[hider=Reagan Fletcher] [center][img]http://i.imgur.com/XZpgkuc.jpg[/img] [url=http://youtu.be/xKnG2d9tZdU][i]They shush me [s](shh)[/s], walking me across a fragile line[/i][/url][/center] [b][u][color=228b22]N A M E:[/color][/u][/b] [indent]Reagan Fletcher[/indent] [b][u][color=228b22]A G E:[/color][/u][/b] [indent]21[/indent] [b][u][color=228b22]G E N D E R:[/color][/u][/b] [indent]Non-binary (they/them)[/indent] [b][u][color=228b22]R A C E:[/color][/u][/b] [indent]Human (demon-possessed)[/indent] [b][u][color=228b22]A P P E A R A N C E:[/color][/u][/b] [indent]They stand at five foot seven with short-cropped brown hair and light blue eyes. Their clothing is simple, but maintains the Fletcher family colours of green, black, and silver.[/indent] [b][u][color=228b22]M A G I C:[/color][/u][/b] [indent]Demonic Magic | Conjuration[/indent] [indent][indent]House Fletcher have, for generations, summoned demons who provide their children with magical capabilities. The ritual is binding, involving a process wherein the current head of the House would inject the demon inside the body of the child – normally around the age of ten or so – in order to allow the flow of magic to enter the child's system. Control over the demon is then practised by the child under direct supervision from armed guards of House Fletcher. Once it has become certain that the child poses no threat, they are once again allowed freedom to utilize their new-found abilities for the betterment of the House.[/indent][/indent] [indent][indent]The process is extremely dangerous and House Fletcher has suffered casualties many times. A child may not survive the initial phases of the possession or fall prey under the demon's wiles, eventually wreaking havoc in the household. The continued existence of the normally unwilling and vengeful demon also poses a threat and members of House Fletcher undergo a constant struggle of control over the demon.[/indent][/indent] [indent][indent]The demons that have possessed Reagan's body gave them the power of conjuration. Conjuration is the magic of casting spells which would summon either a living or non-living thing to the conjurer's aid. The process of casting a conjuration spell depends on the type of item or creature that the conjurer is attempting to summon and the length of time they wish for it to remain with them. Spells that summon non-living items such as weapons or bound armour are easier to summon and maintain than spells that summon living creatures.[/indent][/indent] [indent][indent]The conjurer is limited in a way that the casting process takes time and certain ingredients are required to summon a variety of items. For example, summoning a simple broadsword requires either a piece of an already crafted sword or one of the items utilized in the creation of the weapon. Summoning creatures requires more ingredients, such as a patch of fur to summon a wolf. Control over summoned creature also depends on the conjurer's abilities and concentration, and the amount of ingredients utilized in the summoning spell.[/indent][/indent] [indent][indent]The most powerful conjuration spells require the use of rare ingredients and a magic circle. There have been reports that these spells can take the caster hours to complete and drains the conjurer's magic so much so that not even small conjuration spells can be attempted in the following days.[/indent][/indent] [b][u][color=228b22]T E C H N I Q U E S:[/color][/u][/b] [hider=Summons][indent]Non-Living Summons[/indent] [indent][indent]Non-living summons do not require the use of a magic circle, but does require an open space for the summoned item to materialize. A piece of item related to the item the conjurer is attempting to summon must be the core of the spell and is the indicator of where the item will materialize. Non-living summons can last longer than summoned creatures, as they require little maintenance once summoned.[/indent][/indent] [indent]Living Summons[/indent] [indent][indent]Living summons require the use of a magic circle and an understanding of the creature's basic anatomy. The conjurer must then attempt to recreate this anatomy using simple items relating to the creature within the magic circle. For simpler creatures like golems, recreating the anatomy can be as rudimentary as the conjurer wishes, but for stronger creatures like dragons, it must be as detailed as possible. The summoned creature will maintain its intelligence and instincts, but will be guided by the conjurer like a puppet on strings. Maintaining control can range from easy to almost impossible, depending on the type of creature summoned.[/indent][/indent][/hider] [hider=Spell Magnitude][indent]Magnitude I[/indent] [indent][indent]Most non-living summons comprise the array of spells categorized as Magnitude I. These spells are the most easily cast with little to no effort from an experienced conjurer and materialize almost instantly, depending on the mass. The summoned items are not durable enough to last long-term usage.[/indent][/indent] [indent]Magnitude II[/indent] [indent][indent]Non-living summons using Magnitude II spells are more powerful and more concrete, allowing the conjurer to use them more efficiently, at the cost of a slightly longer casting time and concentration. The most basic of Living Summons can be attempted with Magnitude II spells, although control over the creatures is easily attained although they dematerialize easily.[/indent][/indent] [indent]Magnitude III[/indent] [indent][indent]Magnitude III spells require more time and are more taxing on the conjurer. Most of these spells can take minutes for the summon to materialize, although the results can be worth it. Non-living summons using Magnitude III spells are more durable, faster, and deadlier than normally crafted weapons. Living summons last longer and Magnitude III spells aid the conjurer in controlling these creatures.[/indent][/indent] [indent]Magnitude IV[/indent] [indent][indent]The overall strength, durability, and speed of non-living summons are enhanced. Additionally, Magnitude IV spells allow the conjurer to summon a number of weapons at once at a cost. More advanced living summons are also available to the conjurer and control over the creatures is fleeting. Some Magnitude IV spells can also substitute casting time in exchange for more magic from the conjurer, which can drain them as much as Magnitude V spells.[/indent][/indent] [indent]Magnitude V[/indent] [indent][indent]Only the most powerful of living summons require Magnitude V spells. These spells take an incredibly long time and require all the strength of thee conjurer. Maintaining control over the summoned creatures is also difficult but most conjurers who attempt to use Magnitude V spells use them as a last resort, wherein they allow the summoned creature to wreak havoc without their control.[/indent][/indent][/hider] [hider=Summons][indent]Zaebor[/indent] [indent][indent]Zaebor is the original demon that House Fletcher summoned. She appears to Reagan as a woman with the wings of a dragon and scales coating her skin. Between the two demons possessing Reagan, Zaebor is the more benevolent one as she has come to care for the young human. She is the one who had given Reagan the power of conjuration, but had wanted to allow her the ability to summon only non-living items as she sees summoning living creatures as a horrible act. She is the more powerful of the two demons inside Reagan, but knows that she cannot maintain this strength for long, which is why she is insistent that Reagan grow stronger so that they could stop Keadal themselves.[/indent][/indent] [indent]Keadal[/indent] [indent][indent]Keadal is Zaebor's sworn rival and the one that altered the original Fletcher spell to allow him entrance into Reagan's body. He appears to her as a four-eyed wolf with silver white fur. His goals are more malevolent as he had not expected for Reagan to achieve control over the two of them. While he has no concern over the matters of mortals, he does wish for Zaebor's destruction and seeks to take control over Reagan in order to achieve that. Unfortunately for him, Zaebor has retained most of her power while he has not and thus he remains unable to break Reagan's control over him. He remains quiet to plot his next actions, but is most often the cause of Reagan's horrible feelings.[/indent][/indent][/hider] [b][u][color=228b22]S K I L L S:[/color][/u][/b] [list][*] Reagan has been trained in archery since childhood and they have grown extremely skillful in the craft. [*] Reagan is capable of defending themself in melee combat, especially when using a pair of small daggers. [*] Through their travels, Reagan has grown knowledgeable about the different countries and cultures in the world.[/list] [b][u][color=228b22]E Q U I P M E N T:[/color][/u][/b] [list][*] [i]Spell Book:[/i] Reagan carries around a large, tome-like book that is normally attached to their hip. It contains the different spells they use in conjuration. [*] [i]A pack of broken items and scraps of fur:[/i] Reagan keeps the items they use for conjuration in a leather pack they sling over their shoulder. [*] [i]House Fletcher bow:[/i] Reagan carries an exquisitely crafted bow made of rosewood and light steel that bears their family emblem on the grip.[/list] [b][u][color=228b22]P E R S O N A L I T Y:[/color][/u][/b] [indent]Reagan's personality is heavily affected by that of the demons inside them. They maintain a kind demeanor towards most folks they encounter, offering a kind greeting whenever they can, but will keep almost everything to a casual interaction. They will never willingly extend a hand for help without first assuring that they would receive just recompense and even then, still has the tendency to turn against another should the odds shift. They are incredily selfish in this regard, but Reagan is not a person that would take a life simply because they can. Most of all, Reagan is extremely driven by their goal and has the tendency to be easily swayed by anger.[/indent] [b][u][color=228b22]H I S T O R Y:[/color][/u][/b] [indent]House Fletcher has ruled over Keinsfeild, a large piece of land in a country to the west, for generations. They are feared by foreign forces because of their capabilities in magic and are respected by their people due to the responsibility with which they ruled over them. Perhaps the only ones who dare rival Keinsfeild rulers is House Flatfoot of Mellowbrooke, a bigger land north of Keinsfeild. House Flatfoot has been the rivals of House Fletcher for decades, each declaring war on the other in simple shows of power. Despite the Fletchers magic, the Flatfoots maintain an equal standing against them due to their superior numbers and military prowess.[/indent] [indent]House Flatfoot recently uncovered the horrible secret behind House Fletcher's magic - that they allow demons to possess their body in order to gain power - and threatened to reveal this to Keinsfeild's people should the Fletchers refuse to swear fealty to them. Fearing that their people would revolt and hunt them down, the Fletchers openly declare war against Mellowbrooke, hoping to wipe out the Flatfoots before they can even begin to unleash their plot. It's an act that the head of House Flatfoot foresaw and therefore, he sent one of his children to travel to Rothar with the evidence against the Fletchers to wait in safety until the chaos subsides. After finding out about this, the Fletchers retaliated by sending one of their own to hunt down the Flatfoot.[/indent] [indent]Given this duty, Reagan began to hunt down the Flatfoot across the world. They wanted for nothing more than to keep her from reachinf Rothar as they knew with certainty that the Flatfoot would be able to disappear in the neutral kingdom. For a year and a half, the war in their country waged on while the two heirs continued their chase. Unfortunatelt for Reagan, after an incident at a country filled with savages, they lost sight of the Flatfoot. They were unwilling to let this stump them and they headed to Rothar, determined to find and hunt down the Flatfoot at all cost.[/indent] [b][u][color=228b22]O T H E R:[/color][/u][/b] [indent]Reagan has a deadly allergy with primberries, a pinkish berry that's native to Keinsfeild.[/indent] [/hider]