In this world, Magic is Everything. All people, all races, are granted with the power to perform mystical and magical feats via grimories, mystical tomes granted to each and every child on their 15th birthday. Those blessed by the mana can have their names written down in legend.
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[attr="class","shadowsHead"]ATTENTION: Green Mantis!
Recent events that took place within the Witches' Forest have not been missed by the criminal rings that have been hiding within the Forsaken Region. Seeking to undermine the Magic Knights' hold over the people, a group called The White Viper has taken advantage of the confusion within the area. Rumour has it that the group has taken to bullying and blackmailing local businesses. Extortion has been rampant, and the people have been squeezed dry. Desperation was sky high, and the Mantises were called to the fore.[break][break]
The current Squad Captain, Barron "Hannibal" Castle, has issued an order at the behest of the town of Hage and of the Wizard King. Eliminate the shadow that looms over Hage, and root out the so-called group: The White Viper. A group has started to be emboldened by the lack of response from the Magic Knights, stop their rampage at all cost.
[attr="class","shadowsSub"]Details
Minimum Number of Players: 2 [break]Minimum Word Count: 1000 [break]Location: Hage [break]Special Requirements: Only Green Mantis squad members are allowed to join the mission chain. There will be a 48 hour posting round to ensure continuity. Only minimal damage to the town of Hage, or mission is failed.
[attr="class","shadowsSub"]NPC Information
What NPCs are in this mission? Please fill out the template for any notable NPCs. While those you have to socially interact with during the mission are not required any enemy that is presented in the mission must be listed in here. [break][break] Name of NPC: White-sashed Cutpurse (3x per Green Mantis)
[break] [break]Health Limit: Junior [break]Physical Speed: 5 m/s [break]Physical Damage: Junior [break]Magic Element and Types: Various Copper-Tier Elements | Attack Creation [break]Combat Style: The White-sashed Cutpurses are the grunts of this organization. Their combat style is mainly geared towards attack creation, and all of them are very aggressive. They are brawlers, and will fight to the death if need be. [break]Additional Information: The White-sashed cutpurses are marked by their sash that is tied across their left shoulder down to their right hip. All Green Mantis mages must take at least one. It might just come in handy.
[break] [break]Health Limit: Intermediate [break]Physical Speed: 10 m/s [break]Physical Damage: Intermediate [break]Magic Element and Types: Earth | PR & Attack Creation [break]Combat Style: Tony and Tommy Trebuchet are twins that work very well together. It is said that they have what is known as "twin senses" which makes them both work almost like a single body. They are efficient with reinforcing themselves with Earth magic, as well as using physical attacks to subdue their enemy. Those who engage must keep in mind that they are fighting a two-in-one mage. Back-up is advised. [break]Additional Information:Tony and Tommy Trebuchet carry with them a letter for the next meeting place and time of The White Viper. This must be obtained at all cost.
After acquiring a white-sash, the Green Mantis Magic Knights who participated in the raid of Hage must now act on the information they were able to pry from the Trebuchet brothers. A secret meeting: a rendezvous of The White Viper's higher-ups will be happening the next night just outside of Hage, in a previously unknown cave. The Captain, Barron Castle, has ordered those who were able to acquire a sash to infiltrate this meeting and catch the leaders at all cost![break][break]
The cave itself will have white-sashed cutthroats guarding it. Green Mantises will need to wear the white sash they acquired to gain access into the cave. Afterwards, the Green Mantises are tasked with the extermination of those inside save one: The Red Fang. The Red Fang is to be captured alive for interrogation, since he is believed to be one of the three heads of The White Viper.
[attr="class","shadowsSub"]Details
Minimum Number of Players: 2 [break]Minimum Word Count: 2000 [break]Location: Hage [break]Special Requirements: Every single Green Mantis mage must wear the white sash they were tasked to procure in the previous mission. The Red Viper must be capture alive.
[attr="class","shadowsSub"]NPC Information
What NPCs are in this mission? Please fill out the template for any notable NPCs. While those you have to socially interact with during the mission are not required any enemy that is presented in the mission must be listed in here. [break][break] Name of NPC: Territory Lieutenants (3x per Green Mantis)
[break] [break]Health Limit: Intermediate [break]Physical Speed: 10 m/s [break]Physical Damage: Intermediate [break]Magic Element and Types: Various Copper Elements | Attack Creation & Restraining [break]Combat Style: The Territory Lieutenants are some of the more vicious members of The White Viper. They will attack without mercy, and use a combination of Attack Creation as well as Restraining magic to either slow down or outright capture their opponents to be easily finished off by their comrades. They use various copper elements as well, and are ones to fight until death. [break]Additional Information: The Territory Leaders are unorganized in nature, and very selfish. Use this to your advantage when confronting them.
[break] [break]Health Limit: Senior [break]Physical Speed: 10 m/s [break]Physical Damage: Senior [break]Magic Element and Types: Smoke | Attack Creation & Sensory [break]Combat Style: The Red Fang is a sensory mage that primarily uses illusions to trick his enemies into submission. Known for dulling the senses of his opponents, the White Fang is an assassin type mage that is ruthless in battle. He toys with his opponents before killing them. This earned him a spot within The White Viper as one of their leaders at the ground level. [break]Additional Information: The Red Fang is to be engaged only by a mage with a sensory higher than 30. Anyone else who engages with The Red Fang without the necessary sensory will be caught in his illusions without a problem. It is highly recommended that those without high sensory to not engage this opponent.
With the current Captain of the Green Mantis, Barron Castle, being recalled back to the Royal Capital for some or the other, The White Viper decided to make a move. Getting very brazen, the group decided to use the information leak to their advantage. While the Green Mantis mages were arresting The Red Fang for interrogation, The White Fang sent their best and brightest to attack the Green Mantis Base! It seems that The White Viper will use this chaos to consolidate their power and hold over the Forsaken Region. It must be stopped at all cost![break][break]
The Green Mantis now must fight to retake their base back from The White Viper! Failure is not an option!
[attr="class","shadowsSub"]Details
Minimum Number of Players: 2 [break]Minimum Word Count: 3000 [break]Location: Green Mantis Headquarters [break]Special Requirements: Retaking the Headquarters is a must. Failure is not an option for this specific mission.
[attr="class","shadowsSub"]NPC Information
What NPCs are in this mission? Please fill out the template for any notable NPCs. While those you have to socially interact with during the mission are not required any enemy that is presented in the mission must be listed in here. [break][break] Name of NPC: White Viper Operatives (3x per Green Mantis)
[break] [break]Health Limit: Intermediate [break]Physical Speed: 5 m/s [break]Physical Damage: Intermediate [break]Magic Element and Types: Various Bronze Elements | Attack Creation & Physical Reinforcement [break]Combat Style: The White Viper Operatives are the main force that The White Viper utilizes in their campaign of the criminal underworld. They might not be strong individually, but their combined strength is more than a match for any seasoned Magic Knight. They like to fight in teams of three, and will work together to beat their opponents. They buff each other and themselves before attacking. [break]Additional Information: Show no mercy to these scoundrels that dare besiege the Green Mantis Headquarters, your second home.
[break][break] Name of NPC: White Viper Lieutenants (2x per Green Mantis)
[break] [break]Health Limit: Senior [break]Physical Speed: 10 m/s [break]Physical Damage: Intermediate [break]Magic Element and Types: Various Bronze Elements | Attack Creation & Physical Reinforcement [break]Combat Style: The White Viper Lieutenants are the cream of the crop, and are usually deployed only when necessary. While the Operatives do a good job on their own as a unit, the Lieutenants are master combatants, using their Physical Reinforcement Magic in subduing their opponents as fast as possible. They do not dilly-dally, rather, they will aggress as soon as they see their prey. [break]Additional Information: Show no mercy to these scoundrels that dare besiege the Green Mantis Headquarters, your second home.
[break] [break]Health Limit: Senior [break]Physical Speed: 10 m/s [break]Physical Damage: Senior [break]Magic Element and Types: Mud | Attack Creation & Defense Creation [break]Combat Style: The Hydra are three individuals that were hand-picked by The White Viper to lead this specific siege of the Green Mantis base because of their expertise in attack and defense tactics. The three work in tandem to create Mud fortifications, and at the same time launch offensives, which makes them quite a deadly combination. [break]Additional Information: At least one of The Hydra must be kept alive. Information will be vital for what comes next.
[attr="class","shadowsTitle"] Grand [break]Knights
[attr="class","shadowsBody"]
[attr="class","shadowsHead"]The Viper's Nest
A successful interrogation of the Hydra and the Red Fang revealed information that pinpoints the base of The White Fang. With their forces depleted, it is now time to strike back. Orders from Barron Castle, Captain of the Squad, was received moments after the Headquarters was won back by the Green Mantis: Cut off the head of the snake![break][break]
Those who complete this chain mission may attain the NA: Basilisk Slayer
[attr="class","shadowsSub"]Details
Minimum Number of Players: 2 [break]Minimum Word Count: 4000 [break]Location: Hage (Outskirts) [break]Special Requirements: The head of The Basilisk is requested by the Captain as proof that The White Viper has once and for all been wiped from Clover Kingdom.
[attr="class","shadowsSub"]NPC Information
What NPCs are in this mission? Please fill out the template for any notable NPCs. While those you have to socially interact with during the mission are not required any enemy that is presented in the mission must be listed in here. [break][break] Name of NPC: Brotherhood of the Scales (2x per Green Mantis)
[break] [break]Health Limit: Intermediate [break]Physical Speed: 10 m/s [break]Physical Damage: Intermediate [break]Magic Element and Types: Various BronzeTier Elements | Attack Creation & Hex [break]Combat Style: The Brotherhood of the Scales are renowned within the underworld as the elite forces of The White Viper. Unflinching in battle, members of the Brotherhood use their magic to not only debuff their opponents, but to also aim for the kill in their opponents' moment of weakness. [break]Additional Information: Lower ranked members must outsmart the Brotherhood, working together to defeat these powerful thugs!
[break][break]
Name of NPC: The Sand Snakes (2x per Green Mantis)
[break] [break]Health Limit: Senior [break]Physical Speed: 15 m/s [break]Physical Damage: Senior [break]Magic Element and Types: Various Silver Tier Elements | Attack Creation & Physical Reinforcement & Hex [break]Combat Style: The Sand Snakes are ruthless in battle, using both reinforcement magic and debuffs to put their opponents down for the count, before ending them with quick strikes using offensive magic. They are cautious, but very meticulous in their combat style. [break]Additional Information: Lower ranked members are advised to stay away from this group.
[break] [break]Health Limit: Grand [break]Physical Speed: 20 m/s [break]Physical Damage: Grand [break]Magic Element and Types: Crystal | Attack Creation & Golems & Physical Reinforcement [break]Combat Style: The Basilisk is the renowned leader of The White Viper gang. She is cold and very calculative, using her golems to prod her opponents, while reinforcing herself with her crystal and attacking physically. She is also very well-versed in defense magic. The Basilisk is well-known to use misdirection to beat and kill her opponents. She uses her Crystal magic to create an armor that makes her look like a serpant in human form, her ultimate defense. [break]Additional Information: The Basilisk is a very dangerous opponent even to a seasoned mage. Her severed head is being requested by the Captain, Barron Castle, as punishment for her crimes. This is needed for the success of the mission.