TV-Series
Description
Ash is a recurring character from the anime and manga series MÄR, known for his complex role as an anti-villain within the Chess Pieces, the main antagonistic group. He holds the rank of Knight, specifically the tenth strongest member within that elite order. Despite his allegiance to the series' primary antagonists, Ash is distinguished by a moral code and a set of personal motivations that set him apart from his more sadistic and ruthless comrades.
Very little is known about Ash's life before he joined the Chess Pieces. His primary motivation for seeking power and aligning himself with such a dangerous organization stems from a deep-seated desire to protect children. He believes that by helping the Chess Pieces conquer the world, all wars and conflicts between nations would cease, thereby preventing the deaths of innocent children. This twisted sense of idealism led him to join their ranks, hoping that a single, absolute ruling power would create a lasting, albeit oppressive, peace. At some point before the second War Games, Ash rescued three children named Defu, Ko, and Benni after their village was destroyed by the very organization he serves. He secretly sheltered them in a remote cottage to keep them safe from further attacks, and it is also hinted that he may have children of his own.
Ash's personality is notably unusual by the standards of the Chess Pieces. He is typically playful and fun-loving, a stark contrast to his menacing appearance, which includes a mask styled after a grinning Grim Reaper with its tongue sticking out. He often prefers to solve matters without resorting to violence and has urged other Knights not to fight amongst themselves. Even Phantom, one of the most dangerous and sadistic members of the group, has stated that he could never hate Ash, simply because of the kind of person he is. When he is not engaged in battle, Ash is almost always seen happily playing with the children under his protection. Fellow Knight Galian has also noted that Ash is not usually one to give up in a fight, indicating a strong will beneath his easygoing exterior.
In the story, Ash plays a significant role during the War Games, the tournament that serves as a major conflict between the Chess Pieces and Team MÄR. He specifically requests to fight the protagonist, Ginta Toramizu, during the fifth round. Before the match, he confronts other Chess Piece members, telling them they do not know how to treat children. During his battle with Ginta, he uses his Dimension ÄRM, Psycho Space, to create a separate dimension, claiming he does not want the children watching the match to see the rest of the fight. It is within this space that he reveals his true motivations for joining the Chess Pieces. Although he fights seriously, he also shows genuine concern for Ginta's safety during the battle. After Ginta defeats his Guardian ÄRM, Ash concedes defeat, acknowledging Ginta's strong conviction and entrusting him with the mission of protecting the smiles of all children. Following the battle, Ash voluntarily offers himself for punishment for his loss, a request that Phantom ultimately denies.
Ash's relationships are central to his character. His bond with the children Defu, Ko, and Benni is his most defining trait, as all his actions are ultimately for their well-being. His relationship with Ginta evolves from that of an enemy to a mutual understanding and respect. After witnessing Ginta's resolve, Ash supports his goal to save MÄR-Heaven. He also has a notable interaction with the other Knights; even someone as cruel as Phantom holds a degree of affection for him, while he is willing to scold others like Hamelin for their poor treatment of children.
Ash undergoes significant development throughout the series. Initially appearing as a loyal Knight of the Chess Pieces, his true allegiance is ultimately to his ideal of protecting children. After the War Games, when the leaders of the Chess Pieces, led by Diana, reveal their true plan to conquer both worlds and order King to execute all the Knights, Ash is one of the few to escape. He promptly deserts the Chess Pieces and, along with the children, helps lead others to safety. He later reunites with Ginta and other surviving members of Team MÄR to close the dangerous portals that the new antagonists, King and Queen, are opening across MÄR-Heaven. In a final, heroic act, Ash traps King inside his own Psycho Space dimension to save Ginta, engaging in a brief but fatal battle with the powerful enemy. He is killed by King but, like many others slain by him, is later revived following King's defeat. After being brought back to life, Ash continues to live with the children he protected.
As a fighter, Ash is primarily a user of Dimension ÄRMs, magical weapons that manipulate space and reality. Among his notable ÄRMs are Split Parts, a pendant that allows him to divide his body into separate, movable pieces to attack from multiple directions. His most powerful ÄRM is Psycho Space, a ring that creates a separate dimension where the magical power of anyone inside, including himself, is cut in half. He also possesses the Weapon ÄRM Walking Bomb, which creates a bomb that grows larger each time a combatant is wounded before finally detonating. His Nature ÄRM, Shadowman, brings his shadow to life, allowing it to attack enemies or absorb incoming attacks. For a Guardian ÄRM, Ash commands Death, a masked creature with four blade-like arms that can be launched at foes from a distance. In the anime, he also uses a Dimension ÄRM called Eingang. Ash's combat style is creative and tricky, perfectly complementing his playful yet deadly serious personality.
Very little is known about Ash's life before he joined the Chess Pieces. His primary motivation for seeking power and aligning himself with such a dangerous organization stems from a deep-seated desire to protect children. He believes that by helping the Chess Pieces conquer the world, all wars and conflicts between nations would cease, thereby preventing the deaths of innocent children. This twisted sense of idealism led him to join their ranks, hoping that a single, absolute ruling power would create a lasting, albeit oppressive, peace. At some point before the second War Games, Ash rescued three children named Defu, Ko, and Benni after their village was destroyed by the very organization he serves. He secretly sheltered them in a remote cottage to keep them safe from further attacks, and it is also hinted that he may have children of his own.
Ash's personality is notably unusual by the standards of the Chess Pieces. He is typically playful and fun-loving, a stark contrast to his menacing appearance, which includes a mask styled after a grinning Grim Reaper with its tongue sticking out. He often prefers to solve matters without resorting to violence and has urged other Knights not to fight amongst themselves. Even Phantom, one of the most dangerous and sadistic members of the group, has stated that he could never hate Ash, simply because of the kind of person he is. When he is not engaged in battle, Ash is almost always seen happily playing with the children under his protection. Fellow Knight Galian has also noted that Ash is not usually one to give up in a fight, indicating a strong will beneath his easygoing exterior.
In the story, Ash plays a significant role during the War Games, the tournament that serves as a major conflict between the Chess Pieces and Team MÄR. He specifically requests to fight the protagonist, Ginta Toramizu, during the fifth round. Before the match, he confronts other Chess Piece members, telling them they do not know how to treat children. During his battle with Ginta, he uses his Dimension ÄRM, Psycho Space, to create a separate dimension, claiming he does not want the children watching the match to see the rest of the fight. It is within this space that he reveals his true motivations for joining the Chess Pieces. Although he fights seriously, he also shows genuine concern for Ginta's safety during the battle. After Ginta defeats his Guardian ÄRM, Ash concedes defeat, acknowledging Ginta's strong conviction and entrusting him with the mission of protecting the smiles of all children. Following the battle, Ash voluntarily offers himself for punishment for his loss, a request that Phantom ultimately denies.
Ash's relationships are central to his character. His bond with the children Defu, Ko, and Benni is his most defining trait, as all his actions are ultimately for their well-being. His relationship with Ginta evolves from that of an enemy to a mutual understanding and respect. After witnessing Ginta's resolve, Ash supports his goal to save MÄR-Heaven. He also has a notable interaction with the other Knights; even someone as cruel as Phantom holds a degree of affection for him, while he is willing to scold others like Hamelin for their poor treatment of children.
Ash undergoes significant development throughout the series. Initially appearing as a loyal Knight of the Chess Pieces, his true allegiance is ultimately to his ideal of protecting children. After the War Games, when the leaders of the Chess Pieces, led by Diana, reveal their true plan to conquer both worlds and order King to execute all the Knights, Ash is one of the few to escape. He promptly deserts the Chess Pieces and, along with the children, helps lead others to safety. He later reunites with Ginta and other surviving members of Team MÄR to close the dangerous portals that the new antagonists, King and Queen, are opening across MÄR-Heaven. In a final, heroic act, Ash traps King inside his own Psycho Space dimension to save Ginta, engaging in a brief but fatal battle with the powerful enemy. He is killed by King but, like many others slain by him, is later revived following King's defeat. After being brought back to life, Ash continues to live with the children he protected.
As a fighter, Ash is primarily a user of Dimension ÄRMs, magical weapons that manipulate space and reality. Among his notable ÄRMs are Split Parts, a pendant that allows him to divide his body into separate, movable pieces to attack from multiple directions. His most powerful ÄRM is Psycho Space, a ring that creates a separate dimension where the magical power of anyone inside, including himself, is cut in half. He also possesses the Weapon ÄRM Walking Bomb, which creates a bomb that grows larger each time a combatant is wounded before finally detonating. His Nature ÄRM, Shadowman, brings his shadow to life, allowing it to attack enemies or absorb incoming attacks. For a Guardian ÄRM, Ash commands Death, a masked creature with four blade-like arms that can be launched at foes from a distance. In the anime, he also uses a Dimension ÄRM called Eingang. Ash's combat style is creative and tricky, perfectly complementing his playful yet deadly serious personality.