Aradani Danise

From Solas Tempus DB
Revision as of 05:39, 21 January 2022 by Cyclops (talk | contribs)
Aradani Danise
Information
Played by: Bucket
Height: 5'3"
Weight: 98 lbs
Gender: Female
Race: Tiefling
Alignment: Chaotic Evil
Age: 23
Date of Birth: July 19th
Place of Birth: Kingdom of Adren
Eye Color: Pale Green
Hair Color: White
Figure: Aradani has the conventional hourglass figure, though she's on the thinner side with a small frame in general.
Occupation: Adventurer / Mercenary
Approved By: User:Cyclops
Status: Unapproved
Setting: Embers of Soteria

Aradani has a thin frame with completely green eyes, her pupils simply a lighter shade than the rest of her eye. Pink skin that darkens toward her hands, feet, and the tip of her tail. She has 2 horns, growing out of her forehead in a spiraled curve. Her tail is about 2, maybe 3 feet long. She wears a lot of jewelry, mostly silver. Necklaces, rings, bracelets, anklets, she enjoys collecting them and they just so happen to look great. The image provided only depicts her appearance, her clothing would obviously be much more medieval.

Generally, Aradani is a secretive individual by necessity. She keeps her private life to herself, but she isn’t an introvert by any means. She’ll deflect personal questions, usually with a joke or a question of her own. She’s approachable, if one can get past her infernal appearance. She prefers acquaintances to friends, keeping most people at a safe distance so as not to risk endangering herself or others. She’s very bright, one of the smarter Warlocks out there.

Special Abilities

  • Innate Magic User
Affinity for Infernal Magic / Necromancy
  • Communicate with Demons (Speak / Read Infernal)
  • Fire Resistance
  • Dark-Sight

Special Skills

  • Magical Training
Classically trained by the Royal Academy of Magic in the Kingdom of Adren.
Is trained in spell casting, specifically those coming from her patron demon Mendacious.

Spells

Adanari can only cast 4 spells in a short period of time before she requires a rest. She may continue casting spells, at immense danger to herself. See Theories of Aether for more information about side effects to the body of reaching beyond ones physical limitations.

Cantrips

Cantrips are different from other spells, they can be cast as often and as many times as needed. However, they lack the power to cause serious harm.

  • Eldritch Blast
  • Friends
  • Green-Flame Blade
  • Infestation
  • Mage Hand
  • Minor Illusion
  • Poison Gas
  • Prestidigitation

1st Level Spells

  • Arms of Hadar
  • Charm Person
  • Hellish Rebuke
  • Unseen Servant
  • Witch Bolt

2nd Level Spells

  • Cloud of Daggers
  • Crown of Madness
  • Misty Step
  • Invisibility
  • Shadow Blade

3rd Level Spells

  • Vampiric Touch

4th Level Spells

  • Elemental Bane

5th Level Spells

  • Commune with City
  • Contact Other Plane
  • Negative Energy Flood
  • Infernal Calling

Special Equipment

A pact blade, the mark of her attachment to her benefactor and the source of her abilities. It’s an ornately designed dagger, with gold engravings.

Background

She grew up with an inherent talent for magic, and was sent to study under various mages throughout her childhood into her teenage years. Around the age of 16, she found herself the apprentice of a court mage for one of the various lords of Adren. It was here that she began to learn about the darker arts of magic, and it was at the age of 17 that she gained a supernatural benefactor in the form of a demon by the name of Mendacius.

From here on out, she remained a close assistant and friend of the court mage, working with the man as they served their lord. Things were pretty alright, until suspicion of the court mage forced him to flee and leave Adanari behind. She couldn’t afford to follow, so she stayed behind until she was 20. It was then that suspicion of the people settled on her. Since she had some necromantic abilities, it was assumed the dead rising in the kingdom of Adren had something to do with her. A bounty was placed on her head, and so she left.

She’s been on the run ever since, taking refuge in the town of Whiteridge - about as out of the way as one could get.