Player nickname: Ichi Player DW:irrigo Way to contact you: Plurk:unspeakingly Are you at least 15?: Y Current Characters: Minatsuki Takami, Celty Sturluson, Miharu Rokujo
Character: Alviss Fandom:MÄR: Märchen Awakens Romance (anime) Character Notes: History:
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.
alviss ( mär: märchen awakens romance ) ☆ 1/?
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Way to contact you:
Plurk:
Are you at least 15?: Y
Current Characters: Minatsuki Takami, Celty Sturluson, Miharu Rokujo
Character: Alviss
Fandom: MÄR: Märchen Awakens Romance (anime)
Character Notes:
History: