Here's a few descriptions of various characters the I've created. Some have several images pictured on this website and some have only a few. Regardless, I like them all, and have decided to put up this page for those that are curious. I've only got a few of the characters here so far, but I will add more as I go along as well as embellish on what I have here already. You can check the Glossary for clarification of some of these terms.

Quick Links:
Aelynn'ryelis ¤ Jorie Rikard ¤ Jyr'daen ¤ Kadir - New! ¤ Kurai Himitsu ¤ Kyriss Silvermane ¤ Lariset
Lyds - New! ¤ Naril ¤ Meryu ¤ Quilvess ¤ Rilrae Silvermane ¤ 'Dark' Rilrae ¤ Syd Switch - New! ¤

Aelynn'ryelis of Greenskye ¤ ¤ ¤

Name: Aelynn'reylis of Greenskye
Race:
Half wood elf, half dryad (tree spirit)
Age: Looks 17
Height: 5'6"
Weight: 120
Skin: Coppery bronze (think Urd, from Oh! My Goddess)
Build: Light but toned.
Hair: Changes colors with the seasons: Coppery red in autumn, white in winter, and light to medium green in spring and summer.
Eyes: Warm, liquidity brown
Other Attributes: Green ivy tattoo on right forearm
Class/occupation: Elvish Archer
Game Origin: "When Nature Weeps" An online AD&D campaign run in the Forgotten Realms game setting.
Genre: Classic Fantasy

Racial abilities: infravision, resistance to charm, stealth.
Training: Aelynn is is trained as an expert archer, with a skill and level of dedication unlike any other. She seldomly uses other forms of weaponry, but does have a short sword that she carries as a back-up weapon. She crafts her bow and arrows herself, and takes pristine care of all her equipment.

Special notes: Aelynn is most at home in natural settings, especially woodlands. She has had little exposure to "civilized" life in lands developed by humans, therefore has an understandable fear and discomfort when forced to enter such surroundings. She also has a dislike of uncontrolled fire, since it only serves as a reminder of her past.

History: Aelynn's father was a wood elf ranger-scout, who had a dryad's tree within the bounds of his scouting route. Unaware of the dyrad's presence but suspecting, he went about his daily rounds under the eye of the dryad. One day, while furthest from his home camp of Greenskye, he came across a small band of gnolls lying in wait for a brown bear and her cubs. With no choice but to act immediately, he went into battle with the gnolls. Unfortunately there were more gnolls in ambush than he was aware, and although he came out victorious he was gravely wounded in the process. The dryad, upon seeing this, came forth to his aid to show her appreciation for his care of her forest. She took him to her tree where she healed his wounds. Upon awaking, the wood elf was smitten with the dryad (as is hard to avoid even without the charms!) , but was more deeply touched by her kindness in helping him. Their pairing ensues after this, and the wood elf awakes later under a tree near his home camp. He sees her sporadically on his rounds after this, wishing to see her more but she insists that it is not the way of things. She bears his child, much to his pride, and raises Aelynn'ryelis though most of her young childhood. She is taught the ways of the forest and the forest creatures, during the time which children are their most innocent. Before the child reaches adolescence, the dryad says it is time for her live with her father, and learns the ways of his kind. Aelynn goes, eager to learn, and is made a part of the wood elf tribe. She spends the rest of her life there, seeing less and less of her mother as she grows into adulthood. Her father trains her in the bow, which Aelynn begins to take a great interest in.

When she is in mid adolescence, there is a great battle on the outskirts of their territory. A band of adventurers battle a Hill giant, and due to some negligent spell casting on their part, a stray fireball spell sets the forest aflame. The wood elves rally to save the forest, but not before the fire consumes a goodly portion of it, including her mother's tree. With her dying strength, the dryad appears before Aelynn, who is mad with grief and anger. Not wanting to see the seed of hate grow in her daughter, the dryad's last words give her comfort and strength, pleading with her that not all outsiders are wholly evil, but that some just need to be taught the ways of the wood. After this incident, Aelynn returns to the Greenskye camp and asks to be trained as efficiently as possibly in the weapon she feels she can best defend the wood - the bow. Her father had her trained in every technique known to elves in the way of the bow, and she was a steady and fast learner. A week before she would have joined the scouting teams in active protection of the Greenskye wood, she began having mysterious and disturbing dreams. Following the call of these mysterious dreams, she left the security of her home and traveled south to the Forest of Tethyr, where she meet several adventurers who had the same dreams. They joined together to battle a dark menace that's invaded the ancient forest and old home of the elves.

Personality: Aelynn is still the sweet and (mostly!) innocent type. She's genuine with everyone she meets but somewhat cautious of outsiders, especially city-folk. She enjoys assisting others and lends a helping hand whenever possible. She views all creatures of the forest, be it man, elf, deer or old oak, as equals.

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Jorie Rikard ¤ ¤ ¤

Note: This is her short bio. Yes, there's a longer version. =3 Read it here.

Name: Jorie Rikard
Race:
Altered Human
Height: 5'10"
Weight: Ummm... about twice what you'd expect. ;)
Build: Average; toned and athletic.
Hair: Blond, with a red-orange streak at the part, worn short and tussled.
Eyes: Blue-green
Other Attributes: Jorie's left eye is doesn't quite match her right in color, and has what looks like runic circuitry in the pupil when seen close-up. She also has a slash scar across her left cheek.
Class/Occupation: Mercenary/Gunslinger/"Problem Solver"
Game Origin: Dawn of the Immortals (formally known as Dark Saga)
Genre: An RPG character from a fantasy world, but comes from a more Steam-Punkish area called the Techno-Empire. (a sci-fantasy combination, think mid-era Final Fantasy games or Chrono Trigger)

Racial abilities: Enhanced vision, extra durability, regeneration, superior reflexes, poison tolerance (including alcohol). She's also incredibly difficult to kill. Her body is tougher than a normal human's, she has a high tolerance for pain, and she has a tendency to get back up after taking what should be mortal damage.

Training:
Jorie is an expert marksman, born with an amazing talent for making impossible shots which is only improved by her enhanced vision. She is very athletic and known to pull off insane acrobatics in order to get those impossible shots. She knows some martial hand-to-hand as well, and can fight with a knife.

Special notes: Jorie's pistols are energy-flingers, powered by techno-magic, that were custom crafterd by her father, a renown gunsmith. They have attachments that can be added to convert them into rifles, and can fire solid rounds as well for better penetration. Jorie also carries a caster gun (yes, ripped right out of the anime Outlaw Star!) which allows her to fire hugely destructive energy blasts (she keeps this as her last resort weapon, when she has to whip out the big guns! o.o).

She has a personal satellite or 'ID' as they are called; a small mechanical creature that hovers near her almost all the time which she ironically calls 'Blank' (think MAGs from Phantasy Star Online). Blank can carry extra ammo and parts for her, recharge power cels, and act as a range amplifier for long range rifle shots. He can speak and tends to be very polite and cautionary, except when conversing with Jorie. They seem to bicker and trade jibs fairly regularly. Also traveling with Jorie is a winged cat named Haley who attached herself to Jorie when she was just a kitten, much to Jorie's original distaste. Haley has since grown to be one of Jorie's only true friends, and is just as feisty has her human counter part. (see model sheet for visual reference on both of these.)

History: Jorie’s career started at a young age guarding caravans for her family; the largest weapons trade-guild in the Techno-Empire. This went well, until one day at the age of 18, she encountered an aristocratic slaver and duelist by the name of Daevarius Cantleroy. She dueled for her freedom but in the end her pride was what he took instead of her life. She has borne the scar of this first failure ever since. Her second failure, at the age of 22, almost killed her. A pair of manticores brutally attacked and slaughtered the caravan she was guarding; mutilating her body, leaving barely anything to save. She was rebuilt with a miracle of technology and magic, brought about by her father and his connections among the Iklons. Though her body was rebuilt and complete, the woman inside tragically was not. It took months for her to recover and retrain her body, but the experience left a mark on her that would never truly fade. She continued to work for the trade-guild until her father’s death, at which point she left it behind and took to a life of mercenary work. During that time, she began a relationship with an Iklon mercenary named Dalenir that would change her life in ways she would never expect. Since that time her adventures have tested her spirit, body, and pride, spanning death and time. Each challenge has tested her strength and resiliency, but she’s meet each one head on, with a bitchy attitude and loaded guns.

Personality: She's bold, aggressive, and enjoys her job perhaps a little too much. Her experience with death has removed her fear and much of her instinct for self preservation. She's reckless almost to the point of insanity, but the thrill of the action and the pain of combat as one of the few things that make her feel truly alive.
The woman has a mouth on her like you wouldn't believe. She's flippant and sarcastic, with a quick and VERY sharp wit which few can escape. She says exactly what she's thinking no matter how tactless, obnoxious, or down right rude it might be. Oh, and she cusses like a sailor. ;)

She is a consummate professional however, and takes each job she does very seriously. She may be a risk taker, but she takes care to only endanger herself and the not others around her (I can't necessarily say the same about property damage though!).

Jorie is rough around the edges, and a little broken inside. Her life has been harsh and it shows. She puts on a good, tough face most of the time, but it only hides the insecurities that lie beneath. Though she comes across as fairly bitchy, she's still good at heart. She defends fiercely those few she calls friend, as well as things she sees as morally wrong. Her friends grow to appreciate her for her sense of humor and ability to bounce back from almost anything. She’s a reluctant hero, with a bit of a subconscious martyr complex.

Quirks: Jorie never speaks of her experience with death, and tries to avoid the subject should anyone ask. Jorie's repressed the traumatic memories of the moments before her death, but relives the manticore's brutal attack during reoccurring nightmares, which always end with her waking screams. She also has a terrible fear of manticores when they confront her in the flesh, and such confrontations evoke an instant fight or flight instinct in her.

Jorie has three addictions; hard alcohol, sex, and adrenaline. Alcohol helps her cope, sex fills the relationship void, and the adrenaline rush makes her feel truly alive. (Of course, those aren’t the only reasons; she just loves recreational sex and drinking too! And she seems to think she was born to be an action hero, haha!) She loves coffee too, and chewing on raw licorice, but hates smoking and generally thinks it’s a disgusting habit.

Theme Music: Harder to Breathe by Maroon 5; Somewhere I Belong by Linkin Park.

Related Characters: Daevarius Cantleroy (enemy), Dalenir (lover), Anwyn, Kalee, and Shauri (friends).

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Jyr'daen ¤ ¤ ¤

Name: Jyr'daen
Race:
Half Moon Elf
Age: Indiscernible, not young or old, but looks careworn, like he's carried a heavy burden.
Height: 5'10"
Weight: 142
Build: Light
Skin: Pale
Hair: Blue
Eyes: Right: Ice blue, Left: Unnatural yellow-gold
Other Attributes: His ears are partially pointed because of the elven side of his heritage.
Class/occupation: Druid, "The Heirophant"
Game Origin: "Quest for the Shards" (4th Gen) An ongoing AD&D campaign run in the Forgotten Realms game setting.
Genre: Classic Fantasy

Racial abilities: Infravision, Immunity to sleep/charm.
Training: Jyr'daen started training as a druid early on in life. He has intense knowledge in all things of the wilderness, including herbal alchemy and healing. He uses his staff as a weapon if need be, and
Special Notes: Jyr'daen's staff looks like several different types of wood twisted together. It gives him the gift of blue fire, the fire of natural purity, which no other druid in the world possesses. Jyr'daen has an animal companion named Kuirin. Kuirin is a native to the Scar, and his "breed" is a mix of feline and vulpine (cat and fox). He has blue fur that's similar to the warped bluish foliage that is seen in the Scar now. He is fully intelligent but quiet, and generally goes unseen unless he wishes to reveal himself.

History: Jyr'daen grew up living on the edges of the Wizard’s Scar, a swathe of forest horribly mutated by an arch-mage battle gone terribly wrong. An ancient druid circle exists in the Scar, and the druids of this circle have been trying their best to heal the ravaged land, or at least help it find some equilibrium amid the chaos of magic taint. Jyr’daen joined their number early in life, at the ready encouragement of his elven mother. While he was still an initiate, he was called to assist a group of adventurers that had gotten lost in the scar, through scrying magics, Jyr'daen tried to contact them in order to guide them out of the dangerous woods. Just after he contacted them, they were attacked by one of the monsters of the scar. A foolish wizard tried to cast a spell to defend himself, and the but magics went horribly awry due to the nature of the Scar. The energy back-lashed on Jyr'daen and he was unconscious for weeks. When he awoke from his fevered dream, one of his eyes had been from the cool ice blue of his father into an unnatural, glittering yellow. He remembered little of what his dreams were and eventually fully recovered, though from that day onward he felt more intrinsically connected to the Scar.

After he was fully initiated into the order, he was sent on a quest to retrieve three artifacts that the elders believed could help in healing the scar. That lead him to an even greater destiny, one that would make him the key individual capable of righting the balance between good and evil in the world. After retrieving the last artifact, he and his companions came across an ancient druid that had been crucified upon the wall of the monastery they were investigating. Finding the druid still alive, they worked to free him, finding that he was held in place by a single, small crystal shard embedded in his chest. Freed from the dark shard, the druid awoke and beckoned to Jyr'daen. In that moment Jyr'daen's destiny became clear, as the Legacy of the Heirophant passed from the dying druid to him.

Stabbing pain seized him and he was suddenly awash with knowledge, generations of knowledge, the knowledge of ever Heirophant that had come before him. He understood that in a time long passed, both good and evil had coalesced into forms so pure that they gained sentience. They constantly waged war on each other and disrupted the balance. The druids and mages of the ancient world then performed a powerful ritual to imprison these entities into two crystals, allowing the influence of good and evil to ebb into the world in a more natural way. No prison is perfect however and eventually the crystals were shattered into multiple pieces.

It was a piece of the dark shard that Jyr'daen held in his hand when he awoke several hours later. His head spun with pain and confusion, and it took him some time to assimilate his new role. But the knowledge he'd acquired helped bolster him, as did the deep sense of purpose that overtook him. But fate was not done, it brought him yet another miracle, in the form of a priestess of Selune, who would be the one to bring him strength during the darkest hours.

Jyr'daen and his companions set off on the quest to collect the shards, freeing their wearers from their beguiling influence, and slowly bring the ancient prisons back together again. It took them all over the world and even across planar boundaries, and they saw much battle. Jyr'daen watched many friends and companions come and go, both by choice and from the pain of death. The miles and the years wore upon him, even though his growing druidic power kept him from aging, the strain still showed. Slowly he gained an appreciation for the priestess Sinomome, who had taken a liking to him. The two slowly began a tentative relationship, which eventually blossomed into a caring relationship.

When they were nearing the end of their quest, Jyr'daen found a better solution to deal with the entities rather than imprisonment. He discovered that the shards could be destroyed in a safe manner (with precautions) by trying to merge two opposing shards. The physicality would dissolve and the power was released, immediately redisspersing throughout over the world. The only thing that remained was the personalities that had developed, but the druid found a way to deal with this as well. He used Blue fire to kill and reincarnate in one motion, rebirthing the entities into newborn souls.

Personality: Jyr'daen is wise and patient beyond measure, but that does not stop him from using aggressive force to right that balance. Through the duration of his quest he's seen suffering aplenty, watched many friends die, and feared for the lives of every man, woman, and child on the face of Faerun. His philosophies are entirely neutral, and his cares are first and foremost for the balance. He is very slow to anger, and when his anger does break it's with a calm ferocity that is extremely disturbing.

Quirks: Jyr'daen's sense of humor is not the best and he knows it. On occasion he tries to make a joke or say something funny, but most of the time he has to tell people that he's kidding, or explain the joke. This doesn't stop him from appreciating other's people humor however, and he gladly accepts any chance to smile since they seem to be so seldom in his life.

Another running theme/joke with Jyr'daen is that he has a nice, mundane hobby. Using his knowledge of herbal alchemy and horticulture, he makes some of the most fabulous, all natural, herbal soaps, lotions, shampoos, and other health and beauty aids. Even massage oils and bubble bath. He loves being able to randomly gift things like this to people, especially women, who are always gratefully surprised. He can make more practical things, like stain removers and armor polish, but only when needed and he doesn't enjoy it as much. This is one of the simple pleasures he gains out of life, both the creation and the gifting, and he takes solace in it because so much of the rest of his life is complicated and stressful.

Related Characters: Sinomome (lover), Vivianne (friend & traveling companion), Ethan (friend & traveling companion), Rowan (friend & traveling companion).

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Kadir ¤ ¤ ¤

Name: Kadir
Race: Shii’do human (Arabian)
Age: 20
Height: 5'8"
Weight: 175
Skin: Dark Tanned
Build: Average but toned
Hair: Dark brown, almost black
Eyes: Warm, light brown
Other Attributes: Always wears a gold chain with a small tarnished medallion on it.
Class/occupation: Sky pirate / adventurer
Game Origin: Dawn of the Immortals
Genre: Original Fantasy

Training: He has a practiced skill in slight of hand, lock picking, and stealth. He’s well trained in the sword, preferring the cutlass as his primary weapon, but also has a good hand with daggers, either thrown or melee. In addition to standard sword training, he has some spellsword abilities. These allow him to amplify his attacks through the use of the elements (fire, lighting, wind, acid). He has the full experience of a qualified airshipman, including pilot and navigational skills.

Special Notes: He wears finely crafted leather armor dyed dark red/rust. The cutlass he carries is an artifact and can sheathe itself in one of the 5 elements (fire, earth, wind, water, void). He has tropical bird companion similar to a small toucan. He’s also got an ever-full flask of rum that he never lets out of his sight!!

History: Kadir knows little about his birth or origins. He was rescued as an infant from a shipwreak after a large storm, of which no other survivors were found. The only identifying factor was a medallion found with the child. The markings on it were unrecognizable to the people who found him, but from their arrangement they derived a name in their own language... Kadir. He’s gone by that name ever since, and never removes the medallion.

He was placed in an orphanage in Eastgate, one of the larger cities in the Knight’s Kingdoms. Life was not easy as an orphan, for the headmaster, Dobias Grimshaw, was one of many corrupt officials in the city. Much of the funding reserved for adoption services was skimmed into the man’s own coffers, while at the same time he sold children to slavers under the cover of being adopted into loving families. Though as a child Kadir never really understood any of these inner workings, the unpleasant atmosphere of the orphanage was unmistakable. His skills for stealth and slight-of-hand were developed out of necessity, honed while trying to avoid the headmaster, who meted out frequent and harsh punishments for even minor misbehaviors, and it was known among the children that his ‘special attentions’ were not something to aspire to.

Left with little choice but to endure the horrid conditions and treatment, Kadir did his best to avoid the worst. Sadly he was only moderately successful, but his only friend Jaimus was even more unlucky. When Jaimus was the one to disappear one morning, Kadir could no longer sit idly by. Even at the age of twelve he understood that this did not seem right, and after he could not find any information as to where the boy had been sent for adoption, Kadir decided it was the last straw. Taking his friend’s words of warning from the previous night to heart and fearing he’d be next, he ran away from the orphanage, willing to live and even risk death on the streets in exchange for freedom from the place.

Kadir only made a passingly decent street urchin. Though he was quite good at burglary he found out, in a very unfortunate fashion, that he made a poor pick pocket. While running from the city guards after this unfortunate incident, he hid himself among some cargo on the docks. After some time in hiding he fell asleep, only to be woken by a jerk that told him the cargo was being loaded onto a nearby airship. Kadir had always idolized those that risked the law and enjoyed the freedom of the skies, so he could not believe his luck at this opportunity to stow away.

Once the ship left port he found of course, and after an obscene amount of begging to allowed to stay, the captain took pity on the boy and made him a swab. He spent the next six years working his knuckles to the bone, doing and learning everything he could from the captain and his crew. He had a unique talent for sharp eyes and wits, so his typical place became as a look out in the crow’s nest. That crew became the closest thing he had to a family, and many of his ideals were adopted from the captain himself.

Perfection never lasts though, and the Kingdom’s Navy did finally catch up with the pirate crew. Kadir was knocked unconscious in the attack and taken with some of the other crewman that tried to escape. Their skiff was shot down though, and Kadir became the sole survivor of the crash. Though he searched for information on the fate of the captain and crew, all he could confirm was that the ship had been destroyed and prisoners taken. Knowing that this meant life imprisonment or worse, he mourned the loss of his friends and tried to move on.

Now the age of 18, Kadir found work on yet another pirate vessel, though this one involved in even less unscrupulous business than the first. Only two years had passed and again he found himself on a pirate ship being boarded by the navy. This time he bore no loyalty to the brash crew and their doings, so he fled for his life. It was then that he found himself in the air-port of Cliffside, alone and with only the clothes on his back.

It was then that he started his mercenary adventuring career, with the hopes of one day having enough money to acquire his own airship and charter.

Personality: Though he has undoubtedly questionable morals, Kadir is still good at heart. He has a very ‘Robin Hood’ type approach to life. He hates most organized law and politics, finding them to typically be corrupt and unjust. He feels best when able to help those that the law has forgotten, or chooses to ignore.

The pirate legends of old were his fondest stories as a child, so he emulates that stereotype in his own life. He acts macho and smooth, with a swagger to his walk and smirk on his face. Sadly though, he doesn’t always pull off this image and sometimes makes a fool of himself at just the wrong moment. He has no problems with being self serving as long as he’s not hurting good, honest people in the process.

Quirks: Kadir’s a bit of fool when it comes to women. Though he’s got the looks to pick up plenty of girls for one night stands (which he does), when it comes to the women that matter he tends to screw it up. (typically because he picks the –wrong- moment to be honest!) Women are definitely his weakness, and smart ones find little trouble manipulating him if they want to.

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Kurai Himitsu ¤ ¤ ¤

Name: Kurai Humitsu (dark secret in Japanese)
Race: Demon, higher version of a succubi. (formally a half elf from the Orient)
Age: Eternal (looks mid 20s)
Height: 5'7"
Weight: Not telling!
Build: Average but very curvy
Hair: Black, with bluish highlights. In her demon form there's two streaks in the front that are silver-violet.
Eyes: Purple. In her demon form they have no black pupil and the 'whites' are pale purple
Skin: Asian in tone. In her demon form it is pure white.
Other Attributes: Luxuriously full lips that are usually red or purple, and a birthmark under her left eye. Her long nails are always manicured and colored to match her lips. She always looks sexy and really can't help it. In her demon form she has black demon wings that emerge from the small of her back, and pale purple-gray horns.
Class/occupation: Temporal class invoker arch mage, Princess of Hell, Head of the Enclave of Mages, Member of the Shadow Council.
Game Origin: Dark Saga IX
Genre: Original Fantasy

Racial abilities:
Her demon form is her true form, but she wears her old half elf guise most of the time. She can shape change at will, into any humanoid form (and gender) that she's seen and studied. Her demon form has wings that give her the ability to fly and blink (short distance visual range teleport), horns that allow her to dual-cast spells, and chains that she can manipulate at will (like Quilvess' ribbons). She has hellfire, a deadly greenish flame that does extra damage to all things holy, and renders soul damage to anything it touches when wielded as a weapon. She also bleeds hellfire instead of normal blood, and takes half damage from all physical attacks. She is also a Princess of Hell and the demonic patron of lust, so every time someone incites lust in her name it brings her power, (needless to say her churches are very popular!! ha ha).

Training:
Originally trained as a demonologist, she's also highly skilled in invocation, evocation, and necromancy, and has a large repertoire of conjuring, summoning, and elementally based spells. She is a master of all types of magics, including dimensional and temporal disciplines.

Special notes:
She disdains physical combat and won't engage in it unless her her magics prove to be inefficient for the situation. She carries a large triadic mage staff that amplifies many of her magics. She has a winged serpent familiar that stores magical energy for her an amplifies spells. Her powerful demonic warder named Moriathus appears to defend her whenever she is physically attacked. She also owns a hellsword that bleeds green hellfire when unsheathed, though she never uses it. She has purple nondescript "armor" (don't ask, it's a gamemaster thing!) that she can summon at will if needed in combat.

History:
She was born to the wife of a samurai lord, fathered by a wandering elf. When the Samurai lord discovered the truth, he was furious that his wife had been unfaithful and could not withstand the stain to his honor that having such an obvious half-breed as his daughter would be. When the infant was born, he switched her with a servant newborn that had been birthed the same night. Her mother "died" in childbirth even though the birth had been easy. Kurai grew up with her new servant parents in relative peace. As time passed, her elven blood became more and more noticeable, though most spoke nothing of it for fear of the Samurai's wrath. When Kurai reached early adolescence, she could stand the silence no longer, she confronted her adoptive parents and demanded to know what her true heritage was. They eventually told her, but only after she threatened to go to the Lord and demand the same from him. Upon hearing the truth, she was furious, that such a place of power could have been hers and was denied her. In her rage, she threatened the Lord himself with letting out the truth. This in turn infuriated the lord, who ordered both her and her adoptive parents killed for treason. Kurai fled for her life, barely managing to escape. Alone in the wilderness, and full of hate and lust for vengeance, she wished for power even greater than that which she had been denied. And at that moment, a powerful denizen of hell was listening. Kurai knew of demon magic and the gifts a demon lord could give to those that swore fealty to them. She gathered the necessary materials to call on the powerful beings and performed the ritual with careful accuracy. But the entity that arrived was far beyond what she expected, for her call had been answered by Azrael, one of the eight ruling Dukes of Hell. She accepted his contract and has served him in a great many ways for years afterward. She was favored among demonologists, and her patron gifted her in many ways.

Time passed and she grew in power swiftly. She finally reached a point where she came close to surpassing her patron in power. Fearing that possibility, her patron severed their link that made her a demonologist. This act should have killed her, but she was already too far into the process of becoming a demon and with some help from Gloriana (a fallen angel), she completed the transformation and became a free demon (hell's version of a fallen angel). She soon took her place in the hierarchy of power as a Duchess of Hell in her own right, seizing her former patron's rank in the process.

She spent most of her life in the pursuit of power, through whatever alliances she could make. She does her best not to make enemies, and tries to maintain a neutral or positive status with anyone of power she comes across. Her charming ways and careful manipulation of the politics and the issues involved have allowed her to swiftly rise into the ranks of the upper echelon of world's powerful entities. She's made many alliances to bring her power and security in life, as well as making interesting "friends" in the process. She is favored by the Lord of Hell himself, Lucifer; as well as Lord Oberon of Arcadia, Great Bahamut of Dragonhome, and though the Lord of Heaven, Pax Dei, keeps a quiet and apprising eye on her, several of his high ranking angels have had pleasant and congenial relations with her.

Her quest for power and knowledge is never ending, and it has gained her immortal status, the position of Princess of Hell (just below Lucifer), as well as the highest rank a mage can attain on the world, (not including the World Mage, and she doesn't want that job anyway! The hours SUCK!). She's worshipped as a goddess of lust in a great many regions, but is more universally known as the new Goddess of Magic. (basically the GM picked up where I left off when the campaign was done, and made her into one of the sickest NPCs that's ever existed in this game!)

Personality: Kurai is an expert at manipulating people to so they do what she wants them too. She has her pride, but has no problem setting it aside in order to tell or give a potential enemy what they want; 90% of the time making them a potential ally instead. Her wiles are not easily resisted, and not may people try, most of the time because what she offers them is genuinely a good deal. Though she has very little in the way of classic morals, she is not exactly evil either; preferring to walk the line of neutrality in order to best bring as many people to her side as possible. She is obsessed with attaining new knowledge. She is an avid researcher of the magic arts, taking the craft very seriously, and takes great glee in making new discoveries (having learned everything known to mage-kind already!) She once spent a year and a half speed-learning necromancy because her friend Alaric needed a new body. Lastly, Kurai is all about SEX. Lust, passion, and subtle seduction are all part of her repertoire. Her talents are widely known and worshiped.

Quirks: She has a classic weakness for men of power, and she's always looking for ways to make her over-active love life even more interesting.

Related Characters: Gloriana (lover), The Seventh Sword (lover), Diera (friend), Alaric (friend), Joylin (friend).

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Kyriss Silvermane ¤ ¤ ¤

Name: Kyriss Silvermane
Race:
Started as: 1/4 Drow (dark elf), 1/4 Deep Dragon, 1/4 Moon elf, 1/4 Eladrin (fae). Ended as full Eladrin. 3rd daughter of Rilrae and Coranth.
Age: Looks about 20
Height: 5'7"
Weight: average for her height
Build: Toned and athletic.
Hair: Burgundy/magenta (similar to Rilrae's skin tone)
Eyes: A vivid, deep blue
Other Attributes: Slightly pointed canine teeth.
Class/occupation: The Elite (rogue, problem solver, etc.)
Game Origin: "3nd Gen" A finished AD&D campaign that was run in the Forgotten Realms game setting.
Genre: Classic Fantasy

Racial abilities:
She has infravision, faerie fire, dancing lights, darkness, levitation, all from her mother's side. From her father's fae blood, she gained the ability to "shadowport" - to step into a shadow and step out of another one anywhere within visual range. She can also use an illusionary chameleon like power to go unseen even in broad daylight, and can move with utter silence when she chooses.

Training:
She trained under Shar, Rilrae's half brother, and learned many techniques in the arts of battle, subterfuge and assassination. She favors daggers and knives and will wield no weapon of any greater size or length. She has superb accuracy with thrown objects especially her throwing knives, and uses many acrobatic techniques to confuse and get an advantage over her enemies.

Special notes:
Kyriss wields wicked dual long knives in battle, one ice and fire, given to her by Shar. She also gained a silver companion drake named Xardin.  After her mother's death, she inherited the Drow Spider dagger Rilrae carried so often. She also came into the knowledge and power of being part Eladrin (fae) after her father's "death".

History:
Kyriss is Rilrae and Coranth's third born child.  She is willful and rebellious, but with a strong heart. Early in her childhood, it was found she had a taste for adventure, but little talent or interest in wielding the sword or the bow. Out of ideas, Rilrae and Coranth sent her to Shar's citadel to be trained. He found in her an extraordinary gift for wielding small weapons, which he then tailored his training around. Kyriss was trained as an expert with the knife and dagger, both melee and thrown, as well as in all the stealthy arts.  When Shar felt he could teach her no more within the confines of the island citadel, he sent her out into the world. She traveled with a group of companions for quite a number of years, having many adventures, a few of them of the world-saving variety! She went through a period where she had very strange dreams; dreams where she was someone other than herself and with people whole seemed familiar but she had never met. She began hearing voices even when she was awake, and this unsettled the young Kyriss more than she cared to admit to her companions. She began to question who she was, frightful of what was happening but with now way to gain a better understanding.

The great Dragon Rage occurred then, which lead to the death of her parents. She was away from home at the time and the news was devastating when it came to her. She spent a great, long time grieving, but also during that time came knowledge and understanding. The spirit of her father visited her, and explained that she had inherited a bloodline from him that he only recently learned he had. The voice in her head was that of her grandfather, who had been one of the true fae turned mortal, and was trying to assist her through the change that was happening in her. She slowly began to understand that the person she thought she was was only part of what she could become. She returned to her companions a much more hardened and mature woman, and they continued on with their quest.

She began to understand her new abilities more and more as time passed, and found that she was not wholly of the physical plane. In the end, her companions were forced to fight a great battle against an old enemy; Shar's demonic father. They were narrowly successful in winning the battle, but Kyriss had been brought far too near death to survive. She knew that she was no longer mortal, and that this would be the step that would bring across the Veil to the land of the Fae, but she did not wish her companions to know. Sparing them the pain of grief, she left their company on a journey, but little did they know it would be the last time they saw her. She sought out secrecy as the fae are ought to do, and passed beyond the veil shortly thereafter. She achieved her true form and her spirit blossomed like something that had been caged in a space far too small. She now resides in the outer realms and passes the time by watching over the lives of adventurers. For amusement, she occasionally returns to the physical plane in the guise of a common adventurer, and lending a hand to those in need.

Personality: Kyriss has a keen sense of humor and love of adventure, as well as an interesting ability to get in trouble. Her sassy attitude labeled her the 'black sheep' of the family, even though she's really not bad at all. Later in life, her hot sass was replaced with a cool attitude, and her tendency for making mischief rarer, but more refined. *wink*

Quirks: Kyriss won't use longer blades for a reason, and that's because she's awful with them! Her parents realized early on that it wasn't due to lack of training, she just seemed cursed. It did seem to balance out her amazing natural skill with short blades, so they gave up and had her trained by Shar. Kyriss sees this as a bit of a weakness not to mention a horrible embarrassment, so she covers it up with a show of disdain for longer weapons. Kyriss can use a longer weapons if she has to, but she's fairly clumsy with them.

Related Characters: Rilrae (mother), Coranth (father), Shar (Uncle & weapons trainer), Jilah, Vadren and Iriael (siblings), Quilyn (childhood friend)

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Lariset ¤ ¤ ¤

Name: Lariset
Race:
Winged Human / Celestial
Age: Eternal, but looks early-mid 20s
Height: 5'8”
Weight: 128
Build: Light average
Hair: Strawberry blond, very straight, styled a like Nancy/Ms. Deep's hair from the Read or Die OVA but it goes to mid back.
Eyes: Sapphire Blue (gifts her with empathy sight)
Other Attributes: Large white feathery wings spring from her back and she has a set of two bluish dots above her eyebrows on either side of the bridge of her nose. She commonly wears nice clothes with a feminine flair, but not too ostentatious. She ALWAYS carries her card deck with her. In her Celestial form, Lariset is surrounded by a nimbus of light, her wings are tipped in golden fire, and a bright halo crowns her head. The bluish dots extend further over her brow and under her eyes, which are solid white; emanating a whitish flame out the sides when she uses her powers. She also has ribbons with the old tongue rune work on them that usually wind around her arms in this form, but they have a life of their own and can really be incorporated just about anywhere.
Class/Occupation: Card Master; but also barmaid, bartender and Queen at various points in her life (long story, see below).
Game Origin: Dawn of the Immortals (formally known as Dark Saga)
Genre: Original fantasy world.

Racial abilities: As a normal winged human, just flight. But as a Celestial, she has the ability to read the Weave of Fate, and can manipulate the threads within it to sway or change the outcome of events. She even has the power, should it be necessary, to end a person's fate, but must be careful of the repercussions (she doesn't like doing this). Her gift as a seeress stems from these powers, and she can use her ability to read Fate while in her normal winged human form (though her eyes glow), but she must fully manifest into her Celestial form to use the other powers. She can use her ribbons as a defensive or grappling weapon, and the nimbus of light she sheds acts as a shield.

Training: Lariset is a skilled Card Master—someone who casts arcane magic through cards (much of like Tarot, with numbered and patroned arcana). She can combine different cards in her deck to produce different effects, from basic combat spells, to transportation, to summoning, etc. The numbered cards or Combat Arcana, draw their power from the elements. The Major Arcana each present one of the lords of the Elder Powers (angel, demon, dragon, phoenix, etc. You get the idea...), and they draw their power and meanings from that patron. When using the Major Arcana, the is a small chance that the patron of that card will answer the call for power in person, which has happened for Lariset on more than one occasion, (I think they like her!). She also has decent skill with the sword and bow.

Special notes: Lariset carries the Somner Sword, gifted to her by her ancestor Arioch. It is a sword of ancient power and is one of the oldest symbols of light on the world. Its blade sheds a radiance that harms things of darkness and corruption, and allows the wieldier to bestow certain blessings.

History: Lariset began life in a remote country town as part of a small band winged human refugees. She worked at the local inn as a bar maid and apprenticed with the village Card Master. Life was simple and she was young and innocent, untouched by the evils of the world. One fateful day an ancient evil was unearthed in her home town, setting in motion a chain of events that would inexplicably bind her, and several other youths, into a long and arduous quest. The idea frightened her a great deal, but she gathered her courage, accepted her fate, and went out with them into the world at the young age of seventeen.

There were many adventures had by the group and Lariset grew in skill, power and determination as time wore on. Little did she know that her life was destined to become even more complicated. At the age of 19, she finds out that she is the only surviving descendent of the last uncrowned king of Averie, the ancient homeland of the Winged People. She had been been hidden among commoners from the undead scourge that had taken over the floating island and almost wiped out her people. Some time after this, she begins having prophetic dreams of her own future, which include her ruling over the Winged People with a mysterious black winged man (black wings being the sign of the Exiled Royal's lineage).

Through her travels she eventually meets this man, Kaiva, who has had similar visions. He joins the group and the two are curious about each other but somewhat reserved and wary as well. (how do you fall in love if you know you're supposed to? Or are you supposed to? The visions only showed them ruling together, not what their relationship was like. *grin*) As time goes on their relationship grows by small steps, some forward and some back. Lariset is wary of Kaiva's darker side and is even more hesitant about her proposed future in general. In the end, they free Averie together allowing the Winged People to return; and Lariset puts aside her misgivings, taking up the mantle of leadership and accepting Kaiva's proposal for marriage.

After gaining a great deal of personal power later in her life, Lariset ascended from the mortal form of a winged human to that of a pure Celestial, the parent race of the Angels that currently rule Heaven. The Celestials had long ago disappeared from the realms of the Elder Powers, the winged humans being the mortal remnants of that once great race. When she ascended, she took Kaiva with her, and in order to keep the balance of Elder Powers, he was given the mantle of the Infernal (at which point his black wings shed their feathers and became leathery like a demon's). The Celestial and the Infernal are the more neutral powers of Light and Shadow, unlike Heaven and Hell which are Holy and Unholy. The couple lived on as these Elder Powers, maintaining a balance between them, functioning as each others compliment, rather than opposite (in past cases, these two powers have been at odds, just like angels and demons).

Personality: Lariset is generally a soft spoken, kind, and compassionate person. However, she has a stubborn determination as well, and it not known to back down from situations she feels are not right. She defends her ideals, her loved ones, and her people with a forceful passion that surprises most, given her usually passive nature. She's a positive thinker who has a knack for talking herself and her companions out of sticky situations, (she's always been the advocate of talking first before resorting to violence). She's seen a lot in her life, but is determined not to be jaded by it.

Quirks: Lariset started the game as a virgin and stayed that way through most of it. In the beginning she knew she wasn't ready and as she grew older no one ever came along to sweep her off her feet (hopeless romantic that she is) until her wedding (which Kaiva did a superb job of once they got over their issues). It was a running joke through the game though, that all kinds of weird things hit on her (genies, incubus, etc.) much to her discomfort! While she's not prudish she is rather easily embarrassed and is blushes very easily.

Related Characters: Kaiva (husband)

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'Lyds' ¤ ¤ ¤

Name: "Lyds" Lydia Raquel Whitmore
Race: Human
Age: 18
Height: 5'7"
Weight: 135
Skin: Fair
Build: Average but with a little tone
Hair: Bleached blond with red streak in front. (Natural: dirty Blond)
Eyes: Green
Other Attributes: A variety of tattoos and pericings.
Class/occupation: Paranormal Investigator, Combat and Faerie-kin Specialist
Game Origin: A D20 Modern Paranormal Investigation game.
Genre: Modern Day

Training: She has a background in street brawling, is an excellent knife fighter and has rudimentary skill with pistols.

Special notes: She carries a combat knife that seems quite unmentionable, with the exception of its sharpness.

History: Lyds was born to one of the old noble families in Britain. Her parents are stuck in the glory days and have all the bad characteristics of snooty nobility, even though their name fell out of favor ages ago. Lyds rebelled against this lifestyle at every opportunity, turning to the London punk club scene, living on the street, doing illicit drugs and committing petty crime. She became fascinated with the occult because of its forbidden nature. One day in an occult supplies and bookstore, she came upon an old dagger in a glass case. She successfully shoplifted the weapon and made off with it, which started a chain of events that brought her to the Sanctuary Group.

The Sanctuary group is an organization that does paranormal investigation and problem solving. (Think MIB but the supernatural instead of aliens). When Lyds was arrested for a murder she didn't remember committing, the Sanctuary Group appeared to bail her out, on the condition that she come to work for them. She discovered that the knife she had stolen was one of old power and she was now cursed by it. In order to gain control of the power in the blade and her own life, she had take Sanctuary's offer. During her training they discovered she had a talent to see those things that did not want to be seen, specifically those of Faerie origins. They encouraged that talent along with the rest of her training, while in the process helping her break free of the drug habit she picked up on the street. Lyds grew out of the obstinate behavior that was standard for her at the time, and became a much better person. The Sanctuary Group effectively saved her from the destructive path she was headed down.

Personality: Lyds is a free spirit and quite mischievous. She's a party girl, has insane amount of curiosity and is always looking for a good thrill. Some people call her crazy but that only makes her grin. She tends to get into a fair amount of trouble but thus far she's managed to squeak out of ever tight spot she's been in. She's loud; a boisterous talker and unafraid to speak up. She has a fair amount of sass and attitude, but is not overly rude. She's very respectful of other people's ways and attitude; she believes very firmly that people should be themselves.

Quirks: She loves the Sex Pistols. She used to smoke Lucky Strike but switched to cloves. Everyday she wears a different colored thong which is almost always visible above the waistband of her low slung pants. She loves motorcycles too. When not smoking she often chews bubble gum... loudly. She also hates going by her full name, which is why she'll take any nickname instead.

Theme Music: "Trouble" – Pink, "God is a DJ" - Pink

Wardrobe: As I don't have a finished model sheet for her, here's some descriptions of her typical attire. She's your fairly classic punker. Baggy black cargo pants (always with the thong showing), Doc Martins or Combat boots, rugby Ts, Harley Davidson tank tops, mesh, and tight t-shirts or tank tops with sexual innuendos on them. ;3. She also has a flight jacket cut black leather jacket with punkish 'adornments' including a big Sex Pistols logo on the back made from odd paints, bits of duct tape, safety pins, you name it... If you want ideas for her costuming, do a Google image search for Lita from the WWE.

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Dragoness Meryu ¤ ¤ ¤

Name: You couldn't pronounce it if you tried, unless you're a dragon that is... ^_^
Nickname: Meryu (given to her by humans). 
Race: Dragon, of course!
Age: Not telling, but young for a dragon. =P 
Height: Hybrid: 6'1" tall Dragon: 75 ft long body, 65 ft tail
Weight:  Hybrid: 145 lb.  Dragon: Alot!! 
Wing Span:  Hybrid: 12 ft  Dragon: 150 ft 
Occupation: Wanderer, healer.
Residence: A lair in the southern hills, but likes to make home wherever she is welcome. 

Personality:
She is a free spirit that enjoys seeing the world and the beings in it. She has an intense fascination with the two-legged ones, (human and human-like beings) and she takes on a humanoid form so she may walk among them and learn more about their ways. She likes helping others, and will do so when she can, but will always be careful not to upset the natural balance. She also believes strongly in freedom for all creatures.
Likes: Pretty baubles and jewelry, sunshine, music, playing in clouds, fixing grumpy people.
Dislikes: Horseradish, rude people, misuse of power, oppression, people who contaminate their bodies with unnatural substances or energies. 
Motto: "Be yourself, and be free!!"

Magical capacity
: Racial abilities include: Healing, purification, shapechange, weather control, water breathing and dragon fear. All abilities start minimal and grow as with age. As a dragon she has a natural affinity for casting magic. As she gets older her grasp on magics increases, and she can cast more and more complicated spells. She has an affinity for water and air powered spells. 

Background:
She was born to a clutch of baby dragons, mothered by a water dragon and fathered by an air dragon. She grew up among her siblings but was more energetic and curious than all the rest. Her fascination with the two-legs started at an early age, and was very uncommon among her kind. She ventured out among them as soon as she became old enough to be self sufficient dragon. She has good friend named Poeso who was her first friend among humaniods.

Notes:
Meryu isn't limited to a fantasy setting, it's believable that she could travel to other times and dimensions in her wanderings. Aside from her full dragon and hybrid forms, she can take a full human or elven form, or a tiny dragon form (chibi), but doesn't do this quite as often. She also has a hunting form that is much larger and more powerful and bestial than her hybrid from, with large feet and claws, and a snout full of sharp teeth. All of her natural instincts, reaction times, and senses are heightened in this form. She only takes this form when to go into areas where she cannot hunt in her full form. She seldomly takes this form around others because of it's feral ferocity. Her ability to cast spells is limited in this form because of the amount of concentration and discipline required to cast all but the most minor spells.

Related Characters: Poeso (best friend).

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Naril ¤ ¤ ¤

Name: Naril
Race:
Physical body - Shadow Elf; Soul - Half Fae, Half Demon
Age: Looks 18
Height: 5'5"
Weight: 110
Build: Very slight
Skin: Soft cool-gray
Hair: Soft black
Eyes: Pale Jade
Other Attributes: She has a green stone in the center of her forehead, a little darker in color than her eyes.
Class/occupation: Power Acolyte, Mage of the Triad
Game Origin: Dark Saga
Genre: Original Fantasy

Racial abilities: Low light vision, hide in shadows...
Training: Because of Naril's unique nature, she possessed a very strong magical talent. She progressed through the ranks of the arcane magic users and reached the status of Master before her 21st birthday. In her later years, she was brought into the Triad, a unique group of elite magic users who try to maintain balance on the world.
Special notes: Shadow elves are sensitive to sunlight, and therefore must keep the majority of their body covered when out in direct sunlight. It is also a great taboo for a shadow elf to be disconnected from their own shadow, which is why shadow elves are commonly seen wearing no or partial footwear.

History: Naril is the first child of Quilvess and Wayvern, (read Quilvess' history and this will make much more sense). As the Fae and those of Demonic heritage cannot reproduce naturally, Quilvess and Wayvern each took a portion of their own souls and placed them within the body of a stillborn shadow elf child. That child was Naril. The young girl was raised in a small mixed racial community. Her birth mother was a devout follower of Wayvern, and thus Naril's origins were never kept from her. If anything, she was her birth mother's pride and joy; a symbol of the reward for her faithfulness. Naril never knew her birth father, and it's unlikely he knows of her existence either.

Naril was fey and aloof even as a child, seemingly much more complicated and mature than any child her age should be. She had very few true friends in the village, most of the children thought her too strange to befriend, something that never bothered Naril because she knew she was in fact different. But those true friends she had were to become her adventuring partners when the time came to leave and go out into the world. One such partner was a noble human warrior named Farlan, that loved Naril and protected her valiantly from the time that they were very young. Naril cherished this friendship, but did not return his love. Her heart fell instead to a female Diem she meet during their adventures. Teira was a blind seeress and Sword Sworn whom had taken the Goodess's oath and sought to free her kidnapped children. Naril assisted her in her quest, and once it was fulfilled the geas of the Sworn was lifted and Teira resumed her life as a seeress.

Naril achieved a great many things during her lifetime, including gathering together ancient artifacts of great wizards that had gone before her, being the youngest to achieve and surpass the status of Power Acolyte in recorded history, and was taken under the wings of one of the most powerful and misunderstood mages of the worlds history. While in the midst of her adventuring days, she developed a runic structure of body tattooing that would allow shadow elves to be safely exposed to sunlight. She even carried the ancient and powerful hell blade Stormbringer for a time, the noble demonic soul power housed within her keeping the evil blade from possessing her. (They had some long, interesting conversations, in fact. ^_~) After joining he ranks of the Triad, she became a planeswalker, traveling to distant worlds on the paths of magic.

Personality: Naril is fey, aloof and mysterious. She very rarely angers or even raises her voice, a disapproving tone is the closest you'd get. She smiles slowly and laughs softly, but always with feeling. She's never seen with a blank stare on her face, instead she always has a look of contemplation even when at rest. She is not fearful of the unknown, rather, she is intrigued by it. She has a deep respect for all sides of an argument. "Good" and "evil" do not exist to her, but as two sides of the same coin.

Quirks: Unlike her mother, Naril is not prideful. She does not look down on others nor does she exalt in her elevated position. She simply enjoys her accomplishments for what they mean to her, not what they mean in relation to the world or anyone else.

Related Characters: Quilvess (mother), Wayvern (father), Farlan (childhood friend), Teira (lover).

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Quilvess ¤ ¤ ¤

Name: Quilvess
Race:
Sidhe (Noblest of the Fae)
Age: Undefinably ageless.
Height: 5'7"
Weight: 115
Build: Slight, Lithe and supple
Skin: Blue
Hair: Black, with purple highlights
Eyes: Emerald Green (gifting her with true sight)
Other Attributes: She's always found wearing her circlet
Class/occupation: Fae Knight
Game Origin: Dark Saga (a game run in a home grown world and system)
Genre: Original Fantasy

Racial abilities:
She is a noble fae that has the power of Illusion at her fingertips. She never allows her true Sidhe form to be seen by mortals, and uses an illusionary facade to disguise herself as normal elf when among mortals. Her emerald green eyes give her True Sight, rare even among the Fae.

Training:
She is a chosen warrior of the Fae kingdom, and her rank gifts her with many things. She carries a bladestaff, which can take the form of a normal quarterstaff when ever Quilvess wishes. She also has Fae armor, that can take the form of any type of clothing she wishes. She also has knotwork ribbons that obey her ever command, which remain as knotwork tattoos on her arms when inactive.

Special notes:
Being Fae, she has a weakness against cold iron, so most of her weapons are silver or fae steel. She is haughty and regal, with a general disposition of being above most mortals. This is classic for the Sidhe, who are one of the upper echelon of races even among the elder beings.

History:
Quilvess is a noble Fae and member of Oberon's court. She was hand picked by him to become a Fae Knight, and go to the realm of mortals to protect his interests there. She served him loyally for many years in the guise of an elf, traveling and fighting besides mortals. During these travels, she met a dark elven conjurer named Wayvern. There was something about him that drew her to him, and she began to spend increasing amounts of time with the man. She found that he could not be fooled by her facade, and that he had always known what she was. This was very out of the ordinary, but was on one more piece in a puzzle that was unraveled sooner than either of then expected. They were visited by a messenger from Hell, who said that "The Lord's time of punishment was over" and that she was there to retrieve him. It turned out that Wayvern was actually one of the 13 Lords of Chaos, the secondary ruling body of Hell. Sometime ago he had a lover that he had shown mercy upon when Hell demanded an extreme punishment. In return, Hell punished Wayvern by removing his memory and making him live as a mortal. He returned to his duties in Hell but was saddened to leave Quilvess behind. It was this moment that made it clear that they had fallen in love.

Quilvess continued on in her mission, which carried her into great danger. During a last great fight, Quilvess was forced to make a great choice. To stay and fight to the death with the mortals, or to flee. Death on the mortal plane for Fae is very dangerous, for their soul is not native to it. Had she died, her soul could have been lost forever in its search to find its way home. This is an extremely fearful thing for the Fae, who are immortal in their home realm. But Quilvess could not flee to her homeland, as a Fae knight, she was geased to serve in the mortal realm for 100 years. In the last moment, a voice in her mind offered her safety. It was Wayvern, extending his hand from the realms of Hell to take her away. Feeling she had no choice, she accepted. Even though they presented one of the oddest couples the elder races had ever seen, they were happy to be together again. Many different trials and tribulations have occurred for the odd couple since then, and they both spent millennias growing and changing as beings. They left Hell after some time and today they reside as avatars to the Goddess, Wayvern of Balance and Quilvess as the Mother. They are the watchers of the world.

Personality: Haughty and withdrawn, she shows a certain amount of disdain for all of mortal kind. She always wears stylish and exotic outfits; her wardrobe of unimaginable size. She's always perfectly manicured when seen by others, and seems to maintain that appearance with an effortlessness that is envious. She seems to radiate an exotic perfection, even when in her common elven form. Her full Sidhe form inspires awe in those few mortals that are lucky enough to see it. Her attitude did not win her many friends when she traveled among mortals, but as she grew in power, found love, made a family, and became one of the guardians of the world, her patience and respect for all living things-- mortal or not- grew within her as well.

Quirks: She has a slight weakness for mysterious men or men of power, those attributes sparking her curiosity.

Related Characters: Wayvern (lifemate), Naril (daughter).

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Rilrae Silvermane ¤ ¤ ¤

Name: Rilrae Silvername
Race:
Half Drow (dark elf), Half Deep Dragon ( breed of subterranean dragon the lives in the Underdark)
Age: Looks late 20s, early 30s.
Height: 6'0"
Weight: 165
Build: Very toned and athletic, lightly muscled.
Skin: Burgundy/magenta
Hair: Black, with two silver locks in front
Eyes: Violet and slitted
Other Attributes: Violetish pointed finger and toenails, pointed canine teeth, serrated elven ears with violetish tips, violet horn crown, and a serpentine tail with pale violet under scales
Class/occupation: Bladesinger and Dragon mage, Lady of the elven noble house of Evermeet, House Silvermane.
Game Origin: "2nd Gen" A finished AD&D campaign that was run in the Forgotten Realms game setting.
Genre: Classic Fantasy

Racial abilities: She has several abilities from both of her heritages. Her Drow abilities include infravision, faerie fire, dancing lights, darkness, levitation, know alignment, true sight, and detect magic. From her draconic heritage she gains improved senses, claws (that do equal to dagger damage), dragon fear, a breath weapon (flesh corrosive gas), resistance to cold and fire.

Training: Her bladesong training involves very fluid battle movements and sweeping attacks or fast parries using paired scimitars. She can also cast magic while fighting. She knows standard forms of magic as well as rare dragon magic.

Special notes: Rilrae has an elven cat  familiar with a silvery coat, who calls himself Oberon. Though normally the size of a normal housecat, he can shift into a much larger, 6 ft at the shoulder version, if needed. Rilrae carries the Blades of Silvermane, ancient weapons passed down from generation to generation. She also carries a drow spider dagger that never leaves her side, that creates an empathic bond between her and her brother Shar, via his weapon Squelcher. Because of her draconic nature, she has many different inborn talents,  including the ability to cast draconic spells.

History: In ancient times, all elves lived together in peace. But as time passed, the dark elves grew more and more seduced by power, and saw themselves as superior to their fairer cousins. A dark goddess saw in them great potential, and spurred them into turning against their elven cousins. A great war ensued in which many lives were taken, and in the end the dark elves were cast out of  elven society for their treachery, forced underground, and given a new name: The Drow. From that day forward they were regarded as one of the greater evils in the world and became universally feared and hated by all intelligent races.

Centuries later, a drow matriarch made a pact with an aged deep dragon. Having knowledge of the great power that the offspring of a drow and a deep dragon would have, she coveted it for herself. She bore a daughter, name of Rilrae, into the dark world the drow of Menzoberranzan inhabited. The child grew quickly and showed great potential; but she had no freedom, caged as she was by her birth mother's grand ambitions. Unwilling to be molded and shaped by her mother, Rilrae sought every opportunity to rebel. One fateful day, a group of adventurers came to the dark city on a mission to retrieve an ancient magical item. One of these adventurers, a moon elf of rare vision, saw something within the girl and took interest in the young drow-dragon, offering to take her away. Rilrae readily accepted, and they started their journey to the surface. The moon elf, Kay'Tharana Silvermane, took Rae in as her own daughter and taught her the elven way of life. She was instructed in the Bladesong, an ancient elven fighting style of great physical and arcane skill. Just before Rae reached adolescence, Kay passed on during a battle against a great evil. But she bequeathed to Rilrae her scimitars, blades of ancient power, and with them the right to rule the elven noble house of Silvermane.

When news that Rilrae had been named heir to House Silvermane reached Evermeet, island sanctuary of the elves, the population was stunned. Many were appalled that not only a non-elf, but a half drow, had been chosen to rule the house. Ever rooted in tradition however, they could not refute her claim without reason, so they devised four tests to "prove" her loyalty. However, many of these tests involved dangers that were more likely to mean her death, rather than her success. On her twentieth birthday she was summoned, and the council of Evermeet put these tasks before her. There she met a moon elf noble named Coranth, who was an esteemed holy warrior of Corellon Lareithan, Father of all Elves. He was assigned to her as a bodyguard, but all involved knew that he had been placed there to protect the council's interests. And so he joined Rilrae and her traveling companions, and set off to tackle the tasks before her. The journey was long and difficult, and there were many near tragedies, but in the end Rilrae and her companions prevailed. This came as a shock to the elven council, for the very plan that was to discredit her only served to strengthen her claim. But that was not the only surprise to come to the council, for during the time that Rilrae and Coranth had traveled together, they'd fallen in love. They had found in each other a bond rare among elves, one as deep as their very souls.

Rilrae was accepted as the rightful heir, and the inhabitants of Evermeet slowly began to accept her. She was named Lady of House Silvermane, and she and Coranth married shortly thereafter. After a time, she was given the seat on the council that was rightfully hers. She and Coranth had four children, Jilah, Vadren, Kyriss, and Iriael; which they watched grow to adulthood while ruling the House together. During that time, Rilrae, unwilling to let other dark elves born to goodness suffer among their evil kin as she did, began the first of many steps in paving the way for the return of the dark elves to their place among elven kind. After decades of life on Evermeet however, the peace was shattered. A great horde of evil dragons came to threaten the sanctuary of Evermeet, and Rilrae and Coranth stepped forward among many others to go to the island's defense. The defenders fought bravely against what history called the great Dragon Rage, but the horde was too many in number. As the number of defenders dwindled, it became clear that greater measures were needed if the island was to be saved. Just as Rilrae watched the last of the defenders, her beloved,  fall to an ancient red wyrm, she prepared a spell to vanquish her aggressors. The desperate gambit prevailed, creating a huge explosive shockwave, but at the cost of her own life. After that day, a monument to both her and Coranth was erected in the palace gardens, and her loyalty was never again questioned.

Personality: The rebellious child that was the young Rilrae grew into a curious adolescent who harbored just a little bit of fear about the surface world. When she left the safety of her family to go out into the world adventuring, it was actually a quest to find herself. She questioned a great deal about who she was and how to balance the two halves of her heritage, not to mention dealing with the hatred many people held for her parentage. After suffering from a great deal of confusion and enduring the terrifying period where her draconic powers awakened, she emerged with the aid of her friends as a stronger woman. Once she passed all the tests put forth by the Elven Council, that strength turned into unwavering confidence, which she maintained for the rest of her life.

As a mature woman, Rilrae is protective to a fault, aggressive when need be, but ever willing to argue the political angle if need be. She is firm in her convictions and fights avidly for those causes she feels are right. She is a passionate woman, and loves her husband and children beyond all else.

Quirks: Rilrae is a very good singer, and enjoys this as a hobby though she never really performs for a formal audiences. She also enjoys a hobby of gem cutting and minor alchemy.

Related Characters: Coranth (husband), Shar (half-brother), Ayanna (childhood friend), Keshian & Naikaiya (friends/traveling companions), Kyriss (daughter), Jilah, Vadren and Iriael (children).

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"Dark" Rilrae ¤ ¤ ¤

Name: Rilrae Mylyl (Silvermane)
Race:
Half Drow (dark elf), Half Deep Dragon ( breed of subterranean dragon the lives in the Underdark)
Age: Looks mid 20s.
Height: 6'0"
Weight: 165
Build: Very toned and athletic, lightly muscled
Skin: Dark burgundy-maroon
Hair: All black, shiney
Eyes: Violet and slitted
Other Attributes: Violetish pointed finger and toenails, pointed canine teeth, serrated elven ears with violetish tips, violet horn crown, and a serpentine tail with pale violet under-scales.
Class/occupation: Fighter/Sorceror, specialist in the scimitar and spiked chain.
Game Origin: "Dark Gen" An alternate reality, evil version of "2nd Gen" - See the original Rilrae's bio above.
Genre: Classic Fantasy

Racial abilities: She has several abilities from both of her heritages. Her Drow abilities include infravision, faerie fire, dancing lights, darkness, levitation, true sight, and detect magic. From her draconic heritage she gains improved senses, claws (that do equal to dagger damage), dragon fear, a breath weapon (flesh corrosive gas), resistance to cold and fire.

Training: She has very specialized training as a Master of Chains. Her unique weapon, a scimitar with a long, spiked chain attached to the pommel, takes great skill and dexterity to weild. She does so with deadly efficency. She uses her magic to further enhance her effectiveness in combat, but knows little in the way of untility spells.

Special notes: She also carries a drow spider dagger that never leaves her side, and she's always wearing a cloak of wings, that when active turns itself into a large part of dragon-like wings.

History: Deep in the Underdark of Faerun, a drow matriarch made a pact with an aged deep dragon. Having knowledge of the great power that the offspring of a drow and a deep dragon would have, she coveted it for herself. She bore a daughter, name of Rilrae, into the dark world the drow of Menzoberranzan inhabited. The child grew quickly and showed great potential; but she had no freedom, caged as she was by her birth mother's grand ambitions. Unwilling to be molded and shaped by her mother, Rilrae sought every opportunity to rebel. One fateful day, a group of adventurers came to the dark city on a mission to retrieve an ancient magical item. One of these adventurers, a moon elf of rare vision, saw something within the girl and took interest in the young drow-dragon, offering to take her away. Rilrae readily accepted, and they started their journey to the surface. The moon elf, Kay'Tharana Silvermane, took Rae in as her own daughter and began to teach her the ways of the surface and of elven life. She left to Rilrae her signet ring, the symbol of her status as heir to the elven noble House Silvermane, and with the official sanction of elven nobility.

But the fairy tale life did not last long, for in their last great battle Kay and her group were defeated by their foe and an ancient, primal evil was released into the world. This entity possessed a moon elf paladin named Coranth Goldtalon, distant relation to the Silvermane line, and persisted to exact his revenge upon the remaining members of the group. He then assumed control over the old dragon's lair they had been using as a base of operations, and took in Rilrae and the other fosterlings that were left behind as his own.

Rilrae was raised and trained by this man along with her adopted sisters, all of whom were easily swayed to the path of evil. They were well trained in the ways of sorcery and combat, and became Coranth's task force to shape the world in his dark vision. The group swiftly gained a reputation that earned them the name 'Daughters of Darkness'.

In addition to aiding Coranth, Rilrae strives to achieve her ambitions of conquering and ruling her birth city of Menzoberranzan, and later the elvish sanctuary of Evermeet. She still holds the title of heir to the House Silvermane, bestowed on her by Kay just before her death. The elves of Evermeet are wary of her intentions, secretly seeking a way to properly dispose of her claim to the house seat.

Personality: 'Dark' Rilrae is selfish and amoral; cold and arrogant. She has little sympathy for others, even her adoptive siblings. She believes all life is challenge and you either meet it and grow stronger from the experience (success or failure) or you never truly realize your full potential (or just die trying!). Rilrae has a feral lust for combat (bloodier the better); mercilessly cutting down those that stand in her way. Even so, she is a practiced tactician and weighs all options in any given situation, choosing that which brings her the greatest personal advantage. Rilrae gains a sick pleasure out of striking fear into the hearts of others, but disdains showing any personal weakness herself. Her intense pride makes it difficult for her to ask and receive help from others, as well as back down from combats she knows she cannot win.

Her life would have been fairly simple if not for one thing: she is soul bonded to the very moon elf paladin that is possessed by the evil entity. Though Coranth is aware of this fact and battles the feelings it engenders in him, Rilrae is wholly unaware. She has little use for love so instead the bond manifests itself as an almost unhealthy obsession with the man, as if she was addicted to his very presence. He is the ONLY person she will be submissive to, as -any- kind of attention from him is desirable, though seldomly in public save for following orders. Their sexual relationship (and he has one with all his daughters) is fierce and intense, ranging from intoxicating moments of passion, to a rough and angsty contest for dominance as the two struggle against the unasked for emotions within them.

Quirks: Rilrae is fairly expressive in a draconic fashion, which is mostly habitual instinct. She smiles and sneers to intimidate people, baring her pointed teeth. She flexes her hands when eager and holds her fingers taught when aggressive, putting her clawed fingers on full display. When angry she tends to growl under her breath and the spines and scales on her tail rise. She also likes her meat -very- rare. Despite her feral side, Rilrae has a taste for the finer things in life-- good wines, nice clothes, and plush accommodations.

Related Characters: Coranth (adoptive father/lover), Shar (half-brother), Ayanna (adoptive sister), Kilaya (adoptive sister/lover), Vy'tharana (adoptive sister/lover), Rhea (adoptive sister).

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Syd
Syd Switch ¤ ¤ ¤

Name: Sydney Mathesion, aka "Syd Switch"
Race: Zultarian (alien)
Age: Equivalent of human 17
Height: 5'2" / 5'10" / 6'8"
Weight: 120 / 140 / 800 kg (looks like 250)
Skin: Coppery-bronze
Build: Slight but curvy / Average but lanky / Heavy, tall and muscular
Hair: Blue-purple
Eyes: Violet
Other Attributes: Two long prehensile tentacle-like feelers that extend from the forehead, over the head and down the back. They end in a diamond shaped extension with soft, fine hair growing from one side, (like a squid’s long tentacles but with hair instead of suckers). They tend to move slightly in accordance with her emotions, similar to the way a cat’s ears and tail do. She also has swirly markings a few shades darker than her skin tone that appear on her face, back, thighs, shoulders and the bottom half of her feelers. Her ears are also more square in shape than a human’s are.
Class/occupation: Elite agent, designated leader of the Delta Guardians super group. Power sets: Blaster / Healer / Brick (tanker)
Game Origin: Champions (first incarnation) Aberrant and Hero 5th Edition (second incarnation)
Genre: Super Hero / Modern Day ala Teen Titans and X-men

Special notes: Syd's race are genetically engineered pleasure slaves created by a race of master engineers; leaders in bio and mechanical technology, as well as being the largest business conglomerate in the known galaxies. Zultarians are a very sought after and expensive commodity among the wealthy elite and owning one tends to be seen as a status symbol. In addition to the physical and mental training they receive, similar to a courtesan, geisha or the Companions of Firefly universe, Zultarians have the capacity to change their gender at will. They have three forms; a female, a neuter and a male, (physical details above are listed in this order). They have natural empathy, enabling them to best please their patron. They also emit a very low powered pheromone that heightens their attractiveness to the people around them. Most members of this race are born from test tubes and cloning, adjusted to be sterile, and manipulated to be very submissive; their first goal to please others. Syd is special in that she is naturally born, which is highly illegal and punishable by death. On the rare occasions that this happens, there's a chance that the base race's natural talents will resurface. This is where her powers come from.

Training and Abilites: Syd's female form can fire bright violet energy blasts from her hands and fly at high speeds with great maneuverability. The neutral form can heal wounds, cleanse poison and create force fields for self protection. The male form is more physically powerful and resistant to damage. His high density makes him extremely heavy and strong. He attacks with glowing fists and can hit the ground to create concussive waves. He can also leap great distances and lift heavy objects the equivalent of a large dump truck. Syd retains the passive empathy in all of these forms, allowing her to sense others around her, but it's much more powerful in the neutral form to the extent that it can affect other people's minds, even shock or stun them, though that can come at great cost to itself.

Syd also has martial training in hand-to-hand combat, along with a very military mind-set towards combat and other dangerous situations derived from her hero-mentor’s training, (who was former military). Organized strategy, swift and to-the-point communication, and fluid teamwork are all things she strives for and hopes to have from her teammates, (though she doesn’t always get it).

History: Syd was the product of two neighboring nobles that allowed their Zultarian companions to form a bond and mate in secret. Much to their surprise one of the couple had overcome the sterilization and become pregnant. Knowing this child could very well spell the deaths of all involved but also unwilling to kill the child, it was allowed to be carried to term in secret and then smuggled aboard one of the breeding ships to be raised and trained as any other Zultarian.

Aboard this ship Syd was taught etiquette, social customs, pleasure techniques and how to use her empathy. In the midst of her metal training however, her latent powers emerged and her true nature was discovered. A slave with the power to rebel is of no use, so she was marked as dysfunctional and slated for disposal; the incident swiftly covered up to prevent a media scare. However, she managed to beguile the guard that was taking her to be terminated; he took pity on her and put her in an escape pod instead.

She floated through space for quite some time before crashing on Earth, in the Australian outback. It was there that Ronald Mathesion aka "Sergeant Stone", formerly a master sergeant in the US army and later an Elite super hero, had retired to the outback to escape the media and old enemies, found her. He took her in and discovered her true nature, teaching her earth language and culture, how to use her powers to help others and to never let other people take advantage of her. She became like a second daughter to him, having lost his first in a battle versus the Corvex, a great alien invasion. When he felt he'd taught her everything he could, he contacted a colleague who sent her to join a junior team of Elites, an international organization that organizes super groups and polices metahuman and alien activity.

After joining the Elites she was assigned to a team of equally gifted young heroes stationed at Lighthouse Delta in Phoenix, Arizona. The start was rough, as some of the new recruits had been drafted involuntarily, but various physical and mental trials slowly brought the group together and the team was dubbed the Delta Guardians. The team was far from perfect however and there was some ebb and flow in membership, including their volunteer-leader Alexander, aka "The Pharaoh", whom left the team after a year of service. It was after this that Syd stepped up to try it bring guidance and unity to the team, a struggle that she still continues with today.

Relationships: One of the original recruits was an angsty eighteen year old male metahuman called "Dark Matter" who's powers revolved around shadow. An abrasive personality combined with being involuntarily drafted made the young meta one of the greatest disruptive elements among the team members from the very beginning. But where the rest of the team only saw a caustic loner's bad attitude, Syd saw a hardened veneer designed to push people away while protecting a great deal of pain and suffering beneath. Dark Matter, as the first to be gravely injured on the team, was also the first in the team to learn of Syd's gender-switching powers. That led to some tentative sharing of sensitive personal information that formed the beginnings of a friendship bond between the two. Syd, after hearing the young meta's disturbing and sad history, vowed to help him find a happier place in life and to cure the instability of his mutation that left him with a life expectancy of only a few years.

Over a year and a half has passed and the two Elites, complete opposites in outlook and temperament, have remarkably grown closer still. Sydney continues to be the only person Dark Matter trusts fully and after a year of friendship she discovered her attachment expanding beyond that. After months of indecision and confusion they entered into a tentative romantic relationship. Each had a great deal to teach the other, their opposite sides acting to complement each other rather then conflict. Recent traumatic events have forged that bond into true love and devotion, a fragile and beautiful thing that none of their teammates truly understand, seeing only the casual surface and physical relationship.

Personality: Syd is a bit of a conundrum. She is a naturally gregarious person, openly friendly and genuinely nice to everyone, but at the same time she recognizes that she is an alien on earth. This makes her shy and wary around strangers, as all she really wants to do is "fit in". She seeks approval from most everyone, always wanting to please, and needs to constantly remind herself that it's okay to do things for herself, or to speak her mind even if it goes against the opinions of others. She is not knowledgeable in earth customs which leads to some strange and funny moments (think Starfire from Teen Titans. ;3). She is proud of her abilities if not her origins, and sees nothing wrong with doing sexual favors as a "special gift", or if a certain dangerous situation requires "careful manipulation". The elder Zultarians that trained her taught that only they assign the meaning of the act. Sex can be anywhere from as important as walking the dog to the most passionate experience ever, it all depends on the person it's with and the way the Zultarian feels.

Because the first human she encountered was a heterosexual male, her female form has become the one she uses most. She avoids using her neutral form because it’s the most alien and is usually unsettling to people, even though it's most natural for her. She may opt for her male form if more people whose preference is male are around, or if she has an interest in someone who prefers males. Syd's personality varies a bit between the different forms. Female is more bubbly and excitable, neutral is very soft-spoken and nurturing, and male is typically laid back but charismatic.

Weaknesses: Outside of the classic teenage issues— finding one’s self, looking for acceptance, etc, Syd’s constant battle is maintaining free will and fighting the illusion of it. Since she was programmed from birth to be agreeable, not speak out against others, and with a constant desire to please others, it’s difficult for her to separate that from her own native desires and feelings. She often holds back her own opinions if they are contrary and it takes courage for her to speak out, for fear of rejection. Syd must ask herself frequently, Is this what I want? Do I do this to please others, or please myself, or please myself through others? It can also be difficult for her to gauge the interest other people have in her as well; if they genuinely like her or are attracted to her, or if it’s just the pheromones at work. Her empathy can sometimes let her distinguish, but given that her training in that area was never completed she can’t always accurately interpret what she senses.

Outside of her internal struggles Syd can be very convicted. She has heart, is passionate about what she feels is right and wrong, and feels very strongly about using her powers to help people. When she does overcome her inhibitions she can be very stubborn, fiercely protective, and even aggressively hostile in the face of adversity. Her mentor Sergeant Stone always taught her to stand up for herself and those that can’t help themselves, something she takes very seriously. She has no code versus killing though she dislikes having to.

Quirks: Syd loves experiencing new things, especially sampling all kinds of new food. She tends to love the strangest combination of foods together, like gravy on waffles. She adores Captain Crunch cereal, sometimes with chocolate syrup on top. She enjoys loves polka music and odd TV programs. She’s taken great enjoyment recently in old reruns of The Dukes of Hazzard, Fantasy Island and I Dream of Jeanie.

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