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NOTE: Firstly, it must be said that the chronology of the games is never exact; the world is stuck in an eternal loop, and there are many alternate worlds beside. As a result, it can easily be assumed that while Louis – who, as a demon, is outside the loop – is the same Louis in each game, it is not always the same reality that he is in.
Since time immemorial, the human world has been a battleground for the forces of chaos and law. Over and over, under the will of the origin of Gods (YHVH), the world has been reborn only to be destroyed anew. The cycle repeats over and over. An endless process of suffering in order to create a place of perfect law, where all minds become one and nothing so much as blinks. This is the will of God, and it is for this reason that his angels and the demons of Hell fight over this middle ground.
However, throughout the turmoil-filled history of these repeating worlds, there have been humans known as Devil Summoners, who have used technology to harness the powers of demons. These Devil Summoners are often the ones tasked with the choice. A world of freedom and anarchy, where only the strong can survive alongside the demons? Or a world of stillness and holiness, where nothing can sin and all will is lost?
Sometimes, however, their role is simply to keep the chaos of the demons from affecting the world – or to keep themselves from causing disasters due to the powers they now wield. However, when things become far too hot – that is where Louis Cyphre tends to appear.
The story began in Shin Megami Tensei. After a series of prophetic dreams, the hero of the story awoke to discover he had been sent a devil summoning program by a stranger named STEVEN. Soon afterwards, demons began to invade Tokyo and he came to realise that in order to survive he would need to negotiate with demons to gain their aid in battle. Demons, in the SMT-verse, are a blanket term for all non-human beings; even the angels themselves are demons, of a sort. And all demons take their forms from the minds of humans, resulting in many of them appearing as figures from mythology. To survive, one must negotiate with them, use their skills to their best advantage, and even fuse them into new and stronger forms.
As the demonic invasion grew ever more powerful and more people began to die, the US government decided on a contingency plan. They decided to nuke Japan from the face of the earth. To survive, the hero and his friends were transported to another reality – an event which lasted mere hours for them, but returned them to what remained of their own world more than thirty years later.
In this time, the world had been transformed. Nuclear war had wrecked the land, demons had taken over, and humans had divided themselves into two majority groups. There were the Messians, followers of the Order of Messiah, who intended to bring the Thousand Year Kingdom upon the world where only the holy might survive. And there were the members of the Gaea Cult, who sought chaos and freedom. The hero, however, chose neither route. He sought a world where demons and humans could co-exist without either side being wiped out.
Along the way, however, he encountered an unfamiliar figure. Louis Cyphre had cleared the first floor of demons and waited for him, with one purpose in mind – to bring the demon Lilith to meet the hero once more. Over the course of the game, Lilith had appeared more than once to cause them harm, although in disguise. This time also she attempted to, despite having come in peaceful intent, but was unable to hurt the hero and fled. Louis merely offered his apologies for her and left, leaving Ueno free for the demons to halt progress once more.
Soon enough the hero discovered that the Cathedral must be claimed in order to prevent either law or chaos from claiming the land and the Archangel Michael, at the bottom of it, must be stopped. Before that could be done, however, a demon known as the Asura Lord would need to be defeated. Knowing that they could not handle it, Louis directed their attention to a nearby island where his servant Beelzebub would challenge them. Tricking Beelzebub into thinking he feared this hero, he sent him against them – and Beelzebub was defeated.
Denying the hero’s desire for balance, his friends – the Law Hero and Chaos Hero – turned against him. One had become a holy figure, the other had fused with a demon. Both were defeated in turn, and the Archangel Michael too was destroyed. However, the desire to have humans and demons work together backfired greatly.
Thirty years later, in Shin Megami Tensei II, the world had taken a darker turn. The Messians had risen to power over the rest of the world, and revolts from the Gaians had been suppressed. To once more prepare the world for the Thousand Year Kingdom, a being named Aleph was created by them to be the new Messiah. Aleph, however, suffered from amnesia after a demon attack and was taken in by a man named Okamoto, who named him Hawk and took him in. He trained him as a tournament fighter.
However, that was to change when a virtual version of STEVEN surfaced to give him the Demon Summoning Program, warning him that their home – Tokyo Millenium – would soon be overrun by demons. Soon afterwards, a rogue scientist opened a portal to the Abyss, allowing demons to flow out of it, but was killed in the process. Mere moments later, a visitor from the Center arrived to tell Aleph who he truly was and bring him to the Center – the safe haven from which all of the world was controlled by the Messians. As the new Messiah, Aleph was sent out into the world to stop the invading demons from claiming areas owned by them – and also, by proxy, to manipulate the citizens of the world into believing he was a true saviour. This would bring them to the Messians’ side.
Soon enough, Aleph noticed an odd trait among the inhabitants of the Center; most of them appeared to have been brainwashed into living for nothing save their work, and following the Messians’ laws. During an attack on the Center, a false Messiah made his existence known. While tracking him down, Aleph ran into Louis Cyphre in a bar. After defeating the false Messiah, however, Aleph discovered from one of the Center’s Temple Knights that Valhalla had been swallowed by a demon, summoned by the Center – and that the Center had created Millenium in order to weed out those they did not find “worthy” of living in the Thousand Year Kingdom.
While Aleph attempted to find out the truth, Louis Cyphre appeared to him again and again to offer him advice, showing off an unnatural amount of knowledge about the actions of demons and humans alike. Before long he discovered that the Center had been using demons to control the minds of humans – and their Thousand Year Kingdom was a virtual reality that would manipulate their minds into thinking it was Heaven. Aleph proceeded to destroy the “Saviour” who was controlling it.
Upon confronting the Elders behind the Center, they were revealed to be angels – including Michael, who had not died in the previous game after all. However soon after a demon’s tail rose up on Earth, from the Abyss, and Aleph went down to it to stop it, discovering that Lucifer had given him the order to collect Magnetite, the source of demon powers, with it (Magnetite would later be named Magutsuchi in the third game). Showing his confidence in Aleph, Louis told the demons there not to hold back on him, and they challenged him as a test of his power.
Soon afterwards, a Gemory appeared, claiming to be under the command of Lucifer, and forcibly brought them to his palace – where Louis Cyphre was at first pleased and then annoyed that they were dragged there. He revealed his identity to Aleph at last and exposited on the nature of Tokyo Millenium – that the angels had gone against God’s will by making it and that he had simply intended to wait for God to wipe them out in retaliation. He initially believed that Aleph was Satan, a servant of God, but by now he is convinced otherwise.
Satan was a being of destruction that would annihilate everything living on the earth or in the Abyss. Knowing he might well die despite all of his power, Lucifer asked Aleph for his assistance against him. Before a decision was made, Astaroth masqueraded as Louis to get close and attack Aleph, but was defeated. After this battle, Louis asked Aleph for the final decision. To assist him or not?
Regardless of answer, the ending would become the same; Satan would be defeated, and Aleph would destroy YHVH but because of this sin would be forced into a cycle of eternal reincarnation and torment.
Shin Megami Tensei: Nocturne, unlike the previous two games, was set in a different earth or time. Among the inhabitants of the earth, the Gaea Cult and the Order of Messiah still existed, only in much fewer numbers and with no power. Dismissed as meaningless cults, they became the subjects of occult magazines and nothing more. However, among the Gaea Cult was a man who became a heretic even to them. This man, Hikawa, was shown the way to send the world into the stage of Conception – to destroy it and place it into a temporary state so that it could be remade anew. Intending to create a world where all minds were linked, where nothing so much as breathed, he and his “Maiden” Yuko Takao destroyed the previous world, sending them into a temporary place known as the Vortex World, that was based loosely on the previous world.
Hikawa’s plans needed only three steps - to gather magutsuchi, to use it to summon a God and to use that God to smite anyone who attempted to stop him. However, when the Conception had occurred, a tiny handful of humans had survived...
Enter Naoki Kashima. A young student who had been visiting his teacher, Yuko Takao, he was saved from death by a small blond boy, who held him down and forced a wriggling insect into his eye. This insect – a magatama – gave him demonic powers, turning him into the demi-fiend. This figure of legend had been the cause of many rumors in the vortex world, for his support was believed to be all that was needed to create a new world. With him, anyone was unstoppable.
As Naoki sought to unravel the truth behind these strange events, several paths were opened to him. As a half-demon, he was unable to create his own world. However, he could support the worlds of others, return the world to normal, or follow a path that had been opened for him at the start. Upon awakening after his transformation, Naoki had briefly been brought into a pulsating red zone, where a mysterious old man had asked him to “show [him] your power”. This old man opened up an option for him. He gave him a candelabra and told him to track down those who held the others and return them to him. As he gained each one, Naoki gained the ability to go further down into Hell – here named Amala.
The old man and the young boy both occasionally surfaced to exposit, but otherwise remained behind the scenes – watching. It was not until near the end that the truth could be known. A prophecy had been made that the one who could lead the demons against God would be the one who could make it to the bottom of Amala and accept power from Lucifer. While their roles in the main storyline remained minimal, if the bottom of Amala was reached before the Tower of Kagutsuchi opened, then the ending would be locked into True Demon.
This ending led Naoki to the top of the tower to destroy the avatar of God, Kagutsuchi. Following this, the old man and the young boy revealed their identities. They were one and the same. Lucifer, once more, had been pivotal in this affair. He challenged Naoki and, upon losing, accepted him as the one that would lead their forces against Heaven.
But clearly, success was not to be...
In another world, another time, humanity had reached a point where their waste had brought the world’s wrath upon them. To protect itself, the world created the Schwartzwelt, a massive dirac sea of sorts that contained many demons. As the Schwartzwelt expanded, humans were sent in to investigate – only to find that inside of it was a series of shifted planes intended to replicate the outside world. And demons. Lots and lots of demons.
To survive, outside sources sent them the demon summoning program in order for them to either find a way to destroy the Schwartzwelt – or to let it continue to flood the world with demons and create a world where only the strong could survive alongside the stronger beings. While they were in the dark about this reasoning, however, they were simply trying to find a way out by progressing through plane after plane.
As the main character fought his way through traps and enemies, he noticed an unfamiliar figure in the main area of their ship, the Red Sprite. The young woman, introducing herself as Louisa Ferre, spouted curious dialogue to him before disappearing. However nobody but he had even noticed her, and there were no records of demonic intrusion upon the ship. It was not until several planes later that her presence would resurface again.
Over the course of the previous few planes, the Red Sprite had regained contact with the outside world and were told of a plan to destroy the Schwartzwelt with the use of nuclear weapons. They intended to escape beforehand via a possible exit but were stopped by the Three Wise Men, who knocked them off course and forced them to remain inside. Meanwhile the attempt to nuke the Schwartzwelt failed, and the Three Wise Men attempted to persuade the people within the Red Sprite to pursue items held by the four strongest demons in the Schwartzwelt – Exotic Matter. By gathering those, they believed that the ability to change the fate of the world could come to pass. During the hunt, Louisa Ferre appeared once more to exposit on the nature of the demons that the main character would face, and hinted that she was stalking him to see how he did against them.
In the meantime, however, events were becoming problematic for the crew of the Red Sprite. Not only was morale failing, many lives had been lost, Zelenin had become an angel and another of their number – Jiminez - had become fused with a demon...
Not much is known about Biffy before Parasol Protectorate. He apparently comes from the aristocratic class, where he is on the rungs of said class, however, is unknown. He is also of Spanish decent; though whether he has ever been to Spain or if he could actually speak Spanish is unknown and was never explored in the books. Fencing seems to be his pastime and apparently he has an interest in athletics, more so than your typical dandy, but not to the point that it’s an all-consuming thing. At some point in his young life he forsook his aristocratic future in favor of being the Drone of Lord Akeldama. Drones are a kind of vampire servant, I guess one might say, most hope to become vampires themselves eventually…but not all of them. It is their duty to provide their vampire masters with blood and, in Lord Akeldama’s case, information. Lord Akeldama’s Drones tend to be very skilled at gathering information for his perusal and are often trained in such matters. The Drones frequently take care of the certain miscellaneous needs of their master and a lot of the time Drones come with specific talents and skill sets that are unique to them. Biffy actually has some fairly natural talent, particularly when it comes sussing out information, he seems to have a number of innate abilities.
Soulless: Biffy’s role is fairly minor in Soulless; he doesn’t do terribly much outside of playing his part as a Drone most efficiently. He does the bulk of Lord Akeldama’s (his vampire master) bidding which includes gathering information. Toward the end of the book he is reluctant to leave Lord Akeldama’s side as he is insecure in the knowledge that rove vampires have been disappearing in London. His fears are well founded as the moment he and the other Drones leave Lord Akeldama’s side their master is taken and tortured within an inch of his supernatural life by a radical branch of the Order of the Brass Octopus, the Hypocras Club. The Hypocras Club was conducting experiments on supernatural creatures in an effort to find a cure for the supernatural disease. The Drones, with Biffy acting as a kind of leader, turn up just in time to provide Lord Akeldama with the blood he needed to stabilize himself. Biffy’s final act in the book was to assist in the wedding of one miss Alexia Tarabotti to one Lord Conall Maccon. Alexia is the main heroine in the Parasol Protectorate saga, a Soulless with the ability to temporarily relieve the supernatural of their immortality and make them mortal as long as she’s touching them. Conall is her love interest, a werewolf and the Alpha of the Woolsey (later London) werewolf pack.
Changeless: Biffy's role is expanded on in Changeless, but not by overly much. He is first seen outside of a pub where he finds a naked Conall Maccon suffering from mysterious fits of mortality. After throwing a few solicitous and teasing comments in his direction Biffy procures a cloak for the man. He spends the rest of his time in Changeless in the company of Major Channing Channing and Professor Randolph Lyall (Gamma and Beta of the Woolsey pack respectively) after Professor Lyall approached Lord Akeldama with a proposition. The three spend a lot of their time spying on London’s Westminster Hive (a Hive is a kind of vampire family). The vampires did not take kindly to Alexia’s marriage to the werewolf Alpha Conall. So when London was suddenly hit by Changelessness the vampires were eager to find the result and hopefully use it to their advantage. Biffy’s most pivotal role in the book was when he broke into the Westminister Hive and poured tea over their aethographic transmitter before the Westminister Hive could receive the message from Angelique (once the Drone of a rove vampire killed in Soulless who then became the double agent of the Westminister Hive, both working for and spying on Alexia) that the mummy that the Kingair Pack in Scotland brought back with them was actually a preternatural that was causing the Changelessness. The Kingair Pack had been serving Queen Victoria in a militairy capacity over seas, but since military pay is not enough to keep Kingair castle from falling into complete ruin they decided to take some rewards for themselves and pilfered a couple of mummies. What they did not realize was that among their mummies was a deceased and mummified preternatural, a Soulless like Alexia, and as it was being transported throughout Britain it was causing the Changelessness. Apparently when a Soulless dies and its body is preserved the Soulless’ power increases, their ability to turn immortals mortal radiates. The mummy had been traveling by boat and train thus causing widespread Changelessness throughout the country wherever it went. Of course this information would have proved dangerous to Alexia as well as it would have revealed a lot about her and her abilities.
Blameless: In Blameless Biffy’s role is greatly extended and he is somewhat of a catalyst for the events that take place. So, in Blameless everyone is all in a tizzy over Alexia’s pregnancy, the vampires fear the unborn child and Conall believes her to have been unfaithful and casts her out of their home and the pack (because the supernatural can not breed). The Potentate (the vampire adviser of Queen Victoria and representative in her Shadow Council) wanted to get rid of Alexia and since she was no longer under pack protection it would be (or should have been) a simple matter, but first the Potentate had to get Lord Akeldama out of his hair because Lord Akeldama was both a vampire and a friend to Alexia, he could protect her and help her restore her reputation, a wrinkle in an otherwise perfect plan. So the Potentate Drone-napped Biffy, who was doing that information gathering thing he does so well…except he had not expected a vampire would turn on his own by taking another vampire’s Drone. Anyway Biffy’s disappearance led Lord Akeldama to panic which in turn led him to swarm (something vampires do under extreme duress) taking his Drones and Alexia’s protection with him. For the majority of Blameless, Biffy was held captive under the Thames River. Confined under the mud, muck, and water in an egg-shaped prison—there was a tube that was fed from the egg prison to the surface so that Biffy would not suffocate and was also used to slip him food and water. He was eventually found and rescued by Conall and Lyall after much ado, which involved Conall fighting off the Potentate and his Drones and Lyall trying to breathe life back into Biffy who had a hard time resurfacing from the depths of the Thames. While Biffy, fortunately, got his wind back he was unfortunate enough to be caught in the crossfire between the vampire, Drones, and Conall the result found Biffy with a silver bullet lodged into his stomach. He passed out from the pain and was dying from his wounds due to his weakened condition so Lyall suggested that Conall change him into a werewolf—of course it was with some reluctance and insistence on Lyall’s part, but Conall eventually caved and turned Biffy. It was a long process carried out as gently as Conall could manage, but Biffy finally changed into a werewolf and from then on he was left in Lyall’s charge. Lyall took Biffy to the home of former Woolsey pack clavier where Biffy dealt with the painful ramifications of being a werewolf in the comfort of Lyall’s cradling arms. Biffy is devastated by his new lot as he’d hoped to become Lord Akeldama’s vampire companion, but after the shock wore off he spent most of the time sleeping. When Lord Akeldama finally returned to London to see what had become of his favorite Drone he walked in on Lyall who managed to make it back to BUR headquarters (Bureau of Unnatural Registry, they keep track of the supernatural citizens in Britain and they police the immortal set) with Biffy in arm. Naturally Lord Akeldama was feeling betrayed by his own kind and Conall for Biffy’s new, furry little problem and attacked Lyall in his rage. He would have preferred Biffy dead than to have to endure the werewolf's curse. By the end of the book Biffy, however, is still very much enamored of Lord Akeldama and the feeling appears mutual.
Heartless: Biffy spends much of Heartless dealing with the aftermath of becoming a werewolf. It was not something he chose for himself and therefore he has a difficult time bonding with the rest of the pack mainly due to this fact and also because they have very little in common. Biffy loathes the pain and indignity of transformation and deeply misses his former station as a Drone, nights of entertaining ladies on his knee, and procuring information throughout London. He also misses Lord Akeldama and between that and his resistance toward his own change and who he has become it seems to have a painful impact on his pack Alpha, Conall, who is equally distressed that the werewolf he sired is finding it difficult to adapt and connect with the pack. The fact that Biffy refuses to accept his werewolf half also makes him weak by werewolf standards, he cannot tolerate the sun and he prematurely experiences moon madness well before the full moon and therefore has to be locked away in the dungeons at Woolsey manor as a consequence, much sooner than the other werewolves. On one such occasion he managed to escape his cell and run all the way back to Lord Akeldama’s townhouse in London (Woolsey manor is two hours outside of London), the place he still considers home, on instinct. Though when he gets there he attacks Lord Akeldama in his moon maddened state and Lord Akeldama, who is reluctant to harm him, merely goes on the defensive, dodging and disorienting him. Apart from his difficulties Biffy takes on the role of assisting Alexia, he travels with her at night and helps her dress. By the end of Heartless, Biffy has taken over running the hat shop of Madame Genevieve Lefoux (a female inventor who dresses like a male and a sometimes friend of Alexia though their bond is formed in mistrust due to the fact that she is a member of the Order of the Brass Octopus) and underneath the hat shop is the new dungeon for the new London pack. The Woolsey pack ended up having to relocate to London after an incident having to do with a giant deadly octopus and the Westminister Hive swarming to Woolsey manor and taking up residency forcing the werewolves out. So by this time Biffy has a kind of purpose, but regardless he still pines over his previous life and he's still not fully adapting.
Yukimi, now 27 years old, had a difficult childhood. He and his younger sister Kazuho suffered from abuse from their alcoholic father, and Yukimi bears terrible scarring on his body from the abuse. When he was old enough to survive on his own, Yukimi took his sister and fled.
Both Kazuhiko children joined the Iga clan, the largest of the ninja clans that still survive today in Japan. Kazuho became a doctor, and Yukimi an enforcer, growing to have a pretty high position within the ninja clan, and a member of the elite Grey Wolves. While the Iga clan is operated primarily online, which is one thing that has allowed it to grow so large in the modern age without becoming exposed, by the time of the series, Yukimi personally knows the clan's leader, Hattori, and is part of his inner circle. Outside of his position within the ninja clan, Yukimi is a freelance writer, and writes restaurant reviews. The cover allows him to travel around Japan ostensibly to try out restaurants for his column, while doing missions for the Grey Wolves.
The Grey Wolves' master plan to take over the world etc. etc. is to gain control over the five secret scrolls that contain the most powerful techniques of each clan. The Iga clan's scroll contains the secret of Kira, a horrific technique that allows the user to bind people using their own life force, and kill them at a distance by literally ripping their body apart. Yoite is the only currently living user of Kira, and Yukimi is assigned to be his keeper.
Though Yoite is basically considered a monster for his ability, and initially the relationship between Yukimi and Yoite is purely professional, the two grow to have a deep bond. Yukimi becomes fiercely protective of Yoite, in his own rough manner.
At first, Yukimi fulfils his missions without thinking too much about it, over time he grows to get to know Miharu and his friends. He slowly becomes just as protective and caring over Miharu as he is over Yoite, and his commitment to the Iga clan begins to falter. Yukimi is no conscience-less killer, and though he initially believes wholeheartedly in the Iga clan's vision, and is loyal to Hattori, slowly he starts to see the corruption. Eventually, he turns against the Grey Wolves, and begins to help Miharu instead. After Yoite's death, which devastates Yukimi, the Grey Wolves attempt to assassinate Yukimi, and he loses an arm, winding up in the hospital.
I'll be syncing Yukimi up with our other Nabari no Ou characters, taking him from prior to Miharu's defection to the Grey Wolves.
Though Yukimi appears like nothing more than a rough punk by initial impression, he is a highly moral and caring individual. He claims to hate children, but is actually completely helpless, and they easily worm their way into his heart. Though one must not make the mistake to think that he wouldn't kick the crap out of a kid who was in his way - after all, most of the ninja he's dealing with in the Benten are teenagers, and he has no problem beating them up.
However, once he cares about someone or something, he will fiercely protect it, whether it's the Grey Wolves, or a kid from an enemy clan with the power to unmake the universe. He's incapable of fighting for a cause he doesn't believe in, and it's only because he believed in the vision of the Iga clan - believed that Hattori was a good person, who truly had the world's best interest at heart - that he was a bad guy in the beginning. Once he recognized the corruption he was furthering by his actions, he changed sides.
Yukimi shows his caring and love in unusual ways. While he might call someone a brat and seem like they're only bothering him by their very existence, he'll sacrifice a great deal in small ways. For example, take his relationship with Yoite. He lives in a one-bedroom condo with this kid, who is actually terrifying and might seriously murder him in his sleep. Yet he makes him endless cups of tea, simply because it gives Yoite some comfort. When Miharu comes to stay with them as well, he gives the boys his bed, and sleeps in his chair at his desk. But he does all of this without a single kind word. Rather than speaking his love, he shows it through his actions.
Yukimi's commitments allows him to commit violent acts and hurt people. He has definitely killed, but he did it believing that the cause was worthwhile. When there's no need for violence, he has no interest in hurting others, and will use words and negotiation to get what he wants. He's a fairly straightforward individual by nature, and tends to barrel straight through situations rather than using trickery or manipulation, though he's far better at keeping his cover and secrets than many of the others in the show. (/eyes…Miharu…)
In fact, though Yukimi does look like a punk and swears pretty much constantly, he's really bright. There's definitely a deeply-thinking brain under that rough exterior. He's a professional writer, which shows his education and intelligence are greater than a first impression might indicate. Throughout the series, Yukimi shows himself to be smart enough to know when to cut and run, when to press forward. He quickly makes connections and changes tactics on the fly when necessary.
Yukimi believes that the worst thing that anyone can do is to pull someone who's not already a part of the 'ninja world' into it. As someone who didn't grow up as part of a ninja clan, he is particularly aware of how dangerous and frightening that world is, and aware of the clear demarcation between ninjas and normal people. It's part of his inner mooshball that he hates the thought of involving normal people who aren't prepared for it, in this world of violence, fear and darkness, considering that to be the worst crime a ninja can commit.
In a way, Yukimi keeps himself apart from both the real world and the ninja world alike. He claims to be a 'modern' ninja, and uses a gun and modern tools that aren't traditional for ninja to use. He no doubt feels the separation of having grown up in the normal world, and not necessarily being steeped in the ninja tradition from a young age, yet he's no longer a part of that normal world, either, and has no friends or connections from that world - not wanting to pull normal people in.
In the fantasy world of MÄR Heaven, there one day rose a team called the Chess Pieces who wished to destroy the land and the lives of the people there. They were led by the immortal Phantom - a man who had turned himself into a living corpse using his own Zombie Tattoo - and challenged the citizens of MÄR to a series of War Games; tournament-style battles for the safety and freedom of MÄR Heaven. All those able and willing volunteered to fight in the War Games, most notably the Cross Guard, who became honoured soldiers for their war efforts. The people of MÄR were so desperate to win that they summoned a stranger from another world, hoping that he would be a great hero and lead them to victory. He was known to all as Boss, from Earth.
Alviss' life prior to the War Games is unknown, but he comes to the Cross Guard as an orphan at the age of ten. (Much of MÄR is poverty-stricken and without law; there are a number of ways he could have lost his parents and home.) Although he is too young to join the fight, Boss admires his love for MÄR and his tenacity, so he lets Alviss join the Cross Guard. Unfortunately, this exposes Alviss to an awful tragedy - towards the end of the War Games, Phantom presumably becomes bored with the lack of challenge and slaughters most members of the Cross Guard. Alviss is witness to this, and the only one left alive at the end of the massacre; he faces Phantom and demands that he stop killing his comrades. Phantom takes an interest in Alviss' bravery and strength, and bestows a "gift" upon him - the Zombie Tattoo. Over time, it will spread across Alviss' entire body and eventually turn him into a living corpse like Phantom. Despite his initial grief, he is persuaded by his fellow Cross Guards Gaira and Alan to fight against Phantom's curse rather than give in and despair.
The War Games end in a tie. Phantom and Boss kill each other in a final battle, and the Chess Pieces disband - but as an immortal, Phantom's death is only temporary, and they warn that they will return when Phantom eventually revives. MÄR Heaven returns to normal.
Alviss trains with Gaira for a long time, building up his strength and abilities to prepare for Phantom's revival, but also in the hopes of slowing the progress of the Zombie Tattoo. During this period, he meets the fairy Bell, who becomes his best friend, and eventually the two of them leave Gaira's care and take off on their own. They train, gather ÄRM - powerful weapons strewn across MÄR Heaven with varying degrees of rarity, each requiring magic strength to use - and generally keep an eye on the state of things in the world. Alviss waits for the return of Phantom, desperate to cure himself of the Zombie Tattoo before it can finish its cycle.
Six years after the end of the first War Games, the Chess Pieces begin to regroup, anticipating Phantom's resurrection. Alviss - with the Zombie Tattoo close to completion by now - takes this as his cue to act, and unleashes what he has been waiting for; he uses the same ÄRM that had brought Boss into their world, the Gate Keeper Clown, and calls for another hero from Earth. Unfortunately, the Clown chooses the hopeless fourteen year-old Ginta Toramizu, who is in fact Boss' son. After this summoning, Alviss follows Ginta around to gauge his skills and usefulness to the people of MÄR. They eventually clash, when Alviss steps in to save Ginta from a group of bandits and then demands that Ginta destroy the sentient ÄRM he has picked up, Babbo, because it was Phantom's greatest weapon in the previous War Games. However, Babbo has no recollection of that time and has developed a personality of his own, as well as a strong bond with Ginta, so the two of them fight Alviss.
Alviss wins, but he is impressed by Ginta and the friendship he seems to share with Babbo, so he leaves them be, and instead ends up going to fend off the Chess Pieces, who are attacking cities across MÄR to announce their return. Soon after, the call for the Second War Games takes place, and Alviss makes his way to Reginlief Castle alone, where they will be taking place. At this point, he stands there as a Cross Guard instead of a member of Ginta's Team MÄR - a group which now consists of Ginta, Princess Snow of Lestava, the witch Dorothy, Jack the farmer, and the thief Nanashi.
The preliminary round of the War Games is catastrophic. MÄR is short on numbers to begin with, still suffering from the blow dealt by the Chess Pieces six years ago, and almost all of its volunteers are wiped out by this trial battle. Alviss and all of Team MÄR come out victorious, but even Gaira is (unfairly) defeated. So, it is a team of six teenagers up against the entirety of the Chess Pieces, but they have no choice if they want to save MÄR Heaven. The rules of the War Games are simple: both sides send out a randomly decided number of members per round, and they fight in one-on-one battles. Whoever wins the majority of battles in that round is the winner, and all of its members can compete in the next round, no matter the outcome of an individual's battle. Every member who wins their individual match can also compete in the next round. However, if the Captain - who they choose to be Ginta, hoping that he will measure up to Boss - loses, then the War Games are over.
Round one of the War Games goes well for Team MÄR (and Alviss). Alviss volunteers to go first, being the only participant with any experience in the War Games; as he demonstrates throughout the series, he remembers many of the Chess Pieces from the fights he watched as a child, and so he often knows what to expect. He takes out his opponent in a matter of seconds with his bare hands. Jack loses his battle against Pano to a groin hit, and Ginta unleashes some of the powers that Babbo has been developing on their adventures, winning his fight and making it an overall win for Team MÄR (and Alviss).
Jack and Ginta go off to train during the next round, and Alviss sits out, so the other three members of Team MÄR get their turn to fight. Nanashi comes close to winning an impossible battle but his inability to strike a girl causes him to throw the fight. However, Princess Snow wins and Dorothy annihilates her enemy, so it is an overall win. They take a break before the next round, and it gets revealed to everyone that Ginta is Boss' son.
Team MÄR gets a surprising new member on the morning of the third round; Alan, the old Cross Guard, had been cursed in the previous War Games to share a body with Snow's dog servant Edward, only appearing after Ed has slept three times. He finally emerges, and the Chess Pieces allow him to join because they think it will be more entertaining that way. The next round is five-on-five, and Alviss competes again because the enemies are more highly ranked within the Chess Pieces now. Alan kills his opponent, Jack wins his rematch against Pano, Snow loses due to the volcanic battlefield, and Ginta wins thanks to his opponent's curse backfiring. Although Alviss' match doesn't technically matter towards the final score, he gives it his all anyway, and it is one of the most significant battles in the War Games for him.
In his battle, Alviss goes up against Rolan, who is the first Knight-class that Team MÄR has had to face, and also an opponent that Alviss had clashed with briefly prior to the beginning of the War Games. It is a close fight the whole way, but the real moment of importance is when Rolan sees Alviss' Zombie Tattoo, and reveals his own. They have a heated argument about this; Rolan's love and gratitude towards Phantom make them polar opposites, and later rivals. Alviss manages to survive the strongest attack that Rolan unleashes upon him, but in the end, he is satisfied with merely proving his abilities instead of risking his life to win a meaningless battle, and surrenders the match. He says to Rolan that he only lost because of Rolan's superior magical stamina, and that they will fight again in the future.
After the fight, Ginta decides then to try curing both Alviss' and Alan's curses using Babbo's new power, a Sacred Guardian with healing abilities called Alice - and although he manages to separate Alan and Edward, Alviss is unable to be cured by anyone other than Phantom. Phantom also comes to congratulate them on their victory, and announces that he is upping the quality of the soldiers; it is entirely Bishop- and Knight-class from here on out. Because of this, Team MÄR is sent into the Training Gate and everyone has a training montage of sorts. Snow stays behind for longer because she worries that she's too weak, and Alan refuses to fight in the next round because he wants to see that the others can win without him, so round four is five-against-six.
Alviss fights first and wins against Mr. Hook - however, his victory reveals the murderous nature of the Chess Piece Knight Rapunzel. She challenges Hook to rock-paper-scissors, and when he loses, she slits his throat. Jack wins, and she kills his opponent too. Dorothy wins her match in a matter of seconds, and Rapunzel kills him immediately. Nanashi is, unfortunately, up against the young girl Aqua, so although he could have easily won, he throws the match and it ends in a draw, which Nanashi hopes will save her from Rapunzel's wrath - but Rapunzel is so enraged by this that she challenges her to rock-papper-scissors, and even when Aqua wins, Rapunzel's little brother Girom kills her anyway. This leads into Ginta's fight against Girom, which he wins, and finally, Dorothy's match against Rapunzel, which she wins once again.
At the end of the fourth round, Dorothy finds out from Rapunzel that her traitorous older sister Diana is the Queen of the Chess Pieces, so she takes all of Team MÄR back to Caldea, the country of magic. While Ginta is doing important things like fighting Phantom when he decides to show up unexpectedly, Alviss and the others are all gifted with new and powerful ÄRM. The Caldean law states that when someone is charged with a crime, their family member must kill them, and so Dorothy returns to Reginlief with the cruel task of finding and murdering her own sister.
Team MÄR begins struggling in the fifth round, a five-on-five. Snow and Alviss win against two Bishops, although Alviss doesn't win nearly as easily as he had in previous matches - mostly because he goes out of his way not to use the ÄRM he received in Caldea. The next three opponents are of Phantom's elite, the Zodiac Knights; Jack narrowly draws with Candice, Ash surrenders to Ginta, and Nanashi defeats his old friend and ex-thief Galian. Despite all of their victories, though, every match is frighteningly close and everyone has a lot of difficulty.
Thankfully, they get a few days of rest after those tiring battles; the War Games are temporarily put on hold by the Chess Pieces, and filler episodes take place until they continue. On the first day, Team MÄR decides to have a costume party for a change of pace. On the second day, Alviss' fairy Bell flies off in a fit of jealous rage and gets kidnapped to power an ÄRM that creates a monster. Alviss furiously hunts down her kidnappers and risks his life to defeat the monster and rescue her. He spends the third day training with Alan while everyone else continues to relax.
On the fourth day, Team MÄR regroups for a training session to get them back into the spirit of battle before the War Games can resume; they each pair up with a random partner and head into the Training Gate with that person. Alviss goes with Nanashi, and the two of them don't get along at first. However, they're forced to cooperate when an extremely violent group called the Zonnen infiltrate the Training Gates. The Zonnen were exiled from the Chess Pieces for their aimless bloodthirst, and they feel that Phantom's War Games are too monotonous, so they want to kill Team MÄR and finish the Games. Venus and Jupiter are sent to kill Alviss and Nanashi, and Venus begins by using an ÄRM that causes Nanashi to turn on Alviss; when Alviss outwits her, Jupiter traps the two of them in a moving labyrinth, but together, Alviss and Nanashi finally beat them. They spend the rest of their time in the Training Gate bonding while they wait for it to open.
The War Games start up again, and the sixth round is another five-on-five. Alan loses the first match pathetically against the catgirl Chaton because of his crippling fear of cats, so Alviss becomes anxious and snaps that they absolutely need to win the next matches. Thankfully, Alviss wins his match, and reveals his new Caldean ÄRM to be a Guardian, Á Bao A Qu. Dorothy beats her sister's old toy Pinocchion to put them at a 2-1 lead, but Snow's battle against her old caretaker Magical Roe ends with him kidnapping her and taking her to Lestava, where the Queen Diana awaits. However, Ginta still needs to fight Ian before they can follow her; if he doesn't, Team MÄR loses. Naturally, Ginta wins.
There is a break of several days before the final round of the Chess Pieces, against Phantom and his highest Knights. Both Snow and the world of MÄR Heaven are at stake in this last battle, so everyone goes into the Training Gate again - however, instead of taking them to the training dimension, everyone lands in an alternate Tokyo, Earth. Ginta soon finds that the others have all had their memories altered by something strange; Jack is a delinquent, Nanashi is the leader of a bike gang, Dorothy is a maid, Alan is a detective, and Alviss is a hospital patient with a terminal illness. Ginta helps them to get their memories of MÄR back one by one, and through Alviss' fake story, Ginta begins to understand that there's something wrong with the world they're in - Kotomi, the young girl that Alviss is friends with in this world, was actually a childhood friend of Ginta's that died of illness. He realises that there are a number of inconsistencies that don't match up with the home he left, and everything unravels.
When Ginta confirms the world as a fake, it turns on them. While Ginta is trapped in a series of illusions, Alviss and the others are suddenly hounded by hundreds of police. When the team finally reunites, Alan calls out Lilith, a woman who was trapped in the Training Gate six years ago, as he believes that she is the culprit behind the fake world. She appears only to summon the unclassifiable ÄRM, Plenu Ryunu, which has the ability to manifest people's thoughts, and then escapes. Alan tells the story of Lilith - how she joined the Cross Guard, and used a Dimension ÄRM whilst inside the Training Gate, disappearing forever.
Plenu Ryunu creates an army of knights to protect the gate that Lilith escaped through; knowing that the only way to end this is to get Lilith and find out what she wants, Alviss, Nanashi and Jack all stay behind to fight the enemies while Ginta, Dorothy and Alan go on ahead. While they're split into the two teams, Alan tells Ginta and Dorothy more of Lilith's story; he explains that after she joined the Cross Guard, the Chess Pieces wiped out her village, and she has created an illusionary dimension for herself so that she can relive her peaceful memories. When they find her, they discover that she had altered her own memories, too, so that she didn't know about her village's tragedy, and the dimension had fuelled itself with her remnant magical power; she had given up on life long ago. Ginta destroys Plenu Ryunu, Lilith is put to rest, and the illusion dimension collapses. Team MÄR splits up again and goes back to training in separate Training Gates.
They come back out just in time - Phantom wants to begin the final battle on the next day.
Jack fights first against Weasel, the man who killed his father in the first War Games, and he wins. Alviss is next, and he goes up against Rolan for a rematch. This time, the fight is more intense; they both feel that they are fighting for the sake of their ideals; Alviss treasuring his mortality, and Rolan idolising eternity. Alviss spends the beginning of the match refusing to fight, hoping that Rolan will be convinced to see the reality behind Phantom's "eternity", but the battle finally turns serious, and they put all of their efforts into winning. Although Alviss tries again to lure Rolan to his side, and he comes very close to succeeding, in the end they're unable to reconcile, and they each use their Guardian ÄRM in a final attack - and Alviss emerges the victor, without killing Rolan.
The battles continue, each taking place on a separate day. Dorothy defeats Chimera, Alan wins against Halloween after drawing with him six years ago, and Nanashi gets his revenge on Peta for killing the thieves of Luberia. Finally, the last match comes - Phantom vs Ginta. Even though the score is 5-0, this is the only battle that actually matters, because they are both captains. The fight is long, intense, and close on both sides, but in the end, Ginta wins, and the Chess Pieces lose the War Games for good. They reluctantly retreat, and Team MÄR's next target is Lestava Castle, where Snow is being held captive by the Queen. However, before that, Alviss, Ginta and Dorothy have to go to Caldea to repair a crack that Phantom made in Babbo. While they're there, Ginta asks the Caldean Elder about a key-shaped ÄRM he got from a ghost at the start of his journey; the Elder explains that it's Purific Ave, and it is the only thing capable of killing Phantom for good. Alviss asks to keep the Ave, wanting to kill Phantom himself.
Finally, Team MÄR makes it to Lestava Castle to save Snow and kill the Queen. They split up when they make it inside; Alviss and Dorothy deal with the guards so that they can beat Phantom and Queen Diana separately, but they're attacked by Rolan and Candice before they can reach Phantom. When they finally win after a long struggle, a new opponent shows up, and he hits Alviss with a Ghost ÄRM called the Rondo of Time, which speeds up the progress of Alviss' Zombie Tattoo significantly. The newcomer uses a Dimensional ÄRM to transport them all to a desert - where they all have to fight to restrain Alviss, who is being driven mad by the pain from his now near-complete Tattoo. Snow and Ginta use their Sacred ÄRM to suppress the pain, but the Rondo of Time cannot be stopped, and as another side-effect of the Tattoo's progress, Alviss experiences a connection with Phantom, who commands him to come to his side, although for the moment, Alviss resists.
Team MÄR soon learns that the man who used the Rondo of Time is one of the Ghost Chess, a group that exists only to please Phantom, and it just so happens that what will please Phantom most is to have Alviss, so they move out to capture him. Unfortunately, the others have to fight back on their own, because Alviss is incapacitated by the effects of the Zombie Tattoo. When the head of the Ghost Chess comes to retrieve Alviss, he appears to have been completely taken over by Phantom's influence, and he submits to the summons. However, once inside the castle, Alviss manages to overcome the possession, and he attempts to stab Phantom with the Purific Ave - unsuccessfully. Phantom deflects him, and he uses the bond he has with Alviss to put him under a sort of mind control. He collars Alviss and chains him to his side.
Alviss is self-aware for half of his time in captivity, but for the rest, he is completely under the control of the Zombie Tattoo and Phantom. The influence is so strong that he attempts to kill Team MÄR when they come to retrieve him, and barely manages to control himself for long enough to let them escape. As he is left in isolation, though, his determination allows him to direct his violent urges elsewhere - he breaks out of Phantom's tower and attacks the Ghost Chess who were attacking Ginta and Dorothy before turning on his friends, hoping that they will kill him. Thankfully, Snow hits the Rondo of Time with ice, freezing it and allowing Alviss to recover his sanity and control.
However, the Tattoo is extremely close to completion, and he still suffers bouts of madness, but Team MÄR refuses to let him give in, and they take him to the Misty Castle, Clavier, in order for him to acquire the Almetici ÄRM that is capable of granting any wish. When he reaches it, he encounters a younger version of himself, who says that he needs the ÄRM to save all of MÄR Heaven. Alviss feels that this is more noble than his current wish, and he gives up the ÄRM, but when the child receives the ÄRM, he finds that it is only a dagger - the same dagger that Alviss used to break open the gates of MÄR Heaven when he summoned Ginta. He hands the dagger to the child and tells him to hang onto it before he goes back down to the others, the Rondo of Time beginning to tick again.
Alviss returns from Clavier just in time to help everyone after the defeat of the last member of the Ghost Chess, but he is in a critical state due to the Zombie Tattoo, and Ginta carries him to Phantom's castle, where they find Rolan. Alviss allows Rolan to take him to the throne room, and when they see that Phantom is missing, Rolan assumes that he died in Alviss' absence; he promptly commits suicide in front of Alviss, who takes a moment to mourn him before they go on to find Phantom. (It's revealed in the ending of the series that Rolan survived, but Alviss remains unaware of this.) When they reach him, he has changed - he appears to be terribly ill, barely capable of movement, and he has lost his love for immortality, regretting the things he has done in his life. Phantom welcomes his own death, going so far as to help with the killing strike when his sudden kindness causes Alviss to hesitate. Alviss lays Phantom's body to rest and asks Jack to grow a field of flowers around it, so that Phantom might rest in peace.
Finally, they make their way to Lestava Castle to kill the Queen and King at last, but both have already moved on, and instead, they meet Snow's father, the King of Lestava, and have a party to celebrate the defeat of the Chess Pieces. In the middle of their celebrations, there are suddenly reports of catastrophes in surrounding towns, and when they go to investigate, they find that famous Earth landmarks such as the Eiffel Tower are being dropped from the sky. When they return, they learn that the King attacked Lestava while they were gone, and Alan was killed in the ensuing fight.
Ginta and Dorothy go to Caldea to ask the Elder about what is happening to MÄR Heaven, while Alviss and the others go to look for information in town. They encounter the King there; Nanashi is killed trying to protect his friends, and when Alviss tries to escape with Snow, she is also mortally wounded. However, the King leaves Alviss alive, so he immediately escapes to Caldea with Snow, Jack and Jack's girlfriend Pano, and Snow dies in Ginta's arms when they arrive.
Abnormalities continue to happen all over MÄR Heaven, and the remaining members of Team MÄR do what they can to help villages and citizens, but they continue to lose friends to the King. Alviss, Dorothy and Ginta go to an island in order to activate an ÄRM that will take them to where the Queen and King are, and while they're there, Alviss runs into the King, and he fights him. While the King initially appears to be Boss, Alviss comes to the conclusion that it is only a resemblance, and fights with all of his strength; he does a lot of damage to the King, but is badly wounded, and he sacrifices the last of his life to complete the activation of the ÄRM that Dorothy and Ginta had worked on. He sees the two of them off, and dies once they have gone.
Dorothy kills Queen Diana before getting killed herself by the King, and Ginta takes a last stand against the King. In the process, he finds out that while the Orb of Caldea - the sentient concentrated evil of everyone in MÄR Heaven - took his father, Boss', body, Boss' soul was transferred into Babbo at the same time. Ginta defeats the King, which ejects the Orb from Boss' body, and he puts Boss' soul back into it before he heads off to destroy the Orb. The bonds with all of the people he has met in MÄR Heaven give him the strength to win, and he creates a new power for Babbo that revives all of his dead team-mates. With the Orb gone, MÄR Heaven is finally at peace, and Ginta spends some time helping to rebuild the world with the rest of Team MÄR.
Even though everyone wants Ginta to stay with them in MÄR Heaven, he and Boss have to return to Earth, where their old lives are waiting for them. Dorothy finds another Gate Keeper Clown to take them back, and after exchanging farewells with everyone, they head home. The series' ending montage implies that Alviss goes on to live with Bell, keeping contact with the friends he has made during the War Games and training in case the peace of MÄR Heaven is ever threatened again.
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