[hider=Clock Tower's Sun][b]Name:[/b] [i]Noon (Akira/陽) Triswich [/i] [b]Title(s): [/b][i]Light of Sin[/i] [img]http://safebooru.org//images/915/261d8926d58aee6bf1c7011aa09ec781215ff79f.jpg?920397 [/img] [b]Gender:[/b] Male [b]Age:[/b] 36 [b]Height: [/b]180cm [b]Weight: [/b]78kg [b]Alignment: [/b]Lawful Good [b]Rank:[/b] (Your capability as a Magus in the eyes of the Mages Association. This will be given to you on approval.) [b]Objective for the Grail:[/b] Sent on a mission by the lord he serves to claim the position of victor in the Grail War, and of course, the land of Paris, in his lord’s name. [img]https://i.imgur.com/QgTrOue.png[/img] [b]Personality: [/b] An unbending, unrelenting man who walks a proper path. Propelled by his environment, the expectations of his family and the crest engraved into his body His conduct and self is that which would be called pure. An ideal who manages to struggle without faltering. Polite, well-mannered. Yet there’s a touch of well-meaning self-centeredness in his view. His instinct and his manner of thinking is that that flows from himself and what he could do. A person who would beat himself up that he himself did not prevent a tragedy, a person who would think of all problems in the lens of how he could solve it first and foremost. A person who expects the world to be something to be solved by him, and a person who expects highly of himself. An extension into self-sacrifice which one must question the roots of whether it is truly a matter of goodness, or some touch of narcissism. Without thinking on that he continues to walk his path, conquering what lies ahead. [b]Bio (Family):[/b] A family said to hold a legendary lineage, although its start was not all that connected to the path of a magus. The progenitor of the Triswich is believed, by the family to be none other than the Knight of the Round Table of the Sun, Gawain. While it lies as an unconfirmed fact, it is not something that others find all too much a thing to dispute, and some even see it as plausible. The beginnings of the Triswich either way hold a peculiar direction. Taking the symbol of the knight's failure, the Sash given by Lady Bertilak, and making it their magic crest. While not holding the powers she had claimed, it was nonetheless a icon with mystery that served them as the base of their crest. A mystery to hold their knowledge, and a perfect means to pass down their drive for their ideals and the adherence to the path passed down. While at first a family of druids and magi that could be called to be more along the line of hermits that lived in the forests after the ebbing of civilization and the tragedy of their progenitor. The history and legacy of the knights has become more of a guiding aspect in their direction in the last number of centuries with the progression of civilization and modernity. Falling under the banner of the Barthomeloi Faction and tying themselves to one of the lords of the Clocktower to establish their position in exchange for serving the lord. The Triswich have, with their legacy, age and current standing become a respectable and known family. A standing that they live up to with talent, expertise and knowledge. In their eyes what they recieve by serving their lord is more than worth the time and risk involved. However despite that, while some may call them knights of the Aristocratic faction. Others call them tree-planters who decided to try and brush up and present themselves nice to play at being lapdogs. [b]Bio (Noon): [/b] One day a Triswich visited the land of the sun. There he met a shaman girl at a shrine dedicated to a sun god, found her bewitching, and fell in love. Together the two had a child of mixed blood and mixed suns. Living his early years in Japan, when the Triswich family moved back to their ancestral lands in Britain, young Akira, then dubbed Noon found himself in a foreign strange land so different from what he thought of as home. A foreigner, and seen as a strange oddity, or even a blight upon an ancient family by bringing in outside blood and being seen as the folly and whim of his father, the Clock Tower and English lands looked upon him unkindly as it did with any regarding those who came from what was considered a backwater savage land. Yet despite his part Japanese blood, and his unfamiliarity he endured. Following in his father’s footsteps, delving into the path of a Triswich and soon becoming more English and western than someone who was pure in the words of some. Dissent and opposition was silenced by his conduct as he proved himself a worthy heir twice over to make up for the prejudice he faced. While he holds enemies, both as a result of his lord and the position of his family, along with his blood. He now pursues the advancement of the Triswich while serving his lord dutifully as his personal knight, distinguishing himself enough to be accepted as a respectable heir to his father. Now he is sent to Paris to claim the land for his lord. Ah? The wish? He hasn’t thought about what it’d be used for. His lord didn’t seem to have that much interest and said he could have it but… Really, what is such a thing good for? --- [b]Magic Circuit Switch: [/b]The sensation of flames bathing his hands. [b]Number of Magic Circuits: [/b]C [b]Quality of Magic Circuits:[/b] A --- [b]Elemental Affinity:[/b] Fire and Earth [b]Magecraft: [/b] [b]General Magecraft:[/b] As a magus his knowledge covers what is expected and basic as par for course. [b]Fire and Earth Magic:[/b] The abilities of Noon when it comes to elemental magic are rather standard. However the power behind his flames are quite notable. His earth magic is more well suited for out of combat applications. [b]Sorcery Trait: Stardawn Glow[/b] For most mages their circuits rotate and mimic the flow of the earth leylines and tectonic movements. However the magic circuits of the Triswich are instead aligned to the sun. At the eponymous time when the sun is at its zenith, Noon’s circuits glow as a mirror to the sun. [b]Druidism: [/b] Walking among the forest, utilizing the bounty of nature, sacrificing to the gods and communing with the land. It is the famed art and discipline passed down from the gaelic cultures and covers most of the magecraft based in those traditions. However the focus is especially on the manipulation of the environment and nature. Working with materials to create various medicines, poisons and even items. Both of natural properties resulting from the ingredients, and items and medicines based off celtic legend and traditions, is possible. Allows also to a degree of working with spiritual matters and healing. Something helps for the creation of his familiars. The ability to work with trees includes growing, manipulating, utilizing the meaning of trees and wood, and establishing a forest as a fairy forest. [b]Fairy (False): Familiars:[/b] The creation and utilization of familiars that take upon the shape, and to an extent, the powers and nature of faeries. Replicating a fairy is impossible, but using the familiars, certain spells and tricks that invoke and use the idea of faeries become possible. And of course what is a knight without faeries? Or a druid without a relation to the touch of the land? Combining those two facets, it then is no surprise that the Triswich embarked on the path of creating a stand-in for such companions and benefactors. The make-up of these familiars are that of suitable spirits given a surface layer and shape of a fairy. The spirits at times color, yet give power to the resulting fairy. Those faeries are then given more specialized roles. [b]Bounded Fields/Territory Creation:[/b] The arts of druidism, the establishment of a “castle” or study as a knight. The Triswich, and Noon by extension are experts at bounded fields. Both in the creation of false faerie forests that confuse and reject trespassers and hide things. Sanctifying places as lakes and dealing with atmosphere, and of course, establishing a “fairy-made home”. The idea of the chalky white walls of Camelot is something that is a dream, but that dream holds power when used as an concept by the Triswich. [b]Self-Suggestion:[/b] While not exactly magecraft, the base and origins of the Triswich is shame, and of a resolution brought by it. The moment they chose the Sash as their magic crest they have decided to live and embody the meaning of the story of the Sun Knight and his humbling. They must excel, they must live up to, and exceed the perfect knight. A mystic code dyed in the sun and in the promise over generations. Just as the Triswich shaped what became of the sash, so did it shape them. Noon, along with the other heirs of the Triswich has in his very blood a strong conditioning and ability for self-hypnosis. To live up to the standards they set to themselves, to live properly. It is something that they use to keep themselves on a rightful path, and also to exceed their limits when that path brings them into hardship. The true Noon could be said to only come forth when he becomes a focused existence that dedicates his breath and life to a important task. [b]Contracts and Hospitality:[/b] Geases, magecraft that have to do with oaths, deals and contracts are another talent of Noon due to the base of his magic crest. This also extends to an extent magecraft that deals with the idea of hospitality which exists plenty in the magic of his homeland. [b]Crest: [/b]12 generations [b]Weapon/Mystic Codes: [/b] [b]Sunsworn Green:[/b] If the Sash of Bertilak is a false protection, then the conceptual formalwear worn as Noon’s garments for battle and formal occasions as a modern knight and magus are a mystic code passed down through the family line that is their armor to make up for that lie. A protective wear that extends its protection beyond the skin it covers. In a sense a conceptual formalwear rather than something that relies primarily on its physical attributes to block against physical attacks. It's protection is at the level of E rank. Other than being a defense it also has float spell functions and the ability to give Noon a sudden burst in speed. Often he combines these for sudden swift acceleration with a jump, to surprise his foes, or add more power to a big blow. [b]L[sub]{ogres}[/sub].ayer.D[sub]{olorous}[/sub] Restrict: Glorypledge[/b] A massive blade that is in truth a collection of arms designed to be put together as one blade passed down the Triswich line To prevent it from being too unwieldy a weight-reduction enchantment is part of it. While each one is a high quality magical weapon the mystic code as a whole is considered to be the collection rather than the individual pieces. Containing magical energy, holding supernatural sharpness, flexibility and hardness, from the point of having a blade the weapons within them are top of the line. However their true use is in syncing with the family speciality of self-suggestion and oaths. Each arm named after a knight of the round, they are sealed for normal use, only allowed and utilized when the condition attached to that weapon are met. A one-sided self made promise with the knight the arm represents. To use it is to hold one’s conduct and circumstances and think of how that knight may judge them. The moment he takes it in hand all doubts melt away. [hider=The Arms] Bedivere: (A broadsword) Palamedes: (A swordstaff that can switch between spear and sword) Lancelot: (A arming sword) Mordred: (A silver axe) Galahad: (A lance) Gaheris: (A pair of gauntles) Gareth: (A shield) Agravain: (A mace) Kay: (A scythe) Ywain: (A spear) Gawain: (A massive longsword) Arthur : (A even more massive sword)[/hider] The oaths are omitted for narrative purposes from the public sheet. As a side note the sheath (named Logres) is a conceptual round table, a place where knights gather. Other than being a good sheath and that it doesn't have too much an effect, other than preserving the blade. [b]Extra Sword: STAIN[/b] A rusted sword that is technically part of the collection. However in it's current state it's nothing more than a stain. The name it has was engraved but it's covered up. ***ST*IN is all that's legible. [b] Familiar Creation Reagents:[/b] Various reagents and ingredients, including contained wraiths and grudges for the purpose of familiar creation. Noon has enough for 30 faeries brought with him to France. Druidic Ingredients and Medicines: Tree seeds, adder stones, resins, sidhe dirt, mushrooms, leaves, mistletoe, and all the sort of things a druid needs is required. Also includes some already complete antidotes, healing potions and other medicine. Some of it even is good for cooking. [b]Other Skills:[/b] [b]Cooking: EX[/b] Ability to cook on a level unmatched by any other. No matter what he makes it will always be at that impossible to achieve level, every dish reaching the same zenith possible to Noon. There is no better or worse examples. Every dish he makes is of the same quality as the last. [b]Martial Ability:[/b] Best with swords and spears (along with staves.) However Noon is adept at all sorts of combat with weapons. However when it comes to unarmed combat he is not as much of an expert as a focused practitioner. That said his brawling and completeness as a fighter is without question. His kicks are also quite dangerous and he's notable at being overbearing with strength and speed. An aggressive fighter all in all. His level of swordsmanship is something that approaches the skill of a knight captain. He also has been dabbling in, and can execute moves based on Iaijutsu. The pursuit is less about the philosophical zen, but instead due to a personal fancy. However the art syncs up very well with his family's practices and his own nature. [b]Riding:[/b] As a knight and sometimes Chauffer, Noon is a talented and experienced rider of horses, bikes and cars. Has entered a few races before. However his raw ability as a driver is not enough to overcome professionals through technique alone. [b]Exceptional Benefit:[/b] Superior Mystic Code [/hider]