use souls as a form of energy-based attacks and defenses. Unlike raising the dead, this does not need nearby as she seems to pull souls from the beyond to form her constructs. These can range from explosive balls of energy to walls to spectral weapons. Despite being made of souls, these attacks still react as if they were physical objects, meaning physical barriers can be used to block these attacks.
Magic Level: B
History:
Amelia Artemia Pendragon, born Amelia Artemia Averyonna, was the only daughter of a couple of mages who had lived in Pergrande before the great immigration ten years ago. The couple had fled from Fiore ears prior and were laying low near the near a remote village a short distance away from the town of Rembrandt. The couple had fled there years ago due to their magic being seen as evil even in their former home country and all they desired was to practice their craft in peace. While living in Pergrande, the couple had a single child, this being Amelia.
From an early age, Amelia was shown to be talented in the necromantic arts. She displayed the ability to see spirits of the dead at the young age of three and was quickly able to pick up the art of raising small corpses by the age of five. Sadly for the young girl, her parents loved to experiment and during one of the adventures into furthering the necromantic arts, they brought forth something they could not control. Knowing that what they had brought forth was too dangerous to let loose and a threat to not only themselves but their daughter and all living things in the area, the two mages gave their lives to take down their creation after sending their daughter away, leaving the girl an orphan in the middle of the woods.
Thankfully for the young child, the spirits of her parents stuck around and helped her survive in the wild for a year before she was finally found while using some bird skeletons to help her forage for food. Sadly, for her it was a few hunters from the nearby village and, understandably afraid, they quickly captured the girl and took her to the village, where she was locked in a cage in the center of town. As the village wasn't very knowledgeable on magic, the mayor went and fetched a mage who lived nearby to see if they could deal with the captured 'creature'. The mage was Damian Pendragon and upon seeing the creature, who the villagers taunted, jeered, and pelted with whatever they could find to throw at the young girl, he understood the situation and quickly managed to get the guards of the town to get her out of the cage so he could take her to his home.
While he might not have planned to do so initially, Damian ended up adopting the young Amelia and raised her as his own daughter. While word spread of the girl he had adopted and the magic she possessed did cause him some trouble in finding jobs from time to time, Amelia has grown up well under Damian's watch and has lived a largely peaceful and happy life while also practicing and growing stronger in her magic.
Personality:
Amelia is a shy, kind, and gentle young girl, pretty much the opposite of what most might expect from a necromancer. When talking to people she is not familiar with or uncomfortable around, she tends to speak in a low tone and be unable to make eye contact with the person she is speaking to, due to her inherent shyness as well as her lack of experience when talking to strangers. Despite her shyness though, Amelia is always willing to lend a hand to those she considers comrades, friends, or family and will do whatever she can to see their endeavors succeed. That being said, she gets easily frustrated when she promises to help and finds herself unable to do so, since she hates not being able to keep her word. She also hates it when things don't go well for those she cares about, especially when she knows that being associated with her can cause them to lose out when those giving out the jobs know of her and her magic, something that has happened with her adopted father in the past.
While Amelia is generally a pacifist and has no desire to be involved in or start a fight, she will not hesitate to take up arms to defend her family and friends. When properly motivated, usually by anger, Amelia becomes a calm, collected, and intelligent fighter. She is fond of testing launching smaller attacks at the enemy first, to see their reactions and test out their defenses. Once she has a solid grasp on their abilities, she will change tactics as needed or sometimes just aim to overwhelm when with multiple undead if it seems that nothing else will work.
A few other facts about Amelia are that she loves sweets, books, drawing, and her family's pet dire wolves. She loathes unnecessary violence, people who talk down on her family and friends, and those who judge others without getting to know those they are judging first.
Guild and guild mark location: None (yet)
Team Members: None
Three Strengths: 1. Magic allows her to attack in a variety of ways and utilize stall tactics to buy time until others arrive, or she can get away if she cannot win the fight. 2. Outside of combat, Amelia can use her undead to scout the area or reach places that she herself cannot by using their own physiology. 3. Amelia also possesses the ability to see the spirits of the dead, letting her gain information that otherwise is not available or would normally be lost.
Three Weaknesses: 1. Amelia's magic take a lot of energy and she does not have the means to stay in a fight for very long. 2. Without there being any corpses in the ground, Amelia cannot raise any dead, as she has not mastered how to raise spectral undead yet. 3. While her summons can be strong, Amelia herself is not the most physically fit and will not last long if she has to move a lot
Personality: Someone that keeps his secrets close to his chest and does his best to keep others at a distance. Nolan is an abrasive, grumpy, sarcastic young man that is easily irritable and rarely smiles though chances are if he is smiling, he is mocking someone or watching them get their just desserts. In that regard, he is a bit twisted and is not above acts of cruelty and viciousness to get a job done even if lowers peoples' opinion of him. Well, it is not like he cares what people think about him and he is not someone that goes out of his way to form attachments with others though it's not due to some dumb reasons that attachments make him weak. It's a "why bother" sort of mentality. They'll leave him sooner or later.
The few things that he prides himself on is his skills as a warrior and as a scholar of the ancients. Nolan is a naturally curious and studious to the point where some would call it an obsession to obtain power and knowledge. Things such as wealth and status mean absolutely nothing to him; he only thinks of earning enough for what he needs and generally will try to find ways of saving money by just doing things himself, such as growing a vegetable garden or mending his clothes. That and he just doesn't respect people who are born into a position of power without having done anything to earn it or prove that they deserve it.
He is terrible with women as well. Nolan tends to get easily flustered and embarrassed, especially if he becomes their focus and in general, he doesn't really know what to do. This understandably leads to quite a bit of teasing. Lord help if a woman actually even tries to flirt with him.
Despite all of this, he is not heartless. Nolan will save people even at the cost of his own wellbeing for no reward because he cannot ignore someone in trouble, even if that person was a right prick. Well, unless they were really monstrous then he'd just leave them to their fate.
Magic:
Crematory God Slayer- God slayer magic is an ancient magic in which the caster able to attain the abilities of a "god", using a specific element as their type. An Ashen God Slayer, as the name states, allows to generate and manipulate ashes filled with searing hot embers with the capability of slaying a god. He is able to use it to enhance physical attacks and mold them to create physical objects. To restore magic and rejuvenate themselves, the user devours ash. The magic itself has a variety of uses from pure offense to sheer impenetrable defense. Since ash is already matter that has already been burned, it is a counter against flame-based magic or anything that generates heat at all. It is even an excellent insulator for electricity unless wet. As well as due to the heat from his magic, he does have a resistance to heat.
However, what makes this magic stand apart from even other Slayer magics and ash magic is its connection to the dead. Ashes are used as a vehicle to summon souls of those who have passed though they must be willing, and they will not obtain their original bodies. They will be in an ashy form and do not have the ability to communicate verbally though do have the ability to interact with the physical world and even fight on the user's behalf. Nolan can even summon someone's soul, but that requires an item related to the one being summoned and whether or not they want to be summoned at all. The side-effect of this is that he seems to have an ability to sense spirits.
Crematory God's Bellow: After gathering magic in his mouth, Nolan releases a powerful tornado of ash and embers that is sent towards his foes. This tornado carries considerable force, being capable of ripping, tearing, and searing whatever is caught in its path.
Crematory God's Explosive Cinders: Nolan creates a sphere of searing that is sent forward with a punch motion. Once it reaches its target, the sphere expands and creates a large explosion.
Crematory God's Wayward Wind: Nolan generated a tornado of searing, shredding ash from his hands that sends its targets upwards into the air.
Crematory God's Mantis Scythe: Nolan creates protruding razor scythe blades from his forearms. The blades themselves glow with the embers in them and can burn their intended target as well.
Crematory God's Domain: Nolan creates a spinning dome of ash around them that acts as a barrier for incoming attacks while also serving as an attack that sends whoever is caught in it flying. Mostly serves as a 'get off me' move.
Crematory's God Bitterness: Nolan creates a hail of bullets made of his ashes that are sent at high speeds to pierce through and riddle with holes. He can also perform a version where he just shoots them all at once like a shotgun.
Crematory God's Peerless Arrows: Nolan creates swirling spheres of ash that then form into drill bits and spin at such high speeds that one can hear them whirring. They are then shot towards their target with the intention of drilling through them.
Crematory God's Wrath: Nolan arounds his target with swirling blades of ash in order to limit the targets movements while simultaneously making sure that no one can go near the target. He can redirect the blades to focus on the target to cut them.
Crematory God's Hellion Cage: Nolan creates a circular rage with spikes pointing inwards on the bars. At any moment, Nolan can make the cage collapse on itself, resulting the spiked bars to converge on themselves and skewer the target.
Crematory God's Bloody Coffin: Nolan creates stream of ash that surround and encase its target only to compress and crush its target.
Crematory God's Fell Tale: From the Nolan's tailbone, they create tails of ash with a bladed edge that have various uses, such as long-range stabbing, slicing, defense, and even movement. The tails can also fuse together into a larger one for much more powerful attacks. At the moment, Nolan can create three.
Crematory God's Appetite: Nolan creates a massive skull of ash that flies at its target with its mouth open before biting down on its opponent, crushing them and then exploding.
Crematory God's Iron Spider: From the tips of his fingertips, Nolan creates strings of razor-sharp ash that can be used to slash and bind its targets.
Crematory God's Eruption: Slamming a fist on the ground, Nolan creates an erupting tower of searing hot ash that explodes beneath its target with great force, causing burning damage and blunt force damage.
Crematory God's Blood Flower: Nolan generates a field of budding flowers made from ash and when activated, they bloom only to then explode like a landmine. They can either be activated by contact or Nolan can activate them. He can even delay an explosion to trick a foe or even mix them in with non-explosive flowers as well. The flowers when they bloom look like Red Spider Lillies.
Crematory God's Sable Field: Nolan generates black spikes from the ground around him to impale his foes. Useful against multiple opponents and to limit an opponent's movements.
Crematory God's Sable Geyser: Nolan generates a tower of spikes beneath his opponent to impale them.
Crematory God's Blockade: Nolan creates a massive wall of ash meant to withstand extreme force and to cut people off from a path.
Crematory God's Burning Rudra: Black ash gathers around Nolan's hands which they raise above their hands before sending it off in a destructive gust of wind of burning ashen blades that send whatever its targets flying while shredding whatever it comes across.
Crematory God's Vengeful Bombs: Nolan infuses violent souls into small spheres of ash that home in onto their targets and explode on impact.
Crematory God's Armor: Nolan can cover his entire body or parts of it in a shell of compressed, hardened ash for a boost of defense while also using its hardness to increase the damage done by physical blows.
Crematory God's Wisps: Nolan summons spirits through his ash as a medium. At low levels, he can summon them as simply a ball of floating ash though he could also summon them in a humanoid form as well.
Crematory God's Siege Knights: Nolan infuses lesser souls into large bodies of compact ash they can fight. These forms have relatively decent physical strength and durability though are slow. They are made to look like eight foot-tall, armored knights with spears and a shield.
Crematory God's Assassins: Nolan infuses violent souls into ash with lithe forms. These fighters are much faster and can easily manipulate their form to dodge though have lack strength and can be destroyed in one hit.
Crematory God's True Sight: A spell where he can see the souls of all things, living or otherwise.
Secret Arts
Black Dharma- Destroyer's Trishula: Currently, this is Nolan's most powerful offensive spell. It takes the form of a trident after gathering and focusing a large quantity of ash. It is typically thrown at high speeds and this spell has great piercing capabilities, but its power is so great that whatever is surrounding is crushed by the weight of its magic power, distorting the space around it. When it makes contact with its intended target, it will explode into a consuming column of ash for miles. Technically he could just stab someone with it to set it off, but that would be dangerously stupid since not even the user would be immune from the explosion.
Black Dharma- Night Parade of a Hundred Demons: Nolan creates a sea of ash, expanding as far as the eye can see. The target(s) standing in the ash are then grabbed by the legs by an innumerable number of hands to be dragged down into the sea and be "spirited away" or to put it simply, until they cease to exist in this world. Flying or getting to higher ground does not help as it will continue hunt after its target(s) until it succeeds. Even destroying it is difficult as they regenerate. What fuels this are the souls of the vengeful. Nolan has no idea where the targets actually go when they are spirited away or if they are actually destroyed.
Black Dharma- Naraka: A spell that connects the physical realm with the spiritual. Nolan traps his target(s) in a cloudy dome of ash that completely blocks out any light. Those within it feel a cold sensation as the ash enters lungs, making it hard to breathe if they don't cover their nose and mouths. The true terror comes from the fact that Nolan was able to breach the spirit real to have the spirits who cannot pass on cross become perceivable within the confines of the sphere. Those trapped within it can hear their voices, their screams of terror of confusion, begging for this to end. It is a twisted spell that is meant to break someone psychologically though it varies depending on the level of empathy of the target.
Equipment:
Holy Symbol Necklace: A holy symbol of the god he is supposed to worship. In Nolan's case, it is a crescent moon made from gold.
Sacred Texts: Whatever texts that survived from the destruction of his monastery, he brought them. They are about several topics mainly about the gods, history, and God Slaying Magic. They are in a language that is long dead.
Journals: Filled with Nolan's thoughts and observations of magic, especially pertaining to God Slayers. Written in the same language as the Sacred Texts.
Smoking Pipe: A habit that he picked up from his teacher, Nolan has a smoking habit. The tobacco that Nolan preferences has a sweet, yet savory smell reminiscent to mesquite and juniper.
Gourd: Contains ashes for when Nolan needs to restore his magic.
Forged Documents: Given that he is supposed to be dead, he goes around with fake identification documents when entering different kingdoms from his time as a merc.
Monk Uniform: Has several of them. They are the only articles of clothes that he actually has.
History: A young wanderer that simply refers to himself as just "Nolan" that showed up outside of Rembrandt one day dragging a high ranked monster he killed to sell its parts. However, he was confronted by the guards and after a few choice words and then had a civil conversation with Nolan's fist to their faces. He didn't start the fight, but he sure ended it. In any other situation, he would have had been in some serious trouble, but a strange woman named Jenna helped him escape any repercussions. It had turned out that there were some guards that did not take kindly to foreign mages entering and had been picking fights, but they were unfortunate enough to pick Nolan of all people. Thankfully, this Jenna was there to help him and even told him that she ran a Mage Guild, something that Nolan had not seen in years. For now, he joined the guild for the meantime to find steady work.
What the rest of the guild knows about Nolan is that he used to be a monk and then later became a mercenary for a bit wandering between neighboring kingdoms. If anyone tried to ask him for any more details, they would be told "It's none of their fucking business." Well, besides that he is very obviously not good with women to a comical degree and that he and the guards are on terrible terms. Most notably, he has not told anyone what his magic actually is, and the guild master is the only one who knows due to her witnessing it and having actual knowledge of what it is supposed to look like. If word got out that he was a slayer, his best-case scenario would life imprisonment and the worst is execution, neither getting a trial. He can't die, not yet at least.
Nolan's life should have been one of privilege; he was born into the Waltz Konzern, one of the largest trading companies in the entire kingdom of Fiore with influence that reached beyond its borders. When people think of rich families, they typically think of one with cold, uncaring disconnect, but in reality, the Waltz were a warm family. He was the youngest of three, the eldest being his brother and the second eldest was the daughter. His father was a brilliant, stern man that instilled the virtues and value of hard work into him and his siblings and his mother, kind and warm as she was, was a tough as nails woman who was a better salesman than her husband in terms of playing the social game. They were raised to take over the business when it was their time and perhaps, Nolan would've made a fine businessman if things didn't go the way they did.
When he was five years old, he was on a trip to the Kingdom of Sin with his parents who were overseeing a new project. His siblings were away at a private boarding school, so it was just him and his parents. It was during that trip where they were caught in a sudden storm that tore the ship apart and sunk it along with the passengers only for Nolan to wake up on the unfamiliar shore of Sin coughing sea water alone. No passenger, crew, or his parents were to be seen as he searched the beach though, instead he was found by someone else. There were people who saw the wreckage and went to search for people only to find a lost, recently orphaned boy wandering aimlessly about. They told him to come with them, that they would help him, and like any child shellshocked and confused he listened and put his trust into them, trust that they would shatter. They were slavers and were only there because when they received a report about a shipwreck, their aim was to kidnap and sell them into slavery.
The thing is, Nolan wasn't sold into slavery. He was kept as a personal pet by the head of the operation that was referred to as the Mistress. Nolan suffered at her hand of abuse for months on end until a man attacked her base of operations and rescued the slaves though the Mistress got away. Many of the slaves themselves were able to go home though Nolan with no one to take him in, traumatized to the point he refused to speak, and just a stranger in a land he was not even sure where he was, his rescuer took him in.
Turned out his rescuer was a man named Arjuna, a monk from a sect of warrior scholars taught the supposedly lost art of God Slayer Magic and just started living their way of life in a village that they lived side by side with. Nolan threw himself into this new life desperately so and learned many things, such as self-sufficiency with things such as farming, sewing, and so on. Of course, the big thing was being taught God Slayer Magic by Arjuna and the rest who lived in the temple and was taught ancient history that had been hidden from the rest of the world. It was hard, but Nolan found himself to be happy with the newfound life that he fell in.
For the next 11 years Nolan wouldn't forget the trauma, but having a stable, supportive community kept him afloat for as long as it did. However, his life had a running theme of everything being taken away from him. One day, Nolan went out to hunt game to make an offer to his God and when he returned, Hell awaited him; fire and blood ran with a great frenzy. The entire sect and village were slaughtered by a lone individual, a white-haired man with black horn and gold eyes. In a fit of rage and despair, Nolan threw everything he had and then some at this man and no matter what Nolan did, he couldn't touch him. The worst part? The man didn't even kill him. He didn't say a single word to Nolan. Only just the cold, emotionless, inhuman eyes staring through him and then just disappeared as quickly as he came.
With nothing left for him, Nolan buried whatever remains of the monks and villagers he could find and performed burial rites for their passing and grabbed whatever texts that he felt were important enough to take and sealed the remaining texts and relics away to make sure they did not fall into the wrong hands until the day he returns. Nolan left the place he called home a changed man, broken and bitter. For the next couple of years, Nolan ended up working with several mercenary groups stationed in Sin, Enca, Desierto, Joya, and Bellum as not an official member, but for many one-off jobs ranging from acting as security, hunting monsters, hunting criminals, and so on. He garnered a divisive reputation; on one hand, in combat his ruthlessness and brutality were matched by few, and his attitude was generally unpleasant, but he was also just very efficient and had the power to back it.
In between jobs, he searched far and wide for any information regarding for the man that laid waste to his old home, but he had found nothing. No one could tell him anything about who or what that thing was. Even the texts were of not much help for there was no record of a God like this existing though the possibility could not be ruled out. This has been his obsession for the last two years.
After his last job, Nolan finally got a hit after all these years about that man; someone travelling from the Pergrande Kingdom said they spotted someone that matched that man's description. Nolan with no hesitation left for the kingdom and the rest was history.
Strengths: 1. Knowledgeable: Nolan had read many, many ancient texts regarding the history of the world and magic, but he also knows how to farm, raising cattle, mending and making clothes, hunting and so on to be self-sufficient. This extends to his street smarts as well. Working as a wandering mercenary in many kingdoms, one has to develop skills to survive such as gathering information, negotiations, and so on.
2. Combat Freak: Due to growing up being taught various forms of combat and being pit in different combat situations as a mercenary, he is well versed in both hand-to-hand combat and weaponry.
3. Dancer: Is actually quite the capable dancer though it's only a hobby.
Weaknesses:
1. Emotional Repression: He represses all of his trauma, stress, loneliness, and sadness to the point that he is a ticking time bomb. Nolan has no healthy coping mechanisms, and it leads to self-destructive behavior.
2. Difficult to get along with: His general disposition makes it quite difficult for people to want to be around him.
3. Women: The guy gets easily flustered around women and really just doesn't know what to do. The man absolutely has no game.
Motivation: To make sure that man burns.
Guild and guild mark location: Rising Starborn, Right shoulder
There’s not much about Ky Lien that most won’t immediately recognise as the typical traits of any ordinary thirteen year old boy. He is possessed of a boundless energy, insatiable curiosity and a mischievous streak that his elders find both endearing and quite irksome at times. He’s as hard headed as the rocks he throws around; quick to show his bravado and spirit when either are challenged. He brings a playful energy to most situations and often plays the clown in lieu of treating a situation seriously.
Ky has a distinct lack of emotional maturity and often speaks his mind, which often comes off as insensitive or crass. Grappling with the emotional rollercoaster of adolescence and his own trauma often makes it hard for him to process emotional responses that are uncomfortable for him. When this panic grips him he has quite a temper and often regulates his feelings with violent outbursts against whatever inanimate object happens to draw his ire. Joining up with Rising Starborn has definitely been a welcome help in working to process those feelings; especially with so many friendly, experienced mages around to offer their support when needed. In a lot of ways, being with them reminds him of what his own family was once like before things got complicated.
Strengths
✦ Confident. Ky is fearlessly naïve and willing to take on most challenges head on. ✦ Lighthearted. He brings an energetic, positive vibe to almost every situation. ✦ Strength. Physically strong and able for his age.
Weaknesses
✦ Untrained. Has little martial or magical training. ✦ Stubborn. His hardheadedness is often a detriment. ✦ Emotional. He is easily flustered and prone to losing his cool.
Guild
Rising Starborn Marked on his right shoulder.
Mage Rank
C Rank
Team Members
None
Magic
Geomancy: Caster Magic that allows for the manipulation of earth and geomagnetic forces. Unlike Earth Make, Geomancy is focused around controlling the earth that is present nearby the caster. They are unable to produce their own matter. Earth is not an element that is easily tamed, requiring not only magical fortitude but also great physical strength in order to manipulate effectively. For this reason, Geomancer’s train their bodies to become exceptionally strong; able to shift and shape the earth with mighty blows.
Lesser Geokinesis: Ky can manipulate small to moderate amounts of earthly material with his magic. He can shape this matter into basic forms, but not to the extent that they can be effectively weaponized.
Rock Surfing: Ky kicks up a slab of earth from beneath him that he can freely maneuver around with. Allows for quick movement and repositioning.
Stone Remnant: The Geomancer conjures an effigy of themselves from the earth at a desired location. The remnant remains and can be manipulated with their other abilities. In a pinch, Remnant’s can be used as cover. Ky can conjure up to 3 remnants currently.
Stoneskin: The Geomancer encases parts of their body in a thick layer of earth, decreasing their speed and agility in exchange for enhanced durability and weight. Ky can encase both of his fists in Stoneskin.
Rock Sling: Claws up the ground to send a wide volley of jagged rocks in a targeted direction. While not the strongest of spells, it is very fast and can be easily chained into after other attacks.
Threaded Volley: Ky tears up a series of five small to medium rocks that orbit him temporarily. On command, he can fire individual rocks at desired targets or volley all of them at once as a stronger attack.
Boulder Smash: Winds up a heavy punch, encasing Ky’s fists in Stoneskin if not already applied, before delivering a solid haymaker to the opponent. Can also be used to shatter relatively solid constructs.
If used on a Stone Remnant, the strike will send it flying a considerable distance before the effigy erupts for heavy damage when it collides with something.
Upheaval: Ky raises up a large slab of earth to act as cover. Can be fired forward to slam into opponents.
Earth Shock: Blasts a target with geomagnetic energy that shocks and Magnetizes them for a short duration. Magnetized targets charge any Stone Remnants near them, causing them to strike them with a lesser Earth Shock; refreshing the magnetized duration and destroying the remnant.
Geomagnetic Grip: Pulls a Magnetized target towards Ky. Can also be used on Stone Remnants to quickly pull them back to Ky, colliding with anything along their path.
Equipment
✦ Training Bo. A wooden staff with no remarkable qualities. The grain is splintered from excessive force being applied.
✦ Handwritten Note. The letter meant for his mother. He can't seem to part with it.
✦ Strange Rocks. Ky enjoys collecting any oddly shaped or coloured rocks and crystals he comes across.
]History
Ky, the younger of the two Lien sons, grew up with much adoration for his elder brother Kim. The two were inseparable and were the pride of their parents. The name Lien holds some significant weight in Fiore, being the namesake for a prominent wizarding corporation. Ky’s great grandfather had originated the organization, passing it unto his son and so forth. It was expected that Kim was to be groomed to inherit his father’s position, but the boy had loftier ambitions. Their mother was far less stringent than the boy’s father was; a free spirit who fondly remembered the old ways. She shared stories of heroic mages banding together in guilds not out of some sense of profitable pragmatism, but real comradery and heart.
It was these tales that drew Kim to Pergrande in the first place - a land free of the bureaucracy that had tainted Fiore’s guilds. Of course, confessing his desire to migrate to a foreign nation did not go over well with his father. Ky was quite young at the time, but even he remembers the argument that tore their family apart. Feelings that sat just beneath the surface burst forth in a tidal wave of screaming and crying. Words said that could never be unsaid. Their father offered an ultimatum. Leave and you will never be welcomed back.
Ky knew a choice had been made when he saw his brother slip away through the front door of their home for the last time.
Wracked by grief, resentment, and abandonment, the Lien family was never quite the same after Kim left. The father absorbed himself in his work and became irritable at any mention of his first born. His anger often misdirected towards Ky’s mother. She grew withdrawn, the flame of passion having sputtered and faded from her eyes on the night everything changed. Ky, too young to understand and process his own feelings, grew agitated and impulsive. Labeled a problem child and delinquent. Soon enough it felt as though everyone, even his parents, had simply forgotten he was still there. As though he had left with Kim that night. Perhaps he should have.
The finality of that thought set things in motion. He packed a knapsack and pilfered a hefty amount of jewels appropriate for enticing a morally dubious ferryman into looking the other way while he stowed away on one of the trading ships headed to Pergrande. His hands clutched the handwritten note he had decided not to leave his mother. Doubt crept in but he pushed it out. Instead, he thought of his brother. Finding Kim was his priority. He wasn’t sure where to start, but his aimless wandering once the ship landed ashore eventually led to a chance encounter with Jenna Wolfsbane. She offered a warm bed and a chance to earn his keep. Ky accepted, joining up with the Rising Starborn guild in Rembrandt.
Name: Markovis Penderghast Age: 19 Birthday: August 6th
Magic: Thermodynamic Conversion & Abyssal Body Magic Level: A
A magic that is designed to affect the temperature of targeted things - be it an area, a person, or an object. Because of this, there’s a neutral balance in the air directly around those that are skilled users and makes them immune to hot and cold environments. Those that use this magic tend to make do using only a handful of spells with varying degrees of precise applications to utilize it to its highest degree.
Chilling Touch: This spell removes all heat from the area around the caster’s hand. When the caster touches an object, this spell acts as a vacuum for the heat in that object, pulling it into the space around the caster’s hand to instill a “chilling” factor. When used on an item, it runs the risk of freezing the object. When used on a living being, it lowers the body temperature to potentially dangerous levels; living beings tend to reach with much the same way as being out in freezing temperatures - feeling sluggish, sleepy, with reduction in strength and mobility from muscles condensing from the cold. This feeling will last until the body is brought back up to proper temperature, either by the addition of heat or over the course of time in a warmer environment.
Encompassing Freeze: Caster extends their hand toward a target, and encompasses them in a nearly invisible sphere of air in which all heat has been removed. Those that do become trapped in it will instantly experience a reaction to the extreme cold environment and suffer from the usual effects of the lack of heat the longer they are in there, ultimately putting the target into a stasis like state that can be reversed by warming the target back up to standard temperature. This spell has a natural limit of a few minutes when cast, but can last longer if the caster maintains concentration on it.
Burning Touch: The opposite of Chilling Touch, this spell increases the amount of heat in the area around the caster’s hand. When the caster touches an object, this spell causes the object to act as the vacuum for the heat, pulling the heat from around the caster’s hand to cause a “super heated” factor. When used on an item, it will leave a burn mark and runs the risk of setting the object on fire. When used on a living being, it raises the body temperature to dangerous levels; living beings tend to react with much the same way as if they had spiked a fever - sweating, potential delirium, and trouble concentrating. This feeling will last until the body is brought back down to proper temperature, either by the removal of heat or over the course of time in a cooler environment.
Encompassing Heat: Caster extends their hand toward a target, and encompasses them in a nearly invisible sphere of air in which heat has been increased drastically. Those that do become trapped in it will instantly experience a reaction to the extremely hot environment and suffer from the usual effects of being in excessive heat the longer they are in there, ultimately causing the target’s organs to start shutting down. This is a far deadlier version of Encompassing Freeze as the actual effects can only truly be reversed with healing magic, though can be lessened by removing the target(s) from the extreme heat. This spell has a natural limit of a few minutes when cast, which will not inherently do much more damage than making someone experience heat exhaustion, but can last longer if the caster maintains concentration on it and thus will cause worse effects.
Thermal Blast: The caster increases the heat around one hand, and decreases the heat around their other hand. After they’ve reached a proper imbalance between the two temperatures, they slam their hands together to create a sudden vacuum of negative pressure that ultimately will create a shockwave out away from the caster. Shockwave will travel for up to 20 feet before fully dissipating, getting weaker the further from the caster it travels; within a foot or two it is strong enough to send someone flying back away from him.
Thermal Shift: This spell allows the caster to either increase or decrease the temperature of the area surrounding them, up to a 100’ radius from the caster. How hot or cold depends on the caster’s target, but is generally used as a utility spell to help negate negative effects from being stranded in extreme conditions.
Thermal Reaction: The caster reactively adjusts how much heat, or the lack thereof, is in a 5’ radius of them in order to stave off an attack. The heat increase is generally done to an extreme, which is likely to cause 3rd degree burns if the attacker tries to get closer; conversely the heat decrease is generally to an extreme, making the attacker feel sluggish and start to freeze up to not be able to press the attack further. It’s an innate defense practitioners of Thermodynamic Conversion have, as this magic doesn’t lend itself to defense very well.
Thermal Activation: Supercharging the heat property of the air around an object will drive the heat into the object, thus causing it to glow - or, in the case of flammable objects, catch fire - from the thermal radiation.
Abyssal Body draws on the properties of Dark Matter, a corrosive substance that is visible to the naked eye as a mass of swirling black and indigo, as well as powers from an extradimensional realm known as the Abyss. This magic is not just an unnatural magic, drawing on dark powers thought to be beyond the reach of Earthland - or its sister dimensions, - but is one that is thought to be a lost magic, forgotten for its potentially dangerous and uncontrollable properties.
Abyssal Sight: A body enchantment, this allows the caster to allow others to see in pitch darkness. It can be cast on multiple people at once, with each additional person costing more energy to cast. Requires the caster to physically touch the target’s forehead. Enchantment lasts for an hour, unless dedicated focus is to holding it longer. Exposure to bright light while this enchantment is in place will temporarily blind the users.
Consuming Abyss: Caster raises a hand - palm flat - toward a target, and summons up a sphere of total dark matter, snuffing out all light and holding the target immobile. The air within the sphere gains weight, to feel a bit oppressive and give a sense of claustrophobia, dread, and abandonment to the target by shutting out all ability to sense the world outside the sphere. This spell can be held for longer than the normal end time, which can cause the corrosive nature of the dark matter to start eating away at clothing and organic matter within the sphere. Will last for up to 5 minutes (unless held longer by the caster), though it can be dismissed by the caster, or overpowered either from the target trapped within the sphere (via magically attacking the sphere) or a magical light strike against the sphere from an exterior source. (An exterior force attacking the sphere will not damage the target trapped within. Simply dissipate the sphere itself.)
Abyssal Reach: Caster thrusts a hand toward the target. Tendrils of dark matter shoot out at the target, and despite their apparent weightlessness and translucency they are quite tangible; these tendrils can be cut and otherwise blocked by solid objects. They can be used to attack a target, striking an opponent with fast and powerful strikes over the course of several minutes - or for however long the spell is concentrated on - and delivering painful caustic burns in addition to any blunt damage when they come into contact with bare skin. These tendrils can also be manipulated to be used to pick up and move objects out of reach. They can squeeze into small spaces and be used to manipulate objects - such as slipping under a door and disengaging a lock - so long as the user knows where the tendrils are moving unseen. The tendrils can only lift and move things that the caster would be able to move - so objects the caster could not lift cannot be lifted, but could be pushed - similar to other forms of interaction with objects. In any capacity, the tendrils have a maximum distance they can reach, which is roughly 100 feet.
Abyssal Imprisonment: Caster summons up several tendrils of dark matter, shooting up from the ground - or from behind - to wrap around the target (depending on if they are standing on the ground or flying). These tendrils shoot up and latch around the limbs and body of the target, restricting movement and restraining the target. They can be cut, or destroyed with the application of magic. They also will cause caustic burns that will slowly start to eat away at the person should any of the tendrils touch bare skin.
Leeching Abyss: Caster extends their hand toward the target. A multitude of dark matter tentacles race forth, forming hands that attempt to grasp the intended target. These tentacles will attempt to restrain the target, and should any make a solid grasp against the target’s bare skin or a source of magic (lacrima infused item and/or holder item) will slowly drain the ethernano from the target and transfer to the caster. While they may seem intangible due to the translucent nature, much like other Abyssal Body spells they can be deflected with weapons and other solid objects, as well as destroyed. The more skill the user has, the faster the tentacles move and respond to adjustments in the target's position, as well as the more tentacles are summoned.
Abyssal Destruction: Caster forms a sphere of dark matter in their hand that is then released at the target in the form of a large beam, or thrown as a destructive orb that explodes upon contact. The destructive capability depends on how long it is charged up for - a few seconds is weak compared to ten minutes which could level a mountain - and the longer it charges, the larger the diameter of the attack (beam or sphere) is.
Into the Void: Caster becomes intangible to magical and physical attacks, disappearing from sight and able to reappear at a different location, or in the same location after the attack being avoided is finished. Unable to spam this attack, as it wears on the caster the more it is used.
Void Step: An evolution to Into the Void, this spell allows the caster to take others with them. How many depends on how experienced and powerful the caster is, and starts with only being able to take up to 2 people that they are touching with them to a new location. The new location can be anywhere, so long as the caster knows of it and can picture it clearly. As the caster progresses in both experience and power, they can take more people and will not need to actually be touching the individuals traveling with them.
Fury of the Abyss: Caster gains a swirling haze of a black and indigo glow. While using this spell, caster is able to move at incredible speeds that allow the user to land powerful melee attacks. The speeds are generally fast enough that it can be difficult to trace his trajectory and thus difficult to defend against. There are traces of heat left in the wake of the caster’s movements, heating up the area more and more. Users cannot cast other spells while this is enabled.
Crushing Void: Caster crosses their arms above their head to begin casting the spell. A sphere of dark matter swirls into being, pulling light into it as it grows in size - to a maximum of a 6 foot diameter. Caster then unleashes the orb toward the target, with the same apparent gravitational pull as a miniature blackhole. The pull has the potential to suck light objects into the dark matter vortex - destroying those objects instantly - and can cause balance issues for heavier ones (including people) as the pull tries to suck them in as well. The swirling vortex also will start to suck in light sources, dimming the room. The sphere will disperse when it impacts either the target (dealing blunt damage, knocking the target backward, and dealing caustic damage to skin and corroding inanimate objects), or the first solid object (such as a boulder or wall or other object at least 3 feet in height and 2 feet in width - said object may be destroyed or partially corroded, depending on what it is made of.) Smaller objects in this path may be destroyed in the process.
Hex of the Abyss: Caster thrusts a hand out toward a magical source. An invisible force pulses out from the thrust hand forward toward the source, dispelling any spells that may be in effect by the target. This attack is typically used to target an opponent in battle, and can dispel magically equipped armor/weapons that are summoned up from Requip, or temporarily nullify the magical properties of holder items; when dispelling caster magic it is instantaneous, but items unequipped in this manner - as well as holder items that are nullified - cannot be reequipped or have that magical property reactivated again for a few minutes. This spell can also be used against static magical effects, such as magical barriers or traps, to dispel the magic in place. Against sentient magical items, it acts more or less like a stun attack, temporarily causing the item to be in a semi-conscious state and partially unresponsive.
History: One would expect someone like Markovis to have some isolated and gloomy upbringing to create such an emotionally void individual. That was not the case. While, yes, he was an only child, his parents were neither too busy to bother with him nor overbearing. They supported him in whatever interests he wanted to pursue when younger, gave him his freedom to pursue them at his own pace, and even never pushed him to do better than he wished. But he wasn’t happy with just being mediocre when it bored him. He skipped grades and was seen as a bit of a prodigy in his youth - gaining a great understanding of Thermodynamic Conversion magic quicker at a younger age than many believed would be able to master such a rare magic, and furthermore graduating at a very young age.
The drive for it was all his own. It wasn’t exactly an external force from his parents, but the accolades of the achievements from those around him - relatives, teachers, the ire of fellow students that were older and placing lower in the class than him - that truly drove the desire to excel. He pushed himself to keep achieving bigger and better, looking into various other magics that eventually led to finding an ancient tomb from which he learned Abyssal Body, as a way of distracting from others around himself. This led to him also entering university on full scholarship at age 14. But upon completing his first year, he found he was losing his drive, despite focusing on theoretical magics and magical applications. He was very capable of exploring the new magic and still making time for his studies, but ultimately found he had no clue what he wanted to do with himself, and professions that require a degree were starting to seem more and more like just attempts to continue receiving accolades instead of something that interested him.
Halfway through his second year, he finally decided it wasn’t worth it. The only thing he did enjoy in all of it was magic and figured that was the better pursuit. He dropped out and decided to focus entirely on developing his magic. The guilds in Fiore held no draw for him, mostly focused on gearing toward particular skill sets that he felt would limit his expansion and exploration. So he looked to other nations, which is how he found Pergrande. While it didn’t seem to boast the same hospitality toward mages as other nations seeking them, it certainly presented its own form of challenge that melded well with his current interests. He spent a while traveling the land on his own, trying to find challenges to his magic but continually falling short on any willing to employ him for such ventures. Eventually, he came across the Rising Starborn guild and settled in with them. While he continued to fall short of things he felt were a challenge, at least he could put other interests to use and be around fellow mages.
Personality: Generally stoic and impassive, Markovis doesn’t generally rise to the occasion for most things. It’s not an easy task to incite anger or sadness, or even a smile, out of the man. He prefers being task oriented, focusing on work and keeping to himself when there isn’t a job of interest on the board. While he may not train to become stronger, he does enjoy challenges and often takes jobs that can be difficult for a single person to do by himself. Deep within this mask of impassiveness is someone that does care. But he doesn’t quite understand how to show it. So, he doesn’t bother. It’s far easier to work if you don’t have the bothersome voice of compassion whispering in your ear. This causes him to not try to pursue close connections with anyone, and generally views anyone as an associate or an acquaintance with no real feelings of familiarity toward any one individual beyond that.
Guild and guild mark location: Rising Starborn, Right pectoral - dark gray
Three Strengths:
Large Magical Reserves: Markovis started training his magic young, and has learned to build up even larger reserves for his magic to cast more spells or continue casting after using a high consumption spell. He tends to recover his energy faster being in darkened conditions, and benefits from the fact that he acts with restraint - preventing him from expending power he doesn’t need to.
Fearless: That’s not to say he doesn’t have anything he’s afraid of, but when faced with death or torture, or even the same of his allies, he is unyielding and unblinking in his position. He’s not looking to sacrifice himself or others, but he will not bend his position or even break just to see no suffering befalls anyone. The same is said for his pursuit to complete a job, willing to push himself past the limit and risk his very life to ensure the task is completed.
Intelligent: Let it not be said that one who holds their tongue be proven ignorant. It is clear from the look in his eyes and the words he chooses when he speaks that he is far more intelligent than many give him credit for. He understands finer nuances of conversations even if he lacks the emotional wisdom to feel their impact, and can be quite manipulative if he desires; it usually isn’t the case as he sees most interactions with others as a means to an end. Most jobs end up as simple games of chess to him, mapping out the moves of himself (and often able to predict the moves of partners he chooses to accept) and the opposition before the job is even underway.
Three Weaknesses:
Dispassionate / Emotionally Inept: While there is a part of Markovis that does care about others, he has difficulty not only showing it but also acknowledging it in himself. This especially is seen in the middle of dangerous jobs, should someone get hurt - they should have thought better about what to do to prevent it, or not come on the job to begin with, because an injured partner isn’t something he can allow to interfere with completing a job. He also appears a bit listless and with no true preference over what job type he takes. Though he can be found reading and fond of it, it’s not like there’s a particular focus to anything he does and it shows through with generally a very vacant expression and distant tone.
This all mostly comes from the fact he doesn’t quite grasp emotions. Either his own or others. They aren’t tools, they aren’t generally helpful, and - more specifically - they generally get in the way. He often doesn’t understand humor of others, which generally either kills the joke or fails to deliver on the perceived outcome (not to say humor being made at his expense to laugh at how he failed to grasp it is not the desired outcome) which ultimately will result in him disengaging from the conversation in lue of better prospects.
Task Oriented: When it comes to taking a job or doing work, he doesn’t allow himself to get distracted. It also tends to mean he has trouble switching gears if necessary. The job comes first, and he will see it through whether it means his partner is injured and he must continue on alone or not. While he does take in information from his surroundings, and will weigh someone’s advice or thoughts on a topic, he generally will demand they follow the most efficient means of completion rather than let the job potentially get botched because of using a plan that may reduce risk of injury.
Poor People Skills: While self-evident, despite an intelligence to help him get through difficult tasks, the one thing he cannot always work out is how to be delicate about someone’s feelings. He prefers succinct conversations that end quickly to be able to continue on his day, and can oftentimes curt to ensure the interaction ends if necessary.
Greatest Love: His gray tabby cat, Penelope Motivation: To find something he is truly passionate about
Additional Details: He dislikes nicknames, but not enough to complain should someone insist on using one for him. He will correct once and then just ignore any future improprieties should they arise.
He prefers his personal space, and has issues with people being within arm’s reach. He gets defensive, sometimes tensing up, if touched by most people; it can completely derail his train of thought and will shut him down in a conversation if touched.
Markovis is quite fond of animals and plants. He has led him to foster several stray cats and even nurse a pigeon back to health, though he only kept the one cat. He also has several houseplants - all of which are pet safe should his cat decide to eat them - which he tends to as well. He can name many plants without more than a single glance, and is quite content for long strolls in the park to see the flowers cultivated in the gardens.
Theoretical magic and magical theory, as well as other intellectual ventures of all kinds spark an interest even if he may not seem like it does. Even in college, he enjoyed his classes regarding magical research and theoretical application of lost or ancient magics.
While he isn’t exactly going to always accept a drink, Markovis is also rarely seen without something alcoholic nearby. He argues he’s not an alcoholic, despite the fact his blood is likely 90 proof (or higher). Perhaps that is why there are times he becomes a bit short on longer missions,
Markovis’s love of consumables isn’t just limited to liquor, and is quite fond of cooking as well. While it is easier to simply use the appliances provided to cook, there are times he uses his Thermodynamic Conversion magic to cook.
While he may not look like much, or even really rise to the occasion often, Markovis is a skilled fighter both with weapons and without. He doesn’t “fist fight” per say but does have a great deal of skill in countering opponents' attacks by using their momentum and strength against them. He is a talented swordsman, knowing how to utilize multiple different sized blades from daggers to long swords and even glaives in various sword fighting styles; it seems his most comfortable form is glaive fighting which he uses both at full length and choked up to utilize as a sword. All his movements tend to be much more fluid than strength based with a focus on dodges, counterstrikes, and feints that have him moving like a dancer.
Name: Astoria “Ria” Ocenade Age: 18 Birthday: June 9th
Magic: Water and Water-Make Magic Level: B
- Water Bubble: The user creates bubbles of water with oxygen trapped inside that enable those who put their heads in the bubbles to breathe underwater.
- Water-Make (structure): This is mostly used as an unnamed spell. The user is able to create structures out of water, the top layer of which is condensed to be solid enough to support weight.
- Rejuvenating Waters: The user conjures a ball of water into their hand and offers it to the recipient. The person that drinks it will feel their magic restored like they rested, as well as minor injuries will be completely healed and they’ll feel generally well rested and relaxed; moderate to severe injuries are also healed to a degree, becoming less severe than previously, but it is not healed much. The amount of healing done by this spell is dependent on how much magic the caster directs into the water. This cannot be used on the caster.
- Rainstorm: The user summons up rainstorms. The duration, size, and strength depend on a lot of factors, not the least of which are the caster's magical capabilities and intent. It generally siphons - though if nature decides to keep the storm going, it can linger for longer naturally - from the user's magic and can allow for it to be shaped in size and power. Casters that aren't well versed in controlling the storm can only summon smaller ones that are barely useful for watering plants. The more practice that goes into it, the larger and more powerful the storm can be.
- Water Lock The user creates a large sphere of water that can be used to attack their target while they are trapped inside it.
- Water-Make Decoy: User generates realistic looking facsimiles of a person/persons out of water. Decoy(s) cannot move or make sound, but can be generated in any pose. If physically interacted with, Decoy(s) will disperse into a puddle of water.
- Undertow Water thickens the air and pulls at the target(s) making it more difficult for the target(s) to move and stay upright. This can even affect the ability to cast magic, and at the very least slows the target(s) down.
- Water-Make Barrier: Whereas Water Dome is for camouflage, this spell creates a barrier out of water that remains in place and carries an extreme current. The current is strong enough to prevent weak magical attacks from penetrating it, and makes it extremely difficult for things to cross the barrier. It is not impossible to break through, and it requires dedicated magical energy to maintain. If the caster falls unconscious or runs out of magical energy, the barrier will fall. Barrier can be made into many different forms, but generally seen as a wall or dome.
- Obscuring Mist: Through concentrated focus on condensing the water molecules in the air, the caster creates a fog cover to obscure vision around them and their allies. Range grows with practice, use, and magical force applied and can vary from a 20 foot radius to a 50 foot radius. With effort, the caster can allow individuals the ability to see through the mist clearly, but it is extremely strenuous and exhausting to do so. Mostly used as a diversion to escape dangers.
- Water-Make Cage: User creates a cage out of water sized to trap the target(s). The bars are extremely high current water cycling around the structure, making it difficult to break out and can lead to injury if one tries to escape.
- Neptune’s Dance: Two or more waves of water rotate around each other and form a helix that blast the opponent into the air with tremendous force.
- Water-Make (weapon): User concentrates water into the form of a weapon. Water weapon can deal damage like a normal weapon of that type, but only for as long as user has hold of the weapon (in the case of bow/arrows, user must continue contact on the bow). If contact is lost, weapon disperses.
- Geyser: User shoots boiling hot water from hands at target, which can hit to cause blunt damage and potentially scold the target.
- Water Slicer: By swiping their arm, the user sends scythe-like blades of water at their intended target, which are powerful enough to cleanly slice through solid rock. It can also be used as a form of defense to intercept an attack.
- Cyclone: The user forms a circular torrent of water in front of their hands and uses the cyclone of water to attack their target. The size and power of the cyclone is dependent on how much magical energy the user puts into the attack. Attack can knock the target off their feet, but is mostly aimed to do blunt damage.
- Tsunami: The user curls in on themselves, drawing water from the area around them, or just simply creating it themselves. After a few seconds, they unfurl, raising their arms up high. A wall of water rises before them and moves forward in a massive wave of destruction, knocking over and washing away anything in its path. This spell consumes a lot of magical energy and has the potential to level small towns.
History: Ria didn’t just grow up with just a family, or in a village. The village was populated by a single clan - the Ocenades. Everyone had a role to play in the village - from farmers and bakers to guardsmen that took shifts patrolling to make sure the village was safe. Those of the clan not born with magic were relegated to menial tasks such as being the farmers or seamstresses or craftsmen or educators of the clan, but everyone had a purpose. Children went to school and learned, and they helped their families with tasks when schoolwork was complete.
Her father was the head, the direct descendent of the original founding father of the clan generations ago. As such, it was expected his children would take over and lead when it was time. Born the older of two, it wasn’t a surprise that her brother was the one expected to fill this role. He was strong, smart, charismatic, and an ice mage like their father and mother - just like pretty much every other mage in the clan.
Except her.
Ria wasn’t just the female - and would have been passed over for leadership of the clan should her brother have been born second anyway - but she also couldn’t use Ice magic. While being gifted with water magic should have still been fine - she was still born a mage, after all - her father was disappointed, and thus her mother was too. She was raised to be prim and proper - the best thing she could do for the clan was to learn all she could about being a good wife and mother after all - in hopes she would marry another strong line of the clan and bear powerful offspring; it was the best her parents could hope for given the only blessing they had in her birth was that she did have a knack for magic according to many of the clansmen. Regardless of what the task was, she never performed it right as far as her parents were concerned. No matter how skilled she was at her magic, she would never be as capable as one of the others. She tried and tried to do better, to be what they wanted her to be, and every time kept coming up short. Never good enough no matter how much better at her lessons or her trials than the other children she was.
She struggled with a lot of issues as a child, and clung to validation wherever she found it. Thanks for melding most assuredly only temporary fixes to problems until one of the ice make mages or craftsmen could repair it more permanently, or an instructor telling her she had exceeded their expectations were manna from heaven when needed. It should have been that the daughter of the clan head was popular, but instead she was typically left on her own with only the ones required to socialize with her actually doing so. So as she grew older, she developed her own hobbies - ones she could do apart from the others - and flourished in those tasks on her own. Freetime was no longer spent trying to see what tasks she could do to help the village and seek the mediocre accolades she could, but in developing further on her other interests - painting, reading, gardening. But that was how she began to struggle to meet expectations. Her desire to find things that made her happy caused her to create an imbalance in maintaining the things she was previously performing properly. So she strove to apply herself better in the public tasks and the increased expectations of her as she grew older, while still trying to give herself time to do things she enjoyed in her diminishing freetime. Missteps and failure were more harshly critiqued, but she still desired the praise and continued her best, and eventually had to give up any attempts to do the things she enjoyed in the desire to regain her lost ground of approval.
Through it all, her brother did his best to support her. It was why she managed the free time she could, and how she continued without utter despair. He trained with her and it was only in matches with him she ever managed to not make a wrong move in the combat or fail to get the proper spell cast. She may have given up completely without her brother’s support. It was his support that drove her to make a believed to be an impossible move. The summer of her 16th year, they were coming back from a training session in the northern fields when they saw the village beginning to empty. The water had pulled back from the beach near the village and a colossal wave could be seen headed for the village. They couldn’t evacuate everyone in time, and the ice-maker mages were advising their wall was not high enough to negate the swell of water raging toward them. Despite her parents trying to stop her, she managed to get to the top of the ice wall built to defend the village. It was from there, she cast a counterspell and clashed her own massive tsunami with the one inbound. The wave that smashed back into the wall was enough to splash against her face like mist against a cliff, and the ocean settled back to its normal depths.
Only her brother had praised her effort, and noted her as the one to actually save the village. It was then Ria decided she could not remain there. Despite his best efforts to get her to stay, her brother resigned and sadly parted with her as Ria took her leave with few goodbyes. She had no direction when she first set out, until she saw the calls for Pergrande. She migrated there and helped with the small things they would let her - helping create rain for farmers in villages she passed through during a particularly dry growth period, and helping fill an irrigation pond for someone. Eventually she found her way to Rembrandt, and furthermore Rising Starborn, and found it to be the perfect place to settle and rediscover herself while still being able to help and feel rewarded for using her powers.
Personality: The first thing most people notice about her is that Ria tries to always be courteous and cheerful, loving to be around people almost as much as she likes reading. A fan of anything upbeat, she can often be seen dancing or heard singing to herself as she goes about her business, and generally moves with a skip in her step. She’s generally reliable, cares about the wellbeing of others regardless of whether she knows them or not, and is willing to do anything for her friends. She doesn't like to see people upset and will often go out of her way to try to cheer someone up.
She often seems like a bit of a ditz - forgetful, aloof, and perhaps even a bit naive. There are still simple things that are common sense to others she often overlooks - like privacy and personal space; some see it as her ditzy ways, but it’s more the childish naivety of not understanding other people may have different comfort levels than her, and her desperate desire to be around others. While not everyone gains automatic trust, Ria seeks to find the good in people and will often trust those that are shown kindness/trust from those she is friends with. She tends to give chances to people that many don’t believe should get chances, and has been led astray by kind words and gestures even if they are given with ill-intent.
Guild and guild mark location: Rising Starborn, Right tight - Turquoise Team Members: --
Three Strengths:
Hydromancer: Her water magic allows her to manipulate water around her as well as magically generate water. That is not the sum of it though. There are a few water spells that come naturally to her, casted like flexing a muscle. Spells of note for this are mostly just self-impacting ones, that help her swim deeper and stay under for extended periods of time. Water responds a bit more fluidly to her than other water casters, and with a bit of studying of the mage’s spells she can eventually manipulate water cast by others too; she hasn’t had the opportunity to see if she can manipulate Celestial’s or Dragon’s water magic, but she’s interested to see if that’s the case too.
Friendly: Ria loves to make friends, and just generally be around others. Whether it’s seeing someone looking down and wanting to cheer them up, or just giving them a person to be with, she doesn’t like seeing others alone. She likes to do things for others, and generally enjoys participating in whatever activity friends or those she chooses to associate with at the moment are doing.
Supportive/Helpful: She likes to help others, whether it be with supporting them in difficult decisions or sticking to getting better with spells. Despite her ditzy/aloof appearance, she understands a lot about the core concept of how different types of magic work, and techniques to make a particular type of magic work better. She’s not as effective at teaching, say, a wook-maker mage at casting as another wood-maker mage might, but she certainly knows enough to help the other wizard improve. She also just generally likes helping out and working with others, whether it’s just dealing with day to day things or a job or whatever. She feels it’s everyone’s job as part of the guild to help one another out, and it’s just being a good citizen to help when help is needed.
Upbeat/Positive/Cheerful: Believe it or not, like it or not, Ria is a metaphorical ray of sunshine. It isn’t just being friendly. She rarely is seen without a smile on her face or a bounce in her step. She always tries to look on the bright side of things even in the most dire of circumstances. This energy she does try to share with others, and is ever willing to help with figuring out what’s good about a bad experience.
Skilled Combatant: Trained for many years to fight alongside her family, Ria is just as skilled in hand to hand as she is with weapons and magic. She can improvise weapons based on her environment, use the terrain to her advantage, and is quite skilled in using her lithe and agile figure to her advantage. This skill allows her to strike fast, in vulnerable locations, and use her opponent’s attacks and mass against them in her own attacks, dodges, and counterattacks. As a molding mage, she’s developed upon this further to create a fighting style mostly unique to her and her creative style of magic.
Three Weaknesses:
Ditzy/Trouble Focusing: She appears to be an airhead. She generally has a lot of things going on in her head, that she can be a bit forgetful. She means well, and definitely doesn’t want to forget important things, but some things just slip through the cracks. Not just dates and times of important things, but maybe not paying attention to her surroundings (not necessarily to trip, but not notice someone flirting, or being uncomfortable because she got too close, etc). She usually apologizes, but it doesn’t keep it from happening again. So she leaves notes to herself, and - while there is an organizational system for everything she writes down - it kinda looks just as chaotic as her thoughts. While she does know a lot about a lot of topics given how much she reads, it’s not always reliable for her to relay the information she has stored in her head. Most of the time it just seems like she’s full of useless or unrelated information when she offers up things that come to mind during a particular topic she didn’t realize people had moved on from - or connected in her own head without when it apparently didn’t seem to connect to anyone else. When she’s on a roll with a topic that she’s interested in, if no one keeps the conversation focused, there’s a chance she’ll lead whomever she’s talking to on several different tangents before getting back on topic. Then there’s times where it seems like she can’t pull a thought from her head, despite having talked about something with a person already.
Insomnia/Nightmares: She doesn’t like to talk about it, to the point of refusal if someone won’t allow her to just brush off the concern, but she has trouble sleeping. She’s always had trouble sleeping ever since she was little, and Ria avoids dealing with it - chalking it up to something she will eventually grow out of rather than face the root of the problem head on.
Repress the Bad: Negative emotions and misbehaving wasn’t acceptable from her; she had to be the good child, the quiet one, the one that no one had to think about twice. Good wasn’t because people were looking at her, good was because the focus was somewhere else and there wasn’t time to deal with a child being a child. So she suppressed sadness. She made herself believe that she was happy. She won’t let herself dwell on the negative and buries anything that makes her feel anything but happy beneath layers of telling herself it’s fine. It’s second nature to her at this point, to shrug off a wrong done against her with a smile and a carefree “don’t worry about it”; what’s one more thing buried deep down? Because of this, she doesn’t allow herself to cope with her own negative feelings. Whenever something starts to creep up, feeling angry or sad, she shoves those feelings down into the “doesn’t bother me” zone. There, all the bad feelings go to - well most would hope - die, but really they just fester. Sure, one day they may break through the carefully crafted cage, but for now - it’s holding strong so no need to try to process the bad.
Workaholic: Perhaps workaholic isn’t the proper term, but Ria doesn’t like to sit idle. She constantly pushes herself to stay busy, whether it’s helping a neighbor or friend, gardening, drawing, reading, cleaning...she tries to always be doing something.
Selfless/Low Self-Worth: While some would find being Selfless a strength, she understands it’s not. She puts others before herself, and sometimes (okay, most times) neglects her own wellbeing while being concerned over how someone else is doing. Whether it’s making sure everyone else has eaten before she finally serves herself, or helping someone even if she really should probably sit and rest, or pushing herself beyond her limits to stop someone else from getting hurt. Some of this reckless behavior could be mitigated from others noticing what she’s doing and convincing her to think of herself first, but it’s been a long time since anyone’s noticed. But if she smiles, it means she’s fine, right?
The Yips: For as skilled as she is, all her other weaknesses tend to creep up on her and as the fight continues, she starts to lose touch with her ability to function in combat. This is most common when she is fighting in front of a group or knows there is some level of judgment involved, even in life and death situations. The more she fails, the worse it can get. It isn’t consistent, as she has had instances of sheer gut instinct pushing her to thrive, but it is common enough she will eventually have to face her demons to overcome this.
Appearance: 5’3 She prefers skirts and dresses to pants; in fact, she only has two pairs of pants and two pairs of shorts in her entire wardrobe. Everything else is skirts, dresses, and nice blouses/tops to go with them. She generally avoids dark colors, but not to the point of exclusion.
Additional Details: She collects shiny stones.
She loves gardening, especially for growing fruits and vegetables. Her favorite food is strawberries.
She likes to paint and draw, and enjoys reading. She will read virtually anything to help deal with her insomnia.
Taught not to burden others with his presence from a young age, Kiba doesn’t seem to have much of an outward personality. He comes off as very stoic and uninterested, reacting to most situations with the same relaxed glare and coy smile as always. Even when presented with something particularly confronting, the most you’ll get from him is a raised eyebrow or slight frown. He is the definition of a closed book.
Strong willed and silent, Kiba possesses a loyalty and drive that few can rival. He is a steadfast protector with a complete disregard for his own wellbeing - placing those he has sworn to defend before himself no matter the cost. His duty is all he needs to be fulfilled. He forces himself to suppress his own desires and wants due to his harsh upbringing. He has found comfort in the simpleness of his existence, and fears what would become of him if he were left to find his own reason for being.
It is easy to mistake Kiba’s social ineptitude for stoicism. Truthfully, the boy has spent so little time around actual people he just doesn’t know how to interact with them. He has become reclusive and shy, which is becoming more of a glaring issue as he grows older. He is a selective mute who struggles to get even a peep out when in any social situation despite being more than capable of speech. For those able to break through his shell, he may open up and speak to them in short, mumbled sentences.
He loves to be active and oftentimes loses his composure while training or sparring, revelling in the adrenaline of it all. He is a good sport and shows both reverence and respect to his opponents and allies alike.
Strengths
✦ Martial Poise: Years of dedicated training has honed Kiba's body into a cold, unfeeling weapon. He moves without hesitation with a certain grace and swiftness to his steps and strikes. He exerts his power efficiently with great precision and razor sharp reflexes; the traditions of the Isvanian warrior arts living on through him.
✦ Adept Swordsman: To Kiba, the Empty Blade is but an extension of his own body. While he is no master, he takes to the sword as naturally as a fish does water.
✦ Iron Will: It is quite difficult to sway Kiba from his duty. He is a very driven individual who places his mission before all else.
Weaknesses
✦ Underwhelming Strength: While not physically weak by any stretch of the imagination, Kiba's true strength relies in his finesse and the precision of his attacks. He isn't a physical powerhouse who can overpower opponents. He often needs to employ clever swordplay to surpass his foes.
✦ Straightforward Thinker: Kiba doesn't really think outside of the box. A warrior at heart, his usual course of action is to draw his blade and settle matters with blows. Thinking beyond that is not his strong suit.
✦ Naive: There is much Kiba does not know of this world. While he does possess a modicum of common sense, he is often the victim of trickery and silver tongued charlatans. Gullible to a tee, he is pretty easy to mislead provided you tailor your words to fit his current goal.
Guild
Rising Starborn
Mage Rank
B Rank
Guild Mark Location
Right Pectoral
Magic
Empty Sky Form
A Holder Magic channeled through Saint Shiva’s Empty Blade, a katana imbued with Ice Magic that is said to freeze anything it cuts. Drawing the blade itself will drain the wielder of their magic power over time, but allows them to create and manipulate ice to enhance their swordplay.
Frostbite: When drawn, the Empty Blade will begin to freeze anything it slices. This affects inanimate objects quicker than it does people. Causes the target to move and react slower, the effect increasing the more Frostbite is built up on them.
Ice Blade: Conjures blades of ice at various sizes, angles and distances. Can be launched as projectiles. Kiba can employ this technique to varying degrees of power depending on how much magic he chooses to exert.
Crystal Slash: Empowers sword strikes with ice that extend the range and cutting power of the Empty Blade. Can be used with the blade sheathed but will not build Frostbite if used in such manner. These slashes can be launched at foes at a distance.
Permafrost: Delivers a sword slash with the drawn Empty Blade, causing targets afflicted with Frostbite to become Frozen.
Frozen: Target is trapped in ice, unable to take any movement action for a brief period. Ice will melt at the end of the effect, leaving them unharmed. Targets afflicted with higher amounts of Frostbite are trapped longer.
Shatter: Sheathes the Empty Blade, shattering the ice around any Frozen targets for heavy damage.
Dual Ice Strike: Strikes twice in a wide arc before the caster in quick succession. The first slash applies Frostbite whilst the second applies Permafrost.
Snow Flower Storm: An Iaijutsu technique that delivers a series of weak slashes to the target that rapidly applies Frostbite before sheathing the blade. Possessing such speed that the wielder appears to never draw their blade.
Blizzard: An Iaijutsu technique that strikes a target with Permafrost before sheathing the blade to Shatter any Frozen targets. Possesses the same bewildering speed of other Iaijutsu techniques.
Empty Sky Form - Winter’s Riposte: An Iaijutsu technique that has the wielder assume a defensive stance. If struck by any physical attack, the wielder will dash through their target with a heavy Permafrost slash before sheathing their blade to Shatter them.
Driving Frost: An Iaijutsu technique that has the wielder gather energy whilst their blade is sheathed. After a brief moment, the energy is released in a long ranged, ninety degree Frostbite slash in any direction.
Biting Frost: As Driving Frost, requiring a longer channel time but instead covering a two-hundred and seventy degree angle.
Diamond Frost - Axe: An Iaijutsu technique that has the wielder gather energy while their blade is sheathed. Cleaves a moderate area around them with a Permafrost slash.
Diamond Frost - Scythe: As Diamond Frost - Axe but instead cleaving a larger area; with the exception of a moderate area in melee range of the wielder.
Empty Sky Form - Heavenly Moon Strike: An Iaijutsu technique that has the wielder slicing through their opponent with a quick, mid ranged dash. Applies Permafrost.
Equipment
✦ Saint Shiva's Empty Blade: An Isvanian relic that is said to have once belonged to Saint Shiva, a prominent mythological figure in the Isvanian faith. The blade is made from Perfect Ice that is enchanted to never melt and freezes anything it cuts. Similar to a lacrima, the blade seems to radiate it's own magical aura. Though this magic cannot be tapped into as additional reserves. It is simply what sustains the magic of the blade itself.
✦ Ceremonial Tanto: A dagger used in Isvanian practices. It is anathema to wield to blade against another. It is a sentimental belonging to Kiba that he often finds himself grasping for in uncertain times.
✦ Pan Flute: A simple wind instrument for passing time on the road.
History
His story is not unlike many of orphaned street urchins that roam the Isvanian capital. A member of the nobility will often scour the slums for promising trainees; the ones who still possess that spark of life in their eyes. That desire to survive, no matter the cost. They are taken in, given food, a bed and a roof over their heads. Then, once they are comfortable and eternally grateful to their saviors, the re-education begins.
Their old names are abandoned, for they are not permitted to be named as a person does. They are taught that they are no longer people. They are given an identifier that reflects their purpose in life, a moniker that makes their role easily identifiable whilst still reminding them that they are mere tools - nothing more.
One such tool was given the name Kiba, meaning ‘Fang’. One of many fangs in the maw of the Isvanian Guards, he was trained to be a weapon who struck down the enemies of his lord without hesitation or emotion. For years he trained under many different mentors, each one's grueling challenges further cementing his new way of life through their cruel trials and torture. Finally he was given to another tool to finish his training. Tsume. 'Claw'. They spent many years together, Tsume imparting the warrior arts upon Kiba as was his purpose. Though he was not supposed to, Tsume grew to care deeply for this one particular Fang. Kiba looked fondly upon his mentor as well; the unspoken bond of father and son tethering one’s heart to the other.
The day would come when Kiba’s training would end and he would be designated amongst the Isvanian nobility to fulfill his purpose until his life was spent. His final meal with Tsume and the others he trained with was a somber one, but he did not lament his situation. He knew he would have died on the streets, and a life in service to others was better than none at all. Yet Tsume had other plans for the child he cared so much for.
Kiba was awoken in the middle of the night by his mentor. Tsume’s voice was hoarse and his hands trembled. As though every part of his nature was rejecting the choice he was about to make. The two stowed away to the town docks where a trading vessel was loading cargo. A masked woman by the name of Crow awaited them. Tsume, wanting a better life for Kiba, had arranged to have him taken to Pergrande. The young boy was perplexed by the sudden change of plans, the instincts of his training fighting against Tsume’s decision. The older man just smiled, explaining to him that he was not suited to be a tool. Because tools are not loved, and cannot love. Yet Tsume loved him. As much as any father could love their child. He apologised for the upset, but hoped that one day Kiba would see himself as so much more than just a weapon. He handed his sword to the boy, as well as a sacred ritual dagger, before exchanging coin with Crow and bidding them farewell.
Kiba, resigned to his mentor's decision, was frisked away under the cover of moonlight to Pergrande. He never knew what became of Tsume, but he was not so naive to believe that his treachery would stay uncovered for long. Upon landing, Crow took pity on the lad, who stood in a strange land as a lost lamb without a flock. She arranged for Kiba to be placed in the service of Jenna Wolfsbane, an old colleague. This suited Kiba fine; offering his blade to Jenna in lieu of some Isvanian noble.
With the advent of Rising Starborn, Kiba was one of the founding members who helped see Jenna's vision to fruition. His time in Pergrande has done him good, but he still has much further to go before Tsume's dream for him can be realised.
Extra Information
✦ Nameless: Children trained under the Isvanian nobility are not permitted to take a traditional name as a person would. They are given a title that reflects their life's purpose. Kiba means 'Fang'. It is indicative of his role as a weapon.
✦ Selective Mute: Kiba can talk, but he often chooses not to. This is generally a byproduct of severe social anxieties as well as his harsh training that sought to dehumanize him.
Living Lacrama: Unlike your typical mage, Ariel naturally doesn't have a reserve of magic. Indeed all her magic capabilities must originally come from an external source much like how one would charge a traditional lacrama. Each magic she gains has it's own limited pool that is drawn from. Left alone each will replenish over time. This process occurs faster when in proximity to mages with a similar magic or more rapidly if directly charged by a mage or lacrama.
When not exhibiting any specific magic Ariel can sense magic around her in what she can only describe as scents. The details of this sense are generally vague where Fire magic might "smell" like burning, water as cooling, or Lightning as refreshing. A lot of the time she won't really know what to expect when encountering something new as magic manifests in unpredictable ways. She can focus on absorbing a new type of magic in order to gain it. Depending on the complexity and strength of the magic it may take a longer period of exposure to attain it. Generally caster and elemental magics are easier to obtain while ones that are more innate or subtle require time and/or effort. Attaining a new magic doesn't mean she will be able to use it effectively without training or practice. She also cannot directly replicate another mage's spells or even if the magic will manifest as the same type (caster or holder).
Similarly to Lacrama, Ariel takes on like properties of the magic she exhibits. A side effect of this has been the fracturing of her behavior. Specific personality traits get turned up to 11 depending on the magic she's using while other traits are suppressed. She's still the same in experience and memory, but may act like a completely different people.
Color: orange Main personality trait: Aggressive
Not one of Ariel's favorite ways to feel, but it has more uses in combat so she uses it more. Cones of fire, hurling fireballs, and generally engulfing things in flames is the go to here. Despite having range her temper often leads her to rushing in and throwing fiery kicks and punches.
Magic Level:
C
History:
Growing up in Pergrande the idea of meeting anyone with magic was a pipe dream. This of course did not stop a young girl from being obsessed with magic. What is magic? How does it work? Who gets it? Is there a way for other people to get it? Most of these questions were essentially unanswerable even in foreign countries where mages were more common, but that didn't stop Ariel from going to some extreme lengths to try and find out. To say that she became something of an expert on the topic would be a vast overstatement. She was more of a dangerous armature in her attempts at understanding.
Not being stupid enough to attempt going up to a mage she decided to focus her efforts on the next best thing, Lacrama. These crystalline objects can store magic to be used for all kinds of things. Of course they were just as scarce if not more so here than mages themselves. Add to that the level of knowledge surrounding them was quite lacking. Through much back door dealing and shady trades Ariel managed to get her hands on a Lacrama un unknown quality. Undeterred the young woman went to work with dubious methods of experimentation. With no benchmark or method for empirical standards it shouldn't be surprising to learn that this haphazard lifestyle backfired in ways she could not predict.
Exhausting the limits of her knowledge, Ariel landed on the idea of extracting a core from the Lacrama she had. It was a rough shape and would never pass muster in a land like Fiore. She'd barely had the chance to scour a few millimeters deep before the object became compromised and whatever magical payload it had cracked and shattered in a spectacular explosion. Razor sharp fibers of Lacrama embedded themselves all throughout her body.
Waking up hours later in a pile of rubble the small shed she'd been in was all but erased. The usual response of shock didn't come though. It was like she was unphased by the impact. Certainly he body hurt, but she felt almost nothing emotionally. Her hair, eyes, and even her clothes had turned white. Clearly something had happened to her that she couldn't explain. Moving on there was a time where she thought that this numbness was just her life now. However, a chance encounter with a fire mage changed all of that. Absorbing the magic her appearance changed and an intense feeling of aggression rushed to the surface as an unfortunate bystander learned the hard way when she punched him across the face. With some sense of what was happening Ariel correlated that her feelings were somehow linked to this magical mimicry. If she wanted to feel more then she was going to have to find more magic, and one of the few options available was the immigrants moving in from Fiore.
Personality:
Ariel's normal form is very stoic and nearly robotic. She doesn't get express excitement, fear, sadness, etc... except in the most extreme circumstances. Everything is weighed logically against her goals and she she thinks will work in a given circumstance. Of course this usually is unsetting to your average observer. Blunt to an extreme, though she doesn't always voice her inner thoughts. Who needs to her them anyway? One thing that almost always captures her attention though is magic.
All this of course changes when she is using a magic. Details of which are listed in the Magic section. So who knows, maybe she'll slap you in the face or be running around hugging everybody.
Guild and guild mark location:
Soon to be Rising Starborn. Mark located between her shoulder blades.
Team Members:
TBD
Three Strengths:
1. Ariel is a student of knowledge, even if mostly self taught. She picks up on things pretty quickly when not hampered by a given personality. 2. She has the potential to be extremely versatile thanks to her ability to theoretically use any magic. This mostly will take time and effort to cultivate. 3. If she has one available, Ariel can almost purposely prompt a mood swing when the need calls for it.
Three Weaknesses:
1. Being able to use all kinds of magic means that Ariel has her work cut out for her to become effective at using it. 2. Since her appearance changes with her magic, she broadcasts whenever switching to a new magic. 3. The personality trait she may take on may not always be positive. So it may be difficult or even dangerous to herself and others.
Appearance:
This is her base appearance. Please check the Magic section for other appearances.
Additional Details:
Ariel is highly motivated by attaining magic. It isn't specifically to become more powerful, but she is somewhat convinced it may be necessary to become whole again.
Affiliation: Rising Starborn, the guild mark can be found on her stomach and is a light yellow color
Personal
Personality: If one were to describe Akemi after meeting her for the first time, words such as cold, calm, or collected would be the first to spring to mind. And from the outside, this very much is the truth. But what is shown on the outside isn't always reflective of what's on the inside; despite popular opinion, Akemi is actually a rather emotionally fragile individual who, despite her best efforts, is simply unable to express herself in what many would deem a conventional manner. While she tries her best to interact with others, her almost unnatural disconnection from others is laughable at best, and absolutely pathetic at worst. While most might be more openly expressive than Akemi about their emotions, Akemi has far more simple and subtle changes in body language, tone, and eyes which generally only those that know the girl are able to pick up on.
Innocent and pure-minded, Akemi has a naive mindset and is a rather gullible and impressionable person with a rather childish view of the world, seeing and believing everything as white or black and ignorant of the gray in between, in part due to her incomplete learning and her sheltered life. Between this and her honest, open nature she tends to sprout nonsense that embarrasses those around her or cause/lead to several misunderstandings. She is of the belief that those with power should always protect those without, and will not hesitate in her convictions to let those that bully those weaker than themselves know this very simple message.
Within Akemi burns a surprisingly hot passion to be of use to those around her, her main belief is that if she can protect others then that is what she should strive to do no matter the cost to herself.
Strengths: Loyalty is a virtue: As anyone close to her can attest to, if one is to befriend Akemi then they would have a friend for life, through thick and thin, and she is just able willing to do anything to help them.
Justice Always Prevails: The strong should protect the weak, a simple belief that Akemi follows with surprisingly stubbornness. She (almost) never relents on this very simple belief, and so long as she believes Justice is on her side she believes good will always pull through
Forever an Optimist: No matter how bleak a scenario may become, Akemi looks to keep focused on the possibilities of the future rather than the bleakness of the now, believing that there's always a way out so long as they kept fighting for it.
Weaknesses: Sickly Girl: Despite her vastly improved health, she is still rather inclined to sudden fevers and illnesses, especially if she overuses her magic.
Inexperience Is Costly: Due to her upbringing, Akemi is inexperienced both with reality and fighting, and this very much shows when she struggles to cope with dirty tactics or deceitful or misleading people
Wants To Please: Having grown up neglected by her father, Akemi simply desires praise or acknowledgment from those around her, doing things that might be dangerous if she believes it will be of help.
Backstory: Akemi grew up never knowing her mother, who died due to complications during childbirth, and was neglected by her father for reasons unknown to even herself, and thus her parents were absent during most of her childhood. As such her upbringing differed from the rest of the families that are descended from the Uru. Owing to the neglect from her father and her own weak constitution when she was younger, she lived a life cut off from the outside world, for the most part, the only time she ventured out was with her grandparents, her education also coming from her elderly relations. The Uru are a tight-knit community, however, so it was only a matter of time before others began butting in when her grandparents inevitably took her in when she was about six years old. Namely, the best friend of her grandfather, who would bring his grandson along to visit the girl whenever he did. The boy's name was Zenith, and despite some particularly awkward first interactions, as the girl was shy and unsure how to act towards the older boy, she eventually warmed up and the two became almost inseparable during gatherings or when he visited her, the younger girl trailing after him like a lost puppy.
She grew up looking up to the older boy, viewing him as the older sibling she never had and something to aspire to become. As time passed and she became of age, her grandparents would inevitably introduce her to the Take Over that their family specialized in, Angel Soul, despite heavy protest from her father. He would eventually relent as it would soon become known that she had already learned the magic; it was hereditary and had awakened within her, thus she would require training to learn how to control her newfound powers. As such she began to spend even more time around Zen, often getting a helping hand from the older boy passing tips onto the girl which she happily accepted. Zen would be her main sparring partner for the next few years, the fact that she never once beat him coming as no surprise. This only spurred her on to try harder, which in turn would cause her frail health to decline rapidly at times.
Despite missing often significant time due to illness, the girl proceeded to make steady progress on both her studies and her magic, though she had a noticeable drop in performance when Zen first left to join the knights. Though the dip didn't last long as she aspired to join the knights much like their own families had done and achieve her desire to protect the weak. She is still unaware of what transpired with Zen, her grandparents keeping her in the dark purposely to avoid the long, awkward explanation they would have to give. Besides, it wasn't their place to explain it but Zen's, and when she inquired him about it she keeps getting a 'when you're older' sort of response.
When Zen decided it was in his best interest to leave the country and see if other countries had better to offer, her grandparents asked him to take her with them despite her father's protests and objections to the matter. When the subject was brought up with Akemi, she gladly took the chance to go with Zen though a little hesitant at first. Not because of her father and how he might think, or because of her lack of experience with the outside world, no she was first and foremost worried about being a burden by becoming ill and having to have Zen look after her. Though with assurances that she wouldn't be a burden even if that did happen, that was all they wrote on the topic before she packed a few things and left with her brother figure.
That isn't to say their journey was without hiccups. A few bandit issues here, a squabble with some petty knights there, Akemi getting lost in a city, you know all that fun stuff. Eventually, they would reach Pergrande with little issues, or at least nothing major. Once there, they stumbled upon rumors of guilds, traditional guilds, attempting to start up in the country and this peaked both the mages interest. Especially when they heard of one such guild known as Rising Starborn, and the potential of a mage within who can help Akemi with her condition.
Magic
Take Over Angel Soul-B Rank
A form of Take Over magic passed down within a certain sect of the Uru tribe, and can only be utilized by this same sect due to their bloodline being blessed by the Archangel Uriel, their abilities mostly centering around this Angel in particular though they are capable of learning others if the chance to acquire them arises, whether thats through more traditional take over methods, being blessed in the same vein as Uriel or however. Unlike other Take Over magics, each form has a number of stages one must clear before they are able to fully master the full powers of an Angel. Uriel has 4 stages, Akemi at her current level has mastered Stage 1 and is in the process of learning stage 2.
The basic, partial transformation stage of Angel Soul. In this stage, Akemi is granted access to Light magic at the most basic level as well as some more advanced spells and enhanced physical abilities. When activated, a soft glow seems to envelop Akemi as a halo also appears atop her head.
Beyond generic light magic spells, her notable spells in this form include: Angels Judgement: The most powerful spell in Stage 1's arsenal, Akemi traps her target inside a magic circle and brings down the full wrath of heaven atop her opponent in a massive beam of light.
Aegis: A forcefield appears around Akemi and shelters her from most attacks, though most S-rank mages should be able to break through this with little effort, A ranks a little harder while fellow B-ranks will struggle without some fire power.
Healing Grace: So long as Akemi keeps physical contact with her target, she is able to heal them of most minor wounds such as scratches or bruises in no time, however, more severe ones will take some time and magical energy to deal with.
Light Arrow Volley: As the name implies, she is able to fire a volley of arrows made from light at her target. She is able to change this out for any weapon she desires, though she seems to prefer the use of arrows.
The 2nd partial transformation of Uriel, her glowing becomes rather noticeable at this point, as well as the fact she sprouts a pair of pure white wings (which are capable of flight) and her enhancements become noticeably stronger. She has yet to get the hang of this form and thus is her last-ditch trump card at this point in time.
Her light magic becomes stronger while she also gains access to new spells, notably some support spells, as well such as: Bless: By placing her hand on an ally, a magic circle will appear which will give her ally a noticeable buff in their magical and physical abilities for around 2 minutes. To reactive, she will require to touch the same spot, though too many casts of bless on the same target over a ten minute period will not only reduce the effect, but also cause fatigue for the target.
Uriel's Light: By condensing her magic into a sphere, she is able to create a flash of powerful light magic that empowers all of her allies and weakens any she deems an enemy within a roughly 10 meter radius from where she launches the sphere.
Uriel's Guardians: Akemi is able to create beings of light to fight at her side, generally taking the shape of whatever she wishes though they're more commonly seen as 'Angel's'.
Aegis Armour: A variant of the Aegis spell, instead of creating a shield of light around Akemi it instead coats Akemi in a layer of light that protects her in a similar manner. She is also able to cast this on others, though she is unable to use it on herself in this case.
Aegis 2nd Stage: much the same as the 1st stage, however Akemi is able to target allies and cast it on them as well, able to target up to 3 allies. Unlike the armour variant, she can still use it on herself but must be counted amongst the three.
Angelic
While her powers are currently unknown in this stage, as she has yet to reach it, the only thing certain is that she will grow a 2nd set of wings and her iris's will become cross-shaped. Holy energy will radiate off every fiber of her being as she will soon reach the perfection of Uriel.
At this stage, she will have mastered Angel Soul: Uriel and become the embodiment of his full power. She'll have grown a 3rd set of wings, the color has changed to a dark red as her halo will become fiery in appearance and she will gain access to fire magic to enhance her light magic.
Other
Claims to be the younger sister of Zenith Zillard, and while not entirely untrue they are not actually related beyond their ties to the Uru tribe
Name: Lyra Mirkados Age: 20 Birthday: 4/15 Magic: Energy Make Magic Level: B History: Lyra has been hanging around Pergrande for about a year now. She mostly wanders the countryside and visit people that will have her. She'll happily complete chores with her versatile magic, like lift bails of hay down from the upper barn, in place of a broken mechanical aide. She doesn't reveal much about herself, preferring to talk about her hobbies, like carving wood. She's been working on etching metal, too. She's often left families that have housed her with exquisitely decorated wooden furniture. The Academy has been around for a little over a decade, on a floating platform with no specific nationality. It is a place of intense magical study, and has been trying to push itself as the destination for mages to become wizards. The Headmistress is known more for her magitech than she is for developing new magics, however. Personality: Helpful, cheery, and curious. A sweet young lady. Guild and guild mark location: The Academy, holographic display. Team Members: - Three Strengths: 1. Immune to telepathy 2. Powerful mind 3. Dextrous Three Weaknesses: 1. Heavy, sluggish 2. Naive 3. Does not heal 4. Immune to telepathy Appearance: Additional Details: Lyra has a large cart that she moves from place to place with her, though she usually leaves it in one place within a region. It is where she retires at night, and it has all her personal effects within. It doesn't seem very spacious.
Name: Trinity Rainsteppe Age: 23 Birthday: May 7th Magic: Energy Make - A powerful, old maker magic with many secrets and great power. It is as obtuse as it is useful. It is easy to waste magic power during formation, and finding a substitute energy to use as "material" goes a long way in conserving magic power. Each energy type has its own properties, however. Additionally, lacrima can be used as batteries. Bard's Legerdemain - A performance magic, Bard's Legerdemain enables a mage to remotely manipulate musical instruments. It's only really useful to musically inclined mages, who can play remotely using this magic. Requip - Trinity keeps camping supplies and some instruments in her requip space. Magic Level: B History: Trinity was born into a quiet life in the countryside, in a small village by a forest. Her father and mother were both mages who were too traditional and stubborn to fold into whatever was happening to Fiore's magical community. In response to their daughter's interest and aptitude, they taught her their magics. Eventually, they left Fiore, seeking a country with a more traditional community for mages. Once they did settle somewhere, after a time, Trinity decided that she wanted to see more. She'd been through several countries with her parents, in search of a new place to live. What other places were out there? As she grew older, the desire to see more grew. When she expressed the desire to her parents, they received her wish with supplies for the road. Her parents had, of course, seen the yearning in their daughter. They made her promise to return, to tell them where she'd gone, what she'd seen. Personality: A young woman just trying to live a carefree life. Guild and guild mark location: N/A Team Members: N/A Three Strengths: 1. Musical 2. Mechanically inclined 3. Inventive Three Weaknesses: 1. Squishy mage 2. Loves animals 3. Hesitant combatant Appearance: Additional Details: Her mother has a lot of nice heirlooms, for someone without an ancestry to speak of.
This spell allows the user to create more tears at a faster pace by focusing their magical energy on their eyes. Being able to use this move helps the user to use other spells, which normally take a larger build up, quick. This spell requires magical energy from the user without doing any damage, so it's only useful in combination with other spells that also require magical energy.
Tear Hardening
This spell makes the tears of the users hard as a little ball. This allows the user to save up their tears and later store magical energy in it to enhance the burning sensation for a planned Tear Gun attack or to enhance the healing properties as to always be ready to use Tear Cure. Since the tears with stored up magical energy can be passed to other wizards, allies can perform Tear Gun or Tear Cure themselves by using their own energy to activate the magic inside. This spell also allows the user to have reserve tears to act quicker in combat. This spell uses a large amount of magical energy without performing damage.
Tear Gun
The user can make their own tears lose contact with their skin to then launch them like bullets from a gun. When the tears hit the skin of the target, they will give an irritating feeling due to the dehydrating effect. Depending on the strength of the user, the tears can even give off a burning sensation. The strongest wizards with this kind of magic can even use this spell to burn away the skin of the target and thus bring them to their knees. Even more cruel is when the target swallows the tears, allowing them to burn on the inside, causing internal damage. The spell is quick and precise. The damage largely depends on the user's strength and only hits a small portion of the target's body.
Tear Slicer
This spell is an advanced version of the Tear Gun. Instead of tears being shot towards the target like bullets, the tears form blades that are thrown at the target and burn their way through the target's skin as to immitate a sword's strikes. This spell is quick, precise and easily does more damage than Tear Gun. Since this is an advanced spell, only stronger wizards are able to use it.
Tear Wave
The user creates a wave of tears that flows in the direction of one or several targets. With this spell as well, the damage of the spell can go from a soft irritating feeling to a major burning sensation depending on the strength of the user. The spell can hit a target all over their body instead of one body part and it can even hit several targets at once. The damage largely depends on the user's strength and it takes a lot of build up to create a wave large enough to use.
Tear Wall
The user creates a wall of tears that protects itself and/or allies against magical attacks. Only the strongest wizards can make the wall strong enough to protect against physical attacks as well. Although weaker users might slow down the physical attack, giving themselves and their allies more time to evade. The spell can protect several people against magical attacks. Physical attacks possibly still go through, either at the original speed or slowed down, and it takes a lot of build up to create a wall large enough to use.
Tear Ball
The user creates a ball of tears that absorbs the energy of magical attacks. Another way to use this spell is to throw a magical attack off course by physically hitting the attack with this spell. This spell is a weaker version of Tear Wall. This spell is quick to use and protects anyone against magical attacks. Physical attacks possibly still go through and the region protected is smaller than with Tear Wall since the ball form is smaller than the wall form.
Tear Armour
The user rubs their tears over their body to create an armour that protects against magical attacks. Only the strongest wizards can make the wall strong enough to protect against physical attacks as well. The spell protects the user from magical attacks and is quick to use. Physical attacks still go through. It is possible to use this attack on allies, although this would need magical energy to be stored in the tears and this can require build up.
Tear Cure
The user can store magical energy inside their tears in order to give them healing properties. They can either be rubbed over painful muscles and wounds or be swallowed by the user or allies. The spell can heal both the user and their allies. What can be healed by this spell largely depends on the user's strength and magical energy needs to be stored inside the tears for the spell to work.
Tear Relief
This spell is a weaker version of Tear Cure. Pain, sleep, hunger and other sensations can be repressed for a period of time, which allows the user and the targeted allies to focus on the battle they are in. The spell does not require much energy to be performed, which makes it easier to perform on multiple targets. The problem that causes the sensation is not solved. The length of the repression is largely depended on the strength of the user.
Personality
Personality: Evangeline is not the most extraverted person, but one cannot say that she is insecure either. She knows her own value and tries to move towards her goals. At the moment, her goal is to become a strong mage at an established guild and she truly believes that she has a chance of being accepted. When she finds people who love her, treat her right, treasure her, she will stay loyal to them. She would help them, sacrifice herself for them, basically do anything they ask of her. She has a very strong fortitude.
Strengths:
1. Her vision is exceptional, which means that she can see longer distances clearer than average humans. 2. She can go longer than an average human without sleep and only needs several hours to recharge due to higher sleep quality. 3. She is very loyal, being willing to sacrifice herself for anyone who treats her right.
Weaknesses:
1. Her pain tolerance is high, which is useful in battle, but it causes her to often ignore injuries. 2. She regularly needs to use eye drops, because she has a tendency to overuse her magic. 3. Since she needs to be able to cry on the spot any day any time, she has to keep reminding herself to the bad stuff that happened in her life.
History
Evangeline Twister was the only child born to famous actress Piper Moore and up-and-coming actor Frederick Twister. Both of her parents made their lives about being on stage and providing entertainment to the rich and thus Evangeline was expected to continue this tradition. However, from a young age it had become clear that the girl had other interests. All she did with her time was read books. It bothered Frederick the most of all, but what neither of the parents knew, was that Evangeline was trying to learn more about types of magic that could enhance an actress' performances. The magic type that seemed most useful to her of all in this specific domain was Tear Magic. She had an obvious talent for it as she quickly used it to her advantage. It made her into a way better actress and even though she still wasn't fascinated by the art of acting out a character, she was finally able to make her parents happy.
It wasn't until her 18th birthday that she started asking herself more questions about what she wanted to do with her own life. It certainly wasn't acting. She tried going back to the books she once read and that's where she realised what her passion was all along: being a wizard. Acting was absolutely not her thing, but using her Tear Magic certainly was. She had used the magic to cry quicker, shine brighter, but the magic could also be used in combat. And as an actress, Evangeline had mastered the art of crying whenever she wanted. Of course she tried to convince her parents first, convince them to allow her to join a guild. However, that talk went exactly the way she expected it. They hated the idea, everything about it. They didn't feel like she would be a good fit in a guild. They didn't think that she could use the magic to fight. They thought the magic would be too inconvenient to ever use it in battle. Evangeline didn't believe their words to be true. She needed to find happiness on her own, as a mage in a guild. That's why she started travelling, in order to find a guild that could accept her.
Writing Sample
A cold winter breeze danced around her as Evangeline stood before the doors of the headquarters of Fiore's corporate magic guild. Her body was shaking, but she couldn't tell if it was the temperature or the nerves getting to her. After she had finally gathered all of her courage, she entered the building, confidently walking towards the administration office. On her way, she gazed upon the wizards who had already joined the guild to see what they were like... and they disappointed her. They weren't at all like the wizards she had read upon in her books. She ahd read about guilds being like family, wizards standing up for each other, sacrificing themselves for one another. These wizards were more like the politicians she had learned to hate, only thinking about themselves and about the money in their pockets. However, as she didn't want to judge people without knowing them, she proudly continued her walk to the administration office and joined the back of the waiting line.
Upon arriving at the woman's desk, Evangeline didn't get the reaction she was hoping for. The woman didn't ask her questions about who she was and why she came. No, the woman recognized her as the daughter of Piper Moore and Frederick Twister. Apparently, her parents had used their connections to get their daughter banned from joining a wizard guild. Evangeline tried to convince the woman to change her mind, but the only thing she heard back was that this was bigger than the woman herself. She couldn't do anything to help Evangeline. Her parents had gone out of their way to force their daughter to come back home. Why were they obsessed with her continuing their legacy? Why? Evangeline couldn't understand the need to force others into following one's own dreams and goals. She should be allowed to do what she wanted when she wanted. She had recently become an adult after all.
Since Evangeline had no desire to go back home and give her parents what they wanted, she decided to live on the streets for a while. The lack of money and a job, made her apply for any job that one didn't need to be qualified for. Because of her parents' obsession with entertainment, she didn't have a proper degree or anything. They didn't think it was necessary, because they had already decided what Evangeline would do with her life. Eventually, she got a job as a waitress in a small tavern. She was good at her job. She liked working there and she earned enough money to buy healthy food, water, clothes to keep her warm. Her wage was even high enough for her to rent a small appartment near her work place.
However, a couple of months later, she was fired out of nowhere. When she started begging her boss for her job back and demanding to know the reason for being fired, her boss revealed that her parents had convinced them. She couldn't believe her own ears. How did they even know about her job? She certainly hadn't told them about it. Did they have connections with people from such a small tavern? It wasn't likely. One of the customers might have told them about it then. They must have paid her boss to fire her as another way of forcing her back home. Of course Evangeline knew the money her parents had made off of her acting skills. She understood their motivations. But she refused to give them what they wanted. That's why she started living on the streets again, since the owner of the appartment didn't want to continue renting to someone who couldn't get a job.
Anywhere she would go, it would be the same thing. That's why she had to leave Fiore. Her parents were famous, but not famous enough to be known in another country. If she would leave Fiore, she maybe could even get a job as a wizard like she wanted! Naturally she didn't really know where to go as her knowledge about geography was limited due to her lack of a proper education. However, she was allowed in a nearby library where she spent weeks reading. Reading had always been her favorite thing to do. In the past she read mostly about art and entertainment as to make her parents happy. The only reason they allowed her to read upon magic, was because she told them it would help her with her acting, which it did. Now she could read about anything. That's why she was there every day for the whole day during those weeks. She read about a lot of different subjects, but never forgot that she was there to learn more about other countries.
When she had finally decided that she would go to Pergrande, she didn't waste a single moment. She said goodbye to the people she had met at the library and immediately walked towards Pergrande. Upon arriving at the border, she realized that the guards were checking her like any other mage. They clearly had no idea about who her parents were and that thought comforted her. After passing the check, she went to the town of Rembrandt. Maybe she couldn't rent a place to stay yet, but she might get a job at the local guild.
The user manipulates their hair, as if it were an actual whip and makes it durable enough that it can be used to attack their target.
Advanced Hair Whip
The user elongates their hair and fires several bundles of hair straight at the target.
Absorb
The user's hair absorbs any liquid that is in contact with it. It has been said that one should never absorb oil or alcohol, because it would damage their hair.
Hair Claw
The user wraps their hair around their own arms and forms it into claws with which they strengthen any physical attacks they might use on their target(s).
Candy Rain
The user shoots small pieces of their hair at their target(s) and turns their structure into something similar to cotton candy. This makes it seem as if cotton candy is raining horizontally towards the target(s). Due to the stickiness, this attack may be used to stick targets to an object or each other or to stick body parts together. Multiple targets may be immobilized.
Candy Wrap
The user elongates their hair and shoots it towards the target in order to wrap itself around the target and immobilize them. The user can transform the hair into a cotton candy like structure to enhance the effect of this move. However, with beginner or average wizards this attack will weaken when used on several targets at once.
Candy Floor
The user spreads individual hairs all over the floor and turns them into a cotton candy like structure in order to stick the target(s) feet to the ground and immobilize them. This move is hard to evade, since it is hard to notice the individual hairs, although the move is sensitive to wind breezes.
Candy Wall
The user forms a wall out of their own hair, transforming it to have a cotton candy like structure. It protects the user and its allies against physical attacks and may even protect against some magical attacks, although the magical attack will probably damage the hair.
Surrounding Candy Wall
This is an advanced version of the Candy Wall that completely surrounds the user and its allies.
Candy Platform
The user elongates their hair and transforms it into a cotton candy like structure in order to form a platform in the air, connected to the ground, on which they can stand.
Candy Vine
The user elongates their hair and transforms it into a cotton candy like structure in order to swing themselves around with it like Tarzan does with vines in the jungle.
Personality
Personality: Matthew is a very optimistic and honest guy, who will try to help anyone - although he doesn't often know what to do and thus might ruin plans or destroy stuff if not given proper directions. Whenever someone tells a story or simply talks about something to him, he will listen intently and probably stare a lot, which might make them uncomfortable. This is his way of showing genuine interest in others. Throughout his life, he often got away with stuff because of his good nature and his habit of complimenting people all of the time. However, he can be quite lazy or try to talk his way out of actually working for his money.
Strengths:
1. He easily sees the good qualities of other people and recognizes them by complimenting them often. 2. Since he absolutely adores cute animals, he will do anything to protect them and not let them get hurt due to problems between humans. 3. He has a very curious nature, which makes him into a good listener. 4. He can be very enthusiastic about basic things.
Weaknesses:
1. He needs to make sure that his sugar intake is high enough to transform his hair into a cotton candy like structure. Although, since the hair is not actual cotton candy, it won't be as sensitive to liquids. 2. It costs him more magical energy to turn his own hair into a cotton candy like structure than using simple hair magic. 3. Since he absolutely hates fighting, he will do anything to prevent it (acting too lazy to work, trying to talk his way out of battling, etc.). 4. He forgets that his hair only turns into a cotton candy like structure instead of actual cotton candy. He will try to eat his own hair at times and then be disappointed when it doesn't taste like candy.
History
Matthew Whitney was born to Samantha Martin and Ronald Whitney, two important figures in the local branch of a huge crime ring. Samantha and Ronald were mostly absent during Matthew's childhood, which is why his education and upbringing was left to their not-so-empathetic assistents. He was mistreated and basically taught to fight for his own life or he simply wouldn't survive in that world. The plan of the family and their assistents was that Matthew would follow in their footsteps, but his heart was too good to allow that to happen. The mismatch between his environment and himself caused him to cry a lot and generally be unhappy all of the time. His punishments were to go without food or water for a very long time, nearly enough to kill him, and then they would show up with the bare minimum to keep him alive just in time. It was actually his magic that protected him and helped him survive during this time.
With his Candy Hair Magic, he became able to hide things like canned food, bottled drinks or objects inside his own hair. The cotton candy like structure helped to stick the items to his hair, so they wouldn't move out of their places when he moved himself. Even though it was hard for him to get his hair to the same length every time after using his magic, his environment never found out about his magic. His acting skills also improved greatly, since he had to act as if he was almost dying while having enough food hidden to not feel weakened or hurt at all.
The police was able to bring their branch down by going undercover. Most members were arrested, the lives of some other members were ended in the process. Rarely, such as the case with Matthew, members were let go with a simple warning. Due to his good nature, they realised he was only unlucky with the environment he grew up in and thus they put him into a foster family. Even though he lived with his parents in Fiore, the foster family they send him to was in Pergrande. The reason behind this was to put him as far away as possible from possible other members of the crime ring being near the branch.
Writing Sample
This morning was not really different from the previous ones, but Matthew felt different nonetheless. He stood up immediately after his alarm rang - like usual - and put on his best clothes. Like he did every single morning, he looked at himself in the mirror for a while. 12 years. That's how old he was when he started living with the foster family. It had been 8 years already. He simply couldn't believe it. 8 whole years ago, he left his toxic environment to come live with this adorable family who treated him the way he felt he deserved. He could still remember the days with his biological family as if they happened yesterday, but he chose to ignore them.
After going down the stairs, he was almost instantly attacked by his two younger siblings, Emma and Timmy Davis. They were fraternal twins, 6 years old. His foster parents were already done with breakfast and ready to leave for work. His father James Davis was an accountant, while his mother Lola Anderson was a kindergarten teacher. They had very different personalities, but got alone very well nonetheless. Matthew felt like this was his opportunity to talk to them about his future. All his teachers congratulated him with how fast he picked things up after being placed in the foster family. They said he was behind in every single subject due to the upbringing from his biological parents, but that he was a very fast learner. Recently, he finally achieved his secondary school degree. It was time for Matthew to start a new chapter in his life. Since he needed his parents' advice on how to proceed, he decided that it was time for him to be completely honest to them... about everything. This was the first time since being placed in the foster family that he told anyone about his magic and to his surprise, his foster parents were very enthusiastic and accepting about it.
Samantha and Ronald didn't look like it, but they had connections with some of the War Mages within the country. They decided that using his magic for a good cause would be a nice way to let go of the past and work on the future. Matthew thought about it for a moment and although using his magic once again scared him, he agreed with the duo. This time, he would have to lie. He wouldn't have to fight for his life. He wouldn't have to hurt people who didn't deserve it. He could be honest about everything and nobody would be there to punish him for it. However, there was a huge mismatch between the behaviour and values of the War Mages and himself. They weren't exactly welcoming to him, since he was considered to be filth that Fiore wouldn't keep, and so they didn't want to waste any time on him. After Matthew told Samantha and Ronald about the unfortunate encounters, they mentioned the Rising Starborn wizard guild in Rembrandt. This seemed to be way more interesting to Matthew. People who probably treated each other like family and did what they thought was right. It seemed too good to be true. This was something he really wanted to try out.
Matthew took his bernese mountain dog Belle and decided to rent an apartment the dog could stay at while he went to introduce himself to the people in the guild. It might have been a stupid idea to rent a place to stay at before being accepted, but he did impulsive stuff like that once in a while when he found a new passion.
Personality: Someone that always has a smile on his face, Zenith is a very kind and honest person with a strong sense of duty and justice towards his fellow man, even if he does not know them. He is the kind of guy that will sit there if someone needs to vent or talk and listen for as long they need him to without judging them. A patient man, he does not tend to resolve issues with violence, but with words if it can be avoided. A surprisingly sarcastic, sassy person with a sharp tongue though all in good fun.
Very few can match him in discipline. Zenith is the kind of man that would wake up at 5 AM every day with a smile on his face. His skin is very thick so it would take a great deal to actually make him angry though it is best to not test those limits.
At first glance with his bright and social nature, one would assume that he would be extroverted, but he actually is quite introverted. He needs his alone time or else he become quite the grumpy individual.
History/Bio:
Do the right thing, that was the lesson that was hammered into Zenith growing up. His parents were Rune Knights, his grandfather before then, and before them there was a tribe, they descended from named Uru that protected Fiore long before the kingdom was established, where an agreement that their people would serve the kingdom in exchange to letting them continue on their traditions. They strove for ideas of justice and service to the people of Fiore. They were everything that all knights strove to be, even until the moment they died protecting people from dark mages.
It was to no one's surprise that Zenith decided to follow into his parents' footsteps to become a Rune Knight as well. He enlisted and trained at a military academy to become a disciplined, powerful soldier and when the time came, he sure enough earned his spot in the Rune Knights. He did not even last a year.
The issue was not resolve, laziness, or any sort of behavior that would be disgraceful to the Rune Knights. It was quite the opposite in fact. Zenith was assigned to a precinct Hargeon Town and while there, he discovered that there were multiple people fudging the numbers on the number of arrests made to make it seem like they were accomplishing more than they actually were. Of course, he investigated and brought evidence in the form of audio recordings and documents to his superior officer. His superior told him that they would look into it. This was the biggest mistake of his life.
It began with his peers harassing him, then given an extra workload only to be given a poor performance review no matter the result, and then he noticed that other Rune Knights were actually following him everywhere he went. There was no debate that this was some sort of intimidation tactic, but it would have taken much more to deter Zenith from doing his job...and they were quick to realize it.
Zenith was arrested and charged for conspiracy of leaking classified info to Dark Guilds, a crime that he did not commit. He was held in prison for two months and when the day came to the trial, the charges against him were dropped due to lack of evidence, but he knew that this was simply just a message to him; that he was completely powerless and if he ever stepped out of line again, they would make every little moment of his life into a hellish experience.
He had been intimidated, disgraced, and humiliated. His career was dead in the water and there was no future for him in the Rune Knights, even he could see that clearly. The only thing left to do was to leave, but not without a parting gift; he made sure that he had copies of the evidence he compiled for the fraudulent data and dropped it off at newspaper because if he was going down, it may as well have been in flames.
Problem now was that after having that criminal charge on his record and the media shit storm he caused, his job prospects were nil at best. He eventually did return home and eventually decided that he had no chance of life in Fiore and that he would need to leave the kingdom. At the same time, he was asked to take Akemi, a girl that he shared a sibling bond with, as far away from Fiore by her grandparents to which he agreed to.
They travelled through Ishgar not without incident no small part to Akemi and eventually arrived in the kingdom of Pergrande where they found a strange sight, a traditional guild. They had heard rumors and did seek it out, but he was not sure what to expect. They did end up joining as a way to obtain stable income and perhaps find a mage that could treat Akemi's condition.
Beast Soul - Minotaur: A bipedal, muscular bull while slow, has great physical strength that can easily smash through several layers of concrete and stone.
Beast Soul - Gungnir: A streamlined, lean body of a bipedal insect-like creature with compound eyes and a herculean beetle's horn. Gungnir is his fastest form currently. To the trained eye he still appears to be a blur and at his fastest he can create an after image of himself.
Beast Soul - Iron Devil: A bipedal lizard-like creature with sharp claws, fangs, and durable armored scales that resemble iron. It is a durable form that can withstand considerable duress, and its fangs and claws are as expected to be razor sharp.
Beast Soul - Zephyr: It takes the form of a mighty eagle with razor sharp talons with crush force that can shatter stone and a durable beak. What it lacks in combat versatility it makes up with speed and mobility in the air. Typically used as a partial takeover.
Takeover - Crystalized Soul:
This is a form of ancient, deep magic from his Uru ancestors. When the first beings gained sentience, they began to ask why. Why did things work the way they did? Why did they happen? How could they happen? When collective thought thinks about these questions en masse, they can give birth to a new creature, something that isn't a god or could be called sentient. They are more akin to elementals in that they purely represent an idea, something that can only cause destruction if left unchecked. When used, each form influences the user's personality depending what idea they represent and require much, much more magic to use.
The entity that represents humanity's unending grief. Passed onto him after his mother died.
Appearance: A strange, unnerving humanoid being. Nevermore stands at 8 feet (2.4384 meters) tall though it is always slouched, making it appear shorter than it actually is. Its body and its limbs seemed to resemble long, gangly black tree branches despite the fact that they have a texture of wrought iron. Those same branches make up its torso to form something that resembles ribs. Protruding from its back are those black, iron branches except they are sparsely covered feathers made from the same material to create something that looks like wings. Its head is humanoid save for a raven-like beak and also has the same black coloration as the rest of its body and its mostly featureless save for when it opens its mouth to reveal its human teeth and long, sharp tongue.
Abilities: Darkness: It is not darkness in the traditional sense, but more of the "gravity of darkness." The darkness that Nevermore generates manipulates gravity within its reach. This darkness can be used in wide swathes or can be shaped into attacks such as spheres or blades of heavy gravity. Nevermore, despite its wings, cannot fly so it uses its darkness to simulate flight. However, at the moment it is quite taxing on his body, so it is not something that can be used in quick succession.
Limb Extension: Nevermore can extend and retract its limbs. Can use its limbs for long range attacks and such.
Branch Generation: Nevermore can create more branch-like limbs from its body that can be used for a variety of purposes, such as wrapping new limbs around its already existing limbs to make a heavier attack, increase defense, a flurry of attacks, and so on.
Notable Spells: Plutonian Shore: Darkness expands in all directions to cover all exposed surfaces. Anything that is caught in the general area of the darkness will experience intense gravity pushing their bodies down and crushing them into either dust or into submission.
Blades of Pallas: Zen creates blades of darkness though they are technically not sharp. They have a such an intensely strong gravity that whatever is caught on their edge is just cleanly cut in half from the impact.
Endless Night: Zenith creates numerous spheres of darkness that hover in the air far and wide. Then they shoot out branches of piercing darkness that branch out irregularly until the spell fills out an entire area.
Lenore's Maelstrom: Zen generates countless spheres of intense gravity that swirl around the target, ripping them into pieces as the spheres collide with the target.
The entity that represents humanity's unceasing rage. Passed onto him after his father died.
Appearance: A hulking beast of a creature that appears to be made of red stone with bits of stone protruding in its body in strangely organic shapes. It has no eyes, only a mouth with teeth made of stone. What people would mistake for markings glowing around its body is magma flowing through open crevices like blood pumping through veins. Its spine protrudes from its back with spikes that travel down it its tail. Its claws are also just made of stone.
Abilities: Immense Strength: This is a form that can lift a building and smash someone with it.
Immense Durability: It is like punching a mountain. Any blow would be lucky to even crack its stone body.
Absolute Rage: Using this form induces so much rage that mental magic just doesn't work.
Magma Generation: This form can generate magma for attacks, but they are not precise techniques due to the rage that is constantly tearing at his mind and more like a sledgehammer being swung about.
Strengths: Trained Soldier: A disciplined and effective fighter even without his magic. He is most comfortable with Hand-to-Hand combat and typically does not need weaponry due to the nature of his magic.
Detective: As someone whose old job required him to track down criminals and solve cases, he is quite proficient at complex problem solving and has great intuition.
Poison Immunity: After repeated consumption of Akemi's cooking Zenith resists most poisons if not just straight up immune.
Cooking: Is just a really good cook. Part of his job as a guild member is to be the guild chef.
Weaknesses:
Too Selfless: At times he gives so much of himself that fails to take care of his own needs. Sometimes there are those that take advantage of his good will.
Explosive Emotions: He puts everyone else at first instead of facing his own issues, so he bottles it up until he can't take it anymore. For all the times he lends a shoulder to cry on and be someone that everyone can rely on, he doesn't know how to ask that from others.
Akemi: Despite not being his sister by blood, she is still family to him. She is his responsibility and given her sickly, sheltered nature he is always worried about her.
Guild Mark Location: Lower back, Blue
Extra: Is very good at cross dressing and makeup. He will be prettier than you.