Kogu Marlowe

Kogu Hirokai (コガー・ハーロッカイ, Kogū Hirokai; The Entire Wide World) is a young girl that Tsuyo happened to find while he was traveling through Mt. Hakobe as he was inspecting a rumor he heard about a Dark Guild being in the area. Tsuyo discovered her after he made his way in the direction of a nearby explosion, only finding the destruction of what seemed to be a laboratory and Kogū lying in the cold snow. He took her to a nearby village, staying in the village until she was fully recovered and awakened. Upon her recovery, Tsuyo questioned her about why she was out in the mountains. When she stated that she could not remember, Tsuyo concluded that she possibly had a form of amnesia. He then gave her the name that she goes by now and offered her to travel with him, as his partner. Kogu accepted and thus, the team known as Seekers was born. She is the female protagonist of the series Fairy Tail: Seekers. Throughout the world of Earth Land, Kogu is known under the alias of Torrential Champion (沛然の選手権, Haizen no Senshuken) due to her spectacular usage of Water Magic.

Later in the Natura Impellunt Arc, it is unveiled to Kogu that she is apart of a special project called Mabinogi and is a Milletian (進魔元素晶人 (ミルチャーン), Miruchān lit. Advance Magic Elemental Crystal Being), a human-like being that was created using a Lacrima, which was magically charged with a specific elemental type of magic, and the astonishing Arc of Embodiment. The project was created with the intension of replicating the effects of Slayer Magic through a unique form of Magic known as Element Killing Embodiment. Kogu is officially known as Experiment No.04 – "Undine" (実験No04「ウンディーネ」, Jikken No04 "Undīne") due to her Lacrima being magically charged with Water Magic and being the fourth Milletian to be created. However during the procedure in which Kogu was being "born", a unexpected factor occurred–the lacrima began to absorb the eternano of those around it, ultimately leading to it becoming unstable and the destruction of the facility where this project was being hosted.

As the female protagonist of the series, Kogu has a great importance to the the story–playing a role in a majority of the Arcs. The readers are sometimes granted the ability to see some of the story through Kogu's viewpoint, allowing them to see exactly how she interprets things in her own way. However due to her initial innocent nature, Kogu's view of things can sometimes be seen as ignorant or childish. This later changes as Kogu learns and discover more about herself, as well things and events that happen around her which end up helping her when it comes to maturing into a new person. It doesn't hurt that she has her friends to help her understand things that she is not ready to comprehend. Hogotsu has often remarked throughout the series that Kogu is similar to an explorer, looking to discovering something that is new all the time and never staying in one area for too long–due to this, Kogu has earned a secondary title: Adventurer of the High Seas (公海の山師, Kōkai no Yamashi).

Appearance
Kogu is a rather unique person, as she is created from a Lacrima, making her an Artificial Human. Despite the fact that she was born or rather created in such a short amount of time, Kogu takes the appearance of a form-fitting teenage girl, growing at a astonishing rate as seen. She is shown to have a light skin complexion, which is complemented by her body structure, which is slim and shows off her feminine figure, sometimes attracting attention to her, not that she actually know what their true intentions are. Her slim figure is rather idea for her type of fighting style, as she relies on speed with some focus on power. She has a noticeable bust size, as it is rather large in comparison to her thin body, drawing more people towards her, mostly males and some females. She is rather short, standing at 165.1 centimeters, making her 5 feet and 5 inches. This makes her the the shortest in the group. She has shown to have a extreme dislike about her height, as she wishes to be taller, often drinking milk as a attempt to try to grow taller. Her most unique feature is her hair, as it it is a light blue. Her hair is styled in a bobcut fashion, with two bangs flowing down each side of her face. Interesting, these bangs are colored in a darker blue compared to the rest of her hair. Kogū finds it cool, as she think it makes her look more awesome in a way. Her eyes are rather large in size and oval shaped. The color of her eyes are a vibrant blue, showing off her curiosity to new things and innocence to the world at times, something that Tsuyo states makes her such a good companion, despite his complaining at times.

When it comes to clothing, Kogu prefers to wear light colored clothing, as contrasted to Tsuyo's dark colors. She will generally wear flashly clothes, unintentionally revealing her body at times. She is often seen wearing what seems to be a white and brown cloak, that goes all the way down to her waist. Underneath that, she wears what appears to be a special brown clothing that covers over her breast area and goes to her waist area. Along side that, she also has on a black skirt, stopping just below her knees and has on a pair of matching black leggings. She finishes this outfit with a pair of short black boots. Additionally, Kogū is often seen wearing a unique white hat on her head, something that was given to her by Tsuyo as a gift. She later switches outfits as she began to enter a warm area. This outfit consisted of a tight sleeveless white shirt, emphasizing her breast even more, and having an incredibly long matching scarf that flows near her feet, surprisingly not causing her to trip. She also wears a pair of white baggy trousers that are a little short of being considered full length jeans. Kogū also strangely seems to have bandages wrapped around her waist, arm and leg areas for some unknown reason. To complete this outfit, Kogū wears a pair of custom made shoes. These shoes appear to be a basic black with white tips, having a star design that is visible on each toe of the boots.

Personality
Kogū is incredibly childish person. She does not enjoy people making fun of her, often throwing a tantrum. She is rather rebellious against going people's rule except Tsuyo's. She will usually begin goofing off, never actually taking things seriously. She will just run off and start to playing, simply just acting like a little kid. She will even start playing pranks with Hogotsu when the situation arises.

She is also rather naive. She does not understand certain things, often misinterpreting causing various problems for Tsuyo. Although her naiveness can sometimes help uncover certain things or think of creative ways to do specific task. She can be oblivious to danger at times, thinking that she is simply playing a game of sorts. When she is playing as likes to think of it, she acts like she rather teasingly, often mocking a person and causing mass anger.

Synopsis
Main Storyline= Role-play= Other Storylines=
 * The Three Slayer Collide
 * A Terror Sight: Meeting The Hunter

Equipment
Sea Serpent: Varunastra (海蛇・バラナストラー, Kaija: Baranasutorā): A blade of significant power, it's rumored to be forged for an unknown material. It's unknown how Tsuyo came into possession upon such a weapon, but upon meeting Kogu during their initial encounter and witnessing her unique powers of water and wind, he decided to entrust the weapon to her since it'll help her further develop her power, the weapon acting as a conduit for said goal. The weapon sports a unique appearance, not seen in any other blade belonging to it's kind. Normally, the blade is silvery gray in color, but because the very blade itself is unique, as its made from a material that re-acts to certain elements (specifically water and wind), an aquatic-based shimmering glow is emitted from its person whenever said elements are poured into it in the form of magical energy. It has a hook-based edge that can be used for various purposes, specifically ones dealing with grappling, parrying and the like. Near the bottom edge is rigged, the reason for this is currently unknown. The grip of the sword is wrapped in a soft brown material, making it easier to wield in battle for prolonged periods as opposed to other sword-based weapons, and a red ribbon hangs from the pommel area, having two yellow stripes at the bottom, one thick and the other thin. Like the blade's namesake, the guard is unique, being black in coloration and taking the shape of a sea serpent's skull, extending only over the back of the blade. Despite being classified as a long sword, it's surprisingly lightweight, thus can be wielded with one hand at any given time. This might be partially due to the fact that wind and water magic, two elements known to be associated with weightlessness are imbued within the blade itself. This allows Kogu to use it in an unrestricted freestyle manner of her choosing, letting her pull off feats that can't be normally done with a regular long sword. However, this is merely an iota of what it can really do. As explained before, this blade can be imbued with specific elements - water and wind. When this is done, the elements in question are magnified to new heights, allowing Kogu to utilize certain abilities that she wasn't able to access before. An example being that she can manipulate any and all water & wind sources within the vicinity, even those of her opponent's, to such an extent that she becomes unmatched by any individual. This also extends to the spells she casts, via. her blade, manipulating the shape it takes, adjusting the amount of pressure it produces and the velocity of its flight path, influence the flow or direction it takes at will, alter the physical mass said element takes by either expanding or condensing it to a singular point, and altering the temperature of said element, producing certain effects that can affect the surroundings in such a way, an example is causing flash-freezes in mere instances or create scalding masses capable of second- to third-degree burns with mere ease. The capabilities are as endless as Kogu's own imagination and tacticionary prowess on or outside of the battlefield. Thus, it can be said that with a single spell, she can easily overpower the mightiest of individuals. The other abilities belonging to this blade are unknown at this moment, as Kogu is still figuring out the mechanics of the blade itself, but once unleashed and fully mastered, it's said that she can be considered one of the most powerful mages in the history of Earthland. Varunastra is the water weapon incepted by Varuna. In stories it is said to assume any weapon's shape, just like water. The weapon discharged would release torrential volumes of water. This weapon is commonly mentioned as used to counter the Agneyastra.

Ways of Combat
Expert Hand to Hand Combatant: When most people see her, they instantly come towards the conclusion that Kogū is not remotely even good at hand to hand combat. They are proven wrong when they actually fight her and see exactly how powerful she is. Being trained by Tsuyo, he subjected her to the same training style he himself underwent, which could be described in three words; painful and unorthodox. Having her body pushed to the limit, it allowed her to develop a strong body. She is able to throw out powerful attacks, using fast kicks and punches to strike the opponent, taking them down. While at first she used a fighting style that was made use of her small size, she eventually modified it to create her own unique way of fighting, which she has named Matsu Nagura (真津波座, True Inquiring Wave Position). Her style revolves around her flexibility to her advantage, maneuvering around attacks as well as to confuse them, preforming incredibly acrobatics to confuse her opponent. She will generally attack using a mixture of punches and kicks, that use acrobatics. She will make use the momentum that is created by her acrobatics to increase the power behind her attacks. Her speed and reflexes also play a big part in how she fight, being able to dodge and dash her way around the battlefield. The main purpose of this fighting style is to allow Kogū to learn more about her opponent's way of fighting, using her unique ability to learn quickly to her advantage and spot key components within another person's fighting style. This can make it tricky for one to fight her, as she will figure out ways to defeat her opponent in her own way; which can often involve questionable methods, although they are effective as Tsuyo has often commented on. Another thing to note is that she is able to use her Magic in her fighting style, mixing in spells that will surprise her opponent at the sudden at that comes out unexpectedly.
 * Dolphin Kick (海上翻筋斗蹴 (ドルフィン・キック), Dorufin Kikku lit. Marine Somersault Kick): A very unique attack that Kogū developed over her training days, finding inspiration when she saw how the dolphins communicated to each other, and what one of their unique abilities was. To begin, the user starts by channeling Eternano throughout their leg, manipulating it to mimic the same electrical signal that her brain sends to add as a cloak of energy around his leg. The next step is that the user must go and kick any part of the opponents body, only the true impact doesn't shock the opponent, but rather send out a special pulse that echo-locates throughout the opponent via electrical shocks throughout the body, resulting in the user being able to determine which weak areas the opponent has, and attack them with the required force needed to break it apart or even deal incredible damage to it. While the technique is quite useful, the physical damage is only able to deal the same amount of damage depending on how the user kicks normally. Another thing is that when the sonar ends, it will not be able to regive the locations, meaning the user must have a very balanced memory to remember precisely where the weak points.
 * Secret Technique: Sea Splitting Punch (秘術・海割拳, Hijutsu: Miwarigen): One of the most powerful techniques that Kogū has learned throughout her entire life, often it is said that for this move, she should only use it when she needs to and to only use it once or else risk dangerous results. In order for the technique to be used, the user's mind must be as still as water, slowly feeling the cool rush of Eternano appear around them as it slowly glows around them. Then the user begins to manipulate it, drawing in more as she starts to channel said energy inside of her, concentrating it throughout her body while keeping a calm focus and clear mind along with it. When the energy has reached it's peak of being able to be contained, the user then focuses it into their hands, doing a foward palm thrust that releases the energy in one explosive burst, causing the very ground beneath it to be split open by the sheer force of the attack, causing anything to fall intone it. While the technique is said to be one of the most effective attacks, in order for one to truly use it, a clear calm mind is to be kept at all time, meaning no form of other emotions can be leaked out or otherwise they would lose the focus and end up losing the energy. The second risk to this magic is that even after it is released, the strain on the body can be very aggresive, often resulting in some pulled muscles if one is not careful of how much they generally release.

Physical Attributes
Enhanced Strength: Despite her small size, Kogū has known to have a superior amount of strength, something that shocks those that dare step in her way. Due to Tsuyo's unorthodox form of training, said training method involved Kogū having to carry large objects while running from Tsuyo, as he launched devistating spells, one after another. While this method could be considered borderline sadistic torture, the result are something no one can argue against. Kogū has now gained incredible strength, which she can now use her own advantage, especially within fighting. She can punch with great force, being strike a wall and cause noticeable cracks to appear along it. She can kick off objects to give herself a boost when fighting, which can catch the opponent off guard due to the surprise speed, which she will generally use at the start of a battle. When in battle, she will attack her opponent with great speed, striking them using her impressive power until they are beaten into defeat.

Remarkable Speed: Coming Soon…

Inferior Endurance: Coming Soon…
 * Sharkskin (鮫肌, Samehada): Another unique fighting technique that Kogū developed while studying the undersea life and it's wonders while she was in training. After realizing that some sharks were known for having rough incredible skin, and focused to where her Eternano was able to allow for a special coating of secondary skin to allow her arms to become covered with scales that with each punch or grab, would deal damage to an opponent whenever they would be hit by her scales. It has also been seen that she she is able to not only apply them to her arms, but she can also apply them to her kicks, allowing for more incredible attacks that can deal double the original damage that her opponent would normal take. While the attack has it's own useful properties, it takes quite a bit of Eternano concentration to keep it going, and the more the user adds to their arms or legs, the more concentration and energy it takes to keep them under control.

Magical Abilities
Incredible Magical Power:
 * Magical Aura (魔力の霊気 Maryoku no Reiki):

Water Magic
Water Magic (水系各種魔法, Mizu Kei Kakushu Mahō): Water Magic is a type of Caster Magic which utilizes the element of water. Water Magic is a form of Magic revolving around the use of water, which is placed under the user's command for them to employ it for various purposes. Depending on its use, the physical properties of water can be manipulated to the user's advantage; large masses of such liquid are shown to possess remarkable force, being usable to inflict blunt damage upon targets by sweeping them away with water. A similar effect can be achieved using high-pressure currents, which, due to their reduced size, focus the damage on smaller areas. Pressure is also manipulable to a great extent, enough that when it is focused on the outer sides of the water surfaces being controlled, the liquid can become an effective cutting weapon, acting like a real blade. Whirlpools generated on the ground by this Magic, combining rotatory force and slicing power, can easily reduce solid rock to pieces. The user is also able to erect domes of water around foes, in order to knock them out by depriving them of air.

Mages specializing in Water Magic can also achieve an extra, extremely versatile avenue of usage for such Magic: turning their own bodies into water at will. Such a peculiar employment allows them to become impervious to both physical and Magical attacks, which merely pass through them without harming them. In addition, the water from the user's body itself can be used as a medium to cast other spells related to this Magic (whereas casters unable to transform their bodies are apparently limited to using the water from the surrounding area), as well as have its properties altered, with the user being capable of making it boil without causing any damage to themselves. While unaffected by most types of offense, however, Mages with a body solely composed of water are still susceptible to freezing, which can immobilize them and inflict damage upon them. Possibly as a result of the liquid form granted to them, the most experienced users of Water Magic can seemingly breathe underwater, at the same time being able to encase oxygen in spheres of water for others to do the same.
 * Paragon Silanus (パラゴン・シラニャス, Paragon Shiranyasu): A simple spell that Kogū utilizes through her Water Magic; being known as the sword and shield technique, this spell is both an offensive and defensive. Kogū will begin to gather water in front of her, spinning the water at high speed to the point where it looks to a thin disc of spiraling water. This thin disc is the shield portion of the spell, as this spinning saucer is able to disable incoming spells and can take quite a punch as it was abee to take Hogotsu's Beast Hammer head on and no disable at all, though it did waver suggesting that it is weaker to magic of lightning nature. This shield can also act in a offensive manner, as upon Kogū's mental command, the spiraling spiraling shield will begin to release small but high pressurized bullets of water. This portion of the spell is the sword, and is usually the counterattack after being hit with an opponent's spell or technique. The bullets, while small in size, make up for in numbers as the bullets area released in great amounts, traveling in a single direction and hitting their target with great amount of force, leaving bruises on their body. Kogū has also performed another version of the attack portion of this spell where she launched the water shield like a disc at the opponent, spinning like a buzz saw which can cut through steel like a hot knife through butter. The Silanus part of the spell name is Latin for "Jet of Water" and "Fountain", inspiring the effect of the spell.
 * Water Body Transformation (水体化, Suitaika): A Water Magic spell that is well-known amongst masters of Water Magic, it is a protean, whole-body spell that allows the user to liquefy their entire body at will; this is just yet another of the Elemental Body transformation spells of the Elemental Magic linage. When their body becomes liquefied, it turns their entire bodies into water at will. Such a peculiar employment allows them to become impervious to both physical and magical attacks, which merely pass through them without harming them. In addition, the water from the user's body itself can be used as a medium to cast other spells related to this Magic (whereas casters unable to transform their bodies are apparently limited to using the water from the surrounding area), as well as have its properties altered. This spell makes it impossible to receive damage from physical attacks. From a single hair, to the skin and muscles, everything can be liquefied and solidified at will. Be it to evade an enemy's attack during a short range battle, to infiltrate a structure, or to launch a surprise attack in a liquefied state, this technique boasts a high strategic value. Applying this technique, the user can also modify their body parts for suitable situations. While unaffected by most types of offense, however, even with a body solely composed of water, the user is still susceptible to freezing, which can immobilize her and inflict damage upon them. Possibly as a result of the liquid form granted to her, the user can seemingly breathe underwater, at the same time being able to encase oxygen in spheres of water for others to do the same.
 * Water Pistol (水鉄砲, Mizudeppō): A spell that uses the highly versatile Water Body Transformation as a base; this spell is considered Kogu's signature spell regarding Water Magic due to the fact she is able to use it no matter what the situation is. To preform this spell, Kogu mimics a firegun with her hand and, through the Water Body Transformation', compresses an drop of water in their index finger, firing it with tremendous force and speed similar to a gunshot towards her target. The projectile, while small, is able to pierce through a boulder with ease and go through her opponent's body with little to no resistance. It has even been seen that the water bullet can go through many forms of defense, making it great when battling against Mages that rely on certain Magic to enhance their endurance, such as Skin Magic or Steel Magic. Kogu is able to use this spell in rapid succession, firing out multiple bullets at a incredibly rapid rate, similar to that of a machine gun. She is also can use this spell to where she shoots out a small but fast stream of water; this variation is used more so for distracting or annoying her opponent, though it is usually the latter. What is fun to note is that after Kogu is finished executing this spell, she will pretend as though her finger is a gun and will motion to it in a holster. This is ironic in a way as Kogu created this spell after watching a Western based movie, despite the fact Tsuyo constantly telling her to go to sleep.
 * Hydrification Blade (水化刃, Suikajin): The Hydrification Blade is commonly utilized using the user's sword as a medium; what is notable is that the spell has almost countless applications, making it one of the user's most useful spells. When holding their blade, the user can exert their magical aura onto the blade, transforming the energy into that of the water element, which enshrouds the sword, transforming the blade of steel into that of the water element, giving them an extended reach—but that is the most basic application of the spell, as the user is capable of manipulating the watery blade in any way that they wish as long as their magical energy allows it; even using altering the state of matter that the blade is in, transforming it into a solid or gas, or allowing it to remain in a liquid form. In the solid, the water freezes thanks to their magical energy, transforming it into a sword with an icy blade that leaves long arcs of ice in the wake of its slashes. When it is transformed into a gas, it becomes a long "whip" of gas that is constantly being emitted from the blade's hilt, which can obscure the vision of their opponent, and when it is reverted into another state, the gas will essentially work as a capture net; leaving the opponent ensnared. In its default form, when not being used to cut like any other sword, the water acts as a solid, allowing the user to grab onto solid objects as well as to perform a various array of attacks. When utilizing the Water Body Transformation spell that is oh-so-coveted by Water Magic masters, the Hydrification Blade essentially allows the user's sword to become an extension of the user's will; as when it is sunk into their liquefied body, they can use the Hydrification Blade spell to extend outwards, defend, or lash out in any way that they wish for suitable situations, making him extremely tricky to counter. This spell's name is intended to be a pun. "Suika" (水化) is the Japanese term for "hydration", but separately, the kanji mean "water" (水) and "to become" (化) respectively, translating to something more similar to "hydrification" ("to become water"). This explains the effect of this technique upon the user's blade more precisely.
 * Rising Danger of the Rapids of Time (上危時瀬, Jōkijise): The Rising Danger of the Rapids of Time is an extremely deadly Water Magic spell that allows the user to create exploding duplicates of themselves in order to attack the enemy and confound them. When performing this spell, the user thrusts their arm out, gathering magical energy upon their hand, adding their Water Magic into the mixture, before casting the spell; manipulating the eternano in the air with the water as to form duplicates of the user that are made out of oil and water, which possess half of the power of the user—these duplicates are capable of performing tasks the user is unable or unwilling to do for themselves. Interestingly, the water in the duplicates are shown to be immersed by a thin layer of oil and due to this structure, and their temperature is capable of being modified from cold to hot as much as the user desires, and whenever the duplicates exert themselves, the outer layers of oil within the duplicates heat up, evaporating the water within them—once the internal pressure has reached a certain point, the watery duplicates expand until the water vapour is released in a vicious explosion that can range for miles; devastating everything within its path. The duplicates move about the battle area to attack the opponent in the same way that the user would, forcing the opponent to defeat the watery duplicates –after which, they revert back to regular water- in a certain amount of time to avoid being killed by five enormous explosions. Despite all of its powers, the range of the duplicate is limited however, as it can not travel very far from the user without losing control; and because of this, the user normally uses five or more duplicates to swarm the enemy, bombarding them with vicious attacks from all sides as to keep them on their toes.
 * Water Dragoon (水流龍弾 (ウォーター・ドラグーン), Wōtā Doragūn lit. Water Current Dragon Bullet): Water Dragoon is a powerful Water Magic spell and the water variant of Dragoon Blitz; when performing it, the user projects their magical power outwards, using it to manipulate the temperature down to the level that allows water to manifest, before combining their magical power with the ambient eternano within the atmosphere in order to make that water a reality. When using Water Dragoon, the user shapes a large amount of water into a giant, powerful dragon; it seeks out the opponent's attack, taking ahold of its "essence" and targeting their weak point; charging forward with high speeds. It has been shown to be immensely powerful, devouring large fragments of rocks and erasing extremely high powered spells with ease. The dragon carves a violent trail of destruction wherever it moves, destroying everything in a straight line as a tornado trails around it as it completely overwhelms all it devours, as by colliding with most structures and opponents, grinding into the opponent like a powerful drill that is capable of piercing through any and every defense; striking them with such incredible power that the sheer force of the attack is enough to upturn steel, and wipe the user's enemies away with a force akin to a tidal wave. It is capable of blasting through even magic forms of defenses, as the dragon's movements swaths through the barriers, and supernatural defenses erected in vain to protect them, striking the foe formidable might, dealing physical damage. The ideal place to use it is near a body of water, but it is entirely possible to use it even in a place where there is none. The user expends very little water when materializing the dragon, being not taxing at all to form. The dragon can also heat up, making it capable of burning the opponent harshly. Being made of boiling water, the dragon completely burns all it devours, as by colliding with most structures and opponents, it is able to incinerate anything in its path.

Wind Magic
Wind Magic (風魔法, Kaze Mahō): Wind Magic is a Caster Magic that utilizes the element of wind as well as a variation of Air Magic, being more used than the mother Magic. Through this variation, the user is able to generate and manipulate the very winds around them using their will. This is done by using Telekinesis to manipulate the magical particles in the air around the user, allowing them to control the wind. This gives the user a great boost in offensive power as the are able to assault their enemies with different ways: the most prominent aspect of such Magic lies in the ability to give the wind cutting properties, manifesting it in the form of fast-moving air blades which are employed at mid-to-long range; they can also generate powerful gusts of wind to inflict blunt damage upon enemies and send them flying away, and even form hurricanes of various scales, which, in addition to their rotational power, seem to retain his wind's signature sharpness.

While many of the spell within this Magic require making special gestures which are preformed by using one or both hands, depending on the attack's power and magnitude—however, it has been seen that with enough control and understanding of this magic, one does not have to use said gestures unless it is for a powerful spell. Users can also employ the wind on themselves, using it to levitate and traverse over long distances, as well as to cover themselves in an armor of wind, boosting both their offense and defense. Like with other elemental Magics, the user is capable of turning into their element, in this case air. By doing this, they are able to negate both physical and Magical attacks or teleport to another location, making this a extremely useful skill. Something to note is that magic is incredible strong against Lightning Magic and Earth Magic, the first being able to be insulated by using wind on electricity and the latter being capable of upturning. However, this magic is weak against Fire Magic as the wind will enhance the power behind the fire though it is possible to cut through or force the trajectory of the fire to return to the creator if one has enough power behind their spell.
 * Boreas (北の勦風 (ボレアス), Boreasu lit. Devouring Wind of the North): Boreas is a modified version of the commonly used Emera Baram. Kogu saw that there were some problems concerning the original spell and as such, she tweaked it untill she got the spell she has now. Kogu was able to see a great amount of ways to improve the orginal spell. One of the main improvements being that Kogu does not have to engulf herself with wind in order to properly preform this spell, something that is great as Kogu does not have to waste anytime to use this spell. When preforming this spell, Kogu will place her both of index and middle fingers in an X-shape in front of herself, just like how a traditional Emera Baram is preformed. By using this gesture as a focus medium, Kogu will manipulate the air in front of her to take the form of a concentrated blast of wind blades traveling in the direction towards her target. Upon making contact, her target will be consumed by the blast and will be assaulted with hundreds of wind blades, cutting them in virtually every area. An unique ability that Kogu was able to integrate into this spell has is that it can absorb, or in better terms, devour, almost any incoming spell that utilizes wind or air and add it to the initial attack, increasing the power of the concentrated blast. While the ability will not work with certain magic such as Sky God Slayer Magic, it is able to devour the wind of a Dragon Slayer and nearly everything below that. Kogu is also able to control the size of the blast, focusing it on one area and dealing more damage to her target. In Greek Mythology, Boreas is one of the Greek wind gods who were each ascribed a cardinal direction from which their respective winds came, with him being god of the cold north wind and the bringer of winter. His name meant "North Wind" or "Devouring One", the latter name inspiring the special effect of this spell.
 * Zephyros (天洋風 (ゼピュロス), Zepyurosu lit. Heavenly Western Gale): Zephyros is another modified spell that Kogu has within her arsenal of Wind Magic spells. For this spell, Kogu decided that she need to modify the widely known Wind Wall spell as she saw that she could alter it to be used in a more defensive manner while at the same time retaining it's powerful nature, thus making the spell that she now uses today. Kogu was able to improve the spell in numerous ways, being able to use it in different ways. To preform this spell, Kogu will maneuver her hands to make an "X" sign—The right arm is above the left arm. The right palm facing down; left palm is facing up. Once this is done, she will begin to manipulate the wind around her in one of two ways—the first way involves manipulating the wind around her very body, making it spiral around her and creating a whirlwind that protects her from any incoming spells or attacks. This whirlwind also has attacking properties as if any of her opponents that gets too close to the whirlwind will be sliced up by the high-speed blades of wind. The second way that Kogu is able to preform this spell is by creating several small hurricanes in front of her, that act as a wall. Similar to the previous way has offensive properties, this one does as well. It has the same ability to where if the opponent gets too close they will be cut by the fast-moving wind. In Greek Mythology, Zephyrus, or just Zephyr, is one of the Greek wind gods who were each ascribed a cardinal direction from which their respective winds came, with him being god of the west wind and the gentlest of the winds.
 * Notus (南乱穿 (ノータス), Nōtasu lit. Southern Turbulent Drill): Notus is a one of the few melee spells that Kogu has within her arsenal. This spell was also known as Revolving Heaven Punch (回天拳, Kaitengen) before it had been given a new name, fitting the theme of all her Wind Magic spells and ensuring that it is a staple of Kogu's arsenal. To preform this spell, Kogu will gather and manipulate large amounts of wind around one of her arms, rotating it at vastly high-speeds. This rotates so swiftly that the wind becomes razor-sharp, turning her arm into an unstoppable storm of destruction. Once the wind is at its peak, Kogu punches forward with all of her might, with the wind gathered around her arm bolstering her strike. Should the target dodge, the force of the wind would knock them back, if not wound them and can be used as a shield against point-black attacks. When it strikes, it grinds into the opponent with extreme force, and the wind decompressing into his opponent at high speeds, grinding against them and shredding them through sheer force. The attack seems to strike the target multiple times simultaneously, creating a number of shockwaves of wind, and it is capable of slashing her opponents and sending them careening back. Kogu is also capable of using Notus as a series of jabs that deal even more damage than normal due to tripling the number of blows, however- this is rarely needed. In Greek Mythology, Notus is one of the Greek wind gods who were each ascribed a cardinal direction from which their respective winds came, with him being god of the south wind and bringer of the storms of late summer and autumn.
 * Eurus (東風球 (ユーラス), Yūrasu lit. East Wind Sphere):
 * Wind-Make (風の造形魔法 (ウインド・メイク), Uindo Meiku lit. Wind Molding Magic): Wind-Make is a form of Molding Magic that utilizes the element of Wind. Unlike most Molding Magics, Wind-Make is primarily used as a form of attacking or maneuvering around, as Wind does not have that many defensive applications. Another thing that makes Wind-Make standout form the rest is that Wind-Make has only one type of style, being Dynamic, as if wind does not circulate, it will cause the wind to lose it's shape. This is why Wind-Make must always within a Dynamic form. The main form of attacking regarding this magic involves sending out blades of wind or conjuring powerful gales that are used to slice or force the opponent back. Another thing way that is Wind-Make is used is boosting one's mobility. This can be used to create an air-scooter that the user can then ride on and move around quicker or they can use the winds to push themselves in any required direction, users are able to greatly increase there speed, and even attain flight through training. To properly preform Wind-Make, the user must hold his hands apart like they are holding a medium-sized round object.
 * Wind-Make: Wolfgang (風の造形魔法・無狼群 (ウインド・メイク・ウルフギャング), Uindo Meiku: Urufugyangu lit. Wind Molding Magic: Free Wolf Pack):
 * Wind-Make Unlimited: Anemoi (風の造形魔法・限りない・四方旋風 (ウインド・メイク・アンリミテド・エイネモイ), Uindo Meiku Anrimiteddo: Einemoi lit. Wind Molding Magic Endless: Four Directional Whirlwind): One of the strongest spells that Kogu has within her arsenal, being considered "ace-in-the-hole". This spell has earned a title of being known as the Magic Origin Destroyer (魔原駆逐, Magen Kuchiku) due to the deadly effect it has on a Mage. This spell takes three specific factors in order for one to fully use it and master it: Focus, Endurance, and Manipulation. To begin, the user first starts by producing an orb of wind in their hands, this is the first initial step that works on focus, because they then must begin to spin the orb in one direction as it slowly begins to go faster and faster as wind starts to swirl around the user. The next step is when the user collects the wind using their wind-make, adding to the sphere razor-like winds to it as it begins to expand out into a rough shape of what appears to be a throwing star, only bigger, but the endurance factor begins as the razor winds backlash on the user, slicing them the more the wind comes and comes. Finally, when the wind itself is completely in par with the orb, the final factor of manipulation begins as the user concentrates Eternano through their hand along with the Eternano in the wind, and begins to solidify the shape of the throwing star, something that takes up-most concentration in order to make it work, as the winds take shape to a full large throwing star spinning in the palm of the user's hand. When the user throws it towards any source of Eternano, the star expands, cutting anything large in the way, and detonates to create a dome of razor wind as it slashes and tears apart anything that stands in it's path. However, despite it being one powerful spell, unless one has fully mastered all three factors and uses proper time to achieve it, the results would be catastrophic as it would backlash on the user, resulting in them being caught in a torrent of razor wind, and taking the full hit of the attack as it shreds them apart like a sheet of paper. It is also seen that due to the incredible heavy force needed to keep it stable, the user's own arm can suffer damage to it's nerves if the spell is used too many times, leaving them unable to use it for an amount of time until it heals.

Imperial Empodiment
Imperial Embodiment (帝国・実施, Teikoku Jisshi): Imperial Embodiment is a unique form of Magic that one can possess but not use without risk. When this magic was first revealed, people had thought that the magic belonged to ancient civilization of magic users, who discovered a way to freely manipulate the magic within their bodies with ease, amplifying their bodies with their choice of Magic. This theory was soon proven wrong as a young mage by the name of Hogotsu Sezoku had created this magic, basing it off of the Earth Land equivalent of Dragon Ball Z. This magic as stated before is meant to enhance specific physical attributes of a single person with a type of Caster Magic. The attributes that are amplified all depend on the magic that is used, as the person would gain the properties of the magic. However, it is noted that only Elemental Magic is capable of being harnessed along with Imperial Embodiment.

In order to harness the power of Imperial Embodiment, after casting any elemental spell, the user suddenly and briefly voids their magical container, which was popularized when a certain Fire Dragon Slayer performed it against a rather irksome Flame God Slayer on Tenrou Island—emptying it as to allow the user to properly accept the sudden surge of elemental energy without any risks. Once this is done, they can safely accept the oncoming elemental magic; drawing it into their body, before flaring up their magical aura once more—the sudden return of their magical aura allows them to safely take in the magic; and use precise control of their magical aura in order to spread it within various limbs; essentially their whole body and use their magical origin to prevent it from h2arming them from the inside. This provokes an extraordinary change, cloaking them (most of the time) in the element of their choice; granting them enhanced speed and power, along with the ability to cast brand-new spells.

A primary example of this would be when Hogotsu uses his Lightning Magic while using Imperial Embodiment. Hogotsu, after going through the procedure, would gain enhanced speed and reflexes. As an added bonus, Hogotsu's melee strikes would also cause shock damage to whoever he hits. Not only that but by doing this, he become the element in question, using all of its abilities as if it was part of their own body. However, physical enhancement and magic personification aren't the only limit regarding Imperial Embodiment. The users are also able to access a new set of spells that before may have seemed impossible. Another thing to note is that depending on the form that one enters, their physical appearance will change. An example would be a person that uses Darkness Magic would enter the first form of Imperial Embodiment. Their hair might change to either black or the secondary color of their Darkness Magic and they also might have a slightly blackened skin tone. This physical changes range depending on the form that the user is in and each is different for another person.

Although there are many positives to Imperial Embodiment, that does not mean there are not any risks. The risk behind this, however, is that they can be harmed by the element that counters the one they are currently using. The exception is that if the amount of magic used to induce the effects of the Imperial Embodiment and what stage of the spell they're in. If they are in the Ultimate Form of the spell and used a lot of magic to power it, then they can't be harmed by the element opposite to their own. Also, it's important to know that mastering the flow of magic in your own body is a general factor to use it. If one attempts to use the spell and has not yet mastered the flow of magic in their own body, not only will it not work, but it will potentially backfire as a result and in most cases, severely damage or even kill the user, depending on which stage they want to enter.

Being a close friend of Hogotsu, he eventually taught her this magic as a sign of friendship as well as due to her pleads to wanting to become stronger, not wishing to fall behind in comparison to him and Tsuyo. She generally uses this Magic similar to Hogotsu, as her ace in the hole or as she puts it, "the rabbit hidden in the hat". This means that Kogū will not use this magic unless she is provoked in a way that causes her a great amount of anger, if she wishes to prove something or if she truly will start to fight seriously. Due to being a human artificially made from Lacrima, Kogū does not seem able to access the final form of Imperial Embodiment, Ultimate Form (究極体, Kyūkyokutai). To counter this, she actually developed and later used Transcendent Form (超越体, Chōetsutai), a form that uses two elements within Imperial Embodiment. This makes Kogū powerful within her own right, doing something that not even Hogotsu or Kiso were able to do. Due to using Water Magic and Wind Magic within this Magic, Kogū has named her Imperial Embodiment as Raging Waves Mode (狂瀾モード, Kyōran Mōdo).

Other Magic
<!-- Junction (人魔一体 (ジャンクション), Jankushon lit. Human-Demon Synchronize)

Halitus Jouffroy
Halitus Jouffroy (ハリタス・ジャウフロイ, Haritasu Jaufuroi) is a young girl who was recently born into the world of Earth Land. She is the results of the usage of Junction between Kogu Hirokai and Efreet, a pair of extremely powerful Milletian (進魔元素晶人 (ミルチャーン), Miruchān lit. Advance Magic Elemental Crystal Being) with completely opposite personalities; thus making the fusion shocking as one would not expect for these to be able to pull it off. However, the results have shown and Fusion Experiment No.08 – "Desolati" (融験No08「デソラティン」, Tōruken No08 "Desoratin") is ready for action. Due to being the product of two extremely powerful mages combining together, Halitus is strong in both physical and magical areas, possessing nearly all of the capabilities that her two halves possessed, and even more. Due to being partially Efreet, Halitus is able to use Element Killing Embodiment. She has also been named Tegura (テグラ, Tegura) by Kogu in an attempt to combine both of their names.

Equipment
Cherion (ケイローン, Keirōn): Cherion is the name of Joker's main weapon; it is a shimmering golden bow attached to her left forearm. The design of the bow is that of a pristine gold; with several runic symbols engraved upon it. The arrows that Cherion fires are imbued with sacred light that can easily pierce and destroy goodness itself. Due to their immense power, they can usually eliminate enemies with just one hit. While normally closed, it will open if it absorbs large amounts of energy, like fire for example. Once Chirion is open, Joker can then release exponential amounts of energy arrows by drawing back a string made from the same energy and letting it loose an absurd amount of arrows all at once. These arrows are always accurate, and seem to be able to home in on their targets. Chirion can also morph into a giant golden sword which it can utilize in melee. In Greek Mythology, Chiron was a centaur, half man and half horse, who was known as a great sage among his kind; the name is a reference to Sagittarius.

Ways of Combat
Master Swordsmanship Specialist: Joker swings her blade with impunity and finesse to the point that it appears that she is dancing elegantly. It could be said that she moves her blade like butterflies, allowing it to sting like bees. When wielding her blade, Joker focuses on precision and efficiency over wild, sweeping motions, enabling her to defend herself against an opponent with minimal effort, while placing a heavy focus on avoiding her own disarmament. Her style is elegant and focused, utilizing balance and footwork to outmaneuver opponents with fluid motions rather than strength, leading to Joker heavily utilizing jabs and light cuts rather than hack and slash movements; overall, her style is elegant. Joker also has the ability to alter the strength of both of her arms that swing her blade, giving her the ability to befuddle the opponent; and because of her incredible speed and strength, a single swing of her blade is capable of cutting an opponent, even at a fair distance away.

Trivia
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Quotes

 * "Nya'cha! I'm Kogū!" — Kogū, introducing herself.

Trivia

 * For reasons that are unknown, Kogu has a great dislike when it comes to sea food.
 * Hilariously, Kogu has a case of chuunibyou. This leads to her creating bizarre long names for some of her spells or techniques such as Falling Bubble Pressure Cluster. Tsuyo often has to give them shorter and simpler names.
 * Strangely, the author does not remember exactly how he came up with the name Kogu. He does think it might have been the results of trying to combining the kanji for Blue (青, Ao) and Child (子, Ko) before he mixed up the kanji for blue with another, creating the name Kogu.
 * Kogu's status are: