Characters: The Descended
This page contains a complete list of characters found in the Webcomic
, The Descended
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Argus, Aria, Davos, and Sasha.
are the main protagonists of The Descended, lead by their founder, Argus. All of them are fairly powerful for their levels, making them a force to be reckoned with as they go saving (or destroying) the land. They're not exactly what one would expect from a "hero", having that status simply because they are the main focus
of The Descended
Despite their many flaws and lack of traditional heroic qualities, however, they are basically average adventurers who just so happen to have had bad lives. In the end, even though they all are unique in their traits, skills, powers, and backstories, they share a common interest:
Unwilling and incapable of settling down, they live for adventure, all with the ultimate goal
of becoming the most powerful person they possibly can be...that is, if they can survive.
"Hey, it's not my fault I was Nerfed on the verge of Omnipotence!"
Argus, a Master Joat, the founder and team leader of The Outcasts. Despite controlling all the elements and classes, he has a strong affinity to lightning magic
because his original class was Storm Mage. He is a rather experienced
adventurer, having been around for ages, a fact not reflected by his level. The reason why is because he once was on the verge
to becoming a God
. However—while his friend and traveling companion Hank made it in—the Balance of Power
between Good and Evil would've been too disrupted had Argus also joined, so he had to be Struck Down
to the Netherworld—while by no means a bad existence, Argus did not want that kind of afterlife, so willingly was Nerfed
, Descending back down in desperation. Needless to say, he was not amused
, and now seeks vengeance, ultimately hoping to achieve Ascension again—this time, however, as bad.
Aria L. Fulor
"Rogues are inheritantly manipulative. They cheat, they steal, they rob, they lie, they backstab, they run, and in general, they do whatever they need to in order to live. Lawful Good characters are honorable, bound to uphold the law, and do what’s right. The two do not mix well."
A Rogue who made a bit of a poor alignment choice
which cost her life. Unable and unwilling to move on to the Netherworld, she decided to linger around the area she died in as a Ghost. When Argus found her, he offered her an Amulet of Solidification
allowing her to interact more physically with the mortal realm and out of gratuity, she joined him. She was the one Argus found first in his recruitment effort, and is therefore his second-in-command
. Like Argus, she hopes to get to a high level—to regain her mortal form without the aid of the Amulet.
- Back from the Dead: Her goal.
- Boy Meets Ghoul: Kind-of. Argus encounters Aria before any of his other recruits, offering her one of his many items, the Amulet of Solidification, which allows her to continue adventuring with him.
- Conveniently an Orphan: A small part of her backstory, which is never brought up in the comic because it's unimportant.
- Cute Ghost Girl: Her Amulet of Solidification allows her to interact with people normally, while retaining all the neat Ghost Tricks.
- Ghostly Advisor: To Argus.
- Ghost Pirate: Ghost Rogue, but close enough.
- Honor Before Reason: What caused her death. She is quite a bit more reluctant to do it now, to say the least.
- Humanity Ensues: Her Amulet Of Solidification allows her to interact with people physically. She'd prefer not to rely on its strength and be able to do it on her own power, so her goal is this.
- Lawful Good: Technically, her alignment choice. She tends to cheat a little more than her alignment should allow her to.
- Leitmotif: "Not Exactly Casper".
- MacGuffin: The Amulet of Solidification is a significant one.
- Morality Kitchen Sink: Her alignment is supposed to be good, but being a Ghost has left her alignment a little...debatable. Being with Argus certainly doesn't help.
- Our Ghosts Are Different: They're incapable of interacting with the physical world (touching things), but things like talking and visibility are no problem at all. Their heads are slightly larger, their feet are smaller, and they're semi-transparent, but they're otherwise still human-like. This is why simply giving her the Amulet of Solidification is enough to make her appear to be (almost) human. She still retains all of her ghostly powers, though:
- Invisibility: optional.
- Phasing through things: default state; she has to have the Amulet of Solidification to interact with the physical world, but it's not stuck always on.
- Non-Elemental magic.
- Limited telekinesis.
- Non-Darkness-based Illusions.
- Non-Water-based Manipulation. (Possession.)
- Dreamwalking, though she tends to prefer not to.
- Levitation—abused all the time.
- Environmental Manipulation—limited, but her mood has an influence on the general atmosphere.
- Sliding Scale of Idealism Versus Cynicism: firmly on the cynical side, to the point where many question if she is Lawful Good at all.
- The Combat Pragmatist: She is a Rogue, after all.
- However—due to her Lawful Good alignment, she doesn't always fight this way. Just most of the time.
- Undeath Always Ends: And she'd prefer for it to be pleasant, rather than miserable.
Davos T. Vedmir
"I don't enjoy being a 'good vampire'—we're considered wimpy compared to evil vamps. We're expected to hunt animals, and it's a miracle that the sunlight does' harm most of us. I was just born this alignment. Unlike humans, it can't change, no matter how much I hate it. Who wants to rely on donors? I want to go out and suck blood!"
Davos is a Pureblooded Vampire
Storm Paladin who wields a Double-sided bladed staff
, and is therefore the main combatant of The Outcasts. He's an Orphan
, sent to The Academy
where he received bad treatment
which influenced his general outlook on life. He came along with Argus because Argus traveled with "The Most Powerful Vampire in the land" and can teach Davos how to use his abilities.
- Being Good Sucks: Especially since he is compelled to do good and cannot change his alignment.
- Blade on a Stick: His weapon's a staff with a double-sided blade on each end, with a small core which can have blood run through it. It's the signature weapon of The Elite from his academy.
- Blessed with Suck: A bit literally. That aside, Davos sees his alignment as this—it's meant to be a blessing, but Being Good Sucks.
- Blood Lust: Has it, but needs to rely on donors.
- Conveniently an Orphan: Made one at an early age even by human standards—for a vampire, it's even younger.
- Cute Little Fangs: Has them. He would prefer them to be a different trope...
- Eerie Pale-Skinned Brunette: Less so than normal, both in-universe and out. Out of universe, him being a sprite limits the effect. In-universe, it's because adventurers being unusual is considered the normal, and people don't give him so much as a second thought once they know he is one.
- Evil Tastes Good: He thinks so, but can never know for sure.
- Fangs Are Evil: He wishes they were.
- Fantastic Racism: The Academy actually had no issue with him being a vampire—that was fine, to them. What they had issue with was the alignment he was born as.
- To elaborate, The Academy publicly looks to be a normal facility, but is actually run by evil masters, so all the students of positive alignments go insane, all the students of negative alignments are rewarded well. Since Davos is a Pureblooded vampire, that means that he's immune to the insanity and control they'd normally exert over his alignment, making him a threat.
- This is also the main reason he is dissatisfied with his alignment as demonstrated by the quote—due to the negative experiences he had in The Academy, forced to be an alignment frowned upon and immune to the side-effects.
- Friendly Neighborhood Vampire: But not by choice—his alignment forces him to be one.
- Glowing Eyes of Doom: Red eyes, but nobody really cares—it is a fantasy setting, after all.
- Healing Factor: His 150% Endurance bonus offers this.
- I Hate You, Vampire Dad: Sort-of. He doesn't remember his father and holds no ill will against him. He is, however, rather displeased with where he got sent with his birth-alignment; the two did not mix well.
- Leitmotif: "Not Exactly Edward". (Sensing a theme?)
- Made of Iron: His 150% Endurance bonus is this.
- Mind-Control Eyes: A Pureblood-exclusive ability, using a variant of Water Magic's manipulation of blood. He doesn't use it much, both due to lack of mastery, not wanting to rely on vampire tricks (in case he encounters a Vampire Hunter), and his alignment.
- Naïve Newcomer: Davos's emotions control his Wisdom Score—the difference between him being this and a Wise Sage with knowledge and experience far beyond his years (due to The Academy). He tends to be this more often than not.
- Neutral Good: Much to his chagrin, this is his alignment. Unlike humans, it's locked in for good, meaning he is compelled to do good whenever he can, even if it goes against what he feels like would be best for himself. This also made him immune to The Academy's control, making him a threat.
- Our Vampires Are Different: Vampire structure is quite complex, but Pureblooded Vampires are about as strong as they come—immune to daylight, require minimum amounts of feeding, can digest limited amounts of human food, immune to holy weapons, unaffected by water, maximized strength and speed, more vampiric abilities, etc. Unfortunately for Davos, he doesn't know how to use most of them.
- Skilled, but Naïve: Definitely skilled, and his emotions can leave him slightly naive at times, so fits.
- Sliding Scale of Idealism Versus Cynicism: Since he can't change his character alignment, he does the best he can with what he's got, firmly on the cynical side of the scale.
- Sliding Scale of Undead Regeneration: Type 4, due to being a Pureblood.
- Sliding Scale of Vampire Friendliness: Being a Pureblood vampire whose alignment is permanently locked as Good, Davos is pretty high on the list.
- Super Senses: Has a 150% stat bonus to Instinct.
- Super Speed: Has a 150% stat bonus on the speed stats.
- Super Strength: Same bonus also applies to the Strength and Endurance stats.
- Training from Hell: The Academy was rather nasty to him. He learned almost all of his abilities (not using his vampiric side) from there and became quite the powerful Paladin due to his training, but he was rather miserable.
- Undeathly Pallor: He's drawn as white not out of artistic laziness, but because his skin is pale.
- Vampire Bites Suck: Or rather, techniques used by a vampire are extremely powerful—Drain5 is not a 'bite': it's worse.
- Vegetarian Vampire: But not by choice.
- Your Vampires Suck: Davos does not take kindly to the Friendly Neighborhood Vampire depiction of his kind—even though it's true, he still hates this kind and would much prefer if he was another.
Sasha Gold Oblong
"Goblins are clichéd. Always Chaotic Evil
? Been there, done that. Not Chaotic Evil
, but perceived that way? Seen it before. Tragic past where a friend died at the hand of a Warrior? Certainly not new. Since I can't stop myself from being clichéd, might as well do what I want."
A Goblin Light
Paladin, the Guardian
of a small unnamed human village. After the local demon threat (will be) taken care of permanently, she (will) join the Outcasts as their healer
. Her goblin village was attacked by a Darkness Warrior and destroyed, leaving her on the path of light. She is a bit impulsive and strong-willed, which Argus sees as a very valuable (albeit highly annoying) asset to his team.
- Bare-Fisted Monk: She uses a sword, but her Goblin and Paladin skills means she could be this if she wanted to.
- Combat Medic: Being a Light Paladin has this as a side-effect. While her primary purpose is to heal, she is no slouch in a fight.
- Expy: As hinted in her quote, she was designed to deliberately have similarities to Big-Ears.
- Healing Hands: Her hands turn yellow when casting Light Magic.
- Healing Shiv: Her sword can channel her light magic, acting like this. It's still a normal sword, though.
- Holy Hand Grenade: "Not all light spells are healing-based."
- Indy Ploy: She prefers not to wait for Argus's plans. It frequently works out well, but when it doesn't...
- Leeroy Jenkins: She is a Goblin, after all; her antics can be this at times. She tends to show a lot more restraint, however.
- Leitmotif: "Not Exactly Evil".
- Lethal Harmless Powers: Light was designed specifically as a healing element. That is far from it's only use.
- Light Is Good
- Light 'em Up: Her element of choice.
- Our Goblins Are Different: Nicely illustrated with her quote.
- Power Fist: Can be created when combining her magic with her combat skills.
- Sliding Scale of Idealism Versus Cynicism: Fits best on the idealistic side.
- Spanner in the Works: Her quick-acting can ruin Argus's plans. However, it can be equally devastating to those who expect Argus's well-thought-out plans and don't expect her to come rushing in.
- Team Mom: Acted as this when a village guardian, so after realizing she genuinely cares for her teammates, becomes one of these.
- Technical Pacifist: She prefers to look for other ways around the problem, alternatives to combat or if fighting must be done, for as little harm as possible to be inflicted. But when push comes to shove, she will not hesitate (and in fact might do so before Argus does) to attack.
- The Fettered: Effectively her choice in lifestyle.
- The Heart: The only one on the team with a confirmed willingly-positive alignment.
- The Medic: Her primary purpose on the team.
- The Paladin: She's not lawful, but close enough to fit.
- The Power of the Sun: Will not hesitate to demonstrate that—while Light is a healing-oriented element—it's not exclusively for healing.
- What the Hell, Hero?: She's this to Argus—she tends not to mind his antics and in fact openly is fine with his choice of alignment. She criticizes him when he goes too far.
- White Mage: Light Paladin, but close enough.
- White Magic: Since she is a Light Paladin, she has access to Light Magic, which is this.
Sanik, Sarge, Tyra, and M.
against The Latens. They were formed by Sanik with the intention of controlling all eight elements in the ultimate adventure. They were once known as heroes throughout the land, but have fallen into obscurity since their homeland has been destroyed
When they were the same group as The Latens, they did, but the groups had a falling out after they were defeated by the "Agent of Chaos" and lived only through the Heroic Sacrifice
by close companions of theirs.
Starting over from scratch, Sanik decided to take the chance for a fresh start and begin things again. Since then, their emphasis has shifted more towards saving others, growing strong enough to defeat the Agent, and learn the truth.
Sanik Archer Ronado
Sanik is the leader and founder of The Elementals. He frequently employs Wind Magic
to aid his team, but prefers to rely on his ring and cast non-standard offensive Wind Spells
instead. While he is technically a Battle Mage
, his only weapon is a light dagger, so he much prefers not to employ it. He is pretty much the only person out of the eight Elementals and Latens who became more idealistic
after their defeat, becoming even more noble and less pragmatic than he once was in the past.
- The Anti-Nihilist: Post-defeat, his outlook on life became closer to this.
- Blow You Away: His Wind Ring gives non-standard Wind Magic which acts this way.
- Catch Phrase: "Adventure Away!", shared with his brother, Kinas.
- Discard and Draw: He used to be a Wind Rogue using a bow granting him many Wind Mage abilities. When he lost the bow, he kept the magic but switched to melee instead of Ranged, becoming a Wind Battle Mage instead.
- Knight in Shining Armor: One of the few in the setting.
- Lawful Good: One of the only people to play this alignment all the time and play it well.
- Leitmotif: "An Hero".
- Magic Knight: Technically, he's a Battle Mage, but people tend to forget he has melee skills due to his strong preference to magic.
- Meaningful Name: His name, Sanik, was taken from "Sonic", which—to Brian—instantly relates to "Sound", relating to his wind abilities.
- Not Quite Flight: Hovering, his most frequently-employed standard Wind Magic ability.
- Razor Wind: Has the capability to cast it from his ring, but prefers more blunt magic.
- Shonen Hair / Spiky Hair: His official appearance is this, as shown in his sprite art.
- Sliding Scale of Idealism Versus Cynicism: Pretty much the only one in the cast who could keep himself on the ideal side.
- Before his reset, however, he was cynical and pragmatic.
- Status Buff: Since he uses Wind Magic, this is his job on the team.
- The Fettered: One of the few characters who is this, and not a less-pure version.
- The Hero: Probably the closest one on the cast page to the definition.
- Wide-Eyed Idealist: The only character to have become more idealistic with his life's experiences.
Sarge Spark Shovexo
"Warriors have twenty skills, but boiled down, it's nothing more than stabidy stab stab stab."
Sarge is the main combatant
of The Elementals, always blunt and to the point, but is by no means the headstrong typical Fire
Warrior—Sanik and Tyra always take into heavy consideration anything he says, for his words carry wisdom as the man with the most years of war-torn experience
of the group. The strongest of The Elementals, Sarge's stubborn endurance
has helped the team pull through the toughest of times
, allowing them in the end to persevere against all odds.
- Added Alliterative Appeal: His name.
- The Brute: His role in combat.
- Honor Before Reason: Subverted. He's plenty reasonable, but he views pragmatic moves as dishonoring The Warrior Way, forming one of the main points in his rivalry with Nathan Betrax.
- Fiery Redhead: Subverted. He's impulsive in fights and is quick to the trigger when the opportunity for battle arises, but outside of combat, he is one of the most level-headed members of the cast, and even when in battle does not rely on instinct alone.
- Leitmotif: "The Brute".
- Meaningful Name: His middle initial is Spark. Guess which element he is?
- His first name counts as well: He's the oldest, most experienced of The Elementals, and when he says something, people listen—as one would expect from a Sarge.
- Playing with Fire: His element of choice.
- The Pollyanna: Out of all the characters in the comic, he is the only one who cannot be tormented mentally—no tragedy influences his emotions.
- The Warrior Way: He believes in honest fights that don't employ "cheap tricks", but also believes that just because Warriors are fighters doesn't mean they have to fight stupidly. Since Nathan Betrax alternates between these two extremes, it is the main reason that Sarge hates him.
"It's amazing how many different creative ways you guys seem to cook up to get yourselves killed."
Tyra is The Lancer
of Sanik, his support in more ways than one, and is the main reason that the team was formed. Her preferred approach to things is a little more passive than Sanik's, and this applies to combat as well: she's the team's healer
, and employs Earth Magic
aided by archery. It is due to her kind nature
that The Elementals have continued to exist as long as they have.
"I see no problem with the viewpoint that we are all cheated constantly, for in that perspective there is absolutely nothing frowning upon cheating back."
M is the main spellcaster of The Elementals, doing the best job possible of staying out of harm's way—and this willingness to avoid direct confrontation carries over to M's personality: M is the tactician of The Elementals, who fills the gaps in Sanik's strategies. While M's methodical and logical approach is considered too conservative and prone to being incomplete, M's vast array of wisdom and know-how has allowed M to guide The Elementals through situations that would otherwise have been certain death.
- Ambiguous Gender: Originally because Brian couldn't decide between M's original source material (girl) and a later influence (guy), but later kept after Brian noticed M's similarities to a certain character...
- Lawful Neutral ambiguously gendered mage with a one-letter nickname, who doesn't use the best combination of spells and is incredibly verbose. Hmm, that sounds familiar... Expy: A
- Lawful Neutral: M's choice of alignment.
- Leitmotif: "The Brains".
- Making a Splash: M's choice of element, Water.
- One-Letter Name: M is just a nickname, but it is what all characters call M.
- Sliding Scale of Idealism Versus Cynicism: Firmly on the cynical and pragmatic side of the scale.
- Squishy Wizard: M takes noticeably more damage than the rest of the party during their battles.
- The Smart Guy: Comes naturally to M as a mage.
Kinas, Nathan, Sinaer, and Enlecar.
The Latens are the Tertiary Protagonists of the story, but still have their part to play, that of equal importance to the other two groups. They started their career as part of The Elementals, but after their defeat at the Agent of Chaos, Kinas formed this group to go off independantly.
That fresh start also signified their fresh choices in alignment, all having changed from what they were before to be darker. They love the thrill of adventuring, but don't really care anymore about the lives of others—just themselves.
Their overall goal is the same as The Elementals, but their motivation is different: they want revenge
. The truth coming out is just a pleasant side-effect of that. They're still "good guys", but only because they're fighting people worse than themselves.
Kinas Zachary Ronado
"I am a mere shadow of what I used to be."
- Broken Bird: Out of all the Elementals and Latens, Kinas took their defeat the hardest.
- Casting a Shadow: His current choice of element.
- Catch Phrase: "Adventure Away!", borrowed from his brother, Sanik.
- Evil Twin: Post-Face-Heel Turn.
- Face-Heel Turn
- Fallen Hero: Worse than Argus.
- Heroic BSOD: Had one after his defeat, which eventually led to his Face-Heel Turn.
- Leitmotif: "Fallen Hero".
- Light 'em Up: Pre-Face-Heel Turn, this was his element of choice.
- Magic Knight: His current class, Death-Paladin, is this.
- Master of Illusion: While he prefers his non-standard offensive darkness magic, he is quite adept in this as well.
- Neutral Good: His former alignment, pre-Face-Heel Turn.
- Peek-a-Bangs: Not as bad as Argus, but they still cover half of his eye.
- Sdrawkcab Name: Kinas is "Sanik" backwards.
- Shonen Hair / Spiky Hair: other than his partial Peek-a-Bangs, his hair looks like this.
- The Rival: To Sinaer in childhood, to his brother as an adult.
Sinaer Helena Dautira
*insert quote here*
- Action Girl: At least, she used to be. As the team's medic, she doesn't get the opportunity very often to show off her skills.
- Casting a Shadow: Her previous choice of element.
- Lawful Neutral: Falls somewhere between here and True Neutral.
- Light 'em Up: Her current choice of element.
- Leitmotif: "Faux Action Girl". (Sensing the trend?)
- Multicolored Hair: Black, with streaks of yellow and purple.
- Only One Name: Like Tyra, until recently.
- Sliding Scale of Idealism Versus Cynicism: Her kind-hearted nature would conflict with the letter of her alignment, placing her on the ideal side of the third wheel.
- The Medic: Her role on the team.
- The Rival: To Kinas when younger, to Tyra post-defeat, though they don't take it seriously.
- True Neutral: Falls somewhere between here and Lawful Neutral.
- Retired Badass: As the team's medic, she doesn't get a lot of action. When she was Darkness-element, she was a Martial Artist, just like Kinas, favoring range compared to Kinas favoring melee.
*insert quote here*
Enlecar Hovan Craftsman
Lord Demon, Indigo, Myles, and Anshir
Genrock Mighty Anshir
Agents Of Chaos
Agent of Chaos (AKA, Celaren)