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Fantasy Arcadia, Hereafter - Characters

Lore
Here

Character Sheet
Below is the character sheet. It's nothing fancy, so feel free to customize it as you wish, just make sure to keep all of the included sections. You can either submit this directly to the thread, or private message it to me first if you'd like feedback before you post it. Neither method is preferable, however, so just do whatever you're the most comfortable with.

Please replace the placeholder image with your character's appearance, or just delete it if you are going with a purely written one.

CHARACTER NAME
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Nickname(s)/Alias(es):
Age: [The inhabitants of Arcadia can range anywhere from human ages, to thousands of years old. Keep in mind that age does not equal power, especially with Magyk in the state that it is.]
Gender:

Race: [If you are playing one of the races listed in the lore, just jot down the name. If you're making your down, please include a description.]

Appearance: [Written and/or image appearance is fine. Please do not use a photo.]

History: [Your character's history, long or short. There's no minimum length to this, you only need to make it as long as you think it needs to be]

Items & Equipment: [Any significant belongings or gear you want to note.]
Abilities & Skills: [Your character's significant magical and mundane skills.]
 
True Name: Johann Stadholdter
Nickname(s)/Alias(es): "The Empress's Reaper"/"The Lone Reaper", "The Heartless Apostate", "Agent Key", "3rd Division's Finest"
Age: 33

Race: Human

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History: Johann had a life and upbringing that was about as 'picture perfect' as it could get for someone in the Empire, by the standards of the Empress. Born to a pair of engineers in a city once known as Amsterdam. Perfect scores as far as his educational records stretch back. A mind of razor-sharp reason and devotion to the promise of the Empire. Of a perpetual march into the future, defined by understanding, analysis, and rational comprehension of the truth. And, he reasoned, the only remaining threat to this eventuality were Dissenters. So, he joined the Empress's Hounds, those internal security divisions who hunted down all those who turned against the Empire. He rose through the ranks with impeccable efficiency and conduct as his hallmarks, becoming one of their top agents. As time went on, he saw more and more of the Empire's flaws, but he acknowledged and accepted them as the unsightly blemishes that would eventually be wiped away. The wheel of advancement ground on, after all. And with time, all things would be corrected. It was the nature of understanding and progress.

Then he discovered the truth: That the supernatural did indeed exist. The evidence was of course suppressed, and Johann ordered to speak not of it at all. Even to his colleagues who would be battling the supernatural, as they continued their duty to drive out dissent. It was then that Johann put the evidence together, and came to a simple conclusion. The Empress never intended reasoned advancement. Truth was not what she built her society to pursue. But rather; her will, and her will alone.

This was irrational. This was illogical.

This was wrong.

It took time. Years of preparation. But Agent Key made his escape, fighting his way through waves of his former comrades. One of the Empress's top agents, a dissenter? He had to be made an example of. But Agent Key knew his enemies better than they knew themselves, he'd written some of their very procedures. And eventually, he made his way under the sea. He owes some favors now, but the Dead who own them know better than to ask for what he's not willing to pay. After all...

He might turn his skills on them, should they trouble him too much.

Items & Equipment: [Any significant belongings or gear you want to note.]
  • Unmagyk Pistol - "Fenrir" Pattern - A versatile unMagykal pistol. Like many of its kind, it has very little recoil and zero drop-off, with a semiautomatic action. It fires bolts of concentrated unMagykal energy that are doubtlessly effective against supernatural and mundane opponents alike.
  • Unmagyk Close-Combat Weapon - "Polaris" Pattern - Seemingly just a hilt, at the press of a button it ignites with a falchion-blade of solidified Unmagykal power. Designed for brutal blows, while being light and quick enough to be wielded with impressive agility.

Abilities & Skills: [Your character's significant magical and mundane skills.]
  • A Mind of Clockwork: Johann is highly intelligent. He has a ridiculously broad and yet specific amount of knowledge, with nigh-perfect memory and a mind that can keep up with some computers. A savant with the sciences as much as with the means of war, he is capable of discerning and investigating the details of events from various traces with great ease. This does come in handy, in the intrigue-laden city under the sea.
  • Unmagykal Expertise: The Empress's Reaper wields powerful Unmagyk, his pure reason lending it great power. His particular style of Unmagyk is used to enhance his physical attributes with "Calculated Perfection". Increasing the force with which he jumps to reach the roof of a house, catching bullets out of the air, dispelling a spell by striking it from the air, enhancing his senses and bodily control to make shots with a pistol other agents couldn't achieve with a sniper rifle. These and more are what made him such a deadly asset.
  • Former Hand of the Empress: He knows how the Empire's forces work, and more importantly, he knows how to fight as one of them. He can dismantle opponents in brutal black-ops operations, being quite familiar with the arts of pure murder. He's also familiar with the workings of unMagykal devices, something which has come of much interest to the city. More of note is his ridiculous skill, allowing him to assassinate even the most powerful of werecreatures or faerie queens with the right support, though he has little confidence in being able to slay such beings in open combat. In these days, he is a terrifying spectre of death for those beings, supernatural or not, left in Arcadia.

 
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wip besties

liliana zia fiore
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nickname(s)/alias(es):
none, she hates nicknames {lily, ana, others tbd}

age:
does not know her specific age anymore (she is ancient- many thousands of years old)

gender:
cis female

race:
infernal kin; a demon

faceclaim:
raiden shogun + raiden mei

history:
[Your character's history, long or short. There's no minimum length to this, you only need to make it as long as you think it needs to be]

items & equipment:
[Any significant belongings or gear you want to note.]

abilities & skills:

- shape changing: a rather self-explanatory ability, she is capable of changing her shape into just about anything, but does have a couple of specific ones she defaults to more often than not. [default shape 1] often uses this ability to hide her demonic features and make herself appear slightly more human.

- others will be added once i figure them out lmao
 
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ARC
92706753_p0_waifu2x_art_noise3_tta_1.pngNickname(s)/Alias(es):
Arc

Age:
25

Gender:
Male

Race:
Human

History:
While a vast majority of the world's supernatural beings have been purged from the surface and forced to take refuge beneath the sea, plenty of the inhuman ilk choose to remain on land. Dwelling in settlements just beyond Utopia's expansive borders, remnants of the dreaded blight still dare to draw breath and defy the Empire's dogma. The task of dealing with this plague is delegated to groups of individuals who specialize in eradicating monsters and Magyk in all forms. It was here that Arc got his start.

Born into one of these groups of so-called Hunters, Arc's life revolved entirely around the sacred duty of eliminating all members of inhumanity. Every waking moment was spent training, studying, and killing in the name of the Empress. While many in Utopia's ranks could claim to do the same, the slayers of the supernatural went far beyond the duties of a normal soldier.

The order existed for the sole purpose of laying waste to Magykal monstrosities, but Arc and his fellow members shared many similarities with the inhumans due to their borderline heretical methods. To better hunt their prey, they used every tool at their disposal, even if it meant crossing the boundary between man and monster. In addition to wielding Unmagyk, the Hunters incorporated its antithesis into their training. Even if it often helped give them the upper hand, their use of Magyk would have been more than controversial if discovered by the public. However, it paled in comparison to their most taboo practice.

The Hunters had always been practitioners of Diabolicism, and all recognized it as an important aspect of their culture. With every successful hunt, pieces of the prey were removed for consumption. It took a great deal of time for Arc to grow used to it, but he eventually came to think nothing of eating pieces of unique game. He could even swallow the carcass of a miniature race whole without hesitation. While he didn't have any strong feelings about the tradition, he understood what it represented.

Just like how Hunters balanced the use of Magyk and Unmagyk, they also had to balance the boons and banes granted by their dietary habits. One could easily go too far and develop terrible inhuman traits that outweighed the benefits. At that point, a Hunter would be recognized as more monster than man, leaving the others with no choice but to strike them down. On rare occasions, Arc was forced to kill his brothers in arms.

The only thing that prevented Hunters from being sentenced to the same fate as their prey was the fact that everything they did was for the sake of Utopia. Because they never strayed from their singular purpose, they were never branded as heretics. With this in mind, Arc always remained committed to the cause, but it was more out of necessity than genuine passion. It was all he'd ever known, so he'd continue to hunt without hesitation. However, he never felt any sense of accomplishment or regret when killing brothers and beasts.

Arc thought his life would forever remain as a monotonous string of killings, but a certain event forced him to get rid of his detached disposition. During an expedition that took him beyond Utopia's borders, he ended up separated from the rest of his group after a strenuous hunt. Injured and exhausted, he struggled to navigate the frigid area due to a harsh winter storm. Eventually, he collapsed, unable to even pull his face out of the snow. If not for the unexpected kindness of a pair of strangers, he likely would have perished.

After an unknown amount of time, Arc awoke in a small cabin with his wounds treated. The only other occupants were the man and woman who pulled him out of the storm. With one look at them, he could tell they were inhuman, but he never made an attempt to kill. He was intrigued by their behavior, wondering why they bothered to help a human. He considered that they may not have realized his true nature due to his body and clothes being soaked with blood, but his fascination remained. It was the first time he'd actually seen their kind outside of a slaughter.

Unfortunately, he wasn't able to observe the pair for very long. Soon after he regained consciousness, other members of his unit kicked in the door. The cabin just so happened to be their last stop after exterminating the rest of the nearby congregation of monsters, and he watched as they moved in to finish the job. While he did nothing to stop the execution, he never moved in to assist.

During the return trip to Utopia, Arc received silent judgment from his peers. While some of it stemmed from his display of weakness that led to being "captured", it mostly had to do with his refusal to contribute at the end of their mission. A few of his companions chose to actually voice their displeasure and insist that he prove his dedication to the cause by making up for his failure during the next hunt. Fortunately, he was quickly presented with an opportunity.

Before he and the others could regroup with the rest of the returning units, they came across a small number of inhumans smuggling a variety of materials. They were practically no threat at all, putting up little resistance with their weak bodies. Within moments, they'd been lined up for the finishing blow, which Arc had been pushed to deliver. However, he refused.

Arc didn't suddenly develop any strong feelings for monsters. He wasn't overcome with sympathy, regret, or anything of the sort. He simply lost interest in it all. At that moment, he decided he'd had enough of his current lifestyle. However, retirement was not an option.

The only reason Hunters were spared from the same fate as the creatures they mimicked was because they dedicated themselves to the Empress. If they didn't swear their lives to Utopia, they were just humans practicing taboos. Anyone who tried to leave the order became prey.

The only way to walk away from the situation and his life as a Hunter was to kill those who barred his path. He cut down every member of his unit, cementing his status as a heretic and a traitor. Despite abandoning everything and everyone he'd ever known, he wasn't very torn up about it. He only felt a sense of liberation. With that newfound freedom, he decided to follow in the footsteps of the inhumans and seek refuge beneath the sea. It would serve as shelter from the Empire's wrath and a wonderful place to observe the creatures he'd taken an interest in.

Items & Equipment:
  • Haladie: A pair of collapsible weapons with blades on both ends. One is of Unmagykal make.

  • The Archive: A book containing all of Arc's notes on the denizens of Arcadia. Most of the pages are filled with details on inhuman races and society, but some are taken up by nonsensical observations and records of what the author ate for lunch. Sealed with Unmagyk, the Archive can only be opened by Arc.

  • Inutility Belt: Arc wears a series of pouches around his waist that contain a vast assortment of items he claims will pacify any inhuman. From sweets to shiny objects, there is an endless supply of bits and baubles guaranteed to get him on a monster's good side.

  • Fake Vampire Fangs: Surprisingly effective


Abilities & Skills:
  • Arccelerator- A form of Unmagyk that allows Arc to manipulate vectors, giving him control over the direction and magnitude of affected objects.

  • Elemental Magyk: While he is nowhere near as capable with Magyk as he is with its counterpart, Arc does possess enough skill to generate elements such as fire to a certain degree.
 
Aboth Talenic
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Nickname(s)/Alias(es): Ab, "the great dark one of the abyss"
Age: 1000
Gender: male
Race: earthly spirit (seemingly tied to water in a way)

Appearance: [Written and/or image appearance is fine. Please do not use a photo.]

History: Aboth Talenic, has been around for some time the venerable old earthly spirit, had for some time prior to the empress crusade against being such as himself, been practically worshipped as a kind of deity by a stretch of coastline villages during this time he did enjoy a great deal of power. Until the empire more or less wiped away the villages belief rather swifyly, and so Aboth was a "god" no longer, merely retreating to to depth to wallow, managing to snag a fee momentos of his past the spirit resigned itself to the fact magyk and being like themselves would sooner or later fade into nothing but bearly whispered legends.

Items & Equipment: a bunch of wax sealed evelops ink bottles and quill along with a small statuette of themselves, and a tarnished brass blade that seems to have some significance. A old model harpoon gun.

Abilities & Skills:
shape shifter: Aboth ability to shapeshift is relatively limited to giving himself legs or additional tendrils or collapsing his body like an octopus to push through tight spaces

Doesn't breath: surprisingly aboth doesn't actually breath at all pretty useful feature for living underwater en the like.

Oceanic magyk: the old earthly spirit has dabbled in many types of magyk over his time primarily related to his previous occupation. Such things are: water, steam and ice manipulation for obviously reasons, and rather unexpectedly electrical discharges, as lighting and storms are heavily linked to the sea as well. Of course hes no master but as the saying going. "Jack of all trades, Master of none but often better then a master of one"
 
Dr. Christine Stregoika de Ville
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Nicknames:
Mother of the Unnatural, Strega, Christie, Dr. de Ville

Alias:
D., Csilla Fegyvernerky

Age:
At least 410

Gender:
Female

Race:
Vampire

Appearance:
An albino woman. WIth her snow-white hair, crimson eyes, elfin ears and fangs, she is the very stereotypical depiction of a vampire. Coated in black and either red or white clothes, she is not easily mistaken for another of the inhuman races. Her calm disposition and cutting gaze betrays her true age, not to mention her expansive knowledge of both medical and Magykal.

History:
Csilla Fegyvernerky was born in Hungary, a long time before Hungary became what it is today. She never asked for much, she was happy with what she had. Her father worked in a factory, and her mother was a housewife, and she had a brother and a sister. She wanted to live a normal life, get married to a nice man, and live to an old age, and die peacefully on her deathbed. Everything was fine for Csilla.

Of course, this story would not end the way she wanted it to. She was only 19 when she became one of the Nightwalkers. It was a sordid affair, truly. Csilla had left her home late in the night to frolic around with a young man who would wish to court her, and in the night, her home would catch fire, purely by accident. On seeing the blaze, she was the first to barge through the doors in an attempt to save her family. She would only succeed in bringing her younger sister out, and collapsed in the fire, the smoke and the fumes finally taking their toll on her. At that moment, a strange woman arrived by her side, and queried if she would give herself to the woman if she rescued her family for her. She would stalk the night, she would be lost to her loved ones, she would never live a normal life ever again. Having no options, and time running out, for both her and her remaining family members, she agreed to the woman's terms.

On that day, Csilla died. Her family buried her body, weeping, but at least they were still alive. The night after her burial, her bloodmother dug her up from her grave, and brought her to see her family one last time. The moment the sun rose the next day, she would no longer be Csilla Fegyvernerky. She watched them from outside her old home, peering in from the windows. They were sad, but they were still alive. They had the rest of their lives to live, especially her brother and her sister. To lose her was the cost, but the prize was to keep on living. She, on the other hand, had to continue living in the long dark, forever.

She followed Dr. de Ville as she travelled the world in the cover of night, saving lives wherever she went. The stories of vampires being monsters might have been true- but Csilla learned in her numerous years with de Ville that, while they were monsters, not all of them were monstrous. De Ville was living (or perhaps undead?) proof of that. Though she had her own selfish wants for taking Csilla as her blooddaughter, her dedication was to helping the people. Csilla had only been a 'quota she had to meet', as a bloodsister to one of the greatest vampires ever to walk the earth. As her blooddaughter, Csilla was made to assist de Ville, and it truly did take a while for her to get used to the blood, the bile, the gore, but eventually, Csilla grew accustomed to it. Once she had settled into the eternal dark and the eternal duty they would have to serve the people that would follow, de Ville began to teach Csilla of Magyk and the things that they could do. Csilla hated to admit it, but she was growing close to her bloodmother. Csilla took to the lessons well, and learned numerous things. With an eternity gazing at her, she could do worse than offer some succor to the people, both humans and inhumans.

De Ville perished in the 2000s. A traitor, a tattle tail, whoever it was, snitched on the pair. In her last moments, de Ville gave Csilla her gun, the Caduceus embossed upon its grip, and sent her on her way while she held her own against the Empire. Even with the fall of Magyk, and the growth of the logical Unmagyk, de Ville allowed Csilla to gaze upon the power that a vampire who had lived for centuries could wield. Csilla fled in the slaughter, and soon found herself in the comforting shadows of Arcadia. Changing her name to Christine Stregoika de Ville in honour of her bloodmother, she began her work in the earnest down under the sea. Something tugged at her heart, though. Was it fair that inhumanity would be brought to heel, made to stay in the shadows forever? In the shadows of shadows, Christine de Ville started on her projects.

Today, Christine de Ville finds herself at the top of the medical community. Not many know how she looks like, however, as she is prone to shut herself in her laboratory, ever working on her projects. Instead, she has her 'assistant', D. play the part of the attending doctor. Under that guise, she pays home visits, and walks around Arcadia, doing as she wishes.


Items & Equipment:
Mauser C96 ‘Caduceus’: An ancient relic that is remarkably younger than she is. A 10-round handgun that chambers 7.63x22mm rounds that operates on neither Magyk nor Unmagyk, but on good old reliable gunpowder. Not exactly the cleanest anesthetic around, but it is quite reliable. She takes especial care of it, maintaining it twice a week at the very least, and uses Magykal charms to keep it as fresh as the day it was given to her. It has a unique Caduceus symbol embossed on its grip.

Asclepius: A staff, if you can call it that. It has a pointed end, allowing her to use it as an impromptu spear if need be, but its main feature is the blood bag that is usually affixed to its top, allowing her to wield her blood Magyk whenever needed. Some may claim that she could use the blood bag as an emergency snack, but she vehemently refuses that she does.

Abilities & Skills:
Mother of the Unnatural: An epithet not given lightly. She is the creator of warped creatures that roam her home, each of them made from the dead, human or inhuman. She combines her Magykal capabilities and her medical know-how to graft together the pieces of those whose souls have long departed this world and create whole beings, far different from the ones that roam both under the Empire’s light, and those who flee from it. Her irreverence for the dead has caused some to scorn her, but she does not care. She seeks to make a whole new being, completely sentient, and completely new, for her own purposes. They cannot possibly understand.

Strega: She has also taken the time to study up on Magykal circles, especially those that go into creating golems. Each and every one of her ‘children’ have such circles somewhere on their body, where she ‘programs’ behaviours into them, and where she also places security measures to ensure that they are not compromised in anyway, some of them going as far as to vaporise their hacker, as it were, completely. She has a tendency to get quite lazy with them, however, especially when it comes to the Mass Produced models. Her Magykal prowess itself isn’t that far behind either. She uses it as a way to get by as a doctor, as well as a very competent duelist if it comes down to it. She wouldn’t dare call herself a spellslinger though. After all, it is her duty to help, not harm. Her main conduit is blood, as befitting of a vampire, and wields it quite well.

Dr. de Ville: She is a learned physician of both human and inhuman patients. She is a complete recluse who refuses to mingle, but if someone were to come to her in need of ‘reparations’ to their forms, physical or otherwise, she is fully capable of patching them up and sending them on their way. Her prices vary wildly, sometimes only asking for a paltry sum of Glimmer, to some blood bags, to exorbitant prices. Her prices seem to change depending on how she feels her bedside manner ought to be at a specific moment, it seems.

D.: Christine is capable of shapeshifting. She can transform into a horde of bats, or grow a pair of bat wings herself to give herself some amount of flight capabilities. She can also hide her fangs and ears to blend in with a human crowd.

The Unnatural:
Some of Christine’s children:
  • lcu1Qhn.jpg
    The first of her children, and her most loyal creature under her command. It resembles a lean man, at least from neck downwards. Its arms have been replaced by giant, leathery wings, and its head, by a mad, grinning, eyeless face with what seems to be bat ears. As the first of her creations, it is imbued with as many security protocols as possible to keep its functions from ever being tampered with. It serves as Christine’s main form of transport, as well as a very comfortable and warm safety blanket. It usually stands by her, looming above her as a protector. It seems to possess some level of intelligence, but Christine has some issues with trying to find out whether it was her genius and programming that gave it such, or if such intelligence was a leftover from its previous bodies.
 
SATO ???
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Nickname(s)/Alias(es):
None

Age:
Doesn't remember (older than she looks)

Gender:
Female

Race:
Infernal Kin; Demon

History:
Sato is the manifestation of mankind's laziness and their spoiled nature. She doesn't even remember her full name other than 'Sato.'

WIP

Items & Equipment:
- A box of snickerdoodle cookies
- A box of chocolate cookies
- A pouch of marshmallows
- A jar of hard candy
- Several pouches of laffy taffy
- A large bag wrapped around Fernsby to carry everything (which may or may not be fit for consumption by human standards)

Abilities & Skills:
Slow Flight - How Sato moves around most of the time. The fastest she can go is running speed, but she can fly up as high as a two-story building. When she flies, it looks more like she's being dragged around by her torso than any actual posture.

Mangling Orbs - Sato can fire a hazy purple orb with a denser nucleus in it. Anything caught in the radius is pulled into the center where it stays until the orb dissipates. The orb will travel a walking-pace until it hits a surface or reaches 5 meters before traveling back to Sato, dropping off everything for her. Its radius and pull strength depends on how long she charges it up. A weak cast will only make caught objects orbit the nucleus. A stronger cast will consolidate everything into one compact sphere. If Sato moves around while the sphere is out, it will follow after until it reaches her.

Tiny Portal - Sato can open up a tiny portal only wide enough to stick hands through, and its other opening appears at a max distance of 10 meters. If it's closed while something is in it, the object will bounce out wherever it has the most mass.

Fernsby:
An undead wendigo butler existing only to serve Sato and keep her safe. He is remarkably strong and durable, but cannot speak. Sato named him Fernsby because it sounded funny. When she's tired of flying, she rides on his back or shoulder. He always wears a suit. If he is destroyed, another wendigo will rise to take his place after a long period of time. Sato is on her 10th incarnation of Fernsby,
 
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