[hider=Amara Themis Solidor] [center][color=goldenrod][u][h1]Guild Membership Card[/h1][/u][/color] [img]https://i.pinimg.com/originals/b0/3c/22/b03c222c0d4e2a1f0acc5528263ecaba.jpg[/img] [center][color=goldenrod][i]"A wise man once told me thus: 'Revenge is never a straight line. It is a forest, and like a forest, it's easy to lose your way, to get lost, to forget where you came in.' ...but what does he know?”[/i][/color][/center] [color=goldenrod][h3]Personality[/h3][/color] [sub] Amara is a odd girl. She seems reserved and quiet. She doesn't speak often and when she does, she speaks softly. But don't mistake this for shyness or lack of self-confidence. She is a strong willed, confident, and stubborn girl. She has guts. And spunk. She is a girl of iron, grit, and rawhide. Once resolved, anything in her way is merely an obstacle to be overcome. Yet, this isn't immediately obvious. She is polite and kind to most people, even strangers. She carries herself with confidence and more bearing then one would expect from someone so young, and despite her youth she behaves mature beyond her years. She is slow to anger, endlessly patient, and carries an absolute calm even in the most stressful situations. She is a rational and level-headed person. But, she has a dark side. A side that lacks mercy, compassion, or forgiveness. She holds grudges like a merchant holds debts, and she will never let the unfortunate target know. Instead, she will smile and be nice to them for weeks on end—-only to get her revenge long after they have completely forgotten the insult. Amara is the last person you would want to piss off. An then there is her rage. She burns with rage against the Librarium for what they did. A rage so hot, so, powerful, so bitter, it turned ice cold. If she could, she would single-handedly tear down the entire Librarium and slaughter anyone who gets in her way. And to her, this is logical. Like two and two make four, the Libraium. Must. Fall. [/sub][/center] [center][indent][color=goldenrod]| Name: |[/color] [indent][i]Solidor Themis Amara[/i][/indent] [color=goldenrod]| Alias|Nickames|Titles: |[/color] [indent][i]N/A[/i][/indent] [color=goldenrod]| G e n d er: |[/color] [indent][i]Female[/i][/indent] [color=goldenrod]| R a n k: |[/color] [indent][i]C[/i][/indent] [color=goldenrod]| Age: |[/color] [indent][i]16[/i][/indent] [color=goldenrod]| Guild : |[/color] [indent][i]Cloud Chasers[/i][/indent][/indent][/center] [indent] [color=goldenrod]| History: |[/color] [indent][i] [center] [hider=A Brief History Lesson] Centuries before the Lbrarium rose to power, a small splinter of mages split off from those that came from Fiore. They were mages who practiced an ancient, deep, and powerful magic: Summoners. They had come to find a place where they could practice and refine their magic in peace, unbeholden to king or country. Like the others, they made peace with the natives and learned to survive from them. They established a small village, which was creatively referred to as the Summoner’s Hamlet. Despite being in the depths of the jungle, it was a safe place to live due to being under the protection of the Summoner’s mighty eidolons. Through the chaos that later plagued Pandora for centuries, the little haven was untouched by war. In fact, refugees and other sorts came from all over, seeking asylum. The Summoner’s Hamlet out grew it’s name, from a humble village to a small but beautiful city. It was eventually renamed to reflect the first thing many people called it when they first saw it: Arcadia. Paradise. Part of the reason it was not visited by war was because of the stubbornly pacifistic nature of its many leaders. In their minds, protecting Arcadia’s people and magic was above all, in that order. The other part was the power the Summoner’s commanded. Whenever a new power came, they would establish a treaty with the conqueror, or simply surrender with only a few terms. However when the Librarium came to power, they fought to preserve their freedom to practice magic. Fought and lost. And their name was wiped from history, leaving behind nothing but ruins, a legend, and a book. That book was in the hands of one of few that escaped the fate the befell the city. It was then hidden and the secret of it’s location passed from parent to child for a century… [/hider] Amara Themis Solidor was born from a tryst between a nobleman and beautiful, but poor woman. While considered an illegitimate child, her parents were in love, her father brought her mother in and made her his wife officially. Her father was a very high-ranking officer in the Librarium, as had been his father and his grandfather back many generations, thus their noble title. He childhood was, for a time happy. She had an older half brother and a little full brother. But it didn't last. She was eight when things began to go wrong. Her father was suddenly arrested and charged with treason. Rebellion, they said. Her older brother disappeared as well. She was forced to watch her father hang in a public execution. She will never forget the face of the one who could have spared him, but instead condemned him to death. After he passed, their wealth was slowly taken away from them. They were pressured, politically and personally. For what reason, she did not know or even understand. In their decline, they were refused even the simplest of help. A sickness took her younger brother, and without the right medicine, he died. Slowly and painfully. Not long after he died, they came for her mother. She, now a girl of fourteen and her mother were arrested and declared traitors. Official story went that the mother fought back with forbidden magic and she and her child were killed rather than captured. The truth was, her mother struck a deal, then their 'death' and disturbance it cause was faked. Amara was quietly taken, and then tossed into a dark cell. Beyond that, however, they did nothing to her. She was brought three meals a day of decent quality, and the cell had a second room that contained a working bathroom, she was also delivered water and things to bathe once a day, along with a change of clothing. The main room was small but it was clean and it had a bed with blankets and a pillow. Not exactly luxury but it could have been far worse. The worse part was boredom and anxiety. She had nothing to do, except wait. An unknown amount of time passed before they came for her. They seized her firmly and marched her through endless hallways then pushed her into a different room. Her mother was there. She was beaten, thin, haggard and most of her hair was grey, but it was still her mother. They tearfully embraced. But their reunion was cut short. An ominous masked figure demanded to know where The Book was. Her mother came back with a reminder that part of the deal of her coming peacefully was that Amara was unharmed. The figure laughed and pointed out that, as she could see, her child was unharmed. And if she wanted her to stay that way, she would reveal to location of The Book. All this mostly went over Amara's head, but she was frightened of the man in the mask. Cruelty and sadism oozed from his every word, every gesture. Her mom called him a monster, to which he merely laughed and gave her two minutes to decide. Amara's mother looked at her, her eyes filled with such tender love for her child and a deep, resolute sadness. Amara would always remember that look. It was clearly hard, but in the end, her mother chose her child over some forgotten legacy. She used magic to pull the book from where it was hidden in Amara’s body. The deal she had struck stipulated that Amara was not to be harmed and was to be cared for. Which, technically, the masked man pointed out with obvious cruelty, she had been. Her hope was to hide the book with Amara and then kill herself, foiling the Libraium’s search for the book. But, it had all gone wrong. Now that they had no further use for the mother and daughter, they cast some magic on them. Not knowing what it was, Amara’s mother pushed her out of the way and out of the radius of the spell. When it vanished, she seemed unharmed, so Amara approached, calling out for her. “W-who are you?” Amara’s mother asked. Amara, frightened, her world crumbling around her and her mind breaking, called out again and crawled closer. They repeated the exchange. And then again. But suddenly, something broke in her mother’s mind. With sudden, feral ferocity, she leapt on Amara and tried to strangle her, screaming “Not my daughter!” Over and over. Her screams attracted the attention of the masked figures, who had been intent on the book. Even they were shocked at what they saw. One of them, out of kindness, or cruelty, drew a sword and rammed it into Amara’s mother, covering her with her blood. “Not my daughter…but her ghost.” Were her last words, whispered in Amara’s ear. That was the final blow that shattered the mind of the young girl. She screamed. And Her magic awoke. She sent out a summon, seeking something to fill the sudden void in her. And someone did. Her screams stopped. She stood calmly. "I am the First Summoner, Solomon." She proclaimed, the words falling like hammer blows. The being speaking through her with her mouth. "You who have hurt my daughter," He glared death at the masked figures. "Pick your god and pray that he lets you in." The First Summoner proceeded to summon a trio: a dark-haired, golden-eyed man with a metal arm, a dark-haired girl with grey eyes and a masked pushed to one side, and a tall, inhumanly beautiful woman with a similar set of features to the girl. The man seemed to object to being summoned, but The First Summoner talked him down and pointed out he had better things to do, like chasing the fleeing masked men. He unwillingly did so, along with the woman. The girl, he commanded to stay with him. Now that he had a moment, the Summoner wondered how this girl had managed to summon him. Then he saw the book on the table and it became clear. She had, on pure instinct, accomplished the impossible. She had used both her own blood and the book as catalysts and somehow summoned him. He tucked the book away and walked over to the woman with sadness in his eyes. “Such a brave daughter. It wasn’t your fault. Rest now.” He reached down and close her eyes. When he stood up, he staggered. The girl didn’t have enough power to sustain her conjuring for long. He had to get her to safety. He realized calmly. With unexpected help from one of the masked Librarians, The First Summoner managed to escape with Amara. A contact the traitor Librarian knew was able to get them on board the Cloud Chaser’s ship and the next thing Amara knew is that she was waking up in a bed on the ship. With the last remnants of his borrowed power, The First Summoner explained to her what had transpired, what she was, and gave her advice on what to do. He also transferred two summons contracts to her in hopes they were protect her in his stead. With that, his sprit vanished Now, two years have passed… In that time, Amara seemed to undergo a miraculous, incredible recovery. Almost too incredible to believe… [/center] [hr] [/i][/indent] [color=goldenrod]| Magic: |[/color] [i]Summoning[/i] [indent]Summoning is a very broad term for a type of magic that contains many disciplines. The magic of Summoning has long been studied by the Solidor clan, passed down through generations which each spending their lives to study the art. Despite this, much is still not understood about the mystical art of Summoning. [hider=More information] Summoning is simply put, the ability to call upon and dismiss something at will. These can be living or non-living objects, however for reasons not understood, it is much easier to call living things then non-living things. Non-living things summoned are usually the result of a failed or flawed summoning, but not always. Requip magic is a subtype of summoning, using the same principals to move inanimate objects in an out of storage. Summons are mainly accomplished by a combination of chanting, gestures, force of will, and of course, magical power. More advanced summons might need a catalyst, which helps guide the summon to a target, a sacrifice or payment, which play a number of different roles, or a focus, that helps prevent interference and protects the summoner. All or some of these can be combined into a ritual or done on the fly. The difference being the necessary focus and power of the summoner, with the amount of risk they are willing to take. Rule number one: [i]"Do not call up that which you cannot put down."[/i] One of the most important safety measures taken by any summoner are contracts. Contracts are an agreement by two or more parties to abide by certain conditions, contracts between summoner and summonee are very common to the point that there is a standardized and detailed basic contract that has been drafted by the Solidor family that covers most of the basics and is integrated into their summon formula. Exact terms, however, are vary between summons. A contract can be made any number of ways some examples are through the summons's formula, which the summonee can (sometimes) accept or ignore, or, more traditionally, through written word and signed with blood. There are six classified branches of Summoning: Physical, Imaginary, Mythos, Soul, Object, and Conjuring. There is one more that is little more than a rumour: Celestial. The classifications are, for the most part, an artificial creation, and as such, some overlap might exist. There are always exceptions. [hider=Physical Summons] Physical summons are people, plants, objects, or animals that exist within the same dimension as the summoner. These summons are less taxing and have a low chance of a spell gone astray, and a relatively low risk of conjuring up something beyond the summoner's ability to handle. However, the summoner must have a magical affinity with whatever they are summoning. This severely limits any summoner and is a difficult limitation to get around. Contracts can help, though and they can be made with anything that has some form of intelligence. However, these contracts are far less binding than any other form. Humans, theoretically be summoned this way, but no one has found a way to do it safely. [/hider] [hider=Imaginary Summons] Imaginary summons are a curious case, and probably the least well known. Summons that fall under this category are beings and objects that don't exist in reality, but inside the imaginations of humans. Scholars theorize that they come from a dreamscape, plane composed of human dreams which contains many things that simply defy explanation. Anything that has been dreamt up, but does not actually exist, is (theoretically) there. The more prevalent the dream, the stronger the manifestation. A summoner reaches into this plan and gives form and substance to the dream and calls it into the real world. This includes personifications of ideals and emotions. Most summoners dip into this realm to call up familiars and then bond with them. These familiars start as insubstantial wisps and gradually take shape, power, and personality based on their bond. More experiences summoners can call up beings of their own designed, made right out of dreams. These are of medium power, but easy to maintain and unlikely to turn on summoners. Their power directly correlates to the power of the summoner, meaning that they are unable to create anything more powerful than themselves. However, dipping into the realm of dreams is dangerous for the sanity of the summoner, for there, there are found reflections of their innermost dreams, good and bad. The eldritch horrors that stalk the plane are merely an afterthought. It is said that if one can master the realm of dreams, they will master themselves and gain god-like power. Pity the fools who believe this and have tried, for the Dreamers do not like their sleep disturbed... [/hider] [hider=Mythos] Generally the most powerful of all forms of summoning, but also the most dangerous and difficult. Mythos summons include monsters, djinns, horrors, powerful creatures of myth and legend, demons, angels, gods, and things that do not have a name, abominations that would destroy all of reality simply because they can. Summoning Mythos is truly dangerous in the extreme. No novice is ever allowed even the knowledge of the existence of this branch of summoning. Summoning mythos is unlike other forms of summoning. These are beings of unimaginable power and have been around for millennia, which they have spent getting the better of mortals. The only way to safety deal with mythos summons are vast and detailed contracts, along with every advantage the summoner can get a hand on. Most of them will offer deals for, knowledge, power, wealth, ect in exchange for something equally precious. Successfully summoning one is rare, and surviving the experience is even rarer. Wise summoners stay far away from attempting to summon Mythos. [/hider] [hider=Souls] Soul summoning is the most reliable form of summoning. Similar to necromancy in many ways, it calls up the souls of the dead to serve the summoner. But that is where the similarities end. Soul summoneing calls up powerful beings, called Einherjar, who accomplished great things in life. Einherjar are not precisely undead, but rather the recording of the souls of beings who were great in life. These things do not have to be human, only dead or destroyed. All attempts to create one intentionally has failed; the exact details of the creation of an Einherjar is unknown. Einherjar usually need a catalyst, something with a strong connection to them, for the initial summons and the creating of a pact. The conditions are up to the Einherjar, it could be steep or it could be nothing. It is possible for a sufficiently powerful summoner to disregard a pact and completely overpower an Einherjar, in combat or otherwise, rending them little more than unwilling puppets. The opposite holds true, though if the Einherjar wins, then can choose to dismiss themselves or stick around. But, they will eventually vanish if they don't have a supply of magic. Once a contract is made, Einherjar can be passed from person to person or bound to places or objects. Einherjar's power and skill varies greatly, but all of them excelled at something, making even one a powerful ally and a dangerous enemy. They can fight to the death, and even if they are killed, they can be re-summoned after some time has passed. [/hider] [hider=Object Summons] Though difficult and of limited use, Object summons are possible. The most widespread form of this is requip magic, which stores objects in pocket dimensions. Other forms of this include using inscribed runes to summon objects, or summoning random objects from a distance, usually as the result of a failed summon. The magic requirement increases exponentially with size and mass. Also, enchanted objects are much harder to transport because the enchantments interfere with the summoning spell. However, there is a discipline of Object summoning that focuses not on summoning objects, but on drawing out the spirit of an object. [/hider] [hider=Conjuring] Conjuring is an advanced form of Summoning that allows the caster to call upon their summon internally. A through conjuring, a mage can access the powers, skills, physical abilities, and even memories of the target. Take-Over magic is one form of this. Conjurers can also cast spells by channeling the power of the summons and using it as their own. The inherent risks are fairly obvious, conjurers run the risk of being possessed or influenced by their summons or killing themselves by channeling more power then they can control, but at the same time, it could be considered safer then summoning, due to the mage having conscious control over their power. People have long believed that by using this, they could channel the power of gods, but none have ever attained this level of power. As a side note, physical appearance changes are common among conjurers. Things like hair color and eye color changes, both temporary and permanent are among the many side effects of hosting beings in their bodies. Others like scales, fur, even extra limbs, and personality changes happen. The ultimate change is a dramatic shift in their magic specialization. Things like drawing upon large amounts of power or hosting for a long time increases the chance of these changes happening and or becoming permanent. [/hider] [hider=Celestial] Considered an old wives tale, if not an outright myth. But, old books indicate the existence of celestial keys that can summon spirits of awesome power. Little else is known, no key has ever been seen, and no reliable evidence exists. [/hider] The way a summoner acquirers summons varies depending on what they are trying to obtain. In general, it is done in three ways, performing very specific steps in a ritual, with the details differing depending on what is being called up, using a catalyst, or defeating creatures in combat. [/hider] Amara has talent in both Soul summoning and Conjuring, but little to no experience in them. She has a great amount of potential magic stores and power, but she has been unable to harness them properly so far. As of now, she only can pull out two or three medium summons or one big one before she gets completely exhausted. She can summon a great number of little critters easily, though. As for contracted summons, she has three, a Chimera, a minor Mythos monster, and two Einherjar; an easy-going sylvan swordsman named Quaid, and a honorable but bloodthirsty demon-sword-wielding samurai named Mifune. [hider=Contracted Summons] [url=https://vignette.wikia.nocookie.net/finalfantasy/images/f/f2/Dhorme_Chimera_FFV_Art.jpg/revision/latest?cb=20130104184238]Chimera[/url]: A minor mythos monster with a lion's head, a goat's body, and a serpent's tail, it also breaths fire. Strong and surprisingly fast for it's size, and those wings are not for show. It is capable of flight. However, it isn't the brightest creature. Instead, it relays on its primal, savage instincts, tearing apart whatever is unfortunate enough to be in its way. Amara acquired this beast during her time with the Cloud Chasers after a misadventure that ended with her accidentally braining the creature with a kitchen sink out of a failed summon. That stunned it long enough so that, with help, she managed to capture and claim it [url=https://i.imgur.com/yDoUtpE.png]Sylvan Excalibur Quaid[/url]: An Einherjar. He started out as a simple sellsword who traveled from place to place, but his life changed when, with the dying words of his father, he was given a sacred position. He, along with even others held these positions, as guardians of their country. He was given a divine, sylvan sword and trained in magic and combat. Over time, his kindness and strong sense of justice made him a leader figure in the group. In those days, demons threatened their country, so the twelve, each powerful in their own right, were sent on a mission to eradicate the threat. But after they left none of the twelve were ever heard from again. Curiously, neither were the demons. Quaid has power over the wind, and he is a fine swordsman. He can be described as well balanced, a jack of all trades but master of none. While not the most powerful spirit, he makes up for what he lacks in power with cunning and a solid grasp of tactics. [url=https://vignette.wikia.nocookie.net/bravefrontierglobal/images/7/75/Unit_ills_full_60027.png/revision/latest/scale-to-width-down/993?cb=20160414171821]Heavenless Bushi Mifune[/url]: Einherjar. A samurai warrior, who wields a cursed demoniac blade. His demonic blade is said to be the sharpest sword in existence. He can behead a man, and that man not know it until a gust of wind comes by to finish the job. But in return, it desired blood. It's will worked on Mifune's, stoking his will to fight. So, he traveled everywhere he could, fighting the strongest fighters he could find, also fighting in many wars along the way. With his incredible swordsmanship and powerful blade, it seemed like he would never be beaten. However, he met his match when he challenged a powerful dragon. During the epic struggled, he was dealt a fatal wound. But such was his skill that he returned the favor with a single mighty blow that split the dragon in two. He died soon after, blade in hand, satified. However, even in death, his demon-blade would not let him rest. It pulled him from the underworld and returned him to a sort of unlife to continue to do battle. Dying only sharpened his skills further, and his will and the will of his blade were entwined. At the very height of his power, it is said he slew a god with a single blow. Only time could dull his might. He continued to fight until his body and Blade crumbled to dust. A very taxing summons, Amara dislikes him and will only call on him if she is in true danger. She obtained him from the mysterious stranger who saved her life. Mifune is a master swordsman, wielding a powerful demonic blade. His lightning-fast movements combined with a supernaturally sharp sword makes him a dangerous foe that can end a fight in mere seconds. However, he is a relatively fragile spirit, a few solid hits will cause enough damage to kill or dispel him. [/hider] [/indent] [color=goldenrod]| Miscs : |[/color] [indent][i] Amara's guildmark is white and located on her left shoulder. Is left handed. Secretly feeds the small animals and birds on board the airship, much to dismay of her crew mates. Reads just about anything she can get her hands on. Prized possessions: [indent] - a large, old plain looking book [/indent] She is sensitive about her body. Calling her short or small or any comment about her size is a sure and quick way to piss her off. [center][color=goldenrod][b]Theme: This will be the day.[/b][/color] [youtube]https://www.youtube.com/watch?v=Wwohhs3LvRQ[/youtube][/center] [/i][/indent] [/indent] [/hider]