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.
Shattered Grimoires is the work of the mind(s) of Ardere & Shattered Grimoire's staff. All characters and content are copyright their creators, and may not be replicated without their creators' permission. Black Clover is owned by Yuki Tabata and published by Viz Shonen Jump. All images belong to their original owners. The theme you are currently viewing was made by Eliza of ElizaCodes exclusively for Shattered Grimoires.
With the summoner being removed from the picture, the imps return back to their normal state, though something has changed. With the influence of the summoner being gone, it would seem that the ability to speak has been returned to them, letting you know that the portal that was used to bring them here is not something they can replicate on their own. Claiming the world they come from is not one they wish to return to, as this one is far more vibrant and has clean air, the imps wish to stay as going back with the “stink” of another world on them will make them a pariah and a target in their own, thus creating an entirely new issue.
[break]
[attr="class","shadowsSub"]Details
Maximum Number of Players: 4 [break]Minimum Word Count: 2500 [break]Location: Aries Garse [break]Special Requirements: As the imps do not wish to return to their own world, there are only two options that can be taken here: Either kill them or find a place where they might be able to live out the rest of their days in peace. As they can clearly not just remain in a human settlement or town, finding them a place to stay might be just as difficult as the former option. Pick wisely, as each option says much about your character.
[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 here.
Health Limit: Junior [break]Physical Speed: 10 m/s [break]Physical Damage: Junior [break]Magic Element and Types: Smoke | Supplementary [break]Combat Style: Due to their small stature and lack of offensive capabilities, they fight much like cornered rats, using their teeth and claws to lash out while trying to find somewhere to run and hide where no one can get them. To this end, they also use their ash magic to disappear into a puff of smoke and reappear somewhere in their line of sight. When given the chance, they will be running straight home. [break]Additional Information: These furry little humanoids stand at a height no taller than twenty centimeters, making them fairly easy to step on or trip over. Possessing large ears and eyes by which to pick up on potential threats fairly quickly, they also possess large claws and sharp teeth, as well as a set of horns and a tail. Their dark skin and fur colors make them hard to spot in the dark.
Health Limit: Junior [break]Physical Speed: 10 m/s [break]Physical Damage: Junior [break]Magic Element and Types: Smoke | Supplementary & Attack Creation [break]Combat Style: This kind of imp has been alive for a longer period than the average imp, allowing it to grow a fair bit larger, as well as bolder. Using their claws to rend flesh and their smoke magic to blink across the room and close the distance, they also leave clouds of smoke in their wake in an attempt at choking any humans into an unconscious state. While they are not killers, they won’t hesitate to choke someone out and leaving them unconscious if it means getting a chance at freedom. [break]Additional Information: These furry humanoids stand at a height of roughly one meter and forty centimeters, making them fairly tall by imp standards. Possessing large ears and eyes by which to pick up on potential threats fairly quickly, they also possess large claws and sharp teeth, as well as a set of horns and a tail. Their dark skin and fur colors make them hard to spot in the dark.
Those who complete this chain by killing all the imps gain the NA 'Asylum Denied' [break] Those who complete this chain by finding the imps a new home gain the NA 'Asylum Granted'
Post by Magnus C. Aurelius✾ on May 26, 2022 22:39:58 GMT -5
[attr="class","temphead"]As long as I continue[break] I'm sure I'll find [break]An amazing wonder.
[attr="class","tempstats"]
Power
050
Durability
050
Stamina
045
Sensory
000
Control
090
Health
senior
Mana skin
Grand
Mana pool
130
Mana regen
IC:030/OOC:030
Speed
5 m/s
Strength
Junior
[attr="class","temppost"]
Magnus had gone about his day in his usual manner thus far, cooking, cleaning, painting new portraits and landscapes, and of course, the occasional relaxing bath, and for all intents and purposes throughout this day, in which he was off work from his usual duties as a magic knight. He liked his purpose as a magic knight, even his position as a Royal Knight was something he enjoyed, and the fruits of his training as one had been paying off, but having a day off was something he always enjoyed.
For on his days off no longer was the flying to and from, no longer was the chasing down magical creatures, and no longer was the saving the citizen in need. Instead, he was allowed to partake in his hobbies alongside some simple rest and relaxation. On this day off, however, that proved to be incorrect; as Magnus had received a notice about something he thought had long since hoped would've been resolved.
Removing himself from the sapphire blue couch within the common area of the Blue Rose base, Magnus made his way to the exit. Taking out his trusty trinket, tossing it, and letting it expand into his magical flying carriage he quickly boarded it. Flying through the skies in comfort for a time had eventually resulted in him flying the carriage over the forsaken region: Aries Garse to be exact. Magnus peered out from the window of his carriage glancing around the town, smiling as he did.
It was a bit different from the half a year that passed when he was last here. Primarily many of the houses that were still in development around the time, a few that had a bit of damage to them due to the debacle with the now apprehended summoner. Just thinking about the man was enough to annoy, Magnus, the man's greed, his gull, and stupidity were things Magnus found came in droves when it came to some of the villains he had fought thus far. Though the totality of that number of villains wasn't as much as someone like say his Captain, or Griswold, Magnus felt he had come across enough to have a consensus on them.
Magnus had been given the occasional update on the imps who for a time were temporarily held by the Aurelius family on their estate, but all things came to an end. Having creatures like imps simply wasn't something that the estate was equipped to handle keeping them there would simply end up doing them a large disservice, as the Aurelius family simply didn't have the environment in which to provide them with a fun and healthy living. Especially with the imp's hearty rowdiness, whereas the Aurelius family may be hearty, rowdy was highly frowned upon. Though Magnus knew that the younger generation of the family was rather fond of the creatures, and Augustus an Elder of the family was also rather interested in studying their behavior, though he would never openly admit such.
In addition, to that, their lodging was always supposed to be temporary, and the Town of Silva was only but so lenient when it came to such unprecedented things such as keeping creatures from another "world", or as Magnus suspected another land, one not as hospitable as this. After all, the Town of Silva was still run by the family which the town's namesake held from, much to Magnus's dismay. He didn't dislike the Silva per se, but the Aurelius family was in the town for the sole reason of allowing the family to be subjected to those of high, haughty noble standards to better adapt to such environments.
Magnus had gotten news that the imps had learned to speak again after being removed from the summoner for such a long extended period. Or rather, it was more accurate to say they were always able to speak, and the summoner had simply put some form of hex on them that prevented them from doing so. At least that was Magnus's running theory given the notice he had gotten telling him a list of key details.
These same details of which he was sure were also given to Griswold in a similar notice. 1. The imps by order of the Town of Silva were no longer allowed lodging and henceforth were ordered to be removed from the town and it was suggested they be sent back from the world in which they came. 2. The imps had developed the ability to speak and were requesting to do so with those who had rescued them. 3. The imps were sent to a stable in Aries Garse for holding.
Magnus found himself having to hold back anger, a stable, a mere stable where all these creatures were subjected to after being ripped from their home by the summoner, after being removed from the Aurelius Estate by order of the Silvas. Not only that but they were stranded, to Magnus's knowledge, the imps were unable to replicate the portal that was used to summon them. This is something that was also mentioned in the notice.
Now came the time to meet up with Griswold, to discuss matters with the imps. To see if they could come to some kind of solution to perhaps get the imps back from the world in which they came, however, Magnus also knew that doing so came with the risk of having to allow the summoner to use his magic, which meant he'd need to be watched carefully, not to mention having to have him released from prison to accomplish such. The whole ordeal gave him a bitter taste in his mouth.
Making his way toward the inn which had a detached stable. The stable of which that had been commandeered by the Silva's with their wealth to house the imps seemed to be rather quiet. Magnus made his way toward the stable first and foremost, thinking that Griswold most likely headed straight to it to get right down to business.
As he made his way toward the stable Magnus would simply bellow out the words "Hello?"
Rank & Element: Junior Class & Type: Accessory Magic Specializations: N/A Appearance & Lore: The Magic Knight Mantle is an Item in which Magic Knights wear to show the Squad that are in. Each Squad has a different color Mantle along with their own squad logo as well. When these items were built they were made out of a special material that allows them to be unbreakable from any sort of attack, but does not block the wearer from any attacks. Magic Knights of the Clover Kingdom has worn these Mantles for hundreds of years. Abilities:
Rank & Element: Junior | Paint Class & Type: Imbued | Magic Trinket Magic Specializations: Golem Creation Appearance & Lore: Click For Image A Magical Ornate Paint Brush Set that comes with five 4-inch Paint Brushes in total all with different widths and styled bristles. The paintbrushes are ornate in design, with swirls of small patterns and silver in color. They have purple bristles that fade into white at their tips. Nothing is too special about these paintbrushes on their own except they are sturdy and have no need for a palette as they are capable of producing any color of paint on their own with a small infusion of mana. These paintbrushes were a gift to Magnus from his mother when he was younger and as such he cherishes them dearly but also uses them for his magic. However, as they are a magical set, they all share the same durability, thus if his weapon was to break even if it was just one paint brush due to an attack capable of destroying a junior rank weapon all of them would break. Outside of the fact that they can release paint, these weapons are nothing more than blunt objects. As such, they cannot be used to stab or pierce without the usage of a spell or its ability. Abilities:
Type & Uses: Flow | 3 Active, 2 Overheat Rank & Specialization: Junior | Golem Creation Size: 1 meter Mana Cost: 8 Per Flow | 4 Upkeep Type of Golem: Scout Description: Click for Image of Golem Magnus channels his paint magic into the movement of the paintbrushes amplifying the paint into a large amount from the tip of the brushes. He uses shades of white, gray, pinks, greens, and yellows to create the shape of a humanoid body, specifically a woman with long hair. The paint flows to life, taking greater depth and shape from the image, revealing a portrait of a young woman with dark gray to green hair, pink mystical eyes, a gray dress, and glowing pink and yellow flowers blossoming from her. The golem has a sheen to its skin like wet paint. The golem is a Scout type and as such is built for speed, flight, and sensory.
A masterfully crafted two-inch long white gold pin in the shape of a paintbrush in the middle of the handle lays a very rare unique sapphire blue moonstone.
At the origins of house Aurelius being recognized as nobles a set of eight unique pins were made, each pin was designed with a specific artistic or scholarly pursuit in mind and each having a differing type or rare gem or variant of a semi-precious gem inlaid on it somewhere. One was then given to each elder of the house.
The way they decided who would wear which pin was dependent on the pursuit that aligned with each pin. This meant the elder who found beauty in the craft of calligraphy would be given the pin which had the scroll and quill whereas the elder who found beauty in gardening would wear the pin-shaped like a rose in full bloom.
As an elder retired they would pass the pin to their successor. Who would then take on the responsibilities of every elder that wore the pin before them? It is believed that every elder on their final day of wearing the pin puts a slither of their mana into it so they might be able to guide those that come after them. Some elders have said they have felt the presence of their ancestors from the pin, especially during times of great turmoil or stress.
They've said as they become more attuned with their craft and the understanding of their duties the pin has given them a strength they didn't know they otherwise possessed. It is because of this these pins are seen as more than just a status symbol but something to be proud of and protected so that the future of the family can continue in its pursuit to serve those that would require their services.
Abilities:
The wearer of Artisan's soul gain access to the perks - Archangel's Blessing - Tenacious Body
Type & Uses: Trigger ¦ 4 Uses Rank & Specialization: Junior ¦ Healing Mana Cost: 8 per trigger ¦ 15 recharge Range & Speed: 25 m ¦ 10 m/s Stats Affected: +2 Control Description: By saying the words "Roses in Bloom" activates this ability, around the feet of the caster a one-meter patch glowing vibrant blue roses made from pure aura appears with the word "Scatter" with a person's name the petals of some of the roses, seem to come off as and travel to their destination as if riding a non-existent or invisible wind. When they get to their target the rose petals seem to dance around them the gentle glow of the pure aura petals giving off a soothing feeling that heals for junior rank damage. In addition to this, it will also actively attempt to cleanse them of any poisons, venoms, debuffs, curses or hexes using the clashing rules for cleansing. Using the ammo rules additional people may be healed per trigger by adding their names at the end of the scatter command word.
Type & Uses: Flow ¦ 3 Rounds ¦ 2 Cooldown Rank & Specialization: Junior ¦ Physical Reinforcement Mana Cost: 8 ¦ 4 Range & Speed: Self ¦ 10 m/s Stats Affected: Junior Strength buff Description: Touching the inlaid gem with their thumb is the way that this ability is activated. The moment it is a very fine near translucent ice blue aura seems to surround the wearer making them seem almost like an ethereal being. They will find that their physical strength has greatly increased.
Type & Uses: Trigger ¦ 4 uses Rank & Specialization: Junior ¦ Physical Reinforcement ¦ Healing Mana Cost: 8 Per Trigger ¦ 15 Recharge Range & Speed: 25m ¦ 10 m/s Stats Affected: +2 m/s speed Description: Closing their eyes while taking a deep breath whispering "Elders guide me" is how this spell is activated. It would mean little to nothing to anyone but the wearer of the pin as it is them. The gem seems to take on a silvery blue sheen to it as the pin itself glows in a similar colour. Unbeknownst to anyone the wearer has just asked for aid and the mana left behind by Mateo Aurelius while he wore the pin has answered the call. Around the wearer, a silvery-blue aura has appeared increasing their speed allowing them the opportunity to try and avoid tricky situations. In addition to this, it heals the one within the aura for junior rank damage it will also actively attempt to cleanse them of any poisons, venoms, debuffs, curses or hexes using the clashing rules for cleansing. Using the ammo rules additional people may be healed per trigger by the wearer touching them leaving a glowing silvery-blue rose mark where they touched.
Rank & Element: Intermediate ¦ Spatial ¦ Food Class & Type: Magic ¦ Trinket (charm) Magic Specializations: Supplementry Construct ¦ Transformation Appearance & Lore: A detailed silver charm in the shape of a regal carriage that any self-respecting noble would be seen in, the carriage itself does not seem to have horses. The charm itself is around half an inch long and half an inch tall.
The black market has some strange people working for it and they had managed to find a few rare charms that were abandoned in some ruins within the Aristaeus’ Basin. What it actually did wasn't known until recently and by accident at that but it seems like it comes in handy as a mode of transportation with all the comforts of home.
This item can be given two additional abilities and can be upgraded even if you don't have the elements this will be charged at double the cost unless you have both elements that the charm has then it will be standard cost.
Type & Uses: Flow ¦ Rank & Specialization: Intermediate ¦ Transformation ¦ supplementry construct (base) Mana Cost: -- ¦ 8 Range & Speed:10m ¦ 20m/s Stats Affected: Description:
Simply throwing the charm is the way to activate this ability as it nears the ground it transforms itself into a base in the shape of a carriage with six winged horses which draws it to its location.
The carriage is able to house up to three people comfortably and is fifteen cubic meters inside but takes around to form. Healing spells cast within the carriage will cost 20% less. Unlike most abilities as this is a base, only the sustain cost will ever be charged from the moment of its creation. Although spells of this rank can go as far as 40m the charm holder can go no further than 10m from the carriage or it will return back to its charm form. The carriage is able to move at 15 m/s at this rank.
When opening the door of the carriage it seems like it's filled with liquid but going through it takes a person to what would seem like a lavish room that is warm and filled with delicious foods and drinks so that they may enjoy the comforts of home even when on the road.
MADE BY NOVA
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In the life of a magic knight, it was fairly safe to say that there was never a whole lot of free time to go around. Not being like most magic knights in the sense that he didn’t just go out when ordered, but actively sought out work and places that might require aid, one could make a case for him being busy at all times. Whether it was truly the healthy thing to do was up for debate, though the simple fact being that he had nothing else made his lifestyle into the only thing he knew, and grew to enjoy. After all, not everyone got to enjoy the praise over a job well done or the kind words of someone who had been saved from danger or impending disaster as often as he did. At times, it made him wonder as to how many gold stars the magic squads lost in a general sense due to him doing the work before it got commissioned.
But that wasn’t the kind of thing he really wanted to have to take into consideration whenever he went about doing his work, as it meant having to let people suffer needlessly before he could do anything about it and receive the kind of praise most magic knights were after in the royal capital. Helping those that needed it was something that had become rather ingrained into his personality, though something about that had started to shift. For the longest time, he had been working as hard as he had in the forsaken region because he had felt the need to repay the people that lived there for allowing him a second chance at life. But by spending almost every waking moment trying to help those same people, as well as a great deal of people he had never seen before, part of him felt like he had more or less repaid the favor.
That said, his goal of founding a farm with the money he earned as a magic knight had remained unchanged, and seemed closer than ever. Having already put his eyes on a plot of land that was close to a river and near to rolling green hills with woods not too far from it, Griswold had put the money aside and put in his inquiries as to how he could buy the land. Hopefully he would hear back from it soon, as having a home of his own meant he no longer had to be a bum and sleep at the Black Bulls Headquarters all the time, or spend his nights in taverns and inns. But having a roof of his own over his head was but one of many reasons why he wanted this farm, actually being the smallest and most insignificant reason of all. The real goal was to create a place that would be able to provide stable jobs to the men and women of the region.
While his understanding of commerce was not great, he knew that if he had the kind of things people might want, requests would come soon enough. Looking forward to the day where he might have orchards, gardens and farm animals to look after, his thoughts quickly shifted away from it. That was because of the fact that he was not the only one that did not have a home of their own, as the creatures they had aided roughly six months ago were still in a state of limbo. When last he heard, the imps had been put up somewhere while someone else put in the effort of finding a true home for them. However, when he had been posted with the news that the Silva of all people had made it so the imps had more or less been transported out of town, it had made him somewhat angry. Not so much because it was unexpected, not at all.
He was angry because he had quite recently aided them in cleansing a graveyard of theirs by defeating a powerful being, only for them to repay him this way. Once again, these types of self-centered nobles proved themselves to be more or less incapable of changing, or remotely behaving like good people. In truth, there were times where he felt like all of the good things he had done for this country were constantly overshadowed by the acts of these vile nobles that only looked after their own best interests, and were likely never going to change until they were forced to by the king and queen, or until they were culled. And since the former was never going to happen, and the latter led up to some dark thoughts and potentially darker actions, Griswold instead focused on what needed to be done with the imps. One thing seemed clear, they did not seem to be the kind of creatures that thrived in a house.
Riding his horse into Aries Garse, the black knight considered a bunch of the nearby forests, with one in particular coming to mind. Though it was ruled over by a powerful nature spirit, the fact that he had aided the being in getting to keep its forests green and not fall prey to the expensive thirst of a former noble turned farmer, he likely had some sway with it. That was, if Griswold could get it to show itself and agree to a parlay, as not every ancient being believed themselves to be privy to the dealings of mortals, or to be even remotely susceptible to the idea of owing someone for a good deed. Regardless, it was likely going to be the only place where he could take them and give them a chance to build up something of their own while being protected from outside influences, primarily people. Riding his horse up to the stable he knew was now being used as shelter for the creatures, the elven man descended from the black stallion and put his boots onto the ground.
Allowing his horse to roam freely, as it was known to do even when put inside of a stable, a quick whistle usually being all it took to call it to him, he made his way over to the entrance. Finding that Magnus had already arrived and decided to speak up to the imps, Griswold merely joined in without saying a word. Addressing the imps with a simple hello, it didn’t take long before several puffs of smoke formed, followed by the appearance of a whole squad of the imps, which could apparently speak their language now. Wondering if maybe they had learned it from the one that had addressed him in broken cloverian at the time, he just waited for them to respond to Magnus.