Characters are described without system-specific stats but with given strong and weak points and specialisation.
Characters are described without system-specific stats but with given strong and weak points and specialisation.
Kira comes from the world of Reflection, alternative Earth set in 90-s, before being transported into the Game world
Appearance: human woman, short and very muscular. Age around 35. Shoulder length blond hair, very pale blue eyes. Technically she has one of the types of albinism. Multiple scars, mostly defence scars, on her arms, a few on the legs, back and abdomen. Basic outfit out of the Game — grey tracksuit. In-game segmented armour that allows flexibility.
Stronger sides: unarmed combat, hand to hand combat, heavy weapons, intimidation
Weaker sides: mental defence, general charisma
Specialisation: paladin of War, Inquisitor
Personal quest name: Valkyrie’s Wings
Personality: Breaking faces, collecting men, panicking at the word “relationships,” brutally straightforward, best tactics is “kill them all, Gods will recognise their own,” no diplomatic skills whatsoever. She doesn’t know the meaning of “awkward” or “shy” but perfectly understands personal boundaries — she will never touch anyone (exceptions — fighting and sex). Kira understands interpersonal relationships until it’s about her, and as soon as it is — she gets frustratingly stupid. The best way to surprise her and make her freeze and blush is to give her something “feminine” like flowers just because, “because you give flowers to women, right?” She last received flowers when she was 11. Her father got them for her birthday.
Background: Kira was the only child of a poor family that lived in a small town. Always a loner, not the smartest, but she wasn’t bullied, mostly thanks to her explosive temperament and heavy fists. She moved to the big city after graduating school with the initial thought to enroll in university, but wasn’t ready for the costs. For a few years, she worked different unqualified jobs, visiting the local martial arts club. At some point, one of the guys in the group, knowing her situation, offered her a way to earn money by taking part in an illegal fight club — minimal rules, put on a show, if you kill someone — it’s their fault.
Kira agreed and, after a few years, became, if not a star, then a pretty big figure known as Valkyrie. One of the “special” parts of her show was “Valkyrie’s choice” — after the last fight of the night, she would pick someone from the audience to have sex with. Her rage and bloodlust is what turns her on (usually, she doesn’t know better yet; Kira does not experience romantic attraction and quite rarely experiences sexual attraction when she’s not adrenaline horny, so as a companion, she can be romanced, but it’ll take time).
Last night in the world of Reflection, she was set up against a known killer, Christian, but he didn’t want to kill her for personal reasons, so he didn’t use his dirtiest tricks, which let her win without sustaining really serious injuries. Kira took her prize, had quick intercourse with Christian (related scene), and bolted because her bosses were pretty much set on getting rid of her. On her way out of town, she ran into Elsta and Karhari in his Game form, who recruited her.
Barks:
— I will RIP YOUR HEAD OFF [joyful]
— Who’s not dead yet?
— Not impressive
— Good luck with that
— Stop touching me
— You really don’t need that hand, do you?
— Let me deal with that
— Is it bashing heads in time yet?
— Break a leg
— I’d REALLY appreciate some healing!
Karhari comes from the world of Ormon, he has two appearances — original and in-game, that he has crafted for himself.
Appearance: original — short, with smooth androgynous features, he looks pretty young, almost a teen. Very angsty teen. He has long thick black hair (poorly dyed so they have no shine, natural colour is silvery) with a red skunk piece on the top right. Long fringe covers half of his face and it really bothers him, so he regularly shakes his head to move it away. His skin is grey, shark or dolphin-like (bodmod, hence the name “Karhari” he chose for himself), which is a result of modification, in real life he dresses up like a punk. Multiple piercings, but no tattoos. He has thin black rings and bracelets that are actually parts of the implanted knuckle-dusters and hand/wrist protection that transform when activated with a mental command. Black claw-like nails. Light blue eyes.
In-game — tall, thin and muscular, “sexy bad boy”. Resembles a dark elf with almost black skin and silver hair, red eyes, skin-tight clothes, leather pants, minimal armour.
Stronger sides: ambush, dexterity, close combat, finesse manipulations, stealth
Weaker sides: shitty temper, strength
Specialisation: rogue, duelist
Personal quest name: Angel's eyes
Personality: Explosive, scandalist, hates his irl-look. Always ready to throw hands. Actually, a very sad kid who cries a lot and is ashamed of it, snaps if someone notices. He doesn’t care about others, except close friends, which he doesn’t really have. Will like it if, during his breakdown, you completely ignore it and keep talking as if nothing is happening. He tries to be tough and cool but fails. His given name means Angel, and he absolutely hates it. He is a monsterfucker who never gets laid (it’s ok, he has time). Swearing every three words. If you manage to befriend him, he will be loyal to the last breath.
Background: He was born as a morph, an elven subrace that can change their physical sex naturally however many times they like. He exclusively stays in male form.
His family barely passed the parental tests for being allowed a child. He fought with them a lot over his body dysmorphia because even with all the biotech, morphs can’t have serious physical changes affecting their ability to shapeshift, and eventually went no contact. He earns his own money — mostly in-game. Making shady deals, winning PVP tournaments. He is really good against players but not so good against monsters.
When the worlds separated, he was recruited for his stealth and disguise skills to accompany the team that goes to the world of Reflection (alternative Earth) to find potential portalists that can help tie three worlds together for better Multiverse triangulation, which would allow mages to create stable teleports between Ravantreia and Ormon.
Barks:
— Get fucked!
— Oh shit ouch?!
— That hurts [definitely not crying]
— CAREFUL not like I care but like… careful
— Paint it red.
— My blades are yours [friend]
— What else? [annoyed whiny]
— What?
— I WILL stab you.
— Daddy’s here!
— Live it to me, baby!
[last two should sound cringe as hell]
[is on the “I don’t need the trigger warning, I AM the trigger warning” character list]
One-mission companion, camp companion (healing, speaking to the dead, on high levels — revival), part of a bigger quest.
Appearance: young female half-elf (or half-blood child of at least one long-living race), soft look, curly hair with white streaks, central heterochromia — outer circle of the iris is golden\yellow, inner circle is red. This eye colour should be RARE in the world. She's dressed in brown leather and cloth, the jacket is a man's, oversized, and remade by someone to fit her. On her hips are a sickle and leather tambourine, both engraved with runes. If she joins the camp she can reveal that there’s an illusion that covers her face, hiding dozens of thin scars on the top half of her face, especially around her eyes.
Specialisation: spirit whisperer, shaman, necromancy, healing.
Personality: Calm, kind, haunting. She doesn’t like rudeness, can’t be pushed by threats, “come back when you learn how to be nice.” She seems nice and sweet — and she is. Rarely smiles, speaks quietly, and has a naturally low voice that deepens and gets stronger when casting spells, occasionally getting an otherworldly echo to it.
(Voice example: Diana Ankudinova)
(no, name is a coincidence)
“No one will know the violence it took to become this gentle”.
Around 30 years ago the bandit named Rakha Or and his brigade rolled through the lands. They killed, robbed, burned villages to the ground, rarely taking hostages — unless they came upon someone definitely rich, which didn’t happen often. They thrived on blood and violence.
Dina’s mother, Marion, happened to live in one of the villages. When Rakha Or came, her home was on the way. Bandits, laughing, held down her husband, making him watch how Rakha Or raped Marion before killing him in front of her eyes. They didn't kill Dina's mother, they just left her with the corpse of her husband and set the house on fire.
Marion survived, but soon realised the night of horror stayed with her. She was pregnant. Marion wanted to get rid of the pregnancy, to not carry the spawn of the monster that ruined so many lives, including her own, but the village elders and other people convinced her to leave the baby, saying that it is innocent and she shouldn’t kill it, for it will be a great sin. So Marion agreed to try. Elders and midwives promised to support her and help with the child.
Obviously, that didn't happen. It might've gone well. Dina was born in time, healthy and pretty, but midwives stood in horror, seeing her eyes — red and yellow, exactly like her "father's." This, together with the skin colour, not special itself, brought up everyone's memories.
They said, drown it. Drown the demon spawn like an unwanted kitten, no one will say a word, baby was stillborn, what a tragedy.
Marion refused. For the entire pregnancy she was telling herself, making herself believe that she can love this child, and she managed to be persuasive enough. For herself — but not the village.
For five long years she raised Dina with as much love as she could. Girl was aging slowly, so it wasn’t that long for her, but for Marion it was torturous. Now, the village that made her leave this child, people, who promised to support her, turned on her. She heard all sorts of rumours up to the point that she and Rakha Or were secret lovers, that she wanted to get rid of her husband and invited the bandit herself. She orchestrated the attack on the village for Rakha Or and was laughing and kissing him while her husband was being murdered for her entertainment.
She couldn't take it anymore. And there was no town or village nearby where people wouldn't recognise the monster's eyes on a baby girl's face. She left Dina at the orphanage in a nearby town and came back. She hoped it would help, but it didn’t, so soon after Marion had drowned herself in a river.
Dina’s life in an orphanage wasn’t good. Everyone knew who she was. People heard about her mother and didn’t hesitate to tell the little girl the story of her conceiving and birth in great detail.
Bullying was relentless. Once, a group of kids who lost their parents to Rakha Or caught her in the forest, beat her, put her in a vegetable sack, and buried her alive. This was the first instance she discovered her power, or more correctly — that's when one of the deities that oversees Death noticed her. Being buried, she was in their domain. Being alive and willing to live — didn't belong there. After taking a closer look and finding Dina's personality matched their virtues, the deity decided to give her a little bit of power — just enough to get out and survive.
The kids who buried her were terrified by her returning, but Dina didn't tell anyone what happened, and after being asked where she'd been and honestly replying that she was getting out of the grave, mentors didn't believe her, so bullying soon continued.
Once the same group of kids held her down and cut her face, trying to cut out Dina’s eyes. That's when one of the younger mentors interfered — not necessarily out of pity, mostly worrying that this kind of behaviour in the walls of the church can bring god’s fury upon them. How great was his horror when he saw divine magic healing most of the cuts and restoring the severely damaged eyes!
After that, mentors and priests watched carefully so no one attacked Dina, for she was chosen by one of the gods and, therefore, was worthy enough to be…well, treated like a person. For a few years, everything subsided. People avoided the calm and slightly creepy girl, but some were brave enough to turn to her for help — she was known to be able to heal after all. She never turned anyone down.
But those relatively good times didn't last forever. When she was around 20 (in human years, so technically for her race, still pretty much a teen), one of her former bullies, now an adult, came to visit the orphanage. He tried to sexually assault her, in his drunk fury wanting to punish her for the sins of her father.
It was the first time Dina used her powers to attack. She asked for help and the deity answered again, this time giving her more power, fully making her their chosen.
She left the attacker, still being battered by summoned spirits, and ran. The deity, still having their eyes on the newly chosen, led her to the caravan of Desert Dwellers, travelling home. Most of the shamans, as spirit-whisperers, also worship or at least respect that deity, so after being asked for help they took the girl in and raised her within their community. So even though the origin of Dina's powers lies in the divine, she's pretty much a shaman herself. Or a cleric that uses shaman's instruments for casting.
After being buried, she stands very close to the border between life and death and sees both sides. She can talk to spirits much easier than anyone. She can go to the other side and return unharmed for the undead see her as one of their own.
She seems infinitely kind, but that infinity has an end.
Older necromancer. Thin, frail, but not bony — just a gentle old man. His magic unrelated to necromancy slowly gives up, spell distances getting shorter, and effects getting weaker. He's okay with that.
Nester lives in a cosy cottage with his skeletal maid (a literal skeleton in a long housemaid dress; the necromancer calls her Julia). Julia doesn't have a voice but is still very expressive, and Nester understands her perfectly. They argue a lot because she is a strict nurse and a bit overprotective.
Nester uses a wheelchair, usually pushed by Julia. When she is not around (busy in the kitchen, carrying a basket while accompanying Nester to the market), six long bone spider legs lift the chair up and carry it around. When he needs it, Nester uses bone legs as extra long arms.
He also has an apprentice, a young witch named Jina.
Young witch, apprentice of Nester. Simple village girl, straw blond hair, freckles. Unlike her teacher, she didn’t learn necromancy from the books originally: she has a deep connection to Death and an immense power, but not so much control or technique. Basically, she can cast incredibly overpowered but technically simple spells, so her studies are mostly about putting raw talent to good use and measuring her strength. As an example: once she tried to talk to a spirit. Simple spell, beginner level.
She accidentally awakened all the dead within a two-mile radius.
There are two brothers and a little daughter of one of them — rulers of a small area, specialising in alchemy. House colours are dark brown, emerald, and gold. Gold was added by the personal decision of a crown family for saving one of the princes when his own father (brother of a previous king) tried to kill them both, thinking he and his son are cursed and will bring ruin to the royal family.
Half-elf, son of a half-elf and an elf. Prim and proper. He doesn’t wear jewellery except the fire protection amulet. Alchemist. Bitchy — in an evil noble way. Long golden hair, beautiful face… half of it. About a couple of decades ago he had an encounter with a monster from the Fog zone that almost killed him. Thankfully, the Ad Mark family are alchemists, so they’ve managed to find an antidote pretty quickly, but the entire left side stayed dead and withered. Ransis is not happy about that, he covers the dead side of his face with hair and wears a glove on his right hand. He is visibly limping and using a cane. He is blind in his left eye.
Ransis has a daughter, Nerrilyan, born of his union with a golden dragoness. It wasn’t much of a relationship. Ransis wanted the status of a dragon lover, an achievement. She wanted some fun with a golden elf and a child from a beautiful father, but after Nell didn’t turn out to be what she wanted, the dragoness just dumped a baby on his doorstep. Ransis didn’t even know she existed before, and the dragoness never visited again. So he became a single father… again, after basically raising his brother, Ortil, born just a year after him, but a full elf, therefore maturing much slower. Their parents died way before Ortil was even a teen by elven standards. Ransis loves his daughter and his brother, but he is quite emotionally stunted and tired as hell managing their lands and their family. He will never tell his brother that the dragoness actually wanted Ortil, but he was too young, so she went for the older brother. Well, not exactly went. Ransis didn’t let her touch his brother, and she said, “Then I’ll take you.”
Golden elf, a gorgeous ray of sunshine with retriever puppy energy. Not stupid, but pretty much a child. He’s just recently been let out to have his own travels, he’s all in planning and preparations and chaotically running around. Never shuts up. He will tell you the entire family history with rumours and exact explanations of which ones are true, which ones are false, and which ones are horribly wrong, but he likes them.
Very similar to Ransis, though looking much younger than his half-elven brother — long flowing golden hair, golden eyes, skin like it’s covered in golden powder, shimmering in the light.
He prefers simple-looking clothes from expensive fabrics crafted exactly for him. He wears a lot of jingling thin golden bracelets, a couple of rings… and a fire protection amulet.
Absolutely adores his brother and little niece.
In the world of Ravantreia, dragons are shapeshifters that can take a humanoid form, but from their union with other races half-dragons are usually born, they can change shape as well and eventually evolve into a full dragon form. Nell wasn't usual. All she got from her mother was a lot of fire, a few scales, and an explosive temperament.
She is a little elven girl: darker skin, big golden eyes with vertical pupils, and black wavy hair.
No nannies or nurses agreed to look after her when she was a baby because she would set everything on fire, so she spent a lot of time in her father's arms. She definitely takes after him. She looks 5, and she is a menace. She will bring her daddy food from the kitchen if he gets stuck in the lab, but the food may burn in the process, so daddy should probably go eat with everyone.
Ransis sometimes lets her help in the lab. He gives her a vial to hold and asks her to keep a steady temperature. He doesn't get mad if it boils out or explodes, which happens regularly.
Nell likes Ortil, but even at her age she already knows that he is a Good Boy, and it is a bit Boring. She doesn't want to be a Good Girl. She wants to be smart, like her dad. When she grows up, she will find her mom and ask her a few questions. "So, mister adventurer, if you find my mom, don't kill her. I want her to live until she meets me, okay?"
Desert dwellers are the collective name for a group of nomadic tribes living on the plains of the ancient Gort Kingdom and its desert, mostly in the southern part. Very mixed racially, Desert Dwellers take in the lost and forgotten. They accept you if you are ready to share their values.
Shamanistic, they live in tribes they call families — sometimes barely connected by blood. Each tribe has a Head who makes final decisions, their Hands — War Leader and Keeper of Peace, and their Spirit — the lead shaman of the tribe.
Desert Dwellers raise their children collectively; every child is a child of the tribe, and in every tent they can get food, rest, and protection. They don’t have a concept of an unwanted or accidental child. In the cities there’s a rumour that they steal children from the streets when a caravan comes. This is not true, though they sometimes offer street kids who have no home to join them. Desert Dwellers don’t specifically visit orphanages (and are extremely upset such things exist), but if they see a homeless/parentless child being abused, they will try to take them and raise them in love and safety as one of the Desert Dwellers.
They call each person with magical skills of any kind a shaman (so the berserker, who can enter a state of fury that empowers them, will be called a battle-rage shaman, a druid may be called the voice of the land, a cleric, who talks to the dead—spirit whisperer, etc.).
Sons of the Great Jackal is the collective name for a group of nomadic tribes living on the plains of the ancient Gort Kingdom and its desert, mainly in the northern part.
Raiders. They pray to the Great Jackal, calling themselves his children, which earned them the nickname Sons of the Great Bitch (a quick way to infuriate one of them). Unlike Desert Dwellers, who can put their entire camp on horsebacks and be gone in minutes, Jackals have a few settlements and a bunch of raider groups that answer to the strongest leaders — both martial and spiritual.
Jackals are slavers: their southern settlements on the edge of the plains are the biggest slave-trading towns that live from market day to market day.
Technically, slavery is prohibited in both Empires and Principalities of Ravantreia, but people always find ways. Bandit groups buy “toys” or, occasionally, promising teens to teach. Dark mages need subjects for their experiments. Those who hold tournaments buy future champions or warmups for existing ones. Nobles or oligarchs buy servants — magical collars are invisible and, with the blood magic of Jackal’s shamans, hardly detectable by the classical spells.
Jackals themselves use slaves in their settlements but quite often — to expand their ranks. Great Jackal says — take what you need. So, both men and women of the Jackals use slaves for carrying or conceiving children that will be raised within the tribe. As soon as the child is born, the slave parent gets killed. The baby is then given to wet nurses if the mother is the one killed or just doesn’t want to take care of the baby until it grows up enough to be able to hold a knife.