To describe Sania briefly would not be very difficult given the fact that she isn’t very nuanced when it comes to the depths of her personality.
Beyond all of Sania’s kindness and polite manner stands a girl who is the very definition of meek, shy, and reluctant. This isn’t, particularly because she lacks any form of courage but rather that she lacks the confidence to be assertive, flirtatious, or prideful in any situation. It is due to this that her innate talent in magic may be seen as redundant because she is so cautious to the point of hesitating and second-guessing herself and the situation; especially when it comes to a scenario where she needs to act swiftly. Ultimately, Sania is very well aware she needs to be brave and be better than she is but the truth of the matter is that she struggles to want to; she’d rather someone think her cowardly or pathetic than see her as evil, dangerous, and threatening — she doesn’t want to be villainized and hated. Her fellow guildmates have found it difficult to break her shell.
Sania was born in a small village of unremarkable reputation seventeen years ago, though she admittedly knew very little of her parents, a fact that was due to their disappearance before Sania was old enough to walk. In her parents stead Sania was raised by an old eccentric wizard named Belchardt Akranos, the only noteworthy individual who took residence in the small village at the time; a man whom Sania would recognize as her guardian. It would be relatively early in her life where she would discover her innate magical abilities; a discovery that would change her relationship with Akranos from foster daughter to student. But her tutelage was not conventionally legal due to the laws of the Librarium, though it wasn’t exactly for this reason that Sania’s idyllic life would come to an end.
The phrase “magic attracts magic” is very old and very true and Sania would witness it when demonic abominations set their sights on her unremarkable village. The resulting battle between Akranos and the demons would result in the near destruction of her home and the loss of her mentor, though she struggles with remembering it in perfect clarity. The surviving villagers branded her a witch, cried for the Librarium, and Sania fled the village in fear for her own life. Following her fearful escape from a place she once deemed her home she now found herself a homeless nomad, travelling place to place trying to survive by any means necessary whether it was stealing food or scavenging what she could. She was twelve years old.
Eventually, she found herself being discovered by someone who offered her shelter. But more importantly what she was offered was a new home and a new family: the Cloud Chasers.
A bold and brave man with a mighty sense of adventure and desire to battle. Although he is stubborn and foolhardy, he can be a very clever and intelligent man when it counts. Due to his upbringing he is incredibly knowledgeable in many fields of topics and is able to fill the role as a the royal, polite prince though he typically lets loose when he doesn't have to play the part.
He has a sense of honor as a warrior and pride in his country so when he is forced into situations where he represents them, he will do his best to bring honor to his homeland. However, he wishes to never to return to Xia because he does not wish to become king.
Huangdi takes great pride in his skills in combat and whenever he fights he does not pull his punches. He believes that it is the greatest form of training for him and opponent.
He is someone that be described as a strong, free-willed spirit. Due to his life as a prince, his choices have never been his along with his mistakes. No matter what, he wants to make his own decisions even if they very well the wrong ones simply because they are his alone.
“Come on! Show me your fighting spirit!”
| Nａｍｅ: |
| Alias|Nickames|Titles: |
The Warrior Prince, Muscles
| G e n d er: |
| R a n k: |
| Ａｇｅ: |
| Guild : |
| History: |
Huangdi is the son of the current king of Xia, a country in the far east far away from Pandora that was founded by the first king of Xia thousands of years ago. He is the first born son and thus the eldest sibling out of 82 siblings, all of them are the children of the multiple concubines of the king. Being the eldest of all the children, Huangdi was the one who would inherent the throne in the future and thus lived a life of complete discipline and lack of freedom.
Everyday his life was filled with constant lessons from many advisors and teachers that the king himself had appointed to mold him into an heir worthy of ruling Xia. From political history to mathematics to horseback riding to a massive array of different topics he studied under the best the country had to offer though let's just say that he was not exactly a well-behaved student. He was lazy and did not listen to his teachers and would be criticized for this on a daily basis.
There was one man that could challenge the young prince and make his blood boil was Xia's most powerful general. Zhen Fen Qiao. Fen Qiao was Huangdi's martial arts teacher and he taught him everything he knew by beating it into him every day. It was the only way to teach a child as stubborn and foolhardy as Huangdi. Every day they would spar, forcing the prince to learn his martial arts and magic fast during this intense, hellish training. No matter how many times he lost, he would be set ablaze with a new goal to beat his teacher and train by himself whenever he had time.
As the years grew on Huangdi had not only matured but grew stronger and became respected by many for his intelligence and combat prowess though there was also another change in him. His drive and luster had dulled from a depression that had started to consume him. Never had he seen life beyond the castle walls and felt that his world was confined and small when his desire to experience the world had grown more. Life was predictable and he knew how it was supposed to end for him; become king and be forced to marry some princess from a nation as an act of peace.
Zhen Fen Qiao had saw the results of the years of the prince being confined in his royal birdcage and felt pity for him and devised a plan. The Xia Kingdom was sending over delegates to Pandora as a sort of cultural exchange program to promote a new alliance between the new nations. Fen Qiao had convinced the king to allow Huangdi to travel with them and act as an ambassador for the two powerful kingdoms. For once of his life, the prince had seen the world beyond the walls though little did he know that this would change his life.
The airship that was bringing Huangdi, Quia, and the other delegates were caught in between a battle between a pirate guild and the Librarium after a storm had blown the airship off course. Their ship was blown out of the air and the next thing Huangdi woke up in a field of wheat surrounded by farmers of Pandora. They took him in and treated his wounds, provided him with food and water even though they hardly had any for themselves. Their kindness and selflessness moved him though he didn't realize the squaller and mistreatment they faced until he saw the state of their village.
It was on the day where the villagers had to make offerings to the village Deacon, the crops that they had worked so hard to produce. The Deacon was a fat man, fat like a prize-winning sow protected by the Cleric Knights while herding the fearful villagers. Needless to say, Huangdi was livid and fed the Deacon his fist. Perhaps luck was on his side; during his clash with the Cleric Knights the pirate guild, Cloud Chasers, had arrived on the scene and gave him aid in battle. It turned out that the guild was already going to liberate the village from its Deacon.
At this moment, Huangdi decided that he would join the Cloud Chasers. He could finally explore the world and carve his own path.
| Magic: |
Five Paths of God: A magic completely unique to the country of Xia. It is both a martial art and magic that requires absolute perfect control of the users own body in order to properly bring out its true potential. The Five Paths of God was originally meant to be a spiritual practice that was meant to help its pracitioners reach a perfect equilibrium and become closer to the gods.
To break it down to its simplest form, Five Paths of God is the manipulation of the flow of raw magic within the body and match it with the flow of the body in order to create a perfect unity between the body and magic.
The different aspects of this magic can be split into five parts: Path of the Fist, Path of the Step, Path of the Shield, Path of the Body, and the Path of the Mind.
Very few practitions have ever mastered the Path of the Body and the Path of Mind due to the danger that poses to the mage's body. Many have become crippled and many have died trying to attain these new heights, but those that attain and master these techniques without becoming crippled or dying are revered as gods of war.
Path of the Fist: As the name states, this Path focuses on strikes. The flow of magic is used as a medium for his strikes allowing him a variety of strike attacks.
Heaven Burst Fist: While punching someone, a flow of magical energy will burst from his fist and create a shock wave to damage the opponent. Twin Heaven Burst Fist: A variation that uses both fists instead of one in a two-level thrusting punch, creating a much larger and stronger blast compared to the one handed variant. Heaven Burst Kick: A variation of Heaven Burst Fist. The flow of magical energy is gathered to his leg and creates an explosive force of air to damage the opponent. Heaven Burst Ram: A drop kick variation of the technique. While it is very powerful due to two powerful shockwaves instead of one, it does have a drawback. Due to the person being in the air instead with a soild stance, they are sent flying back from the force of this technique.
Internal Shock: When punching someone, he can release a flow of magic via vibrations from his fist that will create internal damage where ever the fist lands. The severity and effects of the attack vary depending what part was hit. Internal Shock (Kicking variant): Literally the same attack, but with kicks.
Heaven Soaring Fist: By gathering the flow of magic into his fist, he can release it as a flying fist via pressurized air. The attack will have the same exact power as a regular punch from him. Heaven Soaring Kick: Variation of Heaven Soaring Fist, but stronger due legs having stronger muscles than the arms. The projectile takes the form of an arc.
Earth Dividing Blade: The flow of magic is gathered to one of his legs and forms a sharp blade. Needless to say, a direct kick from this is not advised.
Autumn Tempest Dragon: A massive flow of magic energy is gathered to one of his legs, the magic power exudes with autumn colors and taking in the form of leaves. When the user kicks, they create a serpentine dragon made of pressurized air flies straight towards its target and will keep on going, obliterating whatever is caught in its trail of destruction.
Sacred Art-Mountain Crushing Tempest: The flow of magic energy gathers into his arms and he sends a series of fast palm strikes that hit the target so fast that they are being juggled in the air before being sent flying by the last palm strike.
Sacred Art- Sleeping Elephant Tempest: A great flow of magic energy gathers into both of ther user's fists and the user punches the air, creating a massive elephant made of pressurized air and energy that explodes leaving the impact point obliterated. (To be gained)
Raging Tempest Embodiment Techniques(To be unlocked)
To be added
Burning Blood Embodiment Techniques(To be unlocked)
To be added
Path of the Step This Path is all about movement techniques, footwork. This is considered to be the most fundemental and the most important aspect of this magic since it does not matter how hard one can hit if they can't even reach their opponent.
Lightning Stroll: A technique that allows for high-speed movement. The flow of magic is gathered in his ankles, which acts as both a reinforcement for his ankles bones and improving speed. Because the movement is based around the ankles, the movement is much more refined and allow for even faster footwork.
Cloud Stroll: A technique that allows movement in the air. The flow of magic is concentrated around the soles of the user's feet and create bursts in the air, making it appear that the user is actually hopping in the air. However the trade off is that the user cannot use his Lightning Stroll or Thunder Stroll due to not having any real footing.
Sacred Art-Thunder Stroll (To be gained): Essentially Lightning Stroll, but to the absolute extreme. The user is able to move at such high speeds that they look like a bolt of lightning. This technique is usually followed up with various non-magic attacks. However, the force created by would break his ankles and damage the muscles in his legs, making him immobile.
Path of the Shield: As the name suggests, this Path deals with defensive techniques.
Art of Motion: From the palms of the mage's hands exudes the flow of magic that creates a repulsing force. This force is then used to redirect projectile attacks, but the user has to rotate their body a full 360 degrees to send it back to the user. The strength of this technique varies depending on the strength of the projectile. It can still be overwhelmed and leave its user damaged by the attack.
Iron Tempered Will: The user concentrates the flow of magic on the surface of the body, creating a powerful coat of armor with great durability. It makes the user's body as hard as iron though there are weaknesses to this. To spread it all out around his body makes it weaker as it is less concentrated. Using it on a specific point of the body will make it stronger, but leave the rest of his body vulnerable to attacks. This can also be used to enhance physical attacks since the body is hard as metal.
Path of the Body: This path focuses on enhancing and healing the user's body. As one the two final Paths of this magic, it is considered to be extremely powerful though not without the risk of destroying their own body.(To be attained)
Heavenly Healing Art-Meditation (To be gained): A technique that cannot be used in battle. The user sits in a lotus position and concentrates the flow of magic to his wounds, forcibly speeding up his cells to heal his wounds faster. However the user cannot move or break concentration or else he will stop healing. Do not expect this to replace limbs or missing organs as it does take time. Heavenly Healing Art- Altruisum: It is essentially the same technique as Meditation, however this technique allows for the healing of others rather than himself though this magic still follows the same requirements except that both healer and patient have to hold still for this to take effect.
Raging Tempest Embodiment (To be gained): The mage forces the flow of his magic to increase his blood flow through out his body, making them become exponentially stronger and faster. His metabolism is increased to the point that his own sweat vaporized, making it look like his body is surrounded by clouds. The drawback is however that his heightened metabolism means he absorbs nutrients faster than before, meaning that overtime this ability would be weakened. Using this technique allows him to use techniques that he cannot use otherwise due to his physical own limitations.
Forbidden Art: Burning Blood Embodiment(To be gained): A technique that pushes the mage's body to their very limit. Their muscle mass and overall weight decreases due to the immense amount of energy that his body is using and their skin turns crimson red, radiating an intense heat.
The strength and speed boost that comes from this technique is in a league of its own. A regular punch in this state is fast enough to ignite the air and many of his existing techniques in this state are ignited as well. This form allows its mage to use new techniques that he normally would not have access to.
However due to the signifigant power boost the user receives, the side-effects are severe. Just because he can ignite the air with his fists doesn't mean that he is fire proof. Those flames will burn him and the physical stress that it takes to maintain this form as well to use its techniques will shred the mage's muscles and break his bones.
Path of the Mind: This path is considered by many the most difficult to master. The mage directs the flow of magic to their brain and make temporary alterations though at the risk of detoration of the brain. (TO BE GAINED)
TO BE ADDED
| Miscs : |
Ever since he arrived in Pandora Huangdi had discovered a new genre of books he never knew about before: science fiction.
Ezekiel is a soft spoken lad with an extensive affinity for technology. Having been grown up with a metalworking father, as well as being an apprentice to an inventor, he's quite creative when it comes in purposing new inventions to help his guild out in any way it can. He's also very resourceful when inspecting and repairing mechanical gadgets and weaponry, which even includes his guild's airship when things are broken. Many say that Zeke has a natural gift for mechanics, especially at such a young age. He's also exceptionally good in organizing, making sure that everything in his workplace is where it's supposed to be, and often goes into a small ranting fit when his stuff has been tampered with without his knowledge. He barely lets anyone touch his stuff unless he permits them to.
While he prefers working in his workshop undisturbed, he always has room for a friendly chat with the rest of his mates. He's often described as pleasant to be around and being quite caring and kind to his friends. It's been noted that he often tends to get himself a little carried away into the "nerdy" talk if mechanics are involved, although his intentions are pure for the sake of giving the person the information he/she needs. He's willing to help other fellow creative folk in accomplishing their goals, for even he still craving for knowledge to improve his inventions, as well as to learn the wondrous world around him.
During battle he often takes the role of a scout or supporting unit, using his quick wit and speed to dodge incoming attacks and to stay hidden if necessary. While he's no brawler in any way, his gadgets and weaponry more than make up for it as they too often back a punch to jab at his opponent's side. Yet take away his gear and the boy is nearly helpless, only able to rely on his mental instincts to survive the day...
| N ａ ｍ ｅ : |
| A l i a s : |
"Zeke"; "Slinger"; "Inventus"
| G e n d e r : |
| R a n k : |
| Ａｇｅ : |
| G u i l d : |
| H i s t o r y : |
Ezekiel had it pretty tough when he was young. He lived on the edge of the slums with his parents, both working extremely hard to pay all the necessary bills put in place. While they were a middle-classed household, they tread the line in falling under poverty. Zeke's father, Howard Fischer, was a metalworker for a local smithy, while his mother, Mila Fischer, was a doctor for a local clinic. The boy had always been interested in how the world looks, always visiting his father's workshop to see what he's building next. Even he began attempting to create his own pieces of work, starting out first with metal sculptures. He'd go out to the local garbage dumps and salvage anything he can find, from metal scarps, bolts, pipes, virtually anything he believes will be suitable for his creations and he'd get to work. Seeing potential for Zeke to enhance on these skills, he sent his son to become an apprentice for a nearby inventor, a friend he knew since they were teens, at the age of 12, who made gadgets not just off material alone, but also with some added magic.
Zeke helped the inventor for several years, being taught all that his master knew, while he continued to create his own set of gadgets. Yet his proudest creations wouldn't come until a violent riot happened nearby when he was 16. A prison breakout happened several blocks away as the Librarium forces attempted to halt the advance. Several guards were killed in that riot, but the deceased unintentionally provided Zeke with guns. The boy thought of a brilliant idea as he sneakily salvaged two "Dragonite" pistols and a "Liberty-Class" semi-automatic rifle, taking them back to his house for inspection. He initially began to figure out how these weapons worked and once he knew confidently about their inner-workings, he begins to modify them. Prior in modifying them, he remembers his master having several solar-powered lacrima balls in his workshop, originally designed to harness solar power and be used as a renewable source of energy. He thought they could be used in weapons as magical ammunition each, and so Zeke "borrows" several of these spheres as he implements them into his guns. These lacrimas are easy to take out and switch to a new recharged one if one goes out. They worked nearly as planned. However, after accidentally dropping the spheres into a bucket of water and coming back ten minutes later, he then discovered that these spheres can absorb different elements depending on where they are stored, thus inventing the Magical Lacrima Bullets.
Wanting to tell his master about what he discovered, Zeke rushes back to his workshop, only to find out that it was barred off and confiscated by the Librarium forces. The inventor was secretly a leader of an anti-librarium organization and used his inventing skills to combat the tyrannical government. Now that his master is deemed to execution, Zeke attempts to gather everything in his workshop through a secret opening upstairs and gather everything he could find, nearly getting caught in the process. But things were about to get worse...
The inventor's rebel organization began to barricade themselves into Zeke's neighborhood and the Librarium were hunting them down ruthlessly. Fearing that they would discover Zeke's unintentional involvement with the inventor, Zeke's family attempted to flee from the neighborhood at night, taking everything magic related with them while the district began to burn. As they began driving away in their carriage, they were suddenly shot down by military forces as the explosion caused them to jolt out of the vehicle. The carriage was flipped on its side, squeezed in between a very narrow street, with the boy and his stuff on one side and his parents on the other. He viciously attempts to get his parents out as Librarium forces began coming in from their side, but his parents simply told their son to go and that they'd find their way out of this. With a heavy heart, with hot wet tears dripping down his cheeks, Zeke was forced to acknowledge their requests and left them to an unknown fate...
Yet on that same night, just an hour later, he discovered salvation in the form of a certain Skyship. They were helping to evacuate the residents of the village and upon stepping into the ship and showing his wears for the first time, marked the beginning of his involvement with Cloud Chasers guild.
| M a g i c : |
Magical Lacrima Bullets: Zeke sports three modified guns - two "Dragonite" revolvers and a "Liberty-Class" semi-automatic (SA) rifle - each being able to utilize a special slot for a certain lacrima to fire bullets of energy or a beam of raw elemental plasma which often drains the lacrima dry within seconds. These lacrimas have the ability to harness the power of an element so as long as they are bathed under a substance that supports a certain magical power, especially those regarding the natural elements. For example, the lacrima's were originally designed to be solar powered, gathering solar energy from the sun in which they are capable or providing light ammunition. However, Zeke discovered that if dipped for a certain amount of time in other elements (which often varies), they will absorb said power and fire its respected element, each giving off a different effect and status. Each individual lacrima can hold up to five shots before being drained and having to be recharged.
Below are some examples of the effects other elements can dish out:
Fire: Guns fire off fire bullets that burn flammable targets, or fire a raw stream of fire like a flamethrower. Lacrima must be kept in a hot location for ten minutes.
Water: Guns fire off high-pressured water bullets that can pierce through rock and weaker metals, or fires a beam of high-pressured water that can carve through strong metals. Lacrima must be kept underwater for ten minutes.
Earth: Guns fire off sharp-piercing rock bullets at opponents, or fires mudshots if combined with water, to slow opponents down, or fires liquid ground that can slow/trap opponents. Lacrima must be kept underground in dirt or rock for ten minutes.
Steam: Guns fire off a gust of steam that can cloud the opponent's vision, or fires off a tornado of steam that can push opponents off balance. Lacrima must be kept in a steamy environment for fifteen minutes.
Electricity: Guns fire off a bolt of electricity at the opponent, stunning them on target, or fires off lightning at the opponent, which can connect with other nearby enemies. Lacrima must be kept under electrical charge for five minutes.
Ice: Guns fire off a bullet of ice that can pierce through skin and slowly freeze opponents, or fires off a beam of ice that freezes any opponent in its line of fire. Lacrima must be kept in a frozen environment for half-an-hour.
Acid: Guns fire off a bullet of acid that melts through skin or metal (depending on the acid it absorbed), or fires off a liquid beam of acid. Lacrima must be kept submerged in an acid for between half-an-hour to forty-five minutes.
Healing: Guns fire off a bullet that explodes merely a second after leaving the barrel, releasing a potent healing cloud that cures any poisonous substances in the air, or if connected upon an ally it slightly enhanced the regenerative system to heal wounds. It also enhances the immune system to fight against poisonous substances. Lacrima must be kept submerged under special herbs for up to two hours (depending on the herb used).
Sound: Guns fire off a burst of loud sound that disorients any opponent in front of user, capable of bursting eardrums if close enough. Can only be fired in a beam. Lacrima must be exposed under intense loud sounds for ten minutes.
Light: Guns fire off a bullet of light that acts like a laser, or fires off a beam of light plasma within a large radius. Lacrima must be kept underneath direct sunlight for one hour.
Darkness: ("Theory") Guns fire off a bullet of darkness that corrupts anything it touches, or fires off a beam of dark matter(?) within a large radius. Lacrima must be exposed to dark magic for an unknown amount of time. Needs testing...
| M i s c s : |
Ezekiel's guild mark can be found on his left arm.
Adelyn is a young woman who carries a certain amount of grace and elegance about her, brought about by her upbringing. She is stoic, yet snarky. Cold, yet caring to those close to her. Cynical to most she meets, yet for the most part, trusting. Not that she feels close enough to most of her newfound guild-mates, due to the ordeal she was put through she seems to have a disdain and distrust for pirates she doesn't even bother to hide. Despite being a Pirate herself.
As such, she is more likely to be found immersed in a book than socializing with her fellow crew members. Due to this, however, she seems to give people the perception she views herself as above them. As if talking to them is barely worth her time. As such, coupled with her family's background despite the later reveal, she has very few friends amongst the crew. At best, she tends to act distant and detached to the rest of the crew. At her worst, or when annoyed, she belittles the other guild members and derides them for their actions.
She also seems to have overwhelming confidence in herself and her own abilities, perhaps also owing to her upbringing. Other traits that can be found to have taken root from her upbringing include being able to keep a calm head, for the most part, and her rather wide and extensive vocabulary, which coupled with a sharp tongue, makes for a wide variety of insults. She also shows excessive contempt towards actions or language she deems vulgar, such as cussing or flirting with her. Suffice to say, she will be quick to shoot you down. She isn't without her girly moments however rare they may be, such as getting flustered. This sort of attitude, coupled with her nobility, has earned her the nickname 'Princess' amongst some crew-members.
With them both being the newest members of the ship, and even of the same age, she and Laz are usually paired together in tasks. Despite their constant clashing of personalities, he is one of the few members of the crew who can get her out of her 'shell'. Adelyn finds his 'pranks' to be a nuisance and some of his actions and language choice as 'vulgar'. She even feels the need to go out of her way to tease him sometimes, whether they be of his shortcomings, his height or his feminine appearance.
Adelyn is the youngest child of the 5th generation of the Amberfield family, a prestigious family that aided greatly in the usurping of the throne over a century ago and also supplies the Librarium with several powerful Cleric Knights and Library Hunter with every generation. She is the only girl, having two older brothers. The family had been promised some land on the outskirts of the city-state of Ketar, in the 2nd Hierarchical realm in return for the part they played in the coup and subsequent disbanding of guilds.
She was raised like any other member of the family, given a chance to learn the family magic so that one day she could follow her family's 'proud' tradition. Not that she was interested, she was more into the fine arts and reading than boorish violence. This leads to many disagreements as she skipped lessons, disobeyed her teachers and parents, avoided training sessions and even went missing for a few days just to show how much she didn't want to learn magic.
So instead, one of her teachers, a retired Cleric Knight by the name of George Freeman, suggested she be taught the magic from the family Grimoire; the Divine Maiden. A magic that could only be taught to female members of the family, as the name would suggest. Her parents were initially reluctant, the magic hadn't had a user for 50 years. And the last two attempted users had died, having failed the second condition of 'a pure soul'. Convincing her parents was the easy part, however; the hardest was getting her to a lesson. However, he managed to trick her by getting her to read the book during a history lesson.
When she first opened the book, she took a week to recover from the sudden onslaught of magic that flooded into her. A risk that Mr Freeman had suggested was likely, due to her refusal to do even the basics of magic, though her recovery time was faster than he thought. She was the new host of the holy magic, much to her annoyance. Over the ensuing years, she came to terms with having the magic and attended lessons to improve her skills when she found that it wasn't a magic meant for violence anyway.
On the day of her 16th birthday, her parents decided to take her on a cruise around the neighbouring 5th realm. Long story short, the cruise was short-lived as they were attacked by Rogue Sky Pirates looking to make a quick buck by attacking the Skyship. During the ensuing chaos, Adelyn was separated from her parents. Scared and confused as fighting broke out on the ship, Adelyn tried searching for her parents to no avail. During her search, she was found and captured by a group of the pirates. But not before trying to put up a fight.
Which the pirates didn't take too kindly to, and when they eventually overpowered the girl they gave her a rather good beating for their troubles. Within an inch of her life basically. When she awoke, she was aboard their ship, bound by chains. And boy did everywhere hurt like all buggery, her face swollen from the kicks and punches. She found out from a crew member later, that all the survivors of the ship had been put in chains as well. To be sold off as slaves. The rest had either been killed by their hands or killed when they sent the flaming, wrecked ship down into the Wild-lands below. The crew member tended to her various injuries, making sure their product at least seemed presentable before leaving the shattered girl to her own thoughts.
She doesn't like to talk about what happened to her aboard the ship, but when Cloud Chasers took down the illegal pirates after hearing of their human trafficking, they found her covered in bruises and lacerations after having been on the ship for over a week. She spent another subsequent week with Doctor Vetrov recovering. During her two weeks away from society, it had been revealed that the Amberfield family had actually been working with Sky Pirates to help liberate Pandora from the clutches of the Librarium. The Cloud Chasers being a particular guild they had a strong rapport with, her father and the guild master being good friends. With her family labelled as traitors and criminals, she had little choice to stay aboard the ship and become a member of the crew.
It was better than nothing after all.
| Magic: | The Divine Maiden: Much like the name would suggest, this magic is of a holy attribute and basically covers that which fits the role of a Priestess. She can use the power of light to create powerful shields, blind her opponents, heal wounds or perform powerful holy attacks, amongst other various uses. To cast the magic, the user doesn't need the book out but having the book out will strengthen the effects of spells. The user also has a low tolerance for corruption type magic and takes increased damage from magic with a 'dark' attribute or of an evil nature. But the flip side is that it does increase damage to opponents with the magic of the same type.
A double-edged sword, if you would. And if the user were to become 'tainted', then the magic will slowly kill the user in a manner similar to that of being burned alive from the inside out.
Her spell list includes:
1. Divine Shield: Adelyn erects a barrier of light to stop incoming attacks
2. Divine Arrow: This spell creates an arrow out of light and fires it at an opponent. Can be fired as a volley, in which case the spell becomes Divine Volley. Can also be 'charged' to make a bigger arrow, though volley cannot be used if this is the case. Adelyn's largest capable volley is that of 5 arrows. There is another sub-spell to this as well, that of Homing Arrow.
3. Cure: A basic healing spell. While it can't reattach limbs, it can certainly close up gashes made by weapons if given enough time or if the user has enough magical power. There are three stages to this spell, with Cure being the lowest tier. The other two are Greater Cure and Extreme Cure. Adelyn can only use Stage 1 however.
4. Purify: The user pours their magic into their target to remove effects. This can be used to remove conditions such as poison from allies, make polluted water clean and drinkable or be used as an attack against 'evil' or 'dark' attributed to monsters. Contact must be made to cast.
5. Holy Soldiers: A spell that summons 'Angels' to aid in battle. Whether that be to protect the user from attacks or to attack her opponent. The Angels are humanoid in appearance but seem to be more akin to statues clothed in bright holy robes with quite large wings. Adelyn is capable of summoning two to her aid at this stage in time.
6. Holy Light: A spell that is perhaps the most versatile of the lot. When cast, the user creates a ball of bright light. The size and brightness differ based on use or the amount of magic used. An obvious use of this is to help see in darker places, though Adelyn's main use of it is to read at night. Can also be used in a 'burst' type manner, used to blind her opponents or distract them if used correctly. Can also be a handy-dandy signal.
She has a secondary magic as well; that of the Requip Magic: The Librarian. Though the only book she has to use to cast magic is the one used for Divine Maiden, she uses it to store her vast collection of books and even as a hiding place for her diary and Grimoire. Also handy to throw books at people with, or retrieve thrown books. fairytailfanon.wikia.com/wiki/The_Lib… | Misc: |
Guild Mark: A bright topaz-yellow, on the back of her left hand
She also owns various books of various genres. Fantasy, romance, educational, dictionaries. You name the genre, she probably has a book of it somewhere in her collection.
The red earring she always wears is a family tradition, every member of the Amberfield family owns and wears it at all times.
Laz initially comes off as somewhat soft-spoken and reserved to many upon first meeting, as he seems to rarely initiate conversation or try to get to know other people. However, if one takes the initiative to speak with him, they'll find that he actually can be quite an amicable fellow. He does have a bit of a mischievous streak, loving to sneak a prank here and there when people least expect it, knowing that his first impression often leaves him as one of the last people suspected of the deed.
He's not always that nice to be around, however. Ever since he was young, Lazulin has had trouble keeping his temper under-control, and even now, he can be seen either barely holding back these outbursts behind strained smiles and clenched teeth or sending an unsuspected fist right into someone's face as he prepares to let loose on them. This anger problem is much more easily scene when Laz is seen fighting anyone, as it could be said that he can get a bit. . . overly-enthused about inflicting harm on others. And if that foe is a member of the Librarium, the likelihood of him going overboard is greatly increased, as Laz bares a very intense hatred for the Librarium in it's entirety. As far as he's concerned, they're a corrupt and immoral government that needs to be completely annihilated down to the very last man.
“No, I don't want to talk about the bandages.”
| Nａｍｅ: |
| Alias|Nickames|Titles: |
The Wildlander, Vulgar Savage(Adelyn)
| G e n d er: |
| R a n k: |
| Ａｇｅ: |
| Guild : |
| History: |
Lazulin was not born in the Highlands, like most of the other Cloud chasers. Instead, he is an inhabitant of what he considers to be the True Pandora, known to others as the Wildlands. In the Wilds of Pandora, life is tough and unfair, with any number of deadly creatures that would be more than happy to make a meal out of you. However, Lazulin was lucky to join a village that was by protected one of the great dragon that the Highlanders had tried to slaughter all those years ago. Her name was Pivae, a gentle but forlorn dragon of ice who the village had helped protect from the Highlanders fro generations in return for her protection. She had once had a mate,Neivrinti, but he had perished shortly before Lazulin, slain by a terrible creature of darkness and shadow. According to Nirvelli, Neivrinti's former rider and Laz's mother, the dragon had sacrificed himself in order to ensure his rider's escape from the foul beast.
Neither his mother nor Pivae have ever been the same since the incident, at least, that's what Laz's father often said. That she blamed herself for what happened more than she should, and had become a lot more violent and impulsive ever since. Laz would be lying if there weren't times when he was afraid of her at times. But she never hurt him or his father, despite seeming close to it several times. She just simple froze before going off somewhere to cry the rest of the night away. Still, even with these issues, Laz loved his mother and father, wanting to grow up to be might warrior just like them when he got older. Perhaps even a dragon rider, like his mother had been. Pivae had a clutch of young wyrmlings that would reach young adulthood in the near future, so there was a chance he could prove himself worthy of the honor.
Unfortunately, such a future was not in the cards.
Somehow, the Librarium had gotten wind of the existence of dragons in the area and had sent a group of Wizards to deal with the issue. Normal procedure with the Librarium with such incidents was that they would demand the dragon's be slain, and if resisted, they would kill the dragon's themselves and likely take down anyone that got in their way, but that was all. But whoever was in charge of this patrol did not think such things were warranted. Either due to some sick sadism or warped sense of justice, the man had deemed that the whole of Laz's tribe would not make it through this night alive. There was no warning before the attack, save a slight increase in magical energy. Most couldn't even sense such faint trepidations in their surroundings. But Nirvelli did, bursting into Laz's room and rushing him and his father to the underground storage area they kept, so as to stop pests from stealing their food. They had almost made it when the bombardment began.The last thing Laz saw was the look in his mother's eyes, something between fear, panic, and something much more primal and terrifying, before he was thrown into the damp metal box. Then everything went white as beams of radiant light fell from the night sky, decimating everything they touched. The box collapsed around him, nearly crushing him as he tried to escape, to no avail. He likely would've died if it weren't for the heavy defense enchantments that allowed the storage container to take as much damage as it did without breaking.
But it seemed that he had traded one hell for another, as he was now trapped in the darkness of the now cramped compartment. He wasn't sure how long he had been trapped in his prison, only that the shaking of the bombardment had stopped shortly after had been trapped. The time crawled on terrible slowly as he tried to make his way out of his prison, calling through the tiny cracks in the metal for someone, anyone, to come save him. And then, when it seemed like no one would save the poor twelve year old, he sat down in a corner and cried himself into a fitful sleep, having exhausted himself in his attempts.
It would be another 3 maddening days that Laz would spend trapped in his confinement, three days munching on the remains of their family's food stores, of calling out for help until his throat was raw and sore, of listening with dread as the beast of pandora pawed through the wreckage soon after, growling and fighting amongst themselves for the burnign scraps and remains of the village that had once been his home. Three days of where he felt an ever going certainty that he was going to die in here. Either from dehydration, starvation, or just from the stress of it all, he was going to die and this crumpled metal box would be his tomB. It was in this dark moment, however, that he heard-no, felt a voice. It was soft, distant, but it called to him. It promised him survival, purpose, a way out, and most of all, it promise power. Power to take down those who had ruined everything, taken everything from him, and had confined him to this dark hell hole to die.
He had no other options, and even of he did, he likely wouldn't have taken them. With this offer, he felt all of his despair and hopelessness turn into anger and rage. And so, he accepted, and the world went darker than darkness. The roof of his prison was turned into not but a fine layer of dust, obliterated by whatever magic this voice possessed.
'But that is onlya hint' The voice would whisper into his mind, 'of the power I can give you. But trials still await you in the travel to my domain. If you wish to turn back now, I won't stop you.' The voice needn't have bothered voicing the option. He had made his choice already.
What followed was a month long journey through the Pandoran wilderness that felt like ages. Laz would have perished several times over if it weren't for the voices words and abilities, teaching him how to track, how to hunt, and most importantly, it taught him how to hide from the most savage creatures that stalked the treacherous jungle at night. And while he was mostly safe during these nights, the sounds pf jungle meant he rarely found himself sleeping restfully. Anymoment, some creature could stalk through the trees to snatch him away to their lair and end him. This paranoia ate away at him so much that he almost never slept more than an hour at a time, and when he did, it was usually from exhaustion.
But when the month had ended, Laz would find himself at an ancient temple, broken and decayed, with strange carvings of bestial lizard-like beings that stood on two legs. He could not read the language as he walked past the carvings, but he could feel the sense of peril and danger they impressed upon him. They wanted him to go no further, were warning him of danger possibly greater than anything the young lad had faced before. but he had nothing else to strive for. He had already gone far from where most tribes tended to travel, and without the voice, he would not survive the journey back. so, pushing the feelings of apprehension and dread that the carvings tried to instill in him to the back of his mind, he marched forward into the depths of the temple. Despite it's age, the structure remained brightly illuminated by green leyline carved into the stone, seeming to draw magical energy from the land around it to power its systems.
Down and down and down he went, the voice growing ever stronger as he proceeded, telling him of every loose stone and trapped passage that stood between him and it. And before long, he arrived at his destination. Entombed within a massive crystalline structure, as cracked and decrepit as the rest of the temple, was a pristine black scythe of some otherworldy make. And it was from this weapon the the voice spoke to him, with only one question.
"Do you accept the power of I, Jamaerah the Watcher of Fate, Weaver of Magic, and Purifier of Pandora, boy?
Lazulin did not respond with a word, but with his actions. He walked up to the crystaline structure and, with slight hesitation, placed his hand upon it. With a soft peel like the ringing of a bell, the crystalline prison shattered, the scythe floating in the air above him ominously as the voice barreled out it's response to his acceptance.
"Than let us now be one, Lazulin Mulciber, and may those who stand before our might, like all else in existance, be returned to the pure dust from whence they came!" And with that bellowing closer, the scythe descended on Lazulin in the blink of an eye, the blade stabbing itself into his eye. But there no sound of steel cutting flesh, no blood, only a scream of pain as LAz's mind began to fill with images, like an entire sea of information was flooding into his mind, filling his consciousness to the bursting. And just when it seemed like he would succumb, the sythe suddenly became enveloped in a soothing light, black switching to white as it split into an array of bandages that wrapped around his head. Laz would stand somewhat paralyzed by the event, his mind struggling to recover before finally giving into the exhaustion that filled his body. And so, with a loan whimper and the thud of a body hitting the floor, Jamaerah and Lazulin were bonded together, the journey they would soon go one beginning in earnest.
| Magic: |
Eye of Jamaerah: A Magic gifted to him by an ancient being of the same name, this magic is currently incomplete and much weaker than it should be due to Laz's own inexperience with it, as well as his body and will not being strong enough to handle the strain of it's full power. As it is currently, the Eye has two states: Active and Inactive.
In the Inactive state, Laz looks like he normally does and doesn't gain much in the way of special abilities. In this state, not much occurs except that his sight remains unaffected by non-magical attempts to obscure his vision, such as smoke or darkness. No matter the conditions, he can always see perfectly fine. He can also see through thin materials if he focuses some magical energy into his eyes, stuff like cloth, paper, thin planks of wood, etc. His main use for this ability is during his training with Jamaerah in understanding magic in all it's forms. The Inactive state also causes his body to constantly drain magical energy from his surroundings, thought the amount is small enough that it doesn't normally amount to much, especially given the amount of magic present in the environment. This energy is stored within the eye, for use in Laz's studies of magical energy during meditation and in helping to reinforce his body while in the Active state.
Speaking of the Active state, this is how Laz does most of his fighting, allowing Jamaerah's magical energy to channel through him in order to awaken his senses and empower him. Jamaerah's influence is shown in the large spectral black eye the appears over his shoulder, exuding a strange aura that is both pleasing and disturbing to be in the presence of. While this eye is out, Laz's body is becomes decorated with a number of light green-ish blue lines that pulse with light, reinforcing his body and increasing his physical abilities with magical energy. This allows him to move faster and hit harder than he normally could, to the point where he can even leave deep dents in metal without breaking his bones from the punch.
Along with this, Jamaerah acts as a magical support system, using his knowledge to mentally correct Laz's short-comings in a fight, enabling him to become a more capable combatant than he normally would be, though Laz is rather loathe to rely on the ancient being. So much so that, unless the fight is something serious, he tends to reject this assistance completely. Along side that, Jamaerah also assists in providing Laz with increased visual capabilities, linking his mind with the eye on his shoulder to provide him with full 360 degree vision, is capable of viewing magical energy, and proves useful if someone attempts to use magic to obscure his vision, as it can still see for him. The eye, while unaffected by physical attacks, can be blinded through use of magic that directly targets it or severs Laz's mental connection with it and, by proxy, Jamaerah's consciousness.
Born of the Blood Rite: Lazulin is not a normal human being. When he was still developing the womb, his mother partook in the ritual to become one of the Drakesworn, consuming the blood of her dying companion in order to fend of the savage beast that had brought them down. As such, some of a Drakesworn's abilities ~~and some of their curse~~ has been passed on to him. As such, his physical abilities, constitution, and senses are noticeably greater than that of most other humans, not including the use of magic. This gives him a slight edge in physical combat, as he's able to surprise most with his strength, durability, and stamina if they underestimate him due to his appearance. It also gives him a rather robust immune system, making it so he's never gotten sick in his life before, not even with the cold.
However, Laz also inherited a portion of the Drakesworn's infamous madness and bloodlust, manifesting with him as a rather nasty temper and an intense lust for battle. While he has worked in habits to contain and control these impulses over the years, they are still difficult for him to really control, especially in regards to anything regarding the Librarium. When they are brought into the picture, Laz's mood will near instantly worsen, and any control he has over himself becomes tenuous at best.
| Miscs : |
His guild mark is placed on his right shoulder and is a plain black color He likes spending time with Mona despite having little idea what she's talking about half the time. Don't look any closer into that. He has no ulterior motives. Who told you that? It was Adelyn wasn't it, that little bitch Has been training with Huangdi for the last few months to improve his hand-to-hand combat skills. Progress is. . . slow, but steady Despite his seeming dislike for Adelyn, he is actually quite protective over her, and despite his words to the contrary, has done his level best to keep from hurting her when his tempers flare. Of course,t his gets him in trouble with Zeke and Mona when he puts holes in the ships hallways.
"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?”
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.
| Nａｍｅ: |
Solidor Themis Amara
| Alias|Nickames|Titles: |
| G e n d er: |
| R a n k: |
| Ａｇｅ: |
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| History: |
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…
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…
| Magic: | Summoning
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.
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: "Do not call up that which you cannot put down."
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.
Physical summons are people, plants, objects, animals or even concepts 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.
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...
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.
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.
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.
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.
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.
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.
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 four, 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.
Chimera: 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
Sylvan Excalibur Quaid: 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.
Heavenless Bushi Mifune: 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.
| Miscs : |
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.
- a large, old plain looking book
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.