Username: The Paradox


Character's Name: Koudelka Aluna-Iasant


Gender: Female


Age: Appears to be in her late teens to early twenties.


Race/Species: Ascended Aisling, and infused with Fae-blood.


Series: Koudelka, and Dark Ages


Reason person is on Gaia: Koudelka's got a wee bit of a problem. Her memory's all befuddled. At least, parts of it. She tends to end up in random dimensions, usually in times of trouble, before going on to the next realm. She remembers her name, and she remembers some details about where she's come from, and her psychic abilities, but other than that, all she can remember is her magic.


Personality: Koudelka has a very dispassionate and sarcastic personality, with or without her memories. She tends to look down on random acts of kindness, but she understands the hearts and souls of the forgotten, downtrodden, and weak, which is why she usually doesn't help them if they can solve their problem on their own. She firmly believes that others should elevate themselves up and learn to survive and get strong. Still, she might do something nice when others aren't looking. When her normal personality is achieved, and all of her memories in place, Koudelka is a worshiper of the black void, called Chadul in the realm she's been living in, and believes all life should return to 'nothing' and begin anew for a peaceful age. To her, humanity, or rather, all sentient life as it is now, is a plague and should be nullified. However, she doesn't believe that everything needs to end forever, and a new beginning is necessary for the good of the universe. Koudelka dislikes people intensely, as she knows most of them are out for themselves. She does however, understand that in the end, it's more useful to her to make sure there are people in the world, at least at the moment. She isn't heartless, but she's not necessarily a happy person either. The only exception in her behavior is that Koudelka is particularly protective of two things; the fae, and children, especially abused children.


Appearance: Koudelka really doesn't look like much when she's not dressed for magical warfare. Usually she wears normal clothing, at least, if the sexy outfits she wears can be called normal. There are times she garbs herself in her Mastery gear, but this is fairly rare, as she considers her own power great enough that she doesn't need the amplification powers of her Grandmaster outfit. Koudelka's Grandmaster gear cosists of a gem-topped silver Hy-brasil staff, A grandmaster mystic cloak, and a mystic cap (to be described in detail under gear). Otherwise, she usually wears simple black semi-revealing outfits, usually with stockings. Her body is a tool like her magic, and she uses it accordingly.


Background Story: Koudelka was born to two normal parents in Wales in the early 1800's. The child was born with a powerful gift; the ability to hear and see the spirits of the dead, as well as sense unnatural things. The superstitious people of her village, including her parents, chased her out of her home at nine years of age, leaving her to fend for herself. She was found by an old Gypsy medium in London, who raised her and trained her in her gifts until she died three years later. Left alone again, Koudelka survived by learning, using people for what she knew they wanted from her, and in turn, getting what she wanted from them. The reality of life left the young woman bitter at an early age, and resigned to the fact that nobody will do anything for you if nothing's in it for them. With this ideal in mind, she became a medium that aids spirits in need, for spirits must be put to rest, to be able to sleep. Unlike humans who live on and take, ghosts have lived their lives and deserve some repreive.

Telling Koudelka's entire story would take far too long here; suffice to say that in her time she saved quite a few lives and even had a child of her own. But when she reached a certain age, after a certain event in her life, there was a change. Koudelka had reached her fourties when it happened. It was the early twentieth century. Her power was sought out for by a being of incredible might who made women into his pets and harem girls, called only the 'Charm Lord'. He was a type of fae, or so she was told, referred to as 'Mystic', though in truth he was a unique kind of Unseelie fae from an ancient age, a Tuatha whose power centered around seduction, pleasure, and domination. They fought to a standstill, but on the last spell, there was a calamity. A rift in dimensional space opened, and Koudelka was thrown through it. Not only was her memory erased, she was assimilated into this world, born anew, as a new child, but with much the same fate. This time, as she grew, she became a pirate, and plied her trade as a rogue before meeting the love of her life. Their story is too long to tell here, but her beloved was the son of the being that had come to take her away. By their combined power, they deposed his father, allowing him to take up the mantle.

As they lived happily for some time, Koudelka had two children and had been made relatively immortal by her husband's blood. However, in a battle with a great elemental spirit in her birth land (at least in that dimension), of Medenia, she was again thrown through a rift in dimensional space, her memories lost. However, this time, with her enhanced perceptions, she found the cause; a curse that had been lain on her from an old enemy that had been dormant, but awakened in her fight with the previous Charm Lord. Determined to not be reborn again and lose everything she'd fought so hard to love, she tapped into her homeland's power and blasted her curse away before slipping into unconsciousness. As she awoke, she realized she couldn't remember anything. Well, most anything. She knew all of her spells and techniques. She knew her name. Her personality was the same. But everything else was a fog. She knew she had someone she loved..but the face, the name, were blurred. Determined to make her way home, she has since skipped across dimensions since then, losing her memories of each time she does, but remembering one thing. She has a home somewhere, to go back to. She will find it.


Job/Occupation: Koudelka is a medium and exorcist by occupation. She exorcises spirits at unrest, and also finds objects for people


How does your character know about the Crisis?- In truth, Koudelka doesn't so much know about the crisis itself, as she knows that there's a frightened spirit calling out for help somewhere. She's heard this spirit crying for someone to save her, and she arrived in this dimension to not only that sensation, but the sensation of thousands and thousands of other souls calling for help, to free them. As a medium who serves the interests of the spirits as opposed to people, remembering that much, she's sought out the source of the dissonant cries.


Siding: Koudelka sides with the 'light side' for the most part, though she does so only because it's the only way to save all the spirits that are caught in transit. She really cares little for Gaia itself as a place, or any of its defenders, and she will take any means necessary to do what has to be done, and walk on whoever she has to in order to reach the height she needs to get to. For the most part, Koudelka is an anti-hero.


Powers/Abilities: Koudelka uses Old Magick, spells from a time long ago. The spells have names in another language, and are considered incantation-type spells, requiring a chant, or at least time to gather based on their strength. The more powerful the spell, the longer it takes, with some exceptions. The list is really, really long. Typing them all here would make the sheet really really long. Suffice to say they are based off the elements of Fire, Water, Air, Lightning, Earth, Dark, and Light. There are other spells that have no category, such as buff spells, teleportations, and barriers. Spells also require energy, and Koudelka has her own reserve of magical energy. It is replenished in the normal ways, but there are also abnormal ways to replenish her magick if she has to.

Koudelka knows herb lore, and at one point, was skilled as a rogue. She is able to detect and disarm traps, as well as set traps, including magical ones, and work with poisons and other rogue items. She can identify magic items and active spells by study, and can sense the presence of magic. She has no way to resurrect the dead, but she does know some necromantic spells, mostly in the realm of summoning the undead rather than raising corposes. These are undead from the negative energy plane, specific types. Koudelka is also an expert in Dowsing, being a top-level medium, and is able to banish and destroy evil ghosts and demons, while giving rest to good ones. It is said her psychic presence actually makes many spiritual beings shake in fear when it is fully out and active. Thanks to her husband, Koudelka also has several of the Tuatha's gifts, the powers of the fae and ancestors, and she is able to speak with the trees and animals, as well as sense fae magick. The actual total level of Koudelka's power is unknown by those who don't know her, as she can keep it heavily concealed, but to be blunt, she is an archmage of her world, one of the strongest, on top of her psychic capabilities, fae-infused blood, and sheer determination. Probably one of the ten most dangerous people in any world she lands on.


Weaknesses: Despite all the power she has, and her Tuatha-infused blood, Koduelka is still mostly human, physically. As a former rogue and a sorceress, she is very fast, dexterous, and smart, but her muscles were not built for heavy fighting. She has a great deal of stamina, and can take a lot of damage due to her forcibly mixed heritage, but the actual blows themselves, unless contained and reduced by defensive magic, are not too much different than on a normal person. Koudelka's fighting style, if she is forced to enter melee, is based on speed rather than power, and unless she is heavily amplified with buffing spells, she can't do too much damage with her hands or weapons. Even at that point, the duration is very limited. Koudelka supplants her weaknesses by casting at a distance, or buffing herself with many magics. If this fails, she falls back on her stamina increasing gear. Koudelka also has a bit of a weakness in the fact that she hates to overexert herself; in truth, she's quite lazy and gets bored with fighting. Unless her life is in real danger, the situation is dire or someone she favors is facing death, it's highly unlikely she'll use any spell that exceeds Class-4.


Gear: Koudelka carries her Grandmaster Regalia, consisting of a black and red cloak and golden garb, a similar golden feathered cap, and a hy-brasyl staff with a deep blue gemstone atop it, and lapis lazuli inlaid black leather greave-attachments on her thigh high boots. Each piece has a specific function when worn, and when worn as a set, has additional benefits. Though she does not wear anything but the greaves on a regular basis, for the necessity of them being known, they are listed below.

Enchanted Magus Orb Staff - A gift from Aoife as proof of her Mastery, then enchanted further when Koudelka reached Grandmaster status. When held, the staff increases the power of Koudelka's spells by 25%, and grants her +10% mana. Also, it reduces the spell incantations required by a large amount. The staff must be held in a hand to use its effects, or 'wielded' with telekinetic power. Simply carrying it on one's person will not activate its powers.

Grandmaster Mystic Cloak and Garb - Given as proof of her Grandmastery in magic, and her defeat of the Tauren Creant. Counted as one item. When worn, the cloak and garb provides Koudelka +15% more physical stamina. It also grants her 10% spell resistance.

Grandmaster Mystic Cap - Given as proof of her Grandmastery in magic, and her defeat of the Shamensyth Creant, The cap provides Koudelka with more power, granting her a boost to stamina by +5%, +12% mana, and 10% spell resistance.

Grandmaster Mystic Greaves - Given as proof of her Grandmastery in magic, and her defeat of the Medusa Creant. Powerful spell-laced greaves laced up the leg to the thigh, that function more like boots with no feet, and padding and gem inlay than actual greaves. However, they do fit over actual boots if they are worn. They increase stamina by 10% and mana by 10%, and provide 20% spell resistance.

When worn as a set, the total bonuses conferred by the three pieces base grants Koudelka +32% mana, +30% stamina, +25% spell power, and 40% spell resistance. As a set, they grant an additional bonus to her abilities in the form of +25% more stamina, +25% more mana, and +15% additional spell power. This allows for a total gain of +57% mana, +55% stamina, and +40% spell power overall. Also gained is a 30% damage reduction to all elemental damage spells and effects excluding light and dark damage, and the ability to cast all spells below Class-5 magics without any incantation. Also, her mana expenditure on all spells are reduced by 10%.

Additional Gear: [Note: Only one belt may be worn at one time.]

Jeweled Dark Belt - A belt that reduces damage from dark and elemental sources. When worn, damage from dark element attacks are reduced by 75%, and Elemental effects are reduced by 30%. However, light element attacks against the wearer deal 50% more damage.

Jeweled Light Belt - A belt that reduces damage from light sources. When worn, damage from light element attacks are reduced by 75%. However, dark element attacks against the wearer deal 50% more damage, and elemental attacks deal 25% more damage.

Water Spirit Earrings - A pair of earrings that slighly increases Koudelka's power, from the Water Spirit in her homeland of Medenia. Adds +1% mana and stamina, and +2% spellpower when worn.

Mithril Boots - A pair of boots with mithril inlays and overlaid with various enchantments from a bygone age, found in the ruins of Chaos. Adds +10% mana, +10% movement speed, and 10% spell resistance.

Amorphous Gauntlets - A pair of silvery gauntlets that have the ability to change their shape and appearance. They grant a +10% mana increase, and 10% spell resistance.

Ancient Necklace of Water - An ancient and powerful relic, one of the mightiest of Medenia, a royal treasure of Hwarone gifted to her by the Emperor before she left Medenian soil. The tides themselves swirl within. Increases the power of water elemental magic by +75%. All water spells cast by the wearer have their Class increased by one in terms of power. Increases Mana and Stamina by +25%, increases spell power by 24%, increases stamina regeneration by 50%, and grants 10% Spell Resistance.

Divine Love Ring - A magical ring that was given to her by her forgotten love, and the bond it spans, even across dimensions, is what allowed her to remember she even had a beloved. It adds an additional 20% spell resistance.

Veltain Queen's Ring - A ring taken from a Veltain Queen, an insectoid race who has lived for many ages. The ring is powerfully enchanted with many old runes. It increases the wearer's stamina and mana by 10%, slightly increases the strength and natural durability of the wearer, and adds an additional 10% spell resistance.

Dark Ring - A Dark Artifact, one of the most dangerous and evil items on the face of Koudelka's homeworld. Discovered by following the notes of an ancient demon lord, and reforged in black flames within the void, the Dark Ring as an item itself only adds 10% spell resistance. However, the Dark Ring allows the use of the spell of the void; Using its unique power to drain the life and strength of an enemy is exhausting to the user; using it more than once in a 24 hour period is usually fatal.

Total Spell Resistance: 90% vs Class-1 magic.

Demon Sword Sacnoth - A relic from a civilization long since dead, eons even before the fae and their kind came to be, before even the first dream. Sacnoth in appearance is a single huge piece of obsidian vaguely shaped like a sword, with a sharp point that tapers down as the handle. Though it may seem that gripping it would cause one to get cut, if one has magical abilities, or is able to cast spells, they can hold it. The weight of the sword to the wielder is proportionate in reverse to their level of magical ability. A powerful spellcaster would hence find the sword incredibly light, while an apprentice would find it massively heavy. In the hands of an accomplished magician, it amplified magic to near-cataclysmic destructive levels, and allows the casting of spells of any Class without any incantation at all; a swing of the sword can launch a spell, or it can be focused on a single target by striking them with the sword. While holding Sacnoth, if she so chooses, the spellcaster can add an effect to herself, and she gains a surge of physical strength and speed, and an undeniable killing instinct against her enemies. When this property is activated, the weapon takes on the shape of a true, massive black sword, composed of an unknown and incredibly dense metal. The weapon is heavy enough by virtue of its mass alone, it can cause small craters in the ground with a single strike without any real force behind it. All this does not come without cost, however; if the sword is activated for the purpose of physical combat, it puts a constant drain on the wielder's mana and physical health and stamina.

Overuse of the weapon can cause fatal results. No wielder in memory (Discounting the original creators, of whom nothing is known), has ever been able to use the sword for more than fifteen minutes, the record-holder being Koudelka herself. Demon Sword Sacnoth increases the spellcaster's spell power by 500% by channeling it through the weapon, allows the casting of any spell with no incantation, and allows the caster to shape their spells in regards to amount of target or area of effect as they will. Only their imagination is the limit, but spells stay within their overall general forms in terms of element and pre-amplified level of power before channeling. The sword is also capable of 'consuming' incoming spells and energy forms, and disperses them while feeding the wielder's mana (But not her stamina or health). Physical strength and speed are modified anywhere from five to fifty times normal depending on the power and will of the wielder; however, the stronger she becomes, the faster she burns up. When fully active, Sacnoth puts off an incredibly dense spiritual aura of menace and destruction; it's obvious the sword was meant to be a weapon of a dreadful warlike race, and lesser beings in its presence may even lose their souls to the aura. Some say it even has a partial mind of its own.

The longer one leaves it unsealed, the harder it is to seal back. Koudelka has mastered most of its secrets, but even she doesn't have full control of the weapon to the point where she underestimates its abilities. The sword has a 'consciousness', and eats away at the conscience of the wielder, but it has no real 'intelligence' as one would define it; the aura of the sword has intention and purpose, but the weapon is not alive per se, and cannot speak or communicate.

[Explanation of Spell Resistance]: Spell Resistance is overall resistance to magical spells of all types. Spell resistance as a number however, is slightly more complicated. Spells in Koudelka's realm come in 'classes', which is a reference to power. A Class-1 spell is essentially the lowest level spells, while Class-5 spells are the highest level spells that most mages learn, though they are not the strongest spells in truth. In Koudelka's world, spells reach up to Class-9, also referred to as 'Planet Busters'. Spell resistance has a chance as a base number to entirely negate magic coming against the person with the resistance, based on that power level. So, 100% spell resistance is 100% resistance to Class-1 spells, 90% resistance to Class-2 spells, and so on. Therefore, someone with 100% Spell Resistance would be 50% resistant, or have a 50/50 chance to shrug off even a Class-5 spell, which is often called a 'City Block Buster' type spell. A spell beyond this capability drastically reduces the reduction based on sheer power level; a Class-6 spell or beyond against someone with 100% Spell Resistance would only have a 25% chance of being resisted, as the 50% would be cut in half in that face of that level of power. A spell resistance of over 100% is possible, though, with the reductions remaining as documented above.