Witch Hat Atelier
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- #1Qifrey
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Qifrey is a witch and Coco's master. He runs an atelier and currently has four apprentices. He is a former apprentice of Beldaruit. Qifrey is a young man with white hair and blue eyes. He typically wears a set of white robes connected by a brass-colored ornament, as well as brass-colored buttons on the robe's collar. He wears black boots and a small pair of glasses that are applied to his face with a natural resin.[1] The left lens is clear and the right lens dark. Under his robe, Qifrey wears a long-sleeved black turtleneck.
His pointed cap is white with a long, black ribbon. A button secures a lower panel of fabric at its base.Qifrey is a caring and patient teacher who values the individuality of his students. He is a passionate educator, enthused by Coco's progress as a witch and eager to answer questions. His concern and regard for his apprentices is seen in his willingness to trust Agott with the second test, and to push Richeh to grow. He is protective of his students, confronting the Knights Moralis and risking his own safety to defend the girls.
However, Qifrey's obsession with the Brimhats can lead him to neglect his apprentices. He took Coco as an apprentice with the motivation of pursuing a lead, and abandoned his students in Serpentback Cave to pursue the Brimhat Sasaran. It wasn't until Olruggio reminded him that his students are his priority that he was able to refocus on their wellbeing.
As part of this, Qifrey holds a hidden tenacity and the willingness to act against his society's morals.
Qifrey hates water and getting wet, stating that the reason he became so skilled with water magic was to control the object of his fear. Magic items:Raincleaver: Qifrey possesses a unique magical sword whose surface is inscribed with many tiny seals which give it the ability to divert water with a slash. Palm Dragon Teacup: Qifrey invented the Palm Dragon Teacup which later came into the possession of Beldaruit. Notebook: Qifrey has a notebook with shrinking magic on the clasp so that it can fit in his pocket. When the clasp is undone the book is restored to its normal size. Additional seals within the book can enlarge it to a giant size. Qifrey meets Coco while visiting her mother's dressmaker's shop. Coco volunteers to cut his order, impressing Qifrey with her focus and precision. Qifrey is curious about Coco's interest in magic, leading to her story about getting a book from a witch. Before he can ask her more, they are interrupted by a crash outside when local boys accidentally break a Pegasus Carriage.
Qifrey volunteers to fix the carriage, revealing himself to be a witch. Coco begs her mother to let him use their workshop, which her mother reluctantly agrees to. Qifrey tasks Coco with making sure nobody sees him cast magic. Unbeknownst to him, Coco sees him draw, revealing the secret of magic. Later that night, Qifrey is still concerned about the book Coco told him about. Realizing something, he rushes back in time to pull Coco away from a volatile spell she copied out of her book. He yells at her, asking what spell she drew. He and Coco watch as Coco's mother walks outside and is petrified in crystal with the rest of her home. Coco struggles to get to her mother while Qifrey tells her that he must erase her memory. Coco begging him not to and asking who will save her mother makes him realize that Coco is his only lead to discovering more about her book, and the Brimmed Cap witch that gave it to her. He makes her promise to keep the secret of magic before telling her that he will teach her magic as a witch. Qifrey hires another Pegasus Carriage to bring Coco to his atelier. He tells her he planted briar seeds to keep people away from her house and her mother. He brings her inside and gets her a change of clothes. After asking two of his apprentices, Tetia and Richeh, to leave him and Coco in private, he tells her about the history of magic.Qifrey explains the Day of the Pact, the decision to wipe knowledge of magic from all but a chosen few. Before the Pact, magic was common and well-known, leading to it being used in devastating ways. Now witches keep knowledge of magic a secret, and are forbidden from breaking this law. When an outsider finds out, their memory of magic is erased.
Coco begs Qifrey to teach her everything about forbidden magic. He explains that forbidden magic is magic that is cast on the human body or mind, with the exception of the magic to erase memories in specific circumstances. He also tells her that the Tower of Tomes is her best bet at finding answers, explaining that the book she had before would have a copy inside. However, she will need to train as a witch before she could confront the tower, and he suggests learning "kinder magic" than the forbidden spells. He then shows her to her room before leaving her to talk into a communicator to an unknown person about Coco's status, thanking them for approving Coco's apprenticeship.Qifrey first met Coco when she rushed outside upon seeing a pegasus carriage and Qifrey was standing at their front door to make an order. He seemed interested in her fascination with magic but ultimately unwilling to give her a second thought until he recognizes her as a potential lead to the Brimmed Caps. His intentions in bringing Coco in as a student have been called into question, but he has affirmed that he may have once thought of her as only a lead, but values her as a student more in the present day. He deeply cares for Coco as he does with all of his students.One of Qifrey's students. Qifrey and Agott tend to butt heads due to Agott's stubborn nature and Qifrey's dedication to her safety above all else, as seen when Qifrey tells Agott that she cannot come along on a real job although he is ultimately convinced. Despite all this, Agott is a faithful and dedicated student that Qifrey cares deeply about as he does with all of his students.One of Qifrey's students. Tetia is the most exuberant of Qifrey's students. She is shown to be very trusting of him as seen when her first instinct is to rush to Qifrey for help when she presumes Coco is in trouble. She seems to disagree with Qifrey the least out of all of the students and trusts Qifrey's judgement. He cares deeply for her as he does all of his students.One of Qifrey's students. Though not as openly moody as Agott, she is just as stubborn and gets into fights with Qifrey as such. She is shown to get very angry at Qifrey when he forces her to take the second test, not caring that Qifrey believes it is for her own good and instead insisting that Qifrey promised he would never make her do anything she doesn't want to do under his tutelage. Despite their disagreements, Richeh ultimately comes back around and begins to trust in Qifrey again after the events of the second test. It is revealed that Richeh has not always studied under Qifrey, but instead transferred to his atelier after he and Olruggio discovered her crying over the verbal abuse from her former master and requested her transfer. Qifrey cares deeply for her as he does all of his students. Qifrey's childhood friend and the Watchful Eye of the atelier. The two have a close relationship as Olruggio was Qifrey's first, and possibly only, friend when he was taken in as a witch apprentice. Olruggio is notably the reason why Qifrey chose to specialize in water magic in spite of his fear of it, advising that he learns to control what scares him. It is implied that before Qifrey encountered Coco that Olruggio played an active part in Qifrey's selection of apprentices, as he is shocked to find Coco with no prior warning. Olruggio insists his job is to keep Qifrey out of trouble and that he wants to help him wherever danger may befall him, although Qifrey seems to prefer keeping Olruggio out of the loop for his own safety and sense of peace. Qifrey is actually frightened of water and dislikes being wet, so he learned to manipulate it as a way to conquer his fear.Qifrey can hold his liquor well. He gets tipsy but takes care not to let his guard down. Qifrey is a complex, multi-layered character whose personality is defined by the tension between his role as a compassionate mentor and his private identity as a man consumed by a vendetta. On the surface, he embodies the ideal teacher: he is exceptionally patient, encouraging, and perceptive, tailoring his lessons to each student’s unique strengths rather than forcing them into a rigid mold. For example, when Coco struggles with the fundamentals of magic, Qifrey does not dismiss her; instead, he fosters her creativity, showing a genuine warmth and a desire to see his apprentices flourish as independent thinkers. However, this gentleness is juxtaposed with a cold, ruthless interior. His past trauma—having his eye and memories stolen by the "Brimmed Caps"—has left him with a singular, obsessive drive for revenge. This obsession often pushes him toward moral ambiguity. A clear example of this is his decision to take Coco as his student; while he cares for her, he primarily keeps her close because she is the only lead he has to find his enemies. He is willing to manipulate situations and even bypass the strict laws of the Magic Security Council to achieve his goals. This duality makes him a "gray" protagonist: he is a man who uses the light of his teaching to guide his students, while simultaneously using that same light to hunt down the shadows of his past, often struggling with the guilt of using those he loves as tools for his retribution. One of Qifrey's most distinctive features, her glasses, are actually more of a secret than a medical necessity. * Her Eye: When she was kidnapped by Brimmed Caps as a child, she was subjected to a forbidden spell, losing one eye and all her memories up to that point. Her current eye is artificial or held in place by magic. ' This explains why he's so obsessed with the past. Qifrey is a man who doesn't know who he is, and he believes the only way to reclaim his identity is to find those sorcerers. Qifrey is a master of water magic. However, his style involves mathematical intelligence rather than brute force. He doesn't just use water to wet or drown; he can transform it into razor-sharp blades or create incredibly complex defensive barriers. Just as water adapts to any container, Qifrey adapts to any environment (social or professional) he enters. But like the depths of the water, which are dark and cold, his inner world is inaccessible. Qifrey is officially a wizard affiliated with and working for the Council of Magic. However, he never fully trusts them. While the Council focuses on maintaining rules and order, Qifrey believes that rules must sometimes be broken to catch real criminals. He doesn't hesitate to examine forbidden magic books or objects. This puts his in a "dangerous but indispensable" position in the eyes of the Council. One of the most important elements that reinforces Qifrey's character is his relationship with Olba, another master wizard. Olba: He is strictly bound by the rules, he wouldn't even go near forbidden magic. Qifrey, on the other hand, sees the rules as tools. This duo represents the battle between "order" and "results-orientedness" in the series. He is a character who could set the world on fire to save someone he loves. Qifrey is an exceptionally dangerous figure, not only because of his immense magical power but also due to his absolute unpredictability. In battle, he doesn't just defeat his enemies; he manipulates them. Rather than attacking directly, he uses environmental moisture or puddles to set invisible traps, which reflects his general approach to life where he always prefers indirect and calculated paths. The most tragic aspect of Qifrey is that his love for his students is real, yet this affection is constantly poisoned by his thirst for revenge. While he feels a genuine sense of pride when teaching Coco, her every progress immediately triggers the thought that she is the key to reaching the Brimmed Caps. This creates a deep internal fracture where he sees himself as both a protective hero and a monster willing to throw children into danger for his own ends. He is often sleepless and lost in thought because of this conflict. For a normal sorcerer, forbidden magic is a source of fear, but for Qifrey, it is a necessity. Qifrey collects ancient texts and forbidden objects that others wouldn't dare touch; claiming he does this to know his enemy, but this proximity to darkness gradually pulls him into a gray area. Having lost his memories as a child after being abducted by the Brimmed Caps, he lives with a void that he tries to fill with knowledge and secrets. Qifrey’s surroundings are always filled with students or members of the Council, yet he is fundamentally alone. He never fully shares his plans even with his closest friend Olruggio and keeps the dark room within himself closed to everyone. When his cheerful teacher persona slips away, his face reveals a terrifying emptiness and exhaustion. He is a man with no past who has built his entire future on vengeance, acting out a role in the present. Qifrey is the personification of the idea that "do the ends justify the means" in the Witch Hat Atelier universe. Underneath his polished exterior lies a sharp, rusted sword of revenge. When faced with a problem, he waits for his students to find solutions not just to instruct them, but to measure their limits and gather strategic data. He views Olruggio as his moral anchor and the only one who can pull him back to reality when he pushes ethical boundaries. Despite his hatred for forbidden magic, he is obsessed with analyzing its techniques, which makes him more like the enemies he despises every day. His spectacles do more than hide his blindness; they mask the mental fatigue and the weight of his obsession. Qifrey is like an old library ready to collapse; he looks magnificent and full of knowledge from the outside, but his foundations are cracking under the weight of revenge. He is the archetype of the man ready to do bad things for a good cause. We love him for this sacrifice, but we fear him because this sacrifice has no limits. Qifrey’s childhood was stolen, and he doesn't even remember his own name. He was abducted by the Brimmed Caps, who performed experiments on children, and lost his right eye and all his memories. The name "Qifrey" is an identity given to him later, and like a tree with no roots, his past is a total void. He is one of the rare people who witnessed the true horror of forbidden magic firsthand, which is why he is more pragmatic and harsher than other master sorcerers. He was found and trained by Belshere, but his only motivation was to gain strength for revenge. Even during his youth, he secretly searched forbidden archives for clues about his past. His workshop serves as an isolated operations center away from the Magic Council’s restrictive gaze. When he found Coco, he didn't just see a girl in tragedy; he saw the "living proof" he had been seeking his entire life. This is why he saved her and took her in as both an act of conscience and a plan for revenge. He tells himself that sacrificing a few to stop the Brimmed Caps will save thousands, but he knows this logic is turning him into a monster. In the rare moments he removes his mask, his gentle expression vanishes and is replaced by a terrifying entity fueled by pure hate. Qifrey is an exceptionally dangerous figure, not only because of his immense magical power but also due to his absolute unpredictability. In battle, he doesn't just defeat his enemies; he manipulates them. Rather than attacking directly, he uses environmental moisture or puddles to set invisible traps, which reflects his general approach to life where he always prefers indirect and calculated paths. The most tragic aspect of Qifrey is that his love for his students is real, yet this affection is constantly poisoned by his thirst for revenge. While he feels a genuine sense of pride when teaching Coco, her every progress immediately triggers the thought that she is the key to reaching the Brimmed Caps. This creates a deep internal fracture where he sees himself as both a protective hero and a monster willing to throw children into danger for his own ends. He is often sleepless and lost in thought because of this conflict. For a normal sorcerer, forbidden magic is a source of fear, but for Qifrey, it is a necessity. Qifrey collects ancient texts and forbidden objects that others wouldn't dare touch; claiming he does this to know his enemy, but this proximity to darkness gradually pulls him into a gray area. Having lost his memories as a child after being abducted by the Brimmed Caps, he lives with a void that he tries to fill with knowledge and secrets. Qifrey’s surroundings are always filled with students or members of the Council, yet he is fundamentally alone. He never fully shares his plans even with his closest friend Olruggio and keeps the dark room within himself closed to everyone. When his cheerful teacher persona slips away, his face reveals a terrifying emptiness and exhaustion. He is a man with no past who has built his entire future on vengeance, acting out a role in the present. Qifrey is the personification of the idea that "do the ends justify the means" in the Witch Hat Atelier universe. Underneath his polished exterior lies a sharp, rusted sword of revenge. When faced with a problem, he waits for his students to find solutions not just to instruct them, but to measure their limits and gather strategic data. He views Olruggio as his moral anchor and the only one who can pull him back to reality when he pushes ethical boundaries. Despite his hatred for forbidden magic, he is obsessed with analyzing its techniques, which makes him more like the enemies he despises every day. His spectacles do more than hide his blindness; they mask the mental fatigue and the weight of his obsession. Qifrey is like an old library ready to collapse; he looks magnificent and full of knowledge from the outside, but his foundations are cracking under the weight of revenge. He is the archetype of the man ready to do bad things for a good cause. We love him for this sacrifice, but we fear him because this sacrifice has no limits. Qifrey’s childhood was stolen, and he doesn't even remember his own name. He was abducted by the Brimmed Caps, who performed experiments on children, and lost his right eye and all his memories. The name "Qifrey" is an identity given to him later, and like a tree with no roots, his past is a total void. He is one of the rare people who witnessed the true horror of forbidden magic firsthand, which is why he is more pragmatic and harsher than other master sorcerers. He was found and trained by Belshere, but his only motivation was to gain strength for revenge. Even during his youth, he secretly searched forbidden archives for clues about his past. His workshop serves as an isolated operations center away from the Magic Council’s restrictive gaze. When he found Coco, he didn't just see a girl in tragedy; he saw the "living proof" he had been seeking his entire life. This is why he saved her and took her in as both an act of conscience and a plan for revenge. The Brimmed Caps placed a forbidden seal on Qifrey’s right eye, which not only blinded him but also distorted the magical pathways to his memory centers. When Qifrey woke up, he didn't know who he was or where his home was, creating an "ontological hunger" that drives him to analyze every book and spell today. His choice of water magic is a direct reaction to his past helplessness; he uses water as "invisible swords" or "microscopic bullets" because he was completely defenseless against the Brimmed Caps back then. Now, he turns every drop of water into a lookout tower or a trap to ensure he is never caught unprepared again. While he saves Coco, he also views her as a "live bait" because he knows her progress will lure his enemies out. His teacher Belshere taught him that if he doesn't remember his past, he must draw his own future; however, Qifrey reversed this advice and dedicated his future to destroying those who wiped his past. He tells himself that sacrificing a few to stop the Brimmed Caps will save thousands, but he knows this logic is turning him into a monster. In the rare moments he removes his mask, his gentle expression vanishes and is replaced by a terrifying entity fueled by pure hate. He uses his social engineering skills to tune people like instruments, being more distant with Agott to push her limits while using Coco for innovation. He is hyper-symmetrical in his magic circles because any error means a loss of control, and having lost everything to chaos as a child, he now seeks absolute control. By humidifying the air and solidifying it into cages or wetting and ruining an opponent's magic circles, he effectively silences their ability to cast spells. He stays busy with maps and tea late at night just to avoid facing his own inner monster. Underneath his armor is a rusted, sharp sword of vengeance, and his spectacles serve as a filter: with his real eye he sees his students' beauty, but with his artificial side, he sees only the darkness of his enemies.
- #2Coco
Keys: Coco
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Coco is the protagonist of Witch Hat Atelier. She is a young girl; who becomes an apprentice witch under the witch, Qifrey's tutelage following her initial accidental use of forbidden magic; which had turned her mother to crystal. She hopes to search the Tower of Tomes for the book containing the magic that; she had cast; in order to reverse it's effects on her mother. Coco is a young girl with neat yellow- green hair reaching her chin and golden eyes. Prior to joining the atelier, she wore a simple white dress while working in her mother's tailor shop. After joining the atelier, Coco now wears the apprentice robes of Qifrey's Atelier.Coco is a bright, cheerful and optimistic young girl. As she was raised outside of the world of witches, she has a child like enthusiasm for magic and observes; even the most commonplace spells; with wide eyed wonder.
Coco genuinely loves magic. The spell that; had inspired this in her was simple magic; made; by Qifrey's watcher Olruggio that; had caused a glowstone path to light up as she had walked. Her approach to magic is often simplistic and practical, focusing on straight lines and simple shapes; but she excels at brainstorming concepts and ideas that; are often used; by her fellow apprentices. One day as Coco was doing her chores, she saw winged chariots arriving at her mother's clothing shop. She bumped into the witch, Qifrey who was passing by to purchase some cloth. He observed her cut a piece of cloth and remarked that her skill was magic itself. Embarrassed, Coco told Qifrey that her fascination with magic began since she was little. Her mother had brought her to a castle fair, where she bought a magic picture book and a wand from a mysterious, masked witch. Qifrey seemed disturbed by her story, though he said nothing. After several kids accidentally broke the winged chariot, he offered to fix it using magic. Although Coco was not allowed to, she managed to witness Qifrey casting magic from the shop's rooftop. Later that night, Coco decided to try her hand at drawing magic using the magic picture book and wand she had bought. After finding relative success after a few tries, Coco decided to draw something more complicated. Qifrey snatched her away from the drawing at the last minute and saved her from an explosive light bursting from the magic circle. Whilst reprimanding her for carelessly drawing magic, her mother was caught in the forbidden magic and was turned to crystal. Coco was further horrified to learn that Qifrey would erase her memories for using magic, so desperately she starts kicking him in the face to try to make him let go because if she forgets what would happen to her mother?, but he realised that she was his only lead to the Brimmed Hats, a group of witches performing forbidden magic. Qifrey decided to take her up as an apprentice in his atelier.
Coco falls asleep riding a Winged Chariot to Qifrey's Atelier. When they arrive, Qifrey informs her he planted gatekeeper thorn seeds to keep people from getting to her house and mother, to which Coco begins to cry, telling Qifrey that she had promised her mother that she would never leave her. Coco then meets Tetia, who teaches her how to use a Vapor Bubble, and Richeh, Qifrey's apprentices. The two startle when Coco explains she is not an apprentice and Qifrey explains to Coco how magic is kept a secret and magic drawn on the human body is forbidden, a decision made at the end of a war, the Day of Conspiracy. Qifrey explains to her that her best bet at finding a cure for her mother is to get to the Tower of Tomes-to do so, however, she has to pass some tests. She is then led to her workspace, which she learns she will be sharing with another of his apprentices, Agott. Agott arrives back at that atelier at that moment and demands Coco take the first test the next day. The next day, Coco questions Tetia about magical items and borrows a book from her to learn more however Qifrey finds her and provides her with magical tools for her to learn firsthand. Qifrey gives her a lecture on magic and then she begins to draw in earnest, ruining what Agott was working on and throwing Coco into a panic. Agott explains to Coco what she did wrong in drawing her magic and, satisfied, Qifrey leaves the two. Agott insists Coco take the test, allowing her to borrow her Soar Boots, as well as taking a Vapor Bubble and Magic Compass. Coco follows the compass to find the Dadah Range and is shocked to find they are floating balls of earth in the sky. Coco takes up the challenge of the test, using Agott's Soar Boots to try to get to the top of the Dadah Range. However, she slips up and gets startled by a brushbuddy, causing her to fall into the lake below, which then ruins her ink as well as the magic on the bottom of Agott's shoes. Night falls and Coco has not come up with a solution, and she begins to feel hopeless, briefly considering using forbidden magic but stopping herself before she could. She remembers Qifrey calling her abilities at her mother's shop magic, and uses that as inspiration to create a painting stone, and draws on the fabric of an abandoned boat sail. By morning, she is ready, and her magic makes the boat sail into the air. She grabs a Diadem Herb and returns to the atelier with it, meaning she successfully passed the test. However, when she tries to give the herb to Agott as proof of her competence, she leaves without a word. Despite this, when Qifrey scolds her for her rash decision to take the test, she does not tell Qifrey it had been Agott's idea, and Qifrey gives Coco her new clothes and witch hat Qifrey is Coco's professor, the two met; when he passed; by her mother's clothing shop and had subsequently saved her from the forbidden magic that; she had cast. He serves as her guide; into the world of witches and magic. Unbeknownst to Coco, Qifrey is using her as a lead to find the Brimmed Hat Witches. Agott is one of Coco's fellow apprentices and another one of Qifrey's apprentices. Initially, Agott and Coco's relationship was precarious, as Agott looked down on Coco for being an outsider to the world of witches and being naive to the practice of magic, something Agott has worked endlessly to perfect. Agott was also the one who made Coco take the first test, the Consent of the Crown, in order for Coco to earn her place in the atelier alongside the other apprentices.
But Agott and Coco's relationship has improved overtime as they worked together. From escaping the Brimmed Hats' dragon to saving the travelers in the carriage, Agott has begun to see Coco as an equal and worthy of being a witch.
Tetia is one of Coco's fellow apprentices and another of Qifrey's apprentices and the first of them that Coco met upon arriving at the atelier. As Tetia was already an outgoing and friendly individual to begin with, she and Coco became fast friends. Richeh is one of Coco's fellow apprentices and another of Qifrey's pupils. Coco admires her individualistic approach to magic and is frequently dazzled by Richeh's creations. In turn, Richeh has discretely shown admiration for Coco's ingenuity when making spells and solving problems, despite her early resistance to acknowledge the spells of others. Richeh has also been visibly moved by the amazement Coco has for her spells.
Richeh has repeatedly shown patience with Coco's inexperience. Due to Richeh's aloof nature, the two of them didn't often engage directly in the early days of Coco's arrival. However, when Coco unwittingly brought the others into the Brimmed Hats' trap and they were confronted with a dragon, Richeh was the only one that didn't lash out at her. She also showed no prejudice towards Coco's escape plan, despite not being close friends with her like Tetia.When Coco unknowingly pressured her to read a spell book, causing a confrontation between Richeh and Qifrey, Richeh didn't fault her, and opened up about her reservations towards studying when Coco sought her out to apologize.
During the witches' retrial of the Sincerity of the Shield, Richeh readily sided with Coco's plan, showing exasperation towards Agott for the latter's persistent antagonism against the rookie student.
Coco's greatest advantage is that she doesn't know the rules that the magical world says are "impossible to break."
Coco is the heart of the "Witch Hat Atelier" story and the unexpected variable at the center of all of Qifrey’s plans. Born as the "ignorant" daughter of a simple dressmaker with no apparent magical talent, her life was shattered when she used a forbidden magic book given to her by a mysterious stranger. By copying the spells within, she accidentally turned her mother and her home into stone, an event that birthed a massive sense of guilt which serves as the primary engine for her character development. Rescued by Qifrey, Coco stepped into the world of sorcery with the desperate hope of finding a spell to restore her mother, making her a perfect student and a tool for Qifrey because she simply cannot afford to give up. Her greatest strength is the power of her "ignorance"; unlike those born into magic who are bound by rigid dogmas, Coco views magic as a tool for imagination and help. Because she comes from the outside world, she creates brilliant, childlike connections that professional sorcerers would never conceive, such as using magic to glide on surfaces or solve daily problems rather than just for combat. Her background as a dressmaker’s daughter gave her incredible hand precision and visual intelligence, allowing her to draw magic circles with a stability and aesthetic fluidity that others take years to master. This innovative approach makes her both a potential danger to the Magic Council and an indispensable "key" for Qifrey’s revenge. Her relationship with Qifrey is a tragic balance of love and manipulation; while Qifrey sincerely protects her as a reflection of his own lost childhood, he also uses her as live bait, knowing her growth will eventually lure out the Brimmed Caps. Coco remains unaware of her master’s darkest motives, but her pure belief that magic should bring happiness acts as the only barrier preventing Qifrey from being entirely consumed by darkness. Even though she is marked by a great tragedy, she is a symbol of hope who prioritizes people over rules, forcing Qifrey to remain human. Her rivalry and growth with other students like Agott further highlight her role as a "disruptor" who challenges the graying conscience of the magical world. She is a beam of light in Qifrey's dark world, yet that very light acts as a beacon that draws the monsters of his past toward her. She carries the weight of her mother’s statue in her heart every day, and this burden is what makes her the most determined and dangerous apprentice in the atelier.
Coco’s essence lies in the fact that she is a "disruptor" of a stagnant magical society, a girl who turned her greatest tragedy into a revolutionary form of sorcery. Her background in dressmaking is not just a flavor detail; it is the foundation of her technical mastery. Because she spent her childhood handling needles, threads, and delicate fabrics, her "Magic Pen" movements possess a level of micro-precision that even veteran sorcerers struggle to achieve. While others see a magic circle as a rigid formula, Coco sees it as a pattern or a stitch, allowing her to "re-thread" spells in ways that prioritize utility and human comfort over raw power. This "Tailor’s Logic" allows her to innovate, such as combining seemingly unrelated spells to create shoes that can walk on water or umbrellas that shield from magical debris. However, beneath this creative brilliance lies a psychological landscape dominated by "Survivor’s Guilt." Coco does not just want to save her mother; she feels she has no right to be happy as long as her mother remains a statue. This creates a dangerous level of self-sacrifice in her; she is willing to enter the most forbidden depths of the magical world or face the terrifying "Brimmed Caps" alone if it means finding a cure. This desperation is exactly what Qifrey exploits, though he struggles with the guilt of doing so. Coco’s presence in the atelier also forced a total shift in the group dynamic. Specifically, her relationship with Agott Arkas evolved from a hostile rivalry into a symbiotic bond. While Agott taught Coco the discipline of traditional magic, Coco taught the elite but lonely Agott that magic is a gift meant to be shared, effectively breaking the emotional walls that the Magic Council’s rigid education had built around her. Coco also serves as the ultimate moral litmus test for the "Magic Security Council." Her very existence as a "cahil" (ignorant) who became a sorcerer challenges the elitist foundation of their world, which claims that magic is an inherited right. This makes her a target for political erasure, yet she remains undeterred, fueled by a pure, almost naive belief in the wonder of magic. She is the only character who can look at a forbidden spell and, instead of seeing a weapon, see a way to bring light to someone's darkness. Yet, this purity is her greatest vulnerability; she is a lighthouse in a storm, attracting both those who need help and the predators who wish to extinguish her light to hurt Qifrey. Every line she draws is a battle between her hope for the future and the crushing weight of the stone statue she left behind in her home. Coco’s entry into the world of magic was not a choice, but a trap set by the shadows of her past. As a young child, she met a mysterious "Brimmed Cap" at a festival who sold her a picture book and a silver pen, claiming they were mere toys. In reality, this was a forbidden "Magic Primer," and years later, while secretly watching Qifrey draw a magic circle, Coco realized that magic was not a miracle performed by the flick of a hand, but an art drawn with ink. Her attempt to copy the patterns from her childhood book led to the accidental petrification of her mother, a tragedy that defines her every action. This moment of "original sin" is why she views magic with both intense love and profound terror; to her, a pen is a tool that can save a life or destroy a family in a single stroke. Her relationships within the atelier are defined by her role as an emotional catalyst. With Agott Arkas, the bond began as a clash between an elite, perfectionist "insider" and a struggling "outsider." Coco’s relentless optimism eventually melted Agott’s cold exterior, turning their rivalry into a deep, mutual respect where they push each other to innovate beyond the Council’s limits. With Riche, the stubborn individualist who refuses to draw anything but her own small circles, Coco provides the validation Riche never received from her traditional family. With Tetia, the most cheerful of the group, Coco shares the dream of making people smile, acting as the partner Tetia needs to fulfill her goal of being a "thanked" sorcerer. These connections turn the atelier into a family, providing a stark contrast to the cold, clinical world of the Great Hall and the Magic Security Council. Coco’s magic style is fundamentally "constructive" and "altruistic," rooted in her history as a tailor’s daughter. While traditional sorcerers focus on the output of a spell, Coco focuses on its architecture and how it interacts with the physical world. She treats ink like thread and magic circles like fabric patterns, often layering simple spells to create complex, multifaceted effects that others find inefficient but brilliant. For example, she doesn't just use a "wind" spell to push; she shapes the wind into a cushion or a propulsion system, showing a level of spatial awareness that is rare among peers. Her style is "Tailor-Made Magic"—it is specific, empathetic, and designed to fit the exact needs of the person she is trying to help. This creative fluidity is exactly what the Brimmed Caps want to exploit and what Qifrey tries to protect, as she represents a version of magic that is not bound by the stagnation of the last thousand years. Her journey is a constant struggle to prove that an "ignorant" girl can be the greatest sorcerer of all, not by following the rules, but by rewriting them with kindness.
Coco’s presence in the world of magic is defined by her role as a bridge between the mundane and the miraculous, fueled by a unique perspective that challenges a thousand years of stagnant tradition. One of the most overlooked details of her character is her "Economic Logic of Magic," which stems from her humble background. Unlike noble-born sorcerers who view magic as an infinite cosmic resource, Coco treats magical ink and parchment with the frugality of a worker who knows the cost of materials. This leads to a technical mastery of "Ink Efficiency," where she uses the minimum amount of strokes to achieve maximum stability. Because she doesn't waste ink or energy, her spells are less prone to the "leakage" or unintended side effects that often plague other apprentices, making her magic exceptionally clean and reliable even under pressure. Another critical but subtle detail is Coco’s "Tactile Intelligence." Her years as a tailor’s daughter gave her a specialized sensitivity to textures; she can feel the absorption rate of ink on different parchments or the effect of atmospheric humidity on a drawing surface just by using her fingertips. This allows her to draw perfect magic circles on unconventional and "dirty" surfaces like rough stones, torn fabric, or damp wood—environments where traditional sorcerers, who are used to sterile atelier desks, would fail. She effectively turns the entire world into her workspace, embodying the philosophy that magic is a craft of the hands rather than just a theory of the mind. Falsely labeled as just a victim of the Brimmed Caps, Coco is actually their greatest ideological threat. The Brimmed Caps represent the destructive and chaotic side of forbidden magic, but Coco is the first person to approach these "dark" geometries with pure intent and altruism. She views a forbidden spell not as a weapon, but as a potential tool to heal or bring joy, which creates a paradox that even the villains cannot fully comprehend. Furthermore, her moral compass puts her at odds with the Magic Security Council’s "Culture of Erasure." While the Council believes that wiping memories is a necessary evil to maintain order, Coco views memories as sacred bonds. Her refusal to accept "forgetting" as a solution makes her a political rebel, as she prioritizes human connection over the preservation of magical secrets. Finally, Coco’s influence on the atelier’s social structure is profound because she dismantles the "Hierarchy of Talent." By outperforming elite students like Agott through sheer observation and empathy rather than inherited mana, she proves that magic belongs to those who love it, not just those born into it. She has inadvertently turned Qifrey’s atelier into a cell of quiet revolution where the traditional rules of the Great Hall no longer apply. Every line she draws is a battle between her devastating survivor’s guilt and her unwavering belief in the wonder of the world, making her a "Lighthouse Apprentice" whose light draws both those in need of rescue and the predators of the dark.
The most striking technical detail of Coco’s hat is its "unconventionality" in terms of how she uses it as a tool. Traditional sorcerers view the hat as a symbol of status, but Coco, with her practical "Tailor’s Logic," sees it as an extension of her workspace. She often utilizes the hidden space within or the structure of the hat to store her essential tools—extra ink, pens, and parchment—ensuring she is ready to draw at a moment's notice. Because she was not born into this world, she doesn't treat the hat with the same rigid, ceremonial distance as others; to her, it is a functional gear that enables her craft. The hat also represents her "shield"; when she wears it, she is no longer the helpless "cahil" girl who lost her mother, but an apprentice with the power to change fate. Philosophically, the hat represents the "Brimmed Cap" (Kukumav) trauma that haunts her. The very name of the antagonists, the "Brimmed Caps," refers to a specific style of headwear that hides the face, symbolizing the misuse and secrecy of forbidden magic. Coco’s own pointed hat stands in direct opposition to their brimmed hats. While the villains hide behind their brims to commit atrocities in the dark, Coco’s hat is open and upright, symbolizing her transparency and her desire to use magic to bring light and happiness to people. This visual contrast is a constant reminder of the thin line she walks; one wrong step or one surrender to her desperation could turn her from a "Pointed Hat" into a "Brimmed Cap."
Coco's introduction to magic is entirely the result of manipulation. As a child, when she attempts to use a forbidden spellbook and silver pen sold to her as a "toy," she discovers that magic is not only done with movements, but also with drawing. The price of this discovery is high; her flawed drawing turns her mother and home to stone. This event is the source of the "survivor's guilt" that shapes Coco's entire character. When she is rescued by Qifrey, she has only one goal: to find the magic that will save her mother. This goal makes her both the perfect tool for Qifrey and the ideal test subject for the Brimmed Caps. Her style of magic is entirely based on "tailor logic." Coco sees the magic circle not as a cosmic formula, but as a sewing pattern or a patch. Thanks to her tailoring skills, she uses ink in the most efficient way. While other students scatter ink, Coco calculates the absorption and geometric stability of a single drop on the paper. This technical discipline explains why her spells "leak" less and why she can create flawless drawings even on impossible surfaces (torn rags, stone, damp wood). She practices magic as a craft, not a display of power. Socially and philosophically, Coco is like a "virus" against the elitism of the magical world. In contrast to the Magic Council's culture of memory erasure and information hoarding, she believes in the power of remembering and sharing. Her influence on her colleagues in the workshop stems from this "human" approach; for example, she has broken Agott's cold perfectionism by showing him that magic is fueled not only by rules but also by happiness. For Qifrey, Coco is both a reflection of their own lost childhood and the most dangerous, living "bait" on their path to revenge. Next comes the Magic Pen, the most fundamental tool of the magical world, but in Coco's hands, it gains the precision of a needle. With her tailoring skills, Coco can control the density and flow of the ink from the pen's tip with millimeter precision, drawing complex geometries that other wizards struggle with far more stably. The pen's complement is Magic Ink. Made from the dust of magical stones found in nature, this ink is the fuel for magic; Coco, coming from a family that values this material, uses it with "ink efficiency," managing to create the longest-lasting magic circles with just a single drop.
Coco's most tragic and dangerous possession is the Magic Primer, given to her by the Owls as a child. Containing forbidden diagrams, this book holds the erroneous spell that caused her mother to turn to stone. Coco now carries it with her constantly, both as a symbol of guilt and as the only source from which she can find the formula to save her mother. Her Pointed Hat, a technical necessity, is not just a uniform for her, but also a practical storage space for spare pen tips, ink bottles, and emergency parchments. Furthermore, this hat serves as a legal shield protecting her from the memory-erasing protocols that keep the magical world hidden from the "ignorant."
Finally, Coco's Magical Shoes (Winged Boots), which allow her to transcend her physical limitations, are the greatest testament to her creative genius. Defying gravity with the wind and lightness spells she's cast beneath them, this equipment enhances Coco's mobility in fights, giving her a speed advantage over her opponents. All these items—pen, ink, parchment, and hat—take on together, proving that Coco sees magic not as a display of power, but as a "craft of repair and salvation" that can be applied anytime, anywhere. Every piece in her bag is customized to atone for that dark day that turned her mother to stone and to make the world a little safer. 13 years old girl.
- #3Agott
Keys: Agott
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Agott is a young apprentice witch at Qifrey's atelier. She belongs to the famous Arklaum house, who have served as librarians of the Tower of Tomes for generations. She hopes to develop her skills enough to one day become a librarian in the tower and prove herself worthy to her family. Agott has dark curly hair which is occasionally colored dark purple, purple eyes, and a perpetually brooding expression with half-lidded eyes and a pouty face. She typically wears the apprentice robes of Qifrey's atelier. Agott is a self-conscious and withdrawn but ambitious apprentice. She seems to suffer from self-esteem issues and doesn't take kindly to being perceived as average. She has the tendency to take out her frustration on those she sees as inferior to herself or those who have a naive understanding of what it takes to really understand magic, as demonstrated when she demeans Coco upon the latter's arrival at the atelier and forces her to take the first test to prove herself worthy to study alongside witches.
She's much more serious about her magic studies than the other apprentices and has shown a tendency to get up early to study or pull all-nighters to prepare for tests and similar examinations.
She has a tendency to focus on how much more she still needs to accomplish and learn, leading her to express frequent dissatisfaction with her current progress. While admirable, the desire to improve herself actually spoke volumes about how much being sent away by her family to study under Qifrey's tutelage instead of them and having her works dismissed by them as unremarkable left quite an emotional trauma in her. Agott lashing out at Coco and going so far reminded the latted of the incident that saw her mother petrified just because she interrupted her attempt to draw a wall breaker seal was more of a defensive mechanism for the trauma in question Coco unknowingly triggered than rightfully pointing out dangers from meddling things she didn't understand. Agott was born into the prestigious Arklaum family, a lineage of witches who have served as librarians at the Tower of Books for generations. She has been referred to as "The black sheep of the Arklaum family" for attempting to pass another person's magic off as her own during her apprentice debut.
As a result of this, she is not studying under her family as an apprentice and was instead given to Qifrey to continue her studies. It's been observed in flashbacks that her work has also been perceived as mediocre and underwhelming by her family, likely another reason she was sent to study in a different atelier. Agott is first introduced as she is returning to Qifrey's Atelier. There, she meets Coco and immediately confronts her about the rumors she'd heard, telling Coco that what happened to her mother was her fault. When Coco tries to defend herself, Agott ridicules Coco's hopes of curing her mother and challenges her to do the first test. The next day, she is practicing drawing magic when Coco, who is working next to her, sprays her with water and ruins the magic she had been drawing. Coco profusely apologizes to her but Agott takes the mishap in stride, looking at Coco's magic and telling her why it did not work the way it was supposed to. Qifrey then leaves the girls and Agott demands Coco take the first test. Agott adjusts a Windowway so it will lead to the Dadah Range. When Coco questions her, Agott says she took the first test when she was ten so she could become an apprentice. She then proceeds to explain the test and allows Coco to borrow her Soar Boots for the test before pushing her through the gate and closing it. Later, Agott is tending to the fire when Tetia walks in, wondering is she knows where Coco is. She explains Coco left to take the first test, saying how she dislikes those who can't do magic as well as she can and is confident Coco will not be able to succeed. However, Coco returns the next day and tries to give Agott the Diadem Herb which signifies she passed the test, but Agott seemingly gross irritated and walks away without a word. Sometime-likely days-later, Qifrey takes Agott and his other apprentices to Kalhn, specifically to The Starry Sword to get Coco a new pen. Agott, however, insists she would shop elsewhere while Coco wasted time, and agrees to meet back at the shop when they were ready to leave. However, that time never comes, as while Agott is shopping, Coco runs past her with Tetia and Richeh on her tail and is dragged into the chase. Agott runs after Coco, eventually catching up and stopping her, but once they stop, they realize they are not in town anymore. Agott figures they must have had forbidden teleportation magic used on them, but before she can do anything, she is dragged away by Tetia, who found a dragon that was now after them. Agott is one of Qifrey’s four students. She respects him as her professor, but is occasionally frustrated with his teachings and feels as if she is not progressing fast enough. Initially Agott and Coco's relationship was precarious, as Agott looked down on Coco for being an outsider to the world of witches and being naive to the practice of magic. She generally looked upon Coco's naivete with disdain, essentially forcing her to take the first test, the Consent of the Crown, to prove her worth and earn a place in the atelier.
However, Agott and Coco's relationship has improved over time as they worked together. From escaping the Brimmed Hats' dragon to saving the travelers in the carriage, Agott has begun to see Coco as an equal and worthy of being a witch.
Agott Arkas is the most disciplined and ambitious student of the atelier, coming from a noble lineage of sorcerers known for their prestige and absolute perfectionism. Because the Arkas family views any failure as a disgrace, Agott grew up under immense pressure where making a mistake was not an option. This background shaped her into a cold, aloof, and fiercely protective individual. Initially, she viewed Coco—an "ignorant" outsider—as an insult to the sanctity and hard work of the magical world. To Agott, magic is not just a birthright; it is a sacred discipline where every line must be flawless. Agott’s magical style is a direct reflection of her character, centered on "absolute control" and "geometric perfection." While other students might seek creative or experimental paths, Agott prefers to execute the most complex and difficult formulas in their purest forms. The magic circles she draws are as sharp and precise as if they were made with a ruler, making her spells incredibly powerful and reliable. However, this perfectionism is also her greatest weakness; her fear of deviating from the rules or making an error suppressed her creativity for a long time. Her relationship with Coco is the key element that broke these walls. Coco’s freedom, born from not knowing the rules, and her persistence despite making mistakes, helped Agott realize that magic could be a source of "joy" rather than just a "duty." Her dynamic with Qifrey is based on a strategy where the master uses the student’s hunger for validation to push her limits. Knowing Agott’s deep-seated need for approval, Qifrey maintains a much more authoritative and distant stance with her than he does with Coco. By constantly challenging her and pushing her into competition, he accelerates her growth. Agott serves as the unshakable pillar and stability of the atelier; while others dream, she balances the group as the representative of reality and discipline. Though she is internally lonely and considers showing emotion a sign of weakness, she eventually develops a deep sense of belonging toward her fellow students. She finds the "imperfect" bond of love, which her own family rejected, within this small atelier. Her journey is a transformation from a cold prodigy into a courageous leader willing to break her own rules for the sake of her friends.
Agott Arkas is fundamentally a "political exile" within the world of sorcery. Her family did not send her to Qifrey to excel, but to distance themselves from a child they deemed "insufficient" by their impossible standards. This internal wound drives her "Proving Logic"; every perfect circle she draws is a silent scream directed at the Arkas lineage, asserting her worth. Her coldness is a defensive shell designed to hide the constant fear of being permanently discarded. Technically, Agott is a master of "Complex Layering." While others draw a single large spell, Agott constructs intricate systems of overlapping smaller circles that trigger each other in sequence. This reflects her highly analytical mind—she doesn't just react to a situation; she engineers a multi-stage solution. Her magic is defined by "Functional Minimalism," where every line has a purpose and no energy is wasted, making her perhaps the most efficient sorcerer of her generation. A lesser-known aspect of her character is her role as the "Silent Shield" of the atelier. Although she appears to be the one most obsessed with rules, she frequently acts as a lightning rod for the Council’s scrutiny to protect her peers. She often takes the blame or uses her noble status to cover for Coco’s unorthodox methods. Agott expresses love through structural protection rather than affection; she provides the discipline and stability that allow Coco’s creativity to flourish without leading to disaster. Ultimately, Agott is the "Bridge of Translation." She takes Coco’s chaotic, innovative ideas and translates them into stable, academic magical formulas. Coco provides the "Why," and Agott provides the "How." This intellectual partnership has forced Agott to evolve from a rigid practitioner into a creative engineer. Her journey is about shifting from living for external validation to finding internal peace, proving that true perfection isn't about the absence of mistakes, but the courage to protect what matters. Hierarchical Parchment System: To avoid wasting time during combat, Agott organizes her parchments in a strict hierarchy. She knows exactly where every type of spell is located by touch alone, allowing for near-instant deployment. Agott fights like a grandmaster chess player; her movements are not reactions but pre-calculated steps in a larger plan. Multi-Layered Construction: Her signature technique involves building intricate systems of overlapping smaller circles rather than a single large spell. One circle might trigger another upon impact, creating a sequential effect that breaks through a target's defenses in stages. Precision Counter-Spelling: Agott specializes in identifying the weakest geometric point in an opponent's spell. Instead of overpowering an enemy, she might add a single stroke to their circle or disrupt a specific node, causing their magic to collapse or backfire entirely. Strategic Area Control: As an Arkas, she never panics. She maintains a "Strategic Distance," using magic to manipulate the environment and funnel her enemies into traps. She excels at limiting an opponent's movement until they have nowhere left to go. Functional Minimalism: She prioritizes efficiency over raw destructive power. Agott will not waste energy on a massive explosion if a small, well-placed needle of ice or a localized gust of wind can achieve the same result. For her, winning a battle is synonymous with solving a complex equation perfectly. Agott’s relationship with the other girls in the atelier is a journey from being an "impenetrable wall" to becoming a "hidden protector." With Riche, the relationship is built on a foundation of mutual stubbornness. While Agott represents "Tradition," Riche represents "Individuality." Initially, Agott viewed Riche’s refusal to draw anything but her specific style as a lack of discipline. However, she grew to respect Riche’s uncompromising stance. They support each other silently, with Agott providing the structure that allows Riche to remain unique. With Tetia, the dynamic is a constant clash between discipline and joy. Tetia is the one who persistently tries to climb Agott’s emotional walls, forcing her into social interactions and moments of lightheartedness. Although Agott often sighs at Tetia’s endless energy, that very optimism is what alleviates the heavy pressure Agott feels from her family lineage. Agott acts as the technical anchor for Tetia’s dream of making people happy. Ultimately, these girls represent a "Real Family" in contrast to Agott’s biological "Fake Family." Her own lineage only offered love based on achievement, but the girls in the atelier accepted her even when she was vulnerable. This caused Agott to adopt the role of a "Guardian." She often risks her own reputation or standing with the Magic Council to shield them from trouble. For Agott, these girls are the first people in her life before whom she doesn't have to be perfect. 13 years old.
- #4Tetia
Keys: Tetia
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Tetia is the emotional engine and the most extroverted member of the atelier, driven by a profound desire to hear a sincere "Thank you" from those she helps. While other sorcerers view magic as a complex mystery or a source of power, Tetia views it as a medium for communication and joy. She is the "glue" of the group, constantly softening Agott’s coldness and supporting Coco’s amateur beginnings with her relentless optimism. For Tetia, a spell is only complete if it succeeds in making someone smile. Her magical style is centered around "Lightness" and "Fluidity." She specializes in wind manipulation and spells that alter weight or gravity. In combat, Tetia functions as a high-tier Support and Utility specialist; rather than launching direct attacks, she enhances the mobility of her friends, catches them mid-air with gusts of wind, or disrupts the enemy's balance with precise air currents. Her magic circles are as dynamic and flowing as her personality, always possessing an aesthetic elegance that prioritizes grace over raw destruction. Within the atelier, Tetia acts as the bridge between polar opposites. She is the only one who persistently challenges Agott’s emotional walls, forcing her into social moments and moments of levity. She embraces Coco’s "outsider" innovations with childlike wonder, acting as a constant pillar of encouragement. Tetia’s journey is about proving that magic doesn't have to be heavy or secretive—it can be as light as a breeze and as open as a smile. Underneath her cheerful mask, she carries the hope of a world where magic is a gift that brings people together rather than a secret that keeps them apart. Tetia is an extremely upbeat, loving girl that tries to help everyone she knows and keep the mood positive. She is often the one who keeps everyone grounded and stable. Tetia loves it when people thank her, and will thank them in return. Tetia is a young girl with light brown eyes and wavy pink hair that she wears in a twin tails style. She typically wears Qifrey's apprentice cloak, along with a frilly petticoat and boots. She loves the idea of clouds and dreams of creating the perfect cloud magic. Tetia is first introduced when Qifrey leaves Coco in the entryway of his atelier. Tetia explains to Coco how to use a Vapor Bubble, and Coco thanks her causing Tetia to thank her back. They thank each other back and forth until Richeh walks in, insisting to Coco she should not humor Tetia's antics, to Tetia's annoyance. But Tetia picks herself back up and asks Coco which atelier she's from, startling when Coco says she only started using magic the day before. Tetia explains she had heard a rumor that an outsider to magic had not had their memories erased and was to become an apprentice, wondering if Coco is that girl. Before Coco can respond, Qifrey returns and asks Tetia and Richeh to wait outside, which they do.
The next day, Coco questions Tetia on the Magical Washrooms, but before Coco can ask anything further, Tetia states she has some errands she has to run but allows Coco to borrow a book on magical contraptions before leaving. Sometime later, Tetia returns. As it gets later in the day, Tetia approaches Agott to ask her where Coco is, as she has not seen her and it is almost dinner time. Agott tells her that Coco left to take the first test which horrifies Tetia, but Agott tells her that someone who can't pass that test doesn't deserve to be in their atelier, and assures Tetia that Coco will return defeated. When dinner is served, Tetia sits with Richeh but refuses to eat because of how worried she is for the other girl. When Qifrey returns the next day, Tetia worriedly tells him that Coco was at the Dadah Range and Qifrey immediately runs to the Windowway to retrieve the girl, but Coco is already standing there, having completed the test. Tetia hugs her, incredibly relieved to see she's alright and teases Coco when her stomach growls.
Likely days later, Tetia douses Coco in water and asks her what happened, to which Coco explains her fire magic had gotten out of control due to having difficulty with float magic. Tetia wonders what is so hard about it for her after taking the first test, bouncing around the room with her sylph shoes. Coco then explains that she messed up Agott's sylph shoes and wanted to repair them, and had done everything except the magic on the bottom, to Tetia's amazement. Qifrey walks in and wonders if her pen is not suited for her, leading him to take Tetia and the other girls out to The Starry Sword. As they walk in, Mr. Nolnoa walks down the staircase to greet them, and Tetia introduces Coco to him. Mr. Nolnoa explains to the girls how Conjuring Ink is created and when Coco explains she wants to buy a new Ink Wand, Tetia leads her down the stairs to show her the different wands. However, Coco startles and quickly runs out of the shop, causing Tetia and Richeh to chase after her, dragging Agott into the chase as well. Once they catch up to her, they realize they are no longer in Kalhn and Tetia flies off to try and see where they are. However, what she finds is a dragon and runs back to the girls screaming as the dragon flies after her. As the apprentices run through the unfamiliar city, Tetia hits a dead end and begins to panic, thinking that she doesn't want to die here before sharing her magic with the world. Agott comforts her, but unfortunately Coco takes her panic to heart and begins to blame herself for putting the apprentices in this situation.
Tetia distracts the dragon by drawing a rune that will cause her cloak to fly into the sky, acting as a decoy. While the dragon chases the decoy, Agott and Coco get into a fight and Richeh blows a hole in the wall. Tetia, Agott and Richeh crawl through, leaving Coco behind. They soon realize that even though they went through the hole, they keep coming back to the same spot. Tetia suggests that the area was built as a magical labyrinth. Later, Coco returns Tetia's hat to her and gives her her cloak in an attempt at comfort, saying that the power of Tetia's magic is much more important than hers. In response, Tetia surrounds Coco in clouds and apologizes for lashing out at her, saying that as her senior she should be the one looking out for Coco. She then explains to Coco that the clouds magic spell is her original spell, based off her dream to nap on clouds riding through the sky. She plans to perfect and share it so that everyone can use it. Tetia tells Coco that after they get back home, they will one day take off their apprentice cloaks and graduate as fully fledged witches.
Tetia's clouds inspire Coco. She comes up with a strategy to lure the dragon away from the glyph holding the place together by cushioning the dragon in warm and cozy clouds, causing it to become comfortable and leave them alone. Tetia instantly takes a liking to Coco, as one of the things Coco tells her is "Thank you" after she helps Coco upon Coco's arrival at Qifrey's Atelier.
Tetia is the master of Aeromancy and Weight Manipulation within the atelier. Her magic is characterized by fluidity and grace, reflecting her desire to turn every spell into a gift or a source of wonder. In combat, she functions as the ultimate Support and Utility specialist. She doesn't focus on raw destructive power; instead, she controls the battlefield by manipulating air currents to disrupt enemy balance or by enhancing her teammates' mobility. She is the "Cloud Dancer" who catches her allies mid-air or diverts incoming projectiles with precise gusts of wind. Her relationship with the other girls is defined by her role as the "Emotional Glue." She is the only one who persistently challenges Agott’s cold isolation, forcing her into moments of warmth. She acts as Coco’s most enthusiastic cheerleader, embracing Coco’s unorthodox ideas with genuine curiosity. Tetia’s philosophy is simple but profound: magic is only as good as the smile it creates. She is the bridge between the rigid traditions of the magical world and the pure, human desire to connect and be appreciated. She is 13 years old girl.
- #5Riche
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Riche is the most introverted and stubborn member of the atelier, defined by her fierce commitment to individuality. While the magical world demands versatility, Riche refuses to draw anything other than what she truly loves. To her, magic is a private sanctuary, not a public service. She values personal expression over social utility or power. In combat, Riche specializes in Crystal and Glass Magic. Her style is minimalist and defensive; she uses crystals to create barriers, trap opponents, or manipulate light and reflections. She avoids flashy or loud spells, preferring clean, elegant, and efficient geometries. She doesn't fight to dominate; she fights to maintain her personal space and protect her world. Her relationship with the other girls is characterized by a "quiet loyalty." Though she initially kept everyone at a distance, she eventually found a sense of belonging. She respects Agott's discipline and is secretly inspired by Coco's idealism, which pushed Riche to occasionally step out of her shell and use her magic for the sake of others. Riche is about 12-13 years old, matching the age group of the rest of the atelier. Riche) is a young apprentice witch and a disciple of Qifrey.Richeh is a young girl with long sky blue hair and sky blue eyes. She wears the apprentice robes of Qifrey's atelier. Richeh has a seemingly emotionless and childish personality, being very stubborn, individualistic, and resentful of authority figures that tell her what to do. She often refers to herself in the third person, another facet of her childlike personality. She is opposed to the idea of growing up and wishes to stay as she is forever in order to maintain her unique magic and individuality.
She specializes in crystal magic, particularly creating transparent crystal ribbons. She also excels at drawing small, intricate glyphs, and has been shown to be adept at connecting these together to form magical portal holes. Her individualistic magic style is expressed in her more out of the box solutions to problems and tests.Richeh was born in the Great Hall to a family of witches. Four years before the events of the manga, Richeh requested to apprentice alongside her brother, Riliphin. She joined Qifrey's atelier after breaking off her apprenticeship with her first professor. Richeh is first introduced when Qifrey leaves Coco in the entryway of his atelier. Tetia is thanking Coco back and forth, and Richeh notes that if you leave Tetia be she'll quiet down. When Coco says she only started doing magic the other day, Richeh shares a concerned glance with Tetia, before the other girl begins telling Coco of the rumors they'd heard. Before Coco can respond, Qifrey comes back and tells Richeh and Tetia to wait outside which they agree to do. Richeh is seen the next day as she is eating dinner with Tetia. She asks why Tetia isn't eating, to which Tetia says she will but she's really concerned for Coco at that moment. Richeh stands up to get seconds, causing Tetia to explain she's acting too normal.
Likely days later, Richeh accompanies Qifrey and his other apprentices to The Starry Sword. When Coco says that due to Agott's amazing magic she must have an amazing heart as well, Richeh says she shouldn't get her hopes up about the girl. She accompanies Tetia and Coco as Mr. Nolnoa explains how Conjuring Ink is made and follows the two down the stairs to look at Ink Wands for Coco. When Coco runs out of the shop, Richeh follows Tetia in the chase after her. Once they catch up to her, Richeh is the first to realize they are no longer in Kalhn and runs after Tetia when the girl realizes there's a dragon chasing after them. Qifrey is Richeh's current professor, he took her into his atelier after being dismissed by her first professor. She seems to trust him enough that he won't force her to do magic she doesn't want to do, but still has bouts of stubbornness and dissatisfaction with his instruction. Coco is Richeh's fellow apprentice under Qifrey, she often doesn't understand Coco's naive fascination with magic but gets along well with her. Euini was one of Richeh's fellow test-takers during the second test, the two bond alot during the test. Before parting, Euini promised that he'll return back to his real self, and Richeh promised she'll be waiting for him, and that the next time they see each other they'll show each other the magic they've learned.
They stay in contact by mail. Notably, Eunie sends her a great deal of letters for her birthday.
- #6Olruggio
Keys: Olruggio
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Olruggio is a witch specializing in fire magic who serves as the Watchful Eye for Qifrey's atelier. He has a gruff way of speaking but his magic is often described as "warm."
He has created a lot of magical items, such as the Glowstone Path, the Snugstone and the Searneedle Wand. His specialty is fire-based magic. Olruggio has dark hair, blue eyes, a thin beard and a generally unkempt appearance. He's usually wearing a mildly perturbed, grouchy expression.
He wears a long white shirt with large sleeves and a long black skirt with a golden belt. He has cords he uses to tie his sleeves up while he works. His cloak is dark with blue and gold highlights, and made from a heavy, velvety fabric. Due to its weight, he tends to slouch.[1] His cloak has a large pointy hood he can wear over his cap.
The tassel at the point of his cap is a light colored pompom, which was originally Qifrey's. The two witches traded theirs around the time of their Third Test. While he initially comes off as blunt and harsh, Olruggio is a genuinely kind and caring person. He looks after Qifrey and the students of the atelier, coming up with magical items to help them sleep and helping the students with their magic.
He is shown to be dedicated to helping others, especially the common people. When hired by nobility, Olruggio will sneak into the nearby settlements to help improve infrastructure and other issues they may be facing[2]. He is shown to be conflicted by the laws that limit witches from helping to their fullest ability.
Olruggio is notoriously bad with deadlines and overworks himself, staying up late at night to finish commissions. This may come from early trauma instilling the need to help and save others[3]. He neglects his own health, noting himself that he sleeps and eats poorly, and drinks too much alcohol. He insists on the importance of sleep to Qifrey's apprentices.
He is easily flustered and will lie about not liking praise. While at first he loudly opposed the girls calling him their master, he stops protesting it during the story, only occasionally telling other people they are not his pupils. Olruggio meets Coco unexpectedly after finishing a project he was working on. After learning about her exposure to forbidden magic, he tries to turn her over to the Knights Moralis. Qifrey stops him, and Olruggio listens to Coco's story and reluctantly accepts her presence as an apprentice. Later, Coco finds herself in his room while trying to catch Brushbuddy. After learning that Olruggio invented the Glowstone Path, she explains it was his contraption that sparked her love for magic. Olruggio sends her away, but appeared to reflect on Coco's passion for magic. Olruggio is present for Dagda's arrival at the Atelier and plea for help. When Agott insists on joining, Olruggio overrules Qifrey by taking her on horseback to the scene of the disaster. He instructs her to help dry the victims while he opens a Windowway for the others. When Agott protests, he says Qifrey was right to think she wasn't ready and tells her to think about why she uses magic.
He and Qifrey rescue those still stuck in the sinking carriages. Once the rescue is complete, he joins Qifrey, Richeh, and Tetia in traveling upstream to check for potential damage, leaving Agott and Coco to care for the victims.
When the Knights Moralis capture Agott and Coco, Olruggio helps come to their rescue. While Qifrey is confronting the Knights, Olruggio interrupts by scolding for their behavior. He reminds them that a witch's duty is helping the people, and that they should be more like the apprentices currently helping rescue the members of the caravan.
After the incident, he tells Qifrey he might be too lax with his students for signing Agott up for the next test despite her worrying behavior. Qifrey and Olruggio are childhood friends, and seem to trust each other dearly. Despite being the Atelier’s Watchful Eye and being sworn to report wrongdoings to the Knights Moralis, Olruggio is loyal enough to Qifrey that he breaks this oath multiple times — he doesn’t take Coco away after discovering she was an outsider to witch society and lies to the Knights Moralis about what happened to Euini during the Second Test.
Olruggio's faith is not absolute. After discovering the enchantment hidden in Qifrey's glasses and his decompensating eye, he realizes that Qifrey must still be pursuing the Brimhats. This makes him doubt Qifrey's intentions with keeping Coco as an apprentice. However, after seeing Qifrey's genuine care for Coco, Olruggio resolves to help him and promises to do so regardless of Qifrey's goal. Qifrey confirms his true motive to be seeking out the Brimhats, then wipes Olruggio‘s memory. Qifrey sadly states that he’s sure Olruggio would end up forgiving Qifrey “again”, implying that this has happened multiple times. Though initially wary of her presence, Olruggio appears to warm up to Coco quickly. He is flustered to learn of her passion for his own Glowstone Path. Later, Olruggio verbally defends her from the Knights Moralis and appears concerned for her safety.
Despite initially telling Coco not to call him Master, he stops protesting. He also advises her and the other apprentices on drawing spells. Olruggio and Richeh seem to get along well. She speaks and listens to him easily, perhaps even easier than to Qifrey.
Olruggio was present when Richeh fled her first atelier. He and Qifrey convinced her to trust them and helped her report the abuse she suffered. Olruggio enjoys strong yet sweet alcoholic drinks.Brushbuddy is fond of him. He's seen playing with the creature, who also climbs on him, and rocks around happily when he comes back in the Great Hall. Olruggio is the "Watchman" of the atelier, officially stationed by the Magic Security Council to monitor Qifrey and ensure no forbidden magic is being practiced. However, beyond his official duties, he is Qifrey’s oldest friend and the emotional anchor of the household. While Qifrey is driven by obsession and mystery, Olruggio is the pragmatic "Maker" who keeps the atelier functioning. His magical expertise lies in Invention and Heat Manipulation. He is a master craftsman who enjoys creating magical items that improve daily life, such as self-heating kettles or specialized lighting. In combat, he is a "Protective Strategist," focusing on thermal barriers and environmental manipulation rather than raw aggression. He uses magic as a tool for construction and safety, valuing the utility of a spell over its destructive power. His relationship with the apprentices is that of a grumpy but devoted guardian. He often hides his affection behind a stern exterior, yet he is constantly inventing new tools to make the girls' lives easier and safer. To Qifrey, he is the voice of reason and the only person capable of calling him out on his dangerous path. Olruggio is the unsung hero of the atelier, providing the warmth and stability that allow the young witches to grow in peace. Olruggio is the Pragmatic Architect of the atelier. While other sorcerers focus on the "what" of magic, he focuses on the "how." He is a chronic insomniac who spends his nights inventing magical tools that merge utility with comfort. His technical specialty lies in Thermal and Density Magic; he excels at concentrating energy into inanimate objects to give them permanent magical properties. Politically, he exists in a state of constant Moral Conflict. As the appointed "Watchman," he is supposed to report Qifrey to the Magic Security Council, but his deep-seated loyalty forces him to act as a double agent. He is the only one who truly sees the "shadow" in Qifrey’s heart and acts as his moral anchor. If Qifrey is the sharp edge of the blade, Olruggio is the sturdy hilt that prevents the wielder from getting cut. In combat, he utilizes Environmental Fortification. He doesn't just cast spells; he transforms the surroundings into a defensive stronghold. His magic circles are noted for their extreme "density," meaning they are incredibly hard to shatter or disrupt because of the precision and intent he pours into every stroke. He is the unsung guardian whose greatest achievement is providing a sense of "home" in a world of dangerous secrets.
- #7Iguin
Keys: Iguin
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Iguin is a high-ranking Brimmed Hat Witch; who had sold a mysterious magic book to Coco. Their motivations have something to do with making Coco use forbidden magic. They appear to be incredibly powerful, possessing magic that is beyond the scope of normal witches. They also have an incredible agility, being able to make jumps while casting magic. They rarely appear except to interfere with Coco from the sidelines. Iguin's true appearance is unknown as their face and body are always covered in their clothes, cloak and mask.
Overall, they seem to be a person with an average build, not being too tall or small, and the same applies to how muscular they are. Iguin does not appear to be very strong, nor do they do show any signs of being skinny or weak. Iguin is also shown to have incredible dexterity, being able to make jumps and other acrobatic feats easily. Iguin is mysterious and enigmatic, always talking about some prophecy, saying things about Coco being a savior and how forbidden magic should be brought back to the world. They appear to get very angry; when Sasaran goes against one of their ideas, so it is likely for them to have an angry response; when allies disagree; with them. In a flashback to Coco's past, Iguin gives the mysterious Magic Book to Coco, with the intention of her using Forbidden Magic. She originally thought this book was an ordinary picture book, but after she discovers the secret behind magic, she realizes that these symbols actually turn into magic when drawn. The character you are referring to is the "Brimmed Hat" (Kukumav) who often disguises themselves or operates under a stolen identity (sometimes confused with the official Iguin). This individual is the one who gave Coco the forbidden book, triggering the entire story. Forbidden Seals: Unlike legal sorcerers who draw on parchment, this antagonist uses Body Inscription. By tattooing magic circles directly onto their skin, they bypass the need for paper and pen, allowing for near-instantaneous casting. This is the ultimate taboo in the wizarding world. The Master Manipulator: Their goal is to dismantle the strict laws of the Magic Security Council. They see Coco as a "blank canvas" who can prove that magic should be free and lawless. They specialize in Spatial Distortions and High-Level Illusions, often appearing as someone else to sow distrust within the atelier. Combat Style: They fight with "Pre-drawn Lethality." Since their spells are already on their body, they can counter traditional sorcerers before they even finish a stroke. Their geometry is twisted and "broken," designed to cause permanent, irreversible effects—like turning Coco’s mother into stone. This antagonist is the embodiment of the "Brimmed Hat" (Kukumav) ideology, representing the ultimate rebellion against the Magic Security Council. Instinctive Casting: By having permanent seals inscribed on their body, they bypass the fundamental weakness of all sorcerers: the time required to draw. This makes them a "Living Weapon." They can cast high-level spatial magic with a mere touch of their skin. Corruption of Geometry: Their magic style involves "Forbidden Geometries"—shapes and formulas that rewrite the laws of biology and physics permanently. While legal magic is temporary and environmental, their magic is invasive and transformative (e.g., the petrification of Coco’s mother). Psychological Warfare: They operate through mimicry and subversion. By stealing identities (like Iguin's), they don't just hide; they mock the very laws they are breaking. They view magic not as a disciplined craft, but as a raw, chaotic force that should be accessible to all, regardless of the cost. The "Architect of Tragedy": Every move they make is designed to force Coco and Qifrey to confront the "hypocrisy" of the magical world. They don't just want to win a fight; they want to prove that the boundary between "legal" and "forbidden" magic is an artificial lie.
- #8Forbidden Magic
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Forbidden magic in the world of Witch Hat Atelier is defined by a fundamental violation of the "Golden Rules" established by the Magic Security Council to prevent chaos and human suffering. At its core, forbidden magic functions by crossing the boundary between the environment and the human body. While legal sorcery is used to manipulate external elements like wind, fire, or water through symbols drawn on parchment, forbidden magic is designed to alter the physical and mental essence of living beings permanently. The most prominent and dangerous method of forbidden magic is "Body Inscription." This involves tattooing or scarring magic circles directly onto human skin. By doing so, the sorcerer eliminates the need for a pen and paper, allowing them to cast spells instantaneously with a simple touch. However, this is considered an ultimate taboo because the human body acts as a constant conduit for magical energy, which eventually corrupts the soul and the physical form of the wielder. This method turns the sorcerer into a living weapon, but it often leads to madness or grotesque physical mutations as the magic "eats" away at the person's humanity. Another devastating aspect of forbidden magic is "Permanent Transmutation." Legal spells are temporary; once the ink is broken or the energy fades, the effect vanishes. Forbidden seals, however, are designed to overwrite the laws of nature permanently. The most tragic example is the petrification spell used on Coco’s mother. These spells do not just mimic the appearance of stone; they fundamentally rewrite the victim's molecular structure, making the change irreversible by conventional means. This category also includes the modification of the human body—adding extra limbs, animalistic features, or sensory organs—treating the human form as a mere canvas for experimentation. Furthermore, forbidden magic delves into "Mind Subjugation and Memory Manipulation." While the Council allows for memory erasing to protect the secret of magic, forbidden arts go much deeper by completely overwriting a person's will or trapping them in eternal, inescapable illusions. This often involves using blood as ink—specifically "Blood of the Sorcerer"—to amplify the potency of a spell. Using biological materials as a catalyst creates a resonance that standard ink cannot achieve, making the magic nearly impossible to dispel. Ultimately, forbidden magic is a rejection of the "craft" of sorcery in favor of "raw, unchecked power," where the cost is always the dignity and safety of living souls.
In normal witchcraft, magic interacts with ink on parchment and elements from the outside world. However, forbidden magic, especially that which is etched into the body, uses the "User's Life Force" as fuel. How it works: When a sorcerer etches a seal onto their body, that seal no longer relies on external energy; it connects directly to the nervous system and bloodstream. This is why users of forbidden magic are much faster and stronger; however, with each spell they cast, their cells age or their tissues deteriorate. Result: The reason many Owl members wear masks or completely cover their bodies is to conceal the horrific physical deformities caused by these spells. In the magical world, the circle has a sacred meaning; it represents perfection and cycles. However, in forbidden spells, "Open Circles" or "Broken Geometries" are used. The Power of Chaos: Instead of channeling energy into a cycle, these shapes scatter it uncontrollably. This lack of control increases the destructive power of the spell. Parasitic Spells: Some forbidden seals function like "parasites." They can hijack a legitimate spell cast by another wizard by making a small addition to it and use it against its owner. The greatest ethical rule for sorcerers is not to alter a person's senses and memories without their consent. However, users of forbidden magic use this as a weapon: Memory Seals: They can not only erase a single memory but rewrite someone's entire past. Sensory Torture: They can permanently seal someone's sight or hearing. Because this is a magical impairment, not a physical injury, it cannot be cured through medical means.
Forbidden (Brimmed Hat) Users: Iguinn: The primary antagonist who uses body-inscribed seals and orchestrated the tragedy of Coco’s mother. Sasaran: A sorcerer who crossed the line into forbidden arts, resulting in physical corruption. Reston & Engley: Radical members of the Brimmed Hats who actively seek to dismantle the Council’s laws through chaos and unregulated magic.
- #9Normal Magic
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Normal sorcery is a mechanical and artistic craft that relies on three external tools: The Pen, The Ink, and The Parchment. Unlike forbidden magic, a normal witch does not use their body as a conduit; they act as an "architect" who directs ambient energy through precise geometry. The Ink and Parchment: Magic is stored in specialized ink made from magical plants or minerals. The parchment serves as a temporary vessel. If the ink is smudged or the parchment is destroyed, the spell ceases to exist immediately. This ensures that magic remains temporary and does not permanently distort reality. The Logic of Geometry: Every spell begins with a Magic Circle, which functions as a containment vessel. Inside the circle, specific runes and arrows determine the element (fire, water, wind) and the direction of the force. It is essentially a physical programming language; a single misplaced stroke can cause a "syntax error," rendering the spell useless or unpredictable. The Law of Transience: All legal magic is ephemeral. It manipulates existing matter rather than creating it from nothing. A witch can turn a pebble into a glowing light, but once the energy within the drawn circle is spent, the pebble returns to its original state. This "Return to Source" principle is what keeps the world in balance and prevents the catastrophic permanence seen in forbidden arts. Normal magic is strictly bound by the laws of energy. Depletable Energy: The spell lasts until the ink and energy within the drawn circle are depleted. When the ink dries or the binding on the parchment breaks, the object reverts to its original state. (For example, a flying shoe will become a normal shoe again when the magic circle is erased.) Distance and Size: The size of the drawn circle determines the spell's area of effect. A larger circle is needed for a larger fireball. This makes the magician's speed and physical ability a significant factor. The heart of magic is geometry. Every spell begins with a main circle that encloses the outside. The Outer Circle: Acts as a "container" that holds the energy together and isolates it from the outside world. Inner Symbols: Shapes drawn inside the circle determine what the spell will do (fire, water, wind) and how powerful it will be. This is similar to writing a code; an incorrect angle or missing point will cause the spell to malfunction or not work. Arrows and Directions: Arrows inside the circle determine which direction the energy will move (up, down, forward). Magic doesn't originate from within a magician. A magician is merely a "drawer." Magical Ink: Produced from the sap of special trees or rare minerals. This ink is the only substance in nature that can hold energy (mana) on paper. If the ink runs out, magic cannot be performed. Magical Pen: Controls the flow of ink and the precision of the lines. The finer and higher the quality of the pen tip, the more effective the magic. Parchment: The surface on which the magic circle is drawn. If the parchment is torn or wet, the integrity of the magic circle is broken, and the magic instantly loses its effect. Normal (Legal) Magic Users: This group adheres to the rules set by the Magic Security Council. They only use magic on objects and elements, never interfering with the human body. Qifrey: The master of our protagonists. An expert in water magic. Despite the darkness of her past, she strives to remain within legal boundaries. Olruggio: The "Observer" of the workshop. A master of inventions and heat magic. Beldaruit: Also known as "Belkurt." One of the Three Sages. Considered one of the best in the world in illusion and dream magic. Alira: The Council's disciplined and strict female sorceress. Known for her adherence to the rules. Students (Coco, Agott, Tetia, Riche): The new generation pursuing their education through legal means, learning magic with pen and paper. : Normal users view magic as a "craft" and responsibility, while those who forbid it see it as an "inherent right" and an unlimited source of power. Therefore, one side relies on their pen, while the other relies directly on their own blood and skin. Seal Drawing (Coding): The magician draws a circle on the parchment with special ink. This circle acts like a "wall" preventing energy from escaping. The arrows and symbols drawn inside are the answer to the question, "What will you do?" The Fusion of Matter and Seal: The moment the drawing is finished, the ink doesn't float in the air. The magic begins at the point where the ink touches the paper. If you placed this circle on a piece of wood, the magic uses that wood as a source. The Spark Moment (Be Alert): The circuit is complete when the magician finishes the drawing and removes their hand, or puts the final touch. You won't see a flame floating in the air; a flame will shoot out directly from the paper or from wherever the seal was affixed. Consumption (End of the Spell): The spell continues until the ink on the seal dries or the paper burns to ashes. The moment the paper runs out, the circuit is broken and the fire goes out. Let's say you want to see in the dark: Illustration: You draw a small "Light" and "Continuous Flow" seal on the handle of your umbrella. Manifestation: As you hold the umbrella, a glow begins to emanate from the seal you drew. The seal doesn't float in the air; it remains attached to the umbrella's fabric or handle. The umbrella has now become your "lantern."
Magical items: Winged Boots are the most commonly used item for transportation by wizards. "Lightness" and "Airflow" (Wind) seals are applied to the soles or sides of the boots. As you walk or jump, small jets of wind are ejected from the sealed parts of the boot. This wind lifts you up. So the boots don't fly on their own; they keep you airborne by providing wind support to your movement. Star Lanterns are lighting devices used by wizards and sometimes even secretly wealthy "ignorant" people. The word "Light" is engraved on a stone or glass surface inside the lantern. When the lid is opened or the seal is touched, the energy within the ink is transformed into light. This light does not come from fire, but emanates directly from the glow on the seal. It does not give off heat, it only illuminates. Magic pens are a wizard's most prized possessions. These are no ordinary pens. The metal nib at the tip is designed to transfer magical ink onto parchment in its purest and most uninterrupted form. Some pens have small additional seals that correct errors during drawing or adjust the ink flow rate to the wizard's liking. If the pen breaks, the wizard is left "unarmed." Self-Heating Fabrics: Cloaks and blankets with micro-seals woven into the thread. They provide warmth by converting ambient mana into thermal energy, making them essential for travel in cold regions.
- #10Magic Security Council
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The Magic Security Council is both the judicial and executive body of the magical world. Its duties include preventing wizards from tampering with forbidden seals, overseeing memory erasure procedures, and preventing the "Ignorant" (those unfamiliar with magic) from learning magical secrets. Council members are generally powerful, disciplined figures who prioritize rules over emotions. The Magic Security Council is the police, judge, and legislature of the wizarding world. It's an extremely disciplined body established to prevent the discovery and misuse of magic by the "Ignorant" (those who don't know magic). Their primary goal is to protect the world from chaos, but in pursuit of this goal, they can be very harsh and sometimes ruthless. The Council's Key Duties: Protecting Secrets (Memory Wiping): If an "Ignorant" (ordinary person) witnesses magic being performed, the Council's knights immediately intervene and erase that person's memory. The existence of magic is a worldwide secret, and the penalty for revealing this secret is severe. Hunting Forbidden Magic: They hunt down "Brimmed Hats" (those who cast spells on their bodies or perform spells on people). Preventing the spread of forbidden seals is their top priority. Wizard Licenses and Supervision: They decide who can be a wizard and who can teach. They regularly inspect every workshop. Judgment: They judge wizards who break the laws. Their harshest punishment is erasing the guilty wizard's entire memory and banishing them from the wizarding world. Structure of the Council: The Three Sages: These are the top figures in the Council. They are the three most knowledgeable and powerful wizards in the wizarding world. They make strategic decisions. (Beldaruit is one of these Sages.) Knights of Moralis: These are the Council's "field force" or "police unit." They generally have a cloaked and armored appearance. They are the first unit to arrive when an incident occurs or a forbidden spell is detected. Watchmen: These are "agent" wizards that the Council places alongside wizards they suspect or wish to closely monitor. (This is Olruggio's official role alongside Qifrey.)
The Magic Security Council is the supreme authority that governs the use of magic. Their primary mission is to uphold the "Golden Rules" and maintain the absolute secrecy of magic from non-wizards ("Know-nothings"). They are responsible for Memory Wiping witnesses, hunting down Brimmed Hats, and auditing magic ateliers. The Council is led by The Three Sages and enforced by the Knights of Moralis, who act as the magical police. Their philosophy is rooted in preventing a repeat of ancient history, where unregulated magic nearly destroyed the world. To them, the law is absolute, and individual emotions are secondary to global security. The Knights of Moralis are the Council's field force, the police force of the magical world. Their primary duties are hunting down outlawed wizards (Owls) and protecting the secrets of magic. Appearance: They wear heavy cloaks, entirely white or gray, that conceal their personalities. Their faces are usually covered with metallic, emotionless masks. This symbolizes that "the law should be free from personal feelings." Operation: They possess very fast drawing techniques. When an "Ignorant" (normal person) sees a spell, they instantly arrive and cast a memory-erasing spell.
FIRST LAW: No Magic May Be Cast on the Human Body. This is the most sacred and inviolable rule. Magic can only be used on objects, elements, and the environment. Reasoning: The human body is seen as a "temple." Even attempting to alter or improve a person's biological structure is forbidden. Because once "alteration" begins, it leads to mutations and uncontrollable monsters. Forbidden Actions: Drawing spells on the body (like tattoos), turning someone to stone, or changing someone's physical appearance with magic. SECOND LAW: Manipulation of Mind and Memory is Forbidden. Normal wizards cannot read someone's thoughts, control them, or alter their memories. Exception: Only the Knights of Moralis have the power to erase the memories of "Ignorants" in order to protect the secret of magic. It is a grave crime for an ordinary wizard to do this. Reasoning: Freedom of mind is the cornerstone of the magical world. Interfering with free will is considered equivalent to enslaving a person. THIRD LAW: The Secret of Magic Must Be Kept from the Ignorant. Magic is not an innate talent, but a craft practiced through "drawing." However, the world believes that magic is only practiced by those with special abilities. The logic: If everyone learns that magic is merely about "drawing the right shapes," an uncontrolled explosion of power will occur at every corner. The balance of the world will be disrupted. Application: It is forbidden for magicians to practice magic in public or to reveal the secrets of magic (ink, parchment, pen) to the ignorant. FOURTH LAW: Magic Cannot Create Life. Creating a living being from nothing or bringing a dead person back to life is one of the greatest taboos. The logic: Interfering with the cycle of life is a claim to divine power and always results in disaster. Magic can only manipulate what already exists; it cannot create "souls." Enforcement of the Laws: The Punishment Mechanism. When the rules are broken, the Council intervenes. Here are the most common punishments: Banishment from Magic: The sorcerer's pen and ink are confiscated. Memory Erasure (Exile): The most severe punishment. All memories of the guilty sorcerer related to magic are erased, and they are sent among ordinary people without knowing who they are. Imprisonment: Dangerous users of forbidden magic are sealed in the deep dungeons of the Council.
- #11Beldaruit
Keys: Beldaruit
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Beldaruit (Belkurt the Wise) His appearance exudes a playful "misty" quality that contrasts with the seriousness of the council. Physical Characteristics: He sits in a device resembling a wheelchair (actually a flying throne). He usually covers his legs with a blanket-like covering. Style: His hair and beard are meticulously groomed, and his clothing is much more colorful and flamboyant than that of the other council members. There is always a mischievous look in his eyes and a "know-it-all" smile on his face. Aura: Illusions or small magical sparkles often emanate from him. Illusion and dream magic. It bends reality so well that it's impossible to tell what's real and what's magic.
- #12Alira
Keys: Alira
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Alira is the "disciplined" face of the Council. We usually see her when she comes to supervise Qifrey and its students. Appearance: She has a very sharply defined face and piercing gaze. She always wears her hair in a very tight bun, with not a single strand left out. This is a reflection of her personality, her pursuit of impeccable order. She wears a very heavy, geometrically patterned, predominantly black and white wizard's robe. Role: She is a high-ranking examiner and supervisor. Her adherence to rules is so high that she sees emotional approaches (for example, Coco's past) as a weakness. Ability: Her drawing speed is incredible. She can draw complex seals flawlessly in seconds. She generally prefers limiting and sealing spells.
- #13Lugat
Keys: Lugat
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Lugat (The Archivist/Librarian) is a very important woman who works in the Council's information center, the library of the "Great Hall." Appearance: She is usually seen among the enormous library shelves, holding a flashlight or special recording device. She is not as stern as Alira, but has a more "wise and distant" demeanor. Her clothing is more closed and heavily patterned, typical of information keepers. Role: She preserves the memory of the magical world. She is responsible for keeping records of forbidden books and past wizards. She is considered one of the "brains" of the Council. Characteristic: She is quiet but knows everything. She manages the flow of information within the Council.
- #14The Three Sages
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The Three Sages are the highest authority in the magical world. They sit at the top of the Magical Safety Council and decide how the laws of magic are interpreted, who is banished, or what knowledge is forbidden. Each represents a different fundamental area of magic. The Three Sages are the supreme governing body of the magical society, each representing a pillar of sorcery: Education, Philosophy, and Security. Beldaruit (The Sage of Teaching): A master of illusions who uses a levitating throne. He is Qifrey’s former mentor and possesses an eccentric, almost whimsical personality that masks his immense power. Beritah (The Sage of Philosophy): Focuses on the ethics and history of magic. He decides what knowledge is safe for the world and what must remain hidden in the archives. The Sage of Security: Oversees the Knights of Moralis and the physical protection of the magical realm. This figure ensures that the "Golden Rules" are enforced and that the Brimmed Hats are kept at bay.
- #15Tartah
Keys: tartah, The Magical Ink Merchant, Tartas
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Tartah is a young boy who helps his grandfather, Mr. Nolnoa, to run the magic supply shop The Starry Sword. While he comes from a line of witches and isn't an Unknowing, Tartah has a disease, "Silverwash", which gives everything he sees a silvery sheen; this prevents him from seeing colors correctly, so he hasn't been trained in the use of magic.Tartah is a young boy with messy orange- brown hair and silver-gray eyes. He typically wears a short, light green cloak that ends in points over a simple pale beige shirt with dark pants and boots. He's not seen wearing it often, but he also has a green pointed hat. Tartah is a focused young boy who wants to be able to help the people around him. Due to his Silverwash, he has not undergone proper training to be a witch despite being born one. Because of this, he can quickly get annoyed when people don't understand his circumstances and he has grappled with how his illness keeps him from becoming a witch. Tartah can be incredibly motivated when he wants to help someone like he was with Coco when she was sick.
Soon after resolving to fully become a witch despite his disability, Tartah begins studying medicine with Custas. Mr. Nolnoa is Tartah's grandfather. He lives with Mr. Nolnoa and works at his shop as a carver of Ink Wands. He seems to like his grandfather, as he eagerly shares talks with him about Coco when he befriended her after she got sick. Tartah does not know Qifrey well, but distrusts him as he suspects that Qifrey wiped Mr. Nornoa’s memory. He seems to be trusting of Qifrey at the moment, as the latter seems to have no memory of the incident either. At first, Tartah did not take incredibly kindly to Coco. Coco was unware he was afflicted with Silverwash and thus asked him questions about colors to which he got incredibly frustrated and snapped at her.
However, when Coco becomes sick Tartah returns to her sick room to look for his hat and stays to help her. She then helps him by coming up with a spell to help him see the original form of certain medicines so he could find what would help her. Through this experience, he grows a greater appreciation for Coco and becomes friends with her, promising to make a special Ink Wand just for her and would use his own magic to travel and bring it to her. Tartah meets Custas in Kahln. He runs into the boy in the street after he fell from his sealchair and broke it, being cornered by thieves who wanted to steal it from him. Tartah bumps in, feigning that he will call his master to help with the situation, and making enough of a ruckus for the thieves to leave. He helps Custas up, who is heartbroken after destroying his chair, and repairs the chair's leg for him using glue he carried around. After that, the two become friends. Since Custas is staying at the same medical facility as his grandfather, Tartah visits him regularly, and the two start learning about medicinal herbs together, Tartah breaking the witches code for his friend.
Upon spending time with the boy, Tartah learns how miserable he feels in his current situation. He emphasizes with Custas, being himself disabled in a way that limits his options in life and greatly weights on him. He pairs up with Coco to make him a new sort of mobility device that will allow him to move around better, as his sealchair has limited movement and he saw Custas fall from it several times. The two witches create the Wingcloak, making Custas extremely happy. Tartah regrets he did not break the code further by teaching Custas magic, which would have made his traveling life much easier.
Custas reappears later, now a brimhat, made aware by Ininia of the gatekeeping done by the Pointed hats. He is angry at Tartah for lying to him about magic and despite what Tartah replies, ignores his answers, claiming he cannot trust a liar.
- #16Custas
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Custas ) is a travelling minstrel under the tutelage of his foster father Dagda, who was saved by Coco and Luluci after he was caught in a riverbank collapse. Custas is a young boy with dark skin, dark eyes, and long messy dark hair. He is occasionally drawn with sharp and noticeable canines. After an incident that him lose the movement of his legs, he also uses a sealchair. He is first seen wearing a simple tunic with a belt and pants. After being hospitalized, he wears a simple dress he ties around the waist. Custas's personality is deeply marked by his rough upbringing. He has an obsession with fate, which he considers cruel and responsible for the hand he was dealt in life, and wants to break out of. He tends to think about money first, and values information that can earn him more, such as learning medicinal herbs with Tartah. He struggles with people helping him, very aware people like Dagda and Coco are the reason he is still alive, and trying to always "pay back" any favor. Notably, he cannot stand seeing Dagda work dangerous jobs for his sake, and asks the man to abandon him instead, despite knowing he couldn't survive without.
Custas is energetic and very reckless, immediately jumping into a river in order to retrieve goods that had fallen inside. Even after being injured and unable to walk without a sealchair, he still ends up acting recklessly and getting himself injured further. He is friendly towards Coco and Tartah, and is generally playful. He expresses affection in a physical way, like holding Tartah in a headlock or jumping on to Dagda's back. Despite having an upbeat personality, he also has lapses of frustration directed towards the world he was raised in.
After being enlightened by Ininia on the 'truth' of the magical system and becoming a Brimmed Cap, Custas became drastically more cynical and emotionally unstable, lapsing between period of calm to choleric anger. By becoming a Brimmed Cap and being given new forbidden magic on his legs, Custas became more spiteful to not only his former friends, Coco and Tartah, but is also now determined in destroying the world of the Pointed Hats. His magical education coinciding with Dagda's attack might explain his emotional instability, as he deals with the stress of watching him die over and over again. After becoming a Brimmed Cap, Custas dons his own personal hat made out of feathers whilst wearing a thick, black pants and a black undershirt with leaf patterning down his torso. He also wears the Wingcloak, now modified without the crutches.
By far his most significant change however, is the presence of his new wood-like platforms which act as augmented leg muscles, allowing him not only to walk, but to manipulate the wooden branches as if it was part of his body. It is a forbidden magic equipment that greatly scars and transforms his leg into something wooden and grotesque. After Dagda requests the help of Qifrey's atelier for a rescue mission, Custas is introduced as one of the victims in the accident. After being rescued, he attempts to return to the fallen caravan and retrieve the lost goods. A boulder falls on top of him, immobilizing him. Coco creates a spell to disintegrate the rock, and brings him back to safety. Later on, while Coco and Tartah are visiting Kalhn, it is revealed that Custas has been staying in the Kahln Medical Facility to treat his critical injuries, including the provision of a sealchair. He remembers Coco, and greets her fondly, while revealing his friendship with Tartah and their studying of medicinal herbs. At some point between his admission to the Medical Facility and his reunition with Coco, he met Tartah after being assaulted by a group of Unknowings attempting to steal his sealchair, breaking it in the process. Tartah fixed Custas’s chair, and offered to help him up.
Custas tells Coco and Tartah that boulder had left his legs unusable, jeapordizing his job as a traveling minstrel. He reflects on his upbringing in poverty, and lashes out in his frustration towards Coco and Tartah for receiving the privilege of being witches, with magical abilities, homes, food, and education. After leaving Coco and Tartah, Custas finds an injured Dagda in the hospital courtyard and begs him not to take on any more mercenary work, telling Dagda to just leave him behind.
Some time later, Custas meets Tartah at the hospital again. Custas seems happy to see Tartah, who asks Custas if he will help Tartah, who in turn wants to help Custas. Custas agrees to this, and the two meet up with Coco along a path outside the city. Coco and Tartah present Custas with a Winged Cloak they made for him. Custas is delighted by the gift, laughing in the face of fate as he, one who was born in the dirt, now flies higher than any bird. Dagda arrives, and Custas exuberantly asks if he saw him flying. The group settles down on some boulders nearby, and Custas reveals that he’s been learning to write. He apologizes to Coco and Tartah for lashing out at them during their previous meeting, explaining that he sometimes becomes frustrated when privileged people don’t realize just how much they have, and tells them that he now understands that just like he can’t change the fact that he was born into poverty, they can’t control the fact that they were born as witches. Custas says goodbye to his friends, and leaves to continue his travels with Dagda.
While camping in a forest for the night, Custas asks Dagda if they can go to the Silver Eve Festival perform in honor of the witches, as he hasn’t yet thanked Coco and Tartah for the Winged Cape. During their conversation, Dagda is suddenly shot by an archer in a bandit ambush. He tells Custas to leave while he fights off the attack, and ends up throwing him away so he's not in firing range. Custas comes back later and sees all the bandits and Dagda down. While not dead yet, he is mortally wounded. He cries and curls up on the man's chest.
They are found like this by the witch Ininia who offers to help them. She brings Dagda back up using a time reversal glyph, and later gives Custas new augmented legs so he can walk. They head to the festival. Custas refers to Dagda as his "family, master, and partner". He credits him as being the one who pulled him out of life in the slums, and travelled with him as a minstrel. He cares about him greatly, and grows upset when he sees Dagda taking on dangerous work in order to provide for him. Coco mistakes Dagda as being Custas' father on one occasion, but the boy denies it. After Custas was hospitalized in Kalhn, he became friends with Tartah, who he met after he came to his aid after being assaulted in an alleyway, before repairing his broken sealchair. Tartah and Custas study herbal medicine together as well, despite the fact that witches can't learn about medicine, which Tartah kept secret from Custas. After becoming a Brimmed Cap, Custas' relationship with Tartah deteriorated, with Custas accusing Tartah of being a liar.
Custas acts playful with Tartah, even during times when their relationship is soured. He teases him a lot about his happy go lucky nature and his very earnest kindness. Custas feels endebted to Coco for saving his life during the river accident, and later after her gift of the Wingcloak. He refers to her and Tartah as his "witches he was fated to meet" When he meets her again in the hospital, he salutes her by bowing his head and holding up her hands. Whether he does this as a genuine expression of gratitude or to embarrass her and Tartah is unclear. He is loosely attached to bird symbolism, like wings and feathers, and talks about fate like a cage to break.
- #17Coco's mother
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Coco's mother is a middle-aged woman who owns her own tailoring shop. She raised Coco by herself after her husband died. She is currently solidified because of the effect of a unknown forbidden magic from the mysterious Magic Book. Coco's mother has long black hair. We see it set up in a ponytail along with flowy hair accessories. She is shown to be wearing a white dress with a lighter beige-brown jacket over it. Since potentially before Coco was born, her mother has worked as a tailor, operating out of their home just outside Naakiwan Downs.[1][2] After her husband died due to illness, she had to raise her daughter alone.[3] The village they live in seems to be small, with Coco's mother knowing the village children.[4] During Coco's childhood, she took her to a festival at the local castle, which is where Coco first came across the magic book. After Coco tries out some spells from the mysterious Magic Book, she uses a forbidden spell, right before Qifrey pulls her out of the tailoring shop. This spell solidifies the entire shop, and Coco's mother, right outside the shop, is caught up in it. Since then she's been stuck solidified outside the shop. Coco's mother is very close with Coco. She raised her alone after her husband died. Because of his death, she's scared, that Coco will leave her too. This is seen, after Qifrey leaves the tailoring shop. She was scared, Coco would rather go with Qifrey, because of her love for magic, than stay at the tailoring shop, and help her mom out.
- #18Ermile
Keys: Ermile
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Ermile ) is one of the unknowings working as a doctor within the Healing Spire together with Sinocia and the other doctors employed there. Ermile is a tall and strong woman with a very short blonde hair. She also wears earrings with a light green color. Ermile and Sinocia are coworkers, and the two seem to be extremely close. When Ermile gave Sinocia an embroidered handkerchief on her birthday, Sinocia refused to put it in a washing barrel because the magic of the contraption would revert it to being new, without the embroidery.
- #19Sinocia
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Sinocia is an unknowing doctor working at the Healing Spire who specializes in treating witches. Sinocia is a young woman with waist-length brown hair, styled half-way down into six plaits, each capped off at the end with what appears to be white cloth. She wears the uniform worn by doctors working at the Healing Spire within the Great Hall, including a black 3-pocket belt bag. Sinocia seems to be a very kind to others, always trying to be as nice as possible, mainly to her patients and others that arrive injured at the Healing Spire, such as Qifrey. Ermile and Sinocia are coworkers, and the two seem to be extremely close. When Ermile gave Sinocia an embroidered handkerchief on her birthday, Sinocia refused to put it in a washing barrel because the magic of the contraption would revert it to being new, without the embroidery.
- #20Easthies
Keys: Easthies
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Easthies is a member of the Knights Moralis and the head of a squad of six. Easthies wears the Knights Moralis uniform with a shin-length jacket. He has light skin, red eyes and long, straight black hair, hastily tucked under his cap in a discheveled way, strands falling in front of his face. He is of average height and build. A strict, serious man, Easthies is dedicated to his job of enforcing the law, and doesn't care for much asides of his work, having in particular little regard for his appearance and personal care[1]. He is ruthless in his work, showing no hesitation in capturing Agathe and Coco and intending to wipe their memories, ignoring their pleas of innocence and their young age[2]. He strongly opposes any exception to the rules of the pact, even attacking Vinanna in his attempts to uphold them. Easthies and his squad are called to investigate unnatural activity at the banks of the Stairway River, where catches Coco and Agathe, suspecting them to be Brimhats after Coco accidentally used forbidden magic that disintegrated the river banks. Before he can erase their memories, Qifrey and the rest of his apprentices interfere and free them from his banner. Qifrey and Olruggio then confronts Easthies on his behavior, and the Knights switch from dealing with the apprentices to helping the victims of the disaster. They leave after Easthies does a final inspection to check Coco's hands were not tattooed with forbidden runes, but remembers to keep an eye on them.
- #21Creatures
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Brushbuddies are a type of magical creature completely covered in soft fluffy fur which comes in a range of colors, from white to black to striped.[1] They have four short, stubby legs located under their small torso, and possess an extremely long and thick tail as thick as its torso, although they are shorter and rounder when they are just born. They like to eat nuts and berries.[1] Brushbuddies are attracted to the scent of magical ink, so they tend to be found around witches. Brushbuddies may sometimes get into bottles of ink, and proceed to coat their underbellies with it, which can end up causing a mess.
Scalewolves are canine like animals with their dorsal side covered in stiff plaitscale fur. When mating season arrives, they shed their scales by rubbing against one another, mechanically scraping the scales off of their bodies. They do this in order to prevent themselves from injuring their young.
The Guardian is a giant water serpent with fishlike traits such as fins and scales, and arthropod-like traits such as numerous eyes and a mouth with articulated parts[1]. Little is known about it aside from its appearance and the fact that the serpent serves as a test to those that want to access the Tower of Tomes. No other animals similar to this one have been seen so far.
- #22Outsiders
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Outsiders are the "normal" people of the world, the ones that are unaware of the true nature of magic and witches Since of the Day of the Pact, Outsiders aren't allowed to know how to use magic and most of them believe that those who aren't born witches can't be witches. Witches can't learn medicine and medical care must be performed without magic.
Before turning into a witch, Coco was an outsider, but after peeking at Qifrey while he was performing magic, she learned that the "picture book" Iguin had sold to her was, in fact, a book of spells. Coco ended up drawing some of the seals in the book, and as a result of she ended up turning her mother into stone. Qifrey ends up taking her in as his apprentice. Outsider characters Coco (Previously) Coco's mother Custas (Previously) Dagda Deanreldy Ezrest Eoleo Ezrest Sinocia Ermile Lord Cladd Lady Miia The Five Rulers
- #23Tower of Tomes
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The instant a book related to magic is written, it is reproduced in the Tower of Tomes. The Tower is protected by the Librarian's Test, and guarded by the Four Librarians, so that only those who have passed the test may enter.
Coco hopes to find at the tower the picture book that Iguin gave to her, so she can undo the spell that affects her mother.
Agott's family, the Arkromes, have been librarians at the Tower for generations and she aspires to be a librarian as well.
The lake surrouding it is inhabited by a sea monster that serves as guardian for the tower. The Tower of Tomes also known as "The Tower of Memories" is a location in the possession of the Pointed Hat Witches, located in the Zozah Peninsula. LOCATED IN: Zozah Peninsula
- #24Great Hall
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The Great Hall (大講堂) is the principal stronghold for the Pointed Hat Witches in the world. It is a massive structure populated by powerful witches. It lies at the bottom of the sea within a magical bubble of breathable sea-mist, and can only be accessed via windowway or by descending a deep stairwell whose entrance is located above the waves. Great Hall Entrance The entrance to the Great Hall is situated on top of an extremely tall island, shaped like a pillar. On top is a single windowway and a cone shaped structure supported by pillars. The structure houses a spiral staircase which leads all the way down to the interior of the Great Hall. Most witches eschew access via this entrance in favor of the Windowway Parlor.
Deepwater Castle The main Great Hall structure located in the center of a breathable bubble of sea-mist.
Shopping Gallery A long corridor of shops located within Deepwater Castle.[3] Merchandise available for sale includes food, components, contraptions, and assorted souvenirs.
Ateliers Single-room ateliers within the Great Hall are offered to all new witch graduates in exchange for help with occasional requests. As a result, many witches elect to stay at the Great Hall. Medical Spire A medical tower located along the edge of the sea-mist boundary. It is staffed by Unknowing doctors, such as Sinocia and Ermile.
Baths A grand salt-water bath, complete with lapping waves and magical water sculptures.
Dining Hall A busy, shared dining hall.
Windowway Parlor A dome shaped building with windowways for witches to come and go through.
This is the headquarters of the Magic Security Council and the residence of the Three Sages. The Architecture: A breathtaking, gravity-defying structure with endless spiraling staircases and floating archives. It contains the "Deep Library," where the most dangerous forbidden knowledge is locked away. The Purpose: It is the political and judicial heart of the wizarding world. This is where official exams are held and where witches are put on trial for breaking the Golden Rules.
- #25City of karun
Keys: Kalhn
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The City of kalhn (The Magic City) Karun is a massive urban hub where witches gather to trade, socialize, and research. The Gimmick: It operates on a "hidden layer" logic. While regular people walk the main streets, witches use Magic Stairs—symbols drawn on specific walls—that allow them to step into a hidden version of the city. The Hub: It houses specialized shops for magical inks, pens, and rare materials that cannot be found anywhere else in the world. This is the city's most characteristic feature. While ordinary people look at a plain wall, wizards see special seals on that wall called Magic Stairs. The logic: These stairs act as "portals." When you step on them or touch them with your stylus, you are physically transported to another dimension or to the hidden, upper layers of the city. Appearance: These stairs usually appear as stone steps suspended in the air and are sealed in a way that only wizards can see them. The Ink and Pen Guilds are the wizards' "gas station." Supply Chain: The special silver pens and magical inks used by wizards are sold only here, by guilds under council control. Monitoring: The council tracks who buys how much ink via Kalhn. So this isn't just a market, it's also a tracking center. Here, we understands that magic is not just a lesson taught in a workshop, but a whole economy and a way of life. It is also the place where most of the espionage takes place, the place where outlawed wizards (Owls) try to infiltrate. Kalhn is the only place where wizards can behave "normally" among themselves without being ostracized from society. But the price of this freedom is constantly playing a game of secrecy right under the noses of the Ignorant.
- #26Zozah Peninsula
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The Zozah Peninsula, also known as the Land of the Pact, is the setting for the story of Witch Hat Atelier and is the homeland to the characters that were seen until now. The land is a large continent bordered on its eastern and western edges by sea and with unknown lands extending to the north and south.
- #27Romonon
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Romonon (ロモノーン) was a city that existed before the Day of the Pact. It it located to the northeast of the Zozah Peninsula, inside the Serpentback Cave at Cape Romonon. The cavern nation of Romonon was populated by gifted craftsman and flourished through their creations with gold. The prosperous country looked down on outsiders and closed its borders to travelers. By creating a winding road, those deemed unworthy would be unable to enter the country.
The bigotry eventually extended to the country's own people, and the less useful citizens were turned into gold to serve as decorations. The country collapsed and is now used as the location for the second test for witch apprentices following the Day of the Pact.
The Gilded People of Romonon were the people that lived in this place, and grew to hate Witches for what they did for the people of romonon
- #28Qifrey's Atelier
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LOCATED IN Naakiwan Downs Qifrey's Atelier is a small atelier run by Qifrey on the Zozah Peninsula, located east-northeast of Kalhn and north-northwest of Coco's Village, within the Naakiwan Downs.[1] Its watchful eye is Olruggio, a close friend of Qifrey. There are currently four students living at the atelier: Coco, Agott, Tetia, and Richeh.
The atelier is comprised up of two separate structures, linked together by a single enclosed walkway. The larger structure serves as a home and place of study for Qifrey and his apprentices, where two of them share a studying-room, and they each have their own room to sleep in. The smaller structure serves as the place of work and residence of Olruggio, who lives separately from the others as is required of a watchful eye. Inhabitants Qifrey (Witch) Olruggio (Watchful Eye) Agott (Apprentice Witch) Coco (Apprentice Witch) Richeh (Apprentice Witch) Tetia (Apprentice Witch) Brushbuddy (Companion)
- #29Coco's Village
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LOCATED IN Zozah Peninsula Coco's Village is a small, rural village nestled in the foothills of the Zozah Peninsula, southwest of Kalhn. It is inhabited entirely by unknowings, all of whom seem to be a lower to middle class. While the residents of this village are unknowing, contraptions are not unheard of here, but there are not found in great number.
- #30Atelier
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An atelier is any location other than the Great Hall where a professor teaches their apprentice(s) the necessary skills to make it as a witch.
When beginning their journey to become a fully fledged witch, pointed hat apprentices will learn under a professor to acquire the knowledge and skills necessary to complete their training. While many apprentices will learn at the Great Hall, other apprentices will acquire their training at an atelier. Ateliers are classified as any location outside of the Great Hall where apprentices Learn how to be a witch.
Due to being located outside the Great Hall, ateliers are often far from the eyes of the Knights Moralis and witch society at large, making it difficult for the Knights to respond to any illegal activity that may be taking place. In response to this, most or all ateliers are required to have a watchfull eye, an individual living near or within the atelier who is given the role of monitoring to activities of their atelier to insure that no illegal activity is taking place.
- #31Ininia
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Ininia is a apprentice witch currently serving under a mysterious witch named Restys. Ininia resembles a young teenage girl with blonde hair and lavender eyes; she is roughly the same age as Coco, Tartah and Custas. She wears a large cloak that is indigo on the outside and magenta on the inside, of which hides her white-laced dress uniform.
The dress itself has sleeves too long for her, covering her white gloves which are etched with an unknown time-reversal glyph. She also wears white tights and short purple boots. Her witch hat is indigo in color and is wrapped in a long lavender ribbon which also ties up her hair into horn protrusions. Ininia is a very quiet girl that barely shows any emotions, making it hard to tell anything about her personality, but two things are almost certain: She is very loyal to her master, Restys, and she believes that the Pointed Hat Witches are the bad ones for not allowing other witches and unknowings to have access to forbidden magic, in which healing spells were included. Ininia talks in third person and is very aloof, looking down on those she is not close with. She also has a very simple view on friendship, with people she declares as friends being spared from her more harmful magic. Ininia carries a long wooden staff with a lightly-colored lavender crystal ball inside. Moreover, her white gloves have magic ink etched inside of it, allowing her to reverse time on a local scale. The staff that Ininia carries is also capable of flight, and she would use it like a classical witch's broomstick. Ininia first appeared as a mysterious figure, observing Coco and Tartah attempting to alleviate the burden of Custas's injuries. Custas was delighted being given a magical cape by his friends, he bid them farewell until they meet again at the Silver Eve. However, one night while camping with Dagda, they were ambushed by bandits who were set on revenge for Dagda's perceived slights against them.
Dagda immediately and forcefully ejected Custas into the sky with his flying cape in order to save him. After Dagda fought, Custas flew back down to check on his companion who was grievously wounded. Ininia finally revealed herself, telling Custas the true nature of witchcraft before healing Dagda via reversing time. She then extended her hand to Custas, tempting him to join her side by fixing his legs. Ininia's relationship with Custas is that of a master and apprentice. As he is still new in the world of magic and emotionally unstable, Custas follows around Ininia as his personal 'savior'. As such, Ininia acts as a dependable guide to Custas.
- #32Restys
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Restys is a Brimmed Cap Witch currently tutoring Ininia and Custas. They wear a sleeved uniform, similar to that of Ininia, with dark outerwear that ends in a long drooped cape. Their brimmed cap is dark and, like Ininia's, has ribbons on it's edge, which obscure their face.
In terms of physical appearance, Restys has painted nails and their hair is of a light colour, similar to that of Ininia, and is somewhat braided, reaching down to their knees. In contrast to their student, Restys's brief appearance paints an eccentric and overly friendly and helpful individual, despite being a Brimmed Cap witch. Unlike other Brimmed Cap groups like those led by Iguin, Restys' group appears to be one in which witches take on an apprentice, similar to those of Pointed Hat Witches.
Restys seems to be interested in recovering spells and knowledge lost during the Day of the Pact, and seemse to be interested the pursuit of healing people and 'breaking fate', and seems to have plans in store for the Silver Eve festival in regards to King Dean. Ininia is the apprentice of Restys, with Ininia seeming to show filial piety toward her master and refusing to take action without their permission. She refers to them with the honorific Master Restys. Next to nothing is known about the relationship between the two, but it is known that after coming under the tutelage of Ininia, Custas was at some point presented with his brimmed cap and made Restys' apprentice.
- #33Silver eye
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Silver Eve is a four day annual festival where witches and unknowings from all across the peninsula gather as the witches display their best magic. The Silver Eve is essentially a massive fair located in the city of Ezrest where witches are able to demonstrate their magic. It occurs annually, beginning after the passage stars fall to the earth, and the celebration and festivities last for four days, ending on the actual night of the Silver Eve. The spots where vendors set up their tents for the Silver Eve is determined by lottery, with each vendor being given a spot completely by chance. Some spots get far more traffic than others, so when a vendor gets a spot near the heart of the festival, it is of major importance that said vendor puts forth their best effort.
Along with the festival, the Six Monarchs and Three Sages have an annual meeting a few days prior to the Silver Eve, during which they discuss issues of import regarding the Peninsula. Over a month prior to the beginning of the Silver Eve festival, Tartah and his grandfather, Mr. Nolnoa, receive word that the stall for The Starry Sword, their shop, would be at the heart of the festivities that year. Learning of this, the two of them rapidly make preparations, and in his excitement, Mr. Nolnoa throws out his back. Tartah, realizing they now won't be able to keep up with the workload, visits Qifrey's Atelier and asks Coco to help him run the stall during the festival. After some discussion, Qifrey and Olruggio, spurred on by Tetia and Richeh, decide that the whole atelier should help out during the festival, much to the delight of everyone but Agott. Roughly a month later, the members of Qifrey's Atelier all arrive in Ezrest and regroup with Tartah and his grandfather.
- #34Ezrest
Keys: Ezrest
Enabled · After character · Order 10 · 100%
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LOCATED IN Zozah Peninsula Ezrest is the largest city in all of the Zozah Peninsula. Ezrest Castle is the royal palace of the king of Ezrest, Deanreldea Ezrest, the ruler of the Zozah Peninsula. Magic does not function within it's walls.
- #35Medical Spire
Keys: Medical Spire
Enabled · After character · Order 10 · 100%
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LOCATED IN Great Hall The Medical Spire is one of the construction inside of the Great Hall. There, the Medical Spire serves as the hospital for the witches, as medicine and healing spells have been forbidden to learn for the Pointed Hat Witches because of the Day of the Pact.
- #36Day of the Pact
Keys: Day of the Pact
Enabled · After character · Order 10 · 100%
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The Day of the Pact is an important historical event that occurred at some unknown point in Zozah's history. On The Day of the Pact, it was established that only a few people would be able to draw magic. To enforce this rule, the magic council decided to wipe out the "memory of magic" from people, turning them into Unknowing, while the rest that kept the secret of magic were called the Pointed Hat Witches, and those that rejected the day of the pact, became outcasts and "magic criminals" called the Brimmed Hat Group. Long ago, the world was plagued by disasters -- wars, dark rituals, tragic accidents, and countless other atrocities -- perpetrated by several groups of witches who engaged in heinous acts. In response, the Pointed Hat witches seized control, establishing their authority through force. They forged a powerful agreement that would come to be known as the Day of the Pact. From then on, many spells were outlawed and labeled as forbidden magic, such as: transformations, spells of aging or de-aging, teleportation without the use of doors or vehicles, spells to control minds or emotions and spells that altered the body in any way (excluding the spell to erase memories). This last one sparked unrest among witches who used healing spells and though they protested, it was mostly in vain.
- #37
Enabled · After character · Order 10 · 100%
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- #38
Enabled · After character · Order 10 · 100%
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- #39
Enabled · After character · Order 10 · 100%
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- #40
Enabled · After character · Order 10 · 100%
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- .jsonjson_lorebookoriginal
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- .jsonjson_lorebook
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