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Fantasy The Divine Conquerors Ⅱ - NPCs

Name: Natalie Fo
Aliases: Lie, Fo
Gender: Female
Species: Human
Age: 32
Appearance:
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Role: The Lone Skirmisher
Personality: An aloof and cunning woman, Natalie takes her job seriously, doing her best at whatever she can do. She’s always dreamed of truly helping Czarsnikei become a better nation, both for the fame and the money. She's a fairly normal person with a strong set of values and beliefs. She does have friends on the force, but Natalie prefers to be alone most of the time, except for certain people. She respects her elders and superiors and lords it over her underlings, she's not a bad person at all, she just takes advantage of the opportunities presented to her. She's a Czarsnikeian cartographer and often goes on expeditions to map out parts of Czarsnikei with little info or that have changed recently. Despite her aloof nature and serious persona, she enjoys the traveling and organization of her job, becoming more social and warm towards others when working
Motivation: To protect Czarsnikei, to do her job well
Alignment: Lawful Good
Weapon: World Root: A blade with some control over earth magic, can be used to summon walls and spikes of stone and even metal sometimes.
Abilities:
-Earth Magic-
-Cartographer-
-Survivalist-
Skills:
-A good chef in a pinch-
-Pretty smart-

Equipment:
-Several dozen different maps of Czarsnikei and other places relevant to Orobo’s journey.-
-food and water for the journey-
-camping equipment-
Other:
Strengths: Knows the north very well, good with her blade, strong earth magic
Weaknesses: Fire magic, is a normal human,
Bio: Natalie was born in Czarsnikei but spent the first 20 years of her life traveling the whole north with her father. He was an independent mapmaker, one of the best in fact, and he wanted to map the whole north. He nearly succeeded in his endeavor but died shortly before he could head to the far north. Natalie sometimes wishes she could finish what he started, but his dreams are his and her dreams are hers. She left her father at 20 to join the Czarsnikeian military where she was nearly immediately placed into a scouting brigade. She was a little peeved about this but accepted her lot in life and continued to work at her job. Eventually she was stationed at the Solomon Fortress and now she considers the place her home.
Symbol:
 
Name: Viktor Odyssey
Aliases: Odie, Odyssey, Vik, Steelgaze
Gender: male
Species: Half-yeti
Age: 46
Appearance:
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Role:The Frosty Combatant
Personality: A fired up and energetic person, Viktor actually enjoys the cold being a half-yeti and all. His lifespan is far longer than the average human being, so he's actually sorta young for his race. This means hes a little immature, but still more experienced then most humans. Hes spent a lot of time in the Czarsnikeian military and prides himself on fighting demons and humans. Hes coming along with Orobo to keep an eye on the summoner and to take command of the expedition if things turn too ugly. If things go too badly, Vikto will take command of the unit and have them depart to Czarsnikei. Despite this Viktor is a loyal man and determined at that. He believes in the expedition and hopes there is much to gain from it. He is the type that believes in great leaders, and believes he himself may be one.
Motivation: To keep the expedition safe, to help the summoned, to keep an eye on the summoned.
Alignment: True Neutral
Weapon: Frost Katana: A Blade with mastery over the cold, able to create constructs of ice even in the hottest of temperatures.
Abilities:
-Ice Magic Master-
-Swordmaster-
-Enhanced transhuman physique-
-Resistance to cold-
-Steelgaze: An ability that by looking in the eyes of an opponent, Viktor can freeze foes. Becomes more effective the more bestial or enraged the opponent is.-
Skills:
-Some first aid skills-
-Knowledge of Czarsnikei and cold climates-
-Yeti adaptability-
Equipment:
-Equipment and foodstuffs for journey-
-Several dozen health and mana potions-
Other:
Strengths: Cold magic, Resistance to cold, does not need to eat much
Weaknesses: Only a fair amount stronger than the average human, Flame magic is particularly effective, Can be killed in fairly normal methods.
Bio: Born in the Northern Wastes to a tribe of wandering yetis, Viktor spent much of his early life traveling and battling alongside his yeti brethren. He gained prominence as a powerful warrior and eventually traveled to the Chestian Confederacy to work as a bounty hunter. After working for some time slaying demons as a member of the Chestian Confederacy clean up crew, Viktor emigrated to Czarsnikei and enlisted. Viktor has been a career soldier ever since, seeing the tragedy of Czarsnikei front and center. It is a dark world the Czarsnikeians live in, and Viktor has seen its horrors firsthand. Viktor was posted at The Solomon Fortress 5 years ago and has seen that Czarsnikei lives a very divided life, with the nobles high above and the lower rungs far below. Named Steelgaze for his ability to paralyze opponents with his gaze.
Symbol:
 
Name: Alfred Sylvester

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Aliases: Al, The Traveler, Friend of the Ocean, Captain Sylvester

Gender: Male

Species: Human

Age: 35

Status: Alive

Role: The Explorer

Personality: Alfred is an enthusiastic and charismatic individual thanks to both his life as a Sailor and Noble making him exceptionally sympathetic. He is respectful to his crew and to outsiders, yet very passionate anytime the ocean or trade is brought up somtimes turning him into a chatterbox. He doesn't want to be the center of attention but with his positions he is rather forced into the position, making the most out of it by always trying to hear everyone out. He is not with his flaws however, for as much as he seemingly has conquered the ocean, he still has unpleasant memories and sometimes drinks a lot of water to stay very hydrated. He also has a preferance for the ocean, considering the beauty of the ocean to surpass that of land. And like any good Sailor from Whiteridge, he can become competitive but still have fun contrary to other sailors.

Motivation: To travel the seas, expand trade, potentially find new lands to update the maps.

D&D Alignment: Neutral Good

Weapon: Alfred isn't one to carry weapons, but he always seems to carry a curved knife, almost displaying it, he has yet to show others the blade itself.

Abilities: Whether be it through blessings or hidden innate magic, Alfred seems to be a sort of Friends to the many creatures in the ocean, whether small or big. Alfred and his ships seem to be undisturbed by many of the creatures of the ocean and are sometimes brought food as long as Alfred is in one of the ships, making sea travel extremly easy and safe. Alfred does not know why this happens with many calling him a friend of the ocean. With such safety in travel, this has allowed Alfred to travel where he pleases through the ocean and has even been paid to travel with certain fleets to ensure sea monsters would not attack. However if a creature is attacked they will fight back even if Alfred is around.

Bio: Alfred Sylvester was born into a family of sailors in the City state of Whiteridge, becoming one at a very young age, Alfred spent a lot of time in ships travelling to other ports in the eastern continent and being a good old competitive sailor when back home. Alfred however didn't dare travel to the easter continent for that is where the sea monsters hung around, waiting for unfortunate ships to travel and eat them whole. Soon he had no choice, for his 21st Birthday he was brought along to a ship fleet to travel to the western continent. It went fine until it didn't, a massive beast appeared from below seemingly bringing a storm in it's wake and killing almost all survivors but Alfred, leaving the sailor stranded and alone in the middle of the ocean with only a rowing boat. In this time Alfred slowly starved, his hair followed too leaving an unatural perfectly bald head. However, a few days later there were dead fish near his boat, enough so it could feed him, then he felt waves pushing his boat towards a certain direction, and eventually after almost dying of dehydration, his boat made it back to the shores of Whiteridge, being brought back to health. After this incident Alfred would later take a break from travelling, becoming an influential Noble after discovering his novel yet charismatic demeanor and his knowledge for trade. After a few years off the ocean he returned and quickly learnt of the new bond he had with the ocean, news quickly spread and his already good noble life skyrocketed as he was hired to be a safeguard to fleets of trade ships, soon allowing him to begin his own business and reigniting his sailor life with a new ambition, to freely explore the ocean.

Skills:

  • Natural Sailor
  • Great Captain
  • Negotiator
  • Charismatic
  • Cool Headed
  • Great Caliographer
  • Good Memory
  • Swimmer

Equipment:

  • Telescope
  • Fancy clothing
  • napkin to keep his head squeaky clean
 

  • a08e875eeea5306077eca7e908f0041e.jpg
    Name:
    Salish Nightshade

    Alias:
    The other nightshade

    Gender:
    Male

    Species:
    Vampire

    Age:
    58

    Status:
    Alive

    Written Description:
    he smells like lavender and dried blood

    Role:
    The Other Nightshade


  • 9c4e38e140b2da6e12f4d70517cb66ca.jpg
    Name:
    Mune of the Red Star Sea

    Aliases:
    Bloody Mune

    Gender:
    Female

    Species:
    Vampire

    Age:
    89

    Status:
    Alive

    *Written Description:
    smells like burnt hair and roses. Stands at 7'3"

    Role:
    Executioner


  • 27027b802d88ab4e599b8a0f1901c3ee.png
    Name:
    Jerry

    *Aliases:
    Jerry

    Gender:
    Male

    Species:
    Vampire

    Age:
    13

    Status:
    Alive

    Written Description:
    top left = what Jerry thinks he looks like. Right and bottom = what Jerry actually looks like.

    Role:
    Jerry
 

  • Name: Zoro Agneel
    Aliases: Black Mage, Immortal Man
    Gender: Male
    Appearance:
    latest

    Species: Human
    Age: ???
    Status: Alive
    Role: Unclear
    Personality: is said to have been one of the darkest, most evil Mage in history. Mastering the Black Arts and creating many Demons, some of which still wreak havoc in the present. In the modern era, Zoro seeks to isolate himself and is very calm, sincere, and conflicted. He wishes to die to atone for all the sins he has committed, and may commit in the future. He shows concern for others when he warns them not to come near him, knowing that they would die if they did. He is also somewhat emotionally fragile. Zoro often kills with no prior incentive or knowledge. In spite of all this, Zoro is very vindictive, and will punish those who he believes to be evil. As a result of his immortal life, Zoro has developed a misanthropic loathing for humanity and its repeated idiosyncrasies of hatred, evil, and conflict.

    Nevertheless, Zoro is also shown to be a man of the people.
    Motivation: Unclear
    D&D Alignment: Lawful Neutral, Chaotic Evil
    Weapon: Book of Vacia: An ancient grimoire that places a curse on anyone who opens it. Gives the person the immortal life and the ability to kill anyone they deem to love. The book also teaches the person Black Arts, a forbidden magic that was lost in time. The book is entirely tied to him, whatever damage the book receives he will receive eternally. If the book is completely destroyed Zoro will cease to exist.
    latest

    Abilities:
    • Dark Magic
    • Black Arts: Zoro was able to master Black Magic and brought countless Demons to life. His Magic Power is enormous; so enormous, in fact, that he cannot consciously control his own Magic, though whether this was always the case is unknown. Zoro's lack of control over his Black Arts seems to come from his emotional state. He, himself, has stated that when he cares of the lives of others, his Magic becomes uncontrollable and randomly bursts outward, killing all those around him, but, when he no longer cares about others, he gains complete control over his Magic, and becomes the ruthless, cold-hearted Zoro spoken of in legend.
      • Death Predation: This usage of this spell creates a dark wave that kills everything weak in the user's immediate vicinity.
      • Destroy Orb (Hakai) : A spell that, when used, destroys everything in its path.
      • Repent: Zoro swipes both of his arms in a circular motion until the bottom of his hands meet. The hand on top has the index and middle fingers pointing upwards, while the other hand has the little and index fingers pointing downwards. While doing this, he is surrounded by a dark aura.
      • Dark Flame: Zoro gathers flame-like dark matter in his palm and strikes his target with the powerful attack.
      • Reanimation: A Dark magic that revives a person, with their soul intact yet have no control over their actions. On each body, their exists his Reanimation curse mark. The curse seal links each of the bodies and allows Zoro to control them without having a mana stream flowing between them. This also allows Zoro to fight amongst them, instead of having to hide to not reveal the culprit. The user can only summon 6 at a time. The reanimations seem immortal and can only be killed by magic cancelation abilities or devices. Another way to deal with them is to seal them. Reanimations also have an infinite pool of mana, and endless stamina which makes them a very plausible threat.
    • Dark Life Magic: A very ancient, long-forgotten form of Magic that breathes life into an object. Some of Zoro's creations are sentient, and seek to further Zoro's former, as-of-yet unknown, evil desires. Most of the beings that Zoro created were Demons.
    • Dark Void: A purple bubble that has a very wide radius. Allows him to freeze time for all except those he specifically chooses to remain mobile. After casting this Magic, the surrounding area and all those affected by the Magic appear inverted in color, whilst those unaffected remain as they are.
    • Fire Magic
    • Telepathy
    • Beam Magic
    • Sealing Magic
    • Summoning Magic
    • Illusion Magic
    • Bullet Magic: Forming his hand in a gun shape. A Magic that Zoro uses to produce ballistic projectiles of Magical energy out of his finger.
    • Expert Mana sensor
    Bio: Zoro has been around since the first summoning in Valucia he was a powerful dark mage that helped fight against the summoned who posed a threat to Valucia's inhabitants. On a fatal day he lost the love of his life, blinded with rage activating a powerful forbidden dark magic. With his new power he had hoped he could revive his lover, yet nothing worked to return her to what she was. An actual person. The young wizard came across a tomb that was filled with ancient writings, things he didn't understand. At the heart of the Historical place, he found a book that laid on a totem. The book looked like a normal book, it was the artifact he was looking for. Rumors reached him that this relic could be the key to bring back his lost love. What he didn't know was the book was filled with forbidden magic that was not meant to be toyed with.

    Opening the book he was consumed with darkness and forced to take in everything the book had to offer. Knowledge and spells. One spell was exactly spot-on to what he had hoped to find, after being released from the void of nothing he attempted casting the reanimation spell said to be able to bring back a person to whom they were yet forced to yield to the masters every command. Not knowing these magics needed preparation the book rejected his spell and instead released one of its fatal curses upon him, as well corrupting his mind. The book now bonded to his very soul. He was now immortal (unable to die a natural death), and he realized it when he noticed the years went one. Another asset of the curse made it so any person he deemed true love with would die. Constant pain and agony of having to live a lonely life, he lost himself and became completely corrupt. Although still holding bits of his original self trying to find ways to end his eternal purgatory, finding ways to die. The only way Zoro can die is if he is killed within combat by powerful magic completely obliterating him.

    Skills: Hand-to-Hand Combat, Tactician, skilled magic user, world knowledge,
    Equipment: N/a
 
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Name: Dyrroth
Aliases: Heavy Fighter
Gender: Male
Appearance:
5d50c9fbd029a3c59f0fa802b2234c4b.png

Species: Human
Age: 22
Status: Alive
Role: Mollug Inquisitor
Personality: Very barbaric and crazy minded, hardly shows sympathy to his opponents. He likes to play with his victims as well. Showing his full power is a sign of respect.
Motivation: Become the strongest brawler in the world
D&D Alignment: Chaotic Evil
Weapon: Fists
Abilities:
  • Enhance Magic: A form of magic that focuses on enhancing the users physical traits for a period of time. It can be a very dangerous magic if the user uses a large amount of mana on one of their body parts to attack. The user can use it to run/move faster, hit harder, jump higher, etc.
  • High mana pool
  • Mana Sense
Bio: Was once an orphan who was taken in by Cardoza due to his high potency of magic. He grew up half of his life in the royal family, but still kept his barbaric mentality which caused many issues for the royal family. Joined the army following after his step sister Wyman in hopes to over achieve and become more popular than her. He spent most of his days in the Mollug army training to also become the strongest in the world.
Skills: Fighting, Dancing, Hunting
Equipment: N/a
 

  • 1618077814791.png Name:
    Raqira adr Jaqir​

    *Aliases:
    The Purple Lion of Bur Azghara​

    Gender:
    Female​

    Species:
    Half Human, Half Aered Elf​

    Age:
    24​

    Status:
    Alive​

    *Written Description:
    She is 5'7, although she is lithe and well-muscled.​

    Role:
    Heir to Bur Azghara​
 
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Name: Marika Virgo
Aliases: The Marked One
Gender: Female
Species: Ghoul
Age: 66
Appearance:FIELD OF THORNS - HERESY by Caisne on DeviantArt
Role: The Fearless Seeker
Personality: Eccentric and demanding with a personality set on achieving her goals, Marika is an optimistic and quite intelligent woman who counts herself a member, albeit a more liberal one, of the Order of Inquisitors. Marika has been searching out info on SIN and the Summoned since she was a little girl, her dedication to unraveling his mysteries is resolute and unwavering. She enjoys her detective work and Marika is known throughout the order for being one of the greatest Tomb raiders of her time. Studious and curious to the extreme, Marika is in love with her work and finds all the aspects of the mystery of the summoned fascinating.
  • Loves books, does not read as much as she used to though.
  • Bites her pencils and chews her nails when nervous.
  • Laughs loudly when happy and can even be seen crying when amused.
Motivation: To find all of the summoned and their origin points?
Alignment: Lawful Neutral
Weapon: The Staff of Xi- A powerful magical artifact resplendent with ability and ripe with potential, The Staff of Xi is a magical rod from Valucia’s ancient past, before The Age of Demons. It holds many abilities, a solid amount of which are known only to Marika herself but which are near limitless in scope. Powered simply by magical energy, the Staff of Xi is limited with Marika by the amount of power she has. Its main ability is the simple but effective energy shot, where she can fire off projectiles of magick that cause intense damage to those hit by them. Other than this she can also use mildly powerful telekinesis and a very wide assortment of useful non combat spells.
Abilities:
  • Max Intelligence- Marika is extremely smart, especially in her field, magick archeology. This knowledge has allowed her to learn spells to enhance her own brain power.
  • Thief- Marika is good at getting what she wants, be it legally or otherwise.
  • ADD/ADHD- Marika is full of energy and when she does manage to fully focus she wont stop until she's finished.
Skills:
-Sewing
-Map reading
-Singer
Equipment:
-Carries book of her notes and important facts.
-A stone of teleportation
-Reading glasses
Other:
Shortly after being inducted into the Black Academy, Marika was brought before The Jaded Tome and Hendrick Ollo. She was then asked to peer deep into the book as a test of her capabilities. Marika, always in pursuit of knowledge, and despite the unfathomable danger of The Jaded Tome, read deep of the old and cursed volume. Marika, through some divine providence or miracle proved quite adept at resisting the influence of the book. Marika gleaned obscene amounts of knowledge, wisdom and power from the ordeal and despite the damage to her psyche and emotional state, she is far stronger than she would have been without the encounter.
Bio: Born in Mollug, Marika was the child of fairly well off merchants who bought and sold magical artifacts. She grew up safe and went to school as a quite gifted student who desired to follow in her parent’s footsteps. During her time in school, while Marika was working with her father, she was introduced to the conceptual idea of SIN the divine being. A hidden god and manipulator of all events, Marika was understandably enthralled and began to dedicate her time to research on the little-known figure. Marika got the chance to follow in her father’s footsteps as a merchant only for a short time early on in her life, as her talents were quickly noticed by the authority of the land; After secret and anonymous probing and consultation, she was levied into the Mollug Advanced Science Wing. During this time she learned quite a lot, working with her father and the government on hundreds of powerful and unique items. This good time was not to last however, as during an experiment with a northern artifact of strange origin, an accident occurred. Marika's father died in the ensuing chaos and Marika found herself transformed into a Ghoul. Mollug moved her from the science wing and into the Black Academy on account of her abilities, and soon after graduation, Marika was studying artifacts once again. Now an inquisitor, Marika is in an ideal yet distraction filled position to continue seeking knowledge on the deity SIN, as she has done so for the High Council since graduation.
Symbol: A triangle with a smaller triangle and a dot inside.
 
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  • Name: Edward Allen
    Aliases: WhiteBeard
    Gender: Male
    Species: Human
    Age: 70
    Status: Alive
    Role: Whitebeard’s Captain
    Personality: Edward was a cheerful and carefree person during his younger years, prior to commanding his own ship and becoming known as Whitebeard. His reign on the sea, reputation, and foreboding power made him seemingly overconfident and fearless. In initial appearances, he seemed unable to see any cause for alarm on any decision he made and refused all advice given to him, such as his nurse telling him not to drink heavily. However, he was much more thoughtful than he initially seems to be. Actions that initially seemed to be the result of thoughtless, headstrong bravado actually had strong reasons behind them.

    Though he may seem to have an overgrown ego, Whitebeard knew deep down that he was nothing but a single man and was fully aware of his own mortality. He knew that the youth were the keys to the future, and that their lives were far more important than his own. Because of this, he is not afraid of sacrificing himself for the safety of those he considered his crew and “son”. Despite his fierce reputation, Whitebeard was a compassionate man, having adopted countless people of different backgrounds into his crew as his foster children. Whitebeard is very careful about choosing a person to be included in his crew, depending on their personality and nature.

    A distinguishing feature of Whitebeard's nature was his high moral standards: he never forgave the death of a crewmate by another, and believed that a man could not live without some form of honor code. Whitebeard loves to talk about the past and drink booze.
    whitebeard_anime_concept_art.png

    Motivation: Become King of the Sea
    D&D Alignment: Chaotic Good, Lawful Good, Neutral
    Allies: Czarnikei, Velder, Gaia, Hippo Pirates, Baki Pirates, ShoonShoon Pirates, Graptor Pirates, Soul Bird Pirates, Reaptor Pirates, Benotant Pirates, Boluka Pirates, Behemoth Pirates, & Shine Pirates
    Territory: WIP
    Weapon: Murakumogiri
    Abilities:
    • Wind Magic: His strongest form of magic out of the elements he knows how to use. He is so good at using magic, he’s learned forbidden spells that turn his body into wind itself.
    • Earth Magic
    • Fire Magic
    • Cobaki: A forbidden form of magic that allows him to cause quakes and generate powerful shockwaves. He had the power to send incredibly powerful shockwaves through the air, creating cracks in the air itself in the process. These shockwaves possess devastating offensive might. He could use these shockwaves to quickly take down multiple enemies over a widespread area or take down a single target with terrifying effectiveness, even giants. He could also use his shockwaves defensively, as their vast raw power could easily stop incoming attacks. He could also generate strong vibrations from his body that could easily shatter ice.
      • He could use his power to shake, rupture, and tilt the landscape itself. By striking at the general area with his quake powers, he could cause large earthquakes and, under the right circumstances, massive tsunamis.
      • Whitebeard could use his power to enhance his physical attacks by surrounding his hands and feet with concentrated quake bubbles. These quake bubbles would release a small but powerful shockwave on impact, greatly increasing the destructive power of his melee attacks. He could also surround the blade of his polearm with a quake bubble, greatly increasing its destructive power as well.
    • Shimpo: Faster version of Flash step. Though he hardly uses it unless has to.
    • Mana Sense: Very skilled at this
    • Magic Control
    • High Mana Pool
    Bio:
    Edward grew up in a small town called Aukin located somewhere in the crossing. His father was a very well known and hated pirate, though Edward looked up to him dearly. Edward studied hard on Valucia’s history a lot and constantly tried to understand the oceans as best as he could before setting out. He first setted out to become a pirate when he turned 20 first being a part of Gold’s pirate crew. As he grew older and became a wiser pirate he set out on his own and became his own captain. Before the pirate era, Edward and Gold constantly fought with one another to become top of the Pirate world, though Edward could never beat him. The thrill of Edward’s life started when the pirate era, he was around 40-50 during this era and became one of the most feared pirates and known as the top pirate in the world. He has a lot of islands that are under his name that pirates don’t mess with due to the fear of dealing with him.

    Skills: All around good at almost everything
    Equipment: N/a
 

  • 1618903113610.pngName: Aramus
    Species: Android
    Age: 6
    Status: Alive
    Role: The Metal Assassin

    Personality: Aramus is a blank slate, created as the pride and joy of Providence Overseer Mikhail Abramov. He designed him to be the perfect assassin: emotionless, obedient, yet calculative to a flawless degree. The engineers tried to balance Aramus' calculative side with his emotionless side, tweaking the AI to the best of their abilities. However, in the six years of Aramus' life, he has grown a mind of his own. Rather than reset him, Mikhail found the case intriguing and allowed the android to continue serving. Its personality is still a developing canvas, able to think for itself, but unable to disobey his superiors' orders.

    Motivation: Obey his superiors' orders.

    Alignment: Neutral Evil

    Weapon:
    - A sliding blade hidden in each of his arms.
    - Deployable mini-bombs that will disorient the enemy.
    - Sticky explosives, small as a coin but deadly as a stick of thermite.

    Abilities:
    Invisibility -
    Aramus has a built-in invisibility cloak that allows him to travel unseen.

    Bio: Created as the pride and joy of Providence Overseer Mikhail Abramov, Aramus has been one of the best Providence assassins in the six years of its life, only failing to stack against the Constant's Weavers. The AI's personality has been developing bit by bit, and only now is it wondering what else it could do other than assassinate and follow orders. As of now, he has orders to assist Ela and Kayoko in Czarsnikei.

    Skills:
    Lightweight -
    Built with the lightest parts and materials, Aramus is the best for stealth. His weight allows Aramus to scale walls/objects with ease and swiftness.
    Silent - With heavily modified feet, not even a bird can hear Aramus' footsteps.

    Strengths:
    - Excellent in one-on-one fights.
    - An ace when it comes to stealth.

    Weaknesses:
    - Ineffective when caught in the open.
    - Aramus cannot heal without help of a Providence engineer at a facility.

    Other: Upon death or capture, Aramus will self-destruct at will.
 

  • 1619193032501.pngName:
    Tiana Asheqan​

    Aliases:
    Ashen, Commander Ashen​

    Gender:
    Female​

    Species:
    Human​

    Age:
    35​

    Status:
    Alive​

    Role:
    The Zealous Commander​
 
Last edited:
Name: Alex Ignatia
Aliases: The Red Sister
Gender: Female
Species: Vampire
Age: 1236
Appearance:
i12lqO3U0Ea2cI18HmVcv9XHhOzSY2Dim2TMDMJpcXAAaRw7TLapeWk5yyUI9FEdm9FGZ9qNmCigXD1PZyYphGUh1C83qvqdOZc2r9_uUset4GlPg8pAEnSytWCzzW6VGh3CFWrS

(idk the artist but if anybody does, plz tell me)
Role: The Ill Tempered Noble
Personality: A former noble of the Czarsnikeian court, Alex is a vampire with a taste for not only blood, but power. She wishes to protect that which she cares for, making power and the obtaining of it her main objectives in life. She has lived a long time and is quite wise but she always had a brash streak, and a mouth quick to scold and punish. She even does this with the things she loves, though her actions often speak louder than her words. In other words, a tsundere. Believes vampires to be a proud and noble race, more inherently worthy of rule than most. Despite her domineering attitude and superiority complex, Alex is actually quite kind, and has always used her power and influence to help those in need.
Motivation: To rule as she once did, to bring the world under vampire dominion
Alignment: Lawful Good
Weapon:
-SoulDirth-
An ancient vampire relic, of immense power, the Souldirth is an axe with the ability to raise and control armies of the undead with a mere afterthought.
Abilities:
-Arch Blood Mage-
Skilled with blood magic to a near insane degree, Alex can create constructs, weapons, thralls and traps in abundance. For those with lesser power, she can manipulate the blood within them and control their bodies, or simply cause them to explode.
-Necromancy master-
A skilled dark mage with much control over the cycle of life and death.
-Dark Magic Adept-
Alex can use dark magic to its most effective degree, creating illusions, puppets, weapons and buffs with little effort.
Skills:
-Skilled politician-
-Knowledge of Valucian lore, culture and customs.-
-Skilled in Czarsnikei battle strategy
-Talented Strategist-
Equipment: Wears the finest in Xactian and Mollug apparel, coupled with occasional armor pieces for minor protection. Carries a map of Valucia that pinpoints the wielder’s position on the map.
Other:
Strengths: Smart, powerful and knowledgeable of Valucia. Necromancy and blood magic along with her Vampire physiology allow Alex to shrug off wounds that would eviscerate and destroy lesser beings.
Weaknesses: Doesn't do well with fire or light magic, can be killed with a stake through the heart.
Bio: Alex was born on the Northern shores of the land that would one day become Czarsnikei over a thousand years ago. She was alive for the many civil wars and invasions that plagued the land in its early days and she experienced quite a few battles and atrocities herself. But Alex persevered and thrived as the years passed, her Vampiric abilities aiding her rise to power in the Czarsnikei Court. Eventually however, due to reasons that have been archived and that she refuses to speak about, she was banished from the court of Czarsnikei. She wandered for a long time, building her strength and honing her skills, seeking power where she could find it. Currently she is an influential merchant that up until recently, operated most often in Xact and Mollug. Now that war has once again broken out, Alex finds herself in Mollug, trying to keep herself and her business alive.
Symbol:
 

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