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Witch Hat Atelier
54 entries · scan depth 50 · budget 500 tokens
- #1Magicselective
Keys: seal, Magic, magic sigil, magic circle, runes
Magic is a supernatural force harnessed through the drawing of runes with a special conjuring ink. The select few people trained in the use of magic and sworn to secrecy of its practice are called witches.
Due to widespread misuse of magic in the distant past such as eternal youth and creation of monsters, modern witches have tabooed the use of any magic on living beings, including healing magic. Such magic are collectively known as forbidden magic.
All magic is performed through spells. The magic activates when the spell becomes complete such as by closing off the ring of the spell or conjoining two separate halves of a complete spell such as in Sylph Shoes.
The quality of a spell depends on the size and neatness of its inscription. Larger seals are stronger than smaller ones, and neatly drawn seals last longer than messy ones. A basic glyph is composed of three components: a sigil, signs (keystones), and an enclosing ring.
Sigil: Located in the center of a glyph, reflects the element of the spell. here are five main types of sigil: earth, air, water, fire, and light.
Signs (Keystones): Signs determine the form in which the element of the spell manifests. Signs are arranged around the central sigil, in either radial or bilateral symmetry, though asymmetrical signs still make valid spells, though sometimes unstable.
Ring: Ring is a circle that encloses the sigil and signs of a spell. A spell will only activate if its ring is complete. This makes it possible to prepare spells ahead of time by leaving a small gap in the ring which can be filled to activate it on the fly. Additionally, It is possible to wrap a spell inside another ring and fill the gap between them with a second spell, allowing one to combine the effects of the two, even if the spells aren't drawn on the same object.
- #2Conjuring Inkselective
Keys: Conjuring Ink, Magick Ink
Conjuring Ink (Magic Ink) is one of the fundamental tools required for witches to draw magic.
It is a ink made from processed woodcruor, a special substance that can be extracted from Silverwood Trees. Only seals drawn with woodcruor will activate, but processing it into ink imparts additional benefits.
The ink can be mixed with different ingredients to attain special attributes, such as invisibility, prolonged duration of spells, waterproofing, and others. It can also be diluted to varying concentrations for unknown purposes. Ink is typically used with standard dip pens, referred to as "wands" by witches.
- #3Silverwoodselective
Keys: Silverwood, Silverwood tree
Silverwood trees are a type of magical tree used in the production of conjuring ink.
Its branches possess a sheen with a silver tone while alive, but upon withering, they turn pitch black. From the dead branches a liquid known as woodcruor is extracted, for then to be refined into conjuring ink.
- #4Witchesselective
Keys: Witches
Witches are persons that are known to be users of magic, it being forbidden or not. Witches normally cast spells through runes drawn with a special ink, made from the sap of the Silverwood Tree.
- #5Pointed Hat Witchesselective
Keys: witch, Pointed cap witches, Pointed hat witches
Pointed cap witches, or just witches, are all those who use magic in accordance to the laws established on the day of the pact. They belong to no nation, pay no rent and are paid by the magic tax taken from the unknowing of Zozah, and in exchange are obliged to serve the people through seasonal services. Only those born to witches are legally permitted to become one, with the Pointed Caps purging the memories of anyone who discovers the secret of how it is used, something they have been it since the day of the Pact. The witches are led by the Three Wise, and their laws enforced by the Knights Moralis.
The majority of the witches in the peninsula live within the Great Hall, a fortified underwater city, the water kept breathable thanks to magic. Forced by trade to live separated from the unknowing, smaller communities still exist outside the Great Hall, the island of Kalhn demonstrating an example of such. More rarely, some witches prefer a solitary life in an atelier, and others are nomadic.
The uniform of pointed cap witches consists of a pointed, brimless cap and a robe and/or cape of some kind. The cap is the symbol of their faction, and shall not have a brim or anything that can conceal the face. Apprentices wear a hat that is part of the uniform of their atelier and will keep this cap until their third test, upon witch they may design their own. A witch's cloak must be long enough to conceal the hands, enabling magic to be drawn secretly in the presence of unknowings. Atelier uniforms also have their own cape.
- #6Zozah peninsulaselective
Keys: Zozah, world, land of the pact
The Zozah Peninsula, also known as the Land of the Pact is a large continent bordered on its eastern and western edges by sea and with unknown lands extending to the north and south.
- #7Great Hallselective
Keys: great hall, shopping gallery, windowway parlor, argentgard, medical spire
The Great Hall 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. at the Entrance to the Great Hall
Argentgard: A grove of silverwoods located within Deepwater Castle. Lord Beldaruit the Wise stays in the Argentgard and provides those who ask with his council.
Shopping Gallery: A long corridor of shops located within Deepwater Castle. 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 (Those who think magic can only be used by witches.).
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.
- #8Kalhnselective
Keys: Kalhn
Kalhn is a medium sized town of witches, located in Zozah Peninsula. Kahln was orriginally constructed on an island in the River of the Marshwoods. Kahln was built at this location to provide secrecy for witches, as self imposed isolation for them, and to keep watch over and protect a nearby town from mole snakes that lived on the opposite shore. Eventually, other witches settled around the tower and built an atelier town around it.
- #9The Knights Moralisselective
Keys: Knights Moralis
The Knights Moralis is a group of Pointed Hat Witches whose duty is to secure and execute the rules of the Day of the Pact, normally by erasing the memories of those who unearth the secret of magic and the memories of witches who ignore the rules by using forbidden spells or other forbidden magical things. Aren't well liked by the general populace of pointed hat witches. They are not working themselves to the bone, having regular day offs and so on, helping them have their own hobbies and so on.
They weild Silver-White Capture Pennants. It's banner is constructed from a long, thin, and featureless shaft. Affixed to the shaf is a long silvery banner, with a glyph drawn near it's base. The banner can wrap around objects, and is controlled by it's user.
Main members are: Luluci, Utowin, Easthies, Ekoh, Etlan, Galga
- #10Brimmed Capsselective
Keys: Brimmed Caps, Brimmed Cap Group, Brimmed Cap Witches
The Brimmed Cap Group, Brimmed Cap Witches, or just Brimmed Caps, are a coven of rogue witches who reject the rules of the Day of the Pact and use Forbidden Magic, such as offensive magic and body alteration magic, alongside with the forbidden act of making spell tattoos on their own bodies, or bodies of others. Their name comes from their hats, that have long brims or other ornaments to obscure their faces, as opposed to the Pointed Cap Witches, whose cap-brims are pinned up.
Their exact structure and motivations are mostly unknown, but it seems that they organize in big groups and them split in small groups to work on their plans.
- #11Forbidden Magicselective
Keys: Forbidden Magic
On the Day of the Pact, it was decided that all magic that is drawn on the human body or affects the human body, with the exception of the Memory-wiping spell, would be outlawed. Spells that greatly affects the environment are also considered to be forbidden. The Knights Moralis were formed shortly after as the ones to uphold this law, and wipe the minds of those who broke it. However, some witches still practiced forbidden magic in secret, eventually forming the Brimmed Hats.
- #12Apprantice witchselective
Keys: Apprantice witch, Apprantice
Witches start their apprenticeship around the ages of 7 to 10, at which they enter the atelier of the master they chose (the student picks their master and not otherwise). Master witches from the bloodlines of the few original pointed hats of the day of the Pact are particularly revered. Five tests are taken during a witch's education, the third after which one becomes a true witch. Once this is achieved, a witch must perform three tasks of public service per season.[
- #13Atelierselective
Keys: Atelier
An atelier is any location other than the Great Hall where a fullf fledged witch 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.
- #14Watchful Eyeselective
Keys: watchful eye
Watchful eye is a pointed hat witch with the duty of overseeing ateliers too far away from the Great Hall to be monitored effectively by the Knights Moralis. They help to ensure that forbidden magic is absent within their assigned atelier, and will report to the Knights Moralis if anything illegal occurs.
They do not have the duty to teach the apprentices within the atelier they monitor, and they often reside in a separate building from the one in which the professor and apprentices reside.
- #15Pentagram Test, pentacle of provingselective
Keys: pentacle of proving, pentagram test, five tests
The Pentacle of Proving (or Pentagram Test) refers to the five tests that witches must take in order to become qualified. All of the tests take place in the Zozah Peninsula, or the "Land of the Pact". Apprantices and witches have to take the: First Test: Consent of the crown, Second Test: Sincerity of the shield, Third Test: Query of The Qui Vive, Fourth Test: The Goodwill of Her Grace, Fifth Test: The teachings now come from thee.
- #16First test, The Consent of the Crownselective
Keys: Consent of the crown, First test, Dadah Range
Part of The Pentacle of Proving (or Pentagram Test):
The first test (The Consent of the Crown) is usually taken before you move into an atelier. In this test, one must "secure consent and become an apprentice". You are allowed to take your magical tools and three contraptions of your choice. These three contraptions must come from your own abode and be within your capacity to use.
The test takes place at the Dadah Range, where you must reach the highest peak and pick one of the Diadem Herb. You get only one chance to take this test. After completing the first test, you gain the right to choose your teacher and a formal apprenticeship.
- #17Second test, The Sincerity of the Shieldselective
Keys: Sincerity of the shield, Serpentback Cave, Second test
Part of The Pentacle of Proving (or Pentagram Test):
In the second test (Sincerity of the shield), you must "demonstrate your devotion to walk alongside your teacher." After completing this second test, you gain permission to cast spells in public.
The second test takes place at the Serpentback Cave on Cape Romonon during the migration season of the Myrphons. You must guide the birds safely through the long winding cave to their breeding and wintering grounds on the other side. You wear a Mirror Mantle so the Myrphons see you as a part of their flock. If you take them off or alter the seals, they will flee and you fail the test.
This test simulates how witches must serve human clients without giving away the secret behind magic. You may take the test multiple times, but you have to wait a full year to reapply.
- #18Third Test, Query of The Qui Viveselective
Keys: Third Test, Query of The Qui Vive
Part of The Pentacle of Proving (or Pentagram Test):
In the third test (Query of The Qui Vive), "the key shall come to one whose path is right". After completing the third test, one may challenge the Librarian's Trial at the Tower of Tomes.
- #19Fourth Test, The Goodwill of Her Graceselective
Keys: Fourth Test, The Goodwill of Her Grace
Part of The Pentacle of Proving (or Pentagram Test):
In the fourth test (Goodwill of Her Grace), "one stands unaided when hope is realized". Completing this test allows you to graduate from your teacher's atelier and become recognized as a witch of your own. Witches with no interest in taking on apprentices stop here.
- #20Fifth test, The teachings now come from theeselective
Keys: the teachings now come from thee, Fifth test
Part of The Pentacle of Proving (or Pentagram Test):
In the fifth test, "the teachings now come from thee". In other words, you may accept apprentices under your wing.
- #21Dadah Rangeselective
Keys: Dadah Range, First test, King of Dada, Dadah
The Dadah Range is a region of large floating earthen orbs at the northern edge of the Zozah Peninsula.
Each of the "mountains" is a sphere of the earth that floats in the air. The mountains aren't barren, rather they are covered in plants. What exactly causes the spheres to float hasn't been revealed. Gravity still appears to affect objects and animals on the mountains. One important characteristic of the mountains is that the height varies significantly, both between individual spheres and also at different times of the year. The highest spheres can reach the cloud tops at their maximum altitude and the lowest can become submerged in the water of the lake that lies underneath the Dadah Range.
This is the place for the first of the Pentagram Tests.
The Dadah Range were created when the King of Dada lifted a mountain up into the sky.
- #22Second test, Serpentback Caveselective
Keys: Serpentback Cave, Second test
The Serpentback Cave is a cave at the very tip of Cape Romonon. It was home to the nation of Romonon. When Romonon collapsed, all that was left was a cave, empty but for a serpent-shaped path. Gravity is not normal in the Serpentback Cave, so you must be careful where you step on the path or else you will fall off.
History:
The prosperous nation of Romonon was housed inside of the Serpentback Cave. Populated by gifted craftsman who worked with gold, it was extremely wealthy. Not wanting others who did not benefit their nation to come there, they built a serpent-shaped pass, which only the worthy could pass. When the nation collapsed, it became the second of the Pentagram Tests used by the pointed-hat witches.
- #23Cape Romonon, Romononselective
Keys: Romonon, Cape Romonon
Cape Romonon is a small peninsula on the east side of the much larger Zozah Peninsula. The cavern nation of Romonon was on the very tip of this landform. When the country collapsed, it became used as the second test of the Pentacle of Proving, The Sincerity of the Shield.
- #24Romononselective
Keys: Romonon
Romonon 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.
History:
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.
- #25Myrphonsselective
Keys: Myrphons
Myrphons are an aquatic, flightless birdlike species that inhabit the coasts.
Description: They are beings similar to griffins that live near the water. They somewhat resemble penguins, but with four legs instead of two. The cliffs of Cape Romonon serve as an important breeding ground for the species.
- #26The Unknowingselective
Keys: unknowing, normal people, outsiders
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.
- #27Tower of the tomesselective
Keys: tower of memories, tower of the tomes
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.
Description:
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.
The Arkromes, have been librarians at the Tower for generations.
The lake surrouding it is inhabited by a sea monster that serves as guardian for the tower.
- #28Contraptionselective
Keys: contraptions, magic tools
Contraptions are tools enchanted with magic made to help in a great variety of tasks. Objects that are enchanted with magic are known as contraptions. Such items are prized throughout the world, as they can be used even by those who do not practice magic. They can only be created by witches and therefore command high prices, which can result in theft of said contraptions by bandits and the like.
Contraptions are regulated by Pointed Hat Witches. In order for a contraption to be approved for sale, it must first be approved and screened to ensure that the contraption poses no risk of or potential to cause harm. Contraptions that fail this screening will not be permited to be sold. Likewise, if a contraption is never screened, it is just as illegal to sell said contraption, and violating this rule will result in punishment. There are also limits as to who can make contraptions. The crafting of contraptions before one has taken the Consent of the Crown and become an apprentice is forbidden.
- #29Vapor Bubbleselective
Keys: vapor bubble
The Vapor Bubble is a type of magical contraption that collects moisture from the air in order to be used by witches.
It's a simple item that consists of two trays with a spell written into the lower tray. When the two trays are separated from each other, the moisture in the air is gathered into a large bubble of water. By tipping the lower tray, water can be poured from the vapor bubble.
It is normally used to wash things or to drink in case of a need.
- #30Brushbuddyselective
Keys: Brushbuddy, brushbugs
Brushbuddies, or Brushbugs, are a small species of magical creature that inhabits a wide range of places.
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. 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. 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.
- #31Dragonselective
Keys: dragon
Dragon is a term used to classify a number of different related varieties of large, scaled beasts with two sets of wings and two sets of legs, making for a total of 8 limbs. As a general rule, dragons are largely resistant to fire, and are considered highly dangerous, even to witches. However, despite this danger, the scales and eggshells of the beasts are prized by witches for their use as rare dyes in magic ink.
- #32Sylph shoesselective
Keys: Sylph shoes
Sylph Shoes are a type of footwear contraption that enables the user to float.
Sylph shoes have a sylph shoes seal on the bottom, split between the two shoes. When the shoes are touched together, the seal is completed, and the shoe's user is able to fly upwards. The longer and straighter the front column keystone on the bottom of the shoes, the faster the user goes.
- #33Silver-White Capture Pennantselective
Keys: Capture Pennant, Silver-White Capture Pennant
Silver-White Capture Pennant is a magic contraption used by the Knights Moralis to restrain those who use forbidden magic or to transport people and objects
The banner is constructed from a long, thin, and featureless shaft. Near the end of the shaft, an obtuse triangle protrudes from the side of the shaft, the short edges of the triangle made from 2 bars affixed to the main shaft. Affixed to one of the protruding bars is a long silvery banner, with a glyph drawn near it's base. The banner is roughly as wide as each of the bars affixed to the shaft, and can slide between them. At the end of the banner is a circular ring and a short spike. The banner can wrap around objects, and is controlled by it's user.
- #34Windowwayselective
Keys: Windowway
A Windowway is a type of magical contraption that allows users to travel between them, regardless of distance.
Windowways come in several varieties of differing complexity, but all use the same base concept of the windowway spell, either as a whole ring or many smaller windowway spells linked together together. Using the base of the windowway spell and adding aspects to it allows one to construct a unique glyph that is able to pair with other windowways. Simple windowways can be drawn and transported virtually anywhere, requiring only one person to set up, after which several people, reguardless of distance, can arrive through in seconds.
- #35Palm Quireselective
Keys: Palm Quire
A Palm Quire is a handheld notepad used by witches to cast spells when there is no stable surface on which to do so.
The quire is essentially a circular notepad which can strap to one's hand, able to be used when a seal must be drawn when there is no stable surface, or when the spell must be drawn discreetly.
- #36Three Wiseselective
Keys: Three wise
The Three Wise are a group of three incredibly powerful witches that preside over the laws, foreign relations, and education within witch society.
Members: Beldaruit, The Wise in Teachings Lagrah, The Wise in Friendship Vinanna, The Wise in Principles
- #37Beldaruit, Wise in Teachingsselective
Keys: Beldaruit, Wise in Teachings
Beldaruit is one of the Three Wise. His title is the "Wise in Teachings," and he is responsible for overseeing the education of new witches. Appearance: Beldaruit has long silver hair and grey eyes. He has noticeable wrinkles under his eyes, and a gentle gaze. Beldaruit has a diamond-shaped motif on his hat tassel and robes. He has a sealchair that has the legs and horns of a ram.
His regular outfit consists of white and sky blue robes, and his pointed hat is also blue with a white gradient.
Due to chronic health issues (hypermobile joints, brittle bones, and need of a mobility aid perhaps indicative of Ehlers-Danlos Syndrome), he cannot move much, and spends time bed-bound, interacting with the Assembly for his daily activities using clones made from smoke magic - unless the event he is attending is important enough for him to be there in person.
Personality:
He loves magic and is described as a inconceivably powerful but eccentric witch. He also seems to be a little irresponsible for his job that one of the members of the Knights Moralis, Luluci, says that "Lord Beldaruit tends to be light on details when relaying information". He doesn't have the highest esteem of his job, who he considers lesser compared to matters of justice and diplomacy handled by the other two Wise Ones. His love of magic manifests in great skill at drawing.
He appears to be very fond of children. His fun, flashy personality and showy magic also delights them, but aggravates adult witches.
Around his fellow Wise Ones, he shows a slightly more serious side, but remains extroverted and outspoken
- #38Lagrah, Wise of Friendshipselective
Keys: Wise of Friendship, Lagrah
Lagrah is one of the Three Wise, succeding the previous Wise of Friendship, Engendale, as a result of him losing his position as a result of illegal activities he partook in. Due to this events, he now has the title of "Wise in Friendship", and is responsible for negotiating foreign relations.
Appearance: A rather tall man, with dark skin and black eyes. He wears a white cape with elaborate golden decorations, and a pointed cap with a row of golden tassets spiraling to it's point, from which hangs a large white ribbon. He has a short styled goatee and a triangular piercing on his lower lip, who matches two decorations hanging from his cap, on each side of his face. His hair is black and short, and barely shows from under his cap. He wears a shin-length skirt that matches his cape and a black underclothes.
Personality: As the Sage of Friendship, Lagrah shows a calm and friendly exterior. Around the other Sages, he shows a thoughtful, principled demeanour, remarking on King Deanreldy's mind games, and having outed the previous Sage of Friendship's wrongdoings.
- #39Vinanna, Wise in Principlesselective
Keys: Wise in Principles, Vinanna
Vinanna is one of the Three Wise. She is the "Wise in Principles," and is responsible for adjudicating transgressions of magic law.
Easthies is her pupil.
Appearance: Vinanna is an older woman. She has grey hair and grey eyes, and freckles on her face. She wears the same uniform as the Knights Moralis, but with an extra pair of wings on her hat. Her jacket is short and she wears long flared pants underneath.
- #40Silver Eveselective
Keys: Silver Eve
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.
- #41Ezrestselective
Keys: Ezrest
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.
- #42Five Rulersselective
Keys: Five Rulers
The Five Rulers are a group of noble kings and queens, each ruling over a nation of the Zozah Peninsula. While they each rule a nation, they are then ruled over by the Supreme Monarch.
Positions: Ruler of the Sea: Rules over the Dragonpass Isles Ruler of the Flocks: Rules over the Highland Pastures Ruler of the Fields: Rules over the Golden Plains Ruler of the Trees: Rules over the Mistgrove Ruler of the Stones: Rules over Mudrock Canyon
- #43Deanreldy Ezrestselective
Keys: Island King, Deanreldy Ezrest, King Ezrest, King Deanreldy, King of Life
Deanreldy Ezrest, also known as the Island King, is the king of Ezrest and ruler of the Five Rulers of Zozah Peninsula, and the father of Eoleo Ezrest, Ezrest's prince.
Appearance:
Deanreldy has light skin, blue eyes and waist-length flowing blonde hair. He wears a long black skirt under a blue robe with serpentine patterns, which leaves most of his chest exposed. He is heavily muscular. He wears golden jewelry including a triangular necklace, several bracelets on each arm, and a headband crown. Dean is often flanked by two Whiskercats, large caracal-like creatures that seem to be both his pets and bodyguards.
Personality:
Deanreldy is shown to be a shrewd, charming man, seen with a smile on his face in both public and private spaces. During his meeting with the Five Rulers and the Three Wise to mark the beginning of the Silver Night Festival, he compliments the witches and asks the newly introduced Lagler to call him by a nickname and subtly pressures him into a clasp of covenant, a move perceived by the Three Wise as a tactic to guarantee help from the witches in the coming winter months. Beldaruit remarks that Deanreldy can't be easily outmaneuvered, a testament to his intelligence. He seems to have a good relationship with his son, who is aware of his medical experiments and does not hesitate to run up to him while he's working for a hug.
- #44Eoleo Ezrestselective
Keys: Prince, Eoleo Ezrest
Eoleo is the son of King Deanreldy Ezrest and Queen Zayamaia Ezrest, making him the prince of the Zozah Peninsula.
Appearance:
A young boy around the age of 12, or slightly younger. He has green eyes, pale skin and short blond hair with long bangs on the front and a side part. He wears white thighs and a large sleeved white shirt, both richly ornate with patterns and gold hems. He also wears a cape, with a patterned hem that reminds of his father's robe and a hood, which he uses to hide his face when trying to escape his caretakers.
Personality:
Eoleo has the good manners you expect from a prince, being galant and delicate. The boy likes magic and wants to be a witch, walking around with his own cape and brushbuddy.
- #45Healing Witchesselective
Keys: Healing Witches
Before the Day of the Pact, these witches were highly respected within the magical community for their extensive advancements in healing and medicine. However, during the war, a group of them began to misuse their knowledge, experimenting in horrific ways in their quest for immortality. Because of this, after the Day of the Pact, healing magic was also outlawed. The Pointed Hat Witches hunted down healing witches, who did everything they could to resist and try to prevent healing magic from being made illegal, even those with good intentions who had nothing to do with such experiments. They erased their memories or simply killed them and destroyed their spells. Furthermore, witches of subsequent generations were forbidden from using magic to heal.
- #46Galgaselective
Keys: Galga
Galga is a member of the Knights Moralis.
Appearance: Galga is a tall man with a muscular build. He has dark skin, light brown eyes, and hair that is white on the top and black on the sides.
Personality: He appears to be a voice of reason for his squad and to be a reliable member of the Knights Moralis. Galga is hardworking and stops to follow investigation-related clues.
Despite the relative unpopularity of the Knights Moralis among witches, Galga has a lover named Atwert, much to the jealously of the rest of the Knights. Luluci attributes his popularity to him being a "good, kind man".
- #47Etlanselective
Keys: Etlan, Ekoh
Etlan is a novice member of the Knights Moralis and the older twin brother of Ekoh.
Appearance: Standard Knights Moralis uniform tailored to fit his size. Long light green hair that gets darker towards the ends at the shoulders.
Personality:
The more serious half of the two twins and tends to be dragged along by his younger twin brother, Ekoh. Etlan is the more level headed of the twins, scolding Ekoh for his reckless actions after he attacked Easthies on sight for no reason other than to "let loose". Etlan, supports him. Ekoh cannot be controlled without Etlan, and Etlan does nothing spontaneously without Ekoh, so they are always treated as a duo.
- #48Ekohselective
Keys: Etlan, Ekoh
Ekoh is a novice member of the Knights Moralis and the younger twin brother of Etlan.
Appearance: Standard Knights Moralis uniform tailored to fit his size. Long light green hair that gets darker towards the ends at the shoulders.
Personality:
The more dominant and joyful half of the two twins, tends to drag its twin Etlan. Ekoh is the most turbulent of the twins, attacking Easthies on sight for no reason in particular other than to "let loose", only to be yelled at by Etlan for his rash behaviour. Etlan, supports him. Ekoh cannot be controlled without Etlan, and Etlan does nothing spontaneously without Ekoh, so they are always treated as a duo.
- #49Easthiesselective
Easthies is a member of the Knights Moralis and the head of a squad of six of Luluci, Ekoh, Etlan, Galga and .
Appearance: 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.
Personality: 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. He is ruthless in his work, showing no hesitation in capturing people and intending to wipe their memories, ignoring their pleas of innocence and even their young age. He strongly opposes any exception to the rules of the pact.
- #50Luluciselective
Keys: Lucy, Luluci
Luluci is a member of the Knights Moralis.
Appearance: Luluci is a young adult woman about twenty years old with blonde hair and light blue eyes. Her hair is styled into two long bags that twil on the ends, reaching to her shoulders, her long hair on the back of her head being tied intricitely to her scalp as to not impact her work. Like the rest of the Knights Moralis, she wear the distinctive black and red uniform and witch hat with white wings to denote her status. She is physically the shortest and smallest of the Knights Moralis. Being around 160 cm tall. She has c-cup breasts and proportionally wide hips with long legs with soft thighs that are just on the precipice of toned.
Personality: Luluci is the most calm, aloof and soft spoken of the Knights Moralis. Despite her soft appearance, she can reveal a more sterner and coercive side befit of the Knights, especially when in regards to more stubborn Unknowings. Moreover, she shows zero tolerance towards sexual predators, viewing them with disdain. This is due to Luluci and her friend from the same professor suffering psychological and emotional trauma as victims of sexual assault (not rape) when they were younger.
Nevertheless, she is an empathic and kind person.
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