- Wizard Profile: XANTHOS Y. ZALAROOK -
Username:
Holy Hakaishin Hiroto
Full Name:
Xanthos Yorath Zalarook
Nickname(s)/Alias(s):
The Chairman
Devourer of Magic
The Arcane King
- Basic Information -
Race:
Human
Gender:
Male
Age:
35
Birthdate:
November 1st
Weight:
215 lbs
Height:
7'0"
Ethnicity:
Caucasian
Hair Color:
White
Eye Color:
Blue
Blood Type:
O-
- Guild Information -
Affiliation/Guild:
Magic Council
Previous Affiliation/Guild:
N/A
Occupation:
Magic Council Chairman
Partner:
N/A
Team:
N/A
Base of Operations:
Magic Council Headquarters
- Wizard Information -
Type of Wizard:
Caster, Summoner, Take-Over
Wizard Rank:
Saint Level
Magical Powers/Abilities:
Cristallum
Elemnian Spirit Magic
Take-Over: Arcane Soul
The Wheel of Fortune
Effect Mark
Unknown Magic
Unknown Magic
Spells:
Cristallum
Take-Over: Arcane Soul
Special Attacks/Advanced Spells:
Magic Color:
Green
Magical Items:
Weapons:
Niddhoggr
Jewels:
0
- Background Information -
Personality:
Easy going, carefree, and down to earth; these are just a few of the many listing personality quirks that can be attributed to this roller coaster of a man. Xanthos, who prefers to be just called that as opposed to his full name that he finds unpleasantly formal is a laid back boy who has a simple yet ambitious dream he chases after. What Xanthos chases after is simply freedom, nothing more and nothing less. He strives to set out into the world and follow whatever path life takes him, whether it be good or bad. He doesn't want to live a life that other people lay out before him and desperately does anything he can to make sure he can live life the way he wants too, not bonded to someone's amusement. Thus he can become very agitated if he is used like a tool.
He doesn't sweat the small stuff and it takes an almost unfathomable amount of grief to anger him. It goes in tune with his easy going life style and Xanthos is for all intent and purposes a pacifist, choosing not to harm anyone even if they do him wrong. Xanthos's refusal to harm another person stems from the simple fact that he doesn't see the need to hurt other individuals if there is really no reason too. He believes everyone has their own reasons for doing what they do and that he shouldn't judge the actions of another person based on his own morals, since from an outside party that person's actions could be completely justified. However, this doesn't mean that Xanthos is a complete pushover as he will retaliate against anyone that either harms innocent people in his presence or anyone that makes the mistake of endangering one of his close friends. Aside from those two, he's pretty much willing to take any abuse, whether it be verbal or physical if it means not having to resort to violence.
Xanthos is incredibly friendly to everyone he comes across, whether they intend to harm him or not. Many have commented on the boy's strange habits when faced with danger and wonder how anyone can keep a smile in such a situation. He has an invaluable ability of talking to people so casually and can make friends with pretty much anything he comes across. Any borders people may put up to keep others out of their life seem to be non existent to this stubborn boy as he doesn't seem to understand the meaning of the word "personal space". Following this, Xanthos is very nosy when it comes to learning about people he comes to likes and he tries his best to understand them and why they act the way they do. This isn't to say that Xanthos plans on snooping around in their business all the time, he'll just ask them about what they've gone through and if the person doesn't feel like answering, he'll leave it at that. This particular trait of Xanthos's has won him the affection of several characters that have all gone through their own trauma's and find comfort in the fact that a person like Xanthos who wishes to befriend them in spite of it exists.
However, despite being welcoming and cheerful most of the time, Xanthos can showcase surprising hostility towards those that threaten him or his friends and will not hold back if those close to him are in danger. One could call it his “hidden anger” as Xanthos rarely if ever shows this side of him but when he does so, it’s unquestionable that its quite intimidating to see a man who’s usually smiling suddenly pull a complete reverse in terms of personality. When enraged, Xanthos will stop smiling completely and will direct what others have to referred to as his “death gaze” towards those who he deems as enemies. His father has commented that when Xanthos isn’t smiling, he can become quite scary and always tries her best to keep him from getting angry. Xanthos has admitted that the reason why he becomes like this is because of his past memories of his having his family broken up and that traumatic experience from losing his mother to his losing his older brother figure created that side of him. Xanthos doesn’t like getting angry himself and would prefer to keep smiling but he also knows that he can’t forgive anyone who attacks his loved ones and so he’ll embrace his hidden rage if it means protecting them, showing just how loyal he is.
One of Xanthos's quirky traits is his inability to "read the mood" and can/will unintentionally make situations far worse than they need to be simply because he doesn't understand the timing of when to speak or how to speak to others properly. To put it mildly, he's rather blunt and doesn't dispense with words, casually naming out a person's flaws/weaknesses randomly without any prior warning. A lack of tact is also another way of putting it as he has hurt the feelings of a few individuals not by choice but because he said the wrong thing at the wrong time, made even worse by the fact that he says it with a completely straight face and his usual smile. Some find it oddly disturbing how out of it he is regarding social etiquette and are trying to take measures in getting him caught up.
Xanthos's lack of or inability to comprehend the meaning behind the word "fear" is both his greatest asset while also his greatest weakness. Because he does not fear anything, he will always put himself in harm's way first for his friends without question and will do so without any regret. However, that also means that if he is up against an enemy that is clearly out of his league, it will mean he will sacrifice himself for nothing and make those who love and care for him grieve his senseless loss. Fear is something that he doesn't understand or doesn't want to understand, based on his reactions to life endangering situations. So far, he's been lucky since he hasn't encountered anyone that would make him regret not knowing what true fear is but only time will tell if his luck will eventually run out.
Background/Biography:
The Zalarook Family, a notorious family of Dark Mages known for it's cruelty against other humans. This Dark Mage group participated in human trafficking, drug trade, murders, and worst of all worshiping Zeref. Xanthos was kept out of the loop of such acts, unlike his fraternal twin brother, Nictis, who was indeed insane and enjoyed all these acts more than he should. Knowing full well that he had to keep these acts a secret to Xanthos, Nictis would always play with Xanthos, no matter where or when, these two were inseparable, except for when Nictis partook in the sinful acts along with his father. It was one day when Xanthos and Nictis were escorted to a park by two of their father's subordinates to play while their father had to have a serious meeting with a Dark Guild, most likely to gain territory in Fiore. While there they met a girl who was around both of there ages at the time, ten. She was crying and was in pain because she had just escaped her adoptive parents abusing her. When Xanthos approached her, he tried to cheer her up with a few bad puns and she was distant at first and even punched him in the face, which only showed him how much pain she was truly in. The two subordinates went to scold the girl but the second she saw them, she got a panic attack and with that it was clear that she was afraid of adults. Now aware of this, Xanthos would hug her and shield her vision from the two men who both grew an idea thanks to the help of Nictis suggesting it to them. The Zalarook family would have a child to sell off to someone tonight. With this plot now formed, the two men left Xanthos to comfort the girl. Eventually she had calmed down, her tears now gone at the sight of the two adults she feared were now gone. Happy with this, Xanthos would once again throw a few puns at her, which only got him a slight giggle. It was then that Nictis suggested to her that she spent the night at their house tonight and had convinced her with his charisma.
Later that night, Nictis had convinced her to meet his father, mother, uncle, and their "friends," forcing Xanthos to wait for them in the living room. Within twenty minutes, Xanthos became curious and went to the door that led into the room where Nictis had taken the girl into. What he heard greatly terrified the innocent boy. He heard the muffling screams of the girl and his father talking about how much of a price the girl would fetch and that her adopted parents were now dead. Fearing for his new friend, Xanthos would throw the door open and grab the girl, running away from the people he grew up knowing as his family. Just when he and the girl were about to escape, an unbearable pain would emanate from Xanthos's leg and the echo of a beam being fired would flood the house. Nictis, accompanied by their father and his subordinates, had shot his own brother through the leg with a gun. The pain was tremendous, Xanthos didn't know which was worse, being shot or the fact that his whole family were insane criminals. Before Xanthos could even ask why they were doing this, his father fired several beams into the girl's chest, killing her right before Xanthos's eyes. It was horrible, first the knowledge of his family's secret activities, being shot by his own brother, and now the death of his first friend was all laid before the poor boy. This pain and emotional torment had awakened something within Xanthos, an ability that could be seen as deadly. Despite the pain Xanthos felt in his leg, he stood up and he had a wrathful expression upon his face. Just before Nictis or their father could end Xanthos, the wrathful young man would let out a roar and followed by it was a massive explosion of raw magical energy that wiped out their mansion completely. While local officials from the Magic Council had inspected the ruins, finding the Zalarook' corpses, the only two that weren't accounted for was the two sons.
Years later the infamous son of the Zalarooks, that is to say: Xanthos, had joined the Rune Knights, eventually becoming the Chairman because of his skill, magic, and natural leadership.
Known Relatives:
Father: Klyn Zalarook III [Deceased]
Mother: Iona Zalarook [Deceased]
Brother: Nictis Zalarook [???]
Sexual Orientation:
Heterosexual
Relationship Status:
Single
Birthplace:
Fiore
Current Location:
Era
Theme Song(s):
Main Theme: daze
Battle Theme: night 咄 Diseibu
Emotional Theme: I Believe in You
Additional/Other Information:
Xanthos originally had a magic that dealt with exorcising souls, however due to the character length being exceeded, it was removed.
Xanthos is a large reference to Norse mythology, his pet bird being named Yggdrasil, his spear called Niddhoggr, and the fact he uses a crystal based magic which refers to the many Stags in Midgard, each with particular colour stones within their long antlers.

Username:
Holy Hakaishin Hiroto
Full Name:
Xanthos Yorath Zalarook
Nickname(s)/Alias(s):
The Chairman
Devourer of Magic
The Arcane King
- Basic Information -
Race:
Human
Gender:
Male
Age:
35
Birthdate:
November 1st
Weight:
215 lbs
Height:
7'0"
Ethnicity:
Caucasian
Hair Color:
White
Eye Color:
Blue
Blood Type:
O-
- Guild Information -
Affiliation/Guild:
Magic Council
Previous Affiliation/Guild:
N/A
Occupation:
Magic Council Chairman
Partner:
N/A
Team:
N/A
Base of Operations:
Magic Council Headquarters
- Wizard Information -
Type of Wizard:
Caster, Summoner, Take-Over
Wizard Rank:
Saint Level
Magical Powers/Abilities:
Cristallum
Elemnian Spirit Magic
Take-Over: Arcane Soul
The Wheel of Fortune
A magic that allows the user to summon a massive wheel. The Wheel has three settings, Luck, Attack and Support. When activated, the user's name and his target's name will appear engraved on the inner wheel which will then spin until it lands on one of the targets' names or the user's. With the name chosen, the outer wheel shall begin to spin rapidly until it eventually slows down and then lands on one of the chosen setting's effects. When the effect is chosen, the Wheel will then project that effect upon the chosen target. It is also suggested that one should not attack the wheel, not only does it not take damage, but attack it during the name role will cause the target who attacked it will automatically become the chosen name and during the effect role, attacking it will cause it to stop but the chosen effect has a 50% chance of being doubled. For Luck there's No Change, Respin, Low Good Luck, Moderate Good Luck, Grand Good Luck, Low Bad Luck, Moderate Bad Luck, and Grand Bad Luck. For Attack there's No Change, Respin, Low Attack, Moderate Attack, Grand Attack, Lighting, Holy, Dark, Fire, Earth, Water, and Wind. For Support there's No Change, Respin, Low Heal, Moderate Heal, Grand Heal, Attack Up, Defense Up, Speed Up, and Barrier.
Effect Mark
Xanthos has the ability leave glowing marks with effects on his finger tips and can then activate the effect upon command. These marks come from Xanthos' own magic, giving them magical abilities as well as allowing Xanthos to sense the whereabouts of the marked target. slash mark cuts the target, U's on two different objects causes an attraction effect, a dot pierces into the target, a V increases the target's gravity and weighs them down, a ^ decreases the target's gravity and causes them to float, two linked circles binds the target, a spiral causes the target to be blown away, a wavy line causes the marked area to catch on fire, and a heart causes the marked area to feel any pain another heart marked target might. Though the duration of some effects depends on how many posts he puts into drawing the mark while the quality of the effect of others depends on how deep the mark is. He can also create new Celestial Markings, however the amount of chi and time he puts into it is rather bothersome.
Unknown Magic
Unknown Magic
Spells:
Cristallum
Sagitta Cristallum: A spell that unleashes a deadly horde of crystal spikes towards Xamthos's opponent, skewering them with deadly accuracy. To preform this spell, Xanthos will start by by crystallizing the eternano in the air. Xanthos will then manipulate the crystals into a myriad of crystalline spikes in the air around him, as they are being levitated in the air by some form of Telekinesis. Xanthos is then able to send the deadly crystals in the direction towards his chosen target; the horde of crystalline projectiles will sail through the sky at impressive speeds. Upon making contact with the target, the projectiles will literally skewer the object or person, stabbing them in a multitude of places. Xanthos is also able to create summon a horde of crystal spikes from the ground below, as they will rise from the very ground and attempt to stab whatever happens to be above it, puncturing them with incredible force. Also by summoning the crystals from the ground, he can use them as a form of defense, protecting him from any incoming damage as they are able to resist most attacks. He could also take away the skewering affect, simply giving them a explosive effect, making them into crystalline missiles.
Adamas Pulverem: A spell that enables Xanthos to coat his fist with crystals and then throw a powerful punch at the enemy, releasing a barrage of sharp crystals alongside the blow. When performing Adamas Pulverem, Xanthos gathers and condenses all sorts of magical energies upon one of his fists, before utilizing Cristallum in order to convert the eternano around their fist in crystals that encapsulates Xanthos's fist in a jagged protrusion of crystals; at this point, Xanthos refines it, utilizing their control of crystals upon his arm in order to convert it into a large, jagged claw that is fearsome in appearance. The claw can be used for high-power slashing and stabbing attacks, and its composition is as such that it is capable of piercing through almost any sort of alloy and rending anything it comes into contact with asunder- Xanthos can, with some excess crystals, launch Adamas Pulverem in the form of a crystal pillar towards the opponent. However, Adamas Pulverem's true power lies in its potential as a projectile-type attack by taking advantage of the sharpness of the crystals- when unleashing the full scope of its power and its real threatening properties, Xanthos, still with the crystalline claw compressed upon his arm, thrusts the coated hand forward with a punching motion, releasing the crystal in the form of hundreds upon thousands of shards that flow forth from the claw, emitting a distinctive and intimidating howling sound upon generation.
Cristallum Vulnus: A cutting attack with a bladed weapon imbued with the crystalline properties of Cristallum. In any case, when inducing this spell, Xanthos projects his magical power outwards, before shaping the energies into a sturdy and ordered structure, giving it a crystalline form, focusing it almost entirely upon the blade that he is wielding at the time – the crystalline projection that encompasses the blade suddenly hardens into a compact state, serving as an outer shell of sorts that appears almost jagged in structure, appearing less similar to an actual blade of any kind, but rather, appearing more similar to a large crystalline structure vaguely resembling a blade. He can also apply this spell to his forearms or forelegs.
Adamas Pulverem: A spell that enables Xanthos to coat his fist with crystals and then throw a powerful punch at the enemy, releasing a barrage of sharp crystals alongside the blow. When performing Adamas Pulverem, Xanthos gathers and condenses all sorts of magical energies upon one of his fists, before utilizing Cristallum in order to convert the eternano around their fist in crystals that encapsulates Xanthos's fist in a jagged protrusion of crystals; at this point, Xanthos refines it, utilizing their control of crystals upon his arm in order to convert it into a large, jagged claw that is fearsome in appearance. The claw can be used for high-power slashing and stabbing attacks, and its composition is as such that it is capable of piercing through almost any sort of alloy and rending anything it comes into contact with asunder- Xanthos can, with some excess crystals, launch Adamas Pulverem in the form of a crystal pillar towards the opponent. However, Adamas Pulverem's true power lies in its potential as a projectile-type attack by taking advantage of the sharpness of the crystals- when unleashing the full scope of its power and its real threatening properties, Xanthos, still with the crystalline claw compressed upon his arm, thrusts the coated hand forward with a punching motion, releasing the crystal in the form of hundreds upon thousands of shards that flow forth from the claw, emitting a distinctive and intimidating howling sound upon generation.
Cristallum Vulnus: A cutting attack with a bladed weapon imbued with the crystalline properties of Cristallum. In any case, when inducing this spell, Xanthos projects his magical power outwards, before shaping the energies into a sturdy and ordered structure, giving it a crystalline form, focusing it almost entirely upon the blade that he is wielding at the time – the crystalline projection that encompasses the blade suddenly hardens into a compact state, serving as an outer shell of sorts that appears almost jagged in structure, appearing less similar to an actual blade of any kind, but rather, appearing more similar to a large crystalline structure vaguely resembling a blade. He can also apply this spell to his forearms or forelegs.
Take-Over: Arcane Soul
Take-Over: Fire Magic:
Take-Over: Ice Make:
Take-Over: Lightning:
However, there has been a recent discovery within the understanding of Mages as they have discovered revolutionary way of utilizing Lightning Magic. According to those that have discovered this method, it is incredibly dangerous as it can potentially damage the user's nervous system and even result in a person's death if preformed improperly. In order to utilize this version of Lightning Magic, the user must amplify their bioelectric currents that exist within all aspects of the body existing in the nervous system, heart and muscles. By doing this, the user is capable of manifesting their bio-electric fields for the purpose of combat. This unique form of electricity can be used in various ways such as unleashing burst of bio-electricity that can fry a person from the inside-out and even being able to drain the bio-electical energies that may dwell within another being, in a way that is similar to Lightning Dragon Slayer Magic. The user is also able to form constructs out of the bio-electricity drained or stored, find persons by sensing their bioelectrical presence and even scramble personal bio-electric rhythms to shock others. This method of Lightning Magic is best reserved for master of said magic as they have the understanding to fully performing and using this method to its maximum potential.
Take-Over: Light Magic:
Light Magic can be utilized in a multitude of different ways, ranging from offensive to supplementary applications. Occasionally, a certain technique will usually involve the use of hands to cast a spell, though an experienced user can preform said spell without having to go through such an approach. It can be used to destroy and pick up various objects, defend various enemies' attacks and unleash devastating beams of light with immense power behind them. Light Magic can also be used in the most basic way possible which can still lead devastating results; by emitting light from the caster's body, depending on the brightness and the heat that the light emits, it is capable of blinding as well as burning an opponent or causing the surrounding area to explode in a brilliant light. The user can create constructs and weapons made of the element, and even teleport themselves away via transforming into light; being capable of taking out a horde of opponents in a flash of light and rendering them unable to fight, blinding them with radiance. Similar to other elemental magics, Light Magic allows the user to transform their entire body into the very element that they use to fight: by transforming into pure light, the user is able to negate and avoid attacks, and gain the added advantage of traveling at incredible speeds and causing significant damage to their opponent and everything that they come in contact with, like a ray of divine light coming to unleash its judgment.
Take-Over: Darkness Magic:
Take-Over: Blast:
Take-Over: Ocean Magic:
Take-Over: Earth Magic:
A Take-Over Xanthos had obtained when taking on a fire magic spell- when activated this makes Xanthos into a living embodiment of fire magic, altering his body structure into that of living fire magic. This allows the user to control and manipulate the kinetic energy of magical particles to generate, control or absorb fire, being able to manipulate it for general purposes. As magic is well-known to be influenced by the willpower of those who can manipulate the particles that composes the concept, when inducing Fire Magic, the caster pulses their magical energy hewn from their Magic Origin outwards rather subtly, forcing domination over all eternano ambient within the atmosphere as they use their willpower in order to excite the movements of the eternano, increasing their thermal energy to the point that the particles strewn about throughout the vicinity spontaneously ignite, forming orange-red flames that burn exuberantly, flickering wildly and continuously as long as the caster has control over them. Skilled users can induce this process upon not only eternano in the vicinity, but also solid objects and even oxygen particles. Interestingly, more often than not, a user of Fire Magic harness the particles of the supernatural solely for the generation of fire; this makes one of the most basic magics a sharp contrast to the other forms of Elemental Magic, which usually involve already present sources of their element, though a caster of Fire Magic can also control or enhance flames nearby if given the chance.
From this point, the user of Fire Magic is capable of controlling and moving the flames, casually forming fire-based attacks which can be used both in melee and as a ranged form of offence; more often than not, a caster of Fire Magic possesses a fairly aggressive attacking style with very little defensive spells, regularly attacking with powerful bursts and torrents of flame- though there are a few exceptions to this rule, and it should be noted that intelligent users of the magic can alter offensive spells to serve defensive purposes. The generated flames can be manipulated in a wide variety of ways, their "type" can be changed at will, and they can even be given a material consistency by manipulating the ambient eternano in the air. The user can form fire into long streams, spheres, or even more complex shapes like letters in skywriting; molding them in any way that they deem suitable- this form is called Fire-Make. These blazing objects will only remain in their designated shapes as long as the user concentrates their energies upon them. The objects will only burn for about three minutes before expiring unless the user continues to infuse them with magical energy. The temperatures of these fiery projections are generally around two thousand, eight hundred Fahrenheit, near the melting point of iron. Not only this, as mentioned above, a user of Fire Magic can also control the size and intensity of any nearby flames and can draw them in order to manipulate them at will. One of the better usages of Fire Magic is to amass a large amount of fire upon the caster's feet or palms before releasing these flames in order to induce high-speed movement via jet-propulsion.
It should be taken into consideration that anyone who possesses a certain degree of power over fire-based powers is known to be much, much stronger whenever they can draw energy from all kinds of heat- indeed, like most forms of elemental magic, a user of Fire Magic can immediately turn the tables on the opponent if the weather is hot enough; it is also said that fire manipulation powers become much more powerful during the day, reaching the peak of its destructive power during noon. With Fire Magic, the caster is capable of controlling heat, allowing them to heat a wide range of liquids and metals or melt ice. The flames formed through Fire Magic seem to be unaffected by water, as the user is able to create flames even when submerged in water. As with all forms of Elemental Magic, a caster of Fire Magic is capable of modifying these fires in any way that they deem suitable, including the shape, heat and even colour; as long as they put their mind to it, anything can be done, and they can even change more obscure properties such as the smell and taste for different effects- these are more often than not signified by the fires changing colour- this is referred to as Rainbow Fire. Finally, a caster of Fire Magic is capable of charging up their spells by drawing more and more eternano towards their bodies, which then undergo the excitation process to form more flames to add to the collection already amassed.
From this point, the user of Fire Magic is capable of controlling and moving the flames, casually forming fire-based attacks which can be used both in melee and as a ranged form of offence; more often than not, a caster of Fire Magic possesses a fairly aggressive attacking style with very little defensive spells, regularly attacking with powerful bursts and torrents of flame- though there are a few exceptions to this rule, and it should be noted that intelligent users of the magic can alter offensive spells to serve defensive purposes. The generated flames can be manipulated in a wide variety of ways, their "type" can be changed at will, and they can even be given a material consistency by manipulating the ambient eternano in the air. The user can form fire into long streams, spheres, or even more complex shapes like letters in skywriting; molding them in any way that they deem suitable- this form is called Fire-Make. These blazing objects will only remain in their designated shapes as long as the user concentrates their energies upon them. The objects will only burn for about three minutes before expiring unless the user continues to infuse them with magical energy. The temperatures of these fiery projections are generally around two thousand, eight hundred Fahrenheit, near the melting point of iron. Not only this, as mentioned above, a user of Fire Magic can also control the size and intensity of any nearby flames and can draw them in order to manipulate them at will. One of the better usages of Fire Magic is to amass a large amount of fire upon the caster's feet or palms before releasing these flames in order to induce high-speed movement via jet-propulsion.
It should be taken into consideration that anyone who possesses a certain degree of power over fire-based powers is known to be much, much stronger whenever they can draw energy from all kinds of heat- indeed, like most forms of elemental magic, a user of Fire Magic can immediately turn the tables on the opponent if the weather is hot enough; it is also said that fire manipulation powers become much more powerful during the day, reaching the peak of its destructive power during noon. With Fire Magic, the caster is capable of controlling heat, allowing them to heat a wide range of liquids and metals or melt ice. The flames formed through Fire Magic seem to be unaffected by water, as the user is able to create flames even when submerged in water. As with all forms of Elemental Magic, a caster of Fire Magic is capable of modifying these fires in any way that they deem suitable, including the shape, heat and even colour; as long as they put their mind to it, anything can be done, and they can even change more obscure properties such as the smell and taste for different effects- these are more often than not signified by the fires changing colour- this is referred to as Rainbow Fire. Finally, a caster of Fire Magic is capable of charging up their spells by drawing more and more eternano towards their bodies, which then undergo the excitation process to form more flames to add to the collection already amassed.
Take-Over: Ice Make:
A Take-Over Xanthos had obtained when taking on a Ice-Make spell- when activated this makes Xanthos into a living embodiment of Ice-Make magic, altering his body structure into that of living ice that cane be formed in anyway he desires. Ice-Make is one of the Molding Magics; which enables the user to create and manipulate ice. In order to harness Ice-Make, the user places their right arm down next to their abdomen, with an open palm, then places their closed right fist on the face of their palm- this dynamic pose enables the user to harness their mastery over their magical power in order to initiate a rapid freezing effect within a close vicinity to the user, essentially reducing the kinetic energy of atoms, enhancing this effect by having their magical energy absorb the heat of the atmosphere, thus setting up a perfect stage for the user to manipulate the shape of the ice that the stray eternano within the atmosphere is transformed into in any way that they wish offensively or defensively, enabling them to to create ice at their will and to shape it into a variety of objects, whether living or not. This process begins with calling out the magic's name, followed by the spell.
Unlike uninventive users of plain Ice Magic, the ice produced by Ice-Make can be formed into any object of the user's choosing: the only limitations are their own imagination, and the ambient air temperature which determines how long their formed spell will stay functional- though the latter can be nullified slightly through liberal application of magical power manipulation. In extremely advanced cases, the user does not have to hold the ice physically with their hands in order to shape it; indeed, a skilled user is capable of creating countless amounts of objects for a multitude of uses. Outside of combat, the user is capable of altering their surroundings using ice, such as covering the ground with ice. The ice also can be used as wound dressing, stanching bleeding and preventing the swell of an injury. Of course, this magic has some strategic element to it in regards to espionage and the like, as the user is capable of creating exact replications of keys or scanners in order to access previously unavailable areas. As long as the user is imaginative, they are capable of producing virtually anything that they wish, giving them a capacity to create that is virtually unmatched.
There are currently two known types of Ice-Make Magic. The first one is called Static Ice-Make Magic. This type of Ice-Make is characterized by the creation of inanimate objects, such as weapons, or by affecting the environment around them. The second type is called Dynamic Ice-Make Magic. This type of Ice-Make focuses on creating animate ice sculptures, usually in the form of animals; though human body parts and the like can also be formed. Dynamic Ice-Make is said to be more quickly cast than Static Ice-Make. While both styles of Ice-Make have their own pros and cons, there is no clear "superior", leaving the matter of which style is "stronger" up to the individual user. With this Take-Over, Xanthos can essentially change parts of his body into any shape he desires.
Unlike uninventive users of plain Ice Magic, the ice produced by Ice-Make can be formed into any object of the user's choosing: the only limitations are their own imagination, and the ambient air temperature which determines how long their formed spell will stay functional- though the latter can be nullified slightly through liberal application of magical power manipulation. In extremely advanced cases, the user does not have to hold the ice physically with their hands in order to shape it; indeed, a skilled user is capable of creating countless amounts of objects for a multitude of uses. Outside of combat, the user is capable of altering their surroundings using ice, such as covering the ground with ice. The ice also can be used as wound dressing, stanching bleeding and preventing the swell of an injury. Of course, this magic has some strategic element to it in regards to espionage and the like, as the user is capable of creating exact replications of keys or scanners in order to access previously unavailable areas. As long as the user is imaginative, they are capable of producing virtually anything that they wish, giving them a capacity to create that is virtually unmatched.
There are currently two known types of Ice-Make Magic. The first one is called Static Ice-Make Magic. This type of Ice-Make is characterized by the creation of inanimate objects, such as weapons, or by affecting the environment around them. The second type is called Dynamic Ice-Make Magic. This type of Ice-Make focuses on creating animate ice sculptures, usually in the form of animals; though human body parts and the like can also be formed. Dynamic Ice-Make is said to be more quickly cast than Static Ice-Make. While both styles of Ice-Make have their own pros and cons, there is no clear "superior", leaving the matter of which style is "stronger" up to the individual user. With this Take-Over, Xanthos can essentially change parts of his body into any shape he desires.
Take-Over: Lightning:
A Take-Over Xanthos had obtained when taking on a Lightning spell- when activated this makes Xanthos into a living embodiment of Lightning magic. In order to manifest Lightning Magic, the user is able to modify their eternano and magical energy into that of electrons, which they can alter the movement of, allowing them to use almost any electricity based power; controlling, generating, and absorbing electric fields; utilizing electricity, but more specifically, lightning, as a form of offense and defense. The user is able to generate these elements from their body, and manipulate them, giving them the ability to channel and manipulate electricity through their body. However, unlike other types of Elemental Magic, users of Lightning Magic are also capable of utilizing lightning from a distance, such as from the ground near them, or down from the sky. Lightning attacks work by electrocuting the opponents to various degrees, and there are spells that are said to be capable of completely paralyzing enemies, due to the extremely high voltage of the electricity employed in their use. Because of the high amounts of light produced with its use, Lightning Magic can also be utilized to blind opponents, albeit for a short amount of time.
By generating electricity on different parts of their body, the user is capable of causing their attacks in melee to become far deadlier; even capable of propelling themselves around at high speeds in order to gain extra momentum; as the user can create lightning orbs around their arms and legs before connecting punches and kicks, increasing their striking power in a way similar to most other elemental mages, allowing them move around much faster, propelling themselves towards their opponents, by surrounding their entire body with lightning, and empowering their connecting strikes by summoning forth lightning from the sky to accompany their motions. In addition to these properties, the bright light from the lightning can be also used to momentarily blind enemies. Similar to other types of Elemental Magic, Lightning Magic allows the user to transform their body into the element they control: by transforming into a lightning bolt, the user is able to avoid physical attacks, and have the added advantage of traveling around at very high speeds and damaging everyone or everything they come in contact with, much like real lightning. This is a very powerful Elemental Magic, having many avenues for usage. It can also be inserted into Magical Lacrima crystals, as seen with Laxus Dreyar's Thunder Palace spell.
By generating electricity on different parts of their body, the user is capable of causing their attacks in melee to become far deadlier; even capable of propelling themselves around at high speeds in order to gain extra momentum; as the user can create lightning orbs around their arms and legs before connecting punches and kicks, increasing their striking power in a way similar to most other elemental mages, allowing them move around much faster, propelling themselves towards their opponents, by surrounding their entire body with lightning, and empowering their connecting strikes by summoning forth lightning from the sky to accompany their motions. In addition to these properties, the bright light from the lightning can be also used to momentarily blind enemies. Similar to other types of Elemental Magic, Lightning Magic allows the user to transform their body into the element they control: by transforming into a lightning bolt, the user is able to avoid physical attacks, and have the added advantage of traveling around at very high speeds and damaging everyone or everything they come in contact with, much like real lightning. This is a very powerful Elemental Magic, having many avenues for usage. It can also be inserted into Magical Lacrima crystals, as seen with Laxus Dreyar's Thunder Palace spell.
However, there has been a recent discovery within the understanding of Mages as they have discovered revolutionary way of utilizing Lightning Magic. According to those that have discovered this method, it is incredibly dangerous as it can potentially damage the user's nervous system and even result in a person's death if preformed improperly. In order to utilize this version of Lightning Magic, the user must amplify their bioelectric currents that exist within all aspects of the body existing in the nervous system, heart and muscles. By doing this, the user is capable of manifesting their bio-electric fields for the purpose of combat. This unique form of electricity can be used in various ways such as unleashing burst of bio-electricity that can fry a person from the inside-out and even being able to drain the bio-electical energies that may dwell within another being, in a way that is similar to Lightning Dragon Slayer Magic. The user is also able to form constructs out of the bio-electricity drained or stored, find persons by sensing their bioelectrical presence and even scramble personal bio-electric rhythms to shock others. This method of Lightning Magic is best reserved for master of said magic as they have the understanding to fully performing and using this method to its maximum potential.
Take-Over: Light Magic:
A Take-Over Xanthos had obtained when taking on a Light spell- when activated this makes Xanthos into a living embodiment of Light magic. It should be noted that Light Magic was intentionally created to be used as a counter against Darkness Magic and later Black Arts, two types of Magic that feed on negativity and cause massive destruction. This is triggered by going by the opposite of the 'magic = feelings' concept—by fueling their magic with positive feelings, the user is capable of initiating the usual fusion of eternano and magical power, only manifesting magical power in a light and benevolent nature; this is known as natural Light Magic, drawing from the inner feelings of the humanity to purify the world off all its evils and mistakes, like a beacon of hope. This version of light magic is more commonly known and used by Legal Mages as they are often encouraged to use their emotions when it comes to fighting, being taught it will increase the overall power of their spells, though this is just a rumor and has not yet been official confirmed.
However a recent discovery has just been made revolving around Light Magic; a group of scientist have discovered a new way to utilize Light Magic without having to go through the process of converting their own feelings into magic. This is considered incredibly difficult for a mage to successfully pull off and as such, there are only a small number of Mages that are capable of using this method of Light Magic. To do this, the user will manifest and modify their very eternano and magical energy, entwining it, into that of protons which the user can then alter the movement of them, allowing them to be able to use virtually any light based power; being granted the ability to control, generate, and absorb light as well as utilizing said element as a form of offense and defense. Users of, what has now been dubbed, natural Light Magic have taken note that the light that is manifested through this specific procedure is not capable of being sense as it does not have any feeling in it, making most mages feel uncomfortable around a mage that is capable of using this variation of Light Magic. Due to this fact that this Light Magic does not use any emotion and is based on science, this variant of the magic has been named artificial Light Magic. It has been rumored that more and more Dark Mages are gaining the ability to use this form of Light Magic, disguising themselves and spying on Legal Guilds.
However a recent discovery has just been made revolving around Light Magic; a group of scientist have discovered a new way to utilize Light Magic without having to go through the process of converting their own feelings into magic. This is considered incredibly difficult for a mage to successfully pull off and as such, there are only a small number of Mages that are capable of using this method of Light Magic. To do this, the user will manifest and modify their very eternano and magical energy, entwining it, into that of protons which the user can then alter the movement of them, allowing them to be able to use virtually any light based power; being granted the ability to control, generate, and absorb light as well as utilizing said element as a form of offense and defense. Users of, what has now been dubbed, natural Light Magic have taken note that the light that is manifested through this specific procedure is not capable of being sense as it does not have any feeling in it, making most mages feel uncomfortable around a mage that is capable of using this variation of Light Magic. Due to this fact that this Light Magic does not use any emotion and is based on science, this variant of the magic has been named artificial Light Magic. It has been rumored that more and more Dark Mages are gaining the ability to use this form of Light Magic, disguising themselves and spying on Legal Guilds.
Light Magic can be utilized in a multitude of different ways, ranging from offensive to supplementary applications. Occasionally, a certain technique will usually involve the use of hands to cast a spell, though an experienced user can preform said spell without having to go through such an approach. It can be used to destroy and pick up various objects, defend various enemies' attacks and unleash devastating beams of light with immense power behind them. Light Magic can also be used in the most basic way possible which can still lead devastating results; by emitting light from the caster's body, depending on the brightness and the heat that the light emits, it is capable of blinding as well as burning an opponent or causing the surrounding area to explode in a brilliant light. The user can create constructs and weapons made of the element, and even teleport themselves away via transforming into light; being capable of taking out a horde of opponents in a flash of light and rendering them unable to fight, blinding them with radiance. Similar to other elemental magics, Light Magic allows the user to transform their entire body into the very element that they use to fight: by transforming into pure light, the user is able to negate and avoid attacks, and gain the added advantage of traveling at incredible speeds and causing significant damage to their opponent and everything that they come in contact with, like a ray of divine light coming to unleash its judgment.
Take-Over: Darkness Magic:
A Take-Over Xanthos had obtained when taking on a Darkness spell- when activated this makes Xanthos into a living embodiment of Darkness magic. Darkness Magic is a Caster Magic which draws on the negative emotions of the user and manifest it in a physical form, the element of Darkness. While Darkness Magic is not inheritably evil in a sense, it does give off a feeling of despair to opponents that fight against a user of this magic due this magic releasing the malefic nature of the opponent out into the world. It is said that this magic was the one of the first attempt at creating a Black Art, though it was later used as a base for later Black Arts that came to exist. This Magic allows the user to utilize destructive abilities; it is triggered by going by the opposite of the 'magic = feelings' concept—by fuelling their magic with negative feelings, the user is capable of initiating the usual fusion of eternano and magical power, only manifesting magical power in a dark and malefic nature; this is known as Darkness Magic.
With this type of magic, the user has absolute dominance over the element of shadows; and thus, darkness, night, and any dark-related elements. This Magic has a physical form used for destroying objects, blocking enemies' attacks and picking up objects; consistently, it is a pulsating crimson. When using it, the user more often than not shapes their attacks into the form of waves or arcs of shadows, which they can use in various ways. The shadows can be channeled to a variety of effects, both as an absence of light and a solid substance: one can also control and manipulate the beings that exist there, create and dispel shields and areas of total darkness, create a variety of constructs and weapons and, teleport themselves through massive distances via shadows; being able to take out multiple opponents with just one attack and capture people, sinking them into the depths of their shadow.
With this type of magic, the user has absolute dominance over the element of shadows; and thus, darkness, night, and any dark-related elements. This Magic has a physical form used for destroying objects, blocking enemies' attacks and picking up objects; consistently, it is a pulsating crimson. When using it, the user more often than not shapes their attacks into the form of waves or arcs of shadows, which they can use in various ways. The shadows can be channeled to a variety of effects, both as an absence of light and a solid substance: one can also control and manipulate the beings that exist there, create and dispel shields and areas of total darkness, create a variety of constructs and weapons and, teleport themselves through massive distances via shadows; being able to take out multiple opponents with just one attack and capture people, sinking them into the depths of their shadow.
Take-Over: Blast:
A Take-Over Xanthos had obtained when taking on a Blast magic spell- when activated this makes Xanthos into a living embodiment of Blast magic. To use and activate this magic, the caster is shown to start glowing their magical aura, focusing it as it begins to surge as the user then focuses it through their hand to trigger the effects. The user sends out small traces of their augmented Eternano that shows to have an opposite wavelength to any kind of area around their target, causing a unique chain reaction with the user's Eternano, and triggers an explosion to the area. The power and strength depends on how much Eternano the user pours into the spot, and can often be shown to actually be used in a delay form like a landmine if anyone puts pressure on it. However, the weakness to this magic is that it can only be used on one individual spot at a time when using two arms, meaning the user cannot create multiple explosions at one point.
Take-Over: Ocean Magic:
A Take-Over Xanthos had obtained when taking on a Ocean magic spell- when activated this makes Xanthos into a living embodiment of Ocean magic. Ocean Magic is a specialization of Water Magic where the wizard uses the sea's water as a replacement for ordinary fresh water created and used by Water Magic wizards. What makes this different other than being focused on controlling and conjuring salt water is that the caster can also control sea salt separately from the water itself or create sea salt to suit their purpose and even control salt water to such a degree that even masters of Water Magic cannot manipulate it, rendering them helpless but this is the most difficult part of the magic to do. The tempature of the sea water conjured is another thing that makes it different as it is usually very cold and can become increasingly cold until only moments of exposure can lead to hypothermia however, that level of cold requires larger amounts of magic energy than just using it's normal ice cold tempature. Users of this type of magic can also syncronize their magic with the magic energy of the ocean, adopting the tempature that ocean has at that place and point in time. For example, some times of year in some regions have a colder ocean than other places meaning that by syncronizing one's magic to the magic energy of the ocean, the wizard can create sea water anywhere that is of that tempature meaning that if the water is hypothermically cold then the wizard can create ocean water of that tempature without wasting extra magic energy to make it that cold.
Beside's it's offensive and defensive abilities, Ocean Magic also has the ability to energize the tired, restoring normal energy and magical energy alike however, when it's used by the ocean and when used far from the ocean determines it's level of effectiveness and how much magic energy is required. This is because when near the ocean, the caster only has to use very little magic energy to energize themselves or others which is quickly compensated for and then some rather quickly, giving the effected a practically limitless amount of magic and normal energy though if the wizard isn't careful, the effected could be over filled, causing them to become sleepy once it wears off however, when used away from the ocean, the wizard is using a fake version of that nature energy therefore, it can't restore more than about thirty or forty percent of one's magical and normal energy which doesn't happen automatically but rather over the course of ten seconds and uses up a decent amount of magic energy. This limit can be pushed with enough practice and time however, restoring one's magic and normal energy away from the ocean will never be as effective as it is when near the ocean. It should also be noted that using this to restore one's energy too much can lead to addiction to the feeling it creates and the high amounts of energy it gives. Another downside of this magic however is that the caster cannot manipulate fresh water or water with salt that isn't sea salt as the wizard must switch to normal Water Magic which takes a full ten seconds to do. The most perilous thing to note about this magic however is that anyone who hasn't mastered it will have their mood controlled by the ocean when near it or even when not near it if one's magic energy is synchronized with it.
Beside's it's offensive and defensive abilities, Ocean Magic also has the ability to energize the tired, restoring normal energy and magical energy alike however, when it's used by the ocean and when used far from the ocean determines it's level of effectiveness and how much magic energy is required. This is because when near the ocean, the caster only has to use very little magic energy to energize themselves or others which is quickly compensated for and then some rather quickly, giving the effected a practically limitless amount of magic and normal energy though if the wizard isn't careful, the effected could be over filled, causing them to become sleepy once it wears off however, when used away from the ocean, the wizard is using a fake version of that nature energy therefore, it can't restore more than about thirty or forty percent of one's magical and normal energy which doesn't happen automatically but rather over the course of ten seconds and uses up a decent amount of magic energy. This limit can be pushed with enough practice and time however, restoring one's magic and normal energy away from the ocean will never be as effective as it is when near the ocean. It should also be noted that using this to restore one's energy too much can lead to addiction to the feeling it creates and the high amounts of energy it gives. Another downside of this magic however is that the caster cannot manipulate fresh water or water with salt that isn't sea salt as the wizard must switch to normal Water Magic which takes a full ten seconds to do. The most perilous thing to note about this magic however is that anyone who hasn't mastered it will have their mood controlled by the ocean when near it or even when not near it if one's magic energy is synchronized with it.
Take-Over: Earth Magic:
A Take-Over Xanthos had obtained when taking on a Earth magic spell- when activated this makes Xanthos into a living embodiment of Earth magic. Earth Magic is activated by the user utilizing their magical energy in order to manipulate the soil and anything related to it in any way that they wish even without directly touching it- as long as their magical energy washes over something and it has traces of earth embedded within it, the user is capable of modifying it, even through thought alone. Effectively, this grants the user the ability to manipulate, modify, generate from their body earthen materials to their fullest extent- a skilled user has absolute dominance over the earth and everything related to and dwelling within it. When using Earth Magic, the magicians harness the power of the earth around them to attack or defend, giving Earth Magic users a great deal of flexibility in their magic. Earth Magicians use their magic to unleash powerful earthen structures, create walls to block opposing spells, and generally use it to enhance their physical attacks—Earth Magic is intricately tied to the caster's physical motions, though a user of Earth Magic is required to remain in motion at nearly all times, only standing still long enough to launch an attack—even though most Earth Magic users are fairly slow, these motions help to retain the Earth Magic user's balance between attack and defense, using strength and defense to become both a shield and spear.
A user is commonly seen producing earth from their very existence, before shaping it mentally and setting it upon their enemies to inflict maximum damage with ease. To a skilled user, the earth around themselves is similar to an extension of their body as in they are capable of manipulating a pre-existing earthen construct's movements and structure, subjugating it to their will- a master of Earth Magic can levitate entire buildings, tear extremely large pieces of stone from the earth, create fissures with a simple stomp, turn soil and dirt into quicksand, and of course, tunnel through the ground. Skilled users can manipulate the physical properties of earth, such as making sand as hard as metal, creating iron-hard rock pillars from the ground, or even bending the ground at will and turning it into a liquid form. Earth Magic also enables a user to literally dive into the ground (be it rock, concrete, or metal), using their hands or feet, and tunnel through it. Earth magic is strong and immune to Lightning Magic and Fire Magic, but Wind Magic is capable of upturning it and Water Magic will reduce the earth to mud. Like other elemental magics some users can also transform their bodies to earth to travelling through solid obstacles and underground. In the manga, Jura's arms appear to turn into rocks, although it is unknown if this transformation is caused by Earth Magic or advanced Transformation Magic.
A user is commonly seen producing earth from their very existence, before shaping it mentally and setting it upon their enemies to inflict maximum damage with ease. To a skilled user, the earth around themselves is similar to an extension of their body as in they are capable of manipulating a pre-existing earthen construct's movements and structure, subjugating it to their will- a master of Earth Magic can levitate entire buildings, tear extremely large pieces of stone from the earth, create fissures with a simple stomp, turn soil and dirt into quicksand, and of course, tunnel through the ground. Skilled users can manipulate the physical properties of earth, such as making sand as hard as metal, creating iron-hard rock pillars from the ground, or even bending the ground at will and turning it into a liquid form. Earth Magic also enables a user to literally dive into the ground (be it rock, concrete, or metal), using their hands or feet, and tunnel through it. Earth magic is strong and immune to Lightning Magic and Fire Magic, but Wind Magic is capable of upturning it and Water Magic will reduce the earth to mud. Like other elemental magics some users can also transform their bodies to earth to travelling through solid obstacles and underground. In the manga, Jura's arms appear to turn into rocks, although it is unknown if this transformation is caused by Earth Magic or advanced Transformation Magic.
Special Attacks/Advanced Spells:
Magic Color:
Green
Magical Items:
Weapons:
Niddhoggr
Jewels:

- Background Information -
Personality:
Easy going, carefree, and down to earth; these are just a few of the many listing personality quirks that can be attributed to this roller coaster of a man. Xanthos, who prefers to be just called that as opposed to his full name that he finds unpleasantly formal is a laid back boy who has a simple yet ambitious dream he chases after. What Xanthos chases after is simply freedom, nothing more and nothing less. He strives to set out into the world and follow whatever path life takes him, whether it be good or bad. He doesn't want to live a life that other people lay out before him and desperately does anything he can to make sure he can live life the way he wants too, not bonded to someone's amusement. Thus he can become very agitated if he is used like a tool.
He doesn't sweat the small stuff and it takes an almost unfathomable amount of grief to anger him. It goes in tune with his easy going life style and Xanthos is for all intent and purposes a pacifist, choosing not to harm anyone even if they do him wrong. Xanthos's refusal to harm another person stems from the simple fact that he doesn't see the need to hurt other individuals if there is really no reason too. He believes everyone has their own reasons for doing what they do and that he shouldn't judge the actions of another person based on his own morals, since from an outside party that person's actions could be completely justified. However, this doesn't mean that Xanthos is a complete pushover as he will retaliate against anyone that either harms innocent people in his presence or anyone that makes the mistake of endangering one of his close friends. Aside from those two, he's pretty much willing to take any abuse, whether it be verbal or physical if it means not having to resort to violence.
Xanthos is incredibly friendly to everyone he comes across, whether they intend to harm him or not. Many have commented on the boy's strange habits when faced with danger and wonder how anyone can keep a smile in such a situation. He has an invaluable ability of talking to people so casually and can make friends with pretty much anything he comes across. Any borders people may put up to keep others out of their life seem to be non existent to this stubborn boy as he doesn't seem to understand the meaning of the word "personal space". Following this, Xanthos is very nosy when it comes to learning about people he comes to likes and he tries his best to understand them and why they act the way they do. This isn't to say that Xanthos plans on snooping around in their business all the time, he'll just ask them about what they've gone through and if the person doesn't feel like answering, he'll leave it at that. This particular trait of Xanthos's has won him the affection of several characters that have all gone through their own trauma's and find comfort in the fact that a person like Xanthos who wishes to befriend them in spite of it exists.
However, despite being welcoming and cheerful most of the time, Xanthos can showcase surprising hostility towards those that threaten him or his friends and will not hold back if those close to him are in danger. One could call it his “hidden anger” as Xanthos rarely if ever shows this side of him but when he does so, it’s unquestionable that its quite intimidating to see a man who’s usually smiling suddenly pull a complete reverse in terms of personality. When enraged, Xanthos will stop smiling completely and will direct what others have to referred to as his “death gaze” towards those who he deems as enemies. His father has commented that when Xanthos isn’t smiling, he can become quite scary and always tries her best to keep him from getting angry. Xanthos has admitted that the reason why he becomes like this is because of his past memories of his having his family broken up and that traumatic experience from losing his mother to his losing his older brother figure created that side of him. Xanthos doesn’t like getting angry himself and would prefer to keep smiling but he also knows that he can’t forgive anyone who attacks his loved ones and so he’ll embrace his hidden rage if it means protecting them, showing just how loyal he is.
One of Xanthos's quirky traits is his inability to "read the mood" and can/will unintentionally make situations far worse than they need to be simply because he doesn't understand the timing of when to speak or how to speak to others properly. To put it mildly, he's rather blunt and doesn't dispense with words, casually naming out a person's flaws/weaknesses randomly without any prior warning. A lack of tact is also another way of putting it as he has hurt the feelings of a few individuals not by choice but because he said the wrong thing at the wrong time, made even worse by the fact that he says it with a completely straight face and his usual smile. Some find it oddly disturbing how out of it he is regarding social etiquette and are trying to take measures in getting him caught up.
Xanthos's lack of or inability to comprehend the meaning behind the word "fear" is both his greatest asset while also his greatest weakness. Because he does not fear anything, he will always put himself in harm's way first for his friends without question and will do so without any regret. However, that also means that if he is up against an enemy that is clearly out of his league, it will mean he will sacrifice himself for nothing and make those who love and care for him grieve his senseless loss. Fear is something that he doesn't understand or doesn't want to understand, based on his reactions to life endangering situations. So far, he's been lucky since he hasn't encountered anyone that would make him regret not knowing what true fear is but only time will tell if his luck will eventually run out.
Background/Biography:
The Zalarook Family, a notorious family of Dark Mages known for it's cruelty against other humans. This Dark Mage group participated in human trafficking, drug trade, murders, and worst of all worshiping Zeref. Xanthos was kept out of the loop of such acts, unlike his fraternal twin brother, Nictis, who was indeed insane and enjoyed all these acts more than he should. Knowing full well that he had to keep these acts a secret to Xanthos, Nictis would always play with Xanthos, no matter where or when, these two were inseparable, except for when Nictis partook in the sinful acts along with his father. It was one day when Xanthos and Nictis were escorted to a park by two of their father's subordinates to play while their father had to have a serious meeting with a Dark Guild, most likely to gain territory in Fiore. While there they met a girl who was around both of there ages at the time, ten. She was crying and was in pain because she had just escaped her adoptive parents abusing her. When Xanthos approached her, he tried to cheer her up with a few bad puns and she was distant at first and even punched him in the face, which only showed him how much pain she was truly in. The two subordinates went to scold the girl but the second she saw them, she got a panic attack and with that it was clear that she was afraid of adults. Now aware of this, Xanthos would hug her and shield her vision from the two men who both grew an idea thanks to the help of Nictis suggesting it to them. The Zalarook family would have a child to sell off to someone tonight. With this plot now formed, the two men left Xanthos to comfort the girl. Eventually she had calmed down, her tears now gone at the sight of the two adults she feared were now gone. Happy with this, Xanthos would once again throw a few puns at her, which only got him a slight giggle. It was then that Nictis suggested to her that she spent the night at their house tonight and had convinced her with his charisma.
Later that night, Nictis had convinced her to meet his father, mother, uncle, and their "friends," forcing Xanthos to wait for them in the living room. Within twenty minutes, Xanthos became curious and went to the door that led into the room where Nictis had taken the girl into. What he heard greatly terrified the innocent boy. He heard the muffling screams of the girl and his father talking about how much of a price the girl would fetch and that her adopted parents were now dead. Fearing for his new friend, Xanthos would throw the door open and grab the girl, running away from the people he grew up knowing as his family. Just when he and the girl were about to escape, an unbearable pain would emanate from Xanthos's leg and the echo of a beam being fired would flood the house. Nictis, accompanied by their father and his subordinates, had shot his own brother through the leg with a gun. The pain was tremendous, Xanthos didn't know which was worse, being shot or the fact that his whole family were insane criminals. Before Xanthos could even ask why they were doing this, his father fired several beams into the girl's chest, killing her right before Xanthos's eyes. It was horrible, first the knowledge of his family's secret activities, being shot by his own brother, and now the death of his first friend was all laid before the poor boy. This pain and emotional torment had awakened something within Xanthos, an ability that could be seen as deadly. Despite the pain Xanthos felt in his leg, he stood up and he had a wrathful expression upon his face. Just before Nictis or their father could end Xanthos, the wrathful young man would let out a roar and followed by it was a massive explosion of raw magical energy that wiped out their mansion completely. While local officials from the Magic Council had inspected the ruins, finding the Zalarook' corpses, the only two that weren't accounted for was the two sons.
Years later the infamous son of the Zalarooks, that is to say: Xanthos, had joined the Rune Knights, eventually becoming the Chairman because of his skill, magic, and natural leadership.
Known Relatives:
Father: Klyn Zalarook III [Deceased]
Mother: Iona Zalarook [Deceased]
Brother: Nictis Zalarook [???]
Sexual Orientation:
Heterosexual
Relationship Status:
Single
Birthplace:
Fiore
Current Location:
Era
Theme Song(s):
Main Theme: daze
Battle Theme: night 咄 Diseibu
Emotional Theme: I Believe in You
Additional/Other Information:
Xanthos originally had a magic that dealt with exorcising souls, however due to the character length being exceeded, it was removed.
Xanthos is a large reference to Norse mythology, his pet bird being named Yggdrasil, his spear called Niddhoggr, and the fact he uses a crystal based magic which refers to the many Stags in Midgard, each with particular colour stones within their long antlers.