Fear the Enigma Queen

Created and Written by Khali A. Crawford

Great Mage Equal to Heaven, Master of Magic, Queen of Rheged, Morgana Le'Mahieu le Fay

Physical Description

Special abilities

  • Yin Yang Re-Convergence: Re-convergence is a technique of the Yin Yang Paths that separates the energies and then rejoins them together, acting as a sort of hard reset for your Magic. This is useful if a Mage has been poisoned with a Magical affliction linked to their Magical Energy, allowing them to purify themselves. It can also be used to cure Mana Cell Exhaustion (MCE), the most common sickness that can kill your ability to use Magic. Yin Yang Paths are difficult to learn, but doing so is vital to becoming an Eight Arts Mage.
  • Healing FactorThe users can Heal themselves and restore biotic organisms to their optimal health, curing damaged or withered organisms, wounds, broken bones, low vitality, and diseases/poisoning. Though the user may potentially heal any form of bodily damage, the patient must be alive, even if hanging by a thin thread, in order to be healed; once the patient has died, it would transcend healing and would require resurrection instead.
  • Magic Art Evocation: Mahābhūta TransformationThe Mahābhūta is the basis of all creation within the cosmos and the elements that all Mages can manifest an affinity for. A Mage's Magic naturally manifests with its Mahābhūta embedded within, this is called the Magic Attribute or the Attributes of a Mage's Craft. Morgana's Innate Lower Mahābhūta is Vayu (Air): Vayu represents the element of air and is associated with movement, circulation, and mobility. It is the element that makes up gases and the breath of life. Upper Mahābhūta Technique Shivam (Ice): Shivam represents the harmonious fusion of Ap (Water) and Vayu (Air) elements, giving rise to a substance that embodies the essence of liquidity and movement frozen in time within the vast expanse of Akasha (Ether). It is the manifestation of the delicate dance between water's fluidity and air's mobility, preserved within the boundless space of the cosmos.
  • Shapeshifting
Users can change their shape, size, color, density, texture, cellular composition, and/or atomic composition to mimic qualities, impersonate entities, amplify abilities, and/or traverse environments. The origins of this power play a significant role in their capabilities and limitations; altering oneself on a cellular, atomic, and/or conceptual level will permit varying degrees of alteration; while methods that defy the laws of reality, such as magic, will most likely keep to their own set of conventions.
Users with greater degrees of control are more than likely capable of using their bodies by unpredictably functioning as a perpetually reconstructing all-purpose appliance and/or employing near-indomitable deception in their strategies. Assuming the identity of distinguished or unsuspecting subjects allows for easier access to prohibited areas, superior persuasion, and potent espionage, depending upon the user's power and skill to imitate likenesses.  
The Fortunate Isle & Morgana's Nirvana
Morgana le Fay has manifested her own Barrier Technique: Throne World dubbed the Fortunate Isle. Throne Worlds is a type of Barrier Technique that creates a Pocket Dimension from the Mage's very Soul in real space. This Throne World creation allows a Mage to return from any manner of death unharmed so long as they are not killed while within their Throne or so long as their Throne is not destroyed. The Fortunate Isle manifests as a collection of small islands when manifested and as stated earlier, Morgana is otherwise unkillable outside of it.
When a Throne World is created, the soul of a Mage is delivered from the cosmos back to their Throne where they can later return to the cosmos at a later point in time. This process is controlled by Valkyries, which are being created from the soul of the Mage, shadows of their master who exist to only deliver their soul from the Death Hands and the Shinigami to their Throne. Morgana has a Great Soul and has created six Valkyries to guard her soul, and her Throne, and deliver her from death. The six Valkyries of Morgana are    
  1. Morgaine
  2. Morwenna
  3. Morgina
  4. Morgara
  5. Morgella
  6. Morjane
Morgana's FI has been compressed into itself, contained within a necklace she wears, heavily Enchanted so that only she may touch it. Unless slain within the Fortunate Isle, Morgana can suffer any wounds inflicted on her person, physically, Magically, or mentally.    
Dharma, a term as ancient as the stars themselves, encapsulates the concept of living in harmony with one's true self and purpose. It represents the alignment of one's actions, choices, and intentions with the intrinsic essence of their being. To adhere to one's Dharma is to embark on a journey of self-discovery, embracing the unique path etched into the fabric of one's existence. In doing so, individuals unlock the dormant potential within themselves and tap into the wellspring of their inner strength. Just as a star, radiant and undaunted, shines at its brightest when it follows its destined course through the cosmos, so too does a mage's power reach its zenith when in sync with their Dharma. Nirvana is the physical manifestation of a Mage's Dharma, it is their own world of enlightenment and the truest expression of their Way and sense of self.
Morgana's Nirvana is a small pocket dimension that, when cast, simply amplifies her own Magical power by a magnitude of 3. Because it has no direct impact on an enemy, Morgana has reduced the range of Nirvana and condensed it to the space immediately outside of her body. Thus, when cast, this barrier technique only exists in between Realspace and Morgana, naked to the untrained eye. With proper usage deployment and management of magical energy, Morgana can cast her Nirvana to instantly increase her own magic power exponentially to the power of 3, though Morgana can only maintain it for 30 minutes. When combined with her mastery of Magic and intelligence, and her MOR-G4N Frames, 30 minutes is more than enough to end any conflict she finds herself in.
Every Nirvana has pseudo existence, in the sense that, unlike base Barrier Techniques that are cast and cease to exist when uncast, a Nirvana always exists in some capacity and as such can be used as an external storage for a Mage. These Dimensional Storage spaces are commonly used to house weapons or items or devices that a Mage either won't or cannot carry on their person or leave elsewhere. When called forth, great magical limbs, like arms, manifest from the user holding the desired object. These are called Mantles and the number of Mantles a Mage can manifest dictates how many objects they can house within their Nirvana. The number of Mantles a Mage possesses is determined by the nature of their Nirvana and the Nirvana itself is just a manifestation of their Dharma. Morgana's Nirvana has 10 Mantles which is where she stores a number of her weapons and spells.  
Eight Arts Mage
The 8 Magical Arts is a system used to classify all Magic based on its primary effect and function. They are the eight recognized Arts by beings native to the 5th Dimension of Magic and are widely employed. To learn all 8 and master them all can take a lifetime or a few years depending on many factors, but those who do master all 8 earn the right to call themselves an "Eight Arts Mage", and those who take their abilities further are dubbed "Great Mage Equal to Heaven". Morgana has earned the title of Eight Arts Mage for his mastery of all 8 Magical Schools of Study and the title of Great Mage Equal to Heaven for his mastery of all avenues of Magic. Lancelot's Magical Energy reserves are classified as Gon = "Everday/ Often"
  1. DIVINATION: Divination is a magical art and practice that involves seeking knowledge, insight, or guidance through supernatural or mystical means. Divination is used to gain information about the past, present, or future, as well as to uncover hidden truths or understand the deeper aspects of a situation or individual's life. It is often employed as a tool for making decisions, predicting outcomes, or gaining spiritual insight. It is important to note that divination is not an exact science and does not guarantee absolute predictions or outcomes. The interpretation of divinatory tools and methods is subjective and can vary based on the individual practitioner and the specific circumstances involved. Divination should be approached with an open mind and used as a tool for reflection, self-discovery, and gaining insight rather than relying solely on it for decision-making.
  2. NECROMANCY: Necromancy is a magical art that involves the manipulation and interaction with death, the deceased, and the energies associated with the afterlife. It is often depicted as the study and practice of dark and forbidden magic, as necromancers deal with taboo subjects and have the ability to control or communicate with the spirits of the dead. Necromancy encompasses a wide range of practices and abilities. Some necromancers specialize in divination and communication with spirits, seeking knowledge or guidance from the deceased. Another aspect of necromancy involves the reanimation or manipulation of dead bodies or skeletal remains. Necromancers can also employ spells or rituals to manipulate death energy, draining the life force from living beings or harnessing the power of death itself.
  3. CONJURATION: Conjuration is a magical art that involves the summoning, calling forth, or creation of beings, energies, or objects through magical means. Practitioners of conjuration, known as conjurers, can bring forth entities from other planes of existence, create illusions or manifestations, or even summon and control elemental forces. Conjuration is a versatile and powerful school of magic that allows spellcasters to manipulate and interact with the fabric of reality. The practice of conjuration typically requires a deep understanding of the desired entity or force being summoned. Conjurers must be knowledgeable about the characteristics, nature, and potential risks associated with the beings they call upon. They employ rituals, spells, sigils, and incantations to establish a connection and draw forth the desired entity or energy.
  4. ENCHANTMENT: Enchantment is a magical art that involves imbuing objects, creatures, or locations with magical properties or abilities. Enchanters harness mystical energies to infuse an item or being with magical essence, enhancing its attributes, granting it special powers, or altering its nature. Enchantment can make objects more potent, provide protection, enhance abilities, or even bestow sentience upon inanimate objects. The process of enchantment typically involves the use of spells, rituals, and incantations. Enchanters draw upon their knowledge of magical principles and the specific properties of the object or creature they seek to enchant. They channel and direct magical energies into the target, imbuing it with the desired enchantment.
  5. ILLUSION: Illusion is a magical art that involves the manipulation of perception, creating sensory experiences that are not based on physical reality. Illusionists use spells, tricks, and subtle manipulations to deceive the senses, altering what individuals see, hear, feel, taste, and smell. Through their mastery of illusion magic, practitioners can create convincing illusions, deceive others, and shape their perception of the world. Illusion magic often requires a deep understanding of perception and psychology. Illusionists study how the mind processes sensory information and exploit its tendencies to create convincing illusions. They employ techniques such as misdirection, suggestion, and the manipulation of subtle cues to deceive the senses and make the illusion seem real.
  6. EVOCATION: Evocation is a magical art that focuses on the manipulation and control of elemental energies and forces. It involves the summoning and commanding of spirits, creatures, or energy manifestations to achieve various effects. Evocation is often associated with the direct manipulation of raw power and the ability to unleash destructive or transformative forces. Practitioners of evocation, known as evokers, harness the elemental energies present in the world around them or tap into metaphysical realms to bring forth and direct these forces.
  7. ALCHEMY: Alchemy is a mystical and ancient magical art that combines elements of science, philosophy, and magic. It is often associated with the transformation of base metals into precious ones, such as turning lead into gold, but alchemy encompasses much more than just material transmutation. Alchemists seek to understand the fundamental nature of matter, energy, and the universe, aiming to unlock hidden knowledge and achieve spiritual and physical transformation.
  8. ABJURATION: Abjuration is a magical school or art that focuses on protective and defensive magic. It involves the use of spells and rituals to ward off and negate harmful effects, banish or repel creatures, and create barriers of protection. Abjuration magic is often associated with shields, barriers, and dispelling magic. Abjuration spells and rituals often require concentration, focus, and a deep understanding of the magical energies involved.

Specialized Equipment

The MOR-G4N Frames
The MOR-G4N Frames were advanced golems constructed and designed by Morgana to serve as her hands in all matters of surveillance, information gathering, aid in magical endeavors, and any other operation she needed that demanded absolute trust. The frames each possessed an artificial SOUL imprinted with the echo of her own, allowing them to perform Magic at her level. The secret to this artificial SOUL is well kept but it allows them to possess an infinite source of power, or nigh-infinite. The MOR-G4N frames were incredibly durable, armed to the teeth with all manner of offensive and defensive weaponry in the event that magic did fail. They had an exact copy of all Morgana's memories and knowledge, downloaded from a Cloud database that she and all her frames were linked up to. This way, nothing new they learned, and she learned as well, and vice versa.  
The Unyielding, Favor of Trials
A DAMASCUS steel athame is used in a ceremonial fashion by Morgana when she completes a spell or ritual. Such actions sealed in her blood via this blade are eternally binding, bound by the very power of Morgana's magic. While not impressive especially powerful beings, such spells are unbreakable to lesser minions she employs to carry out her deeds.
The Urienimaus Dax
A long sword with an impressive number of enchantments embedded within its very molecular structure, refusing separation. The blade is well decorated and better meant for show than use. Morgana uses it to channel and boost her own Magical power and has only ever drawn it once to slay a student of her own making who sought to usurp her. The blade was gifted to her by her husband Prince Urien on the night they were betrothed, keeping with Rhygoedian marriage customs. He spent no less than several small fortunes to create it and is a testament to his love and devotion.

Mental characteristics

Personal history

Morgana was one of the nine daughters of Queen Igraine le Fay and King Consort Gorlois Le'Mahieu of the Kingdom of Avalon. She was born with exceptional magical ability and a knack for learning, making her a prized pupil for the legendary immortal Mage, Merlin Ambrosius. Morgana spent much of her youth studying under Merlin and antagonizing her half-brother Arthur on their adventures until the Great War in Heaven began and the Dragon Knights were involved. Morgana was wed to King Urien of the Rhegdon Clan and aided the Dragon Knights for the remainder of the war. However, by the time it ended, most of her children were dead, her husband was long dead, and her kingdom was in ruins. Morgana resigned herself to her own isolation and remained there in eternal mourning.

Education

Student of the Great Merlin and the Wicked Loki
Morgana and serval of her sisters came to study Magic under Merlin, the court wizard of the Ambrosius Clan and famed Mage of unrivailed power and skill. Morgana spent the most time under his teachings and came to understand Magic more deeply than most, not only becoming proficient in the 8 Arts but mastering them completely as her Master did. Morgana is also one of the few students of his to learn several of her Master's Master-Works Compendium, a collection of infinitely complex spells that are second only to the Runic Arts. The Master-Works Compendium is a great source of Merlin's intelligence and mastery of Magic, and mastery of even one of them is proof of one's understanding of Magic, let alone several.
Morgana studied under Merlin for 30 Years and soon came to know all the Magic that he knew and then some. When she outgrew him, Merlin dismissed his ever-curious student and Morgana found a new master in Lord Loki, The God Of Mischief. While Morgana had already explored the depths of Magic, through her studying with Loki she came to master the depths of the Soul, Soul Manipulation, to be specific. Loki also stepped further and taught Morgana Khaos Magic, a topic she found great interest in. This training with Lord Loki took place in the Spirit World via one of his Avatars and was timeless, while Morgana's real body was safely stored in Avalon under the care of her sisters.

Failures & Embarrassments

The Enigma Queen
Morgana learned Khaos Magic when she studied under Lord Loki, the God of Mischief, and was immediately obsessed with it. Khaos Magic steps far too close to Khaos itself and the idea of regression, a step most sensible Mages are reluctant to take. However, Morgana was not as prepared against the forces of Khaos as she once thought, she heard the small whisperings in the back of her mind and gave them attention. Her Grimoires were filled with her ramblings as her mental state began to fail and Khaos seeped into reality through her mind, a living portal from which one of the Seven Deadly Sins would attempt to manifest.
Morgana became involved with the Temple of Khaos and aided them in the act of trying to manifest one of the 7 Deadly Sins, a Crime Against Yggdrasil, which can incur the wrath of the Devas and the Gilded Court. However, Merlin who is an agent of fate, took action to spare his favorite student. He informed his young pupil, Prince Arthur Ambrosius, who traveled to Demons Run with Prince Lancelot to prevent the manifestation of a Sin. This action proved successful in the end as Arthur and Lancelot defeated the corrupted Morgana and squashed the Temple of Khaos.
Morgana would be arrested by Arthur's knights who returned her to the Kingdom of Avalon where her sister, Queen Morgause, had her moved to Álfheimr under the care of Yrneha, Master of the Le'Fay Clan of Álfheimr branch family. Over the course of the next 7 years, Yrneha and her Clan would use the Light of Álfheimr to purify Morgana and rid her body, mind, and soul of Khaos and its influence. This phase of Morgana's life was very damaging on her mental state and her perspective of self and her relationship with Magic. It also earned her the title 'Enigma Queen', a title she still bears today but takes little pride in.

Social

Reign

The Tale of Three Weddings and the Crowning of the King
King Cynfarch Oer ruled the Rhegdon Clan for an age and a half before his untimely death and the matter of succession was left unresolved. Only his three oldest sons, Lothric, Arwan, and Urien, were eligible for the Throne, and as fate would have it, there were three Princess of Avalon from the le Fay Clan who needed Lord Consorts. Princess Morgause, having succeeded her mother as Queen of Avalon, claimed the oldest, Sir Lothric, as her Lord.  The younger Mazoe picked Prince Arwan, if Lothric was wed to her sister, the throne would automatically fall for him and his consort. Lady Morgana was left with the youngest, Urien, without a shot at the throne.
King Urien Rhegdon, Regal Lord of the Battlefield
However, before Sir Arwan was crowned, Sir Urien put forward his claim for the throne, invoking an old tradition among Rhegdon Kings, a contest of power. This typically involved an all-out declaration of war between heirs, but the brothers relegated their conflict to a contest of power. Lothric and Arwan both called forth six leal champion knights to fight with them, but Urien took no companions and claimed he would best all 14 great Knights on his own, a feat his brothers did not think possible. History is full of cowards and blunt stones, all chest puff and arrogance, yet who fail where the measure counts most in action. This is not one such time, nor was Prince Urien one such being. The events of the tournament were spoken of for ages to come, of how Urien the Great faced and bested 14 of the greatest warriors Rhygoed has ever seen, without aid.
When the suns rose on the planet Rheged, Urien, though bloody and beaten, rested upon the throne. Morgana was made Queen Consort of the Rheged Kingdom and brought great wealth and power to her new seat of power.  
The Death of King Urien
During the Great War in Heaven, King Urien and his sons were primarily involved with the Dragon Knights and their operations. His heir and only daughter, Morfydd, completed her education in Avalon under her grandmother's teachings, and Lady Morgana was not yet tired from the war. She served with Merlin in an advisor and confidence role within King Arthur's court, valued for her impressive magic that threatened to rival her master. With both King and Queen so consumed with external affairs, many lesser Houses within their Kingdom took the opportunity to seize power for themselves. When Urien heard of this he returned to his Seat of Power, Inis Witrin, to reaffirm his position by force.
After ruining a great many Houses, Urien celebrated, as he typically does after a grand victory. However, he was premature in his celebrations. The baron known as Morgan Bwlch came to plot on the great king. Morgan could not beat Urien in arms, he knew this and disguised himself as Urien's enchanting wife, Queen Morgana. Thinking his wife had come to bed with him, Urien was tricked and murdered with poison, dying slowly in a pool of his own innards. Queen Morgana wailed when she learned her husband was dead, not only killed but defeated with trickery and dishonor, staining their House and legacy. Morgana returned to her Kingdom in force with her sons and Arthur's Round Table and personally saw that Baron Morgan died a slower death 100 times more painful.
Urien's death was a difficult time for Morgana, who was now the absolute monarch of Rhygoed. He was one of the few people in the cosmos who loved her unconditionally and he was taken from her. Queen Morgana took a more domestic approach to the war following Urien's death, primarily operating from Inis Witrin with her MOR-G4N Frames and network of spies and informants. Most of the Rheged military force was now led by her sons.

Family Ties

  • Igraine le Fay | Parent ♀
  • Gorlois Le'Mahieu | Parent ♂
  • Höel Le'Mahieu | Sibling ♂
  • Goloé Le'Mahieu | Sibling ♂
  • Morgause le Fay | Sibling ♀
  • Elaine le Fay | Sibling ♀
  • Mazoe le Fay | Sibling ♀
  • Moronoe le Fay | Sibling ♀
  • Marrion le Fay | Sibling ♀
  • Morrigan le Fay | Sibling ♀
  • Macha le Fay | Sibling ♀
  • Marbon le Fay | Sibling ♀
  • Madoc Ambrosius | Half-Sibling ♂
  • Arthur Ambrosius | Half-Sibling ♂
  • Clarine Ambrosius | Half-Sibling ♀
  • Urien Rhegdon | Spouse ♂
  • Ywain Rhegdon the 1st | Offspring ♂
  • Morfydd Rhegdon | Offspring ♀
  • Mabon Rhegdon | Offspring ♂
  • Ywain Rhegdon the 2nd | Offspring ♂
  • Rhiwallon Rhegdon | Offspring ♂
  • Elffin Rhegdon | Offspring ♂
  • Rhun Rhegdon | Offspring ♂
  • Pasgen Rhegdon | Offspring ♂

Relationships

King Arthur Pendragon, the Once and Future King

Half-Sibling (Important)

Towards Fear the Enigma Queen

5
4

Frank


Fear the Enigma Queen

Half-Sibling (Important)

Towards King Arthur Pendragon, the Once and Future King

5
4

Frank


History

Morgana and Arthur were once grave enemies induced by her madness, but have since mended their relationship after he saved her from Khaos. She served him faithfully as a council during the Great War in Heaven and mourned his death.


The le Fay Clan Shield
Honorary & Occupational Titles
  • Great Mage Equal to Heaven
  • Master of Magic
  • Queen of Rheged (Monarch of Rheged)
  • Fear the Enigma Queen
  • Queen of the Highlands
  • Princess of Avalon
  • 1st of Her Name
  • Daughter of Gorlois & Blood of Igraine
Age
999+
Spouses
Siblings
Sex
Female
Eyes
Dark Blue
Hair
Long Brown Curly
Skin Tone/Pigmentation
Cream White
Height
6'9"
Weight
200 Lbs.
Aligned Organization
Creative Sources
Compiled list of (free) sites, tools, and links I use for various assets or art in SEVEN SEALS
  1. Article, World, & Icons made with Bannersnack (FREE)
  2. Character Portraits & Landscapes made with ArtBreeder (FREE)
  3. External Family Tree Tool is FamilyEcho (FREE)
  4. Unique Symbols & Signs from Cool Symbols (FREE)
  5. Various Fantasy Names generated from Fantasy Name Generator (FREE)
  6. Sci-Fi inspired names & Generators via Donjon (FREE)
  7. Flags & Shields made with Armoria

Character Portrait image: Morgan-le-Fay by Frederick Sandys (1829–1904) Presented by the Trustees of the Feeney Charitable Fund, 1925

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