Reserving for Later
[table][row][/row][row][cell][h3][b]NAME[color=2e2c2c].[/color]HERE[/b][/h3][/cell][cell][/cell][/row][row][cell][center][hider=Appearance][img]Image Here[/img][/hider]
[i][sub]| Age | Height/Weight | Gender |[/sub]
"Quote here."[/i]
[sup][b]PERSONALITY:[/b]
| (What does this person like, dislike, enjoy, etc? Do they have a pet peeve? How do they show affection? Do they have a certain manner of speaking or do they have any physical tells/habits? Etc etc.) |
[b]MAGIC:[/b]
| (Give a name and a description to their magic here. It could be as simple as "Fire Magic - A common magic of the four basic elements, allowing a mage to manipulate flames or apply them in various ways." or something more unique like "Chain Magic, Flower Magic," and so forth.) |
[b]SPELLS:[/b][/sup]
[hider=SPELL LIST][list][*]Name of Spell - Form (Healing, Offense, Defense, etc) - Description of Spell.
[*]Name - Form - Description
[*]Name - Form - Description
[/list][/hider]
[sup][b]ABILITIES & SKILLS:[/b][/sup]
[hider=SKILL LIST][list][*]Name - Description. These should be things that'll be useful to Magic Knights like certain physical capabilities, traits that are useful outside of combat like a keen intellect, and so forth.
[*]Name - Description.
[*]Name - Description.
[/list][/hider]
[sup][b]GOALS & FEARS:[/b]
| What is/are their lifelong dream(s)? |
| What thing(s) (besides not achieving their goal) keeps them up at night? |
[color=2e2c2c].............................................................................[/color][/sup][/center][/cell][cell]HISTORY HERE[/cell][/row][/table]
NAME.HERE | |
Image Here | Age | Height/Weight | Gender | "Quote here." PERSONALITY: | (What does this person like, dislike, enjoy, etc? Do they have a pet peeve? How do they show affection? Do they have a certain manner of speaking or do they have any physical tells/habits? Etc etc.) | MAGIC: | (Give a name and a description to their magic here. It could be as simple as "Fire Magic - A common magic of the four basic elements, allowing a mage to manipulate flames or apply them in various ways." or something more unique like "Chain Magic, Flower Magic," and so forth.) | SPELLS:
ABILITIES & SKILLS:
GOALS & FEARS: | What is/are their lifelong dream(s)? | | What thing(s) (besides not achieving their goal) keeps them up at night? | ............................................................................. | HISTORY HERE |
TRISTAN.GOFFE | |
| 16 | 173cm/73kg | Male | "Nothing made purely by magic lasts. You have to put your hands on something to build anything real." PERSONALITY: | Tristan often comes across as rather dour and stoic. He isn't exactly broody, but certainly quiet. Often he doesn't seem to know what to do with his hands, and defaults to holding them still by crossing his arms, putting his hands in his pockets, etc. Give him anything minutely crafty, however--a ball of clay, paper and pencil, etc--and he'll soon show signs of a creative and inquisitive mind. The strongest opinions he has are all related to craftsmanship; most other things, he couldn't care less. That said, he has a kind heart and strong community values, having grown up in one of those kinds of villages where everyone knows everyone. | MAGIC: | Sword Magic: A magic that allows the user to create swords out of their mana. Further mana manipulation can be accomplished through using the blades as a focus, and more advanced spells imbue certain qualities into the swords themselves. Once given shape, the swords can be stored in the user's grimoire. At a certain level of control, they can be manipulated telekinetically. | SPELLS:
ABILITIES & SKILLS:
GOALS & FEARS: | He wants to at least make Senior Magic Knight before he retires, though he has no delusions of being a Captain or much less the Wizard King. He just wants to send enough money back home to support his family...and maybe one day open his own workshop in the royal capital. | | He worries that he isn't ambitious enough; that nothing he does is of real, enduring value; that his life is somehow pointless because all he wants is to do the same thing his father does, and his father before him, and so on. He constantly compares himself to others who are more driven and goal-oriented and feels a deep sense of inferiority. | ............................................................................. | The Goffe family are a small bunch. Father, Mother, Tristan, his older sister, and his younger brother. But going back several generations, they have lived in the same village, working the same forge. They fix plowshares, sharpen axes, make hammers and nails...and, every so often, a spear or a sword. Not exactly master crafts, but enough to get a local guardsman or occasional mercenary along. A little magic helps the process along here and there--Tristan's grandfather had fire magic used to stoke the bellows, and his grandmother's earth magic is probably what influenced his father's iron magic--but by and large it all comes down to elbow grease and skill. Tristan had never imagined the possibility of being a Magic Knight. Oh sure, as a kid he played knights and devils with the other brats, and the braver boys sometimes went on little excursions through the forests. But, the way his father taught him to swing a hammer, and pedal a grindstone, and polish, polish, polish until he couldn't feel his hands anymore...it turned into an appreciation for the gleaming metal he held up afterward. And seeing the thankful face of a farmer whose pitchfork or hoe he'd made, or the smile of a toothless old woman whose soup pot he fixed, was a good enough reward for him. Then he received his grimoire. He'd wondered if it would be something fire related like his grandfather, or if his mother's wood magic would be passed down instead--he could still use it to help make handles and tool shafts. Instead, the book that came to him sprouted a sword's hilt from its pages. "Hey, Tristan got Sword Magic! Isn't that kinda rare?!" "They say the Anti-Magic King had different kinds of swords in his grimoire too--do ya think they can cut through other magic?" "He's got to be a magic knight now, huh? What better use is there for magic like that?" He didn't feel the same connection between the blade in his hands, and the ones he'd forged with hammers and tongs. The swords he made with his meager mana couldn't last forever. For being a "rare" magic, it sure didn't actually seem all that powerful or versatile. But it was true that swords had no real use except to fight. Maybe...maybe he could give it a try. If he failed, then oh well, he could just go back to the village, and the forge... |
Lanner Abelfraw | |
________________________________________________________ "Don't try to paint me in your shade; I'm coloring my own heart!" PERSONALITY: A free-spirited tomboy with a good head on her shoulders. Lann is always active, ready for a game, adventure, or some rough housing. She is a lonely heart, and tends to stick near others so long as her presence is welcomed. She can take the hint if it's not. Just as her magic prevents her from being held back by physical barriers, neither is she easily bound by rules or social conventions. She does not discriminate between people by country, sex or status, and becomes uneasy when others do so. She does what she thinks is right no matter the situation, and is willing to befriend just about anyone. She is generally an open person, though like anyone else there are some things she keeps to herself, such as feeling like she doesn't quite fit in anywhere. One thing she makes sure to say though is that she would very much prefer that people be casual with her, and call her "Lann" or "Lannie." MAGIC: Spatial Magic Allows the user to manipulate the fabric of space to a certain degree. Usually this magic takes the form of movement abilities, such as warping around an area or creating portals or otherwise magic doorways that instantly connect two places. This magic can be used in other ways and has the capacity to be destructive at advanced levels. SPELLS: Door to Door - Supplementary Creates a gateway between two places, allowing objects and people to pass through. The larger the gateway, the more mana is used to create it. The gateways can only be formed in places Lann can actively see, or places she is already familiar with and can easily visualize in her head. Distant Strike - Offensive/Supplementary Similar to Door to Door, but on a smaller scale. Lann creates a pair of small portals during the instant she throws a punch or kick, one directly in front of her and one in front of her target. Allows her to strike targets she can see but that are not in melee range. Could also be used to grab something quickly. Dimension Purse - Supplementary Creates a fold in space that items can be deposited into and retrieved out of, effectively eliminating the need to carry a bag. It lasts until Lann dismisses the spell, or she falls asleep or unconscious - at which point all of the items inside tumble out. At the moment only small items can be stored in it, with a total weight limit around 10kg. This spell cannot contain living organisms or magic tools. ABILITIES & SKILLS: Mana Well Being of noble blood, Lann has a high amount of mana relative to commoners. Her level of mana is on par with members of other noble houses, outliers notwithstanding. Because of her wellspring of mana, it takes longer for her to tire out when using her magic and she can cast larger spells more frequently. Tenacity She isn't one to let things go easily, especially in regards to herself. This has led her to accomplish things that she would otherwise never have learned, such as how to throw a punch. Her "never say die" attitude can be infectious. Comportment Since Lann was raised to become a noble lady, she can navigate the customs and niceties of Clover Kingdom's elite - she just doesn't prefer to. Still, if it is ever needed she can carry herself with grace and etiquette befitting a noblewoman and perform in formal settings. GOALS & FEARS: > Aside from becoming a Magic Knight, a newfound dream of hers, Lann wants to help people see eye to eye. Breaking down borders, whether between social classes or countries, is something she strives for in her heart of hearts. > Lann is afraid of falling short of her own expectations for herself, and she'll probably admit that if prodded, but what she is really afraid of is never really finding the place she belongs. She feels disconnected from her fellow nobility, the common people, and she doesn't find that she is considered 'one of the girls' or 'one of the guys.' ............................................................................. | The Abelfraw family - a prestigious noble house in the Clover Kingdom. Although not as old or illustrious as some other houses, nevertheless the Abelfraws have prospered over the last century and produced a number of capable, competent heirs. This is the case in the current generation as well, although Lanner is not that heir. Lanner is third in line for head of house, behind an older brother and sister. Although unlikely that she would ever take over the house, she was raised in a strict environment of etiquette, poise, and acumen... and did not excel at any of it. She could never see the point in things like that, especially when all she would be expected to do was live in luxury and be betrothed to another family. Her own would always remind her that all members of Abelfraw represented their house, whether the current head or the youngest daughter, so it wouldn't do for her to lack in social graces. Her life was rather boring and lonely. The only area in which she thrived was magic. When she received her grimoire and discovered her spatial magic, both she and her parents were thrilled. Suddenly Lann's avenues for the future opened up. One downside for her parents, though, was that they could no longer control her so easily. Well... they never really could, but now it was even harder. As a preteen she had grown rambunctious, prone to slipping out of the estate looking for friends and adventure. Unfortunately she never really found either; she was too rough for the other noble girls, too strange for the noble boys, would be put on a pedestal by commoner kids, and when she went even farther into the peasant districts she found that once it was discovered she was of noble blood, the lowborn children would avoid her on principle. Still she never gave up trying, sometimes even resorting to disguises to find playmates. Whenever house servants found and returned her home disheveled after playing in the fields by herself or seldom with other kids, she would be confined to the estate as punishment. After receiving her grimoire, that was no longer possible. Lanner attended magic tutoring, but shirked her other lessons on a whim, escaping to almost wherever she pleased around the city with the use of her magic whether day or night. More often than not it was for simple fun, but sometimes she would stumble upon someone in need of help. She would jump to that person's aid, whether it was pulling a cart or driving off a bully. Her rough and tumble ways of childhood paid off in times like those, but she still noted that the reaction of the people she helped varied wildly whether they were a commoner or a noble, or whether they knew she was one. Now the division of her younger years was really starting to get under her skin, especially since she was getting old enough to understand it. Her hooded disguises from youth popped up again once or twice just for the convenience of getting around the social stigma. Eventually, her brother suggested she actually try out to be selected as a Magic Knight. This idea tickled Lann, who already considered herself as a helpful heroine to the people. Why hadn't she thought of that before? She and her entire family are confident she will be accepted into a squad, and though her parents hope the knights' training will drill some discipline into her, Lann views it as the logical next step in her life. |
NAME:.Hikari Tahada | |
| 16| 6'2/193 | Male | "I’m going to purge this world and make it pure… only I can do it." PERSONALITY: | Surface level, Hikari is a very nonchalant person who isn’t afraid to approach situations with a smile and kindness. He puts people first, an extrovert interested in learning other people and their interests. Internally, he’s a very paranoid person with a boiling anger and judgemental attitude. He’s analytical and easily irritated from the smallest things he deems stupid or not worth his time. What some may call Two-Faced, Hikari would say he’s just smart enough to know which cards to play. He’s not above using people and situations to advantage himself and his goals. However, he isn’t completely heartless as he’s fiercely loyal and caring to whom he lets close. Hikari has a habit of laughing whenever faced with an emotion he’s attempting to suppress, which furthers his appearance of being a kind and optimistic person. | MAGIC: | Steam Magic: Hikari is able to create, shape, and manipulate steam. The more mana he pours into the steam, the hotter it becomes even to the point of burning someone. | SPELLS:
ABILITIES & SKILLS:
GOALS & FEARS: | Hikari dreams of purging the world of criminals and evils, including kingdoms. His ideal world where everyone can live peacefully, without the need of money or servitude, he believes can only be brought by someone with ambition to do whatever it takes. | | Regardless of his ambitions or stature for his age, Hikari fears being powerless and fears not being able to bring change. He’s insecure about his own magic, and any show of weakness or defeat can lead Hikari into a depression which further feeds into his need of wanting control. | ............................................................................. | All Hikari knew growing up was the criminal underworld. The last memories of his immigrant parents were of them getting arrested stealing food. He would fall down a similar path as a child, seeing as that’s all he knew with no guidance around. A man popularly known as Vander took him off the streets and let him into his gang. Hikari was small so he was good at slipping in and out of places to steal for Vander’s gang, and in exchange all he wanted was food and to learn how to read. Hikari took a keen liking to reading and gaining knowledge, yearning to surpass those who taught him. As he got older, he would go through multiple growth spurts which made him more noticeable and less stealthy. Looking to still earn his keep, Hikari allowed Vander to train him in hand-to-hand combat. As he was adult sized, he made a perfect body guard and extorter for the gang instead of a petty thief. Hikari would often stay quiet on these missions to avoid revealing his child-like voice despite his stature, nor would he need to as most of the debtors were already intimidated by his presence. Knowing that Hikari loved books and was turning of age, a member of Vander’s gang snuck out with him to the grimoire ceremony. Hikari would end up receiving his own grimoire. Excited to let everyone know about the event they would return, not to celebrations however, but to the bodies of their companions accompanied by shouts of battle. The remaining members vs knights. One such knight would approach the two, and before Hikari knew it he was screaming with steaming emitting from his hands. The memory blurred until this day of him killing the soldier, all he remembered was staring at the blood on his hands being vaporized away by the steam. He was grabbed by the shoulder and told, “Sorry kid, you’re back on your own.” by Vander before he felt himself being dragged into a shadow portal. “They don’t know your face, kid, promise to live for something greater than… this.” The portal would close and Hikari would find himself on random farmland. He spent the night against a tree, sobbing as he ran through the faces of his comrades wondering why he deserved to lose a second family again. Criminals, yes, but never evil. Just a group of people trying to make ends meet. The sadness turned to anger, and the confusion led to newfound motivation. He didn’t know what he did to deserve this life, but he would take Vander’s words and fulfill his promise. He would work day and night to master this new power, to purge this world of evil from the lowest to the highest levels. He was going to change this world for the better, no matter the costs. |
@Agunimon Accepted! Is the Abelfraw family known for anything in particular within their holdings, like a kind of industry or agriculture?
Parin.Kia | |
| 16 | 157cm / 46kg | Female | "Put some money on it. Alright, how much you bettin'? ...you're serious? That's it!? Put it all on the table!" PERSONALITY: | Parin is cheerful and charismatic. She holds sympathy for people in similar spots to her, such as the poor or those who have suffered grave losses. While she has an easygoing exterior, on the inside she's secretly judging the other person. Not in a mean way, more that she's gauging their character and deciding her next moves based off of that. She doesn't let herself get too comfortable or feel safe very easily. If someone were to ask about her personal matters, they'd meet a wall. However, given enough time and they're shown Parin's blinding sense of loyalty. Once someone passes her tests, she's with them for life, and she would give them any sort of service they need. She loves to tease no matter her familiarity with the other party. She has thick skin. She wants to eat the rich for breakfast, lunch, and dinner. She may seem outwardly greedy, especially due to her eagerness to squeeze as much money as she possibly can out of every situation, but it comes out of love for the orphanage. It's her way of giving back and servicing them. Parin is also great at masking her emotions, thanks to living a life of trickery and conniving. She naturally has a loud voice. Work smart, not hard, these are a few words that she lives by. | MAGIC: | Water Magic - One of the four basic elements-- a magic which allows the user to generate and take control over water. | SPELLS:
ABILITIES & SKILLS:
GOALS & FEARS: | She wants to earn enough of a fortune to buy Hari a really, really big house. Besides that, consistently giving back to the orphanage in some way is what keeps her going. In general, though, she'd probably feel fulfilled if she could provide meaningful support for anyone. | | She feels lost, and honestly doesn't care much for her own well-being. "Providing" for the orphanage is one of the few things that gives her drive, a goal, focus in life. She doesn't know what to do for herself, or what she wants. She doesn't even consider herself as someone who deserves to have anyone care about what she wants. Her parents wouldn't have abandoned her otherwise. In her mind, any action has to be framed as benefitting someone else, or else she just doesn't have any drive to go about it. She has a fear of abandonment. And of her actions catching up to her; she's escaped so many of her escapades off dumb luck that she feels it's a matter of time. Nonetheless, whatever danger she puts herself in doesn't matter if it's for something as important to her as the orphanage. | ............................................................................. | Parin hails from a long lineage of adventurers (rather, thrillseekers and treasure hunters). The Kia family has been said to have stolen some of the world’s most priceless gems, afterwards pawning them off to whoever’s willing to give up their prettiest penny. This, of course, is among other tales —like of the “countless demons” slain by her great-great grandfather with his use of earth magic. Or others which detail her great-great-great-great grandmother’s pioneering when it comes to the applications of plant magic. She’s never been proud of her family, not even for a second. It’s not because they or she did anything—she’s simply never been able to. The Kia family, while once said to have a large, sprawling family tree, had undeniably been dwindling down in the recent years. This culminated into the last true surviving member of it being her mother. By the time of Parin’s birth, the legends of her family were nothing more than a distant memory. Despite that, her mother had still inherited the Kia family’s undying desire for adventure. As a result, she and her lover (Parin’s father) decided to go on their last adventure together, making a promise to themselves to come back for their daughter. They entrusted Parin to one of her mother’s closest friends. The friend in question just so happened to be in charge of an orphanage, which was the place where Parin was raised. They have yet to be heard from. Parin’s mother’s friend, Hari, has long since made the decision to never tell the girl her family's history unless she’d asked. Only the elderly would know her Kia name now, and even then there’d be little reason for them to bat an eye. Hari gladly risked being hated for hiding the truth if it meant Parin would be able to grow up free of any burdens. Although Parin would eventually at least find out what her parents are doing (and their most likely tragic fate), the truth about her family's "legacy" never mattered to her. She’d been in the orphanage practically since birth, so it’s all she knows. The other orphans didn’t have parents either, so it became something to bond over rather than a struggle. They felt united by what they didn’t have. The orphanage was a rough place to grow up, to be sure. It wasn’t in the richest area already, and having one (middle-aging) woman be the primary caregiver meant the orphans often had to just make do with what they had. But they would work together. The eldest of them would pick up chores such as cleaning or laundry, so that Hari could focus on being there and interacting with the children while she wasn’t trying to provide for them. Parin, having spent her whole life with Hari, always had a deep desire to help her. She noticed Hari’s worst struggles always happened to deal with money. So, she thought of ways to help out with the money, even as a young child. She started off as a typical beggar, and it would serve her well until she hit her preteen years. The older she got; the less people looked her way. She had no other choice but to stop trying to get other people to help her. She had to help herself. Stealing was the next step. When Parin was around 11 or 12 was when she’d begun practicing her sleight of hand. Even if she fumbled or ended up otherwise getting caught trying to snatch someone’s moneypouch, she would simply run away. The people didn’t tie it back to the orphanage because she never stole too close to the orphanage, and she was an orphan child in a large realm. Nobody knew who she was anyways. She always wore a cloak to hide her appearance, and she'd switch them out so as to keep people off her trail. Along with that, she'd always take atleast one day off before heading back out. Her constant trial and error lead to her learning her area like the back of her hand; she’d needed to if she wanted an edge up on the adults. Hari would always show suspicion and dismay, especially when Parin had especially good days/nights out, but Parin never paid it any mind. She was always careful enough not to get too caught up, and only became more careful as she grew older. And either way, the kids needed the money more. They always did. When it was time to receive her grimoire, Parin didn’t really care. It was Hari who was ecstatic. She couldn’t wait to see what Parin would have, what magic she would develop and how she’d use it. Parin had seen other orphans gain some crazy magic in her days, and they had all immediately changed their lives and become Magic Knights. Parin knew that even if she did somehow end up taking that same path, she’d always have the end goal of giving back to the orphanage in mind. After recieving her grimoire, and discovering that her affinity lied with water magic, it was Hari who had urged Parin to become a Magic Knight. For if she were a Magic Knight, she’d able to take jobs for money and do good deeds for others (which, Parin thought, lead to money aswell). Hari didn't tell her, but her main reason was wanting Parin to have a chance to find herself and do something for her own sake for once. Not for Hari, and not for the kids. Either way she began training and studying her magic immediately. It was what Hari wanted, so it was urgent. Even though she wants to become a Magic Knight, she still holds her value of supporting the orphanage above everything else. So, she’s still stealing. And lying. And swindling! It’s for the kids, you know. |
Solveig von Brandt | |
| 16 | 170 cm & 60 kg | she/her | "Improve, day by day, month by month, year by year. The only one you need to overcome…is yourself." PERSONALITY: | Driven | Inspiring | Conventional | One-track | Competitive | Spirited | | Solveig enjoys training, both physical and magical. Though she claims all she wishes is to become the best version of herself, she is a feisty opponent who enjoys contests and is given to rivalries. Even deeper runs her desire to protect, however, a past tragedy of loss haunting her. Despite that – maybe because of it – she is kind, supportive, and optimistic. In casual situations, she is usually sporting a warm, kindly smile. Yet, her ferocious manner of fighting belies any notions of her being easy going. | MAGIC: | Ignis Draconis Magia [Fire Dragon's Magic]: Calling upon powers of the legendary fantastical creature, the user can conjure and manipulate flames, self-enhance their abilities, and use transformation magic (i.e. shapeshifting). A derivative of fire magic which offers more versatility, but is difficult to master. | SPELLS:
ABILITIES & SKILLS:
GOALS & FEARS: | Solveig’s goal is to become one of the greatest Magic Knights, because she wishes to protect her home and her loved ones. She wishes to inherit the lands her father rules over, and to prove to him that she is capable of not only surviving but thriving. She strives to eliminate Devils and Devil Cults. She will not abide any who wish her family ill. | | Sol has already lost her mother. More so than not being able to prove herself to her father, she fears losing him. Solveig is also afraid that if she becomes too badly injured – or worse, dies – she will be leaving him behind, all alone. She knows it would break him. She still has traumatic memories of the demon which had attacked her home. | ............................................................................. | Solveig was born on the very southern tip of the noble realm, with the von Brandt family overseeing a small territory which extends into the common realm. While theirs is perhaps not as historied a legacy as the more central nobles, nor as rich, the von Brandts have established themselves as a respectable militaristic family, and have held some renown since about two centuries ago. A relatively recent lord – Solveig’s grand-grandfather – had met with success in mercantile business, as he’d established a reliable transportation and mercenary network. However, with the ups came the lows. Outbreaks of rebellion, strife, banditry, and the rise of Devil worshipping made for a busy time. Whether hired by commoners or nobles, or ordered on missions by the crown, the von Brandts answered the call to duty. On the one hand, this gave the family a chance to earn more fame. On the other, it exposed them to retaliatory attacks, assassinations, and made their family members prone to a shorter life span. When Solveig was born, her family was doing well, but with their numbers in a slight decline. Her paternal grandparents had taken over the business side of the family, having retired from the military. Her maternal grandparents were both commoners; her grandmother a retired adventurer who’d explored many a dungeon, and her grandfather a master jeweler. Her father Cináed had earned glory as one of the best duelists in his youth, and operates as a Magic Knight to this day. Sol has always admired him, though she didn’t see him much, as he was often away for work. In contrast, her mother Belinda, had taken an extended break from her Magic Knight duties to look after her. Many of the stauncher nobles had criticized her father for having married a commoner. These same people denounced Bel’s decision to focus on rearing her daughter. Her parents never paid mind to the stigma, however, and Sol wasn’t affected by these tensions in her younger years. If only those carefree, loving, blissful years had lasted. When Solveig was but 5 years of age, disaster struck. A Demon Cult targeted her family and her town at a time when both her father and uncle, the most powerful of the living von Brandts, were too far away to do anything about it. Houses were destroyed, stores ravaged, the streets strewn with corpses. Even so, the family’s reputation was not for nothing. Those present in the town put on a valiant fight, and prevailed. All things considered, it could have been much worse than it had been. And yet… And yet, Sol’s mother had died protecting her. That day, Solveig’s world as she knew it came crashing down. To this day, she still has nightmares. Of the screams. The scent of iron. The warm crimson lifeblood spilled, the reign of chaos and destruction. It was a horrific, terrifying event, and it made a mark on Sol’s very soul. Yet, as deathly frightened as she’d been, she determined that she’d never let anything like that happen again. And so, Solveig trained. She convinced her father, begged her uncle, roped in her cousin, hounded soldiers and guards, and finally received official tutoring. After her mother’s death, Cináed became emotionally distant and harsh, his words often cutting, his spartan training unyielding. Even as their spars left her beyond exhausted, at times even injured, Sol appreciated the lessons with her father the most, and has eagerly emulated his combat style. The type of grimoire she received was slightly odd, as it pertained to a fantastical creature, yet it was fire-based magic, a trademark of the father’s side of her family. Applying for the Magic Knight Entrance Exams now that she can is the most obvious, natural thing in the world for Solveig to do. |
@SilverPaw The one change I'd like you to make is that, for her magic, I think we should specifically call it Fire Dragon Magic or something along those lines. There are instances in Black Clover of different "types" of Dragons (for instance the "sea god" Leviathan is obviously a water dragon). So leaving it as "Draconic Magic" is a little too open ended for my tastes. Other than that, unless there are other things you'd like to ask about, Solveig is accepted!
Based on the ages you gave, the demon attack that killed her mother would've taken place roughly 11 years ago. 3 of my current Captain NPCs would've been active, though not Captains, at that time, and you say that are father is currently a knight to the present day. Do you have any preferences on which Knight Squadron would've defeated the demon (it could've been a joint effort between multiple knight groups if you'd like), or which squad her father is still part of?
ILLIOS AVALONA | |
| 16 | 5’9/145lbs | Male | "When there’s tomorrow, why fight for yesterday?" PERSONALITY: | Illios often comes off as warm and friendly as he often smiles or laughs. He is a jovial and free spirit who often does as he sees is correct, good, or right. May it be when it comes to work or otherwise, he lives a life determined by his own hands and wishes for nothing more than to be the very best he can be. Illios enjoys expressing much of his excitement through active actions rather than just saying them. He speaks with a voice that is a little deeper than expected for a boy of his age and will often be quite steeped in his emotions, so his inflections of voice will shine through very easily. | MAGIC: | Sun Magic- A rare magic attribute that has its roots in the very aspect of the sun and its energy. Often it is confused with Fire Magic or Light Magic, as Sun Magic can manipulate solar energy to become flames, heat, or light. With this incredibly rare and powerful magic comes the fact that it is incredibly mana-intensive and taxing on the user. Making those who are not blessed by mana to struggle to use this magic. | SPELLS:
ABILITIES & SKILLS:
GOALS & FEARS: | Illios wants to become the best Magic Knight he can be. He wants to help people and put smiles on everyone’s faces, just like his mother did when she went through the cities with him. | | Illios fears that all he is doing is sullying his mother’s wishes. He’s afraid that he may not be able to be a Magic Knight, as he is worried, about what if he isn’t able to be a Knight. Yet most of all. He’s afraid of the idea, what if his mother never died, what if she left him, like his father did. | ............................................................................. | Illios was a born to 2 magic knights. They were well known in some respects, a great duo who could have made a name for themselves, yet they never did, as around the time of their rise, they had a child. They loved and lived well, often they were sent on missions separately as one stayed to take care of Illios, while the other left to work. Yet around when Illios was 5, his father left, with no rhyme or reason, leaving Illios and his mother to fend for themselves, yet his mother was not a women who was so weak to have dispaired over such a thing. She took Illios with her, as he spent the next few years with her in travel. Illios learned much of the world, yet most importantly, he learned how awesome it was to be a Magic Knight. Illios saw his mother as she was treated something like a hero. Even though she did her job, she put smiles on the faces of everyone she met and seemed to always make people happy. Yet when Illios was 10, he was approached by 2 people he never knew. He was informed by them that they were his aunt and uncle as they were going to take him to their house to stay for a while. Illios went, as he was slowly informed, his mother was gone, in her last mission, they were unable to find her. It took Illios a while to recover from that news, he stuck himself in his room as it took 2 months for him to leave. When he left his room he took up a hoe, and began to help his uncle till the land. He wore a smile, he began to work, and he began to improve. Illios seemed to almost become a spitting image of his mother, putting smiles on other people’s faces, and laughing. He laughed an infectious laugh that seemed to always get others to laugh no matter the situation. It was when he was 15 that when he made his wish known, that he wanted to be a Magic Knight like his mother. His Aunt and Uncle disapproved, he was the child of his uncle’s sister, and the only child they could have. Yet his warm smile and determined look was all that was needed to tell them. No matter what they did, he would do it, because that was his mother’s smile. For the next 6 months he trained, he worked, he played, and he learned he loved to use his magic. It was fun to use magic, it was fun to have magic and play with it, but most of all, it was fun to be so close to his goal. As the moment it came time to leave, he left with a smile, promising to come back with a cape. |
How exactly does someone receive their grimoire?
What's the political structure like in this region?
What are devils like in this setting?
Ludo Liszt | |
________________________________________________________ "I'm here for a good time, not a long time." PERSONALITY: | Ludo can be described as a 'thug with a heart of gold.' Sure, he is prone to getting into fights and other unsavory acts, vulgar, and generally rough around the edges but beneath all of that he is someone that at the end of the day tries to do right by others. If he could screw someone over and still do right by someone then that's even better. He is a social, charismatic, and affable young man that lives his life doing what he wants though that goes typically hand in hand with his tendency to take risks. Ludo loves fighting and is ready to throw down at a moment's notice, except if he thinks his opponent is not challenge as there is no satisfaction in beating the weak. However, he does have a bit of a temper and sometimes his first reaction is to solve it with violence, and he does hold a grudge. As a commoner, Ludo is not only sympathetic with the ongoing social movement but wishes to be a participant if it were not for his situation. He does show disdain towards most nobles, which does not help keep him out of trouble. | MAGIC: | Poison Magic: This allows Ludo to generate and shape a variety of different poisons in different states of matter. The effects of each poison could vary wildly, such as debuffs or more direct damage such as flesh eating poison. However, poison in certain doses is medicine, so Ludo can create poisons that have temporary buffs though they are not without side effects. | SPELLS: Touch of Death- Reinforcement, Offense/Defense - Essentially a lesser Mana Skin, Ludo coats his body or body part with a layer of mana infused with poison magic. Not only increasing his durability, anyone or anything organic that touches him will receive corrosive burns and this can be used offensively too when he goes in for close quarters combat. However, the durability/reinforcement effect will not be as effective as Mana Skin until he learns it. Lernaean Serpents - Curse/Creation, Offense - Ludo creates serpentine creatures made of poison that lunge forward to bite their target. The bite injects paralysis venom into the target, which will cause the user to struggle to move their own limbs. The bite strength can break through low levels of reinforcement Painkiller - Curse, Support - Ludo injects venom into himself or his target to either dull the sense of pain or turn it off completely, but the side effects of each increased dose or continuously applied dose will become more severe. The limit is three. A single dose dulls the pain around 25%, but due to the lower dosage the side effects are minor such as nausea, minor fatigue, brain fog after it wears off. A double dose will nullify the pain around 50%, but the side effects including much more severe nausea, brain fog, severe fatigue, double vision, and general bodily weakness. Three doses completely nullifies the pain and as well as the mentioned side effects all of the pain that his body ignored not only comes back in full, but it's also doubled. By the way, additional immediate doses after another dose will have the same negative side effects. ABILITIES & SKILLS: Beloved by Mana - Ludo would be considered an outlier by having mana rivaling that of the nobles. His large reserves would allow him to not only cast multiple spells at the same time with ease and cast large spells, but allows him to withstand battles of attrition when mana is concerned. Adept Brawler - He is not someone that has shied away from scraps and his many brawls have given him a certain set of skills. Despite not receiving any formal training, he has a good sense for combat and knows how to hold his own though his brand of fighting could be seen as dirty than honorable, but to him a win is a win. Keen Mind - While it would be fair to assume that he has a rock for a brain given his thuggish disposition, it would be wrong. Ludo is an intelligent young man with a very sharp eye for detail and is like a sponge for knowledge. He is very good with money and offers very good customer service though that last part was more because his father would lecture him about a happy customer is good tipping customer. | GOALS & FEARS: | His only goals are to become a Magic Knight, get his freedom back, and climb up the ranks to hold the people that have held a tight grip on him and his father's life responsible. Beyond that, he wants to make sure that his father will have a life where he would not have to work so hard anymore, but still work. He has to keep the old man busy somehow. He fears of what would happen if his plans were to fail. Ludo feels trapped in a situation that if anything goes wrong, his father suffers the consequences for his son's actions. | ............................................................................. | The Liszt family is as normal as any other family in the Clover Kingdom. They were fortunate enough to run an inn and tavern on a major trading route, albeit it is quite a modest abode that acts as their home as well though it is just Ludo and his father. Not too long after he was born, Ludo's mother took off and his father, Marco Liszt, did his best to raise his son on his own. He never really knew who his mother was, his father did not like to talk about her much, but it did not matter. They didn't have a lot, but they had each other and that was all they needed. Ludo was considered a special child, someone beloved dearly by mana unlike so many commoners. To other commoners, he was a star and a protector and to nobles he was nothing more than a nuisance, which was not helped by Ludo constantly butting heads with them. Other kids would become his followers, which would lead to him inadvertently creating an actual gang where he would lead them into all manner of trouble and mischief to the point, he was on a first name basis with the local authorities. A troublemaker he definitely was, but he was also known as the kid that would do favors for everyone without expecting anything in return and a good son that helped his father with the inn and tavern. For every bad thing someone could say about him, there were another ten things to speak positively about his character. Most children dream of being a Magic Knight and Ludo was no exception. He dreamed to one day be a captain and make sure his father never lifted a finger to work again and Ludo unlike most commoners had the means to do so. Things should've been straight forward, except they weren't. When Ludo was fifteen, he received is grimoire and that should've been the happiest day of his life. Instead, Ludo's father suddenly collapsed while in the middle of working. He had fallen ill, and he was not responsive towards treatment. The only thing that they had yet to try was to get someone to heal him, but there was no world where they could have afforded it. Desperate to save his only family, Ludo sought out known gang in the area that had connections and begged them to help, that he would do anything to help. They agreed and it was not long until a healer treated his father back to health. Now, the problem was the matter of payment. Ludo could not afford to pay, so he had two options: become his boss' child's servant or they would harvest his father's body and sell his parts on the black market. The gang members knew who he was, so they figured that his boss would see the novelty of owning a commoner with a deep well of mana. It was an ultimatum, but one that Ludo had no choice but to accept. His father knew none of it. Ludo made up a half truth, saying that he was able to get a healer, but he would have to go away and work off the payment. Of course, his father protested, but Ludo convinced him that he still needed time to recover and that he would visit whenever he could. There was very little time to spend with his father before Ludo was forced to depart, left to wonder what kind of person his boss was going to be. What he had not expected was to arrive at an estate. The boss of that gang was a royal. It had turned out that this royal had a criminal network all across the kingdom working under their thumb. They agreed that Ludo would work for him for a year, serving his child hand and foot as their personal attendant. That year he spent there was hell. The boss' child treated Ludo like a dog beaten by a stick and he could only take it. Any act seen as rebellious would void their agreement and his father would've been the collateral. All he had to do was stick it out until the next year, except that didn't happen. They never intended to let him go and he could barely hold it together to not fall into despair, except he received a new order. His son wanted to become a Magic Knight and in order to maintain the status of his son's servant he also needed to join the Magic Knights. If he were to fail, then there would've been consequences. However, Ludo saw this as an opportunity. A plan started to germinate, a plan to get his freedom back and it all starts to with becoming a Magic Knight. |