| Post: Part-Frontliner, Part-Tactician, with a dash of Medic R e n d i t i o n : Kotaro Kuzunoha is essentially what you'd expect from a 10-year old. Upbeat, emotional, adventurous, ambitious, vindictive, and quite a bit pretentious with his sense of honor and code.
Kotaro was raised by Tai to be capable of helping himself sooner rather than later, but that doesn't mean he was strictly about training the boy to fight. Everyday was spent training, but that doesn't mean he trained his entire life. The boy had more knowledge and skill jammed into his little brain than any normal 10-year old should, and it shows. While Tai tried to give him a proper childhood, he was a mentor first and a father second.
As such, what we have is a boy who chooses to act more mature than his age suggests, but is ultimately awkward to society and having little experience of the world outside his training, and even less of a childhood as a result. Kotaro is booksmart, but street average; clever, but naive, and tries to hide the rather large inner child underneath his mentally grown-up facade with mixed success. As such having potential episodes of various emotions, and an internal thought process that may be much more nervous and fearful of bad situations than he'd ever let show on the outside. As such, easily flustered by taunts and perversions of others.
On his negative emotional highs, he thinks back to his masters words and teachings and repeating them like mantras to calm him back down. He has a great respect and need to protect his master and father figure, refusing to accept insults or critiques upon him, and this respect is what drives him to do something as reckless as attempt to travel across the world and hunt particularly powerful devils just to clear his name.
However, his master's training has conditioned his mind to focus in the face of a battle. In combat, he puts aside all his thoughts and emotions, focusing only on the opponents in front of him, and how best to take them down. The boy is perceptive and taciturn in this state, not just relying on his own skills and strengths but the limitations of the opponent and any advantage or disadvantage of the environment around him.
But ultimately, the greatest thing his master has ever taught him, is both empathy and willingness to help. Kotaro is a kind and generous child, and when he sees someone in need, he's compelled to help aid them, sometimes to literally stupid degrees. A bit selfish in that regard to a point where it could considered a hero complex of a kind, but ultimately with his heart in the right place. Save devils, it really doesn't matter what they are; if anything, he was trained to help spirits find their way to the afterlife as much as possible.
A d v e n t u r e :
There's not much to tell of the boy's story. Being a mere 10-year old, one could argue his story is only just beginning.
For as long as he could remember, Kotaro was raised in Hizuru by his mentor, a 9-tailed Kitsune yokai renown in the region as the "Fox Sage" Wizard, Tai Kuzunoha. Before that, the earliest memories he had were flashes of a man whom Tai states is his father, and this feeling of sickness that made those early memories feel like a fever dream. Life under the Fox Sage's tutelage was all he ever knew, and were it not for Tai giving the boy info regarding his real heritage, Kotaro would have likely assumed he was practically Tai's son. To that end, He inherited the family name "Kuzunoha" from Tai.
That was a peaceful life, with the only hardship the boy knowing was his master's training. From the moment he could walk, he was taught the ways of magic and combat. Tai knew he had a potential talent for wind magic, but also for the spirit arts themselves. Being a Yokai affiliated with fire himself, Tai also knew there was so much he could teach the boy without knowing about wind magic himself. As such - despite knowing the boy wasn't old enough to have an affinity for anything else but wind - in addition to teaching him the basics of Raigetsu, Tai taught him as much his own yokai spirit arts as he could, calling them "Tai"-getsu as a way to help the boy differentiate between the two, starting with the ability to become a kitsune yokai temporarily himself using spiria as the basis. In the end, however, all he could teach the boy was the capability to produce fox flames and how to implement and use it in different ways both inside and outside the box.
Tai was also Hizuru's spirit guide. He claims he once had another job far from this island, but retired from it; never elaborated further on it for whatever reason. As a Spirit guide, it was his job to encourage and aid people of the living while guiding the dead into the embrace of Ankhselam, and as his pupil, Kotaro was also to learn how to be a spirit guide himself via his yokai magic Tai taught him. To that end, across the whole of his training, he was taught Tai's signature ability of "Guiding Star" to allow wayward spirits to pass onto the afterlife. He was only ever taught to exorcise one soul at a time, tapping into the soul and slowly using psychology to unchain them to the living world. But he wasn't ready for a mass exorcism of multiple spirits at once.
But one night during one of their escapades to haunted places for Tai to exorcise - specifically a haunted forest near a rural village - the two were surrounded, and a careless mistake led to Tai getting injured. He told Kotaro to run, but instead Kotaro could feel as if something was telling him to stand his ground to save his father figure. The boy used guiding star, and against the orders of his teacher, he used it on every spirit in the area, burning them away by force. The last thing he could feel with that event was a stabbing pain and a thunderclap headache, before he blacked out.
When he came through, he was in a bed with his master overlooking him, a small look of dread instantly going to relief, and they seemed to be in a different place from the forest, a building by the looks of it, but not their home, and seemingly a bit more civilized than the rural village they were at before. They seemed to be at a hospital in Hizuru's capital, with Tai stating that the boy blacked out after using Guiding Star, and that using Guiding Star to force spirits out of the living world has dangerous consequences. He never elaborated further, just stating that it unwittingly drew in the attention of a great devil to the area. Tai fought it while the boy was unconscious, burning away its influence on the area around it, but unfortunately it led to the village being caught in the crossfire.
The whole village area they tried to save and give peace to, was wiped out.
Needless to say, the boy was saddened and guilty over it, but as if his mind was read, Tai stated it wasn't the boy's fault. He couldn't have known there was such a powerful force of evil in the area. If anyone was to blame for it, it was Tai himself for not teaching the boy anymore about Guiding star than he had. He told him that when someone makes a mistake, they must recognize and own up to it, no matter how large or small. ...It was around that time the boy realized that Tai's little fox paws were cuffed. Turning his focus away from him, he also noticed a few of Hizuru's cops behind him.
As it turns out, Tai was made the scapegoat for the incident; not only was the village and everyone in it up in smoke - creating a charge of multiple counts of involuntary manslaughter - but he failed to capture and exorcise the devil partly responsible for it. The only reason he was at Kotaro's bedside was at his request before the sentencing, wanting to inform the boy of the situation and stating he'll need to move into a new family. Before the hauled him to jail, having satisfied this request, Tai whispered something to the boy.
"Go west, to the land of pendragons where the flaming bird cries, You will find what you need at the gathering of its tears."
Tai has given the boy riddles before as part of his training and education. However, if ever he tells him a riddle outside his training, it's generally to keep what he says a secret in case someone decides to listen in. In this case, it seems he didn't one the police to listen to what's being said, before being hauled off.
Before Kotaro was sent to an orphanage, he ran away from the hospital with weapon in tow, heading west. He didn't know where exactly his master was telling him to go, but what he was taught about the world solved the first part of the riddle already:
"Avalon."
However, after beginning his journey west, arriving on the continent, he was kidnapped and brought to frozen lands of Iceberg. As if by the hand of fate, he crossed paths with Fenix Tear, who aided him and defeated his captors. Figuring out that they're the answer to his mentor's and helping in his own way against those who took him to Iceberg, he followed them back to their guild, hoping to join them in kind.
Raigetsu Wind Arts and "Tai"-getsu Yokai Arts : Kotaro Kuzunoha is a little expert of spirit arts, specifically Wind Raigetsu, making able to use sky magic to attack, defend, and heal using the wind. In addition, while he lacks an affinity for its element, he was taught how to use Yokai spirit arts by his master, Tai, turning himself into a yokai temporarily and being able to cast spiritual fire magic in place of his sky magic.
Raigetsu- Immovable Wind Arts With his sword as a Conduit for his wind Spiria, Kotaro is able to harness the wind to produce and release sword beams of razor sharp winds, capable of cutting through wood and flesh with ease. He can also use charge the wind around his sword to create a particularly strong gust of wind in front of him, capable of blowing back most creatures at max. Sharp as they may be however, that can still be blocked by particularly hard materials, such as magical shields and walls of stone or metal.
Raigetsu- Healing wind arts Focusing the Wind spiria into his hands, and his breath, Kotaro is able heal wounds and ailments using gentle motions of his hands hovering above the afflicted. Depending on how big or deep the wounds are, or how bad the ailment, this could take anywhere from less than a minute to hours on end. Curses that interfere with the healing process or negate magic - as well as fatal wounds - would make healing them impossible. It should be noted that the First Aid he was taught by his master served to help lessen the time it would take to properly heal wounds and be able to provide some comfort at least for those too badly damaged or sick for a proper healing.
Raigetsu - Hurricane Shield By charging up a considerable amount of wind spiria into his blade and hands, Kotaro is able to envelop himself and others in a sphere of heavy typhoon like wind. Hard enough on its own to break into or get out of even with weaponry, but it also produces shockwaves on the outside that continuously blow strong winds around the area without distinction, making it hard for anyone on the outside to even get close to it. The area of the shield is roughly large enough to be capable of holding himself and about six adults at best - with him at the epicenter - but can adjust the size accordingly. If it's too big, he can't hold it for long, and if it's too small, it could become an inconvenience for allies. While he uses this generally for protection purposes, due to the walls of wind being thick on both sides, it could also be used to entrap others if the need ever arises. Of course, in addition to the long charge time, it takes a rather large amount of spiria to set it off, and as things stand, he can't hold it for much longer than 5 or so minutes, and if he himself was knocked out or drained from the experience or dies while in it, the shield will fade away and shut off immediately.
Tai-getsu (Raigetsu) - Yokai form: Kitsune Kotaro's master Tai is a Kitsune Yokai, and so naturally knows spirit arts associated with Yokai, or more specifically, spirit arts involving their form. While he hasn't mastered it like Tai would, Kotaro is able to partially turn into a Fox Yokai temporarily - the only real difference being a golden tail, some golden fur around his hands and feet, both of which become paws and his ears moving upwards and becoming those of a fox, While it may not look like much, Kotaro in this form sacrifices any defensive capabilities he may have had for strength and agility. While he can use a sword in this form, the paws make it more difficult to wield it properly, so he prefers to fight with his fists.
Tai-getsu (Raigetsu) - Kitsune Magic: Fox Flame While in Kitsune form, Kotaro is able to generate blue flames made of Spiria that he can shape how he fits, be it of a stream of fire, coating his flames on his fists and feet, or generating fireballs on his tail. While these flames are indeed hot and have physical mass to them, it should be noted that they do not physically burn like normal flames, but rather they burn spiritually, charring the soul of anyone who touches them, causing a disconnect between the soul and the mind, leading to disorientation and vertigo. As these aren't actual wounds, healing magic won't be effective against this attack. However, strong emotions can turn this flame from blue to natural flame colors, causing them to work like actual flames, and while it can be healed at this point, the wounds inflicted are still resistant to said healing magic.
Tai-getsu (Raigetsu) - Kitsune Magic: Hollow Forest Mist By combining his fox fire with some water, Kotaro is able to evaporate the water into an intense steamy mist. While it can work as a smoke screen to help get away from certain situations, its main function is to allow to use the concentrated spiria within the steam to produce illusions and hallucinations, the spiria giving them a ghostly mass. Kotaro can't control what the person sees within the fog, but he can control the movements and actions of the illusions conceived, provided he concentrates on them. Otherwise they'd just be standing there, and what they are and what they hear will be dependent on the subconscious of the individual that sees it. Useful for distractions and mind games, but - ironically - can be blown away rather easily through wind magic.
Yūdōboshi Star Guide 誘 導 星 Guiding Star Type: White Arts, Shaman Exorcism, Organic Link Magic, Ancient Spell, Enchantment, Law Range: AoE Target: Yōkai Exclusive The venerated reijutsu of Hizuru no Senko-Tai that's bequeathed to Kotaro by the highest honor of discipleship as a coming of age rites upon the culmination of the Raigetsu Magics.
An ablazingly enchanted radiant blueflame-solacing starbeads illuminated mirage, Guiding Star glistens wayward with the unresting souls, emotionally entangled and pacifying to its mechanism. A wordysome series of prayerful sacraments divised to encroach yet quell the unresting souls from their earthly strongholds, flickering set ablazing them to resoluting rest by sevenfold. An Ancient Spell requiring heartfelt sincerity to cast, therefore ineffective if the heart is at the wrong road.
Those without remorse of their actions, cancels this Ancient Spell immediately.
Poetically built to precise in Kitsune aesthetic, Hizuru no Senko-Tai is established handling nine spirits at once and at a time in a bustling 99-meter radius likened to the Mythical Nine Tailed Fox. Kotaro by virtue of high magic potency is established with three tails, making him a Sanbigitsune whose range is 33-meters radius true to his moniker; Tenko no Kotaro, Heavenly Fox Kotaro. Neophyte in his skill grasp, Kotaro earnestly trains to master Guiding Star.
Likewise, the penalty of improper execution is likened to abusing and finding a cheating loophole for kicks will warrant users to be cursed by Ankhseram.
R e n d i t i o n : Akane is very calm and collected, often found doing her own thing from reading a book to sipping tea, but will be one of the first to step in if there is trouble. Even squabbles within the guild, she will at least attempt to mediate, and will not hesitate to punish wrongdoers if they attempt to bring harm to the guild from the inside. She holds a very clear cut opinion that no member of the guild should ever bring true harm to another, no matter the situation. But what is considered 'true harm' is up for debate, as she clearly doesn't care if they bicker and fight amongst themselves.
A d v e n t u r e : An oddity, she would appear to be from the Far East, but anything beyond that as far as her history goes is quite the mystery. Nobody even quite knows why or when she joined the guild, only that she is a figure that has seemed to always just be around. Which is made even stranger by her seemingly un-aging appearance, standing half as tall as your average adult. She is typically known for taking on the most simple of guild quests, from anything involving children to getting a cat out of a tree. Whatever the reason, she has not been known to take on quests that might seem... difficult. As such, it is very much a mystery to many as to whether or not she can even handle quests that guild wizards are most often known for dealing with. What is known, is that she is never seen without her sheathed sword close at hand.
Spiria - Violet Thunder : She seems to have control over general lightning abilities, whether it's snapping her fingers to shock someone, disappearing and then reappearing in another location, or just making people's hair stand on end for dramatic value... At least, that's probably all it is, right? All her lightning is also purple too. Neat right?
✧ Raishi: With the snap of a finger, a bolt of electricity will zap her target. This can range from feeling like you just clicked one of those zappy prank pens, to feeling like you were hit by a taser.
✧ Shiden: In a flash, she disappears, only to reappear in a different location with a snap of thunder. Note that she does not get tax write offs for traveling this way on guild business.
✧ Shiraiha: The longer an individual is within her presence, the more susceptible to her thunder they become. This is something she can turn on and off so to speak, though seems to happen with her mood, so it's not always something she realizes she is doing. This is for area use, making her more dangerous to groups the longer she is active. By time you can feel the static in the air, it's probably too late. She also has a habit of using it to let others know it's time to calm down, without needing to say anything.
✧ Kōmyō no Ikazuchi: Unknown
✧ Inazuma no Mai: Unknown
✧ Senra no Tsubame: Unknown
✧ Rairyū no Kokyū: Unkonwn
(All abilities are okayed, just not publicly known at this time)
Shiko Shoko : A library containing all manner of literature from the Far East. From poetry and fantasy novels, to history and mythical stories. There is also just something, off about the place. As if something else has taken route here. The stillness, the silence, it is unnerving. And there is static in the air. Members of the guild are only ever allowed access to the main room. The doors that lead 'beyond' are off limits, for undisclosed reasons.
D.O.B X768·12 · 12 | Age 25 y.o | Guild Fenix Tear | Type Independent | Race Mildian
𝕴𝖉𝖊𝖓𝖙𝖎𝖙𝖞 A mage educated from the Court of Merlin, a former Magic Knight, and rumored to be a future prospect for the Roundtable Knights. Ifrit had it all. Extreme talent, notable progeny, even a seat next to the king himself. It seemed Ifrit's destiny was dead-set, but the funny thing about fate is that it can take turns no one would expect. Seven years ago, he resigned from his position as a Magic Knight, forever killing any chance of becoming a Roundtable Knight. Instead, he and a young Azuria helped form a new guild. One independent from any outside influence or organization. One that would surely cement itself into legend. This would end up being the birth of Fenix Tear, with Azuria as its first (and only) Guildmaster.
𝕱𝖆𝖎𝖗𝖞𝖙𝖆𝖑𝖊 Ifrit was born in near Bargrovyzaria to an otherwise un-notable family. In truth, he doesn't have many memories of his mother and father. At a very young age, when his profound affinity for magic was found out, his parents sent him into Bargrovyzaria proper to study in the Court of Merlin. He never cared much for the teachings themselves. To him, the fundamentals of magic were as natural to him as breathing. He quickly excelled through the ranks and years, on track to graduating early.
Ifrit needed something to challenge him. He showed great aptitude in all the basic magics taught to him, but they bored him greatly. To Ifrit, he wanted a challenge. A spellcraft to learn that no others would dare touch. A magic of this caliber could only be a Lost Magic. Knowing this Ifrit soon joined the White Creed. AN organization of Whiteout Mages with an affinity to studying Lost Magic (alongside setting magical regulations_ So, throughout the nights, he would go out into the city. Visiting decrepid libraries, following whims and stories of ancient texts and forbidden information, and often setting out for days on end to follow tales and rumors.
These sleepless nights and dangerous journeys paid off in the end. By the time his final year at the White Creed came around, he discovered, practiced, and become proficient in a lost art, time magic. Keeping much of the stories of where he found the information about time magic to himself, his fame only grew wider. After his departure from the Creed, he was immediately slotted as a member of the Magic Knights, a group of mages entrusted by the king to uphold his law and order. He was 13 at the time.
Four years passed, and Ifrit's power only grew. He knew much knowledge of his time magic was, well, lost to time. So discovering new techniques and practicing the magic art was difficult. But when he turned seventeen he was at a master's level. This achievment, alongside the rumors of him possibly being scouted to become a Roundtable Knight, Ifrit was extremely content with his life and future. A few months after his seventeenth birthday, though, fate would decide to change course.
He found himself bored. dissatisfied with his work. Ifrit was a man of determination and drive, constantly wanting to challenge himself to learn new things and achieve greater heights. But here he was, at the precipice of greatness. And when he looked back on his journey, he found it... easy. He didn't like that one bit. Where was the challenge that was promised? The prestige and laurels were lost on him, he felt dissatisfied with it all. Not knowing where to go next, he sought out the king for counsel. When he told the king his woes and worries, the king couldn't help but chuckle at Ifrit's plight. He told Ifrit that "one of the greatest challenges one can face in life is helping lead others to their greatness."
Ifrit sat on these words for some time. And a few weeks later, he asked the king to resign from his position. If leading people and guiding them was truly one of the most difficult things a man can do, than he will do it. He will master it, become one of the greatest leaders of this generation. Only when he does that, he can truly feel satisfied about his journey. The king accepted his request, and entrusted Ifrit to create a knew Mages Guild. Ifrit knew nothing about creating such an organization, but he knew where to find help. From his connections in the White Creed, he heard of a young girl named Azuria. A child prodigy and well renowned mage. After some time talking with her, they both agreed to set out and make this guild.
There were many trials and tribulations with creating an organization at the level Fenix Tear would be. He had to learn to work with others, tolerate their immaturity (this one came especially handy when working with Azuria), and more importantly he had to learn to set his ego aside. It was very tough for Ifrit, but he persevered. He kept improving day in and day out. Than, the fateful day came. The Fenix Tear Guild could officially open her halls to the wider world. When it came time to decide who would be the guild master, Ifrit insisted that Azuria take the position. He truly believed that he still had much to learn, and that Azuria was already molded to bear the title. Though he still holds a position of authority within the guild, it's largely in reverence of him being a co-founder (among other things).
Magecraft Esoteric Art: Time Magic, a lost magic that allows for temporal manipulation and cohersion. Ifrit believes that the magic art could possibly extend to paracausal manipulation, but this is only theory. Ifrit also have access to Mystic Eyes Magic, something he learned while in the White Creed.
Time/Accelerate - Ifrit forcibly increases the flow of time around him. This allows him to do practically everything faster. Pushing the flow of time could theoretically increase his speed, but Ifrit never pushed it. There is still a lot he doesn't know about this specific spell, so he's committed to keeping the flow within a "safe" level. Of course, this means that those mages with greater cognitive, perceptive, and/or speed skills can keep up with him easily.
Time/Decelerate - Ifrit causes the ebb of time around him to slow all living being except him. He doesn't know why the time slow effect only works on living beings, tests have all come back inconclusive.
NOTE: Time/Accelerate and Time/Decelerate cannot be used at the same time. Ifrit tried it once, he almost tore himself in two.
Epoch - Forcing the flow of time to shunt directly to his palms and consolidating a large amount of mana, Ifrit can create (in essence) a physical paradox. After enough temporal energy is stored, he can release it in an all engulphing blast. Usually, to use this spell safely, Ifrit must ward himself in ethereal vestiges that come in the form of golden clocks. This is an end-all-be-all move, if scorched earth is the only option.
Centennial - a much smaller and localized version of Epoch. Used in general combat and, while still destructive, doesn't have anywhere near the potency of its more dangerous counterpart
Aeon, Era, Origin of Creation - Ifrit's greatest spell. Massive, golden dials and clockfaces fill the sky around him. The pull of time can be felt physically. A chime rings out 66 times. And on the 67th chime, all of time stands still for a minute. Ifrit is still free to move around and cast spells. Aeon, Era, Origin of Creation is an extremely powerful spell, and one Ifrit has never cast before. He (theoretically) know how to do it AND CAN cast it, but the risks are severe. Altering the flow of time at such a massive scale is prone to cause problems, possibly irreparable. Outside of Azuria, he's never revealed the truth about this spell to anyone.
The ebb and flow of the streams of time... As natural as the sea and as mighty as the wind. Domains fueled by Chronus and her chosen. That stream has halted, Her authority revoked, I will see it set in pace again.
During his fight with Setsuka in the Icy Fjord, Ifrit revealed a trump card. During his time studying his Esoteric Art: Time Magic, he was able to tap into divine authority. Calling upon the powers of Kronos, the Goddess of Time, he can scale past the limits of mortality and charge his magic with divine energy. He becomes a paragon of Kronos herself. It grants him Devil Slayer Magic (usually time manipulation does not work on devils and demons, his does when in this state). Alongside new spells
Time Angel's Rage: A black hole forms above his target. It blankets the space below the rapture within multiple layers of time. Dagda Tuatha Dé: A cathedral of golden shards forms around Ifrit. Chains and binds form around his target, as they are forced to gaze at the time mage. He hovers over the apse, and his opponent is chained before the altar. This, in essence, temporally locks his target in place.
Eye of God An Ether Gear that enhances sensory observation by peering into the literal temporal flow of time, when in use, his eyes change to a golden hue with time arrows skin to a grandfather clock.
Advancery Jutsushiki | Projection | Telekinesis | Telepathy | Teleportation | Bullet | Chain | Speed | Heal Holder Type · With Jutsushiki, Ifrit can conjure chronorunic runes of letter-based solid script magic as word enchantments, the ingredients for his pen is from an elder tree bark of Drasil, tears of a Phoenix and a Philosopher Stone of Aja, from his heirloom ancestral Mildian Tribes.
Caster Type · Ifrit can summon two Thought Projections of himself at the cost of having ¼ each of his magic evenly split into said projections, leaving him halved, rendering him unable to use Time Magic.
· Telekinesis at an advanced level, allows Ifrit to play with magical rubix cubes, mentally control pens to do the paper work, and temporal flight.
· Telepathy is for comms-based, Ifrit can choose to omit information as what any S-Class can do.
· Teleportation allows Ifrit a total of 3 times in a row long distance burst travel, which takes half of his magic power.
· Ifrit can shoot magic bullets, at his level it is magic beams.
· Ifrit can restrain with basic chains only.
· Ifrit can Heal himself by reversing time, however he loses 75% of his magic power.
R e n d i t i o n : Conq is an old hand, leaving a mellow and lackadaisical lifestyle that leaves him content to watch events and lives unfold from the sidelines. He has no particular wish to engage, happy to deflect and delegate tasks to other guild members. Some may call it laziness, he prefers the much more apt term (to him) of "enjoying his twilight years". But if there's one thing that moves him, it's his studious nature: A common sight is to see him devour tomes on magical theory in the guild's library when he's not doing his actual job in the guild as Zeire's senior aide. Akin to a carefree grandpa to the guild's more normally aging members (and even to those who aren't), Conq is always willing to spin tales of his youth, whether it's calling himself a gladiator in one contradictory story and an astrologer in the next. Looks can be deceiving, however, as the old man possesses a sharp wit and shrewd cunning that often goes missed.
A d v e n t u r e : Indeed, as often as Conq tells farcical tales of his youth, some solid facts remain: In his childhood, he was assigned to be a page to a knight who died protecting him. Abandoning dreams of knighthood upon his disgrace, he became a vagrant. Conq traveled across the continent, seemingly with no particular direction in life. His only companion was a suitcase containing his only constant companion: the set of armor worn by his knightly liege before his death, immaculately well taken care of and maintained. Over his journey, he stumbled upon a gang of hoodlums and upon the gang's dissolution, took one of the youths under his wing. Eventually, his travels led to Fenix Tear a few months after its conception and he joined not just to spend the rest of his days in one place instead of on the road, but to give his young charge a chance at a home.
__
'M a g i c' 'M a g i c'
Multiply : Conq's Magic is a simple support-type. Multiply allows him to multiply the output of other people and magic item's spells. Conq has never tried to find the upper limit of his magic as above a certain threshold, all spells fizzle out. The further along he multiplies, however, the more his magic usage taxes him. The limit then to other people's spells comes from the original caster's ability to control the increased output. Upon losing control of the spell, the spell is simply collapses at best or deals a harsh negative backlash at worst. Magic items simply shatter upon being enhanced too far. ✧ Spell Name: Multiply Conq needs to be in physical contact with a Mage or a magic item as a spell is being prepared. He decrees the degree of multiplication and the spell takes effect. __
'W o r k s h o p' 'W o r k s h o p'
Spartan Retreat : Despite Conq's claims of living out his twilight years the best he can, his room is a fairly spartan room akin to a military barracks. A simple bed, an armor rack for his liege's armor, a work station to maintain said armor, and a reading desk.
R e n d i t i o n : Dolores is the noble beauty many a suitor has tried to conquer, the queen clad in blood and armour; gentle but strong-willed. A long mane of fiery red hair - her bloodline’s trademark heritage - falls down to just below her shoulders, and violet eyes burn with a strong, dutiful passion. To be honest, Dolores is not a picky woman and has a very practical appearance about her. Someone who's grown accustomed to the harsher parts of mercenary work, and as such Dolores is relatively fit and toned compared to the average mage (and scars to prove her worth as well).
Dolores is a creature of habit and does not like to break out of any routines she's been taught over the years, comfortably sitting in her own bubble and careful not to pop it by mistake. A stiff upper lip mentality mixed with an upbringing that of royalty, the woman is unnaturally rigid and formal in the face of strangers and close relatives alike. Difficult one to thaw out to be sure, despite trying to be less high-strung. She's typically well-mannered and friendly, just not fond of small talk.
A d v e n t u r e : It's difficult to hide the grimace on her face when people casually mention her family name - De La Fuente, a branch of the Le Lendard clan. A volume of sneers encompass just how much Dolores resents what should've been the perfect fairytale "happy ever after". So much so that she sought extreme measures to stick it to the big man of the family, and when father's precious princess had been sighted among less favourable members of Crèmisi's society, Dolores was abruptly scrapped from the De La Fuente history books. Good-fucking-riddance if you'd ask her. At least, that's the official story, and Dolores is nothing if not happily referring to that everytime someone asks what her deal is.
Whatever the reason (or reasons), Dolores took to the company of several criminal circuits and, in a rebellious tantrum, joined up with a dark guild the likes of which were fairly common across Crèmisi. Typical thieves and assassins, anything for a quick buck. Not a major threat, but enough of a nuisance to attract the odd guild mage or two. She'd proven a reliable member and had managed a deadly streak, and an even bigger following from the Magic Council and several ambitious proper little mages who'd thought her head a nice gateway to everlasting fame. Usually it was the other way around, another head to mount on the wall of her guild's hideout and an increase in bounty.
For several years Dolores had indulged in reaving and stealing and stone-cold murder. She had damned the consequences. And, hey, if she ever did get caught? Well, fucked if she hadn't lived her life the way she wanted. Only the truth tasted more like a sour apple than it did a sweet honey...
Her actions had soon caught on with the bigger fishes in the pond, and Dolores found herself outmatched in single combat by the strongest mage she'd ever met. Barely a fight, she found herself at the mercy of some nobody with a crest she'd never seen. She thought her life forfeit at that moment, but instead she was offered to come see their tavern. Whether she stood on the doorstep by choice or out of kindness, Dolores had relinquished her darker lifestyle some time later and marked herself a member of Phoenix Tear since that faithful day.
Six months passed since her initiation into the guild, and Dolores has found herself contemplating her current position and that perhaps she could pursue bigger ambitions...
Dragon Lacrima : Through certain procedures Dolores was implanted with a lacrima that has bestowed her with Dragon Slayer magic, which manifests itself in a smoke-like element; effectively dubbing her a "Smoke Dragon". While Dolores is hesitant to use this power on a whim, she's mastered it that all but the subtle differences, such as her immunity and ability to devour her element, are indistinguishable from plain regular smoke magic. The flashier parts of her slayer magic are usually withheld; not out of restrained, but because “You don’t hunt rabbits with a cannon”. Like her bladed staff, her magic is a tool - used precise and deliberate.
✧ Smoke Dragon's Roar: A Dragon Slayer's signature roar. Dolores lets out a raging whirlwind of ashen smoke that blows away anyone in its path.
✧ Smoke Dragon's Nails: An assassination technique devised by Dolores in which she morphs her fingers to resemble smoke-like knives that puncture on contact.
✧ Ashwalk: A spell that morphs Dolores's body into thin vapours, providing complete stealth for infiltration and assasination.
A Lady Dragon’s Refuge : Smelling faintly of smoke and ash, Dolores’ workshop is a disgraced noble’s private quarters; a corner room dimly lit by ever-burning candles on chandeliers and wall torches. Bookcases stand crooked, creaking from the weight of leatherbound manuals and guides, scrolls neatly folded in between containing valuable information on trade routes, underground deals and even private affairs. A desk sits on the opposite wall, littered with half-written notes and stained with ink. For the guild, she deals in favours; brokers information and gathers knowledge on potential guild jobs.
R e n d i t i o n : On first impression, Taylor can seem unpleasant, gruff, confrontational, transactional and borderline selfish; but given the course his life has taken, it's a manifestation of deep trust issues: he's slow to accept that other people actually care about him and his well being as an end in itself, and not just for what he can provide for others. First to step up to the line, and last to retreat; he takes promises and obligations seriously, even to his own detriment. Beyond that, he has a penchant for unconventional thinking; unexpected angles to solving problems, and twisted uses of the elements to open new approaches.
A d v e n t u r e : A byblow of some noble family or another that's long since fallen from prominence; not that he was ever in any position to care about things like heritage. With his mother passing away before he came of age, and his father utterly unknown to him, he fell in with some outlaws, discovering and teaching himself how to harness his affinity for fire magic to serve as the gang's bruiser - up until Conq scattered them. Fixed on the front line and too afraid to flee, he's been offered a second chance to make something of himself and learn his art for real.
Fire Alchemy : Under Conq's tutelage, Taylor can form semi-stable objects and convincing visual illusions using fire. Solid objects so far are limited to what can easily be carried in one hand. ✧ Mirage: Army of One - When affected by his mentor's Multiply spell, Taylor coordinates up to five illusory duplicates of himself for a coordinated multi-directional assault. Only one Taylor actually strikes, but when attacking from six directions at once, the odds of the real one hitting are in his favor. He's learning how to conjure and coordinate the additional duplicates without Conq's help, but he prefers the support.
Wit's Whetstone: Taylor's space in the guild manifests as a lounge with tables for games of cards, dice and other implements of chance, to match wits and wills with his colleagues. He rarely wins, but he rarely seems to mind.
'S H I N R A R U D E G A R N' 'S H I N R A R U D E R A R N'
A g e: 16 | R a n k: 1st Class | P o s t: Frontliner
O d y s s e y : Shinra can be easily described with a single word: passionate. Outwardly friendly and outgoing with an unwaveringly adventurous spirit, he wears his heart on his sleeve in his every action. Shinra has poor control over his facial expressions and shows his emotions very transparently, which is equal parts amusing and frustrating. Never one to shy away from a fight, he often challenges people he sees as strong, though never with malicious intent. While he can be brash at times (almost always), Shinra is surprisingly sharp-witted and is capable of thinking things through if the situation calls for it; it just usually doesn’t. At his core, Shinra is a lonely person with a deep desire for personal connection.
Honest and enthusiastic, Shinra strives to become stronger and surpass limits.
Satan Gravity : Inherited from his adoptive mother when he was a child and trained extensively, Shinra’s Ether Gear allows him to control and manipulate gravity. At his current level, he can only manipulate the gravity of himself and anything he touches, as well as fire spheres of condensed gravity at mid-to-long ranges.
Boundless Hall : An expansive training room divided into two major areas; one used only for physical training, and the other for magic training and sparring. The rest of the room has various amenities to ensure a fulfilling session. Any and all members of the Guild are welcome at any time. However, all must take heed, for once they enter, they will not leave the same.
A g e: 24 | R a n k: A | P o s t: Archivist (The 99th Gutenberg)
O d y s s e y : The Gutenberg is not an ordinary last name, rather it is one that traces back to a chain of master and apprentice who dedicated themselves in finding the lost library of Alexandria, legends say that it was burned in a great fire that consumed the city it was built on. The Gutenberg continued to march on regardless. Lucas is the latest apprentice of this line of Gutenberg, initially an orphan studying magic at Merlin Magic Academy before meeting Gutenberg before him and the man who would become his master, Johanne Gutenberg in his brief teaching stint. The two would then leave the academy together and become a two man expeditions in search of the said library.
It is in one of those expeditions Johanne Gutenberg will meet its demise courtesy of a Tartarus Dark Mage who would also be soon killed in the crossfire of an ensuing battle. After burying the body in its resting place, he would be then contacted by a woman who tells him the truth of Alexandria. It wasn't a mere library, that long ago it was the seat of her power and that as the last surviving Gutenberg it is his mission to continue what his predecessors started. Seeing that he has nothing to lose and a way to honor his mentor clearly given, he agreed to continue the search.
As a new Gutenberg, Lucas decided to focus his time accumulating knowledge visiting libraries to gain knowledge and heading to the most obscure and isolated places to write experiences his predecessors failed to notice. This is while he does his best to avoid the attempts of White Creed to recruit him into their already stacked ranks. Eventually his wanderlust would lead him to the steps of a group that would be known as Fenix Tear eventually joining as their Archivist much to the frustration of White Creed.
Magic Name : Glyph Maker Magic (Knowledge God Slayer Magic) ✧ Spell Name: Glyphs are a vital component of any conventional spell craft yet most spells utilize glyphs shaped by the user's instinct and experience. Glyph Maker Magic replaces that instinct with clear intent allowing it's users to virtually cast countless spells at will. Complicated spells however take time to 'shape' and materialize.
Infinity : A simple library containing the books and knowledge collected by Gutenberg's from various places and time period. Covering countless topics and written by authors both known and unknown to the public's eyes, it is said that some books in the library are once destroyed by the state for official and unofficial reasons.
B e s t o w m e n t : Dont add anything in this list, this is our power up system, I decide on what to give you, this is different from you adding spells, because it's GM bestowal.
Storylocked History | Alvarez-Mildian arc | Voice: Tomokazu Seki __________________________________________
Ancient Spellcaster, Holder
Sage God Slayer Magic
Sage God Slayer Magic is the testament of the Time Goddess Kronos through her son, Takanohara.
This power reflects Takanohara's Sevenfold Epic, Ifrit's journey to Godhood. A tumultuous journey of trial & joy upon the underworld, heaven and eden. Dubbed as the God of Time & Acquisition or better yet God Amongst The Highest Heaven.
Epic of Gilgamesh Lost Magic: Sha-Naqba-Imuru A sight beyond sight
A perception that pierces the heavens
Undressing the secrets of reality
An ocular-bound Ether Gear, known as the Eyes of God.
Ifrit's go-to and signature magic, Ifrit determines the flow of magic, movement and timeline changes.
His right eye slows down time while his left eye gives him teleportation within 20 meter radius, making it a room to switch places all around.
— Remaining 5 Epics, Storylocked by GM —
Epic of Takanohara Holder Magic: Spear of Stupor, Sakegari O' Kronos
Sever thy iniquity
Reprieve sinners
Eternal Judgment
Divergent Ring, Divine Spear of Stupor
Sakegari Ifrit's trumpcard that he vowed not to use on those who are unworthy.
Currently in its sealed form, it is called Sakahoko.
The True & Final Form: Sakegari is Storylocked.
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Ifrit Di Yestia 25yo – Nephilim – S-Class - Business Mogul God of Time & Acquisition: Takanohara
Ifrit exhumes a calm disposition as one, seemingly transcendent above triviality. Articulated, in a rhythmic gothic tone, kind, and subtle as his actions tell itself to all. Observant and nurturing to a fault, he's steadfast and timely of telling things, tough lovingly.