Chronicles of The Omniverse Archived Script's Characters

Script

Adorable Homewrecker
Benefactor
Index
IssunarTerraShintenchi/ArteghiaBeyond ValoreThe Outer Realms
Lutetia
Lutetia City

The Bloodstones
The Nomads
The Scions of Aodhan
The Church
The Order of the White
The Caeruleum
The Revenants
The LPD
House Sylvestre
Unaffiliated
Tiranoth
TNG
Westeria City
Midlands
Van Leugen
Eastlands
Northlands

The Elysian Vanguard
Windcrest
Caldonia
The Cordon
Unknown/Other

















The Lósénji Imperium
Tianshi City
Yōsái Village
Naseni Forest
Unknown/Other
Volaria
Volary

Arteghia














































Hera Prime
Isiria
Outer Space
Blackrock
Cryo
Illumene
Other

























































Aelora
Amarathia
Tai’emroth
Orlesia
Unknown/Other
Other














































[TBODY] [/TBODY]
Note: Unless otherwise specified, all art depicted is property of the respective artists - not mine.
 
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Name:
Alanna Damodred
Age: 31
Race: Human
Nationality: Terran (Valore)
Significant Relations: Ex-bodyguard and cousin to Min and Alyssia Damodred.

History/Synopsis: Alanna once served as a hitwoman and bodyguard for her family's crime syndicate in Westeria City. The Damodred's power base was crippled during the Aschen Empire's occupation, when most of their resources were directed towards aiding resistance movements. In the aftermath of the family's fall from grace, Alanna worked as security for several bars, offices and industrial complexes. As a lifelong resident of Westeria, she's seen the worst the city has to offer, and is never surprised by it any more. In more recent events, she was attacked and abducted by a group known as the Church of Crime working for Lochlyn Haley, an off-world mastermind (and wannabe god) who was recruiting soldiers with supernatural abilities for his army. She later escaped, and was caught in one of the anomalies that coincided with the war of the Gods, transported across the Omniverse.

Physical Description: Alanna is a striking woman, giving off an aura of maturity and sophistication. Her once long and flowing blonde hair has been cut short into a more practical style, but one no less stylish. Her calm blue eyes are wary and piercing, her overall facial structure being that that suggests a younger woman, escaping any signs of ageing. She has a slim and well proportioned figure, usually clad in a long coat fashioned from a bullet-proof fibre - sleek and professional, with an optional neckline for when she's off duty. Her arms are tattooed with a selection of wards and runes that allow her to utilise the magic in them without needing to draw on energy.

Personality: Alanna possesses a biting wit, coupled with an extremely dry sense of humour that comes across as condescending - and not entire inaccurately. She has little tolerance for incompetence and idiocy, and is quick to show anyone in her command who falls short of her expectations the more personal side of her boot. As a friend, Alanna is loyal and wise - able to examine any situation objectively and maintain her cool through anything from a firefight to a screaming contest.

Skills and Talents:
  • Trained and practised in the use of most firearms.
  • Physically fit and strong, with high endurance.
  • Trained in hand-to-hand combat, both unarmed and with bladed and blunt weapons (i.e. sword, knife, quarterstaff)
  • Very impressive reflexes.
Abilities:
Elemental Manipulation - Water/Ice: Alanna can draw on the moisture from the air around her and form it into deadly spikes of ice, forceful torrents of water, or nigh on impenetrable bubbles for protection - amongst other Water based abilities. Alanna cannot manipulate the water inside another living being, as the skin forms a barrier to magic, though were she to place her hand on an open wound of significant proportions, she could.
Arcane Magic: Alanna's arcane speciality largely revolves around wards and runes to be placed on objects for various purposes ranging from traps, to reinforcement, to enchantment.

Equipment:
  • High calibre pistol - enchanted with fire, causing its bullets to ignite as they fly.
  • Enchanted Jacket - enchanted with resilience, it provides as much protection as thick body armour.
  • Arm-blade holstered on right arm - enchanted with sharpness, enabling it to cut through most mundane materials, including metal.
  • Assault rifle
  • Shotgun
  • Retractable steel quarterstaff - enchanted with strength making it almost unbreakable.
  • Amulet of Minds - warded with several layers of mental protection magic, so long as Alanna wears this almost no psychic will be able to read her mind. Most will be entirely repelled, but those who breach the 'wall' of protection will be subtly redirected to read a 'false' mind in the amulet itself that contains irrelevant information to delay them further. Created as a gift by Kastner.
  • Blast Crystals - explosive crystal shards that explode on contact after being activated by Alanna.
  • Utility Wards - stones with specific spells imbued into them that Alanna can trigger as needed. Effects include: invisibility, forcefield, flight, decoy, light, oil slick, EMP, dispel, heal minor wounds and other more obscure spells. Each stone can be used once before needing to be recharged, but she has more than one of the most commonly used stones.
  • Wardstones - stored in a pouch of holding, each wardstone is inscribed with a glyph allowing Alanna to cast a specific previously prepared spell from it. Inscribing a glyph takes longer than casting a spell, and requires slightly more energy, but once inscribed it lasts for up to a month before going defunct. Current wardstone supply:
    • Invisibility x15
    • Shield x15
    • Fly x15
    • Daylight x15
    • Grease x15
    • Dispel Magic x15
    • Fireball x15
    • Lightning Bolt x15
    • Vitriolic Sphere x15
    • Thunderwave x15
    • Flash Freeze x15
    • Conjure Water x15
    • Conjure Elemental x15
    • Shatter x15
    • Magic Missile x15
    • Hold Person x15
    • Mage Armour x15
 
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Name:
Aeryn
Age: 23
Race: Silvis (a race all-but identical to humans with the exception of their emotional and physical connection to a form of energy known as Silverite, from the Silver Dimension of their home plane of Lustre)
Significant Relations: Husband Elante Vadrillion. Member of the Elysian Vanguard and affiliate of Academia Celestia. Highly respected hero-figure in Lustre, holding authority by renown over soldiers of both the Argent Vanguard and the Aureate Vigil as well as sharing a close friendship with the leaders of both realms.

Synopsis/History: For context, please take a look at this page. Aeryn was born in the gloriously beautiful Golden Dimension, one of the two mirror realms of Lustre. For most of his life, he grew there as blissfully unaware of the horrendous misuse of power going on, and of the wool that had been pulled over his eyes. It was only after he joined the Lord's army at the young age of 16, and was made responsible for carrying out the sentencing of any dissidents, that doubt wormed its way past the magic that clouded his mind. Eventually that doubt grew into a muted horror at the way criminals were treated - banished from the realm and cast into the horrors of the Silver Dimension - and he came to the realisation that all his negative thoughts were being pushed aside. He attempted to communicate this with his fellow guards, and as a result, he too was banished. While in the Silver Dimension he learned that it had not always been a barren and hostile landscape filled with ruin and madness, but that this was the result of Tiernan's manipulation of the energy that filled both realms. He was resigned to spending an eternity there, until magic gripped him and pulled him out.

He found himself summoned by a mage native to Valore, Elante, due to a summoning spell gone wrong. In the end, it turned out to be for the better. The two became fast friends after Elante realised his summoned 'demon' was actually a fairly regular kid. Elante's father didn't approve, but by the persuasion of Elante's tutor, allowed Aeryn to remain. They grew together for the better part of a year before conflicts came to a head and they both left in order for Elante to attend the magical academy known as Celestia, located near Westeria City. It was there that they were pulled into the conflict around the Orsa of Terminus, an organisation dedicated to unleashing an ancient evil on the world. During the fighting, Aeryn's summoning was broken and he was cast back to Lustre.

Now, however, he was not content to resign himself to that fate. Motivated by a driving passion normally absent in the exiles of the Silver Dimension, he roused them and gathered them together over a period of months, forming an army to storm the bridge between the Silver and Golden dimensions, and strike Tiernan down. In the aftermath, he managed to wriggle his way out of taking any position of power in the new Gold and Silver dimensions, the balance of their energies restored so that both realms could live in peace, and used the power of the bridge to reconnect to Valore to aid Elante in the final weeks of the Orsa of Terminus conflict. Thanks to his influence, two military orders - the Aureate Vigil and the Argent Vanguard - were formed, acting as peacekeepers across both realms as well as guarding the entrance to the realm on Valore.

Nowadays, Aeryn has remained with the Elysian Vanguard, those responsible for battling the Orsa, and aids them in their mission to protect Valore. He has also married Elante, which he considers his crowning achievement.

Height: 6' 1"
Weight: 141lbs
Overall Appearance: Aeryn's hair is silvery white, with slight hints of gold interspersed throughout; it is quite long, falling to his shoulders with a fringe that covers his eyes when not moved aside. His eyes are silvery and specked with gold, but otherwise normal and his facial features overall are quite sharp. His build is slim but athletic, his muscles aren't prominent bulges, but they are certainly there, and he is of reasonable height. His skin is pale, and on his palms, his chest, his forehead and under his eyes are supernatural markings, that glow white when he enters battle or is otherwise emotionally charged.

Personality: Aeryn is a well meaning, if at times sarcastic and snarky, person. He has a good sense of humour, and is always willing to crack a joke, no matter how dire or inappropriate the situation. This tendency to make light of serious situations makes him a bit like marmite, you either love him, or hate him (although there are some reported cases of marmite-ambivalence, there are as of yet no cases of Aeryn-ambivalence, amongst those who know him well). He has much more control over his anger since the restoration of the Silver Dimension, and has a determined responsible side that those who knew him before he led the rebellion in Lustre still find surprising. A passionate, if reluctant leader, Aeryn's refusal to acknowledge the potential for failure rallied an entire realm behind him once, and he still holds that fiery strength to this day.

Skills and Talents:
  • Skilled swordsman.
  • Skilled in hand-to-hand.
Abilities:
  • Silverite Energy: Aeryn can manipulate an energy source unique to the Silver Dimension, Silverite, to a masterful degree. Where once the limit of his control over this powerful energy that threads through that side of Lustre was producing simple force and energy as attacks, now he can achieve much more intricate and complex things with it. When he is embracing this energy, he is also granted increased sensory perception, strength, speed, and reaction speed. Whilst once charged by Aeryn's anger, now he can utilise its full power regardless of his emotional state.
Equipment:
  • Lord's Bane: A bastard sword belonging to Tiernan, the Lord of the Golden Dimension who Aeryn overthrew. As a wedding gift, Corenne, new High Lady of the Golden Dimension re-purposed the blade to serve Aeryn instead. When it was gifted to him, the sword 'imprinted' upon him, and thus its unique properties will only work for him. Aeryn can call the sword to him from a considerable distance and wield it as though it were light as a feather despite its actual weight. Additionally, the weapon can be utilised to reflect any force striking it straight back - including momentum from melee strikes, projectiles and energy. Controlled at will, he can opt not to utilise this property of the blade.
  • Heart's Promise: Elante's wedding gift to him. This amulet, forged of equal parts gold and silver, holds a single ruby gem at its centre. It is enchanted with a powerful magical shield that protects Aeryn from harm, and allows him to telepathically contact Elante's mirrored version of it no matter where they are, so long as magic exists there.
  • Situational: The Elemental Bracers: An artefact forged by the Elysian Vanguard of ages past, one of the keys to the Sealed One's prison. With their purpose served and the Sealed One vanquished, Aeryn and Elante have retained them as tools to use as they see fit in protecting the people of the realms. Allowing the wielder control over the elements in their entirety, they are very powerful and nigh on unbreakable.
 
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Name:
Adair
Nickname: Snow
Age: 25
Gender: Male
Race: Lutetian Werewolf

Background: Adair is an arctic werewolf, hailing from the far south of Lutetia. He is something of an oddity (though far from unique) for the urban Lutetia City in being a 'pureblood' arctic wolf rather than a mix, born to one of the more feral packs that live in the icy southern regions. He and his mother were exiled from their pack, the Iceborn, when he was born. The Iceborn place great importance on the sanctity of their ruling line, their Alphas mating for life with a female of strong and pure blood. Adair is the result of an affair between the Iceborn's Alpha, Vaysh, and a lowly huntress of the pack, Nieve. When he was born, and his resemblence to his father noted, the scandal was immediate and dire. To save face, his father claimed that his mother, Nieve, had seduced him when he was inebriated and never informed him of the babe - a categorical lie.

Nieve fled the pack to avoid the wrath of Vaysh's mate, who threatened to kill both her and Adair if she stayed. She took to Lutetia City in an attempt to find somewhere she could bring Adair up, and fell in with Baron's pack there. Adair has been raised a member of Baron's pack since he was a baby - given the name 'Snow' for his pure white hair and lineage.

Werewolf Traits:

  • Regeneration - Adair heals extremely rapidly, but not instantaneously. Almost no injuries are permanent, with the exception of the total loss of body parts.
  • Enhanced Strength/Agility
  • Enhanced senses (smell/hearing)
  • Wolf Form - When Adair transforms, it is into a powerful and large white wolf, as opposed to a hybrid of wolf and human. He maintains his intelligence in this form, albeit significantly blurred by animal instinct. He can assume this form at will, and leave it at will, except... (see below)
  • Lunar Cycle - Adair is forced to transform during a full moon, but otherwise his abilities are unaffected by its phases.
Standard Equipment:
  • Silver-edged dagger, with a none-silver grip and guard.
  • Shotgun
  • Handgun
 
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Name:
Rune
Age: 20
Gender: Male
Race: Fetchling, a human-like entity from the Shadow Plane

Height: 5' 8"
Weight: 133 lbs

Spoken Languages: Terran, Losenyu, Shadowtongue, Volarian, Queran, Tirian

Abilities:

  • Shadow Melding (Fetchlings naturally blend into shadows, making them naturally incredibly difficult to keep track of within dimly lit areas)
  • Shadow Stepping (Fetchlings have the ability to periodically step from one shadow to another, traversing the shadow plane to cross distance in the material plane much faster. Overuse of this ability is taxing.)
  • Darkvision (Rune can see clearly in the dark)
  • Sense-sharing: Rune can share his senses with Nyu and Caedmon, allowing him to see what they see, feel what they feel, etc. When together, this makes them incredibly difficult to sneak up on or otherwise evade their senses.
  • Shadow Synergy: When together, Rune, Nyu and Caedmon enhance one another's stealth and shadow abilities.
  • Pact Invocations (Rune's pact with the Nihiloi known only as "The Herald" grants him a number of powers)
    • Armor of Shadows - Rune can form a shadowy barrier around himself to protect himself from harm.
    • Beast Speech - Rune can speak with animals.
    • Ascendant Step - Rune can levitate at will.
    • Witch Sight - Rune can see through illusions and magical darkness.
    • Eldritch Sight - Rune can see magic as colourful auras or light displays, and determine the vague nature of any enchanted item or spell he sees by what colour it is.
    • Eyes of the Rune Keeper - Rune can read any language that The Herald has knowledge of, which is an extensive repertoire encompassing most languages spoken in the known universe/known outer planes.
    • One With Shadows - Rune can meld entirely with shadows to become invisible.
    • Otherworldly Leap - Rune can jump incredibly far.
    • Pact of the Blade; Shadowtongue - Rune can summon a weapon formed of pure shadow, with the hardness and sharpness of the finest metal, taking any shape he desires, though its original shape is that of a greatsword. The weapon can, if he desires it, project an aura of magical darkness.
  • Pact Magic
    • Eldritch Blast - psychic bursts of force.
    • Mage Hand - minor telekinesis
    • Armor of Agathys - protective/damaging aura of cold
    • Arms of Hadar - black tentacles spread out from his position and strike at enemies with corrosive/shadow energy
    • Hex - a target's mind is fogged and they become incompetent at something
    • Protection from evil - dispels/protects from enchantments and other demonic/necromantic/otherwise typically evil powers.
    • Darkness - creates an area of magical darkness, blacker than black.
    • Invisibility - target becomes invisible
    • Mirror Image - creates illusory duplicates of the caster.
    • Telepathy - allows telepathic communication.
    • Evard's Black Tentacles - shadowy tentacles of greater size burst from the ground in an area, grabbing and striking at all targets within range.
    • Shadow Summon - conjures shadowy monsters from the shadow plane.
    • Dismissal - a targeted creature from another plane is banished back to their home plane if Rune overpowers their resistance.
    • Eyebite - the caster's eyes become black, and for the duration of the spell they may look at a single creature and either send them to sleep until woken (they won't wake naturally), instil them with fear, or weaken them to the point where they can barely support their own weight.
    • Shadow Simulacrum - creates a duplicate of a target creature from shadows, possessing the same innate abilities as the target, but weaker/imperfect. The creation appears as the creature and only upon close examination can the shadowy essence of it be seen.
Equipment:
  • Two long-daggers
  • A pet Weasel named Caedmon, with an adorable little backpack that contains various trinkets that could be handy in a pinch if Rune gets separated from his other equipment/weapons.
Nyu, Shadow Eidolon:
  • Name: Nyu
  • Appearance: Rune's shadow eidolon takes on the form of an augmented version of him constructed entirely of shadow. It possesses viciously sharp claws capable of rending flesh and bone, as well as a pair of batlike wings that allow it to fly. It is also twice the size of an average human and incredibly strong to boot.
  • Shadow Blending: Nyu can disappear entirely in dark areas, and becomes very difficult to detect in dimly lit areas.
  • Shadow Blade: Nyu wields a massive wicked curved sword of shadow, that can strike creatures both physical and incorporeal.
  • Shadow Form: Most regular weapons do no damage to Nyu due to its selectively incorporeal form. Magic does reduced damage to it, as though the physical effects of the magic are ineffective, the magical energy of the enchanted weapon or spell disrupts its form. Other incorporeal creatures and pure magic effects do full damage to it. It must directly manifest its claws to damage people with them, so they are vulnerable when he is striking with them.
  • Shadow Healing: Nyu regenerates damage quickly by drawing on energy from shadows and shadow magic.
  • Blindsense: Nyu does not require vision to see, it is able to sense life energy.
  • Minor Morphing: Nyu can manipulate its body shape in a minor way to increase reach and avoid attacks.
Caedmon, Weasel Familiar:
  • Name: Caedmon
  • Appearance: A regular brown weasel.
  • Communication: Caedmon can communicate with Rune as though they spoke the same language.
  • Intelligence: Caedmon is smarterer than the average weasel.
  • Shadow Weasel: Caedmon can take on an aspect of Rune's fetchling nature and blend into shadows, or shadow step in a manner similar to him.
  • Uncanny Perception: Caedmon is adept at sensing the motives of others, and more often than not will pick up on hostile intentions regardless of how well the offender is lying.
Background:
Rune was, like most Fetchlings, born on the Shadow Plane. There his parents, vassals to the ancient umbral dragon lord Zahrak, dared to hope for a better life for their son. When he was still a baby, a group of adventurers passed through the Shadow Plane in Zahrak's domain, and his parents came to know of this occurrence. They managed to bargain with the adventurers to take their son with him and deliver him to any home that would accept him on the material world. And so they did.

Rune grew up in Windcrest orphanage, but as soon as he was old enough, he sought out knowledge of his true home. He delved into ancient texts and discovered a ritual to contact the Shadow Plane. Little did he know that the being that would answer would be a Nihiloi - one of the first dwellers of the Shadow - by the title of "the Herald". She imparted to him knowledge of his parents, still in Zahrak's clutches. He struck a deal with her for power, in return for a mysterious favour. But she could only unlock the power within him - he must yet discover it for himself, by discovering himself.

He met Caedmon a year ago, taking a liking to the unusually social weasel, and decided to name the creature his familiar. Since then, the two have been largely inseparable.

One thing Rune does lack is a lot of friends. His habit of talking to his shadow (even if it talks back), his unnerving appearance and his habit of talking to a weasel (even if it also talks back) tend to put a lot of people off. That and the stealing. The stealing probably doesn't help.
 
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Name:
Neferata Lahmia
Age: 5500 (approximately -- after a certain length of time, you stop counting.)
Race: Vampire (Lahmian, see history)
Significant Relationships: Ravenlock (old enemy), Taima (more recent, more hated enemy), Karinyé Allore (new leader of the Lahmian Clan, also enemy)

Height: 5' 11"
Weight: 117 lbs
Hair Colour: White blonde.
Eye Colour: Grey.
Physical Description: Neferata was once a very beautiful and alluring creature, as are all of her kin -- even those less than appealing before their transformation were made beautiful after it. She retains that natural beauty, but in her fall from grace, she has become something more twisted. Her features are almost permanently contorted into a hateful scowl or snarl, and her once elegant garb is tattered and bloodied. Her long platinum blonde hair is regularly tangled and knotted on the days she is too embroiled in her loathing to take care of it. Her beauty now is savage, feral and terrifying - far from the serenity and elegance she once displayed.

Personality: Neferata's malice and bitterness have grown tenfold since her defeat at the hands of the Elysian Vanguard during the Orsa of Terminus wars. Her subsequent exile from her clan and the insanity brought about by a curse from Taima have shaped her into a twisted and paranoid creature. She barks at shadows, spectres of the Dragonborn that ruined her, and screams at the air in rage. Prone to fits of violence against people or objects, her self-imposed hermitage in her old estate is all that keeps her being an extremely dangerous threat to civilians. When she hunts, it is with a savagery unbefitting her former self, leaving victims broken and drained where before there would have been barely a mark to alert them in the morning that anything had happened.

Skills and Talents:

  • Agile and capable of reacting swiftly.
  • A very capable sword/shield, dagger and bow fighter.
  • Relentless when provoked - with nothing to lose.
Abilities:
  • Arcane Magic: Neferata was a sorceress in life, and remains so in death.
    Spell List:
    • Charm Person - subtly influence the mind to make a person treat the caster as a friend.
    • Detect Magic - allows the caster to see magic as glowing auras around people and objects, with varying colours representing types of magic.
    • Magic Missile - shoots a number of bolts of force that intelligently seek out targets, and are almost unavoidable.
    • Mage Armour - creates a long-lasting protective aura around the target, deflecting blows like armour.
    • Alter Self - allows the caster to alter their form, either to that of another person, to adapt for alternate environments, or to grow vicious claws and fangs.
    • Darkness - creates a large area of magical darkness, that even night-vision and other forms of darkvision cannot penetrate.
    • Mirror Image - creates a number of illusory duplicates of the caster, that act in tandem with them.
    • Suggestion - subtly influences the target's mind to implant a short instruction within it for a lengthy period.
    • Animate Dead - animates a corpse as an undead servant.
    • Fireball - shoots a large fiery blast at a target area.
    • Fly - allows the target to swiftly fly.
    • Haste - allows the target to move at vastly increased speeds.
    • Lightning Bolt - fires a powerful lightning bolt.
    • Blight - inflicts the target with rotting and corrupting necrotic energies that wither their flesh.
    • Confusion - the caster infuses targets in an area with total confusion, leaving their minds scattered and delirious. They may attack their allies, move in random directions, or have brief moments of clarity for the duration.
    • Dimension Door - allows the caster to instantly teleport moderate distances.
    • Ice Storm - conjures a storm of ice and frost in an area that freezes targets and bludgeons them with massive hailstones.
    • Cloudkill - conjures a large cloud of lethal poisonous gas.
    • Cone of Cold - instantly assaults a moderately sized cone in front of the caster with powerful frost magic.
    • Dominate Person - utterly dominates a person's mind, rendering them at the caster's command for a short period.
    • Hold Monster - paralyses a creature or person, rendering them unable to move at all.
    • Chain Lightning - shoots a bolt of lightning that jumps between targets.
    • Circle of Death - emits a wide area of necrotic energies that rot and destroy the flesh and soul.
    • Create Undead - raises more powerful, intelligent undead at the caster's command, ranging from wights to wraiths.
    • Disintegrate - shoots a thin ray of immensely powerful magical energy that wracks a target's body with destructive energy, potentially disintegrating them entirely, or disintegrates up to a 10ft area of almost any inanimate material.
    • Eyebite - the caster's eyes become inky black for up to a minute, and any person that makes eye contact with them is at the caster's discretion, either rendered unconscious, supernaturally panicked or inflicted with a debilitating sickness.
    • Finger of Death - shoots a small ray of powerful necrotic energy at a target, wracking their body with corrupting and rotting energy. If they die as a result, they are transformed into a zombie under the caster's command.
    • Simulacrum - a 12-hour ritual which creates an exact copy of a target creature, replicating all their abilities, instincts, knowledge and capabilities with the exception of being unwaveringly loyal to the caster, and being less resilient to harm. The target must be kept restrained for the duration. Neferata can have only one simulacrum at any given time.
    • Fire Storm - creates a vast storm of fire and infernal heat.
    • Control Weather - allows the caster to manipulate the weather, calling storms, rain, wind and clouds to their whim.
    • Power Word Stun - the caster speaks a word of great ancient power, and all those who of the caster's choice who hear it (the sound penetrates any none-total removal of sound, such as a vacuum or a magical silence effect) are left stunned and unable to act, speak or think clearly until they can shake off the powerful magic.
    • Time Stop - stops time for all entities bar the caster. The caster has thirty seconds outside of the time stream, during which they can move and affect themselves. The spell immediately ends if the caster takes an action to affect a creature other than themselves.
  • Vampiric Powers:
    • Levitation: Self explanatory
    • Alluring Gaze: Neferata can fix a human with her gaze and hypnotise him or her with her beauty, paralysing them and reducing them to her will.
    • Regeneration: Neferata's (regular) wounds heal themselves in seconds, and she can only be killed by a wooden stake through the heart or decapitation.
    • Mist Form: Neferata can shift into an intangible mist form.
    • Speed: Neferata is gifted with superhuman speed.
    • Mantle of Darkness: Neferata can become invisible.
    • Shapeshifting: Neferata can shapeshift into a bat, a rat or a wolf.

    Equipment:
    • Shortsword
    • Dagger
    • Mithril Mail (looted from the dwarven holds the Lahmians looted from the dwarven mountain they took over)
    • Bow and arrow.
    • Small kite shield.
History: The Lahmian Sisterhood were once citizens of the city-state of Lahmia, set in the ancient realm of Aramaea. When a new Queen came to power, Neferata Lahmia, all seemed wonderful -- her people loved her.

A decade into her reign, however, a powerful necromancer named Ketahr came to power nearby in the desert realm, and turned on Lahmia as one of his first targets. He cursed the city, killing all of the males, the elderly and the young, and turning the women into what he intended to be his own personal harem of beautiful vampiresses. But Neferata, a sorceress herself, was having none of it, and with their new powers - under her banner - the Lahmians drove him away from the city. By then the tragedy had attracted the attention of the other Aramaean rulers, and they deemed the city of vampires an unpalatable threat. Their magic and armies were too strong even for the newly born powerful clan of vampires. After their city was destroyed, the Lahmians fled with her people to the mountain known as 'The Silver Pinnacle'. After driving out the mountain's goblin inhabitants, Neferata established a new court, where she ruled as the leader of a Sisterhood of enchantingly beautiful vampires who used secrecy, cunning and intrigue where others would use brute strength, to sway the political powers of the human kingdoms to do their will. The talons of the Lahmians reached all levels of human society and they took an active interest in human affairs. No one could guess how many eccentric noblewomen, widows of princes and dukes, and high-born ladies who shunned the light of day and locked themselves up in tall towers and opulent palaces, were in truth the Undead and part of Neferata's brood.

In modern times, however, Neferata has fallen far. In an effort to regain power, she made a deal with a dark entity known as the Sealed One. In helping him return to the world he would grant her and her people unparalleled strength and influence. He was defeated, however, and in her war for him Neferata brought death and division to her clan. A curse was laid upon them in the dying breath of the Vanguard warrior Taima, one of insanity that would strike without warning. It would not affect every Lahmian, but enough would succumb that trust was impossible and their numbers remained low.

Karinyé Allore, the leader of the faction that had initiated a civil war against Neferata when she had put them into the service of this Sealed One, returned on the eve of her defeat to claim victory. Their Queen's defeat at the hand of the Elysian Vanguard had swayed those loyal to her towards Allore's cause and left any remaining loyalists outnumbered and defeated. Neferata and those who still stood with her were exiled.

Neferata now dwells alone in the remnants of her estate, brooding and loathing all around her, her mind plagued by insanity.


Lahmian Vampires: Neferata's subjects are powerful in their own right, and each possess all of the vampiric powers listed above.
 
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Name:
Raiivyn
Age: 14
Gender: Male
Race: Demonic

Abilities: Raiivyn, as a rule, likes to make mischief. He mostly doesn't mean harm, but more often than not, harm happens anyway. And in all truth, he doesn't always care. His magic revolves around letting him carry out mischief as easily as possible.

His favourite power by far is shapeshifting. Now, he isn't like your run of the mill shapeshifter, he doesn't turn into bears and bison and badgers. He prefers, lamps, and sofas, and your next door neighbor. In order to shift into something, he needs to see it, and the shift only lasts as long as he has a clear image of what it looks like in his mind, so if his mind wanders, your next door neighbour might have a rather less defined face than you're used to. The few forms he has in his arsenal that are set in his memory are that of a red cushion, a black cat, a sparrow, a standing lamp, a mirror and a flower pot.

Other than that, he can walk through things. He can become ghostlike in form, allowing him to pass through walls, doors, your grandma, and other such things. His most deadly enemy while in this form is the wind, which has an annoying tendency to blow him quite a long way away from where he intended to be.

Having aged into his teens, Rai hasn't changed all that much, physically or otherwise. It's probably a demon thing. He's maybe a half-smidgeon more mature? Maybe.

Weapons: Raiivyn's weapons are few and far between, generally consisting of those a small child might be able to use, such as kicking, screaming, and looking sweet. His policy on a fight is generally 'don't be there'
 
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Name:
Aiedai
Age: 17
Gender: Female
Race: Astral Host
Significant Relations: The Elysian Vanguard

Height: 5' 6"
Weight: 114 lbs
Overall Appearance: Aiedai has not lost her oddly distinctive features in growing, and still is a sight to behold. If anything, she has grown even more pale - to the level where it is very clearly not a natural skin tone - and her hair, falling to the small of her back, has lightened to become practically white in colour. The markings on her face have faded as her entire skin-tone shifted to be as white as they were. Her eyes too have changed, to become less clouded and distant - though still silver and star-like in appearance - reflecting the more solid manifestation of the spirits within. She consistently wears a necklace with a small gem attached to it, a relic of her past.

Synopsis/History: Aiedai, as a very young girl, was chosen as a host by a number of star-spirits that had been drawn from the heavens by a foolhardy sorcerer. Lost without their stars as hosts, the spirits clamoured for the nearest available body - Aiedai's. She was the daughter of that sorcerer, but upon the merging, her mind was blasted of all memory prior to that moment. She was later found by Sylvire Nasazura, leader of the Elysian Vanguard who took her in after recognising the immense magical power within her. Throughout the conflict with the Orsa of Terminus, she was only a young teenager, but since then she has grown into a young woman and come into full control of her abilities. She (though it is questionable how much of her singular mind is left, as she refers to herself plurally) seldom leaves the Windcrest Temple, only responding in times of great need.

Personality: Where as a child, Aiedai was silent and introverted, in adulthood she is far more expressive. Fully adjusted to playing host to the powerful spirits within, their vast wisdom and knowledge grants her a serenity and inner peace uncommon to most - even unnerving. Quick to act on the behalf of others, Aiedai has learned selflessness from one of history's best teachers. While not easily provoked to violence, Aiedai is not hesitant in its usage to act in defence of herself or those close to her, and her anger is not to be sniffed at.

Skills and Talents:
  • Still an avid reader, both of her own whim and also the hunger for knowledge that the spirits possess. Most facts and sciences and the like are known to them, but things such as art, psychology, literature and other more human material is of great interest to them.
  • Aiedai possesses an extensive worldly knowledge beyond her years - but not beyond the years of her age old advisers.
  • Agile and quick.
  • Quick witted, Aiedai has fast reactions.
Abilities:

Psychic Abilities: Aiedai has a limited repetoire of psionic abilities granted to her by the spirits.

  • Psychic Wails: Aiedai unleashes the full breadth and depth of the cosmic minds of the spirits she carries, inflicting immense trauma upon psionics capable of detecting such things.
  • Levitation: Via the use of psychic force.
  • Telekinesis: The manipulation of force with her mind to lift objects, deliver blows of force, or form barriers.
  • Enrapture: Aiedai can draw people into unconsciousness, along with her, into a world defined by her mind. They are, in reality, simply fallen and unconscious in the 'real world', but they experience Aiedai's own mind represented in wild and wonderful ways. She has total control here. Damage sustained within the world isn't physically harmful.
Star-Spirit Abilities:

Astral Projection: Aiedai can project herself in a none-physical form. In this form, she can adopt the guise of any of her star spirits to gain access to their powers, or she can adopt her own form to retain her psionic abilities. In this shape she is ethereal, as though a ghost, and so only that which would harm a spirit/ghost or that which targets the mind will harm her. If her physical form is killed while she is in this state, she will die in this form also, and she is unaware of anything happening at her body's location. Similarly, if this form is slain, her body will die.

Lux, the Star Phoenix: The spirit of renewal and passion, the abilities that Lux grants Aiedai are largely emotion, healing, and energy based.

  • Healing: Aiedai can perform extensive healing when calling on Lux's abilities, ranging from curing diseases and poisons to mending broken limbs and cuts. This healing leaves the recipient drained and weak relative to the amount of healing received.
  • Wings of Glory: Aiedai lifts herself on bright wings, granting her agile and high-speed flight, as well as projecting a supernatural aura of bravery and inspiration from her person to nearby allies, and one of cowing to nearby enemies.
  • Celestial Fire: Aiedai can project spiritual fire from her person.
Sunny, the Star Horse: The spirit of joy and closeness, the abilities that Sunny grants Aiedai are largely protective or otherwise beneficial to allies. However, sometimes to defend you must take direct action - Sunny is not a purely defensive spirit.

  • Aura of Guarding: Aiedai's nearby allies are bathed in a glittering aura that protects them from attacks, deflecting blows away with a supernatural force, or softening impacts from more powerful blows. This aura is particularly resilient to magic that would directly target the individuals within it, such as curses, usually causing such spells to fail entirely.
  • Sanctuary: Draws either only Aiedai or her and nearby allies into a stationary and almost totally impervious shield, taking the form of a cocoon of spiritual energy in the outward world, but the form of a peaceful and resting glade on the inside. Here allies can either hide away while waiting for help, or rejuvenate themselves in peace to return to the combat empowered.
  • Starspeed: Allows Aiedai and designated nearby allies (with practice) to move at extremely high speeds, surfing on waves of celestial energy.
Rayne, the Star Lion: The spirit of endurance and strength, many of Rayne's abilities are based on physical power and eviscerating enemies.

  • Pillar of Strength: Aiedai can enhance her physical self to become incredibly physically strong and resistant to damage, capable of lifting cars and taking kicks to the face without flinching or suffering damage.
  • Celestial Blades: Using spirit-energy, Aiedai can create physical manifestations of incredible cutting power to either use as close-combat weapons or to fire at enemies from a distance.
  • Predatory Stalker: Fading from vision, Aiedai can move in a heavily camouflaged state across the battlefield.
Nerian, the Star Dragon: The spirit of wisdom and fiery power, Nerian is the eldest and the strongest of the star spirits within Aiedai, and his abilities are based around unrelenting destructive offense.

  • Immolate: Surrounding herself with celestial fire, Aiedai becomes so hot that it is difficult for enemies to approach her.
  • Celestial Blaze: Aiedai can command spirit-fire powerful enough that it detonates in destructive shockwaves on impact.
  • Rending: Projecting physical manifestations of spirit-energy shaped like the long necks and heads of dragons, Aiedai can tear through her enemies with incredible force.
Equipment:
  • Plush horse toy called Sunny.
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Nathaniel Israfel

'Last Hand of the Divinities'
"There are things in the world that cannot be explained. Bumps in the night, shivers down your spine, flashes of something in the corner of your eye. The supernatural is rife. There are those amongst you that know it, but it was not always so. Back when I was ... for lack of a better term, 'young', you were all as naive as one another. It was up to us - what you might call angels, though we do not refer to ourselves as such - to stop that which humanity was never meant to know from destroying it. It was a full time job. But ... events came to pass. Now you are in your own hands, and the rest of my kind are gone, or scattered. What was once an unquestionable duty becomes now something of a passtime. We are no longer needed, which leaves me at something of a loss...

Physical Age: Around twenty.
Actual Age: ~10,000
Race: Seraph - The avatars of the Divinities, the Seraph were once responsible for the protection of mankind from supernatural entities. As time passed, however, humanity gained the means - be it magical or technological - to protect themselves, and the Seraph dwindled. The Divinities, demi-gods, for lack of a better word, have largely passed from the world also, taking their Seraph with them. Avaria, the Divinity that Nathaniel serves, is one of the only remaining Divinities, and he is her sole Seraph.

Significant Relations: Avaria, Taima, Liza Covet, a whorehouse (*cough*), Casey Delancey

Height: 5' 10"
Weight: 138 lbs
Physical Description: All Seraph tend towards attractive physical appearances, and Nathaniel is no exception. His tanned skin is smooth and blemish free, without a hint of hair upon his face or body. His hair is startlingly red, complimented by a pair of bright green eyes. His build is athletic, but slim, with muscle noticeable but not prominent. Of average height, Nathaniel still has a tendency to tower over most people due simply to his sheer presence. Thousands of years gives you some practice with body language. His bright, luminescent white wings may also contribute - though they appear only at will, allowing him to blend in with simple shirts and jeans, as though he were any ordinary young man.

Personality: Despite his age, Nathaniel is relatively inexperienced within human society. What he knows, he has observed from afar, and the limited social interactions he has had have been with other Seraph or Divinities. He is usually a calm and collected individual, but when out of his element, can be somewhat inept. So long as he is in a relatively familiar situation, Nathaniel has a smooth-talking and cool demeanor - you'd be forgiven for mistaking him for 'the popular cool kid'.

Skills and Talents:

  • Capable of a surprising number of trades and crafts, due simply to time being no sort of issue when it comes to being a jack of all trades. Includes things such as cooking, carpentry, farming, plumbing, painting, and etc.
  • A skilled fighter, having been largely tasked with combating supernatural entities for his earlier existence. Includes both modern and historical weaponry, as well as unarmed combat.
Abilities:

  • Purging Fire: Nathaniel can employ divine fire to burn at enemies, most effective against supernatural entities, but potent enough against ordinary people.
  • Divine Shielding: Shields of divine light that can absorb great amounts of damage and protect either an individual or an area.
  • Physical Enhancement: Nathaniel is more physically capable in most ways (strength, endurance, agility, senses/awareness, reflexes, etc.) than even the most adept human.
  • Teleportation: Travel across long distances becomes a matter of moments for Nathaniel, capable of teleporting to any location he has either visited or can sufficiently visualise. Nathaniel can teleport up to five other people with him.
  • Time Lock: Nathaniel can lock himself and another individual out of time for several minutes, allowing him to communicate with them unimpeded. He cannot physically affect anything that has been locked during this time, and both he and the other individual are returned to their original location, stance, and momentum when the lock ends.
  • Touch of Avaria: Avaria has granted Nathaniel a portion of her own strength to serve in his mission to undo his damage. In addition to amplifying his own strength, he has been granted some of the life-enhancing powers of the Divinity herself.
Equipment:

  • Seraph's Palm: A highly powerful magical weapon that can morph itself into any weapon that its wielder wishes. Most effective against supernatural enemies, it is however superior in quality to the most perfectly engineered earthly counterparts - utterly flawless in design and all-but indestructible. Capable of cutting/shooting through or deflecting supernatural manifestations such as arcane bolts or shields, though it has no effect on physical creations such as fire thrown by an elementalist, so long as the fire has no supernatural property in itself.

    Forms include but are not limited to: sword and shield, polearms (spear, glaive, halberd, poleaxe), hammer, bow, rifle, shotgun, pistols, RPG, energy cannon, flamethrower.
  • Armour of the Divine: Holy armour that has little physical form, this armour only displays itself when it is impacted, and only in the spot hit. This armour can protect Nathaniel from a bazooka, a tank shell, even sizeable missiles.
 
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Name:
Avaria
Age: 4000+ Million
Race: Divinity - a spiritual being at once connected with the mortal and ethereal realms. Comparable to greater elementals or the highest forms of fey, these beings were once protectors of life. Referred to as mother nature, Gaia, or any number of other inaccuracies - these 'spirits of life' nurtured the world in its earliest developing life. Their creations, the Seraph, once guarded humanity and the rest of the natural world against the supernatural - initially to prevent its utter destruction before it had even spread its wings, and thence onwards as a result of nothing short of favouritism. However, when those religious leaders that knew of them decided during the early Dark Ages that having the Seraph around was not conducive to their gaining power, they demanded that they cease. And so they did, leaving humanity to fend for itself. Most of the Divinities and Seraph have retreated from the mortal world entirely, passing on to the spirit realm.

Significant Relations: Nathaniel Israfel

Personality: Distant and weary, Avaria often thinks of joining her sisters and brothers in passing entirely from the mortal realm to join them in a dreaming paradise. Despite this, she feels a sense of attachment to Terra and the realm of man in general. Her influence on the mortal realm remains strong, but her reasons to excise it few and far between - even reasons to act through Nathaniel, her sole remaining Seraph. Solitude leads to a boring and lonely life, and so Avaria often entertains herself by walking amongst humans as an ordinary young woman for brief periods - never revealing herself for what she is.

Abilities:
Growth: Avaria can nurture the growth of life in any plant, animal or human(oid). In plantlife, this leads to rapid and healthy growth, but in human(oid)s and animals it merely makes them incredibly healthy and strong specimens of their species, as opposed to accelerating their aging.
Spirit of The World: Avaria can command powers similar to those of druids, being one of the strongest examples of a natural spirit. This manifests itself in elemental powers, as well as the ability to command nature and other lesser spirits to her will.
Spirit Animals: A menagerie of spiritual animals is at Avaria's disposal - from the mundane (bears, wolves, etc.) to the mythical (dragons, hydras, etc.).
Spirit: Avaria's natural home is the Spirit World, and in her manifestations on the mortal plane, she largely retains this state unless she otherwise forces herself into a mortal form. She can only be permanently killed inside the Spirit World itself.
Spirit Home: Within her domain, Avaria has near absolute control over the environment, up to and including the laws of physics.
 
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Name: Jayden Ellis
Age: 22
Race: Human (Space-Born Caucasian)
Alias/Nickname: Jayden Ryder

Eye Colour: Blue
Height: 5' 8"
Weight: 122 lbs

Personality: Boyish and good-humoured, though Jay has little regard for the law due to the environment in which he was brought up, he's a good guy. Though he has killed before in self defense, it's not something he wants to repeat - much better a quick-talking himself out of danger than doing the same with brute force. Very tech-savvy, Jay can come across as condescending without intending it. He makes friends easily, but is wary about investing heavily into a friendship -- after all, loyalty is a rare thing where he hangs around.

History: A space-born kid, Jayden was raised by black-market traders who spent more time travelling from system to system than on solid ground. His biological parents were close to him, but the familial nature of the relationship between the convoy of traders meant that he was raised in almost equal parts by all of them. When he was four, his mother became pregnant again, and over time he caught ear of rumours that his father wasn't the father of the child. Despite several months where his parents' relationship was very much on the verge of dissolving over this development, they managed to patch things together. Jayden was too young to fully understand what was happening, but his simplistic understanding initially placed the blame for his parents' troubles on the baby. Within a year, though, his half-sister Willow had overcome his initial irrational dislike for her by her incessant adoration for her older brother, and they developed a strong bond.

In his early teen years, his mother, the pilot of the ship began teaching him to fly in their spare time. He was a quick study, having known little more than a ship throughout his childhood - as well equipped for living as that ship was. By eighteen he was a fully capable flier, albeit one without a license, and during a docking he laid eyes on a style of flying that instantly enraptured him - racing. With little in the way of thrills available on the trading ship, the danger and excitement of the sport turned him into an avid fan, and he spent the rest of the year collating his earnings with the aim of purchasing a ship. When he finally did (and spent long enough working on fixing it up) he took to the sport like a duck to water, making a name for himself in the local area and bringing in a healthy profit.

He eventually officially left the trading convoy, with many tears from his mother and yelling from his sister, and with the frequency both he and they moved about, it was difficult to maintain any contact. Jay still isn't entirely used to spending most of his time planet-side, but after a few years of it, it at least seems natural now rather than alien.

More recently, Jayden ended up on Valore after hitching a ride with some smugglers to escape false cheating charges and the heavy-handed enforcers that came with them. He did a brief stint with a volunteer-force called the Terran Militia before it was shut down, and now is working as a mechanic while he tries to figure out where to go next.

Skills/Talents:

  • An amazing pilot. One of the nimblest flyers in his sector of space.
  • A skilled mechanic and engineer, capable of modding and building primarily vehicles, but with skills applicable to other tasks.
  • Gifted with split-second reactions due to the speed of his racing.
  • A good mathematician by lieu of needing to make calculations for his creations.
  • A surprisingly good singer, though obviously he's never taken any classes or particularly been aware of this.
Equipment:
  • Blue Eclipse: A light spacecraft the size of a jet-fighter, fitted primarily for agility and speed as a space racer. Highly mobile and VI-compatible. Recently modified to carry some weaponry, after Jay's space-racer career was put on hold and he got pulled into a pirate group. Weapons: Star-cannons (heavy plasma cannons), single missile pod. Equipped with defensive shielding.
  • Blue Bolt: An advanced bike originally used for racing - racing with guns. Fitted with armour plating to withstand hits and miniaturised star-cannons, alongside a mini-gun and a miniature missile pod. Wheeled, but capable of transforming into a jet-bike when needed, with a pivoting front-wheel to allow for maximum manoeuvrability. Equipped with defensive shielding.
  • Blue Hellion: A sports-car in the process of being modified. Largely unusable at the moment as it's a work in progress.
  • Cyborg Arm: Jayden lost his left arm in a racing accident a few years ago, but was able to get it replaced with a robotic limb covered in synthetic skin. It's largely unnoticeable until he starts using the mechanic's tools fitted into it or bends a metal bar one-handed. It's also fitted with a small palm-based plasma weapon.
  • Various tools of mechanics and engineering.
  • A plasma pistol.
  • Communication/Command interface built into his visor.
  • Personal kinetic shielding device
 
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Name:
Adrian Greyson
Age: 17
Race: Human (extrahuman/superhuman)

Height: 5' 5"
Weight: 124 lbs

Character Outline: Adrian was born into an abusive relationship between his father, Andrew, and his mother Rhiannon. His father regularly hit his mother in drunken fits, and when he reached the age of seven, he too started to fall victim to his father's drunken violence. Only three years later, his father hit his mother hard enough to knock her down the stairs, breaking her neck and killing her. His immediate reaction was to try and get away with it - to kill the only witness: Adrian. But Andrew never found him, even though he stumbled upon his hiding place several times. This wasn't the first time Adrian's invisibility had shown itself. Often when his father was drunk and violent, Adrian would curl up in his room and quite literally disappear, without even being conscious of it. Eventually, Andrew gave up looking for him and tried to hide his mother's body - which was when Adrian fled the house and went to his neighbours. His father was jailed for life and he was placed into a foster home.

In school, he never made many friends. He was too distant, too damaged. He was perfectly happy to just shrink into the background at the back of the classroom or lunch hall and just soak in the teachers' words. Some kind souls tried to approach him, and though he never turned them away, eventually his distant and wary attitude drove them all to give up on him. After all, he seemed satisfied enough with his solitude, right? In truth, Adrian was lonely, but he'd never have admitted it. At sixteen, having completed compulsory education, he decided that he needed to be somewhere else. His foster parents weren't unkind, but they already had children, and he always felt like an 'extra'. He ended up on the streets of Westeria city, getting by with relative ease due to his ability to turn invisible (now at will), often spending nights in strangers' homes without their knowledge. For a while, he drifted like this, until one day an offer was made to him by a stranger - lure a woman out from a bar for him, and he'd be given a great deal of money. He took the offer, and immediately regretted it when the woman was attacked. He intervened, using his invisibility to strike at the attackers and help her escape. He later learned of her name - Yanni, and after a while, moved in with her.

Not too long after that, her assailants caught up with her. She was taken in the street, and he wasn't able to stop it. So he did the clearly smart thing - clung to the back of their escape vehicle. Unfortunately, he hadn't planned for that vehicle to drive onto a spacecraft and go off-world. Yanni was taken to a planet called Hera Prime to be forced into the service of a man named Lochlyn, as part of his army of supernaturals. With Adrian's help, and the help of some other prisoners, they escaped, only to be caught in an anomaly and transported to another point in the Omniverse in an instant.


Abilities: Invisibility - the ability to become completely invisible at will.
 
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Name:
Echo
Age: 2
Gender: N/a, however his (its) default form is that of a human male in his late teens.
Race: Magical Construct/Golem

Personality: Innocent and infinitely curious, Echo is constantly seeking better understanding of the world. He is kind, observing the qualities and actions that those around him consider to be 'good' and attempting to conform to those ideas. However he is also easily influenced and has the naivety of a child. Despite his amazing ability to comprehend new things, he is only a year old.

Abilities:

  • Magical Sense: An offshoot of his Mimic powers, Echo can sense magic and through examining the spell's construction, learn to replicate it.
  • Mimic: Echo can mimic any ability he observes, in an imperfect form. This can mean it is weaker, less controlled or even a total failure depending on the complexity of the ability. Spells are generally mimicked exactly, whilst innate abilities are more likely to be botched. This ability requires Echo to be able to figure out what is happening. With magic or abilities otherwise unrelated to a physical form, this normally just requires moderately close proximity to the caster and a way to observe its effects. With biological, technological or otherwise physically-caused abilities, this requires contact.
  • Abilities acquired through mimicry:
    • Fire Generation/Manipulation - acquired from Cinaed at the Elysian Vanguard temple - refined
    • Lightning Generation/Manipulation - acquired from Anria at the Elysian Vanguard temple - refined
    • Telekinesis - acquired from psionics in both Westeria and Illumene.
    • Surface Thought Reading - acquired from Jamie Davison in Illumene.
    • Energy Blade Creation - acquired from captured enemies of the Aschen during an interrogation.
    • Disruptor Pulses - acquired from Aschen weaponry - refined
  • Morph: Echo's body is completely alterable, capable of shapeshifting as well as morphing into other materials. He can only shift/morph into creatures/materials he has encountered directly. He can also alter sections of his body into specific objects, such as weapons.
  • Unusual/specific substances/creatures/objects Echo can morph into:
    • Calx Cells - cells capable of generating energy and altering their composition - acquired from Lunatea at Tal'dor Anchorage
    • Kanvium - when a high velocity mass impacts Kanvium, it causes a chain reaction at the molecular level in which the material becomes almost fluid and distributes the energy across the entire surface. When that energy is dissipated, the material returns to its previous state - acquired from the Reverence S Blackbird
    • Tri-Strontium - Tri-Stontium makes use of three different types of strontium, a new type of composite material. When any of the three types of strontium is impacted by a hyper-dense mass (like a mass driver weapon) at high velocity, the other two layers vibrate at the molecular level to effectively rebound much of the force - acquired from the Reverence S Blackbird
    • Disruptor Rifle
    • Taiyou Rifle
  • Comprehension: Echo is innately able to take in information and understand it much easier than most people. He can hold a piece of technology and give you a reasonable explanation of the mechanics that make it work, even if the concepts behind it are unknown to him. He does however struggle with emotions, though he is developing in that regard much faster than a human would, approaching the emotional comprehension of an older child at only one month of age.
Background: Echo knows very little of his origins. He only knows that he was created by some person who deemed him to be unworthy and imperfect, and was tossed away. This left him with a marked lack of confidence and a desire to prove himself to this unknown man or woman (or other), despite not knowing how to do so.

In the year after this, Echo found himself abducted by an agent of the Aschen Empire, taken into custody for examination and then enlisted into the Special Projects Division. His lack of knowledge about the Aschen, or indeed any real loyalty or affiliation with Terra, made the transition from captive to soldier relatively fast. His easily influenced mind sucked up the propaganda he was fed readily, and though the flip-flopping of the Empire's doctrine regarding the Divine Shadow has left him with some niggling doubts, he knows better than to voice them.
 
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Name:
Cináed
Age: Approximately 1400
Biological Age: 18
Race: Phoenix-Born Human - a human bathed in the flames of a dying phoenix, imbued with its spirit and its powers.
Height: 5' 5"

Backstory: Cináed was raised in a monastery, after his parents were killed in a house-fire when he was a baby that he survived unscathed. The monks named him 'Cináed' meaning fire-born after this occurrence. The monastery in which he was raised was dedicated to Sarenae, the Dawnflower - an old goddess of redemption, fire and the sun. His life there was quiet, and mundane, but enjoyable. It wasn't till his early teens that his fiery powers manifested themselves, causing quite the fuss. Some of the monks took to calling him a chosen of Sarenae, much to his embarrassment.

Though he enjoyed his life there, he began to grow restless. The monks consistently preached of altruism and assisting the world, but beyond helping nearby towns and villages with healing and other fairly mundane tasks, they never really practised it.

When he began having dreams of a temple in the Icy Peaks to the north, at first he shrugged them off. But they became increasingly pervasive, and eventually he couldn't ignore them any more. He packed his bags and set off to try and find the temple, with nothing more than visions to guide him.

Skills/Talents:
- Musical talent (unnaturally pure singing voice, aptitude for picking up instruments and proficiency with the flute)
- Animal affinity/communication

Abilities:
Phoenix Fire: Cináed has mastery over the flames that sustain him - magical fire with unique properties. This fire can be used both to burn offensively, and to heal. It is said that the tears of a phoenix will cure any wound, but that isn't entirely literal.
Pyromancy: As well as his own unique fire, Cináed can manipulate normal flames.
Resurrection: When killed, Cináed will rise again from his own ashes. This can only occur once a year, however.
Reincarnation: When killed permanently, Cináed will be reborn as a baby at a later date without his memories of past lives.

Equipment:
- Usually a novel of some description
- Finely crafted silvery flute
 
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Name:
Sky Evans
Race: Half-Angel
Age: 18

Height: 5' 6"
Weight: 110 lbs
Eye Colour: Brown
Hair Colour: Light Brown


"Oh come on, mom! Don't be a bitch about this, you know that I'm fine! Absolutely fucking fine! Nothing wrong!"

Sky's point wasn't helped by the way he stuck his arm out to lean on the door frame, only to miss and stumble into the wall, or by the way his words came out garbled, like he was trying to say the next before the first had left his mouth. The bags around his eyes from lack of sleep and the bloodshot lines across them worked against him too. He regained his feet, shifting uncomfortably as his eyes darted away in embarrassment.

His mother sat quietly within the kitchen, hands wrapped around a mug of coffee. Her brown hair hung down over her shoulders and a weary expression of sad resignation was upon her face. "I'm sorry, Sky." she said softly, "I just can't cope with this any more."

The kitchen was a mess. Pots were broken, cupboard doors hung off their hinges and unidentified substances were scattered across the floor with messy footprints leading off further into the house. "This is the third time this has happened. Your friends are out of control, and so are you. I won't have you in this house any more."

Sky ran a hand through his hair, shaking his head repeatedly and groaning. "No, no no no. Mom, don't do this, don't fucking do this! I don't have anywhere to go!"

Clutching the mug tightly, she refused to meet Sky in the eyes. "I have given you every possible help. I have paid for counselors, for rehabilitation, for medicines, but you have no interest in any of them. You do not want to change, Sky, and I can't force you to. But I won't let you destroy my life. Now please, leave. I've made up my mind."

***

Sky flinched away as the back of the tall winged man's hand halted a few inches away from his face. His father glared at him furiously for several long moments before he lowered his hand and turned away. "You aren't my son. Not in this state. No son of an angel comes to his father and humiliates himself - and for what? Drug money? Money to throw away on destroying yourself? Get out of my sight. You'll redeem yourself by your own merits, or we will never speak again."

As his father beat his wings and soared away, Sky was left kneeling on the rooftop, his own wings hanging limply in the rain. He punched the ground angrily, swearing incoherently under his breath. "Fuck you then, fuck you and fuck 'angels'. I don't need your help, I don't need to redeem myself! I'm fine dad! I'm happy! I'm so. Fucking. Happy."

Whether the water running down his face was rain or tears was hard even for him to tell at this point.

***

The impact of the fist to his stomach knocked the wind from Sky and doubled him over. "I already told you!" he coughed desperately, "I don't have any money! What do you want from me?"

The hooded man stepped back from him, to the pair of others. "We don't want money kid, we want your stash. Where's your stuff?"

Sky shook his head, "No, no I don't have any, you're wrong, I've not been able to aff-"

Another punch, this time to the side of his head knocked him to the ground where he landed heavily, scuffing his arms on the concrete. "We know you have elysium, kid! We need it! Either you give it to us or you're dead fucking meat."

Crying, Sky reached a shaky hand into an inside pocket of his jacket and held out a small syringe. "Tha- that's all I have..." he gasped. The hooded man snatched it from his grasp, eyes scanning the street for a few moments before he nodded.

"Let's get out of here before someone sees us." he muttered, and the three ran.

Sky just lay there for a long time before he slowly pulled himself to his feet and staggered away towards the rundown flat-share he called home.


***

"He destroyed you because you let him," Randin said frankly, "no matter how badly you wanted to defeat him, no how matter how terrible your hate, you always let him have power over you. And he'll continue to wield that power so long as he's holding the needle and you're holding out your arm." He scratched at his jaw. "Which is why we start with the drug. Get you off this thing. I'm not gonna lie... it'll suck. Bad. But it's been done before... by far weaker men than you, if I might add. With the advancements in tech now that we have a better understanding of the drug, and with a little honest willpower on your part, I think we can have you clinically detoxed in less than a month." He leaned forward. "After that, we go for him. Straight for him. You're going to help me dig up every scrap of evidence I can compile on this motherfucker, and we're going to put him away in the name of every soul he's every trounced on."

Sky sighed, looking down again. If what Randin said was true, and technology and understanding of Elysium had advanced... could he really..? It had always seemed like an impossible task. It had always been one as far as he was concerned. "I ..." he hesitated, doubts creeping into his mind.

Could he even begin to hope he could do this? Was he a different enough person to two years ago, when his mother had given up on him? He was certainly far better acquainted with the dark side of what he'd been doing. Reality had caught up, and it had brought a sledgehammer.

"I'll try." he said finally, barely more than a whisper. "I just want it to be over. I never want to see him again."
 
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Name: Nairi
Alias: Seeker
Race: Werecat
Age: 19
Gender: Male

Height: 5' 3"
Weight: 112 lbs
Eye Colour: Golden Yellow
Hair Colour: Black

Abilities:

  • Divination Magic - Psychometry (Object History): Nairi can access an object's history and divine by touching it where it has been, who has handled it and where. It is this method he uses primarily to find things or people, by requesting an object the person in question is known to have handled and following their trail from place to place.
  • Enhanced Speed/Agility/Acrobatics/Reflexes: An inherent trait of his nature as a werecat. Nairi always lands on his feet.
  • Enhanced Senses: Another trait of werecats, Nairi possesses enhanced hearing, sight and smell.
  • Enhanced Regeneration: Again an inherent trait, Nairi's wounds heal rapidly.
  • Cat Form: Nairi can shift into the form of a black cat.
  • Magical Affinity: As an ex-familiar, Nairi has an aptitude for spellcraft and, in the company of a mage, witch or wizard with the necessary know-how, can enhance their magic.
Equipment:
  • Pistol
  • Knives
  • Spellcatching Crescent Blade - a black sword curved like a crescent moon in the style of a scimitar, designed for slashing and hacking. Enchanted to suck magical energy into it, and thus can effectively protect against magical projectiles.
  • Mask of Truesight - a mask that allows Nairi to see through illusions, darkness and other such impairments - magical or otherwise. It also allows him to see invisible creatures such as spirits.
  • Cloak of Shadows - Nairi's cloak allows him to blend perfectly with shadows, unnaturally so, to the point where even a person standing looking directly at him will not see him.
Bio: Nairi was raised by a diviner, a lunar witch who made her living telling fortunes of the future and divining visions of the past. He came into her home when she saw him for sale as a child in a black-market auction of mystical creatures. He has no memory, nor she any knowledge, of how he came into the possession of those slavers - but for practical reasons more than moral reasons, she purchased him. After all, a werecat is a familiar second to none.

He lived out his early years as something between a familiar/house-pet and a son to the witch. He learned of the world through her (for one cannot have an ignorant familiar, or what is the point?), and even picked up some of her craft, becoming adept at one particular form of divination - object reading - by her choice, for it was a relatively simple spell to master and one that received a lot of business.

The witch was an old woman, however, and one day when he was just past sixteen, he woke up to find that she had passed peacefully away in the night. Left at something of a loss as to what to do, he mourned her for a time, but quickly adapted to life alone. He took a few choice artefacts from her possessions and set out to make his way in the world. He quickly fell in with shady characters, and his ability to find anyone and anything became an immense asset to anyone he worked for, until his reputation grew to the point where he was able to strike out alone and freelance.

***

"Here mousy mousy mousy, don't be scared ... just want to play!"

Like an extension of the shadows in the alleyway, Nairi stalked on all fours through the murky blackness. His mask covered one golden eye, leaving the other to glow through brightly as the only visual clue as to his whereabouts. The woman quivering at the end of the alleyway pressed further into her hiding place, trying for all the world not to let her panicked breaths reveal her location. There was a long silence. Seconds ticked past and eventually the woman dared to think that her pursuer might have given up. She leaned forwards, peering around the dumpster that had concealed her. The alleyway was empty, seemingly.

Then she felt the tap on her shoulder. Dangling down from the smallest of ledges above her, Nairi's golden eye met hers as she stared upwards in shock. "You know what I want," he purred, gloved hand stepping its way down her shoulder blade toward her arm. "Hand it over. Don't have to make this messy."

The woman took a deep breath, cursing an oath in her mind, before she reached into her jacket and pulled out a dully glowing amulet. Nairi snatched it from her deftly, grinning broadly, fanged teeth displaying. "Much obliged. Now have a nice day, mouse-girl."

And then he was gone, flitting up the wall and onto the rooftops, disappearing into the night.

***

"You call yourself a Finder, hmm?" the older man leaned back ponderously in his cushioned wing-back chair, stroking his second chin in thought.

Nairi gave him a sharp glance from where he crouched to the side of the room, near to the window. "Seeker." he corrected waspishly.

The man chuckled, the motion causing ripples to travel over his gluttonous form in a way that almost made the slight werecat gag. There were some things you didn't want sharp eyesight for. "Indeed, indeed. But, is it true what I have heard? That for all your reputation, for all your skill... you claim to be able to find out anything about anyone, but you can't even find out about yourself."

In an instant, Nairi was at the man's throat. His claws were bared and his eyes narrowed. "Do not speak of my business. You will hire, or you will not hire. Will not discuss anything beyond what's needed. Can find whatever it is you want to find. Let that be enough for you." The words were practically spat out at the large man, and anger was very clear in his eyes.

Again, the man simply chuckled. "I didn't mean to pull the kitty-cat's tail, dear me no. Nor am I so brazen as to call you here without thinking you can perform what I wish. Call it curiosity as to who I am dealing with, and why even they don't know."

Nairi stepped away angrily, cloak trailing out behind him. "Not everything wants to be found. State the task, or am leaving. Don't like having my time wasted."

***

The hole-in-the-wall two-room apartment that Nairi called home was dark and basic, but it was exactly the kind of place he liked. Small, confined, shadowed. It cradled him and made him feel safe. He lay idly on his back upon the bed, gazing up at the dull insignia he was holding. Golden eyes studied its markings angrily as he tried for the millionth time to divine it. But he returned nothing but blackness. Whatever enchantments were on it, whatever efforts had been made to conceal its secrets from his scrying, they were beyond him.

They were beyond every mage he'd ever met, too, in all his years.

It was the insignia of the slaving group that he had been bought from as a child. His only lead he had to his birth family, wherever they might be now.

Cursing, he swung around and tossed the metal insignia angrily into the wall. It fell to the ground with a clink.
 
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Name:
Ira Viarel
Age: 23
Race: Avorian

Character Outline: Ira is a pleasant and good-humoured young man, driven and determined in reaching his goals. However, circumstances have conspired against him to mean that his personable and strong-hearted nature is often overshadowed by a lingering doubt in himself nurtured and hammered in by years of being considered the 'oddity' of the family. Raised as part of the royal line, albeit only a nephew of the Matriarch, where the matriarchal nature of Avorian society is felt even more keenly than it is by most males, Ira was always given less favour than his sisters and female cousins. His achievements, whilst praised, received far less attention than those of his female peers.

In later life, this spawned a fiercely determined teenager who pushed himself to the limit to gain recognition. He went above and beyond what was expected of him, surpassing the majority of his peers in martial training and academia despite his royal status (not that it was a hindrance, but that his privileged status made excelling less necessary to earn a place in the world).

In his late teens, he travelled to Losenji to learn from the masters of Yuansen Monastery His aim was to gain greater prowess with weaponry, but instead what he gained was a greater understanding of himself. He returned to Volaria a changed man, one who no longer lived for the approval of his family, but rather for himself.

Though something of a loner by reputation, Ira has always had friends amongst the guards and serving staff of the palace, as well as the military who he finds more palatable company than the majority of the royalty. He currently serves as a member of the royal guard.


Equipment:

  • Vishtafa - a three pronged spear weapon that serves as a formidable melee weapon, a long ranged energy weapon - fueled by Volarian crystal - and an effective stun weapon via the capacity to generate and inflict a debilitating electrical shock. Vishtafa translates simply to 'war-spear' in the common tongue.
  • Kala'i ka dohe - Five rings fitted with Volarian crystal are attached by chains to a disc on the back of the hand, which is in turn attached to a brace around the wrist where yet another Volarian crystal is embedded. When activated, the kala'i can emit a powerful energy shield. Kala'i ka dohe translates roughly to 'wrist guard' in the common tongue.
  • Anti-Psionic headband
Abilities:
  • Ki Strikes/Way of the Open Palm - Ira can deliver blows with his fists and palms that carry great force through focused ki energy, capable of producing effects that can include stunning a target, paralysing them, disabling parts of their body, or even stopping their heart. He can also create other effects, such as limited disruptions in the air that amount to ranged pulses of force, or protecting himself with a focused aura of ki.
  • Meditations (Physical Enhancements) - After a brief channelling period, Ira can apply magical enhancements to his body to increase his strength, agility, speed or endurance.
 
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Name:
Ryth
Age: 10
Species: Mira
Place of Birth: Forest of the Fall, Aelora
Current Residence: Veshrac Jungle, Terra
Nationality: Mira of the Ra'shak Clan
Occupation/Role: Shamana

Though very young for his responsibilities within the clan, Ryth is a determined and mature young boy who strives to be the wise and respected figure that his station requires. His youth guarantees a level of naivety and poor judgement through inexperience, but his training under Shamana Fiera left him as well prepared for assuming her responsibilities as he could have been when it was thrust upon him.

Surprisingly spiritual for his age, Ryth is very capable with wielding the shamanic primal magic he has been trained in - though he is suitably careful and sparing with its use. He finds interacting with the spirits comes naturally to him, and enjoys their 'company', as wisp-like and unpredictable as it is.
 
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Name:
Kaida Kokuro
Age: 26
Species: Human
Gender: Female
Race: Lósényǔ
Place of Birth: Tiānshì City, Lósénji Island
Place of Residence: Imperial Palace, Tiānshì City, Lósénji Island
Nationality: Losenyu
Position: Empress of the Lósénji Imperium

Synopsis/History: Kaida's young life was fairly uneventful, in as much as the life of the heir to an Empire's throne can be. She learned of Losenji's politics, economics and traditions with the best tutors of the land and was taught all manner of skills that she may need. Her reign, beginning only in the last decade, has thus far been prosperous. She is popular with the majority of the people of the Imperium, particularly younger citizens for her progressive attitudes, though some of her views have put her at odds with members of the Ministry. Whilst she is liberally minded, she has a strong attachment to the traditions of the Imperium. She is an avid scholar of history, and particularly enjoys reading on the Imperium's beginnings.

Family (siblings):

  • Prince Shin'ichi (brother)
  • Princess Emiko (sister)
  • Prince Kenji (brother)
Family (other):
  • Prince Haruki (uncle)
  • Princess Asami (daughter)
  • Prince Ryuu (son)
  • Emperor Suoh (husband)
Abilities:
Farseer: Kaida is a farseer of notable prowess.
 
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Name:
Kyo Takeuchi
Age: 22
Gender: Female
Place of Birth: Yosái Village, Lósénji Island
Current Residence: Yosái Village, Lósénji Island
Nationality: Lósényǔ
Occupation: Hunter, tanner's assistant, village militia

Synopsis/History: Kyo was raised by her father, after her mother died of illness when she was very young. From a relatively young age, she has been helping her father with his business and around the house, doing chores and cooking while he worked late to support them both. When she was old enough, she took up hunting in order to help supply him with raw materials for his tanning, but as time has gone by and more industrial methods of his craft have become widespread, they are having increasing difficulty making ends meet. Due to her skill with a bow, she ended up by default included in Yosai's village militia, formed as a response to rising naga threats a few years ago. They were never tested in battle, thankfully, and the news of naga sightings have since receded back to the coast.
 
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