Let us have a look at the characters currently at the center of the story of The Prophecy, just for a little more context. I will start with my own “player characters” that I will prefer to use for narrative point of view when applicable, though it should be noted that I also “play” NPCs and, preferably in Harbinger’s voice,
assume direct control of other or new characters as the RP calls for it.

What one might call my “main character”, who has been in the story from the very start and has always been an integral part of the main group of companions, Jaelnec is a
nightwalker; a human-like creature with somewhat longer lifespan, slower maturation and black eyes that are extremely receptive to light, allowing them to see in all but perfect darkness, but also makes even moderately bright lights painful and blinding to them.
Having acted as the leader of the group for some of their adventure, Jaelnec is a squire of the
Knighthood of the Will, an extinct yet storied order of exceptional warriors. He is an extraordinarily skilled swordsman and knife-thrower, possessing different techniques fit for fighting man and monster alike. He is capable but inexperienced and naive, being only twenty years old, and is haunted by insecurity, which caused him to give up leadership of the group.
He possesses a cuirass of ghiril, a light, flexible and durable metal that protects his torso from piercing or cutting attacks but less so from blunt force, and a sword of Sartal, which is nigh indestructible, inhabited by the soul of a deceased dragon called Roct. He is quick, strong and has been taught many things of the various monstrous and supernatural beings of the planes, to better fight them when they threaten the innocents he is sworn to protect.

Olan is also a nightwalker from the main group, though significantly older than Jaelnec, and is for most part an unknown to the companions and himself alike. He recently lost all memory of his past, and though memory recent events returned quickly, his more distant memories continue to elude him.
Fancying himself an “explorer extraordinaire”, Olan is no fighter; he bears no weapons and typically retreats out of the way in battle, though he has proven willing to put himself in harms way to protect his friends. He is a kind and patient, if quirky, man, and always have words of encouragement for anyone who need them.
Remarkably, he does possess one ability that sets him apart from the rest: for reasons not even he understands he wields the primordial language known to some as the
true words, a language from which all other languages were derived. This allows him to speak any language fluently, to understand and communicate with anyone, even animals, and to speak words universally understood by all at the expense of magical energy. More remarkably, the true words function not only as the base of the mundane languages, but also the languages of magic; though demanding incredibly huge amounts of magical energy, they allow the user to command reality to bend to their will. If someone commands another to die in true words, they die. Whether Olan would actually do this is doubtful, however, since it is all but certain that using the true words like this would kill him.

Lastly there is Gerald Glass, the exiled step-son of Count Remdal of Zerul. Physically feeble and with fragile health at best, Gerald is a capable arcanist and necromancer, specializing in delicate control of magical energy. Once taught by agents of the Black Tribunal, a sinister coven of practitioners of the outlawed art of necromancy, Gerald betrayed them and set out to use their powers for his own purposes: preserving the world at any cost, and ultimately trying to resurrect his late wife and unborn child.
Gerald is a grim, pessimistic and pragmatic man for whom smiles are hard to come by, and even then they are usually derisive, sarcastic or wicked. Despite his ungainly personality, Gerald has a genuine desire to protect all things, even if he does so on a different basis than Jaelnec; whereas Jaelnec wants to save everyone in the most humane way possible, Gerald believes that ends justify means and that sometimes the few have to be sacrificed for the sake of the many. This is made manifest by the fact that he is one of the only people to have survived contracting the Withering, but rather than having cured himself he has gained dominion over it, using the plague to drain magical energy from others, killing others to replenish his own magical power.
Originally a member of an offshoot group narrated for the sake of a player who has left the RP, Gerald is not currently engaged in the immediate story of The Prophecy, but was engaged in a hunt of a human cult-leader possessed by a demon lord, as well as a quest to end the Withering.
Next, the players’ characters:
Shienvien
Aemoten
A Sekalyn (made by Shienvien) from the southern lands of Balazth, Aemoten is a member of the caste that his countrymen name what can only be translated as “warriors”, and is someone who not only was trained hard and long as a potent soldier, but also has the benefit of a longer life than should be humanly possible. Due to a bargain made between his mother and the deity Koraakan (made by Shienvien) to bring Aemoten back from the dead, Aemoten no longer ages with time and, regardless of how badly he is wounded or even if he is technically killed, he always regenerates, albeit only at the rate ordinary humans would, making death highly inconvenient still, potentially taking him out of action for decades.
Having always been a part of the main group of companions along with Jaelnec, Aemoten was the natural choice for a successor when the nightwalker chose to abdicate leadership of the group, and he has been the leader ever since. He exhibits incredible self-control and both physical and mental constitution when necessary, demonstrating high discipline and strong will.
He is a skilled and powerful swordsman, wielding a black sword that time and use has rendered practically impervious to magic, and has undergone specialized conditioning that causes him pain or outright kills him if when subjected to mind-affecting magic. He is accompanied by his horse and a foreign beast called Etakar, a dekkun (made by Shienvien) that is big, strong and with almost human-like intelligence.
Domhnall MacRaith
One of the éireannach (made by Legion X51), specifically the so-called forestfolk of the race, Domhnall is another foreigner who speaks with a much more noticeable accent than Aemoten, is less disciplined and arguably more charismatic, and who is generally more likely to get curious about things than he is to feel intimidated, even if he is appalled at just how fearsome things have come after the companions in the past.
He is a hunter, not a warrior or any sort of likely champion, with little to no experience fighting anything but mundane animals. He fights using either his crossbow, a spear or, in a pinch, one of his knives.
Sir Yanin Glade and Jordan Forthey
Though they have not yet encountered the companions, these native Rodorians have not played much of a role in the RP, but this is likely to change. Both are human, but whereas Yanin is a knight from a respected family with significant holdings, known for their prowess in battle, Jordan is a mere son of a farmer who became Yanin’s squire. Yanin is a formidable and well-rounded warrior, capable of wielding his mace, halberd, bow or sword as the situation demands it, and is teaching Jordan to fight, though the squire has yet to manage to win a sparring match against his master, even armed with a spear against the knight’s bare hands.
The two are accompanied by two horses for transportation and for carrying their equipment, but more notable is Yanin’s passenger, something until now referred to only as a “void beast”. This void beast apparently has dominion over Yanin’s dreams and is seemingly weakening his soul, while at the same time disrupting magic near him. The void beast is considered a problem and Yanin is determined to learn more about it and its purpose with taking residence within him.
Legion X51

Another of the éireannach like Domhnall, though of the highlanders rather than the forestfolk, Iridiel Taileflaith Caomhánach was exiled from her people for killing an official meant to apprehend her upon discovering her affinity for magic and has been traveling since, and as such has very little knowledge of the Rodorian language. She seems somewhat meek and with dubious constitution, but has strategic value through her being “Marked” by the deity Sulis (made by Legion X51), giving her significant powers of healing and the ability to periodically call lightning.
Aside from having travelled with Domhnall since her exile, the two of them are now with the companions and have shown interest in undertaking the task of ending the Withering. She is also accompanied by a tame wolf and carries two small crossbows, a sword, a dagger and a hand axe.

Encountered by the companions only recently, Angora is currently the youngest in the group at the age of nineteen years, yet is viewed some mixed feelings as their introduction to her came through her attacking the group. Formerly the henchman of a Zerulic crime syndicate known simply as “the Firm” (made by Legion X51), Angora failed to report back after being assigned to steal an artifact being smuggled across the country. This artifact was what Angora has simply named the Black Sword, which is a weapon with the property of being a ceaseless siphon of magical energy from the Spirit Realm. Something else unfortunately got caught by the sword as well, however, and when Angora claimed the weapon she quickly melded with what is generally referred to as an “outsider”. Melding with the outsider drove Angora insane for a long while, and for months she lived in the wilderness, attacking and killing those who came near, until she attacked the companions and Iridiel managed to restore a semblance of calm and sanity to the girl.
Though her skill with her sword is unimpressive and she has no real way of taking advantage of the limitless magical energy supplied by the Black Sword, Angora fights with an almost feral ferocity that turns into an almost blind frenzy under the influence of the outsider, ignoring pain and fatigue and stopping at nothing to maim and kill her opponents.
ASTA
Ajanok'Tez, or Claw
Another currently somewhat tentative member of the companionship, Claw is a del-korm (made by ASTA) from the distant island of Malkor’Kurz (made by ASTA) and a practitioner of the magical ability known as the Echo (made by ASTA). A fur-clad, mildly wolf-like hulking creature that stands twice the size of even tall humans, Claw is a brutal fighter that fights with tooth and claw, using raw strength and ferocity to rip opponents to shreds.
For Claw the Echo manifests as the ability to manipulate sound, enabling him not only to use sound as a weapon but also for subterfuge, to silence what he does not want heard, projecting sound to distant places or mimicking sounds he has heard before. The Echo comes at a high price, however, for it is fueled by the life force of other creatures; Claw must absorb the life force of subdued prey to continue to wield this terrible power.
Biscuits, formerly cthulu
Thaler
Thaler is a naturally occurring half-nightwalker, half-human crossbreed known as a
daywalker, which means that she was born with nothing but sclera on the exterior of her eyes, meaning that she has no pupils to see through and is effectively blind, with completely white eyes to contrast the totally black ones of pure-blooded nightwalkers. A long-time member of the group, Thaler is a former thief once infamous in Zerul under the moniker of Black Sun, though the companions, once they learned of her prior profession, convinced her to leave this life behind. Aemoten is in love with her and is fiercely protective of her.
Beyond the skills one might expect a thief to have, including a perhaps unexpected proficiency with lighter, dexterous bladed weapons considering her blindness, circumstances have left Thaler with her share of curses and blessings. Due to the deity Rilon taking interest in her at an early age, Thaler has been given gifts that persist even if she is now free of the god’s influence. One gift is the ability to use echolocation to perceive the world in a way beyond what others might, and another is what Olan identified as being bastardized and flawed true words, capable of issuing orders like perfect true words, but only to influence creatures mentally, and only how the recipients of her words interpret the command. Unknown even to her she is also under the protection of Rilon’s divine intervention, allowing her to either make one request of the god or to cheat death a single time and be returned to life.
Much has happened with Thaler as of yet, from her discovery of Rilon being her malevolent influence to her agreeing to become his champion and mortal instrument, to finally betraying the god and using the gifts he gave her to enslave him to another god, Koraakan. Events have left her deeply mentally and emotionally fatigued, and she and Aemoten have temporarily segregated themselves from the rest of the group to recover.