This first 'chapter' is for giving some life and details about the two OCs of the story. The next chapter will be where the prologue makes the setting, so if you don't care for details and such, feel free to skip ahead.

Emerald Acid is a character that belongs to me, and Harusame Mizukishi is my friend's creation that I am using with his consent.

All other characters, as well as the Touhou universe, belong to ZUN.

Name: Emerald Acid

Age: Around 60-80. Young by youkai standards.

Apparent age: 18

Species: Human/Tengu/Insect mixed-breed. (Explained later)

Abilities: Wind/Air mastery, includes usage over electricity/lightning.

Weapon Mastery: Bow. Extreme accuracy due to superhuman vision granted by Tengu/Insect blood.

Appearance:

Dark green clothes with traces of gold lines and patterns. Extremely dark green hair, appearing black at a glance.

6'2'' with a slim/svelte (but not skinny-thin) build. Two insect antennae on his head and four dragonfly wings on his back. Wears a hat of almost the same shade of green as his hair, and a cloak-styled cape to hide his buggy parts

Typical "x" wingspan when spread, but folded parallel down his back when hiding them.

Doesn't need them to fly like everyone else in Gensokyo, but uses them anyways during flight/combat for style.

Carries a bow made from materials from the Forest of Magic for when he needs to fight.

Combat style:

Prefers mid to long range combat, but has a stealth spell and melee tricks for close quarters if needed.

Being made from magic-infused materials, the bow itself has magic enhancing properties.

Doesn't use normal arrows in his spells. Instead he shoots "wind arrows" and "shock arrows", made from their respective elements.

Wind Arrows have piercing properties and can multiply in-flight or be shot as a volley from the get-go.

Shock Arrows are stronger and have a minor splash damage area, but no piercing, no splitting mid flight, and can only be shot in smaller volleys.

He doesn't *need* the bow to shoot since he can conjure one in the same way as his wind arrows, but using the magic-infused bow makes his shots stronger.

Like the Tengu as a race, he can use the Wind itself as danmaku. Speed and Precision are his strengths in combat, adapting a hit-and-run "death of a thousand cuts" style.

However, he's only as fast as an average Tengu. Marisa, Remilia, Flandre, Aya, Hatate, and Byakuren can all outspeed and run circles around him.

Residence:

Edge of the Forest of Magic. He lives at the top of an unusually tall tree. Unlike the Three Light Fairies, he doesn't live *in* the tree, but actually has a large and stable house in the tree's canopy.

The house has three small stories, each one about 9' tall. From bottom to top: the entrance and study, his personal room and crafting area, and a guest room and storage area.

The study has his collection of books that he's collected over the years, as well as a small alchemy set-up for random magical experiments, as making Elixirs is a hobby of his. Accessed by a hatch in the floor that opens to a vine-covered tree trunk.

His room is pretty self explanatory, and the crafting area is where he makes and infuses his magic-material bows. This level of the house has a balcony outside for sightseeing that overlooks the Forest of Magic's canopy as well as all of Misty Lake in the distance, accessed by a door in the room.

Guest room is again self explanatory, but also holds many storage chests for his various trinkets collected through the years. Each of the floors are connected to the next in line via stairs.

Relationships:

-Harusame Mizukishi-

Emerald's best and childhood friend. A pure-blood Magician with an affinity for close-quarters combat and water and ice themed magic; a battlemage.

Masquerades as a human when in the Human Village, but is known to be a youkai and accepted by the village leader and Hieda family.

Prefers to use water magic infused gauntlets and greaves to attack in melee, but is capable in mid-range danmaku combat as well.

Generally cheerful and sarcastic, if not a bit of a smart-ass at times. Is constantly taking and receiving jabs at and from Emerald, but at the core they have an unbreakable bond.

The term "Vitriolic Best Friends" fits them perfectly.

He stands at 5' 9 1/2" with short, casually messy mid-blue hair. He wears a long sleeve sky-blue top with curving white lines twisting around it as decorative patterns, and leggings that match the colors and patterns.

When he deems it necessary to fight seriously, he pulls out a black hooded cloak and mask that he keeps contained in a spell card. By using the spell card, he ascends to a new form of pure magic energies that are contained within the figure outlined by the cloak. In this form his magic strength is increased, and as a result his attack patterns become more fierce.

-Kyouko Kasodani-

Emerald's love interest. Mutual? Who knows.

-Wriggle Nightbug-

Friend of Emerald after their first danmaku battle (he won), mainly due to Emerald's partial insect heritage and both having issues with being disdained by humans.

-Sanae Kochiya-

Friend and self proclaimed rival of Emerald, again after their first battle (was winning until she channeled her Goddess' powers). His wind elemental mastery is better than hers, but not as good as Aya.

As a wind priestess, this makes her want to challenge Emerald when she can in order to "out wind" him using her own power, for lack of a fancier term.

Emerald has also shown a keen interest in outer world tech, and has (somehow) obtained a working TV and net-capable computer from Nitori through Sanae, and learned the tech from Sanae herself.

-Nitori Kawashiro-

Small acquaintance, as she supplied his TV and computer.

-Marisa Kirisame & Alice Margatroid-

Small acquaintances and friendly with the former, as they are technically neighbors and have run into each other in the forest. Marisa taught a curious Emerald basic alchemy, which he then took to refining as a hobby.

He's still not as adept at it as Marisa is though; she explores it seriously and for combat, and he does it as a hobby and shares interesting results with her.

Has not fought Alice due to her peaceful personality, but has "fought" (re: been shot at) by Marisa because she was bored and wanted to fight. Has not beaten her yet.

-Spinel & Lazuli-

Emerald's deceased parents. Emerald is the offspring of a human mother, Spinel, and a tengu father, Lazuli. Detailed in the next documentary.

Spell Cards:

Disclaimer: At best, I'd place these two as stage four bosses, where one is a mid boss and the other the stage boss, and they alternate depending on the player's choice like the Tsukumo sisters do, as well as alternating a second time when on the extra stage. The extra stage ideas are there for if a situation would call for it, such as them getting a 'no holds barred' rematch from whoever beat them beforehand. I am not trying to sell them as stronger than above the Gensokyo average, and definitely am not trying to make any of them an incident hero.

-Emerald-

His standard bullet is a green arrow unless stated otherwise (I.E.: wind bullets), used in all his non-spells.

Breeze Sign: "Gust Fan"

Emerald makes a backhanded swing motion with either arm and sends out a fast moving wave of wind bullets in front of him. Your basic opening spell or quarter-circle forward projectile depending on the game.

Tactical Sign: "Cloaking Gale"

A quick gust of wind blows over Emerald as he vanishes into air particles. He then reappears at a random location at mid to close range and shoots at his opponent. He'll either shoot a few streams aimed at his target, or a larger handful of streams aimed vaguely in their general direction, within a 90 degree arc.

Spark Sign: "Blinding Flash"

Emerald snaps his fingers, creating an electrical spark in front of the opponent's face that blinds them temporarily before shooting danmaku at them. No icon at the bottom of the screen to give away his position, but bullets become visible partway down the screen (halfway on Normal), and he can still be hit by return fire. Wears off after a bit and then repeats.

Acid Sign: "Corrosive Clouds"

Emerald poses for a moment before summoning a green colored cloud on top of the opponent before shooting more bullets at them. The clouds slow movement and can cause a death if the target stays in the hitbox long enough, shown by a countdown over the opponent's sprite, based on difficulty. Cloud dissipates after awhile and the pattern repeats.

Storm Sign: "Hurricane Wave"

Emerald quickly spins once with one of his arms in a backhand motion that summons a whirlwind of wind bullets that spread out from him in a circular pattern with him as the center. The bullets speed up their rotation as they near the bottom of the screen. Bullet direction based on how he spun. 3 layers of bullets on Normal, 5 on Lunatic.

Storm Sign: "Thundering Tempest"

Wind bullets of varying size based on difficulty fly diagonally across the screen. Occasionally Emerald will pose and call down a bolt of lightning to strike the opponent after a brief delay. The lightning will displace any bullets it runs through, pushing them onto a different trajectory. On higher difficulty, the wind can change direction.

Wind Sign: "Piercing Arrow"

Emerald makes multiple backhand sweeps in similar fashion to "Gust Fan". However, this creates multiple waves and the waves are slower but more dense. As the waves near the opponents, Emerald charges up and takes a shot with a larger than normal wind arrow that cuts through the bullet curtain. The shot is aimed at the opponent and displaces bullets in the same fashion as the lightning bolts.

Wind Sign: "Piercing Volley" (Signature move, like Master Spark and Fantasy Seal, but without the precursor bullet curtain when not a boss pattern)

Emerald makes more backhand sweeps to form a thicker bullet curtain. He then charges a shot again, but this time fires either a volley of five arrows at once with the center aimed at the opponent, or shoots a quick volley of five arrows one at a time in a sweeping pattern across the length of the stage. All five arrows displace bullets. Harder difficulties have smaller arrows when shot but split into more arrows partway through their flight and displace.

Stealth Sign: "Aeroblades"

Emerald dissolves into air particles like his previous stealth spell, but instead of randomly reappearing and taking shots at the opponent, he appears close by and does a dashing slash at his target with his preferred CQC weapons: dual daggers made from air. Cuts very finely as it uses the same technique that his piercing wind arrows do. Three dashing slices before returning to the top of the screen and repeating.

Supercell: "Eye of the Storm"

A CQC oriented spell. Emerald moves to just above the center of the stage and spins like he did in "Thundering Tempest", but with a few seconds delay on the spin. He then unleashes a screen- wide whirlwind that rapidly circles the stage with Emerald at the center. The center however is very open and no bullets come inside. Instead Emerald moves about and tries to slash his opponent with his aeroblades in the relatively confined space.

The opponent is supposed to stay within the center of the pattern and dodge the slashes while returning fire. It *is* possible to stay out of melee range and shoot from within the storm, but the sheer volume and speed of the hurricane-patterned bullet wall makes this extremely difficult.

Shield Sign: "Wind Barrier"

Fighting game spell and "Focused" shot type. Emerald surrounds himself with a shield of extremely fast circling wind that damages opponents that touch it. Effectively stops melee attacks aimed at him, but still hurt normally by bullets. As a shot type, it damages enemies near him constantly.

Suppression Sign: "Iron Mist"

Fighting game spell. Emerald summons four small clouds at the four diagonals around his opponent that quickly close in on them, but don't track once spawned. If the opponent is caught when the clouds converge, they get their motions slowed drastically and jump height severely reduced, making them easy pickings for a few seconds.

Pressure Sign: "Neural Shock"

Fighting game spell. Emerald poses for a second before making a small delayed blast of air pressure centered on the opponent's head. It can't be blocked and if they get hit, the opponent gets knocked down. Emerald then automatically dashes to the target and picks them up onto his shoulder, and then dashes to the nearest stage wall, slamming the opponent into it doing rather good damage.

Sea and Sky: "Frozen Gust"

Extra stage boss and combo spell with Mizukishi. Emerald launches multiple waves of wind bullets like with "Gust Fan", but each bullet trails a light blue cloud behind it. Passing through the clouds slows the opponent's movement. Pattern gets thicker and faster as Emerald sustains damage. Mizukishi shoots no bullets during the spell.

Sea and Sky: "Maelstrom"

Extra stage boss and combo spell with Mizukishi. Mizukishi forms a large water bullet randomly on the middle to lower half of the screen. Emerald then calls down a large lightning bolt to strike the bullet. This causes a localized maelstrom at the bolt's impact point, shooting out wind and water bullets in a circling hurricane pattern. The maelstrom persists for a bit and constantly shoots its bullets. Multiple maelstroms can be active at once.

Emerald and Mizukishi both shoot slow, aimed wind and water bullets respectively in between maelstrom strikes.

Sea and Sky: "Cryo Shot"

Extra stage boss and combo spell with Mizukishi. Emerald shoots a large arrow off the top of the screen into the sky. A moment later, a large icy laser comes down with a small warning, taking up 1/3 of the screen and centered wherever the opponent was when the warning came and persists for a few seconds. The beam shoots bullets from both the sides and from the point of impact as it lasts.

Once the beam finishes, it leaves a large ice cloud around the point of impact that lasts a considerable time and slows movement. Emerald will then shoot waves of bullets before charging up another Cryo Shot and repeating.

"Emerald Windstorm"

Emerald's ultimate spell. He only uses it when Mizukishi is injured and leaves the stage after "Cryo Shot" is beaten. It combines many of his older spells and amps them up. The background changes to dark while tiny rain bullets constantly fall straight down across the stage. Wind bullets come in diagonally from the sides and Emerald can change their direction at will.

Emerald himself moves about, and each time he stops he shoots one of three patterns: either multiple "Gust Fan" waves with their original fast bullet speed, a volley of three arrows shot rapidly one at a time that split partway, but do not displace bullets, or he calls down two lightning bolts aimed at the opponent in quick succession with their usual delay and will displace bullets in their path before breaking up into bullets themselves.

On Lunatic, wind bullets come in from both diagonals. Not a Last Spell, but could still be considered a signature ultimate spell like "Fantasy Nature" and "Sungrazer".

-Mizukishi-

Standard bullets are small throwing knives unless started otherwise (I.E.: water bullets). Used for non-spells. Different in appearance from Sakuya's knives.

Skill Sign: "Icy Embrace"

Mizukishi makes a punching motion and a large-ish hand made of light blue ice bullets flies out towards the opponent. The hand trails water bullets behind it, and the hand retracts to Mizukishi after reaching the bottom of the screen. He then shoots basic bullets in a spread before repeating. Hand size and speed varies on difficulty.

Ice Sign: "Punchyfist" (Signature move)

Mizukishi dashes close to the target before charging up a close-quarters punch. When thrown, the punch "explodes" at the point of impact into a cluster of slow moving ice bullets with a tight, shotgun-esque spread. This repeats once more before retreating to mid range. He then punches thrice in quick succession, shooting a wave of water bullets at the opponent with each one, with varying speed.

Surge Sign: "Crashing Waves"

Mizukishi poses in a low crouch as he summons a huge, screen-wide and half-screen tall curtain of water bullets that fall straight down. Mizukishi then punches upward while moving to the top of the screen, clearing a column of bullets. He then charges towards the opponent for a punch similar to the CQC punch in "Punchyfist", but with water bullets instead of ice. He trails a column of water bullets behind him as he travels towards the opponent. Spell repeats after.

Disperse Sign: "Freezing Vapors"

Mizukishi dissipates into a cloud of mist and homes in on the opponent, chasing them. The mist has a hitbox similar in size to the hitbox of a large bullet in the main games, and leaves a small trail of mist behind it that dissolves over time. Both the trail and the main mist "body" periodically radiate slow moving ice bullets to take up screen space.

Sea Sign: "High Tides"

Mizukishi raises a hand into the air and summons a screen-wide wall of water bullets similar to "Crashing Waves", but from the bottom of the screen, cutting off use of any space past the curtain for the duration of the spell. He then begins attacking the opponent with dashing punches and flying kicks that radiate a small handful of bullets at the impact point. The water at the bottom of the screen rises as Mizukishi takes damage, up to occupying the entire lower half of the screen.

Water Sign: "Downpour"

Mizukishi charges up and shoots multiple streams of water off the screen and into the sky. Rain bullets then begin to fall down the screen for the duration of the spell. Mizukishi attacks during the rain in a simple fashion: various standard bullet shots, ranged water wave punches, and dashing kicks.

Shot Sign: "Hidden Arrowfish"

Mizukishi charges in a similar fashion to "Downpour", but he shoots the water streams down and off the bottom of the screen. He then uses his favored melee attacks to attack the opponent as he has been doing, but adds in a few screen-width dashes that trail water bullets, and chases the opponent more persistently when he's trying to punch them in the face. Throughout the spell, streams of fast moving water bullets will fly at the opponent from off the screen bottom after a small warning delay.

Sea and Sky: "Charged Rain"

Extra stage boss and combo spell with Emerald. A spell very similar to "Downpour", but the rain drops are more spread out due to having a larger hitbox, as they are electrocuted. Occasionally, lightning will arc and chain between drops, limiting the opponent's movement even more as Mizukishi attacks them.

Sea and Sky: "Favorable Winds"

Extra stage boss and combo spell with Emerald. Mizukishi summons up another wall of water to occupy the lower 1/4th of the screen before again attacking in ranged-to-melee patterns. Periodically, Emerald will charge up and summon a gust of wind (no bullets) that displaces the wall of water, causing it to either slant for a bit, form waves that cross the width of the screen, or even part the wall in the middle and throw the water high up onto the screen before the bullets fall back down to form up again.

Sea and Sky: "Blizzard's Whiteout"

Extra stage boss and combo spell with Emerald. Mizukishi and Emerald both stay at the top center of the screen as they summon a blizzard to attack. White snow bullets of varying size fly in diagonally at a fairly fast pace. The blizzard can change directions. Emerald and Mizukishi don't move from their spot, but occasionally Mizukishi will shoot a couple waves of ice bullets.

"Azure Frostbite"

Mizukishi's ultimate spell. He only uses it when Emerald is injured and leaves the stage after "Blizzard's Whiteout" is beaten. Mizukishi poses in a wide "x" stance briefly as four good sized icicles form at the player's diagonals and move as the player does. He then swings his arms in a cross slash motion as the icicles stop tracking the player and converge into a large "x" shaped crystal at the location. The crystal will then spin shortly before exploding and sending out multiple ice bullets on all sides. Mizukishi then moves while punching out clusters of slow moving water bullets from medium range before repeating the spell pattern. Not a Last Spell, but could still be considered a signature ultimate spell like "Fantasy Nature" and "Sungrazer".