Ame Damnee Kian's World Conquest!

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(Artists: No copyright infringement intended, will take down if requested)
Name: Rythe
Aliases: The Aegis, Ether-walker.
Title(s): The Advisor, The Blaze.
Role: Warden general advisor, currently commander of Warden forces

Moral Alignment: Lawful Good
Affiliations: New Eden, Ethereal, Wardens.
Hometown: New Eden.
Relationships: Despises Aeriseth, Light anger towards other Envoys. Slightly unfamiliar with Anariel.
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Race: Archangel, Ethereal
Subrace: None
Age: Approximately 1000 years old. Appears to be mid-20's. Proxy body varies, typically 18-40 years old. None current.
Gender: Male, proxy varies. None Current.
Sexual Orientation: Heterosexual, does not show attraction.
Appearance: Rythe has an average build at 5'10", having auburn upper neck length hair and nearly colorless gray eyes. He has a scar running down his right cheek and his eyebrows seem to furrow often, especially when in deep thought. His weathered face is rough but remains young from his eternal life. His appearance is always covered by his hood which casts a shadow veil over his face. His wings are similar to the last picture on the profile, but they are white tendril-like wings resembling pure energy.
Current Proxy - None.
Equipment:
  • The Eclipse, One-handed double-edged straight sword. The Eclipse is a black sword with a blue sheen. The blade has an average thickness, slightly long length, and a slightly hefty weight. The sword is primarily designed for powerful strikes and blocking other blades. Ability - Eclipse.
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  • One-handed single-edged katana-rapier hybrid without a handguard. The blade is a thin blue sword, able to be maneuvered and swung extremely quickly while maintaining enough power to slice through light-medium armor with its keen edge. Ability - Arbiter.
  • The Guillotines, Chain-type weapon, the 4 ended chains meet in the center with no noticeable binding point. The ends of the chains are adorned with large and heavy arrow-tip-like blades. The tips are designed to be thrown out towards the opponent, allowing the extensive length of the chains to add weight and impale enemies, after which, can be pulled back in (Without enemy). The chain lengths are able to retract for compact storage and are able to extend to approximately 25ft, but doing so would be extremely inconvenient since the blades will be increasingly dragged down by gravity. Ability - Brand
  • Armor set - His most prominent armor pieces are his light gold shoulder plates with small blue banner-like extensions attached to them. The chest plate has a slightly high protective plate and a scale-mail frontal plate. (but not as high as in the photo) His lower armor pieces are separate plate pieces which are hidden with a robe-like cloth extension. He adorns gauntlets and boots as well as a hood.
  • Proxy Equipment - His proxy equipment includes armor plates on the chest and shoulders, gauntlets, and high armored boots. A black hood and mask, matching the other armor pieces, are both pulled up and the lower facial features of the proxy can be seen. Occasionally, especially on colder days, he wears a forest green cloak to hide in shrubbery as well as keep warm. Standard equipment includes a 1-handed shortsword, a bow, a quiver, heavy throwing knives, and a small kite shield.
Combat Prowess: Rythe is an excellent swordsman and tactician, having a lifetime of experience. While he prefers to strategize rather than leading in the field, he still takes joy in partaking directly in
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the battle, though at an unusual position. His preferred style is composed of extremely quick strikes and dispatching foes quickly in a reactive stance with The Shift. He uses the Eclipse with his shield in larger engagements due to its defensive capabilities. He maintains a broad awareness of his surroundings while he skirmishes.
Spells/Powers:
  • Ether-Walker: Rythe can quickly reposition in battle by utilizing a technique of "evaporating" into a fist-sized orange spark with a flaming red trail which allows him to travel a short distance at about running speed before reforming. He can only use this ability two times during combat, with a minimum of 5 minutes between uses. If the traveling period is interrupted, Rythe instantly reforms at that location.
  • Proxy: Rythe utilizes human proxies as hosts for regular activity. While utilizing a proxy, Rythe's full power is limited but the abilities of the human are enhanced greatly. The human can resist possession.
  • *Eclipse: The ability depends on Rythe's sword of the same name. The Eclipse is able to charge up energy, blinding everyone within 6 meters in darkness for one second by absorbing the light present in the area. Once charged the light can be focused through the sword's tip, firing a beam of light which can sear through materials with a melting point lower than that of gold. The beam also causes loss of sight in an area of 1 meter around the beam for another second due to the overwhelming light. Each use of the beam dulls the blade slightly which must be resharpened after its 3rd consecutive usage. Conduit for light-based spells.
  • *Arbiter: The ability depends on Rythe's katana. When stabbed into the ground, the blade forces wind outwards in a circle with a radius of 4 meters, pushing back opponents with overwhelming strength. The blade remains jammed into the ground for approximately 3 seconds, unusable while the outward wind weakens until it dissipates after 2 seconds. Conduit for wind-based spells.
  • *Brand: The ability depends on the Guillotines. When spun from the center, the chains spin in a circle while generating heat on the blades. Due to the extreme heat, the chains will often appear red. Each end is given one usage. When thrown, the blade launches at a much higher speed than typical and causes the blade to become attached to the recipient, allowing them to be manipulated with the movement of the chains if the blades cannot kill immediately. Conduit for heat-based spells, not explicitly flame-based. May cause Rythe to become extremely unstable. Rarely used.
  • Affinity with wind, light, and heat-based magic.
Weaknesses: Rythe rarely associates with people, often prefering to keep to himself. His loyalty towards the Wardens and their cause is unquestionable. He often utilized proxies in his past, which allows him to participate in operations without much danger, but greatly limits his full strength. Disadvantages to his abilities are in the description. He is unable to project magic beyond physical contact due to a restraining locket placed on his right shoulder, beneath his armor, it originally was to limit him during his peak in ability centuries ago, but he has opted to keep the restrictor and has since transitioned to a less combat oriented position.

Personality: Rythe is a fairly confident angel but is slightly unstable in combat. He sympathizes with the mortals and will try to prevent bloodshed, but will side with New Eden in the event of conflict. He does not often associate with other people, keeping to himself. When with trustable friends, he can be open and more sociable than his usual cold demeanor.
Skills: Expert Tactician, Falconry/Birdkeeping, Gardening, and Amatur tracking

Bio/History: Rythe has been alive for an uncountable number of mortal generations and served as the advisor for the Wardens for about the past 650 years as well as fighting for them since their conception. Recently, within the past century or so, he has begun to take a more active role in the peace-keeping force due to the lack of major wars which required his tactical prowess. Partaking in larger scale expeditions, interacting with the citizens, and occasionally surveying the outskirts for criminals. During the expedition mission into Oblitus under Warden Grandmaster Ceolen Anwil, the squad was devastated from unknown assailants. Distrust built up in the remaining team members as they encamped in caverns by the river. Suspicion of treachery built up within Rythe and on their return journey, at a crucial moment, he hesitated and failed to save the Grandmaster before the man was dragged off into the wilderness. Regret was the only word able to describe his horror upon returning to New Eden with the minuscule amount of survivors.

Other: He has a pet Falcon and maintains his own small garden in the cathedral. If Rythe ever does project magic beyond himself, it draws from the power of his proxy rather than himself, as long as the locket remains. This doesn't include listed abilities.
 
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Name: Jin Crowley
Aliases: The Devil of the Tides, The Lost Grandmaster, The Reaver of the Mist
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Title(s): Grandmaster, Captain, Necromancer
Role: Captain of the Breton Wraith

Moral Alignment: Chaotic Evil/Neutral Evil
Affiliations:
The Breton Wraith and Crew (Present)
New Eden (Previously)
Wardens (Disavowed, claim to still be in leadership)
Hometown: New Eden
Relationships: Brotherhood among his crew.
Ship: Frigate / Man o' War Hybrid, The Breton Wraith

Race:
Spirit (Present)
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Human (Previously)
Subrace:
Phantom Revenant (Present)
Human (Previously)
Age: Approximately 800 years old
Gender: Male
Sexual Orientation: Heterosexual, No longer relevant
Appearance: Jin has a bulky and powerful build, standing at 6'2" with a slightly blue pale complexion, his face is weathered and spotted with burn marks and a cut scar through his eyebrow and up into his hairline which boasts brown short hair. He has dark scruff on his jaw and mouth and experienced sea green eyes. On full moon nights, he becomes fairly transparent with several fatal injuries such as a chunk of missing flesh on his lower left abdomen and several gunshot wounds. His clothing also appears deteriorated, torn and ragged.
Equipment:
  • Grandmaster's Seal - A precious pendant originating from eight centuries ago which also serves as storage for magical energy to be stored. Since his transformation, he has been unable to store as much magical energy into the seal as when he was living due the power expenditure of keeping his men and himself corporeal. Incredibly well protected.
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  • Rum - Looted from a long forgotten city's trade treasure fleet, the large magical cutlass has been in Jin's possession since. Rum's blade is formed out of liquid from a flask. The blade is easily controllable due to its formless nature and can form a solid blade or dissociate into a liquid at will. When the liquid is detached from the main body, it can be pulled back to the flask at extreme speeds. In doing so, the liquid can shred through light metal and cloth armor and cause skin wounds, but not fully penetrate. The flask is held on his left hip.
  • Flintlocks - Two twin flintlock pistols, able to fire one shot each or be loaded with a miniature grapeshot and fire painful volleys of nonlethal metal pellets. They're mounted on Jin's sides at all times or his front.
  • Equipment - His clothing are multiple layered beginning with a very light cloth shirt, light jacket, followed by a heavy long coat with metallic thread weaving, giving it resistance to at most 2 strikes in the same location. He wears a kama (the skirt-like thing) and tanned pants with similar threading to his coat and a pair of tipped boots, able to strike without much damage to the user. Has a typical captain's hat, weathered.
  • Side-arms
    • Heavy Bowie-like type knives, practically very short swords.
    • Tether Knives - Small throwing knives designed to fly straight towards a target with a small tether attached to the bottom of the grip. Can be pulled back to retrieve the knives. Non-lethal, usually to inspire fear or rage in enemies as well as pain.
Combat Prowess: Jin is an extremely experienced combatant with considerable time using both his cutlass and flintlocks, becoming very precise in his shots and strikes as well as being able to put a large amount of force behind each attack. Being accustomed to the movements of the ship and having to maintain balance, he is nearly impossible to knock off balance or phase with sudden movements. Has a preference of using explosive barrels to cause unexpected havoc.
Spells/Powers:
  • Necromancy - He possesses spiritual necromancy, able to reanimate the spirit after death through expending energy. This becomes impossible after half a year of decomposition. For each reanimated spirit, he expends a set amount of energy per full moon in order to maintain them.
  • Spiritual
    • He is able to fade from vision for a short amount of time and reveals himself upon making sudden movements.
    • When out of combat, he can phase through structures, but not furniture, items or ships.
    • He does not require any sustenance.
    • He becomes empowered during the night time with increasing intensity the fuller the moon is.
  • Telepathy - He is able to extract a limited amount of information from nearby minds. Typically does not use this power due to its expenditure of energy and mental strain controlling the flow.
Weaknesses:
  • He becomes mortal under the light of the full moon but is at his maximum power during it.
  • He is mentally unstable and fairly insane, thus being random in his motives and actions. He may be compassionate or cold-hearted at random times.
  • With no moon, he is at his weakest and can be injured but not killed nor vanquished.
Personality: Jin is a very cocky and straightforward individual as well as bloodthirsty, cruel, and unforgiving to his enemies. He is also very unstable and random in his actions and decisions. He is a rough pirate, never trusting anyone fully but able to act jolly with anyone he encounters. More often than not, he will do anything to get what he wants.
Skills:
  • Captain - Ability to pilot a ship, use a cannon, and navigate.
  • Leader - Jin is an experienced leader of a closely bound crew with excellent coordination.
  • Torture - Possesses knowledge of how to extract information from strong-minded individuals, forcefully.
  • Looter - Jin has the knowledge to reach deep depths and extract riches from his sunken foes.
Bio/History: Previously among the original Grandmasters of The Wardens, Jin was specialized in naval combat and anything involving the seas. As a result, he was in charge of New Eden's navy and defense from the seas. In naval combat, he would dominate nearly any opponent due to the expert coordination of his crew and piloting, and bring home all the loot from the sunken ships or captured vessels, more often the latter. On an external perimeter patrol around the seas of New Eden, the Breton Wraith was swept out to an unknown quadrant of the sea, on an island where the stars seemed to rotate around. Unable navigate back, they remained stranded for the next eight centuries, building homes and a small village, but hopeless in returning.
Other: The Breton Wraith's last sighting and documentation, has since undergone extensive upgrades to the entire ship structure. The ship is now a hybrid Frigate / Man O' War with a reinforced battering ram at the front and extensive bracing along the sides and front of the ship. The posts holding up the sails have been mildly reinforced. Side fins have been added to the ship beneath the water level which are able to be extended out, angled slightly upwards to allow the ship to reduce speed rapidly.
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Name: Rayen Ales
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Quotes: "War only ends when there's one left."
Title(s): The Sin of Greed, Shadow of Oblitus
Role: The Sin of Greed
Moral Alignment: Chaotic Good, While Rayen is benevolent and friendly, his greedy nature often leads him to disobey laws and seek more power, sometimes and unintentionally to the detriment of his friends
Affiliations: Faery, Seelie
Hometown: None, Oblitus
Relationships:
Rayen has not seen any of the Harbingers as of yet,
Both mother and father are deceased as a result of the Seelie and Unseelie war 363 years prior.
Has vague memories from Alma:
Rivalry with Legion, Deep bond with Xena, Teacher to Zaraa, Neutral to Maric, Taran, and Raziel
Has yet to meet other replacement Harbingers
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Race: Faery
Subrace: Faery
Age: 367
Gender: Male
Sexual Orientation: Heterosexual
Appearance: Standing at 5'10", Rayen is of a leaner build with slash scars across his chest and back, both claws, and blade. His dark brown hair is coarsely cut with a knife, rough and kept fairly short. He has a forest green iris on his left and a light violet on his right. His skin is fair, but also callous from its constant wear. His wings are a light translucent cyan and slightly torn/roughed along the edges. They've shrunken slightly due to lack of use.
Equipment:
  • The Maw - The Maw is a pair of twin short swords of 2 in. length blades with three forms due to their interlocking parts. The blades are designed oddly as singled sided and one shifted backward & to the left while the other is shifted is shifted forward & to the right, both very slightly, about 1 cm in each direction. There is a small slit, the size of the blade, next to the blades themselves. The underside of the hilt possesses a lock to connect the two hilts of the swords as well as another slit. The blades possess a mild poison that prevents the clotting of blood which is flushed from the system within 30 minutes of the last contact with the toxins. They are typically held at his sides.
    • Staff - The blades are inserted into the slit of the other sword and locked in place. The blade inserts about a quarter of the way and the sharp ends face each other, allowing the entirety of the staff to be held without the threat of cuts. The staff can be used to channel and project magic with increased intensity by facilitating more magic to pass through. It is especially powerful in the use of necrotic arts, specifically drain, which channels the draining of strength from its victim while bolstering the users temporarily.
    • Dual Short-swords - Separately, the blades have the ability to phase through each other, allowing for much greater usage of mobility and agility. When thrown, the swords can boomerang back towards its twin blade, creating complex and arcing throws possible with the usage of both swords. Due to the blades' short length, they can also be mounted on his forearms to allow greater usage of his hands while in combat.
    • Dual-Bladed Staff - The hilts can be connected to create a staff with blades on opposite ends which extends the reach and defensive capability of the weaponry. Nothing special is introduced in this form.
    • Naginata - One of the blades is inserted into the other's hilt slot, connecting the handles to create a polearm weapon. When thrown, the impact creates a crystalline shell that explodes off the weapon in a form of fragmentation.
  • Equipment
    • Armor/Clothing - Red-lined black long coat with one sleeve cut off, Brown pants, Light steel boots, Left steel gauntlet, Gloves, Left steel shoulder guard, Right hip guard, Various straps for utility.
    • Other Weapons - A red-stained 2-handed long sword (Typically on his back), a short bow, a quiver of arrows, and a whip.
Combat Prowess: Rayen is very proficient in close-quarters fighting with his weaponry, having centuries of combat experience through survival in the wilderness of Oblitus and encounters with bandits. Rayen is masterful in the use of spells and magic due to his previous knowledge as well as Alma's soul and vast knowledge. He uses a mix of basic spells weaved into his fighting style.
Spells/Powers: Rayen has access to a large array of magical spells, the most powerful of which include necrotic arts while the remainder is a mix of the prime elements - Earth, Fire, Water, and Air, as well as heat and cold elements which he often uses as a basis for the spell combinations, rather than specific types.
Weaknesses: Rayen is particularly weak when he runs out of magic to cast and is forced onto the defensive due to his lack of a solid defense. His spells can take time to cast due to their combination and can leave him requiring defense to finish.
Personality: Rayen can be described as battle-hardened and scarred at the least. An orphan since the age of four, he witnessed his parents' death, imprinting a deep-seated loathing of war and battle. Despite his tendency to avoid conflict, he can be extremely aggressive at times, especially concerning morals, often choosing the most practical rather than the more acceptable path, believing them to only slow the path to peace. His thoughts are often unreadable, chaotic while still considerate of his actions. Alma's memories of previous wars have only served to strengthen his distaste. Rayen's greatest desire is to protect his friends and prevent deaths but recognizes that the only way to prevent death is to kill those who threaten innocents.
Skills:
  • Due to Alma's memories, he possesses the ability to make artifacts.
  • Able to withstand extremely long bouts of loneliness due to his isolation. Talks to animals for social needs.
  • Hunter Gatherer - Able to set traps, track animals, and forage.
  • Explorer - Able to navigate and traverse a multitude of terrains as well as having knowledge of survival techniques for a plethora of environments.
Bio/History: Rayen, as a child was orphaned during the Seelie-Unseelie war 363 years ago when both of his parents were killed mid-battle. Living as an orphan for the remainder of his childhood, Rayen departed from Faery lands at the age of 14, opting to live in the wilderness of Oblitus rather than be subject to the raging beast that was the wars between the Seelie and Unseelie. At least every 2 years, Rayen visited the Faery lands to check back, only to be disappointed by the hostilities, growing resentful towards both. His visits to Abaddon and New Eden brought him slight relief in their complacency. Years in the wilderness with moving homes left him quite in touch with his surroundings, paying attention to any sense of danger. He kept little contact with most sentient life while maintaining some relationships for purchasing supplies and learning of any news in the lands but mostly kept to himself. Often called the Shadow of Oblitus in later years, he seemingly saw all in the wild, possessing knowledge of nearly all the comings through his home, Oblitus itself. His involvement in Faery lands increased slowly after Alma's soul found its way to him. The ancient memories crept into his mind, sometimes replacing his own, not that much was lost. His mind whirred with new thoughts, enhanced through the deceased Faery's consciousness added upon his own.
 
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