+ Karl Thuzad +
Italicized information is 'inactive' during Arena matches.
Age: 78
Appearance: Karl is a seemingly frail older man, long bereft of the vim and vigour possessed by more recent generations. His form stands low at a diminutive 5’2”, which is further shortened by his nature to hobble forwards, using a rather large stick to keep himself propped up. When he is not using his stick, he has a tendency to keep it in the front of his pants, which causes it to seem like a mysterious (and ill-placed) bulge.
Natrelmon:
Gahara - 32 Level 60
Soelbe - 29 Level 64
Elbedin - 36 Level 70
Gifts:
Medium
Intangibility
Invisibility
Perfect Sight
Spells:
Rank X Blood Magic
Rank VIII Invocation
Rank VII Abjuration
Rank X Hydromancy
Rank X Pyromancy
Rewards:
- Invocation stuff
- 15,000N
- Five free grantable levels below level 30
History: Karl is a man who has long been obsessed with death and the process of dying - even as a child, he felt an unnatural pull towards the locations of beings that have died, and he soon discovered his connection to the spiritual world.
After this discovery, Karl felt a connection to Ghost-type Natrelmon, a sentiment shared by his estranged family, and he began to use his spiritual connection to attract the ghosts of Natrelmon to his side, be they Ghost-type Natrelmon, or simply dead Natrelmon not chained to this world.
Spurred on by the nature of the Ghosts and their urgings, Karl looked into rites to become a Ghost himself, but only found the legend of an ancient city, Rebena, that was the tomb of an ancient mage. Following his example, Karl took a pilgrimage to the ruined city and found what he was looking for - an ancient tome, with enough power left in it to complete the rites of Undeath.
When Karl’s estranged family, the Dama of Orin, were ousted by the Enyo family, Karl had finally completed his rites of undeath, and his spirit briefly passed over into the Void, before being spat back out into his old body. The essence of the void withered his once-healthy body, but in return, his spirit became immortal - it was simply a matter of biding his time until his body died, and his life could begin as an eternal watcher and companion to Ghost-kind.
While he waits for his body to fail him, he stands guard over the city of Armkfish, watching, and waiting.
Arena Description: Karl’s Arena is a domed building with four doors, one each in the cardinal directions. The interior of the Arena is mostly below the ground, as there is a pit three paces in front of the doors, and the interior is pitch-black. Unnatural light sources do not work while in the top-most layer of the Arena, and are dimmed in the pit below.
In the pit, Karl waits in the center, and has four permanent mirror images in each of the cardinal directions. The direction from which the challenger enters has its mirror image disabled. The mirror images will cast spells at the challenger, which light up the area two feet around them, but do 50% of the damage that they normally would if they hit.
+ Kayannah +
Italicized information is 'inactive' during Arena matches.
Age: 33
Natrelmon:
Aria - Level 60 Level 100 [Mythraxus x Void Tyrant breed, created by and named after Kayannah’s deceased wife]
Gifts:
Telepathy
Invisibility
Perfect Sight
Astral Projection
Essence of the Last Archmage - Kayannah's magic is so potent that it cannot be counterspelled, and spells of Rank V and below have no effect on her or her Natrelmon. She cannot be controlled by Blood Magic, her magical effects do not dissipate unless she wishes them to, and she can increase the power of any of her spells by up to 200% by using her blood as fuel.
Essence of Akasha - Kayannah's birthright is the power to utilise limited deep magic.
Spells:
Kayannah has Rank X in all Spell Schools.
Rewards:
- N50,000
- Secret Blood Magic Spell + Blood Magic
- Unlock Library Tome: Whisper of Arandin (Unlocks 2 spell schools or boosts one spell school by up to 3 Ranks)
History: Kayannah begun her life as the child of a prominent mage, the latest in a long line of powerful spellcasters, and from a young age was taught to nurture her magical talents by her father. As she grew older, more and more of her innate talent revealed itself, and by the age of eight she was among the most gifted of spellcasters that the world had seen. This garnered the interest of the Archmage Arandin, perhaps the most renowned and respected of the illustrious Archmages, and Kayannah's father made the first of a series of difficult choices: To send her away to train with the Archmage.
For several years, Kayannah's innate magical spark grew brighter than ever before under the Archmage's tutelage and guidance - but over the course of the weeks leading up to her sixteenth birthday, her power ceased to grow as it once had. After many rituals and arcane trials, the Archmage did not know what could have prompted such a dramatic shift of events, and so sent her to speak to her family in order to discern the nature of her sudden lack of growth. Upon returning to her family's ancestral home, she was shocked to find that very little had changed. Her father seemed more powerful than he had been when she left, as did several other members of her family, but Kayannah had only really had experience of her own overwhelming growth - she simply thought the progression of power natural, and did not even think to consider that something was off.
She decided to stay briefly with her family, having missed them in her training, and found that while she stayed within the residence, her power began to diminish. She confronted her father immediately, who brazenly revealed her to be the child of prophecy, whose blood was the key to a power linked back to a figure mentioned only as "the Scion of the Void". Naturally, she sought to fight back, but found herself unable to will her body to move. For the first time in her life, she discovered the perils of blood magic, used on her by her own family.
Her family were not cruel, and released her under the condition that she was not to attack them, but explained that her power would not grow like it had up until her sixteenth birthday - that power belonged to the whole family, they said, not just her. While Kayannah was not broken or heartbroken at the revelation, as most perhaps would have been, she experienced her first taste of betrayal, and her first taste of forbidden power.
The young Kayannah returned to train with the Archmage Arandin, not so much shocked or angered at her revelation as saddened that her power would not grow as it once had. The Archmage taught her the value of controlling her already excessive amounts of magical potential, and though her power no longer grew, her control over it grew as rapidly as her power once had. Within the space of two short years, Kayannah was as powerful as her tutor, and seeing no more reason to stay under his tutelage, she left to discover her own destiny. Her first decision was to learn the art of blood magic that her family had introduced her to, and though her tutelage was brief and gleaned only from scraps of knowledge, her mastery over it was quick. On her travels, she met several people with whom she travelled with for long periods of time - but most importantly was a woman named Aria. Aria had been abandoned in the streets of Orin many years prior - a fate not uncommon for orphans in that time - and had taken to travelling in order to survive. Kayannah and Aria had a chemistry between them immediately, and travelled together for the better part of a year before choosing to travel together permanently.
Kayannah and Aria began to train Natrelmon, and on their travels Aria found her own unique talent in life - she had a natural aptitude for breeding Natrelmon, and with Kayannah's powerful magic she had no trouble securing the location and funds she needed to begin her own farm. Over the years that they travelled, the two fell deeply into a love the likes of which they had never experienced, and after three years, decided to marry and settle down on the farm that they had secured. The pair bred many unique and powerful Natrelmon, both as a result of Aria's natural talent and Kayannah's powerful magic, and word of their talents spread quickly. Their lucrative business lasted only briefly, however, before the Great War broke out.
The pair were enlisted to fight for the East, and they did so for a great time, becoming closer in danger than they ever had in safety. Of course, Kayannah's luck began to run out on that day, as Aria was mortally wounded by a suicide attack meant to kill Kayannah. Kayannah's promise to her dying wife was that they would cross over into death together, but fate had other plans for her - her family's meddling in blood magic rendered her immortal, as a Seal of the Blasphemer had been created with her blood in order to divert her magical potential to her family.
Kayannah abandoned the war, and sought to destroy the seal that her family had created under any circumstances. Upon her arrival at her family's ancestral home, she found them all dead, save her father, who had consumed their hearts in order to gain blood magic that rivalled even Kayannah's. The pair fought for days, but both had been rendered immortal by the meddlings in blood magic, and when Kayannah was fully exhausted, her father protected the seals he had created with Kayannah's own blood, rendering her unable to dispel them, and hid them away that he might grow more powerful.
Kayannah, at this point, became obsessed with the lore of old, and using her monstrous power to obtain scraps of information wherever they might lie, she discerned the true nature of death: The Black Gate. It became her life's mission to rebuild the Black Gate, in order to fulfil her promise to her most beloved Aria.
Arena Description: N/A