- Wizard Profile: Athena Orland -
Username:
Youko Kenshi
Full Name:
Athena Orland
Nickname(s)/Alias(s):
"Successor of the Yakuma Clan"
"The High Priestess"
Thena
- Basic Information -
Race:
Human
Gender:
Female
Age:
25
Birthdate:
April 15th
Weight:
125 lbs.
Height:
5'8"
Ethnicity:
Chinese
Hair Color:
Black
Eye Color:
Blue
Blood Type:
O-
Likes:
- Blue (color)
- Black (color)
- Cake
- Hot drinks
- Magic
- Learning about Magic
- Reading
- Operas
- Owls
- Akame
Dislikes:
- Yellow (color)
- Peppers
- Those who abuse Magic
- Dark Guilds / Wizards
- Yggdrasil, Xanthos' pet bird
- Thunder
- Akame
- Blood / Gore
- Getting dirty
- Bugs
- Guild Information -
Affiliation/Guild:
Sabertooth
Previous Affiliation/Guild:
None
Occupation:
Magic Council [2nd Seat]
Partner:
None
Team:
Magic Council
Base of Operations:
Sabertooth Guild Hall
Guild Tattoo Color:
Pale Red
Guild Tattoo Location:
Left Shoulder
- Wizard Information -
Type of Wizard:
Caster
Wizard Rank:
S-Rank
Magical Powers/Abilities:
Territory
The user is able to conjure a kind of wave-like matter that resembles a tomoe, which allows them to manipulate the space around any object or substance of their choice, allowing for great versatility. One can manipulate space as means of defense, offense, by means of forming heat and generating explosions, teleporting people and/or objects of their choice, and granting the user the ability to switch places with other people who are in close proximity. However, the greatest potential that this Magic offers lies in its trapping and damaging capacities; the caster has the option to imprison any living being of their choice inside their "space", and if the caster desires so, can sap their Magic Power away.
Yakuma Eighteen War Gods
Eighteen different types of dangerous Magic that were handed down through the now-extinct Yakuma clan. Each are based on a War God and summons an effigy in their image. Through the statues, a great and powerful magic is channeled and used. This Magic can be used in conjunction with Territory to move it where the user wants it to be.
Onmyōdō
An archaic magic that dates back to a time long forgotten. It was created by mages to communicate with the gods and traverse other planes of existence. It is rumored to be the origin of the Yakuma Eighteen Wars Gods magic, having learned it directly from the War Gods themselves. This Magic has properties that allows users to see and interact with spirits of the dead as well as the living. Eventually, the founders found it was quite effective against demons and demonic magic. Thus it was refined with various offensive spells, taking the appearance of paper talismans and shikigami. It was to be used in combat to fend off evil; however, not long after, it was used on humans. The talisman slips are made of pure magic and disperse into ethernano when destroyed or completing its purpose. When used, the caster will give the talisman a command, the command being written on the glowing slip. The slips can be applied to many surfaces and can't be removed with bare hands, punishing the offender with a zap of magic. They can be activated whenever the user decides.
Spells:
Territory
Onmyōdō
Special Attacks/Advanced Spells:
Territory
Yakuma Eighteen War Gods
Onmyōdō
Magic Color:
Red and Violet
Magical Items:
Compact Communications Lacrima
Portable Lacrima-Vision
Weapons:
Mystic Staff
A red magic rod from the long lost Yakuma Clan that fits in the palm of Athena's hand. Despite it's rather basic and ordinary appearance, it has a few magical properties to it. For starters, it can extend to incredible lengths, reaching out to a mile at maximum. The staff is also ridiculously heavy with a weight of 200 lbs.; however, Athena is not affected by this weight. The ends can be sharpened to a point, forming a spear out of it. Lastly, even though it's made of some type of wood, it is resistant to steel blades and goes without sustaining a scratch.
Strengths:
- Highly Intelligent
- Analyzing Magic
- Mid-Range Combat
- Melee Weapons (Staff, Sword, etc.)
- High Magic Capacity
Weaknesses:
- Low Durability
- Hand To Hand Combat
- Long Range Combat
- Masters of Melee Weapons
- Losing Magic
Skills:
- Sharp memory
- Quick reader
- Singing
- Knowledge of several Magics
- Fighting multiple enemies
Jewels:
0
- Background Information -
Personality:
Athena is always graceful and like her mother, is usually calm and collected. She is a perfectionist, where everything must be so and done to her satisfaction. Used to having things go her way, she becomes very frantic and irritable when it doesn't. Usually, the woman will stay like this until the problem is remedied. She used to be selfish and pompous, thinking merely of herself and how things will benefit her in the end. However, due to her "enlightenment" and her mother's disappearance, she has become selfless and more considerate of other's feelings. Still, the young lady can be a little haughty, if her laugh was any indication. Athena has a lot of pride in her abilities and accomplishments; often putting herself on a pedestal and claiming that she's the greatest. She has grown to be a devoted wizard who takes magic seriously. Anyone she feels abuses it easily lands on her bad side. Rarely does the woman get angry and she is quite mean-spirited with a side of hostility when she is.
Background/Biography:
Daughter of Minerva Orland, Athena was raised with love and has had a relatively normal and happy life. Wanting better for her daughter than she had as a child, Minerva often spoiled and babied her which unfortunately made her very clingy. The guild often had to put up with her attitude and temper whenever Minerva went out on missions. The only thing that could quell the girl's wrath was literature on magic and history. When Athena got older, she wanted to learn magic, of course that being Territory. However, it was an advanced and hard to learn Magic that she struggled to grasp. It frustrated her at how difficult it was for her but not as frustrating as what happened next. A few months into her training, there was news of a strong young wizard who was the daughter of Titania. When she heard her mother praising the girl, a fire ignited in Athena, which fueled her training significantly. She was determined to make her mother proud of her as well. As a result, not only did she master Territory, but she was making progress in learning the Yakuma Eighteen War Gods Magic. Accomplishing such a feat at her age did nothing beneficial to her ego.
Years later, Athena had become determined to be the best there was; to be on top and known by everyone. Minerva feared she was becoming too concerned with a fame and power, a mistake she was all too familiar with. When the prodigy heard her unrequited rival was joining the Magic Council, she too decided to join, wanting to both best her and for the recognition. Her mother tried to intervene, questioning her motives. Unfortunately, this lead to a fight between mother and daughter; Athena feeling like she was being attacked and ultimately betrayed by her mother. Why was she not proud or happy for her? Ultimately, she decided not to return to the guild and to pursue her goals, distancing herself from her mother. That was the last time she spoke with her. At first, she clearly didn't take her new position seriously, just going along with the majority and enjoying her power. Eventually, she received a letter from her mother, explaining she and other wizards were going on a dangerous mission. She casually brushed it off as nothing and went about her business as usual.
It was around this time that she interesting documents in the archives of the Magic Council. Her findings brought her to an ancient temple believed to belong to the long past Yakuma Clan. Due to her extensive knowledge of the Yakuma language, Athena made a discovery of an old Magic that changed the young woman. It lead to her redefining her understanding of Magic and a lot of self-reflection that caused her to question her lust for fame and attention. The councilwoman wanted to share her experience with her mother, returning to Sabertooth for the first time in months, only to find that she and many other wizards had not yet returned. As years passed, she began taking her role on the council seriously and even her treatment towards others improved. Athena was growing increasingly worried though, having not heard from her mom. She also understood some of her guildmates lost their parents too, like Takuya and Megumi. However, she can't work up the nerve to talk to them about it and has become rather evasive of the guild as a whole. Save for keeping in contact with the guildmaster, she tries to avoid making an appearance there due to feeling alien there. Currently, she stays in Era; however, often leaves to survey Fiore.
Known Relatives:
Minerva Orland [Mother]
Unknown Father
Sexual Orientation:
Heterosexual
Relationship Status:
Single
Birthplace:
Fiore
Current Location:
Era, Magic Council Hall
Theme Song(s):
Main Theme - Radiance
Emotional Theme - Salve Maria
Reminiscing Theme - Reminiscence
Battle Theme - Awe of She
Additional/Other Information:
- Athena has a pet owl named Pallas.
- She has Yakuma Clan markings on her right shoulder and back. These archaic markings glow when she uses her magic.
- Quite often, Athena talks to herself and acts out her imaginations.

Username:
Youko Kenshi
Full Name:
Athena Orland
Nickname(s)/Alias(s):
"Successor of the Yakuma Clan"
"The High Priestess"
Thena
- Basic Information -
Race:
Human
Gender:
Female
Age:
25
Birthdate:
April 15th
Weight:
125 lbs.
Height:
5'8"
Ethnicity:
Chinese
Hair Color:
Black
Eye Color:
Blue
Blood Type:
O-
Likes:
- Blue (color)
- Black (color)
- Cake
- Hot drinks
- Magic
- Learning about Magic
- Reading
- Operas
- Owls
- Akame
Dislikes:
- Yellow (color)
- Peppers
- Those who abuse Magic
- Dark Guilds / Wizards
- Yggdrasil, Xanthos' pet bird
- Thunder
- Akame
- Blood / Gore
- Getting dirty
- Bugs
- Guild Information -
Affiliation/Guild:
Sabertooth
Previous Affiliation/Guild:
None
Occupation:
Magic Council [2nd Seat]
Partner:
None
Team:
Magic Council
Base of Operations:
Sabertooth Guild Hall
Guild Tattoo Color:
Pale Red
Guild Tattoo Location:
Left Shoulder
- Wizard Information -
Type of Wizard:
Caster
Wizard Rank:
S-Rank
Magical Powers/Abilities:
Territory
The user is able to conjure a kind of wave-like matter that resembles a tomoe, which allows them to manipulate the space around any object or substance of their choice, allowing for great versatility. One can manipulate space as means of defense, offense, by means of forming heat and generating explosions, teleporting people and/or objects of their choice, and granting the user the ability to switch places with other people who are in close proximity. However, the greatest potential that this Magic offers lies in its trapping and damaging capacities; the caster has the option to imprison any living being of their choice inside their "space", and if the caster desires so, can sap their Magic Power away.
Yakuma Eighteen War Gods
Eighteen different types of dangerous Magic that were handed down through the now-extinct Yakuma clan. Each are based on a War God and summons an effigy in their image. Through the statues, a great and powerful magic is channeled and used. This Magic can be used in conjunction with Territory to move it where the user wants it to be.
Onmyōdō
An archaic magic that dates back to a time long forgotten. It was created by mages to communicate with the gods and traverse other planes of existence. It is rumored to be the origin of the Yakuma Eighteen Wars Gods magic, having learned it directly from the War Gods themselves. This Magic has properties that allows users to see and interact with spirits of the dead as well as the living. Eventually, the founders found it was quite effective against demons and demonic magic. Thus it was refined with various offensive spells, taking the appearance of paper talismans and shikigami. It was to be used in combat to fend off evil; however, not long after, it was used on humans. The talisman slips are made of pure magic and disperse into ethernano when destroyed or completing its purpose. When used, the caster will give the talisman a command, the command being written on the glowing slip. The slips can be applied to many surfaces and can't be removed with bare hands, punishing the offender with a zap of magic. They can be activated whenever the user decides.
Spells:
Territory
Personal Space
Passive, Range: 5ft, 360 degrees
A small invisible field of space surrounds the user at all times. This provides them with a heightened awareness in their vicinity. Anything that enters this field will not go unnoticed and allows for last minute evasion. In addition, it makes the user more aware of illusions; advanced illusions being trickier to detect.
Switch
Limit: Once every other post
This technique allows the caster to switch the space of two locations and whatever occupies that space. It can be used on people, inanimate objects as well as projectile magic attacks.
Prison
By waving their hands in a circular motion, the user can ensnare their target in a bubble. The victim will feel like they are suspended animation; however, it is possible to free themselves with a high enough magical output.
Property
Manipulating the properties of space, the caster can change it's characteristics freely. From affecting it's temperature to make it extremely hot or cold, to the way it feels on someone's skin.
Warp
With a swipe of the caster's hands, they can store or transport their target into a spatial void. This technique works similarly to the Requip method of storing objects; however, this method can also "store" the living.
Distortion
Using hand motions, the caster can twist and bend the confines of their space. Things can be unnaturally twisted and bent to suit the user's preference. When used on themselves, they can easily contort and adjust their body to evade or move how they please without injuring themselves.
Burst
Manipulating force into a compact sphere, it can then be thrown or shot for explosive damage. Alternatively, the caster can mold and maintain it around their hands to give their punches an extra force behind it. It's strong enough to crush boulders with ease.
Barrage
An expansion on the Burst technique. By creating multiple spheres, they can be fired at their target as an explosive hail. Unlike Burst, the spheres are smaller, making them weaker individually but easier to control and pursue the target with.
Passive, Range: 5ft, 360 degrees
A small invisible field of space surrounds the user at all times. This provides them with a heightened awareness in their vicinity. Anything that enters this field will not go unnoticed and allows for last minute evasion. In addition, it makes the user more aware of illusions; advanced illusions being trickier to detect.
Switch
Limit: Once every other post
This technique allows the caster to switch the space of two locations and whatever occupies that space. It can be used on people, inanimate objects as well as projectile magic attacks.
Prison
By waving their hands in a circular motion, the user can ensnare their target in a bubble. The victim will feel like they are suspended animation; however, it is possible to free themselves with a high enough magical output.
Property
Manipulating the properties of space, the caster can change it's characteristics freely. From affecting it's temperature to make it extremely hot or cold, to the way it feels on someone's skin.
Warp
With a swipe of the caster's hands, they can store or transport their target into a spatial void. This technique works similarly to the Requip method of storing objects; however, this method can also "store" the living.
Distortion
Using hand motions, the caster can twist and bend the confines of their space. Things can be unnaturally twisted and bent to suit the user's preference. When used on themselves, they can easily contort and adjust their body to evade or move how they please without injuring themselves.
Burst
Manipulating force into a compact sphere, it can then be thrown or shot for explosive damage. Alternatively, the caster can mold and maintain it around their hands to give their punches an extra force behind it. It's strong enough to crush boulders with ease.
Barrage
An expansion on the Burst technique. By creating multiple spheres, they can be fired at their target as an explosive hail. Unlike Burst, the spheres are smaller, making them weaker individually but easier to control and pursue the target with.
Onmyōdō
Spiritual Awareness
Distance: 5 kilometers
This constantly active spell grants the user the ability to see and interact with spirits of the deceased; peering through their eyes and learning what they know. Additionally, it allows one to see living spirits around them and discern whether they are human or not. It was believed this spell was what allowed the mages of old to commune with the gods.
Talisman: Qīngchú
The first spell created by the founders in an effort to eliminate demons. Once applied to the intended target, the talisman will begin to spreading its magic. This process can be quite painful and won't cease until removed. It is said this magic targets evil and seeks to purge it.
Talisman: Yīqún
Sends a flurry of numerous talismans at the target which can be controlled like a current of wind. Once they hit their mark, they latch onto every inch and surface of the target. The talismans focus on landing on joints to restrain and bind the victim. It was used then to restrain demons, making it easier to purge them.
Talisman: Biāojì
Once the command is given, the talisman will turn invisible once it connects with a solid object. The caster can use this as a beacon to send their talisman to without need for manual control. This marker can be kept track of no matter where it is.
Talisman: Xiàngliàng
A talisman with this command will detonate with a small burst of energy with a lot of force. These burst are primarily used to move their targets quickly in the direction stated. In the past, this spell was used to keep their enemies at bay or to push their enemies into traps.
Shikigami: Shé (Snake)
Using a single talisman, the spirit of a snake is summoned. The eyes on the ground, the serpent can slip into impossible places. Even the tiniest crack or opening will allow it to enter.
Shikigami: Qǐzhòngjī (Crane)
Using a single talisman, the spirit of a crane is summoned. When it detects danger, it will release a high pitch call to alert others and surprise the enemy.
Shikigami: Láng (Mantis)
Using a single talisman, the spirit of a praying mantis is summoned. The mantis uses it's front legs like blades, swiping and cutting down anything in it's flight path, despite it's size. It's considered highly dangerous in swarms.
Shikigami: Hóu (Monkey)
Using a single talisman, the spirit of a monkey is summoned. A rather rambunctious spirit that is quick and evasive. They are generally harmless but are quite annoying to deal with.
Shikigami: Bào (Leopard)
Using a single talisman, the spirit of a leopard is summoned. This large cat will quickly go on the offensive, using it's strength to overpower it's prey. They are also quite sturdy and aren't easily defeated.
Distance: 5 kilometers
This constantly active spell grants the user the ability to see and interact with spirits of the deceased; peering through their eyes and learning what they know. Additionally, it allows one to see living spirits around them and discern whether they are human or not. It was believed this spell was what allowed the mages of old to commune with the gods.
Talisman: Qīngchú
The first spell created by the founders in an effort to eliminate demons. Once applied to the intended target, the talisman will begin to spreading its magic. This process can be quite painful and won't cease until removed. It is said this magic targets evil and seeks to purge it.
Talisman: Yīqún
Sends a flurry of numerous talismans at the target which can be controlled like a current of wind. Once they hit their mark, they latch onto every inch and surface of the target. The talismans focus on landing on joints to restrain and bind the victim. It was used then to restrain demons, making it easier to purge them.
Talisman: Biāojì
Once the command is given, the talisman will turn invisible once it connects with a solid object. The caster can use this as a beacon to send their talisman to without need for manual control. This marker can be kept track of no matter where it is.
Talisman: Xiàngliàng
A talisman with this command will detonate with a small burst of energy with a lot of force. These burst are primarily used to move their targets quickly in the direction stated. In the past, this spell was used to keep their enemies at bay or to push their enemies into traps.
Shikigami: Shé (Snake)
Using a single talisman, the spirit of a snake is summoned. The eyes on the ground, the serpent can slip into impossible places. Even the tiniest crack or opening will allow it to enter.
Shikigami: Qǐzhòngjī (Crane)
Using a single talisman, the spirit of a crane is summoned. When it detects danger, it will release a high pitch call to alert others and surprise the enemy.
Shikigami: Láng (Mantis)
Using a single talisman, the spirit of a praying mantis is summoned. The mantis uses it's front legs like blades, swiping and cutting down anything in it's flight path, despite it's size. It's considered highly dangerous in swarms.
Shikigami: Hóu (Monkey)
Using a single talisman, the spirit of a monkey is summoned. A rather rambunctious spirit that is quick and evasive. They are generally harmless but are quite annoying to deal with.
Shikigami: Bào (Leopard)
Using a single talisman, the spirit of a leopard is summoned. This large cat will quickly go on the offensive, using it's strength to overpower it's prey. They are also quite sturdy and aren't easily defeated.
Special Attacks/Advanced Spells:
Territory
Erase
Limit: 3 a day IC
With a hand cloaked in Territory, the user can wipe away the space it comes in contact with. This includes any magic or life that exists in that space, erasing it from existence.
Magic Drain
Complete Drain: 5 posts
After capturing the target with a Bubble, the spatial effect can be changed to drain the victim of their magic. It's a slow process but it will leave the prisoner drained if they can't escape. The stolen magic energy can then be added to the caster's own.
Negative Space
Duration: 5 posts
Using two hands, the caster will unleash Territory on the space around them. This technique brings all those caught in it to an alternate space that the user has free control over. However, creating space within this dimension is impossible, forcing the wizard to make use of their environment or alternate magic.
Limit: 3 a day IC
With a hand cloaked in Territory, the user can wipe away the space it comes in contact with. This includes any magic or life that exists in that space, erasing it from existence.
Magic Drain
Complete Drain: 5 posts
After capturing the target with a Bubble, the spatial effect can be changed to drain the victim of their magic. It's a slow process but it will leave the prisoner drained if they can't escape. The stolen magic energy can then be added to the caster's own.
Negative Space
Duration: 5 posts
Using two hands, the caster will unleash Territory on the space around them. This technique brings all those caught in it to an alternate space that the user has free control over. However, creating space within this dimension is impossible, forcing the wizard to make use of their environment or alternate magic.
Yakuma Eighteen War Gods
Yagdo Rigora
To cast this Magic, the user moves their arms in a circular motion while reciting an incantation, after which they spread their arms wide and summoning a stone, which then erupts into a momentous explosion of light that ravages whatever may lie in its vicinity.
Ikusa-Tsunagi
The caster positions their arms perpendicular as they recite the incantation, slowly moving their arms forward. Like Yagdo Rigora, this spell summons a metal, god-like effigy with intricate designs on its body that wields a sword. Upon its completion, the sword is swung down as a massive wave of light emerges, destroying everything in it's path. The wave reaches a height and depth of 50ft., individually, a width of 20ft. and a range of 50ft.
Fomen Tempvernam
To initiate the spell, the wizard positions their arms down, slowly moving them up until they're before while chanting. An ice, god-like effigy with intricate designs on its body and praying hands appears shortly afterwards. This causes a massive deluge to fall, weighing down all that are caught in it as it floods the area.
Ignius Clamante
Duration: 3 posts
Moving their arms up, parallel to their body, the caster will begin chanting the incantation. A ruby, god-like effigy with intricate designs on its body and open palms is summoned. This statue allows the user to control a massive fire that is so cold it burns. It can't be extinguished with water, it actually freezing it. Contact with the flames will cause ice burns; prolonged exposure causing frostbite.
Petral Solidimus
The caster crosses their arms with balled fist while reciting the incantation. Summons a much large gold, god-like effigy with intricate designs on its body that is colliding its fists. This colossal statue is at the caster complete control, making use of it's massive fist to crush enemies and it's sturdy body to take blows.
Vi Caelum
Duration: 3 posts
With their left arm up and their right arm down, they rotate until the arm's positions are in reverse. An emerald, god-like effigy with intricate designs on its body, appears while holding a broken staff in both hands. A massive vortex of powerful wind and lightning traps both the caster and their targets in the eye of the storm. The user can use lightning magic as long as they are inside the vortex.
To cast this Magic, the user moves their arms in a circular motion while reciting an incantation, after which they spread their arms wide and summoning a stone, which then erupts into a momentous explosion of light that ravages whatever may lie in its vicinity.
Ikusa-Tsunagi
The caster positions their arms perpendicular as they recite the incantation, slowly moving their arms forward. Like Yagdo Rigora, this spell summons a metal, god-like effigy with intricate designs on its body that wields a sword. Upon its completion, the sword is swung down as a massive wave of light emerges, destroying everything in it's path. The wave reaches a height and depth of 50ft., individually, a width of 20ft. and a range of 50ft.
Fomen Tempvernam
To initiate the spell, the wizard positions their arms down, slowly moving them up until they're before while chanting. An ice, god-like effigy with intricate designs on its body and praying hands appears shortly afterwards. This causes a massive deluge to fall, weighing down all that are caught in it as it floods the area.
Ignius Clamante
Duration: 3 posts
Moving their arms up, parallel to their body, the caster will begin chanting the incantation. A ruby, god-like effigy with intricate designs on its body and open palms is summoned. This statue allows the user to control a massive fire that is so cold it burns. It can't be extinguished with water, it actually freezing it. Contact with the flames will cause ice burns; prolonged exposure causing frostbite.
Petral Solidimus
The caster crosses their arms with balled fist while reciting the incantation. Summons a much large gold, god-like effigy with intricate designs on its body that is colliding its fists. This colossal statue is at the caster complete control, making use of it's massive fist to crush enemies and it's sturdy body to take blows.
Vi Caelum
Duration: 3 posts
With their left arm up and their right arm down, they rotate until the arm's positions are in reverse. An emerald, god-like effigy with intricate designs on its body, appears while holding a broken staff in both hands. A massive vortex of powerful wind and lightning traps both the caster and their targets in the eye of the storm. The user can use lightning magic as long as they are inside the vortex.
Onmyōdō
Enlightenment
Charge: 5 Posts / Duration: 5 Posts
When this spell is activated, all of the user's Magic is turned off, allowing it to build up. The caster will gain a temporary boost in power when it returns; turning all normal spells into advanced spells and making advanced spells stronger. It is possible to use this on others to improve their power. Originally, this spell was used as a means of meditation to get closer to the gods. The elders would also use this on trainees to improve their skill in the Magic.
Balance of Magic
Summoning a swarm of talismans, they are ensnared in a swirling vortex through the use of Territory. This spell will take a projectile spell and fire it with greater force. Additionally, making contact with the vortex will have the victim drawn in and shred apart by the talismans.
Charge: 5 Posts / Duration: 5 Posts
When this spell is activated, all of the user's Magic is turned off, allowing it to build up. The caster will gain a temporary boost in power when it returns; turning all normal spells into advanced spells and making advanced spells stronger. It is possible to use this on others to improve their power. Originally, this spell was used as a means of meditation to get closer to the gods. The elders would also use this on trainees to improve their skill in the Magic.
Balance of Magic
Summoning a swarm of talismans, they are ensnared in a swirling vortex through the use of Territory. This spell will take a projectile spell and fire it with greater force. Additionally, making contact with the vortex will have the victim drawn in and shred apart by the talismans.
Magic Color:
Red and Violet
Magical Items:
Compact Communications Lacrima
Portable Lacrima-Vision
Weapons:
Mystic Staff
A red magic rod from the long lost Yakuma Clan that fits in the palm of Athena's hand. Despite it's rather basic and ordinary appearance, it has a few magical properties to it. For starters, it can extend to incredible lengths, reaching out to a mile at maximum. The staff is also ridiculously heavy with a weight of 200 lbs.; however, Athena is not affected by this weight. The ends can be sharpened to a point, forming a spear out of it. Lastly, even though it's made of some type of wood, it is resistant to steel blades and goes without sustaining a scratch.
Strengths:
- Highly Intelligent
- Analyzing Magic
- Mid-Range Combat
- Melee Weapons (Staff, Sword, etc.)
- High Magic Capacity
Weaknesses:
- Low Durability
- Hand To Hand Combat
- Long Range Combat
- Masters of Melee Weapons
- Losing Magic
Skills:
- Sharp memory
- Quick reader
- Singing
- Knowledge of several Magics
- Fighting multiple enemies
Jewels:

- Background Information -
Personality:
Athena is always graceful and like her mother, is usually calm and collected. She is a perfectionist, where everything must be so and done to her satisfaction. Used to having things go her way, she becomes very frantic and irritable when it doesn't. Usually, the woman will stay like this until the problem is remedied. She used to be selfish and pompous, thinking merely of herself and how things will benefit her in the end. However, due to her "enlightenment" and her mother's disappearance, she has become selfless and more considerate of other's feelings. Still, the young lady can be a little haughty, if her laugh was any indication. Athena has a lot of pride in her abilities and accomplishments; often putting herself on a pedestal and claiming that she's the greatest. She has grown to be a devoted wizard who takes magic seriously. Anyone she feels abuses it easily lands on her bad side. Rarely does the woman get angry and she is quite mean-spirited with a side of hostility when she is.
Background/Biography:
Daughter of Minerva Orland, Athena was raised with love and has had a relatively normal and happy life. Wanting better for her daughter than she had as a child, Minerva often spoiled and babied her which unfortunately made her very clingy. The guild often had to put up with her attitude and temper whenever Minerva went out on missions. The only thing that could quell the girl's wrath was literature on magic and history. When Athena got older, she wanted to learn magic, of course that being Territory. However, it was an advanced and hard to learn Magic that she struggled to grasp. It frustrated her at how difficult it was for her but not as frustrating as what happened next. A few months into her training, there was news of a strong young wizard who was the daughter of Titania. When she heard her mother praising the girl, a fire ignited in Athena, which fueled her training significantly. She was determined to make her mother proud of her as well. As a result, not only did she master Territory, but she was making progress in learning the Yakuma Eighteen War Gods Magic. Accomplishing such a feat at her age did nothing beneficial to her ego.
Years later, Athena had become determined to be the best there was; to be on top and known by everyone. Minerva feared she was becoming too concerned with a fame and power, a mistake she was all too familiar with. When the prodigy heard her unrequited rival was joining the Magic Council, she too decided to join, wanting to both best her and for the recognition. Her mother tried to intervene, questioning her motives. Unfortunately, this lead to a fight between mother and daughter; Athena feeling like she was being attacked and ultimately betrayed by her mother. Why was she not proud or happy for her? Ultimately, she decided not to return to the guild and to pursue her goals, distancing herself from her mother. That was the last time she spoke with her. At first, she clearly didn't take her new position seriously, just going along with the majority and enjoying her power. Eventually, she received a letter from her mother, explaining she and other wizards were going on a dangerous mission. She casually brushed it off as nothing and went about her business as usual.
It was around this time that she interesting documents in the archives of the Magic Council. Her findings brought her to an ancient temple believed to belong to the long past Yakuma Clan. Due to her extensive knowledge of the Yakuma language, Athena made a discovery of an old Magic that changed the young woman. It lead to her redefining her understanding of Magic and a lot of self-reflection that caused her to question her lust for fame and attention. The councilwoman wanted to share her experience with her mother, returning to Sabertooth for the first time in months, only to find that she and many other wizards had not yet returned. As years passed, she began taking her role on the council seriously and even her treatment towards others improved. Athena was growing increasingly worried though, having not heard from her mom. She also understood some of her guildmates lost their parents too, like Takuya and Megumi. However, she can't work up the nerve to talk to them about it and has become rather evasive of the guild as a whole. Save for keeping in contact with the guildmaster, she tries to avoid making an appearance there due to feeling alien there. Currently, she stays in Era; however, often leaves to survey Fiore.
Known Relatives:
Minerva Orland [Mother]
Unknown Father
Sexual Orientation:
Heterosexual
Relationship Status:
Single
Birthplace:
Fiore
Current Location:
Era, Magic Council Hall
Theme Song(s):
Main Theme - Radiance
Emotional Theme - Salve Maria
Reminiscing Theme - Reminiscence
Battle Theme - Awe of She
Additional/Other Information:
- Athena has a pet owl named Pallas.
- She has Yakuma Clan markings on her right shoulder and back. These archaic markings glow when she uses her magic.
- Quite often, Athena talks to herself and acts out her imaginations.