Spellcheck

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Player: @Drea

NAME: Zelda Fahri
KNOWN ALIASES: Spellcheck, Bean
BIRTHPLACE: Salamanca, Croatoa
AGE: 25
STATUS: Single
AFFILIATION: New Defenders

POWERS
  • MAGIC MASTERY

Zelda is trained in many schools of magic and is a natural catalyst.

  • SPELLCRAFTING

Because of dyslexia, Zelda has started to formulate glyph spells specifically for her disability.

 MUSIC
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The daughter of two powerful mages in their own right, Zelda Fahri's destiny was set in stone the moment she came into the world. Born in Salamanca in Croatoa, Zelda's birth was marked by a shooting star and an earthquake, both seen as signs from the elders but nothing to those outside of the magical covens. a blessing and a curse on the same night; far more than they had been prepared to handle.

It didn't take long for Zelda to grow into her power, able to cast her first spell at four, despite the miscasts and side effects casting with dyslexia caused her. Magical energies seemed drawn to her, and often she could be observed running around, chasing will-o-wisps and magical spirits to and fro, seeming as happy as any child could be. Her sister — a few years older and only half as powerful (but twice as skilled) — used to watch her with a modicum of envy; Hilda loved Zelda, but she knew deep down that she'd be outshone by her younger sibling eventually, and it created a manner of tension towards the younger girl. Zelda seemed oblivious to the malice from her older sibling at times, instead choosing to focus on her own goings on and speaking to forest animals like a lost Disney Princess™.

In their magical studies, Zelda seemed prime to outshine Hilda by leaps and bounds; what she lacked in precision she made up for in creativity and raw power. Not to be outdone, when Hilda was thirteen and Zelda was ten, the older sibling challenged her sister to a (purportedly) playful duel on an island in the lake patrolled by Sally. Under the guise of encouraging her, Hilda goaded Zelda into letting loose, hoping her habit of saying spells wrong would bring her younger sibling down a peg when a spell exploded in her face; Zelda unleashed a spell the likes that their family had never seen, a large portal opening around she and her sister and sucking Hilda into some other space, seemingly destroyed in the process.

Distraught, Zelda pleaded with her parents to help her find her sister — anything they could do to help her — and was in hysterics for days over the event. Eventually, without asking Zelda what she thought, they decided to cast a spell on her that would remove her memory of her sister and fill in the childhood blanks with seemingly happy memories and big, blank spaces. It never occurred to Zelda that she was missing anything, so it was hard to continue to distress and search.

Fast-forward ten years; shortly after Zelda's twenty-first birthday, she started to get blips in memory. The mention of the word sister would cause her to stare into space for a few moments before she'd recover from the hiccup. It was mildly distressing to those around her, and eventually a friend helped her unlock those memories and dig deep into the loss of her sister. Zelda was afraid she'd killed her sister and spent days in solitude — hidden in the sanctuary built for her (and others) safety on the same island in Croatoa that she'd fought her sister — poring over spells and figuring out ways to delve into the realms she knew existed beyond theirs. It took weeks — months, even — before Zelda was able to find and extract Hilda, and she has spent the last couple of years trying to help her sister reintegrate into society and the way of heroes. How well that's working is anyone's guess, but Zelda has finally returned to the hero world as the magical Spellcheck!

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Zelda is a powerful mage, having studied in almost every discipline, though excelling in magical manifestation and spell theory. With access to an extensive library of spellbooks, several powerful mage friends, and the ability to pull in and channel magical energy from the universe on a near cosmic level, Zelda is possibly one of the most powerful mages in history... if only she'd use it.


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SPELL THEORY & CRAFTING
Working through her disability, Zelda has found a way to both craft new spells and correct old ones through rearranging glyphs and other magical symbols into something far easier to follow; she has, in this measure, created a ton of new spells that range from every day nonsense (a quick bathing spell for pets) to something more formidable (creating a pocket space able to hold powerful entities safely for eternity) and everything in between. Spell Theory is the idea that comes before crafting — the pre-cast stage in which you spend most of your time trying to figure out the threads and methods to getting to the end result and working through old methods to find cleaner pathways. It is literally one of her favorite things to do in her free time.
BARE HAND CASTING
It wasn't until that day, when she was ten, that Zelda realized how powerful magic is when channeled through the whole of her body; always keeping one hand covered while the other has her fingers free; she now wears fabric on her hands to dampen the ability for power to channel through her. It's very rare to see Zelda casting with two bare hands, or even one fully bare hand, instead finding that limiting her power by whatever means necessary is the way to go.
FAMILIARS & COMPANIONS
Zelda has always attracted animals with a magic sense, from both the mundane and mystical realms — and they're some of the only people to ever breach her sanctuary without being allowed in. This is because of familiar rules and the fact that, to Zelda's belief, the familiar chooses the mage (or witch, or what have you) and not the other way around. At current, staying within her sanctuary and living in her house, Zelda has a wolf named Lucky and her beloved sable Mabel.
PORTALS ET ALL
Another thing she's grown to love and use on a daily basis: portals. Zelda creates tiny rips through space and time to do ridiculous things like grab a burger or roll an egg down a ramp to feed Mabel her treat. Often seen leaning in half in a portal, butt dangling out and seeming like she is literally cut in half, Zelda will rifle through personal belongings at her home, in her pocket space (a smaller pocket dimension like the D) and otherwise. The real treat is when she decides she's leaving for the night and yells DO YOU WANNA SEE ME DO A BACKFLIP and flips through the air right into a portal to disappear into her sanctuary.
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After the unfortunate mishap with her sister, the island in the middle of the Croatoan lake was magicked — only enter able by Zelda through a portal or those she directly portals through and otherwise protected from all sides — to keep her power contained when she was not wearing the dampeners and freely practicing her magic.

A large gateway opens upon a wooded thicket, surrounded on all sides by copses of thick trees, leading its way towards a pathway through to a smaller, more intimate area. Magic seems to permeate the air, whether from the innate existence of Croatoa itself or from residual run-off of Zelda's own magical energy is anyone's guess; it's palpable and sometimes suffocating to those sensitive to it.

Surrounding the hidden woods — invisible from outside detection, and anyone who is wandering towards them will find themselves lost and turned around (with the exception of her familiars and pets) — is a magical barrier using Zelda's own magic to create a literal bubble for her power. No one (as of yet) can penetrate it, nor can her own power break through.

At the center of a small pond, teeming with fish for both sable and wolf to eat, is a small set of candles settled on a rock; across from that, a cushion surrounded by more candles and positioned for channeling magic through the water and to the air around her. A firm believer in that power — magical or otherwise — always returns to the universe; Zelda tries not to hold on to too much and disperses it through her sanctuary, causing strange overgrowth and goings on.

Nearby the pond sits a cottage, vines growing up along its sides with all kinds of magical properties; the flowers that bloom seem to attract a strange sort of moth that flutters near both the magical light outside and slowly towards the doorway. Inside, a bed, a simple kitchen, and enough magical supplies to keep her safe for a long time completes where she lives. Her home, her sanctuary, and the only place she truly feels safe.

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Autocast
Though estranged because of childhood trauma — not to mention Hilda being stuck in some kind of shadow realm for 10 years — Zelda and her sister were originally very close. With Hilda's return, her attitude seems a bit more reclusive and dark, as if something changed her within the realm she was trapped in. Zelda's trying very hard to make inroads to repair their relationship, but so far things seem tense at best.
Freeholder
Her family away from her actual family, both Ana and her sister have become her sanctuary, apart from her own. Taco night has become a weekly thing with the two sisters and their father, Nationalist, and Zelda regards the entire family very highly.
Max
Ah Max, the best friend and sweet boy whom she had a crush on for the longest time, but timing never worked out; they're very good friends, however, and Zelda often appears on his streams as a guest star, making strange magical glyphs in the air and playing some of the games she's actually good at. they once did a long play of botw and Zelda spent the entire time hunting Koroks.
Shaman
Stumbling upon Luke was a completely random happenstance. Attracted to the dark energy coming off of the entity he was chasing, she collided with the man in the most literal way; head to chest, butt to ground. It only took her a few moments to recognize him as a practitioner of Vodoun magic and became fascinated with the idea of learning more. They have a standing coffee meeting every few weeks just to catch up and are often seen out in the field together.
Supplicater
Esme, much like her sister, is pretty pivotal in Zelda's life. Though their personalities differ completely, they're both magic users of some renown that like to help. Esme does so with a practiced scowl, and Zelda does it bouncing around like a maniac (so to speak) but they complement each other well. Finding a family is important.
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A few tropes that Zelda fit well within: Magical Gesture, Wild Magic, Magic Misfire, Formulaic Magic, Malaproper and L is for Dyslexia.

MALAPROPS AND DYSLEXIA
Zelda has a penchant for malaprops, having coined several phrases like No beans instead of no bueno and a bird in the hand is worth a tube in the bush instead of a bird in the hand is worth two in the bush and, to their credit, her friends find it endearing enough to not correct her every single time. This also plays in with the fact that she's had dyslexia all her life, which leads to mishaps in her spells and spell writing, which is why she's working on a method for spell casting that will help those with learning disabilities like dyslexia.
NOT GOOD WITH NAMES
You may never get her to admit it, but Zelda often sucks with names; she tends to remember her friends (or some form of name she's given them) but will often make up a slew of names for things that do not match. For example: the Seven Dwarfs have been renamed many times, but the staple Dwarf she always remembers is 'Blutter' Blutter's a name!. As hard as she tries, Blutter always seems to permeate the names she uses on any given day. Other features include: Frank, Drippy, and Clyde.
POWERFUL CASTER, MIXED RESULTS
With a natural talent in spell casting and mana absorption, Zelda has the potential to be one of the most powerful mages in the city. The issue is that she has mixed results because of her dyslexia and the fact that the raw power she can pull in is sometimes caustic. This is why she only ever has one hand free in costumes, as two handed casting for her is way more powerful and way more unpredictable.
GLYPH WRITING
An idle habit of hers, Zelda is often found drawing glyphs and magical symbols in the air; turning them, cutting them in half, rearranging them, or even just drawing new ones altogether. Any time she's seen (in game doing calculate theory) she's probably working on a spell or trying to noodle out a problem that a friend has had issues with in terms of casting.
DANGEROUS ATTACHMENT
A very powerful spell was used, and, in trying to defuse the situation, Zelda became attached to a dark, shadowy power that was slowly draining and killing her. She wears a rose gold bracelet that helps draw that power out of her and channel it safely, and this is probably one of her greatest weaknesses.
DECIDEDLY TURKISH
Zelda's faceclaim (and most everything claim) is Ayça Ayşin Turan, a Turkish actress whose overall demeanor in a lot of her media seems to fit Zelda and we all just kind of rolled with it.
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Page subject to updates as new RP happens. Commissioned art a gift from a friend. Zelda saying Hwwh commmission by Pru.