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Fandom Fate of Fiore: Manufacturing Mages

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Name: Millie Thorrin

Gender: Female

Age: 10

Height: 4’3”

Character Strengths:
  • Kindness
  • Selflessness
  • Curiosity
  • Highly sociable
Character Flaws:
  • Innocence
  • Pacifism
  • Naivety
  • Lack of Life Experience
Personality: Millie is a highly sociable young child. She loves to talk to people and very often has a lot of questions for them because she is still learning how things work in the world and she has a desire to learn more and more. There are very few things that would make her dislike a person when she first meets them.

The child is a very kind and gentle soul. There is very little in the form of life that she would not respect regardless of what the person or thing might have done or how terrifying they look. Although appearances at first might scare her, Millie will always recognize life as life and in her mind, there is no life that does not deserve a second chance. Millie will never intentionally harm another soul and she is, in fact, very selfless because that was how she was taught that her magic was intended to be used.

Regardless of how great of a person she is, Millie’s youth has its downfalls that her positive qualities cannot always overcome. She doesn’t know a lot about the way of the world so sometimes there are things she just doesn’t understand although she will seek to learn about them as they become important to her.

Her lack of knowledge leads to another flaw. Millie can very easily be convinced to believe things that may not be true simply because she doesn’t know any better. She can be very naive. Some of her naivety can also come from her kind heart as well, though, because she tends to be over trusting of people who may not always be her friends although she will often think that they are. She has a habit of only seeing the good in people.

There is one thing that can really bother Millie and that will kind of disrupt her normal personality and that is when people stare at her scar. This is because in all reality, Millie doesn’t quite understand what happened to her four years ago. She knows that she died - that much is kind of obvious - but she can’t really explain it to people who ask about it, and when they stare, that tends to mean the question is on their mind. When people ask her about her scar, Millie becomes very shy and avoidant of the question because she doesn’t want to accidentally lie about it, but she’s not entirely sure what the truth is.

Guild: Raven Tail

Rank: C Rank

Magic 1: Blessing Magic: Specialist Magic (this magic can only be used by someone who received an angel’s blessing); a complex form of supportive magic that allows the user to bless other beings with positive qualities of a wide array. Common blessings include the blessing of luck, the blessing of hope, the blessing of memory, the blessing of accuracy, the blessing of speed and the blessing of strength. Users familiar with the magic are also capable of performing a blessing of healing although this blessing only works in the scenario where the caster is fully well and healthy. Blessings can only be of positive qualities. The caster couldn’t cast a blessing of harm or a blessing of pain.

Magic 2: Takeover Magic: The Angel

Notes on Magic: Millie is incapable of a complete takeover and can barely do much with her second magic at all. She is competent in her blessing abilities, though. It is also important to note that with her takeover magic, it comes with a downside of increased morality which very nearly renders her incapable of doing anyone harm while in the form because it’s angelic.

Backstory: Millie was born to a fairly wealthy family in the country of Bosco. She was the youngest in the family of four, her brother being five years her elder. Even in infancy, everyone was aware that Millie was a very fragile child and they treated her like glass. Sometimes, people were even afraid to touch her out of fear that she would break. This wasn’t because of anything specifically wrong with her - she’s always been fairly healthy - but because of her appearance more so. Her skin has always been very pale and even has a paper thin texture to it which people have always found odd.

Nevertheless, her family cared for her well enough. She played with her brother all the time and although he tended to avoid getting rough with her and he steered their games towards calmer activities, Millie loved him and he loved her as siblings should. However, quickly after she came to truly enjoy playing with him, Michael started school and he wasn’t around as much anymore. Millie was left to play alone more often.

Millie was never one to complain about her lot in life. Her parents were both politicians who worked a lot so she didn’t really have a whole lot of opportunities to play with them. They did hire a babysitter to watch over her, but Millie often disregarded this person entirely because this person always seemed distracted by something else - her phone, her boyfriend, a tv show… and Millie didn’t want to be a bother.

Oftentimes, Millie’s early wanderings would take her into a small forest near her family home where she found many wonderful things to explore. She loved listening to the sounds of the birds and trying to repeat them back to the sky. Of course, it never worked, but she was a child and she didn’t care because it was fun. Millie gathered acorns for the squirrels and chipmunks when it was getting close to winter and when the snow finally came, the child would decorate the land with snowmen and snow angels.

Even though her antics were very free, Millie also knew her limits. She was a good child who was always home in time for dinner, she knew how to behave when her parents had guests over and she rarely, if ever, got into trouble.

When Millie was five, one of the cooks in her family home left the stove on after they had finished cooking. Paper towel was too close to the stove and that was all that was needed to begin the disaster that would forever change Millie’s life. Millie had been outside playing at the time although it was close to supper and she had started heading back. It was the smoke that caught her attention.

Her parents weren’t home for the night yet, but the babysitter had already made her way outside upon realizing there was a fire and she grabbed Millie before Millie could run inside, telling her it was too dangerous. Millie wasn’t about to disobey; she knew enough to know that fire was bad. Then she heard something, though. Millie heard a scream. Her brother had recently gotten home from school and he was still inside.

Going frantic, Millie tore herself free from the babysitter’s grip and charged into her family’s burning house in a desperate attempt to save her brother although at this point, any attempt was futile. Millie didn’t know that, though. She just knew that she had heard her brother’s scream and she loved him which meant she had to try and save him.

Although Millie could never explain what happened next, in all reality, Millie died that day. The doorway collapsed shortly after she ran through it and a sharp edge of the house, collapsing with the force of gravity, pierced all the way through her neck severing her spinal cord and killing her instantly. And on that day, Millie received the angel’s blessing.

“Child,” a voice called out to her. Opening her eyes, all she saw was light. Pure light as bright as the sun. Somehow, even through the blindingness that surrounded her, Millie could also make out a figure of a man. Well, he was sort of a man. He was dressed in a white robe and he had luxurious white wings. Millie never fully saw his face, but she heard his words clearly. “It doesn’t end here, not for you. I give you The Angel’s Blessing.”

Something happened then. Millie was surrounded in a glowing aura of pure light similarly to the man who had now vanished although Millie never noticed where he could’ve gone and that wasn’t important. The light became so blinding that Millie had to close her eyes to its brilliance and when she opened them, she was lying in the rubble of her house that no longer existed and no one was around anymore.

Although Millie didn’t know it, two days had passed since the fire and she was now considered dead along with her brother who had been unable to escape.

Millie immediately set out in search of her parents. It was a rather odd sight. She was a six year old girl, her dress was tattered and burned so that it could hardly be called clothing anymore and her hair was a wild arrayed mess. That was odd even without the blood stain on her neck which was impossible not to notice although it did cover the scar that now marred the skin.

No one believed her when she tried to tell them who she was or what had happened. They all thought she was pulling a prank on them and Millie was forced to become a sad child with nothing to do but sit on the side of the street. She cried because she had never had a problem with life before. She was a good girl, she’d always been told that she was an angel of a child, and people had always loved her. Now it seemed that no one loved her and she didn’t really know what to do about it.

That wouldn’t last, though. “Child, what ails you?”

Millie looked up to see a man standing in front of her. His clothes were tattered, torn and practically non-existent, same as her own, and his eyes were glossed over. Millie almost considered asking, Why are your eyes painted? but she knew that would be rude so she held back. She just told him the answer to his question - that no one believed her and that no one loved her anymore.

“That is not true, child. I believe you.”

“But… you don’t even know my story.”

“I don’t have to to know you don’t belong here anymore. You belong with a family that will love you forever!” He smiled at Millie and picked her up before continuing, “Anyone with Raziel’s Blessing deserves that much.” Millie’s eyes grew wide at the stranger as she wrapped her arms around him. It was the first hug she had had in days when she was used to getting them every day.

Millie travelled with the man as they made their way from Bosco towards Fiore as he began to tell her fabulous stories about guilds and magic and families that held it all together. Millie thought it was a fantasy at first. He told her that she had magic too and he started to teach her how to use it. He taught her how to channel the blessing she had received to help others and to help herself although he warned that she should always remember that the blessing wasn’t meant for her to hold it back, to not help someone who needed it.

Millie learned to control Blessing magic - to inspire hope for those who needed it and happiness for those who couldn’t find it. She learned to bless people with so many things and never demand repayment for it. Millie learned to be selfless.

Finally, after only a few weeks time, the two companions reached Fiore and the man asked Millie where she wanted to go the most. He had told Millie the stories of all the guilds, he had told her about all the guildmasters, about the magic council and all the famous mages who wandered this new land for her. Now it was her choice.

Millie didn’t hesitate. There was one man who reminded her very much of herself. One guildmaster who all the reports made out to be a very nice person, but it seemed like a lot of people didn’t believe him. Millie believed in him. Millie believed in Master Cyan. And so it would be that the man would take the child to Harrow Town, home of Raven Tail. He had to leave before they got to the guild hall though.

Millie was confused. She didn’t understand why this man had to leave. “Wait!” Millie demanded. “Who even are you?” In their few months together, Millie hadn’t even learned his name. Another realization came to her then. As they had travelled, all the people they met had stared at her scar, but he didn’t. “Why don’t you stare at me like the others do? Why don’t you ask me what happened?”

“I can see it all in you child. And I’m the one who can’t even see.” The man was blind. He had been blind all along, but he still had the time to take care of a child who needed a new path. The man walked away and although Millie wanted to chase after him, she also wanted to stay on the path he had led her to, so she didn’t follow him. She turned and finished the short walk to the Raven Tail guild hall.

What Millie doesn't quite understand about the strange man who brought her out of Bosco and into the wonderful land of Fiore is that he was the angel Raziel himself taking on a human form to help her get to a place where she could better benefit the world he watches. During her travels with him, her Blessing Magic was enhanced and he absorbed the consequences of her spells as a way to encourage her to develop and explore the magic without any reason for her to become afraid of it.

One day in Harrow Town, Millie met a traveller who was performing and he used magic in one of his acts which allowed him to grow wings and Millie found this to be very curious. She thought the wings were the same wings as those of her original savior and she quickly ran up to the traveller to ask him about it. While he didn’t understand her outrageous story, he did kindly explain that his wings were part of a takeover magic. He had encountered and studied a harpy.

Millie was amazed by this new possibility and she quickly set to trying to learn the magic for herself. She tried to find something simple - a bird was her intention. She loved birds and she loved the idea of freedom that birds represented for her. However, something odd happened. Millie achieved a different takeover. Having encountered an angel in death, Millie had the rare ability to achieve that transformation although she still has many of its secrets to explore.

Items / Possessions: None of significance
 
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Name: Dominique Aykan

Gender: Female

Age: 27

Height: 5’10”

Character Strengths:
  • Able to Ignore Emotions: At first glance, this may seem like a flaw. However, for someone in Dominique's position, it is actually a valuable asset to have because it allows her to look at a situation objectively rather than be influenced totally by her own emotions.
  • Dedication to her Guild: Dominique is literally at a point where she would do anything to ensure the well-being of her guild and her guildmates. She is constantly willing to bring new people in, especially if it pulls them out of a difficult life situation. Dominique would quite literally take a bullet for any Mermaid Heel mage.
  • Strategic: Given that she was raised in a highly militaristic country, Dominique was raised on combat and raised on strategy. She knows how to think through a situation before barging in and she is always one to insist that a strategy is in place.
Character Flaws:
  • Seemingly Unemotional: Dominique has a lot of trouble actually showing her emotions and how much she actually cares to people. She was raised to suppress her emotions so coming out and showing them contradicts her conditioning. She does try, but she rarely succeeds.
  • Blunt: Dominique isn't one to scale down the situation or tell little white lies for the well being of other people. She says things as they are with nothing left out and for some people, this is hard to take.
  • Not Open to Others: In her mind, Mermaid Heel is an isolated place where she can be free. Dominique is not very open to people outside of her guild; in fact, she has rarely ever actually spoken to a mage outside of Mermaid Heel.
Personality: Dominique is very open to socialization and fun activities within the confines of her guild when she is surrounded by her guild mates. There is no place she would rather be than home and home is nowhere other than the guild hall. The minute someone joins the guild, they instantly earn Dominique's trust because Dominique trusts Sara Iskaris's judgement. Therefore, while inside the guild hall, Dominique comes off as a very friendly and trusting individual although even her guild mates have to admit that every once in a while she is just a tad bit too serious.

Outside of the guild hall, Dominique becomes an entirely different person. She doesn't trust anyone beyond those who bear the mermaid insignia, although that doesn't mean she is hostile. She just isn't overly friendly. Dominique answers questions in the simplest way possible while providing minimal information about herself or her guild because those two things are precious to her and therefore also sacred. It is not her place to share the secrets of her guild and her own secrets are forever destined to remain her own secrets.

Despite her lack of trust in other people, Dominique often finds that she is the one to step up into a leadership role in team situations because of her extensive knowledge base in strategy as well as her ability to see in two places at once. It certainly comes in handy. When she steps into a leadership role, Dominique often forgets for a while that she doesn't trust people. This isn't by choice but out of necessity. One cannot assign duties to people the do not trust.

Dominique does not take no for an answer and she is not one to easily accept failure. However, she also knows the difference between surrender and a tactical retreat and the former is something she finds is often her best option. Although this is often interpreted as giving up, Dominique always returns and hits hard on the rebound.

Despite some of her obvious flaws, Dominique is always trying to do whatever she can to better serve Mermaid Heel and to better meet the obligations that come with belonging. Although she doesn't trust outsiders, she does her best to try to make a team work or to try to get a mission done. Dominique is highly protective of her guild and she is highly assertive on this fact. Everything she does is always "For Mermaid Heel..."

There is one final aspect to Dominique's personality and that is Ajax. Ajax is a husky that is Dominique's constant companion and Ajax comes off as friendly to anyone and everyone. He is always open to being pet and loved and tickled and played with. He's always full of energy and he's always very robust. His near constant presence around Dominique really helps to tone down her more serious persona.

Guild: Mermaid Heel

Rank: Guildmaster

Guild Tenure: 7 years (1 as guildmaster)

Magic 1: Life Link: This magic allows the user to establish a permanent connection with one other living being; in Dominique's case, the link is established with a husky. Mages with this magic can use the link to communicate with their linked being and to share some functioning with their linked being. The linked beings are able to see through each other's eyes, draw upon the other's stamina reserves, the mage can cast magic through the body of the linked being, and they can telepathically communicate.

Magic 2: This magic works in a very similar manner to that of pain suppression magic. Through physical contact, the caster is able to shut down neurons related to both touch and motor capabilities in a target's body. When used extensively, this can have multiple effects: the user can relieve pain, cause numbness and eventually cause a total paralysis. Of course, the effects of this magic are not permanent; however, they last for long enough to at least lessen their target's physical capabilities.

Physical Combat Prowess: Aside from all of her magical capabilities, Dominique has trained as an assassin for at least half of her lifetime and is an expert when it comes to stealth and dagger wielding.

Backstory: Dominique was born to an impoverished family in the country of Sin during a time of distraught. Her family did not have enough money to raise another child and they did not want to let her go either. Unfortunately, her family did not get time to really deal with this problem before she was stolen from her crib on the night of a full moon. No one from her birth family ever learned what happened to her, where she went, or whether or not she was even alive. All the investigations fell flat and all the leads died or vanished.

Due to this interesting start to her life, it is highly likely that Dominique wasn't even her birth name; however, it is the only name she has ever known.

Dominique was stolen from her crib by an organization known as Silence Sin. It was an organization that saw how terrible of a place Sin was becoming and they sought to strengthen it from the inside. While their intentions were great, their methods were questionable. The organization quickly became known for training highly skilled assassins by starting with children, drilling all of the sense of morality and emotion out of them and turning them into beings who would kill without a second thought. Dominique was one of those children.

Trained to the point of breaking every single day, Dominique never knew a caring relationship, she never knew happiness and she never knew the feeling of going to sleep and waking up having gotten enough of it. She, like the others in the program, was conditioned to obey orders. When she didn't, she was punished harshly; when she did, she was rewarded moderately. The psychology worked.

As successful as the program was, it was bound to be envied by those within Sin who sought to tear the country apart even further than it already was. On a new moon, when Dominique was seven, their facility was attacked and everyone was slaughtered brutally - everyone except the assassins in training. Now under new leadership, the children were instantly all tested for physical abilities, mental abilities and obedience. Only those who passed all three were allowed to live and become part of the new program. Once again, Dominique was one of those children.

After all the tests, training was over and the newborn assassins were sent on various missions across the country to kill targets of many kinds. Those who sought to free the country from the ensuing tyranny were among the first on many of the lists and Dominique's list was no different.

Dominique quickly excelled at what she did. Silent as the stars, quick as light, she was often referred to as the Silent Killer of Sin because no one ever saw her and her target always wound up dead on the ground. As her reputation grew, so did the amount of freedom she was given to remain outside of the organization's facility beyond the scope of her missions. Despite her newfound freedom, the conditioning remained. Whenever she was among people, she was an outcast by her own intention. Time passed. Dominique grew content in her life the way it was.

It was then that a name showed up on her list: Sara Iskaris. The name didn't mean anything to Dominique at the time and she approached it like any other name that showed up on her list.

Different from all her other targets, Sara fought back and Dominique quickly started to lose. She had been unprepared for such an opponent and never before had she faced anyone who knew how to fight or were aware that she was coming. Sara could've killed Dominique that day, but she didn't. Rather, Sara recognized that Dominique was a slave same as Sara herself had once been and in her sympathy, she spared the assassin.

Dominique went downhill from there. She didn't understand the sympathy Sara had displayed and she didn't understand how she had been able to fail on a mission since nothing of the like had ever happened before. This led to a few firsts for Dominique. She didn't return to the facility immediately after a mission. She cried - not out of sadness - but out of confusion. And third, she realized that she was very different from the other people, the people she isolated herself from. She resorted to wandering, weaving her way across the seemingly peaceful countryside of Sin.

It was in this time of stress that Dominique met Ajax. He was a stray puppy who likely wouldn't have survived for much longer without her and Dominique approached the animal curiously. Unknown to her, her encounter with Sara Iskaris had activated her own magic and when she knelt down to pet the little pup, Dominique established the permanent connection that would lead her to make her first friend ever.

Although Dominique didn't understand it, the puppy proceeded to follow her everywhere and the link also served to open her own mind to the concept of emotions. When she returned to the facility, she experienced a new one: fear. Having been gone for almost a week without providing any report, Dominique knew she would be punished and for the first time, she didn't want to be punished. She didn't want anything to do with it. Because she didn't want anything to do with it, Dominique had nothing to do with it. Upon her entry into the facility, she slaughtered everyone inside - even the people who, like her, had no choice in being there.

Numb to the wounds she received in the process, the only thing Dominique remembers after she collapsed was the fact that Ajax came and found her and began licking the blood off of her face.

When Dominique woke up, she was in a hospital and Ajax was nowhere to be seen. However, she did find a note sitting on the table next to her bed. "When you wake up, RUN!" was what it said. Her conditioning still in place, Dominique jolted out of the hospital bed and jumped out the window. She didn't know what was beyond the doors of her hospital room and she didn't want to find out. Falling was a much better option.

Landing on the ground, something cold brushed against her nose and when Dominique looked up, the little dog was back again. Then something funny happened. An image flashed inside her mind - an image of Sara Iskaris. It was almost as though a part of Dominique's being wanted to find the one who had set her on this path and find out why. Laying there, Dominique remembered her encounter with Sara and one particular quote always stood out in her mind. "You are a slave... just like I was. You ought to be free." Dominique was slowly starting to understand it. The more she understood it, though, the more she realized that she couldn't just go find Sara once more. There was something else she had to do first.

Dominique went on a spree. It wasn't a killing spree, though. It was a freedom spree. Dominique hunted down all the slave traders and all the slave owners she could and slaughtered them while simultaneously setting the slaves free. She never stayed long enough for them to say thank you, though. Slowly, her rumors began to change. She was no longer the Silent Killer of Sin; she was the Silent Knight of Sin. She is the secret key to the start of an ongoing civil war that continues to this day.

Finally, Ajax jabbed her gently one morning and the image flashed once more in her mind - the image of Sara Iskaris. It became clear that Dominique had done as much as she could in Sin and it was time for her to leave. If she continued to cause chaos, things would never have an opportunity to try and get better.

Dominique boarded a ship in secret and vanished forever from the country of Sin.

Based on information she had been gathering whenever she could, Dominique learned that Sara had made her way to Fiore and had actually become quite a powerful mage in the process. When Dominique arrived in Fiore, she went straight to Mermaid Heel. Her journey had been long, she had no change of clothes and she was still covered in the blood of those she had killed on her last attack in Sin. At first, the sight of her was so horrifying that she wasn't allowed into the city.

However, rumors made it quickly to the guild hall and Sara herself came out to investigate. Immediately, Dominique was recognized and welcomed into the guild hall. It wasn't until they were concealed inside that Dominique shattered. Falling to her knees, she could not hold in the tears. Sara had saved her and in saving her, Sara had saved millions. Dominique was overwhelmed because that was something she could never repay and if the guild took her in, that would only compound her debt.

Eventually, Sara stepped down with the intention of returning to Sin and helping to further clean up the messes in their home country. She appointed Dominique to watch over the guild in her stead and thus, Dominique became guildmaster, a position she has held for only 1 year.
 
NPC
Name: Bowie Nagina

Gender: Female

Age:
90

Height: '5, 4"

Image:
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Personal Strengths:
Loves her family

Always Willing to forgive he family members

Very open minded

Optimistic

Coolheaded

Good Sense of Humor

Personal Flaws:
Puts little value on the lives of people outside her clan

Has no problem lying to family members

Has no problem with backstabbing allies when convenient

Will harshly discipline family members when they endanger the clan as a whole

Will ignore the personal wishes of her own family members and make decisions based off what she thinks is best.

Personality:
Bowie is a loving, caring, and very family orientated woman. She cooks dinner for her family every night making sure no one leaves the table with an empty stomach. She kisses her grandchildren goodnight after reading them a bedtime story. And when she gets news of a new addition to the clan she knits them the cutest baby clothing imaginable. Everyone in her family loves grandma Bowie and she loves them back twice as much. Anyone not in her clan are tools to be used and disposed off when no longer needed.

Those that try to hurt anyone in her clan or destroy the clan itself....receive her full attention. She's always got a smile on her face weather she's spending time with her family or driving poisoned spikes into her enemies. She's always quick with a joke and tends to mock her enemies during combat. She loves money, but see's it as means to improve the standing of the clan. She's also quite talkative and finds it easy to strike up a conversation with just about anyone. Big into matchmaking and is usually on the look out for good partners for her grandchildren.

Guild: She has no guild but offers the services of the Nagina Clan to those who can pay.

Guild Tenure:
Bowie has lead the Nagina clan for the 60 years

Rank: S

Magic 1: Poison Aroma: This Magic allows the user to produce a fog-like gas that's poisonous, with immediate effects of coughing when inhaled

Magic 2:
Needle Magic: A Magic that allows the user to manipulate their body structure, causing spikes of various sizes to protrude outwards from various parts of their body, among which include the face, the arms, and even the hair. Needle Magic similarly possesses the power to, more or less, drastically enlarge selective parts of the user's body, such as the arms and torso, making it look like the user can bloat themselves up

Abilities:
Master of Stealth:
Having decades of experience as an assassin can pretty much sneak past any defenses magical or other wise. She's capable of shadowing people for days without them knowing it. The number of people who could find her when she doesnt want to be found can be counted on one hand. Three of them are Wizard Saints.
Master level Swordfighter: Bowie is a master at using a variety of swords but favors her hidden longsword.
Acupuncturist: Bowie know's every weak point on the human body and can disable limbs for hours with a few quick pokes.
Master Poison Brewer: Bowie has an encyclopedic knowledge on the various poison plants and animals that live throughout earthland. She knows most of the effects of their poison and can craft deadly potions, powders and pills from them.
Physical Prowess: Despite age hindering her body she still retains most of the strength, speed and flexibility she had in her youth.
Master Hand to hand combat skills: She's 90 years old and has a mean right hook!
Backstory:
90 years ago, on a island of the coast of Fiore that could only be found by those who know where to look, a Lovely Demon in human skin was born. Bowie Nagina was the 4th child of Marie and Hetun Nagina. Bowie is one of the best poisoners and combatant that the Nagina clan had produced in generations. She was genius when it came to concocting poison for almost any effect. She was ruthless intelligent fighter who used a variety of techniques to wear down or immediately kill any fighter she came across. A superb spy that could blend in anywhere and sneak past the tightest defenses.

Ever since her rite of passage at the age of 14 Bowie has been one of the most feared figures in the mage Underworld. For sixteen years she was the most successful field agent for the Nagina clan. She's assassinated guild-masters, poisoned princes in their beds, and defeated a Wizard Saint in single combat. Her feats were so great that it propelled the already famous Nagina clan to heights undreamed of!

Around the age of 29 she meet that special someone and settled down with him. When they were married and she was with her first child Bowie offical took over as leader of the Nagina Clan. There was never another assassin that terrified the world of magic like she did be she did just as much damage leading the Nagina clan from the shadows. She's lead them for sixty years, raised children and saw those children have children of their own. Among her grandchildren Gox showed amazing potential as an assassin that rival her's at his age.

She was disappointed to learn that he'd abandoned the guild he was sent to fight with. But, her disappointment came more from his aversion to killing than anything else. The high ranking members of the clan wanted to drag him back immediately but Bowie put her foot down against it. Rather than have his own family hunt him down she put up a bounty on Gox. If any guild can bring him in alive and intact they receive a single favor from the Nagina clan. Years went and Gox both refused to come home and evaded capture. Bowie was both frustrated and immensely proud of her grandson. Not only did he evade capture for years but he also stole the Fabled Poison Dragon Lacrima! With her day's numbered due to her old age and Gox proving himself to be as great as she was in her prime she getting impatient.

She wants Gox home to assume leadership of the Nagina clan and bring home a nice girl for her to meet.

Supplies: Hard Candy, Kniting Needles, Yarn, pictures of her granchildren, a pouch containing vials of various poisons and toxins, Her walking stick(Which is contains and hidden sword that can inject a painful and deadly neurotoxin.)
 
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CAPTAIN FABULOUS!
Regal Overlord of the Blue Pegasus Guild



  • Julius "Jewels" Prescott

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"The RAVEN"
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Maki Obertuck


  • -----------------------
    Name:
    Maki "The Raven" Obertuck

    Gender: Female

    Age: 23

    Height: 5'9

    Hair Color: Raven Black

    Eye Color: Blue

    -----------------------
    Appearance: Regularly wears an orange jumper designed for aeronautical use; sporting a pair of goggles to top it all off.
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    She is occasionally found in an official military-style uniform when representing Raven Tail on official business despite not actually being in a military. Although she does have family in military positions.
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images


Name: Polygonus Elasus

Nickname: Poly

Gender: Male

Age: 19

Height: 5'4"

Personal Strengths: Typically it comes easy for Poly to make friends and acquaintances. He's for sure an extrovert and likes socializing. Some say Poly is naturally funny. He can make people laugh when he's trying to, but he can also do it when he's just being himself. Poly can be a quick thinker in some cases. He is physically fit and quite athletic.

Personal Flaws: Poly is not the smartest guy. He can be quite impulsive at times and too carefree. Sometimes he overthinks but most of the time he doesn't think at all. At times Poly can get selfish and careless, putting himself or others in danger. He also has trouble reading emotional or mental signs.

Personality: Poly is burningly passionate about everything that he does. He gives his all in absolutely everything he does, regardless of the task. He does not know how to be half-hearted or lackadaisical about anything he cares about. Poly doesn't use his head very often. He has a short memory and attention span. He'll forget people's name he just met 30 minutes ago or even forget something said to him several seconds after it was said. And for his age, he's quite childish. The orange haired boy never gives up. Ever. On anything.

Guild: Fairy Tail

Guild Tenure: 6 years.

Rank: B rank.

Magic 1: Earth Dragon Slayer Magic - a type of Dragon Slayer Magic that allows Poly various characteristics typical of a Earth Dragon: such as scales that grant his body protection against Earth-based attacks, claws and talons embedded with the element of Earth, and the strength of the Earth Dragon. Consequently, Earth Dragon Slayer Magic allows Poly to produce and control earth from any part of his body, which can be used both in melee and as a ranged form of offense. It also allows him to manipulate the earth around him by focusing his magic energy in one point.

Backstory: Polygonus was found by the Earth Dragon when he was a baby and it took responsibility for raising him. During this time, Poly learned the dragon's signature form of Lost Magic: Earth Dragon Slayer Magic. He trained and practiced with this magic a lot. At some period the Earth Dragon disappeared and Poly hasn't seen it since. Life without any type of guardian was rough for Poly. He often stole to survive and got in fights with bullies in town. He was a big troublemaker and was very lost. Eventually he heard about guilds and mages. He thought he'd check out one of these so called guilds and see what being a member was all about. That's when he came across a paper talking about Fairy Tail. Since that was the first and immediate guild he found, that's where he went. Upon arrival, he was shocked to find a building full of lively people. It was like a party in the building. When he opened the doors some people laughed at his dirty rugged appearance, others were concerned to see a child in such shape. Before anybody could actually say anything, Poly was confronted by the guild master and asked several questions. The guild master told Poly everything about guilds and mages, as he listened he only wanted to join and become one more and more. It sounded fun to him. From then on, Poly became a member of Fairy Tail and was raised by his fellow members and guild master.

Supplies: N/A​
 
"I am often asked what is it that I believe in so fervently. The answer is simple. I believe in people; in every single person in the world. I have placed my faith in the good nature of humanity, and faith has been placed in me in return. The people trust me to protect them, to comfort them. And so I deliver; there is no talk of payment or dues. I chose to do it, and I believe that to be the most beautiful thing that exists. Choosing to do what's right, wanting nothing else but to see smiles bloom on every face."
Taylor


  • Name : Taylor Sokhernayan

    Nicknames : Witch of Corinthia, Dragon Saint, White Peregrine

    Gender : Female

    Age : Unknown, she thinks she's in her thirties, most people think she's barely twenty, while Lamia Scale's guildmaster loudly proclaims that she is in her fifties just to mess with her. The thing that puzzles the few people who know her story is that there has not been a civil war in Isenberg in recent recorded history.

    Height : 6ft 10in

    Appearance :
    Taylor.jpgArya.jpg
    Left picture is casual clothing, right picture is her everyday outfit for work. Her hair and her irises turn silver-white when using magic due to being a White Dragon slayer.
 
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Ariel "Wildcard" Locket

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Name: Ariel “Wildcard” Locket

Nickname/Title: The Huntress / Wildcard

Gender: Female

Age: 28 years

Height: 5’5’’ (170cm)​

Physical Description: Ariel’s features are easily recognizable. Her forehead is wide and her eyebrows go quite high, making room for big, doe-like eyes in a golden-yellow color and a small, low-placed nose. With cheekbones quite high and a long, chiseled jaw, her chin ends in a slight point. Her lips are plump but her mouth is small, making it seem like a pout when she rests. Often wears a huntress outfit that goes with her archery style, and a hood covering her golden-blonde, long hair. She has a lean, skinny build with an hour-glass shape - though her clothes often cover that up quite well. Though she is of skinny build, she is very strong and quick on her feet. That being said, she knows she is a beautiful woman - but will not rely on it unless it is rewarding her one way or another.

Personal Strengths: Protector, especially over her friends and family - or innocent by passers. Strong moral instincts, will fight for justice. Good judge of character. Spontaneous and carefree, but loving to her closest. Will make her presence known and is not afraid of failure. Enjoy challenges. Can handle her booze. Extremely loyal to her guild and her friends. Not scared to make a fool of herself. Energetic and determined, a hard worker - but also knows to enjoy life to the fullest. High stamina, due to her type of magic and exercise.

Personal Flaws: Can get aggressive in order to protect what she holds dear. Easily agitated and will snap if her buttons are pushed. Will not back out from a fight, even if it means certain death/immense injury. Has a tendency of butting into things that are none of her business. Often underestimated because of her appearance - which angers her. Might come across as charming, but she is absolutely not classy. Can be vulgar and embarrassingly direct. Needs a long time to recover from big battles. Her impulsive personality often puts her in situations that could be avoided. Hot-headed.

Personality: Ariel can get loud and often talks a lot - both with strangers but especially with friends. Can laugh and play around a lot with banter, but if you get on her nerves or make her angry it will definitely be made obvious. Though she is not fit for a leadership role, she adapts to most teams she is put to work with. Has a playful, but also a very protective and aggressive personality - making her live up to her well-deserved nickname: Wildcard. Rarely says no to a celebratory drink. Can get physical in terms of showing her affection to guild-mates and friends by playfighting, hugging, etc. She can also emit a flirty vibe, though that could be from spending many years in Mermaid Heel. Impulsive in energetic and heated situations, but relaxed and laid-back when she can be. Often takes things one step too far - whether it is fighting, destruction etc. As if she has trouble holding back once she's set on something.

Guild: Mermaid Heel

Guild Tenure: 16 years

Guild Mark: Right above her right hip-bone

Rank: S

Magic 1: Dark Écriture
NOTE: This is a basic explanation of the magic - and does not display Ariel's abilities 100%. Spells are in the "Spells" spoiler.
Caster Magic that involves the writing of runes for various effects. The spells used for this Magic work only on what the caster writes with it; in other words, what they write goes as follows, making it a sort of "rule" in using Dark Écriture. The runes can be written on an object, person, or even in midair for the effects to take place. The runes can be written for different purposes, such as traps, and offensively can be cast upon an opponent to inflict either physical or mental injury. The caster can also conjure an element for usage of this Magic, like poison. Death is also a possible effect. However, simple usage of this Magic that is convenient for the user, such as teleportation or flight, can also be used. Another type of spell is actual transformation, in which the caster is able to transform themselves and be granted a different appearance, even strength. When Dark Écriture is used, the caster's right eye turns black with a glowing purple center making it possible to write Dark Écriture. As new spells are developed or practiced, they will be added to the roster.​
Spells marked with * can be used in conjunction with Archer Magic (runes on arrows).

Dark Écriture: Refusal

By writing runes in thin air, the user can block an incoming projectile. Can only block direct projectiles. Will break if enemy spell is stronger or user leaves her position.

Dark Écriture: Destruction*
A trap-like rune that will explode in a circle if triggered by movement or Magic. Cannot be written midair. Can be cast on a Magic Arrow and will explode upon impact.

Dark Écriture: Teleportation
This spell has a longer cast-time, making it difficult to use mid-fight. By creating runes on her own body, Ariel can teleport herself through runes to a different location and re-assemble the runes in the new location. It is a very draining task, especially over larger distances and will leave the caster vulnerable and in need of recovery for a short time. Cannot be written on anyone but the caster.

Dark Écriture: Tracker
Sets the casters sight on the target for a limited time, increasing accuracy and damage of other spells. This spell is cancelled upon blinking, making it difficult to uphold for a longer period of time. Side-effect is a lower accuracy for equally as long as Tracker was active, making it only usable a couple of seconds before it becomes a liability. Often used in conjunction with Archer Magic.

Dark Écriture: Rune
The caster writes a set of runes on an object, midair or on a person, creating a set of rules for a certain area. This can take effect over a larger area, though the larger the area of effect, the shorter the time it will last. Example: "Dark Écriture: Rune - All caster spells has a chance of draining twice the amount of energy." If rewritten, the current rule will be overwritten with the new rule. Example: "Dark Écriture: Rune Rewrite - All Holder Magic will backfire." This cancels out the previous Rune in that same area. Only one rune can be written in the same area, though the caster can set multiple areas with different Runes. Area of Runes are visible by a purple Rule-text and can be exited by force unless stated otherwise.

Dark Écriture: Pain*
The user writes runes on their opponent, which will inflict immense pain on them without actually dealing any damage to their body. This spell can also be cast from a longer range. By creating runes, the user summons several magical beams that are directed to attack their enemy. Alternatively, this spell can be cast differently by shooting the caster's longbow repeatedly, releasing a volley of beams. Must touch target to take effect. Can be blocked/dodged. If hit with Dark Écriture: Pain by arrow, it will cause as much bodily damage as a normal arrow-wound would in addition to immense pain from the cast rune.

Dark Écriture: Wildcard (Ultimate Powerskill)*
The user combines Arrow Storm with Dark Écriture: Destruction to create a hail of Dark Écriture-written arrows upon their targets or in a circular area. Cannot be focused on a singular target as it is an Area of Effect-spell and the caster does not control where within the circle the arrows will hit. Upon impact, the arrows explode in a smaller area - creating a big area of destruction. Dark Écriture: Wildcard has enough power to create a circular crater in the ground and potentially defeating an enemy should they be hit with multiple arrows or explosions. This spell will render the caster unconscious as it uses a tremendous amount of energy. Dark Écriture: Wildcard is Ariel's signature spell and is never used in proximity of teammates as it does not differ friendly fire from enemy fire.

Weakness:
Dark Écriture
takes time to practice and cast, and often takes up a lot of energy. Requires a set distance from the target, unless the spell is cast directly on the target, making the caster vulnerable against melee-type/close range mages. Full usage of power often leaves the caster on recovery for extended periods of time. Requires high accuracy and tactical prowess. Does not bode well for lengthy fights.

Strength:
Very adaptable to most situations and enemies. Powerful against Caster Magic. Requires a caster with high stamina and energy-sources to perform powerful spells. If used right, it can disarm a target without actually inflicting damage. Explosive power that is meant to end a fight fast.

Magic 2: Archer Magic
NOTE: This is a basic explanation of the magic - and does not display Ariel's abilities 100%. Spells are in the "Spells" spoiler.
Archer Magic
is a Holder Magic involving the shooting of Magic arrows, which produce various magical effects. As the Magic's name implies, the user draw a bow with an arrow and fires Magic/normal arrows. The arrows can vary from normal arrows to any other type of arrows, such as wind arrows, mud arrows, sunlight arrows, Magic arrows, etc.. The caster requires a knowledge of archery before mastering this magic as it is heavily user-based. Ariel is a fantastic archer, even without relying on her Archer Magic - though her spells do buff her abilities in most situations. As new spells are developed or practiced, they will be added to the roster.​
Archer:
Normal arrows in a direct line towards her target. Upon impact it will cause normal arrow-wound damage.

Blinding Arrow:
A light-magic arrow. When triggered by the caster or upon impact, it creates a blinding light meant to disorient her enemy in a short radius. Does minor damage upon impact.

Smoke Arrow:
A smoke-magic arrow. Upon impact, it explodes and creates a momentary smoke in a circular area, allowing the caster to move to a safer location or disorient the target. If used in an open area, the smoke will disappear quicker than if used in an enclosed area. Minor damage upon impact. Often used in quick succession with Explosive Arrow.

Explosive Arrow:
An explosive-magic arrow. Upon impact the arrow explodes, doing moderate damage to the target or area.

Arrow Storm:
The caster sends a hail of arrows down on her target, doing moderate damage upon impact. Can be used in conjunction with Smoke Arrow or Blinding Arrow though the caster's accuracy is immensely lowered as it is an Area of Effect-spell.

Bullseye:
A honing-arrow that will follow the target it was intended for until destroyed, until it comes to an obstruction or hits the marked target. A high-damage attack. Can be blocked, but cannot be evaded.

Weakness:
Shots do significantly less damage at a closer range if there is less time to draw the string. Requires muscular strength to pull the string of the bow and can easily drain the user if the fight is lengthy. Long fights make the arrows weaker. Requires high accuracy and focus. The user CAN run out of ammunition, though it rare.

Strength:
Powerful against mid- and long-range targets. Explosive, quick powers meant to end a fight fast. Can be used without spell-based magic, though it is weaker. The longer the Magic Arrows fly, the more powerful they become. A fully drawn Normal Arrow does tremendous damage at close range. Powerful assisting spells.

Backstory: Ariel was born as the only child in her little family on a small island outside of El-Callum. Her father was a recognized hunter and tracker in their town and her mother drew maps for travellers. Being the only child, Ariel often got to do as she wished - though she was very well disciplined along the way. Every day since she learned how to speak, she would beg her father to take her with him and teach her how to track and hunt. At the age of 6, she went with him on her very first hunt with her father.

Though her father would hunt with a sniper-rifle, Ariel had always felt a fascination to archery. Guns felt strange in her hands. Though her father taught her the basics of tracking, she could never get the hang of working with a gun. For her 7th birthday, her parents surprised her with a longbow and the rest was, as they say, history.

The longbow became almost an extra limb to Ariel. Everywhere she went she would bring her longbow. Though her aim and technique was.. That of a child.. She always looked for improvement and soaked up all the knowledge she could from her parents. She learnt how to track animals, humans, carriages.. Anything that would brand the grounds or nature in such a way that she could follow. Slowly, her parents realized her true potential. She had Archer Magic, like her great-grandfather had in his time.. But over time, she also developed Dark Ècriture.

Her mother fell ill and passed away when Ariel was 9 - leaving her with her father. Though it was tough without her mother being around, she and her father did what they could - and Ariel took on many of her mother’s responsibilities in her stead. This, however, would not last forever. A couple months later, their village fell victim to a random pirate raid. It was a vicious experience, and Ariel experienced getting her father ripped from her and murdered by malicious pirates after he had tried to protect her. Broken with anger and grief, Ariel managed to get away from the pirates and the raid - but now she had no home to go back to and no one else to guide her. The hatred Ariel feels for villains, pirates and bad people is something that has never died down since that day.

A solid year passed. It was not difficult to get by on her own, as she could hunt better than most and sell the game to merchants in the towns she would pass through - but it was lonely. When Ariel turned 12, she came upon the guild of Mermaid Heel while their members were out on a mission. After helping them, they offered her a place in their ranks - and with no other home, Ariel hesitantly accepted. It did not take long for her to find her home and place in the guild. She climbed the ranks slow, but steadily - always working to perfect her magic and her skills.

Her new oath as she took her S-rank exam was clear.. She would never allow another member of her family get hurt or taken away from her again. An oath she has fought hard to keep and in the process made a name for herself across the lands - Ariel "Wildcard" Locket.

Skills: High Accuracy and Speed on her Archer skills after years of practice. Can hold her own in a melee-fight, though her main abilities are mid- to long-range.

Supplies: A longbow, quill with arrows, a hunting knife and a small hip flask with wine.

 
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"You look fabulous, darling."

  • full

    Name: Anita Angelbright

    Titles: "The Queen Diva of Blue Pegasus." "Songstress."

    Gender: Female

    Age: 30

    Height: 5'10"

    Physical Description:
    Anita is a curvaceous woman with a youthful glow. She has raven colored locks and light blue eyes. She tends to wear fashionable outfits.

    Due to her magic, she can change the color and style of her hair. When performing on stage she makes her hair red and wears a dress (or a suit), heels, and a couple accessories.

    Personal Strengths:
    • Detail-oriented: Anita pays attention during meetings and if someone asks her to do a task, she remembers all the details.
    • Cares for the children: Anita has a maternal streak that shines when she's around kids. If a kid is in harms way, she becomes determined to save them. This can sometimes be a flaw if exploited by baddies; she'd willingly walk into a trap to save a child.
    • Punctual: She keeps track of events she's planning on going to and always arrives on time, even if she has to cut her preparation short sometimes.
    • Good Samaritan: Just spreading happiness through her music isn't good enough for her. She may not be the most powerful mage, but that won't stop her from trying to help people with their problems.

    Personal Flaws:
    • Can seem arrogant: Anita's passion for clothes can make her seem arrogant, like when she announces that she's not at her fashionable best. She also considers it a "clothes crime" when clothing isn't cared for properly (with the exception of children's casual wear, because kids will be kids) and will take charge of tasks like washing, ironing, or mending clothes if she feels like they aren't being done properly.
    • Holds a grudge: It takes her awhile to forgive someone who harms her clothes, especially if they don't pay up when she demands that they owe her an outfit. It doesn't matter if it was her fault. If she ended up bumping into someone and that's what caused the coffee being spilled on her, she'd still blame the other person.
    • Temperamental diva: If she's expected to wear a piece of clothing that has an imperfection, no matter how small, she goes into diva mode. She also can be rude if someone insults the outfit she's wearing. Also applies to her hair if alcohol or oil gets splashed on it.
    • Clothes shopping is a trap: For her, shopping for clothes is like being a kid in a candy store. She can spend hours browsing, trying on clothes, and remembering what she already has in storage. She can easily lose track of time while in a clothing store and sometimes ends up a big spender.

    Personality:
    Anita is generally reserved and matter of fact, but there have been moments when her stage persona slips through. On stage she's much more charismatic and playful, sometimes coming across as flirtatious. She occasionally winks at the audience and tends to call men "tiger" and women "darling." She comes off as playfully maternal around kids, referring to boys as "buddy" and girls as "sweetie" during things like meet-and-greets.

    Anita is a fashionista, making her a perfect fit for Blue Pegasus. Considering all the clothing combinations and the hair options that her magic makes possible, It takes her awhile to decide on the "perfect look" for the day. She has a reputation of being punctual and a good habit of starting to get ready for her day early; but occasionally she'll cut her hair and outfit coordination short if she needs to, claiming that she's not at her fashionable best in these cases. She doesn't need to be complimented on her looks, but will lash out if fashionably insulted.

    She's particular with her clothes, unleashing her diva side if someone provides her with an outfit that has a tear in it, even if it's small. She also doesn't like it when her clothes are roughed up or dirtied, even though it's inevitable if the job requires combat. If her clothes get dirty or torn, she insists that the person who did it owes her a new outfit; but she can't control people, so funding received from a job suffices, even if it doesn't quite quell her diva streak.

    Guild: Blue Pegasus

    Guild Tenure: 5 years

    Rank: B-rank

    Magic 1: Hair Magic

    Magic 2: Song Magic:

    Backstory:
    Anita's mother (Mary Angelbright) was able to use magic, but she had dreams bigger than being a guild wizard; she wanted to be a superstar. While most of her magically inclined friends honed their abilities hoping to join a guild, Mary worked on her singing and dancing skills; only focusing enough on her magic in case she had to defend herself. Mary became a singer and focused on jazz. Fame wasn't too far behind and romantic partners practically lined themselves up. One fling helped bring Anita into the world.

    Anita was raised by her mother and watched her light up the stage. She loved music from an early age and it became clear that she'd end up following her mother's footsteps. She was signed on to the same record company as her mother and would sometimes go on tours with her. Musically she was on par with her mother, but she was more reserved in her personal life, saving a playful persona for the stage.

    Anita knew that she had the same magical capabilities as her mother, but the thought of becoming a guild wizard didn't start to nag at her until she was twenty-five. She was on a tour with her mother and one of her locations happened to be attacked before they had arrived. Some guild wizards and soldiers were helping with the rebuilding. The show was a success, but Anita felt like she could have done more that just spread some happiness for a couple hours. "But that's still helping...," Mary tried to convince Anita that there were plenty of guild wizards already. "There are only two Angelbrights and we're at the top of our game."

    Anita slept on it, but in the end she couldn't shake off the feeling that she could do more. "I have magic abilities, but I barely use them. I like performing, but I feel like I'm wasting my gifts." Ultimately, she joined Blue Pegasus because they were a fashion focused guild and fame had made her a bit of a diva. She started at the bottom and has worked her way up, now on the precipice of becoming an A-rank wizard. She's becoming a known name from Blue Pegasus, but she's still more famous for her jazz music and continues to perform when she's not busy with other things.

    Supplies:
    - A purse
    - Makeup kit
    - Sunglasses

    Theme:

 
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Name: Koa Ikaika

Title/Nickname: Drunken Beast, Big Kahuna (by his guild)

Gender: Male

Age: 42

Height: 6'10"

Image:
5d50c9fbd029a3c59f0fa802b2234c4b.jpg

Personal Strengths:
  • Overbearingly contagious determination
  • Extremely loyal
  • Tenacious
  • Situationally charismatic

Personal Flaws:
  • Short temper
  • Stubborn to a fault
  • When it comes to personal matters, diplomacy is never an option
  • Near constantly rowdy (read: drunk)

Personality: At first glance most would consider Koa nothing than another meathead who thinks with his fists and only lives for the next fight and the next drink. And to a degree, they would be right. Koa does indeed live for the next big brawl, and the ensuing laughter and partying, whether he and his fellows claimed a victory or suffered a loss. To him, life is too fleeting to get caught up in the hoops of politics, sabotage, and cloak and dagger that many high ranking mages tend to partake in. That's not to say that he isn't willing to buckle up and suffer through the long tedium, nor does it mean being sly and clever is beyond him, because for his guild he would trudge through hell itself and do anything to ensure their safety and happiness. But if punching works just as well, why change what's not broken? To call Koa the personification of Quatro Cerberus' ideals would be an understatement, and a matter he takes great pride in.

Though alongside all the positive that comes with such a statement, comes the downsides as well. Koa is well and truly a drunkard, and not only that, he's an angry drunk, which combined with his already volatile temper and penchant for punching first and asking questions later means that, more often then not, he either needs a minder to ensure he doesn't cause a huge incident, or to be kept away from large sources of alcohol completely.

Guild: Quatro Cerberus

Guild Tenure: 26 years

Rank: Guildmaster

Magic 1: Hardening Magic
A magic that allows the user to increase the durability of anything they touch, including their own body. The downside of this is that everything has an upper limit on how much it can withstand before getting damaged. The more magical and inherently tough a material is, the more benefits the item can get from hardening before quite literally exploding from the pressure. This also extends to bodies, where the durability and strength of the caster can be strengthened well beyond their natural abilities, but to get any real usage out of the ability, the caster's body has to already be in extremely good shape, lest they succumb to internal, and potentially external, damage.​

Magic 2: Alcoholic Magic
A magic that allows the user to increase their physical capabilities in proportion to the amount of alcohol that the caster has in their system. The more alcohol within their system the more 'fuel' they have for this ability. As such, this ability hinges on whether the caster has drank anything alcoholic recently, and more importantly, if they're capable enough to consciously use this magic while inebriated.​

Backstory: Koa's past isn't something that he finds all too special or tragic. Orphaned at a young age, Koa found his passion for roughhousing and fighting very early on, much to the chagrin of the orphanage's caretakers. However, it was just that, brawling and fight, without a singular hint of magic, and that was the way it was for years, Koa picking fights with anyone that so much as looked at him funny, whether that be a random thug on the street to what he thought was an old man looking down on him. That old man, however, was the Guildmaster of Quatro Cerberus at the time, and for one reason or another he had found a spark in Koa that said he was meant for great things. So the old man beat Koa unconscious, dragged his body to the orphanage, told the caretakers he was going to take the trouble child with him, and then went on his merry way. When Koa woke up, he wasn't even mad at the old man. Sure, he'd lost fights before every now and again, but never had he lost so handedly, and to a senior citizen at that. So when the Guildmaster offered him a place in the guild, with all that come with it, well Koa wasn't that much of a fool, and he accepted immediately. The years passed with Koa picking up Hardening and Alcoholic magic early on, training his heart out and then some, and quickly coming to view his guildmates as the family that he never really had. His dedication made his rise through the ranks, while not quite astronomical, damn close to it, so it was a bit of a surprise when, ten years into his guild tenure, the old Guildmaster offered him his position, citing the need to retire and spend his remaining days with his family and friends, unburdened by the tasks that come with leading a guild as rambunctious as Quatro Cerberus. Only hesitant for a moment, Koa accepted the title and responsibility, and from that day forward, he, Koa 'Drunken Beast' Ikaika, was the new Guildmaster of Quatro Cerberus.

Supplies: A pair of knuckle dusters, some form of alcohol.
 
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Name: Barq

Title/Nickname: Lightning Prince, Lightning Warden, Airheaded Prince (mostly by his guild)

Gender: Male

Age: 19

Height: 5'8"

Image:
d0278ae0b1f10f17607f63fd0f4ebacf.jpg

Personal Strengths:
  • Honest, if not a little blunt
  • Surprisingly fashionable
  • Something of a genius, though it is hampered by his airheaded nature
  • Often shows up in the weirdest of places

Personal Flaws:
  • Sadistic
  • Airheaded and forgetful
  • Clumsy outside of combat
  • Often shows up in the most inconvenient of places

Personality: There are two sides to Barq's personality, mostly split depending on whether or not he's actively in combat. Outside of combat, Barq is essentially a ditzy airhead with a penchant for popping up in the most unexpected locations and an eye for the latest fashion trends. He is kind enough, though with his blunt honesty he sometimes does more harm than good, but he never really goes out of his way to act maliciously, preferring to simply drift about aimlessly until something catches his eye, or he once again stumbles onto a situation that he had no right to find himself in, yet does anyway. In all, there is little of how he normally acts that gives away his true skill or power, and it isn't even a conscious decision on Barq's part, more a(n) (un)fortunate side effect of his past that lead to how he is now.

However, the moment Barq begins using his magic for combat purposes, his sadistic side emerges with a vengeance. The endearing clumsiness and forgetful demeanor that he usually holds himself with all but evaporates into thin air, and his sole focus narrows down to two things. Admiring the beauty of his lightning dancing along his chains and freely out into the air to create beautiful, fleeting masterpieces, and using aforementioned lightning and chains to cause immense pain to his opponents. As well, he himself is unafraid of getting harmed by his own actions as long as he can continue to inflict pain on his opponent, so often times Barq can be found within melee range of his enemies, cackling as both he and whomever he is facing suffer under the effects of his lightning. His actions could easily be described as a controlled affliction, as a single word from someone that he has trust or faith in, such as a fellow guild member, is more than enough to stop Barq from needlessly playing with his food, no matter how much he may want to, and finishing the fight.

A commonality that both sides of his personality share is that Barq is extremely intelligent as well as skilled when he puts his mind to it. The problem, however, stems from the fact that, outside of fighting and training, he is too absent-minded to really put this trait of his to good use. Beyond the rare few moments of clarity he gets, out of combat anyway, Barq is just a clumsy, fashionable guy that drifts around with blank eyes and an absent mind.

Guild: Blue Pegasus

Guild Tenure: 11 years

Rank: S

Magic 1: Lightning Magic

Magic 2: Chain Magic

Backstory: Barq was born in a small village that, while not truly disconnected from society, wasn't along any of the main paths, and as such foot traffic tended to be light. He had never minded that though, content with spending his days with his family, and exploring his early found interest in magic. Even as a small child that couldn't actually do much in terms of practical magic, Barq loved to read and be read to, and his parents were more than happy to oblige their curious son with the information that he so desired. Life was good for the small child, and as the years went on he was even able to start using small bits of magic, having already found what others would later call a life-long passion for the lightning element. Of course, this is when disaster decided to strike.

A Dark Guild had been passing through the area and decided that they needed to restock their supplies, and then went about it the way bandits and brigands did. They came, the destroyed everything they didn't need, killed anyone that opposed them, then took everything that caught their eyes, object or person. Barq was lucky enough to have his parents sequester him away underneath some loose floorboards in their house, the space barely large enough to hide away a small child with some room to spare for food and water. With him safe, his parents went out, already knowing their death was imminent, but also knowing that staying in the house was sure to lead to the death of their child. After the dust and commotion settled, Barq had attempted to leave his hiding place, desperate to find and reunite with his family, to no avail. Rubble from his house had fallen onto his only exit, trapping him beneath the earth. For three days and three nights, Barq used his meager understanding of his magic to chip away a path to freedom, at a cost to himself. Being in such close proximity to a volatile element such as lightning, with no protection and no proper teaching meant that Barq was subject to the mercy of his magic. While he was eventually able to escape, the damage to his body, and more importantly his brain, combined with the desperation, stress, and trauma that he had faced in such a short period of time meant there was unintended and unfortunate side effects from his actions to free himself.

Barq could barely remember his own name, and the past eight years of his life were quickly fading from his mind.

Injured, tired, and hungry, the young child stumbled through the wreckage of the village in search of anything edible and something to drink. There, his innocent mind was subjected to the sight of some of the worst cruelties that humankind could commit against one another. Bodies tossed every which way in varying states of damage, though all were dead, desperation, hopelessness and pain etched onto all their features. Crumbling buildings still smoldering with dying embers, somberly illuminating the once lively village with a dark mood. The scent of burning flesh, coupled with the sickly tinge of blood filled the air. The final blow came when Barq stumbled onto the bodies of his parents, disfigured in ways that no child should see their guardians in, their faces twisted into a mixture of pain yet filled with a subtle quiet determination. It was too much for the child, and as he pulled away, sank deeper into his own mind, as his memories continued slip from his grasp as his injuries stayed unattended, as he was assailed by images, noises and scents in a combination that no one, let alone a child, should go through, he knew, deep in his soul, that this scene, from the moment he stepped out of the hovel that was his hiding spot, to the moment he saw the face of his parents, that this would be etched into his very being. He would lose the context quickly enough, forget the names to the faces, the memories behind the feelings, and the explanations for it until everything was just a muted shadow of what it once was. But the imagery, the vivid imagery, the smells, and the faint, quiet crackling of dying flames would stick with him. This would be his first coherent memory from this point on.

Still, he had found almost no food, and barely any water within the village itself. As well, he couldn't stand being in the vicinity of the ruins he once called his home any longer, his already strained body and mind barely functioning as is without the additional stress. So, the injured boy took to one of the roads that lead to the village and began walking. Barq couldn't truly remember how long he walked for, the days blurring together with the pain he felt, and his only sustenance being the occasional berries and fruits he managed to find along the roadside. It was on this roadside that yet another key part of who Barq would come to be was set into play, as well as the leading to his introduction to his future guild. Barq, on his quest to find civilization, found a downed and injured small bird along the side of the road. It had seemed to have run away from some sort of predator, and while it got away, it didn't seem to be able to do so completely unscathed. As he neared it, a thought crossed his mind, something out of the blue and unexpected, but once it was lodged in there, Barq couldn't push the thought away. He could remember the pain he felt as his lightning coursed through him, the screams muffled through by the earth as he desperately pushed to escape his confinement. Staring down at the bird, he wondered how it looked like from the outside. And so, he went to find out. He used his tentative grasp on lightning magic on the bird, and for the first time in days felt something beyond the pain and hollowness that had been following him since he left the burning remains of his village. He couldn't exactly call it joy or happiness, and it wasn't necessarily anything positive in anyway. It was this sort of dark satisfaction that something other than himself was sharing in the pain he constantly felt. So he did it again, and again, and kept doing so until eventually, the bird went quiet. And Barq found himself smiling ever so slightly, because now he could finally feel something again, and he had food that wasn't berries or fruit.

He continued his journey, though his pace slowed as his wounds continued to worsen over time and constant exertion, paired with his newfound desire to subject living beings to his lightning for the chance to feel once again. And so he continued, trudging along, occasionally finding a small animal or critter unawares and subjecting them to his whims, getting a taste of that fleeting satisfaction, even as it began coming less and less, until one day, he collapsed. Even with his single minded determination, he simply was too tired, too weak, and too injured to go on further. Barq wasn't getting the food or water he needed, and it was a surprise he made it as far along as he did. There was nothing more he could do, the broken boy could acknowledge that much at the very least. And so, as he laid there, quickly drifting away into unconsciousness, he was found. He wouldn't know this until he awoke, but a Blue Pegasus mage had been contracted to track down and follow a Dark Guild that had been causing some troubles and been recently spotted heading in the direction his former village had been in. Seeing the state that the boy was in, and the fact that he had been coming from the direction the village was, the mage quickly put two and two together, and doubled back, heading back to the guild posthaste, and getting more and more worried as Barq stayed unconscious during the whole trip back. It was only after another week of bedrest and constant care that Barq slowly returned to the realm of the living, where he was greeted by the Blue Pegasus Guildmaster of the time.

So of course the first thing that Barq tried to do was use his magic on the mage that was sitting by his bedside. While initially shocked that the child could not only cast magic, but also seemed to be trying to attack him, this was a Guildmaster, and after quickly subduing the still somewhat injured child, he asked Barq why exactly he did such a thing. And so, with the blunt honest that only a child could poses, Barq explained. He explained that he could barely remember his name, Barq, that he was sure his name was actually longer but that was all he could remember of it, that he could barely remember the past eight years of his life, only getting vague, half-baked memories and feelings instead of anything coherent. He continued to explain that the only thing he could really remember was that image of his village burnt, the bodies lying everywhere, and the scent that didn't seem to want to leave his nostrils. That he couldn't feel anything anymore, and that he felt like he was constantly just drifting, and that the only way for him to feel anything, anything at all, came when he was able to use his magic, to hear the crackling of lightning and the noises it caused others to make. And all the while, the Guildmaster sat there, an understanding but sad, pitying look in his eyes simply listening to the young child that had seen far too much explain in a tone that no child should speak in. And when Barq was done speaking, the Guildmaster did something unexpected to the child. He offered him a place in his guild, where he would help Barq grow, not only as a mage, but also as a person. To try and salvage whatever left he could of his mind and memories, and go from there. While surprised at the sudden offer, it wasn't like Barq had anything else to do or anywhere else to go.

So he accepted. The Blue Pegasus guild took him in, clothed him, fed him, taught him, coddled and raised him. Even as he tried to control his sadism whenever he used his magic, desperately trying to limit himself when against his guildmates, even as he drifted about aimlessly, always stuck in his own head, they were there for him. Even as that one image always stayed clear at the forefront of his mind, the guild and its members became family. He rose through the ranks, his natural genius shining through from time to time, always surprising others that the "Airheaded Prince" was more than just a mascot for the guild, more than the young broken child that they had brought up into a young still broken but functioning man. Even as the guildmaster that took him in retired and passed along the mantle to Julius. This was his new family, and they had accepted him for who he was, and always tried to help him. So, he would always do the same for them.

Supplies: A series of chains used as a belt, bracelets, and a necklace.
 
Medusa Ragnbjorg Luitgard
Shadow of Clotho/Insatiable Gum Maniac
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Gender:
Female

Age:
23

Height:
5’5”

Physical Description:
A young lady of lean and somewhat diminutive stature, not that she minds. She finds her shorter stature much easier to squeeze through small spaces, though her uniform does tend to get in the way a little. She is often seen in a maid’s uniform that is specially modified to fit her tactical accoutrements. The uniform itself is reinforced with special material to resist cutting and tearing. If one looks closely, her uniform seems to also consist of a tracksuit rather than the usual fare of a maid’s uniform.

Personal Strengths:
Despite her general dislike of people in general, she doesn’t complain much when it comes to work, and quietly does away with the chores without a peep. She is a professional, after all, and efficiency is a measure of how much of one she is. So efficient and quiet is she that most don’t even notice that she has come and conquered (her chores). She has laser focus on her duties and jobs, making her unshakable. If she has given her word, make no mistake in thinking she will do otherwise for she will uphold her family motto- Fiat voluntas tua, come hell or high water.

Personal Flaws:
It seems to run in the family, but Medusa, at least, isn’t condescending like her sister. She has, however, perfected the art of backhanded insults, and is, in general, just as much of a jerk as her family. She doesn’t have any strong feelings of respect for anyone she knows, and treats most people as an inconvenience, at best. Additionally, she lacks any ability to even sympathise with others. The milk has been spilt, the cow tipped, and the cereal defecated in- there is little use in crying and sobbing over any of these- she believes it better to spend the time doing something productive than to grieve. At the very least, grieve while do something productive.

Personality:
Look closely at her flaws and know that Medusa is a terrible person to ever send to interact with other people. Entirely focused on her job rather than interpersonal relationships, Medusa has never thought to refine her people skills. While she presents herself with a maid-like flair, her habitual gum-chewing and music-listening gives her an almost laissez-faire attitude that hides the fact that she has probably finished everything her employers have thought to let her do. She is a true professional and an efficient one at that, but the way she behaves leaves much to be desired. She speaks politely, but often hides unapologetic scathing remarks behind her words. She waits for a day that she can meet someone who has just as sharp of a tongue as she does to do battle with, verbally. Until that day, she will despise other human beings as crass and inelegant. At best, she will tolerate her guildmates, but still flings a few sharp letter-openers of words their way.

Outside of her interpersonal relationships, however, Medusa is a fairly proficient advisor. Though she lacks the empathy to function properly as an actual therapist, her eternally aloof view of the world and its problems tends to hold oft-needed outside perspective. She doesn't involve herself enough in most things to have personal biases, and seems to accept things as they are. This, she claims, helps her to refocus herself much easier, rather than be surprised and awed by anything and everything. The less time she spends with her jaw hanging open in wonderment, the more time she has to react and respond accordingly. With this idealogy in mind, Medusa rarely, if ever, loses her cool, and she is capable of assessing and responding to a situation much quicker than most.

Guild:
Blue Pegasus

Guild Tenure:
1 year

Rank:
B

Magic 1:
Inertia Magic- The magic to manipulate inertia, freezing objects in place, relative to the user. By interacting with these items when they are frozen, she can influence their direction, movement, and, most importantly, firepower. This allows her to prepare her knives to fly at much faster speeds, and hit with a much harder force than precedented. Medusa’s ability at this stage allows her to freeze multiple items within arm’s reach around her, and a common tactic of hers is to send a rain of knives at her target all at once. She cannot freeze a person’s entire body, but she can lock limbs onto a surface to restrain them. This magic cannot interact with magical projectiles, however, making it ultimately useless as a defense against those. However, conversely, magic that sends physical projectiles or has a physical effect on the world can be frozen. She can only freeze one object at a time, but can hold multiple objects frozen in a single instance. Her most potent spell freezes all non-living objects within a 3 metre radius, and creates a bubble of inertia of that same range, though this physically taxes her. She despises using it, as she likens the feeling to being slowly asphyxiated.

Magic 2:
Door Magic- The one magic that all Luitgards are proficient, or at least have some proficiency in. This magic allows the user to create doors that function as portals or gateways to another door that they have either constructed or brought up from memory. Quick thinking and acting can even allow a user to even move across spaces in short bursts to avoid attacks magical or otherwise. Thinner walls are also capable of being broken into by this magic- if a Door Magic user were to place a door on a non-reinforced wall, they can go through it without a problem. There is a much more mundane use to this magic, that is to just create a door that functions as a normal door. It can be used to disrupt the vision of others. It can also be a way to physically hurt someone, though one wonders how much damage can dropping a mahogany door on someone’s head truly do. There are tales of Alexandrea, the oldest Luitgard sister, being able to create a heavy bank vault door to crush her opponents, and Medusa is still trying to achieve that feat, though her current best is an ornate gate.

Backstory:
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Alexandrea Thorbjorg Luitgard, Hildegarde Ingibjorg Luitgard, and Medusa Ragnbjorg Luitgard, or better known as the Luitgard sisters amongst the high society, are the latest generation of ‘professionals’. Despite their various eccentricities, they live up to their name as capable housekeepers and bodyguards.

Medusa is the youngest of the three sisters, brought into the Luitgard family as an orphan like the rest of them, and raised to perform her tasks to the letter. Though the Luitgard sisters numbered many once upon a time, the numbers have dwindled over the years, with many leaving the family once they were old enough to set their own course, unwilling to live under the yoke of the Luitgard name. It was a calculated loss by the family. Not many could stand the pressure of having to live up to the service they have to provide, and fewer still could survive the training and the final test. By the time Medusa was of age, only she, Alexandrea, and Hildegarde remained of that generation.

The three wayward sisters took their roles, and left their home, looking for their futures. They would never keep in contact after their final goodbyes, and the three of them never saw each other again. Medusa found employ in several households, operating as a housekeeper as well as a bodyguard. Her personality, however, made her difficult to work with. Though few could complain about her work ethics and efficiency, her behaviour was left wanting. Insulted that they would prioritise trivial interpersonal relationships over duty, she left each of these houses, one by one. They were, in her eyes, useless to her. She would later find herself under the employ of the Blue Pegasus guild, under her own volition. There was no other choice than Blue Pegasus, to tell the bitter truth, for it was the only one that had a modicum of elegance. Every other guild lacked any draw to her, personally. Until someone else impresses her more so than the guildmaster of Blue Pegasus, she deigns to remain under its roof to serve. She has made it clear, however, that if one day, he loses her interest, she will leave, so it would be best for him to remain as fabulous as he is now.

Supplies:
Bubblegum: Medusa has an annoying habit of munching on chewing gum. The repetitive motion of chewing helps her focus, or so she claims. It has led to some to wonder if she actually does it to see how long it would take to annoy others. It’s gotten to a point where her tactical vest has a specialised holder to store extra strips of bubblegum.

Kunai: Knives with rings on their pommels. Medusa uses these as her primary form of assault, whenever she deigns to enter a fray herself. A glance at her tactical vest would glean that she carries, at most, eight at a time, but one wonders if she hides any more under her dress. Notably, seven of the eight visible ones are smaller, and look more akin to the thrown variant. The eighth is slightly larger and heavier, functioning better as a melee weapon.

Music Player: A simple music player. It plays music. Medusa listens to it while she’s working. She says it helps her focus as well, but a sharper ear would hear that there is nothing playing on it at times. Some have theorised that she only uses it so she can wilfully ignore people talking to her, or listen in to conversations while pretending to be distracted by music.
 
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