TV-Series
Description
Garum is the ancient priestess who oversees the Watchdog Center located in the kingdom of Valiante. Despite her youthful and diminutive appearance, characterized by long white hair, she is far older than she looks, and it is implied that her true form is something quite horrifying.
Her personality is marked by a pervasive laziness and boredom, often found lounging on cushions and indulging herself with sweets. She maintains an aloof and indifferent demeanor, frequently offering half-truths or changing the subject when questioned directly. This behavior extends to mocking figures of importance, such as referring to the villainous royal adviser Mendoza as Mendooza. Her communication is self-serving, as she tends only to speak about what she wishes to say, making it difficult to extract clear or truthful information from her. Underneath this detached facade is a profoundly cold and calculating nature, as she is willing to let an entire city be destroyed or sacrifice Makai Knights as disposable pawns if it serves the ultimate goal of destroying Horrors.
In the story, Garum acts as a source of enigmatic guidance and orders for the Makai Knights and Alchemists. She is all-knowing of the events in Valiante but chooses to intervene or share information according to her own inscrutable logic. Her role is that of a gatekeeper, controlling the flow of missions and information from the Watchdog Center. She can employ white, bird-like familiars to act as messengers for the Makai Order. Her key relationships are primarily defined by her status and apathy. Other experienced characters, such as Herman and Rafael, see through her facade of childish innocence, regarding her with disdain.
Garum displays little to no character development, remaining a static and inscrutable force throughout the narrative. Her notable abilities include her immense age and the implied supernatural power that comes with her role. She commands the Watchdog Center and uses her familiars for communication. Most significantly, her power is defined by her knowledge and her ruthless willingness to make catastrophic decisions to eliminate Horrors, including sacrificing entire groups of knights or civilian lives to thin the numbers of the enemy.
Her personality is marked by a pervasive laziness and boredom, often found lounging on cushions and indulging herself with sweets. She maintains an aloof and indifferent demeanor, frequently offering half-truths or changing the subject when questioned directly. This behavior extends to mocking figures of importance, such as referring to the villainous royal adviser Mendoza as Mendooza. Her communication is self-serving, as she tends only to speak about what she wishes to say, making it difficult to extract clear or truthful information from her. Underneath this detached facade is a profoundly cold and calculating nature, as she is willing to let an entire city be destroyed or sacrifice Makai Knights as disposable pawns if it serves the ultimate goal of destroying Horrors.
In the story, Garum acts as a source of enigmatic guidance and orders for the Makai Knights and Alchemists. She is all-knowing of the events in Valiante but chooses to intervene or share information according to her own inscrutable logic. Her role is that of a gatekeeper, controlling the flow of missions and information from the Watchdog Center. She can employ white, bird-like familiars to act as messengers for the Makai Order. Her key relationships are primarily defined by her status and apathy. Other experienced characters, such as Herman and Rafael, see through her facade of childish innocence, regarding her with disdain.
Garum displays little to no character development, remaining a static and inscrutable force throughout the narrative. Her notable abilities include her immense age and the implied supernatural power that comes with her role. She commands the Watchdog Center and uses her familiars for communication. Most significantly, her power is defined by her knowledge and her ruthless willingness to make catastrophic decisions to eliminate Horrors, including sacrificing entire groups of knights or civilian lives to thin the numbers of the enemy.