He's my (mostly) original character. Developed and adapted from an RP outside of the guild. For now, I'm just going to write down the stuff on the top of my head:
Name: Ark Arphaxat
Age: 199
Race: Archdemon
Archdemons have been around since the beginning of time, or perhaps even before time existed. Back then, they were not as culturally developed as they were before their 'extinction' and had not yet set in a strict code of laws that prevented them from abusing their powers. As a general race, they are a peaceful people and very accepting of other races, though they are not so kind to allow themselves to be stepped upon or taken advantage of. Having no need for money or material possessions, they have no form of currency; anything they might need can be crafted using their magic. Since they are composed mostly of arcane energy, they have no need for food. However, much like humans, they still need certain amounts of vitamins and minerals to survive. (As a side note, uncooked foods that would normally be deadly to humans, such as raw eggs or meats, are very good for Archdemons. Cooked foods, if too much is eaten at once, can actually function as a poison in Archdemon bodies.) Archdemons cannot ingest any sort of caffeine, as it seriously screws with their ability to cast magic safely. As a side note, heavily concentrated magic, if kept within close quarters, can actually suffocate people unaccustomed to the pressure.
Because arcane magic revolves solely around spoken word, and on extremely rare occasions an enchanted circle, Archdemons are blessed with beautiful voices, in both speech and song. Behind these voices, power pulses with a steady rhythm. However, if an Archdemon sustains heavy damage to the throat, even though it will heal physically, they will lose their voice permanently.
Archdemons' natural body temperature is 120 to 140 degrees. They can tolerate heat up to 2500 degrees, though will become ill if exposed to temperatures below seventy degrees. They are able to breathe underwater since they do not breathe through their nose or mouth, but rather through their skin. Like fish, they can use the oxygen in water to breathe. It is difficult to tell if they're actually breathing, since their chests rise and fall so little it is nearly unnoticeable. Furthermore, because they reside in a world between dimensions, Archdemons are able to survive, even navigate, space unprotected. They are immune to illness and disease, though certain foods are poisonous to them in large amounts and cold temperatures turn their blood to stone, both of which result in agonizing death.
Archdemons rarely have wings that resemble those of a bird. Generally they have a similar sort of shape, but resemble things in space or insects such as butterflies or moths. Some do not have wings, and therefore cannot fly. Archdemons with bird-like wings are considered blessed by their god and are highly respected.
Oddly enough, Archdemons are not technically dead after their death. The soul remains alive forevermore, which allows living entities to summon them and even talk to them. Archdemon souls are able to possess living bodies to 'return to life', but quickly sap the life force of their host body. They can also possess dead bodies, though corpses last for a matter of hours while a living host body lasts weeks. Archdemons, however, prefer not to return to life after death, as death is seen as sacred and respectable. They are perfectly content to remain in the afterlife with their families.
Physically, the race is much different from most humanoids. Though thin, Archdemons tend to be heavy because of the pure amount of arcane energy flowing inside them. They possess two hearts, a small gland that processes arcane energy called the arcanura gland, and have no kidneys, gallbladder, or pancreas (the arcanura gland also functions as their missing organs would). The digestive fluid in an Archdemon's stomach is able to dissolve and digest anything without hurting other organs or the Archdemon's body. All Archdemons possess a tail, which functions as a third hand, a way to express their feelings without speaking, and a way to keep them balanced. Strangely, the length of the tail also indicates how powerful an Archdemon is -- the longest tail to date belongs to their god and is six and a half feet long. The small set of wings on their head, which will not grow back if torn off, turn into horns when an Archdemon is judged 'mature'. Being mature physically is not the same as being mature of mind in their culture -- an Archdemon may be over one thousand years old and still be considered immature. Their hair is a good indicator of their age. It starts out pure white and darkens slowly into black. However, some Archdemons have black or white hair their entire life. There are variations in color occasionally, though blondes and redheads do not exist in their society. Archdemon women can have two, and only two, children. After the second child is born, the womb contracts and is disconnected from other reproductive organs. Archdemons are not actually immortal; they live up to ten thousand years at best, though some have been known to live until they were fifteen thousand years old.
Archdemons are guardians of planets. One Archdemon is assigned to one other planet; they live on the planet as an observer and ensure that the timeline progresses as is written in said planet's core. After a guardian's planet has died, the guardian returns to Eircihlousse and is considered retired. Should the guardian die before the planet, their children carry on the task. Altering a planet's set timeline or trying to expand its lifespan is considered a treacherous sin and the planet, and its guardian, are wiped off of the face of the universe. Not all Archdemons actually serve as guardians; there are some who function as clairvoyants, referred to as vassals. Vassals are generally seen as philosophers and 'translators' for their Vyedra Aschdaemona, though some have become too power-hungry and have started putting words into their god's mouth, translating things that the god did not actually say. The Archdemon codes of laws states the following:
- Arcane magic is not to be used for revenge or cruel intentions
- Guardians are not to alter the timeline of a planet, or try to expand its lifeline
- Vassals are not to assume themselves gods
- Killing other Archdemons is a cardinal sin
- Time travel is forbidden, as is changing the past
- Arcane magic cannot be used without first taking an oath; breaking the oath results in the destruction of the arcanura, which often will kill and Archdemon
- Making oneself known to the inhabitants of a native planet to establish oneself as a 'god' among men is forbidden
- Killing a planet prematurely will result in execution
- Draining all arcane energy from a planet, or a single being, is forbidden
- Archdemons are not to have children with mortal creatures; the child will be dead upon birth
- Bringing other races to Eircihlousse is forbidden; should the knowledge of the Archdemons fall into other hands, terrible things would happen
- Crafting artifacts for other races to use to gain the upper hand in wars is forbidden, as is intentionally swaying the course of battle or passing on Archdemon knowledge
- Guardians are not to interfere with the development of a planet, though are allowed to alter land masses and/or time so people will have enough land to build upon
Abilities:
Archdemons have an innate control over the arcane magic, and a very good knowledge of all other magics, this makes them great in ranged combat, and their abilities are expansive. Here, I shall note a few major abilities.Archdemons possess a myriad of powers that only their race are able to use without restriction. Many different races have based some of their abilities off of those originally belonging to Archdemons, though are honestly much weaker when compared to the originals. These abilities are the ones Ark himself has been known to use and/or have knowledge of proper usage. To use the actual, full-powered versions of these spells, one must take a blood oath. Breaking the oath permanently cuts off one's ability to perform the ancient, powerful arts and often results in deterioration of the soul which, in turn, means an excruciating death.
Note: Daelgwyn is the language of Archdemons.
Siura Ladnya -- Daelgwyn term for 'water walking'. Utilizes the natural Arcane energy emanating from both the magic user and the water itself to essentially 'pull a Jesus'. Allows physical entities to stand on the surface of the water, and even walk, run, or sit on it.
Gyiestoula -- Daelgwyn term for 'gravity'. Allows manipulation of gravity within the immediate area.
Latsvaea -- Daelgwyn term for 'teleportation'. Archdemons are able to teleport themselves over a distance (Ark has not practiced much)
Naeitskyua -- Daelgwyn term for 'aura sight'. The natural ability of all Archdemons to see the aura of living beings. Also allows them to see the delicate mixing of magics (i.e. the type of magic, how long ago it was cast, what area and people it affected). Is in constant use, though skilled Archdemons are able to 'switch it off', though their natural poor eyesight makes it difficult for them to see without it.
Naeitstenua -- Daelgwyn term for 'aura tweak'. Allows an Archdemon to move objects or living beings by manipulating the placement of an aura. May be referred to as telekinesis.
Seigel Nyith -- Daelgwyn term for 'bone link'. After completing their oath, Archdemons gain the ability to create a weapon, determined by the desire in their secret hearts, out of their very bones. The shape varies among Archdemons. The weapon is stored within the Archdemon's actual body and is summoned forth when said Archdemon intentionally spills their own blood. The weapon is stored within one part of the body and must be summoned from that part of the body each time. Is painful the first few times. To have the weapon stolen from the owner is to, essentially, lose all bones in the part of the body the weapon originated from. If this occurs, it takes ten years for the bones to grow back.
Arcana Zephiura -- Daelgwyn term for 'arcane absorption.' The natural ability of all Archdemons to absorb arcane energy from all living beings. This energy serves as their basis for performing their magic. When it is exhausted, they must either perform the arcana zephiura or tap into their own life force to continue using their magic. Absorbing too much energy from a single being will result in that being's death.
Miestophlys -- Daelgwyn term for 'sacrifice'. Allows Archdemons to revive one deceased person at the cost of their own life.
Daiest Volscanis -- Daelgwyn term for 'death pull'. Allows Archdemons to summon the souls of the dead for a short time.
Lustas Vyenkrail -- Daelgwyn term for 'land shifting'. Allows Archdemons to alter the shape of land masses.
Neneoire -- Daelgwyn term for 'memory'. Creates a translucent dome upon which one's memories are projected as if watching a movie.
Ystvola Kansevnya -- Daelgwyn term for 'unlock heart'. Occurs only when an Archdemon is pushed to their absolute emotional limit, though may occur when certain memories or feelings are triggered. Cannot be consciously used. Awakens the deadly being buried deep within the heart, essentially unleashing a bloodthirsty killing machine that resides inside of all Archdemons. Archdemons may remain in this state for years at a time. The berserk state takes away all magical restrictions, for the crazed being cannot be controlled. Back when Archdemons were still plentiful, should they enter said state, they were immediate killed. The darker half of the Archdemon may leak into the normal, conscious mind and personality, causing a 'split' and creating two different people.
Mnembaena -- Daelgwyn term for 'regeneration'. Allows an Archdemon to regenerate missing limbs, organs, and heal wounds rapidly, though larger wounds take longer to repair. Some limbs cannot be regenerated if lost. As long as one heart is still alive, the body will survive and heal itself. Also used as the general term for the time an Archdemon is in a comatose state after losing one (or both) hearts. The Archdemon can survive as long as the hearts are intact, even should they be separated from the body.
Eoin Colphynl -- Daelgwyn term for 'energy solid'. Solidifies the arcane energy in the air.
Katzviel -- Daelgwyn term for 'barrier'. Forms a barrier around a selected area to repel projectiles, magic, and sound. Can also be used to trap those things within the barrier.
Yyntesuina -- Daelgwyn term for 'dimension'. Creates black holes in space, though also allows one to reach into different dimensions to store objects or travel to Eircihlousse (though the link from the Archdemon homeworld to other worlds is currently severed and inaccessible).
Ckys -- Daelgwyn term for 'hex'. Must be combined with another word that explains the basis of the hex, such as 'nephen', or stop. Limitless possibilities.
Eymos Daealta -- Daelgwyn term for 'time distortion'. Essentially allows Archdemons to stop, reverse, slow down, or speed up time. Also allows one to travel to the past or future, though this use is forbidden strictly.
Arcana Neostalphia -- Daelgwyn term for 'arcane manipulation'. The general usage of arcane magics and abilities.
Arcane magic is, in it's bare bones, the manipulation of everything and anything. This includes space, time, physical and spiritual entities, land, sky, sea, and everything stuck in between. However, with this great power comes a strict set of laws and responsibilities; punishment is not lax for breaking the sacred code of conduct. The magic and abilities are fueled solely by arcane energy; should that energy cease to exist, so would the powers of the ancient Archdemons. New magics and abilities are surfacing daily, which makes the arcane arts the most unpredictable and powerful form of magic. Wielding it without proper knowledge spells a painful death.
Hindrances:
-Archdemons cannot see very well in the normal spectrum. Especially not in the dark.
-Seeing as an Archdemon is comprised of magic, if he uses too much, it can have serious after-effects, possibly fatal if over-done.
-Anything with anti-magical properties will almost definitely hurt an Archdemon.
-Ark has little of his own strength
-Some of his powers can weaken him exponentially.
-If his dark energy seal were to be broken, the effects could devastate his body.
-Break the oath and get broken.
((All credit to Luna Di Luce for her information on Archdemons))
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