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Everyone experiences magic differently, but one thing's for sure: Magic is Dangerous.

Magic is different for every individual. Some spew sunlight from their fingers, some bring words to life on paper, others can transform into beasts of the night or bottle up emotions for a quick high. Some abuse their gift to wreak havoc on the streets, causing trouble for those that would prefer to live a quiet life in peace.

Enter the Department of Community Affairs. This handful of agents plans to make a difference in their community by trying to wrangle those misusing magic and get them under control. But the very concept of making magic safe is enough to have citizens laugh. Can DOCA get the town under control, or is it a futile experiment that will soon have all of them out of a job?


This work contains example of:

  • After-Action Healing Drama: Often occurs post-missions; Chapter Three had Mary-Jane bedridden for a bit after taking a severe beating from Shoor, and Chapter One had Leif recovering and recounting his side of the story.
  • All Myths Are True: If there's a magical creature, you can bet at one point it's boinked with a human and there's someone with mixed ancestry out there.
  • Another Dimension: There are multiple dimensions, along with dimensions overlapping the material plane of existence.
  • Ascended Extra: Works on a meta level; characters considered Mission characters can be moved to Minor characters if they show up often enough.
  • Auction of Evil: Quilla's auction, where she auctions off items related to dark magic, including tomes, poisons, and occasionally body parts.
  • Awesomeness by Analysis: Mary-Jane can use her Acuity to focus extra hard, and Chang can Focus himself or anyone else to see what there is to see.
  • Badass Normal: Humans in general. They may not have extra powers that other races have, they do have a bit of extra magic power at their disposal. The fact that they manage to still survive in the world says plenty about them.
  • City of Adventure: The City certainly counts, with a cult, a circus, and a few demons running around...
  • Conditioned to Accept Horror: A lot of people tend to turn a blind eye to some of the goings-on in the world, simply because the world is so dangerous they've become desensitized to things that happen.
  • Contagious A.I.: The green avian's technology can infect technology nearby and give the victim the urge to check their phone... and stay on their phone.
  • Death Is Cheap: Averted. Once someone is dead, they cannot come back fully. Their consciousness can return as a robot, perhaps, but they can't return to a normal human body.
  • Demihuman: Anyone that is not fully human counts as this. There are characters that are part ice demon, mermaids, part fairy, and so on.
  • Did We Just Have Tea with Cthulhu?: Having a snack with the Physical God of a cult sure is something.
  • The Dreaded: The Spider Orchid, a cult that's causing plenty of chaos. Its symbol is, of course, a spider orchid and spiders in general.
  • Eye Scream: Mary-Jane digs her thumb into Jack's eye in the middle of their battle in an effort to slow him down.
  • Family-Unfriendly Violence: The violence that goes on in this RP is real and would be quite horrific if it was in a visual medium.
  • Fantasy Kitchen Sink: If it's fantasy, it's probably here.
  • Good Is Not Soft: While the DoCA may be benevolent to those in need, each of the members is easily capable of some major harm against the bad guys.
  • Grey-and-Gray Morality: Many characters have good intentions, but go about it in a very morally ambiguous way. The world in general has accepted that there is no such thing as a fully good thing.
  • Lack of Empathy: An issue with the world in general; the city and the world at large has been saturated with so many terrible things that people begin to care less about what happens, so long as it doesn't happen to them.
  • The Law of Conservation of Detail: As a rule of thumb, if the narrator has singled out a detail, it's probably important.
  • Master of Illusion: Kitsune naturally have illusory powers.
  • Mind Rape: The program that led to the creation of Compilation took control of the victim's mind and eventually sucked it into Compilation itself. Sirius was nearly a victim, though thanks to the Merry Mages they managed to snap out of it.
  • Morality Pet: Werewolves' anchors can be considered this, as they are a physical link that keeps a werewolf from completely losing their mind when fully transformed.
  • Neat Freak: Mary-Jane keeps her apartment very neat.
  • No Good Deed Goes Unpunished: When Mary-Jane first attempts to befriend Sanura, Sanura's paranoid tendencies reveal themselves as they instead begin threatening Mary-Jane's coworkers and friends.
    Sanura: I'm thinking plenty of bad things about you, Miss Juniper, make no mistake. But Mayur seems to have taken a liking to you, so I'm reluctant to put a scratch on you. What about... hm... oh, Bloom Tidea?
    Mary-Jane: Is this how you treat someone who wants to be your friend?
  • No OSHA Compliance: The world of Bad Magic as a whole. Magic is considered inherently dangerous, and since everyone has magic the world as a whole is dangerous. Most attempts to wrangle the world into order are fruitless, but the Department of Community Affairs refuses to give up.
  • Oddly Small Organization: There's less than twenty members of the DoCA.
  • One-Winged Angel: Mary-Jane and Artemis's half-wolf forms are more powerful than their natural bodies, but they can only maintain them for a few minutes before becoming too exhausted to hold it.
  • Our Mermaids Are Different: Mermaids can form legs to walk on land, but they need a reliable source of water to keep up their transformation or they'll dry out. They also do not have nipples or belly buttons.
  • Personality Powers: Magic tends to manifest for each person like this, although some people go to schools dedicated to teaching a certain type of magic.
  • Pointy Ears: Mary-Jane's ears are particularly pointy.
  • Police Are Useless: Played with. DOCA does all the work, but they do rely on the police to hold bad guys for them so they can question them.
  • Power at a Price: The Spider Orchid may grant spiders that offer extra power, but they slowly drain the essence out of the host, to the point that they will die if they are not removed.
  • Power Limiter: Lux has a set of mints, gifted from Esmos, that they can take which dampen their powers and let them speak without fear of the consequences. They use them when they have something they really need to say.
  • Religious Horror: Chapter Two is rife with this, with the whole chapter taking place in a church haunted by a demon that manages to get away in the end.
  • Scarily Competent Tracker: Sirius and Artemis both possess the ability to smell magic and follow it, provided there's a trail to follow.
  • Speaks Fluent Animal: Elves can speak with animals as one of their innate abilities.
  • Super Mode: Werewolves can lean into their wolf form when it's not the full moon, giving them enhanced physical strength among other benefits. Unfortunately, it can lead to exhaustion if kept up too long.
  • We Help the Helpless: The DoCA is dedicated to helping every citizen, big and small. Usually they help the small.
  • What the Hell, Hero?: Bloom calls Sirius out for acting as though Mary-Jane's pain is a burden to them at the end of Chapter Nine.

Timeline

    Volume One 

Introduction

  • i. Mary-Jane, Soleil, Artemis, Bloom, and Lux, newly coworkers, arrive at an abandoned warehouse with just a few thousand dollars to repair their new office, the future headquarters of the Department of Community Affairs. They meet the owner of Sunny Days Café: a man named Esmos, who agrees to host a community event and a bulletin board for the DoCA. They hire an electrician to come at the end of the week. Day One ends.
  • ii. Mary-Jane arrives at the office with some furnishings. A quick visit to Sunny Days reveals a card on the bulletin board, which Esmos explains is the work of an up-and-coming magic cult. (Beginning of the Cult Conflict.) Back at the office, the group meets up with a local homeless person named Sirius. After a grilling and an agreement to eventually become a full agent, Sirius unofficially joins the DoCA. After this, Mary-Jane announces her plans to hire a plumber.

Chapter One: A Storm Brewing

  • Page One: The said plumber is the boyfriend of Mary-Jane’s friend, Yseult. The trouble is, he’s gone missing. After revealing her pregnancy, he went to visit his friend Fyren, and hasn’t come home since. Yseult visited Fyren’s house, but nobody answered. The gang begins a hunt for clues at the apartment, and after some findings, returns to Yseult and receives a ring bearing Leif’s magical signature. Day Two ends.
  • Page Two: The next day begins with the introduction of a new team member named Alicen. The group does a quick review of their current leads, including the ring and whatever Esmos might know about Fyren. Sirius gains Leif’s scent from the ring. Alicen is able to trace the magical signature to some degree, but there is an interference making it impossible to pinpoint a location. Artemis transforms halfway and also gains the scent, tracing it from Fyren’s house to the bridge over the lake. From there, Alicen attempts to track the ring again with MJ’s Acuity, but just when it begins to work, a mysterious white magical connection establishes itself and drains Alicen’s magic. Spent and tired, the gang heads home with two new leads. Day Three ends.
  • Page Three: Bloom returns after a brief absence the day before. The time is late afternoon, and the gang heads to Esmos’s shop before it closes and learn about Fyren’s connection to a secret garden. They see a note for a blood drive on the bulletin board. (Prelude to Chapter Two.) They leave for the lake. With a large ball of Soleil’s sunshine and Bloom’s digging, they find a piece of concrete with a strange plant on it. They return to Esmos’s shop and ask if he knows anyone who might be able to identify it. Esmos directs them to the florist Lillia, who informs that it is a plant of her own creation named Lover of Sorrows. She tells them that there is a customer who purchases far too many: a drow with white eyes and purple hair. The plants flourish in the dark, and they deduce that the garden is in a place underground with access to water and connected to the lake. Mary-Jane identifies this as the storm drainage system, and the gang sets off. Returning to the lake, Bloom and Artemis pinpoint the location of the scent of the flowers, but there are two paths: one through the broken floor of an abandoned greenhouse, and one through the exit point of the storm drainage system. Sirius calms Mary-Jane down from her moonlight agitation. Bloom enters the storm drainage system with Alicen through the exit point of the water. Artemis and Mary-Jane enter through the hole in the floor of the greenhouse. Soleil and Sirius wait up above. A priest, two underlings, Fyren, and Leif await them below. Bloom enters through the tunnels. Alicen turns back. Night falls, and the confrontation begins.

  • Page Four: It’s fight night in the storm drainage system. Mary-Jane, in the heat of battle, reveals her status as a werewolf to the rest of the team. A long and complicated battle wages through the late night and into the early hours, but in the end, the group is successful. Three cultists are defeated, while the priest disappears...? The police arrive and take Tai, Daff, and Fyren into custody. Day Four Ends. Later at the hospital, in the early hours, Leif, Yseult, and the team recuperate. Leif explains his story, and how he was held against his will when he decided he wanted to be a better father for his and Yseult's child and back out of joining the cult. He agrees to fix the plumbing and cover any extra hospital costs of the team for free. Yseult and Leif thank the team gratefully, and a tender moment is shared. Mary-Jane calls a team meeting to congratulate them and give them a job well done, as well as remind them about the party later that afternoon. Aremis and Mary-Jane decide to head to the police station and pick up the results of the questioning.

  • Sidestory One: Artemis and Mary-Jane go to the police station. (1x1. Has yet to happen.)

Vignette One: Community Building

  • i. The day of the party at Sunny Days arrives. In the late afternoon, the DoCA takes a day of rest after a mission complete. Esmos tends the bar while the team says hello to a few new faces. They meet prospective agents, Chang, Sacha, Hajar, and Lap. They also meet a few townies: Ziza and Asa from the antique store, Quilla from the bookstore, and Gua, the local seamstress. Esmos invites Artemis over and takes Mary-Jane up on her tea invitation. Bloom argues with her ex Sacha and Lux and Mary-Jane defuse the situation. Hajar asks about demons and gets pointed in the direction of Quilla and Javier. Chang makes friendly with Sirius and Artemis. Gua and Sirius talk about a keychain. Bloom and Lux dance. Sacha and Ziza strike up a flirtatious air. There's a general discussion about sisters, and MJ relieves Esmos of his post for a brief break. With the evening a resounding success, Day Five ends.

  • ii. It's a slow day at the DoCA, and everyone is lounging around. An unexpected visitor drops by - Mary-Jane's sister, Juno. She drops off food, and invites the DoCA to her show with Cori at the bar later that night. One problem: it's the night of the full moon. After she leaves, they go to eat at a noodle bar. (TBC) End of Day Six.

Chapter Two

  • Page One: Sacha, Hajar, and Chang officially join the DoCA. Most of the Department heads off to the blood drive they saw a flyer for on their board. Artemis and Soleil are familiar with the priest there named Father Javier. Hajar is interested in demons. Sirius sees that Cub has a black tongue. Partway through the blood drive, a couple drags in a screaming teenaged girl named Pattie. Hajar takes Cub and leaves with the crowd, going back to the DoCA to call for backup. Javier asks for the gang’s help in pinning Pattie down in a back room. In the process, some of the gang get strange black runes. In another room, Jack and Althenia explain that Pattie began acting strangely after a trip to the Vatican. With Pattie restrained, they question the parents. Javier identifies the problem as an archdemon. Artemis and Soleil leave to ask Quilla about the runes. Chang, Hajar, and Sacha join the rest of the team. When Javier goes back to check on Pattie, the runes are all over the walls. She’s escaped. Javier informs the team that they’ll need to get three items around the church to help him banish the demon, which is still trapped inside the church due to its wards. They acquire the items and protect Javier as Pattie, a strange shadow, and a clone of Javier close in on the church’s lobby, where Javier hopes to perform the banishment ceremony. In the end, the clone of Javier activates Javier’s runes, and the ward protecting the church is destroyed, and the demon is at large, but Pattie is saved. Day Seven ends.

Characters

    open/close all folders 

Active Agents

The Day Shift

    Cruz Aguado 

Cruz Aguado

Played by Celyn

https://static.tvtropes.org/pmwiki/pub/images/cruz_7.png
Race: Encantado
Magic: Ensorcell, Dive, Sonar, Transformation (Limited)
Specialties: Information, Focus

A somewhat bristly encantado, Cruz applied for the DOCA after their previous place of employment shut down. They've stuck around ever since.


  • Animal Motif: Associated with dolphins, which makes sense, considering they are one.
  • The Bus Came Back: Resurfaced as a more regularly-appearing player character after certain events.
  • Brutal Honesty: If there's one thing Cruz doesn't know how to do, it's putting things delicately. If they're thinking something, odds are they're going to say it, even if it comes out far ruder than intended.
    Cruz: (in the process of leaving) I don't think you guys are very much my crowd.
    Oculus: Well fuck you too.
  • Charm Person: By using Ensorcell, they can make another person fascinated by them. Unfortunately, they have no way of controlling how the person is entranced by them, which largely depends on the situation at hand.
  • Exotic Eye Designs: Black sclera with yellow irises.
  • Extra-Dimensional Shortcut: Their Dive magic lets them jump into the metaphysical plane and also enables them to cross large distances in a few moments.
  • Friends with Benefits: In the past, they held this type of relationship with Sirius. But then, well...
  • Girlish Pigtails: Often wears these when presenting as feminine.
  • Offscreen Breakup: Was dumped offscreen by H*x.
  • Pink Is Feminine: Often wears pink when presenting feminine.
  • Shapeshifter Default Form: Though their real form is a dolphin, when out of the water (which is most of the time) they tend to stick to a humanoid appearance.
  • Super-Senses: Their Sonar lets them see in the dark through a sort of echolocation.
  • Surrounded by Idiots: If you ask them, anyway.
    Cruz: I'm Cruz. One of maybe three or four actual adults around here, it seems.
    Kemal: Everyone here has to legally be above 20 to work here, don't they?
    Cruz: Yes. And they are technically. But it doesn't mean that they behave like they're over that age.
  • Voluntary Shapeshifting: They can transform into a river dolphin.

    Mary-Jane Juniper 

Mary-Jane Juniper

Played by Bell

https://static.tvtropes.org/pmwiki/pub/images/she_bald_now.png
Race: Human (Lycanthropic)
Magic: Acuity, Potion, Material, Combination
Specialties: All.

The de factor leader of the DOCA, Mary-Jane changed career tracks after an incident in her teenage years left her with a permanent case of lycanthropy. After a six-year stint with a less-than-reputable corporation known as Salaria, she applied to a DOCA position and quickly established herself as figure of authority.


  • Action Girl: Mary-Jane is quite a tank when she leans into her wolf form, able to take plenty of damage and dish it out immediately after. Notable achievements include: fighting a brainwashed Shoor to a standstill, punching a zombie out of existence, and wrestling a murderous statue into submission.
  • Afraid of Their Own Strength: She is terrified of how strong she can be when she wolfs out.
  • Anger Born of Worry: When she gets angry at her fellow agents, most of the time it's due to her worrying over their less-than-healthy habits.
  • Badass in Distress: After Beat's impromptu amputation, Mary-Jane disappears whilst under a magic-induced trance and ends up back in the hands of Salaria.
  • Benevolent Boss: As the unofficial leader of DOCA, Mary-Jane is kind, caring, and works hard to ensure everyone can operate in tiptop shape.
  • The Charmer: A warm person by nature, Mary-Jane rarely has trouble getting anyone to like her, to the point that nearly everyone in DOCA has a special connection with her somehow.
  • Cool Mask: Previously wore a face mask to cover her werewolf fangs, as she was still posing as human. After getting publicly registered as one, however, she hasn't worn it as often.
  • Deadpan Snarker: Sweet and charming as she is, Mary-Jane still has her moments.
    Oculus: You just want to hurt somebody.
    Mary-Jane: So do you, and you are not exactly the picture of a healthy lifestyle.
  • Determinator: Mary-Jane does not give up easily when she has a set goal. She will do anything she must, even if it proves detrimental to her, to achieve what she sets out to do.
  • The Face: Tends to take the lead when it comes to speaking to clients and the media.
  • The Fashionista: Absolutely adores fashion. If given the opportunity, she wouldn't hesitate to buy every agent a fresh wardrobe.
  • Fear of Thunder: Terrified by thunder, a trait she shares with her bondmate, Sirius. It can get bad enough that she starts wolfing out by accident.
  • Freakiness Shame: Dislikes showing the traits that give her away as a werewolf, especially her fangs.
  • Friendless Background: Few friends growing up due to her strict upbringing and intense personal lessons. Fortunately, she more than makes up for it by befriending every person on the street within five minutes of meeting them.
  • Good with Numbers: Mary-Jane is excellent when it comes to complex equations. It comes in handy when making potions.
  • The Heart: The core of the DOCA, and an extremely important person when it comes to holding the whole agency together. This is only made more obvious by her disappearance, as the DOCA temporarily screeches to a complete halt in her absence.
  • Hide Your Otherness: MJ tends to prefer signs of her lycanthropy, such as hairy arms and large fangs, with opera gloves and face masks.
  • I Can Still Fight!: Even when seriously injured, Mary-Jane has a passion for helping people, to the point that she practically has to be tied down to her bed.
  • I Just Want to Be Normal: Getting turned ruined everything Mary-Jane had been working towards all her life. It doesn't help that she's terrified of hurting somebody while wolfed out.
    Mary-Jane: I hate being a werewolf. I like that it's useful at times, but I hate being this way. I don't want to be trapped in all of this - this fur and these teeth and claws, I - It isn't me. This was not who I wanted to be.
  • Lack of Empathy: When she uses both Acuity and Combine, two of her tags, Mary-Jane enters a trance-like state where she is devoid of emotion. [[Spoiler:She adopted this state for years in order to cope with the moral bleakness of her previous job at Salaria.]]
  • Nice Girl: She is practically physically incapable of being a mean person.
  • Nice Job Breaking It, Hero: With her declaration at the end of the Fight of Fools, Mary-Jane manages to free Parvaneh from their imprisonment, but in the process it destroys the Deal Parva had struck with Cuffe, freeing their father to go directly after Parva's loved ones, including their mother, Ajwa.
  • Not So Above It All: She may act like a refined lady, but Mary-Jane is happy to join in on some silly escapades, such as Chang's jokes or jamming out to Gold Digger on her violin.
  • Official Couple: With Bloom.
  • One-Winged Angel: By leaning into her wolf transformation, she gains Super-Senses and Super-Speed, but Mary-Jane can only maintain it for a few minutes before it exhausts her completely.
  • Platonic Declaration of Love: To Sirius, cementing their status as bondmates.
    Sirius: Mary-Jane, I'm a useless, traumatized human being whose only talent is turning into a sex toy and a stupid dog.
    Mary-Jane: I care for... I love you, Sirius.
    - Later -
    Mary-Jane: I love you. Thank you.
    Sirius: I love you too.
  • Psychic Link: Gained an emotional one with Sirius upon establishing them as her anchor. It appears she has also done the same with Bloom, or at least the beginnings of one.
  • The Reliable One: Mary-Jane is, bar none, one of the most reliable figures in the DOCA. She practically exudes comforting energy.
  • Resist the Beast: Hates wolfing out when upset, and often tries to fall back to resisting by slipping into her Acuity + Combine trance.
  • The Social Expert: MJ is very tuned in to the social aspects of the town, and often advises against actions that might make people look at them less favorably.
  • Stepford Smiler: Despite acting friendly and warm most of the time, underneath her soft exterior lies a woman with a mess of fears, insecurities, and regrets.
  • Super-Intelligence: Her Acuity + Combine heighten her natural intelligence and make it easier for her to make conclusions on the barest of evidence, but in return it costs her her empathy, emotions, and memories.
  • Supernatural Gold Eyes: MJ has round golden irises that indicate her wolfish nature.
  • Tall, Dark, and Snarky: She's tall, she's dark, and she has a sarcastic streak a mile wide.
  • Team Mom: Mary-Jane brings them food, offers them gifts, and even offered Sirius a place in her apartment. She fusses over every single teammate, young and old.
  • Teens Are Monsters: She did some horrible things as a teenager, which have yet to be explained...
  • Tomboy and Girly Girl:
    • The girly girl to Bloom's tomboy.
    • Also the girly girl to Juno's tomboy.
  • Workaholic: Constantly moving around and trying to find something to do, to the point that it's almost a chore to make her go to sleep.

    Sirius Kattskyls 

Sirius Kattskyls

Played by Kira

https://static.tvtropes.org/pmwiki/pub/images/srs_4.png
Race: Human
Magic: Shapeshift, Identical, Origin, Pleasure, Blessing
Specialties: Focus, Combat

A shapeshifter with a checkered past, Sirius is the ex-heir to the Kattskyls corporation. They vanished from the public eye over a decade ago after a particular incident involving the Chrysalise corporation, only to reappear as a DOCA agent more recently. They have a tendency to make enemies wherever they go, including out of old friends.


  • Abusive Parents: Their parents had a habit of seeing their children as tools rather than people.
  • Animal Motif: Associated with dogs, especially large fluffy ones. Their preferred shapeshifted form is a Bernese mountain dog or a similarly large canine.
  • Cuddle Bug: They enjoy snuggling a lot, most often as a dog since that means they're the one being snuggled rather than doing the snuggling. Cruz finds this out on one visit.
    Cruz: I never thought emotional honesty would suit you so well.
    Sirius: What is that supposed to mean?
    Cruz: Well, it seems you're really enjoying being held like this. I'd argue you may have needed it. And your form literally allows that need to be fulfilled.
  • Dark and Troubled Past: Originally the heir to the Kattskyls fortune, Sirius ran away as a teenager after a covered-up incident involving the Chrysalise family. Upon returning to the city a few years later, they accidentally blinded their sibling, Sanura, and found themself blacklisted from every shelter in the city. They spent the next several years making surviving any way they could, until they found themself working for the DOCA.
  • Fear of Thunder: Sirius hates thunder and other loud noises.
  • Guilt Complex: Has a habit of making everything their fault and turning any situation into something revolving around them, a trait that has irked many of their former friends.
  • Innocently Insensitive: Rarely understands the consequences of their own actions, which finally hits them in the face when the person whose life they ruined and who they gave up everything for rejects them outright.
  • I Just Want to Be Free: Sirius is, above all, desperate to secure their own independence, and rejects anything that might constrict their freedom somehow. This is a double-edged sword, as this attitude has led to the deterioration of many of their relationships.
  • It's All About Me: Sirius's greatest character flaw is their inherent selfishness, from how they deal with situations to how they heap all the responsibility onto others in favor of bemoaning their now-ruined circumstances. Their difficulty to empathize with others leads to many of their relationships evaporating.
  • Lack of Empathy: Whether it's due to the years on the street or their youth enduring their parents, Sirius in modern-day finds it hard to understand others' feelings, usually in favor of their own.
  • Never Be Hurt Again: Many of Sirius's emotional issues stem from their unwillingness to make themselves vulnerable to others.
  • Platonic Declaration of Love: Made this to MJ in the process of becoming her anchor.
    Sirius: Mary-Jane, I'm a useless, traumatized human being whose only talent is turning into a sex toy and a stupid dog.
    Mary-Jane: I care for... I love you, Sirius.
    - Later -
    Mary-Jane: I love you. Thank you.
    * Riches to Rags: They went from being the heir of one of the richest families in the city to a hobo living on the streets.
  • The Runaway: Ran away from home as a teenager after killing the Chrysalise heir, Gazsi.
  • Self-Deprecation: So much. So, so much.
    Sirius: Virtually everyone from my past either doesn't remember I exist or hates me. Even right now, I'm not working because all I'm doing is causing trouble. I want to be a good anchor, but I'm terrified I'm gonna fuck that up too. My life is just a big conga line of one screw-up after another, and I'm always the cause of it. Honestly, it's a wonder I didn't commit suicide years ago.
  • Shapeshifter Default Form: Their "true" form is the one they always have to go back to before transforming into something else.
  • Teens Are Monsters: Murdered their then-partner, Gazsi, after stumbling upon them about to assault their younger sibling, Sanura.
  • They're Called "Personal Issues" for a Reason: Trying to get answers out of Sirius about their past is less fun than pulling your own teeth out.
  • Trademark Favorite Food: Apples.
  • Voluntary Shapeshifting: Sirius possesses the Transform tag, and usually uses it to turn into a large red dog. However, they can also turn into a bird, a feminine version of themselves, Mary-Jane, a Pokemon, and just about anything else they can think of.
  • Youthful Freckles: Their face is covered in these.

    Sherwood King 

Sherwood King/Arthur Pendragon

Played by Bell

https://static.tvtropes.org/pmwiki/pub/images/bell_why_dont_you_save_in_avibuilder.png
Race: Human
Magic: Vitality, Necrotic, Momentum, Confound, Essence Weapon
Specialties: Leadership, Focus, Combat

The leader of the Merry Mages, now DoCA agent.


  • Agent Peacock: Easily one of the most flamboyant agents.
  • Energy Bow: Summons his bow from magic and fires arrows made of his other magic.
  • Fragile Speedster: Although he's speedy and hard to hit, if you can get a hit off Sherwood he'll go down for a bit due to lack of defenses.
  • Jerk with a Heart of Gold: On the surface, Sherwood is an asshole with a big ego that is in love with his own reflection. However, he is actually quite kind and empathetic, and easily befriends most people he meets.
  • Long-Haired Pretty Boy: And boy howdy does he know it.
  • Mage Marksman: He shoots magic with his bow rather than cast it like a normal person.
  • The Medic: Somehow, he's this as well. Sherwood can shoot people with healing arrows to heal up their wounds.
  • Not Quite Flight: Sherwood can use his arrows to fire momentum into people, sending them sailing through the air. He uses a second momentum arrow to slow them down so they can land safely.
  • Proud Beauty: Someone, please, knock him down a peg. He's hot and he knows it.
  • Smug Smiler: Probably the worst offender by far.

    Dahlia Lopez 

Dahlia Lopez

Played by Sana

    Soleil Melchior 

Soleil Melchior

Played by Kira

https://static.tvtropes.org/pmwiki/pub/images/new_soleil.png
Race: Human (Vampiric)
Magic: Light, Liquid, Consumption, ???
Specialties: Mediation, Combat

A bubbly vampire that is the personification of sunshine.


  • Action Girl: Soleil is absolutely no slouch in a fight, even if she doesn't think things through all the way.
  • Book Dumb: Soleil is not the brightest bulb in the chandelier. Somehow, she's a college graduate.
  • Childhood Friends: With Artemis. She's known him since she was six.
  • Cute Bruiser: Friendly and adorable, with enough strength to throw someone twice her size into a wall.
  • The Cutie: A cheerful ray of sunshine.
  • Did Not Think This Through: Soleil isn't one to think her plans through to the end. Best exemplified in Chapter One where she took a fifteen-foot drop on one ankle and ended up snapping it.
  • The Ditz: Soleil is a lawful dumbass.
  • Easily Forgiven: Inverted; Soleil forgives most people very easily. It's difficult for her to hold a proper grudge.
  • Happily Adopted: By Artemis's granny.
  • Hidden Depths: Despite her usual ditzy personality, Soleil is very good at puzzles.
  • Innocently Insensitive: Soleil often doesn't know when to stop talking, and is rather... blunt.
  • Lesbian Vampire: She likes girls and blood.
  • Light 'em Up: Soleil can manipulate sunlight at will, though if it touches her skin it still burns her.
  • Loose Lips: Don't tell Soleil anything you want to keep a secret.
  • Making a Splash: Possesses the Liquid tag, which she mostly uses to turn sunlight to liquid so she can ingest it. She can manipulate liquid if she tries, though she's not great at it.
  • My Parents Are Dead: Her parents died when she was quite young, and she was eventually adopted into Artemis's family.
  • Nice Girl: A sweet and kind woman, even if she isn't the brightest in the bunch.
  • Perpetual Smiler: She's almost always smiling, because she's almost always happy.
  • The Pollyanna: Soleil is unflinchingly cheerful in the face of negativity and is easily excitable by the smallest things.
  • Super-Strength: Thanks to her vampire blood. Soleil is about as strong as Artemis.
  • Supernatural Gold Eyes: They give away her vampiric nature and tie in to her light powers.
  • Womanchild: Soleil acts a bit immature most of the time.

    Carolyn Santella 

Carolyn Santella

Played by Kira

https://static.tvtropes.org/pmwiki/pub/images/carolyn_2.png
Race: Elf
Magic: Empathy, Shield, Void, Plants
Specialties: Information, Mediation, Combat

An elf with higher empathy than normal.


  • Badass Driver: Has a fast car and knows how to use it.
  • Barrier Warrior: She can use her shields both offensively and defensively.
  • Deflector Shields: Her shields can deflect magical and physical attacks, though too much damage will break them.
  • Emotion Bomb: She can weaponize her emotions and implant them in others.
  • The Empath: Carolyn can detect people via feeling for their emotions, which also comes in handy when someone tries to lie, turning her into a Living Lie Detector.
  • Green Thumb: Can manipulate plants.
  • Heart Is an Awesome Power: Carolyn doesn't focus too much on her offensive abilities; instead, her main strength lies in being able to detect emotions and twist them against others.
  • Person of Holding: Carolyn can access the Void, and usually uses it to hold various things.

    Bloomaiietherada "Bloom" Tidea 

Bloomaiietherada "Bloom" Tidea

Played by Sana

https://static.tvtropes.org/pmwiki/pub/images/bloooooom.png
Race: Mermaid (Tiger Shark)
Magic: Metamorphism, Liquid, Frenzy, Buoyancy
Specialties: Strategy, Focus, Combat

A shark mermaid with an aggressive demeanor and a surprisingly soft side.


  • Action Girl: Easily the most tank-like of any of the girls.
  • Animal Motif: Sharks.
  • The Berserker: When she goes into a Frenzy, Bloom is dangerous to be around, as she attacks anything and anyone in the area.
  • Blue-and-Orange Morality: Bloom sees nothing wrong with eating someone who lies to her.
  • Bruiser with a Soft Center: Despite her aggressive demeanor, Bloom hides a soft center and can get easily flustered with the right people. Doesn't mean she can't beat the shit out of you, though.
  • Brutal Honesty: She doesn't see the point in beating around the bush and will often speak her mind.
  • Covered in Scars: Bloom is covered head to toe in scars from her battles in the sea.
  • Culture Blind: Bloom is a newcomer to dry land, and doesn't fully get several concepts, such as Bluetooth, much to Lap's horror.
  • Friendless Background: Shark life is a lonely life.
  • Giftedly Bad: At singing. Bloom is so bad at singing. Which is weird because she's a mermaid.
  • Hates Being Touched: Shows shades of this initially, though she grows out of it.
  • Hidden Depths: Bloom actually likes to tell jokes, and practices her jokes at Survivor's Guilt so she can one day perform for her friends.
  • Hot-Blooded: Bloom tends to get heated and passionate about things that are important to her.
  • Idiot Hair: A lock of hair sticks straight up out of her head.
  • Making a Splash: Bloom possesses the Liquid tag and can manipulate water as she pleases.
  • Modesty Shorts: Wears black shorts underneath her skirt.
  • Morph Weapon: Bloom can Metamorphose her hands into various things, such as hammers, to up her offensive strength.
  • Muscles Are Meaningful: Bloom is buff as shit, and she shows off her strength quite often.
  • Nice Girl: Despite her appearance, Bloom is actually quite nice.
  • No Social Skills: Considering she grew up mostly alone in the ocean, this is to be expected.
  • Official Couple: With Mary-Jane.
  • Pastimes Prove Personality: Big, intimidating Bloom... actually likes telling jokes and is working on her stand-up comedy.
  • Scary Teeth: Sharp shark teeth, and boy, you do not want to be on the receiving end of those.
    Bloom: [thinking] If this is an elaborate ruse that Quilla put on to distract us so she can safely summon a demon, I am going to eat her, and nobody is going to stop me.
  • Shrinking Violet: Surprisingly, Bloom can get very flustered and shy on occasion.
  • Statuesque Stunner: Bloom is very tall and very pretty.
  • Tomboy and Girly Girl: The tomboy to MJ's girly girl.
  • Tomboy with a Girly Streak: Despite her tomboyish personality, Bloom likes dressing up and makeup.
  • Tsundere: It's not like she likes you or anything...
  • Unstoppable Rage: If she smells blood and goes into a Frenzy.

    Caoimhe 

Caoimhe

Played by Celyn

    Hajar 

Hajar

Played by Celyn

https://static.tvtropes.org/pmwiki/pub/images/hajar.png
Race: Avian
Magic: Sigil, Structured, Summon
Specialties: Medical, PR

A motherly avian that often brings her child (who is probably half-demon), Cub, to work.


  • Formulaic Magic: Hajar works with sigils, and needs to be specific about them. While she's limited in what she can do, when she's able to work her magic she's quite powerful.
  • Fragile Speedster: Hajar is fast and versatile, but she isn't a very defensive fighter and can't take many hits.
  • You Sexy Beast: She's a demonfucker.

    Infiniti 

Infiniti

Played by Bell

https://static.tvtropes.org/pmwiki/pub/images/infiniti.png
Race: Human (Fey Ancestry)
Magic: Illusion, Co-Op, I-Frame, Combo, Gauge
Specialties: Information, Mediation, PR

A cheerful online personality with a penchant for gaming.


The Night Shift

Huritt Hunt

Parvaneh Liberateur

Kala Mishra

Sybil Scarberry

Beat

Gore

Mulan

Former Agents

    Chang Liang 

Chang Liang

Played by Sana

https://static.tvtropes.org/pmwiki/pub/images/chang_new.png
Race: Human (1/8 Ice Giant)
Magic: Speed, Comprehension, Biomanipulation, Grace, Focus
Specialties: Strategy, Mediation, Combat

A polyamorous, partially ice giant young man with an icy tail and a warm disposition.


  • Animal Motif: Pigs. He was one for a time.
  • Biomanipulation: One part of his magic. He can manipulate any part of his body, which helps when he's injured in the middle of battle.
  • Casanova Wannabe: For the most part, his Grace magic keeps him from saying too much stupid stuff, but in private he gets easily flustered.
  • Everyone Can See It: His crush on Alicen is very obvious.
  • Fragile Speedster: Chang is very fast and hits very hard, but he doesn't have much in the way of defensive power.
  • An Ice Person: Literally. He's part ice.
  • Lightning Bruiser: Moves fast and hits hard.
  • Official Couple: With Lap.
  • Omniglot: Chang can understand any language, whether it's written, spoken, or signed.
  • Polyamory: Chang is polyamorous.
  • Sad Clown: Or at least, serious clown. Chang is much more serious than his usual demeanor suggests.

    Lux Lumos 

Lux

Played by Celyn

https://static.tvtropes.org/pmwiki/pub/images/lux_new.png
Race: Elf
Magic: Language, Protection, Temperature, Light
Specialties: Information, Focus

A caster of words that mostly uses sign language to communicate. Very thoughtful of others.


  • Afraid of Their Own Strength: Lux is afraid of how wild their magic can be and doesn't say a word unless they've used their Power Limiter or are purposely using their magic.
  • Attention Whore: Lux is a deconstruction of this trope. Prior to the RP, they desperately wanted the approval of their peers, ended up going too far, and eventually lost control on their own magic.
  • Beware the Quiet Ones: Don't let their silent demeanor fool you; Lux can carry their weight.
  • Elective Mute: Since their power revolves around their voice, Lux doesn't speak often. Instead, they opt to communicate with a written notebook and sign language for those that understand it.
  • Handicapped Badass: Lux can definitely hold their own in a fight, but they can't speak without changing the temperature.
  • Personal Gain Hurts: Lux got what they wanted at a horrible price, and has regretted their decision since.
  • Power at a Price: Lux gained more powerful magic, but as a result they can no longer speak without something to dampen their power.
  • The Quiet One: Lux doesn't say a lot, not with their voice anyway. However, they are extremely thoughtful and picks up on little things that might slip under other people's radar.

    Alicen Etoiler de Marr Luna 

Alicen Etoiler de Marr Luna

Played by Cielle

https://static.tvtropes.org/pmwiki/pub/images/alicen.png
Race: Human
Magic: Metaphysical, Construct, Schematic, Alter, Severance
Specialties: Leadership, Information, Strategy, Focus, Combat, PR

An eloquent college graduate in deep debt. Possibly the most sophisticated person in the bunch.


  • Action Girl: Although she's more of a scholar, Alicen can still hold her own in a fight, mostly by using metaphysical constructs.
  • Awesome by Analysis: She can see into the metaphysical plane, which offers her a lot of information about different magic being used.
  • Badass Bookworm: A scholarly college graduate that forms weapons out of her soulstuff.
  • Deal with the Devil: Well, more like deal with the state. Alicen sold her soul to pay for her student loans. It's okay—she gets it back when she pays her loans.
  • Not So Above It All: Though she may act above most of the DoCA's antics, Alicen is willing to indulge in a bit of silliness on occasion. (Especially if Chang is involved.)

    Kemal Tekin 

Kemal Tekin

Played by Sana

https://static.tvtropes.org/pmwiki/pub/images/kemal.png
Race: Human
Magic: Restrict, Potential, Deja Vu, Malice Magnet, Revitalize (Inactive)
Specialties: Leader, Mediation, Focus

A former public speaker hosting a demon.


  • The Alcoholic: Kemal drinks whenever he gets the chance, usually to allow Oculus to feed off his negative emotions.
  • Alcoholic Parent: Kemal drinks quite a bit, and he takes care of his sister's daughter, Esme.
  • Berserk Button: Abused kids. He gets positively furious when someone frightens Esme or Rocket, and righteously angry when he finds out what happened to Beat.
    Lux: 'People were there supporting her, Kemal.'
    Kemal: If he isn't arrested. Nobody was helping for shit.
  • Demonic Possession: Possessed by a demon named Oculus, who feeds off negative emotions.
  • Monochromatic Eyes: Well, eye. One is completely white.
  • Papa Bear: He may not be Esme's birth father, but he will defend her to the end.
  • Perma-Stubble: Seems to never be fully shaven.
  • Reasonable Authority Figure: Manages to take this position immediately after Mary-Jane.
  • Sharing a Body: With Oculus. When Oculus is let out, the thorns around his throat float off into rings.
  • Symbiotic Possession: Kemal gives Oculus negative emotions to eat, and Oculus gives Kemal... what, exactly?
  • What the Hell, Hero?: When Kemal learns that not only was Beat's arm amputated due to her abusive ex-partner, but that the agency had done absolutely nothing about it for the past several months, he calls out every single person in the room on it.
    Kemal: Every day, somebody in this city suffers from a situation they can't escape. I assumed when I applied for this job that the primary purpose of it was to actively help citizens. Not only are we more focused on our internal affairs, there is a degree of passiveness in how situations like Fennyl still being at large is handled. The Do CA isn't around to only fucking care about people we are personally involved with. For all the criticism of government agencies, we certainly are exactly as complicit as one. Did it really take me being angry for all of you to suddenly be eager to focus on this situation and jump onto trying to fix this? What the fuck are any of you working here for?

    open/close all folders 

Businesses

    Sunny Days 

Esmos

Liath

Esmos sister

    Raven's Nest 

Quilla

Dodie

    Wingin' It 

Pief

    Scholar's Post 

Rosella Aevya

    Love in Bloom 
sdlkfjfs

    Bee's Knees 

Debby

Deker

    Survivor's Guilt 

LARLY

Vey

Franky

    Club Vortex 

Alec

Taffia

Leon

Deejay

Droma

    Sunny Days 

Esmos

https://static.tvtropes.org/pmwiki/pub/images/esmos.png

The owner of the cafe Happy Days, which sells emotions. A friend of Mary-Jane's and interested in Artemis.

Played by Sana.


  • The Charmer: Literally. One of Esmos' power is to charm people closer to him, which is probably one of the reasons that his cafe is so successful.
  • Eye Scream: His eye? Yeah, it's not hidden. It's gone.
  • Knowledge Broker: Offers DoCA information in return for cash on occasion. Everyone's gotta make a living.
  • Messy Hair: Somewhat on purpose, since he's missing an eye. Goes meta when you realize that there are four items being used to make up his hair. Messy indeed.
  • Non-Action Guy: Esmos won't exactly join in on the action, especially since he's a citizen.
  • Perma-Stubble: He always seems to be in need of a shave.

    Raven's Nest 

Quilla

https://static.tvtropes.org/pmwiki/pub/images/quilla.png

The manager of Raven's Nest. Fascinated with black magic, and sometimes that fascination goes a little too far...

Played by Kira.


  • Ambiguously Evil: Quilla organizes and runs the underground auction beneath the Raven's Nest. While she doesn't actually mean any harm, sometimes her suppliers put up items that have definitely been plucked from a living being, such as avian feathers or human eyes. Quilla never questions it since it brings her money.
  • Blood Magic: Quilla's magic requires ink made from her own blood. She has several fountain pens that are designed to draw from her for this very purpose.
  • Blue-and-Orange Morality: As far as Quilla's concerned, her hands are clean as long as she doesn't actually go collect items herself. Though she's willing to make exceptions for items plucked from living people now, it's unclear if she would agree to that if she hadn't seen the duress it caused the DoCA.
  • Boyish Short Hair: Quilla has short hair that doesn't get very far past her ears.
  • Collector of the Strange: Quilla enjoys collecting dark magic tomes and cursed items as a hobby, keeping them all in a back room in her bookstore.
  • Duality Motif: One eye is blue, one eye is purple. It comes with her half-elf heritage.
  • Hidden Depths: The aftermath of what happened because she didn't keep a close enough eye on her books crushed her, and she immediately began taking steps to secure her collection.
  • It's All My Fault: Wholly blames herself for the demon incident with her book.
  • Lack of Empathy:
    • Quilla doesn't particularly care too much about where her items come from, living or otherwise.
    • Eventually averted with the demon incident, though it's unknown if this will really affect how Quilla runs her auction in the future.
  • Nerd Glasses: Quilla wears glasses that are a bit far down on her nose.
  • Nightmare Fetishist: Quilla really likes the occult.

Dodie

https://static.tvtropes.org/pmwiki/pub/images/dodie.png

Quilla's assistant and friend.

    Wingin' It 

Pief

https://static.tvtropes.org/pmwiki/pub/images/pief.png

Mayur's cousin. Helps run the craft store.


  • The Baby of the Bunch: She's younger than Mayur and Rosella, and has suffered a bit of stunted growth as her wings are not very big.
  • Pink Is Feminine: Dresses in light yellow and pink.
  • Winged Humanoid: A minor example. Though Pief is still an avian, she's an avian with stunted growth.

    Scholar's Post 

Rosella

https://static.tvtropes.org/pmwiki/pub/images/rosella.png

Mayur's cousin. Runs a scholar's library.


    Love in Bloom 

Lillia

https://static.tvtropes.org/pmwiki/pub/images/lillia.png

A sweet elf that runs a flower shop in the middle of town.


    Bee's Knees 

Debby

https://static.tvtropes.org/pmwiki/pub/images/debby.png

The owner of the sweets shop, the Bee's Knees. A victim of the Spider Orchid.


  • Beware the Nice Ones: Despite their sweet outward appearance, Debby has quite a lot of bite and makes it clear to Sanura that they aren't about to be pushed around.
  • Sugar-and-Ice Personality: Debby is ordinarily the sweetest person you'll meet... unless you annoy them, in which case they become rather terrifying.
  • Sweet Tooth: Debby likes sweets; honey, specifically, but they'll eat almost anything that has enough sugar in it.

Deker

https://static.tvtropes.org/pmwiki/pub/images/deker.png

Debby's older sibling. Rescued Debby from the Spider Orchid some years back. Unreasonably horny.


  • Lovable Sex Maniac: Boy howdy, do they like to bang.
  • Properly Paranoid: Keeps a close eye on their sibling, Debby, in the event that the Spider Orchid comes around to take them away again.
  • Really Gets Around: Well-known to sleep around. Somehow they haven't picked up a reputation as a player.

    Nuit's Niceties 

Asa

https://static.tvtropes.org/pmwiki/pub/images/asa_7.png

An Egyptian man that works at the local antiques shop, Nuit's Niceties. Currently interested in Chang. Twins with Ziza.


  • Theme Twin Naming: Asa stems from Osiris, and his sister's name, Ziza, stems from Isis.
  • Troll: Enjoys messing with people sometimes, just because.

Ziza

https://static.tvtropes.org/pmwiki/pub/images/ziza_7.png

An Egyptian woman that works at the local antiques shop, Nuit's Niceties. Currently interested in Sacha. Twins with Asa.


  • Determinator: If there is one thing Ziza doesn't know how to do, it's know when to give up. Mary-Jane beaned her with a metal pole and she still wouldn't stay down.
  • Eye Scream: Apophis, through Seth, ripped her eye out.
  • Lipstick Lesbian: Loves makeup and also girls.
  • Long Hair Is Feminine: She has long hair that she keeps tied up in a ponytail.
  • Theme Twin Naming: Ziza stems from Isis, and her brother's name, Asa, stems from Osiris.
  • Super-Toughness: It is really hard to keep Ziza down.

    Survivor's Guilt 

Vorelei

https://static.tvtropes.org/pmwiki/pub/images/lorelei_2.png

A trans mermaid that runs Survivor's Guilt, an underground club. Friends with Bloom.

Franky

Vey

https://static.tvtropes.org/pmwiki/pub/images/vey.png
The selkie bartender at Survivor's Guilt.


  • Eyepatch of Power: One look at that and you know that Vey isn't someone to be messed with.

Affiliations

    The Spider Orchid 

The Spider Orchid

An underground cult that whispers promises of power and magic for its most loyal followers. The majority of members are drowsh, though there are plenty of followers of other races. The cult is split into six sects, the highest three being exclusively for the drow followers. The cult worships a god who grants the blessings of magic on their most loyal followers.

Reality, however, paints a starkly different picture.

General

  • Propaganda Machine: The Orchid's reach is vast, and with the financial backing of the Chrysalise conglomerate it spreads its message promising drows and other nonhuman races a future of peace and equality.
  • Religious Horror: Intense shades of this; religious services within the Orchid's base often conclude with drinking the blood of the god they serve.
  • Technologically Advanced Foe: The Orchid has a stranglehold on older drow technology, making it difficult to counter against them.

Cuffe Chrysalise

The true master behind the cult. Cuffe is a cruel, cunning man in a place of good standing with the public community. He enjoys taking advantage of people in desperate stations and twisting them to his advantage.
  • Abusive Parents: Extremely so. Cuffe abused Parvaneh both physically and mentally in their youth, later confining them to the God's Chamber in the Orchid's base and draining them of both their blood and Essence.
  • Archnemesis Dad: To Parvaneh.
  • Aristocrats Are Evil: The CEO of the Chrysalise conglomerate, Cuffe takes advantage of his vast finances to keep the Orchid running smoothly.
  • Bad Boss: He's perfectly fine with murdering his underlings if they fail him in one way or another.
  • Crazy-Prepared: Parva's text conversation with Sirius implies that he may have anticipated Gazsi's murder long before it actually happened.
  • The Dreaded: To Ananta and Parva especially. They finally admit this to each other as Parva teeters on the edge of a Despair Event Horizon.
Parvaneh: Do you wish to know something, Ananta? I don't believe I can do it. I have never once believed I was capable of doing it. All of this? The axe, my staying up at late hours to plan? Theatrics. The only semblance of 'capability' I have is a legacy that is not even mine.
Ananta: Oh, Parva.
Parvaneh: He has always been more than me.
Ananta: If you cannot, I will act as your arms. If you cannot step forward, I will be your legs. If you cannot shout, I will be your voice. But... I am not entirely sure I will be able to do so, either.
  • Even Evil Has Loved Ones: Invoked, and grossly so. Cuffe's sole motivation is to make Ajwa happy by creating the world he believes she wants. And he's willing to use any means necessary to achieve that. It's not even a case of Love Makes You Evil, as that would imply that he wasn't evil before that.
  • Faux Affably Evil: He acts polite and his manner of speech is always gracious, but it doesn't do anything to hide his vile intentions.
  • Hate Sink: Cuffe has zero redeeming features and demonstrates, time and time again, that he's not afraid to cross moral lines to achieve his goals.
  • Magically-Binding Contract: Cuffe's primary magic, Deal, crafts these. He initially made one with Parvaneh, who managed to muzzle the worst of his behaviors towards their loved ones. After this Deal was broken by Mary-Jane's declaration at the Fight of Fools, he made another one with Anahita, who only requested Parvaneh's safety and Cuffe's loss in return for his loyalty.
Villain with Good Publicity: Despite his atrocious nature, the drows like Cuffe due to his high standing in their society.

Anahita

Parvaneh's most loyal companion and Amil's father. He spearheads the religious aspect of the Orchid as the High Priest while serving as Cuffe's lackey.
  • Brainwashed and Crazy: Zigzagged. Anahita is in full control of his mental facilities, for the most part, but Cuffe's Deal will force him to kill Parva and Ananta on sight.
  • Deal with the Devil: Made one with Cuffe to protect Parvaneh; however, it only protects Parvaneh, making their companions fair game.
  • Deadpan Snarker: He manages to get a few zingers in, despite his forced servitude.
Cuffe: Honestly, Anahita, if you weren't so delightfully capable at radicalizing and inciting anger, I would have you hunting down our little enemies much sooner. Alas, you are simply so useful.
Anahita: I envision you dying as stress relief.
  • Trapped in Villainy: He does not want to be a villain. He really does not want to be a villain. Unfortunately, his position as Cuffe's unwilling servant forces him to comply.

Gazsi

The former Chrysalise heir, having died over a decade ago. Cuffe brings them back by stuffing their soul into the vacant body of Umiia, the Brood Mother.
  • Asshole Victim: There appears to be one consensus among those who knew Gazsi before he bit it: he was a dick and not a single tear was shed over his death.
  • Axe-Crazy: The first thing they do to make their presence known is attack Gua in such a way that the Resistance knows, without a doubt, that they're back.
  • Gaslighting: They were known to do this in the past. This was their preferred method of attacking Ananta, as he was explicitly forbidden from laying a physical hand on them.
  • Posthumous Character: Died long before the present day, but through some disgusting soul manipulation, they come back into relevance.
  • Sadist: He's perfectly happy with taking his anger out on the other kids his father brought onto the estate. Later, in his revived state, he carves "PAYBACK" onto Gua's arm when he attacks her.
  • The Straight and Arrow Path: Wields a bow and arrow as their favored weapon.

Amil Liberateur

While not actually a member of the Orchid itself, Amil is intrinsically tied to its fate. The daughter of Anahita and Parvaneh, and Cuffe's replacement heir.
  • Adorably Precocious Child: If there's one thing Amil knows how to do, it's how to take the ceremony out of anything.
  • Checkhovs Gun: Before cocooning, Amil took Parva's brooch from Sirius, to have something from her mother as she slept. Months later, it's revealed that drow children that bring a physical tether in with them when they cocoon are less likely to die if their soul wanders.
  • Deep Sleep: Enters this as her cocooning begins. She is currently in the hands of Cuffe, who does not have a good track record of being responsible for children in cocoons.
  • Loyal Animal Companion: Has one in Beo, who is able to follow her spirit around as it drifts out of her cocoon.
  • Strong Family Resemblance: Looks almost exactly like Parvaneh, her mother. Her stricter, no-nonsense personality comes from her father.

    The Foxes 

The Foxes

A surreptitious vigilante-justice group that has turned to domestic terrorism in recent years, comprised almost exclusively of non-humans.

Jayang

Check the Divinity folder below.

Fennyl

The current force behind the Foxes. Fennyl is a scarred-up elf who appeared before Jayang a few years ago and gradually tore their authority out from under them. His origins are unknown, but what is known is he was closely accompanied by his adopted sister, Beat, before trying to kill her from afar.
  • Break Them by Talking: One of Fennyl's specialties is digging at someone's weaknesses until they snap.
  • Cold-Blooded Torture: He isn't above torturing someone who tries to defy him, and actually seems to enjoy it. As he tried to crush Beat's skull from afar, it wasn't hard to imagine the smile on his face.
  • Control Freak: Fennyl has a relentless need to control everything in his surroundings, though he is careful not to let this need consume him. After all, some chess pieces work best when you leave them alone.
  • Covered in Scars: His face and body are massively scarred up. What created them is unknown.
  • Faux Affably Evil: The relaxed smile and cheerful tone do not distract from the fact that Fennyl is not above hurting others just to prove a point.
  • Good Scars, Evil Scars: The evil scars to Beat's good scar. While Fennyl has a mass of scars marring his face, Beat has a single burn scar that dominates a third of her face. She is self-conscious and hides it, while he leaves his out for all to see.
  • Hate Sink: Yeah, there doesn't seem to be anything redeemable about this guy.
  • Hidden Agenda Villain: Despite being a known antagonist for a while now, Fennyl's ultimate goal is still unclear.
  • Manipulative Bastard: How he tends to work. He manipulated Beat for years, and it appears he's manipulating the whole of the Foxes now.
  • Terms of Endangerment: Fennyl calls Beat "Thief".

Beat

Fennyl's adopted younger sister, now in hiding. Beat was taken in by Fennyl after he slaughtered her entire family and realized that Beat's magic could come in handy. After Fennyl tried to kill Beat using her scar, she began living with the Merry Mages, having nowhere to call home. Finally accepting Fennyl's true feelings about her fires her up and she begins putting her energy into helping take him down.
  • Abusive Parents: Beat's parents had not anticipated an extra mouth in the household. Rather than divide the already-small food supply further, they instead opted for ignoring her as much as possible and letting the neighborhood vent their frustrations on her small body. Fennyl killing them is one thing that earned him her loyalty for years.
  • An Arm and a Leg: With time running short and no other options at hand, Chang was forced to cut Beat's arm off in an effort to save her life. It worked, but at a high cost to everyone present.
  • Artificial Limb: Courtesy of Sherwood, she has a mechanical arm that is both functional and beautiful.
  • Because You Were Nice to Me: Kemal is the first to start melting her icy exterior by offering her a plush toy while being detained. She later also warms up to Infiniti and Hart.
  • Broken Pedestal: Hearing Fennyl voice his true feelings absolutely shatters her view of him, despite looking up to and respecting him for over half her life.
    Beat: I thought he saved me, I thought he wanted to help me, I thought—I thought he loved me.
  • Dark and Troubled Past: Born to an abusive family, Beat's parents didn't even bother giving her a name; she instead picked up the nickname "Beat" as the neighborhood used her as the community punching bag. After witnessing Fennyl murder her family, she joined him and spent the next several years following his orders almost without question. Upon failing one too many times, Fennyl tried to kill her, which instead resulted in her arm being amputated.
  • Dual Wielding: She wields two knives in combat, almost exclusively in a Reverse Grip.
  • Good Scars, Evil Scars: The good scar to Fennyl's evil scar. While Beat has a single burn scar that covers a third of her face, Fennyl has a mass of scars marring his own. He leaves it out for all to see, while she hides hers.
  • Heel–Face Turn: Well, she wasn't actually evil in the first place, but she does still defect from the Foxes.
  • Hiding Behind Your Bangs: Her bangs cover the left half of her face, concealing the burn scar underneath.
  • Invisibility: One of the reasons she made such an excellent assassin is her ability to turn invisible at will.
  • I Just Want to Be Loved: One of the reasons she remained with Fennyl so long despite his mistreatment and her increasing discomfort with his orders.
    Hart: Fennyl hurt you, and you don't owe him anything.
    Beat: He loves me.
    Hart: That's not love. That's control.
    Beat: Then who does love me!? Who cares when I'm not around? Who wonders if I'm hurt? Who—who misses me when I'm gone?
  • Magic Enhancement: Beat's knives, which are enchanted to slice through most magical constructs.
  • Mistreatment-Induced Betrayal: Fennyl's relentless abuse wore Beat thin, and hearing that he didn't care for her cemented her Heel–Face Turn.
  • Morality Pet: Defied. Engineer questions Fennyl if Beat is this to him, which he dismisses like it's a joke.
  • Never Given a Name: Beat has no true name, disliking both "Beat" as it reminds her of her childhood and "Thief," which came from Fennyl.
  • Not Used to Freedom: It takes her a long while to understand the only orders she has to follow anymore are her own.
  • The Quiet One: Due to a constantly-enforced rule to not speak unless spoken to. She's gradually growing out of it, but she's still uncomfortable talking for long periods of time.
  • Summon to Hand: Beat's Steal magic works like this; under most circumstances, she can steal anything within her line of sight. This works especially well on her daggers, which she no longer has to be able to see in order to Steal them back.
  • Taught by Experience: Fennyl wasn't really much for a classroom; Beat learned most everything she knows on her own.
  • Teleportation: A very limited version, but Beat can teleport around the radius of a point in space every few seconds. She'll always come out facing that space, though.
  • Undying Loyalty: Towards Fennyl, even after her arm is amputated. It takes her listening to him mock her herself for her to snap out of it.
  • "Well Done, Daughter!" Girl: Beat is desperate for any kind of acknowledgement that the last twenty or so years of her life have not been in vain.
    Crescent | The Resistance 

Crescent | The Resistance

A small group of drows, mostly comprised of the Liberateur family and the Merry Mages, dedicated to dismantling the Spider Orchid.

General

  • Icon of Rebellion: A crescent moon motif, found on the Liberateur family in particular.
  • It's Personal: In the case of the Crescent group, they all have personal stakes in dismantling the Orchid.
  • La Résistance: The primary force challenging the Spider Orchid, mostly working in the shadows and comprised only of close friends and family of the Liberateurs.
  • Team Pet: Beo, Parva's eldritch Pomeranian with three eyes and teleportation capabilities. She is later joined by Slinky, Ananta's pet boa constrictor that enjoys snuggling and opening locked doors.

Parvaneh Liberateur

The former false god of the Orchid and the unofficial leader of the Resistance. Parva is an expert at crafting plans to gather information on the Orchid's movements, but they have difficulty letting others see the cracks in their facade.
  • Affectionate Nickname: "Space drow," given to them by Sherwood.
  • Ancestral Weapon: Liberateur's Axe, which has been passed down in their family for generations. Unfortunately, it is rusted and has never changed for them. See Wrecked Weapon below.
  • Animal Motif: Butterflies, as they are a monarch butterfly drow.
  • Control Freak: In a situation that is constantly spiraling out of control, Parva seeks to control as many aspects as they can.
  • Deadpan Snarker: Constantly.
    Sherwood: It feels suspiciously sappy in here.
    Parvaneh: You are simply smelling your upper lip. Tree licker.
  • Deal with the Devil: They are the first known person to make a Deal with Cuffe. They would become subservient to him and provide him with a new heir; in return, he could not lay a hand on any of their loved ones. This Deal is eventually broken and replaced by Anahita's own Deal, freeing up Parvaneh to begin plotting their father's demise.
  • Despair Event Horizon: They come dangerous to crossing this multiple times with each new, traumatic revelation of what's been happening at the Orchid in their absence. It is only thanks to their family and loved ones that they do not cross it.
  • Determinator: Possibly the most extreme example in Crescent. Parvaneh will not shy from the path they choose to storm down, and they will do so with even more gusto if they are told they cannot.
  • Guilt Complex: They harbor guilt about Anahita and leaving him behind, despite the fact there was no choice. They also take any bad news reported back to the Resistance personally, as though they caused it with their own hands.
  • Has a Type: As Ananta put it: Tall, broad chest, handsome, long hair, confidence, and a sharp jawline.
Ananta: Woe is me. My sibling is doomed to a life of thirsting after himbos.
Parvaneh: I demand you stop roasting me this instant,
  • Important Haircut: After being liberated from Cuffe's grasp, Parvaneh cuts their hair short to gain some autonomy over their appearance.
  • Jerkass Realization: Soleil complains to Parva that her brother, Artemis, often does things on his own without telling anyone else. Parva realizes that they did the exact same thing to their loved ones.
  • Laser-Guided Amnesia: Ananta wiped Parva's memories of their loved ones, sans Anahita, and hid them away so Cuffe would not be able to use them. Their memories are restored a decade later, along with their mother's, and their counterattack begins in earnest.
  • Legacy Character: Discussed and deconstructed. Parva idolizes their ancestor Liberateur and seeks to wield her axe, which has become a family heirloom. However, they place all their self-worth on being able to carry on the legacy of their ancestor, and when they are unable to get the weapon to respond to them, their self-confidence crumbles. They eventually throw off the shackles they wrapped on themself and start thinking not as the latest link in a chain, but as an individual with their own agency.
  • Mama Bear: They are extremely protective of Amil, and will do anything to protect him.
  • Mind Wipe: Their sibling, Ananta, took their memories per their instructions and hid them for over a decade before returning them.
  • Rebellious Spirit: To a high degree. Parvaneh despises being told what to do, and will often do the opposite out of sheer spite.
  • Sesquipedalian Loquaciousness: If there is an easy way of saying something, Parva will take the high road and say it as complicatedly as possible.
  • Take Up My Sword: They try to invoke this by attempting to wield Liberateur's Axe, but it remains a rusty piece of metal no matter what they do. A lot of their insecurities stem from their failure to invoke this trope.
  • Wrecked Weapon: Upon Ananta giving them a What the Hell, Hero? speech, Parva smashes Liberateur's Axe into pieces.
Parvaneh: I... just ruined our only family heirloom... how on Earth did I...

Ajwa Liberateur

Ananta Liberateur

Parvaneh's vampire sibling by adoption. Cuffe plucked Ananta off the streets when they tried to bite him and gave them to Ajwa as an "untainted" child. They joined the Orchid when it was first formed to stay close to Parva, but was excommunicated at the Fight of Fools.


  • Animal Motif: They are heavily associated with snakes, wielding poison magic, a whip, and having one as their pet.
  • The Atoner: Ananta committed many atrocities whilst in the Orchid, including abduction, torture, and subjugation. They also erased loved one's memories more than once in an effort to protect them and goaded unwilling parties into attacking innocents. Their guilt drives them to find a way to be useful to the Resistance, which leads to more than one conflict with Parva.
  • Black Sheep: When compared to other vampires, Ananta sticks out in a number of ways. They lack the typical Super-Strength, Super-Speed, and cannot regain energy from blood-substitute.
  • Compelling Voice: Ananta's favored magic, Suggestion, guides targets towards decisions rather than ordering them to do something outright.
  • Cowardly Lion: Having been isolated one way or another most of their life, Ananta is frightened easily by anything or anyone they aren't expecting. Despite this, they will stand their ground when it matters most.
  • Defector from Decadence: They defect from the Orchid, though it's hard to say if that counts as decadence.
  • Did Not Think This Through: They don't always think their decisions through, and it doesn't usually end well for them.
  • Forgiven, but Not Forgotten: While Gua does eventually forgive Ananta after discovering the latter had been wiping her memories over the years to prevent her from registering on Cuffe's radar, she makes it clear that it will not be swept under the rug any time soon.
  • Happily Adopted: Twice. First by Mamba, who plucked them off the street, and later by Ajwa.
  • Hellish Pupils: They have slit pupils which dilate when they see something they like.
  • Irrational Hatred: They exhibit this towards the Merry Mages for a while, Sherwood especially, to cover up their anxiety of being isolated from their family's affairs. They eventually mellow out, especially upon seeing how happy the rest of their family is.
  • Not in This for Your Revolution: They only join the Orchid so they can keep an eye on Cuffe and stay close to Parva in some way, even though they aren't able to see them.
  • Parental Abandonment: Their biological parents left them on the street. They would be dead if Mamba had not taken them in.
  • Poisonous Person: They can produce venom that will kill someone within ten hours.
  • Rebellious Rebel: Ananta despises the Orchid, and rebels in subtle ways while still staying in line. This eventually ends when they are branded a traitor and are forced to go into hiding.
  • Rebellious Spirit: Even to someone who holds power over them, Ananta can't help but find a way to assert their own autonomy.
  • Speaks Fluent Animal: They can communicate with Slinky, their pet snake, through hissing.
  • Trademark Favorite Food: They developed a taste for rats while living on the street.

Gua Zahran

Sila Chamanara

Mia Azita

Chandra

    The Merry Mages 

Sherwood King

Amelia

Wrenn Moretti

Vix Moretti

Hart Moretti

    Public School System 

Elementary

Mamba

Middle School

Hearne

University

Simon Gonzalez

    The House 

Moros

Lap

Lovett

Bailey

    Kattskyls Corporate 

Sanura Kattskyls

Mayur Aevya

Debby Hyve

Shoor

Dia & Pierce

    The Asdferi 

Shoor

Chuuria

Shunar

Kai(lasaki)

    The Warehouse 

Asa & Ziza

Bast

Jack

Seth

Nuit & Sebastian

Ramses

    The Divinities 

describ here later

Luck

Jayang

The oldest spirit of the seven. As the first to appear, Jayang took up the role of leader, though their influence didn't actually stretch that far past their own domain. In the past, they fell in love with Kayin soon after they appeared, though Kayin often rebuffed their affections. Sometime in the middle of the Divine War, Jayang fell not long after Kayin did, entering a half-conscious stasis until they had swallowed their grief enough to walk among the mortals Kayin adored so deeply.

In modern day, Jayang is one of the Foxes' original founders and an active member.


  • Anguished Declaration of Love: Their feelings did not reach Kayin until Kayin fell, and by then it was too late for them to hear Jayang's words.
    Kayin: I'm sorry. It's awful of me, but I think I've only now just realized how much I loved you. You've been here this whole time, haven't you?
    (Kayin rips their heart out and ink pours out of them)
    Jayang: (panicked) No no no no no Kayin please don't go I need you—Kayin.
    Jayang: You wouldn't even let me say I love you back.
  • Animal Lover: They love rabbits. Black rabbits, specifically. They've become extremely fond of Destroyer, Kemal's pet bunny (which is likely due to the fact that there's a shard of Kayin in her), but maintain a respectful distance and watch from afar.
  • Born Lucky/Born Unlucky: Being Divinity Luck, their life tends to repeat a pattern of great fortune followed by great misfortune. Fortunately, they possess a little control over this so they can often prepare themselves.
  • Cool Mask: On the rare occasion that the Foxes make a public appearance, whether it's to make a statement or cause a ruckus, Jayang always makes sure to don a white fox mask to hide their identity.
  • Forced into Evil: Despite their good intentions with founding the Foxes, Fennyl's coup has given them little choice but to follow his orders, regardless of how heinous they may be.
  • Hard Light: Their weapon of choice in any fight, Jayang can generate solid light into whatever shape they wish. It usually manifests into a simple spear because they're lazy.
  • Light 'em Up: Uses light magic of an exceptionally potent variety. Soleil found this out the hard way, unfortunately, when she tried eating their light to give herself a power boost and achieved internal bleeding instead.
  • Master of Illusion: When combining their illusion magic with their Hard Light, Jayang can produce solid illusions. Though they can generate these in numbers, more often than not these light beings dissolve after a few hits per the rule of quantity vs. quality.
  • Mystical White Hair: Their hair is naturally white, pointing towards both their age and status as a powerful spirit.
  • Not So Stoic: Jayang completely broke down and begged Kayin to stay with them as their lover tore their own heart out.
  • Screw This, I'm Outta Here: If a situation is turning against them, they prefer to escape as soon as possible.
  • Single-Target Sexuality: They never showed any romantic interest in anyone else prior to Kayin.
  • The Stoic: Under most circumstances, Jayang rarely shows outward emotion, though their actions do tend to reflect their heart.

Nature

Courage

Mortality

Order

Fate

???

    The Merry Mages 

Amelia

https://static.tvtropes.org/pmwiki/pub/images/amelia_64.png

One of the Merry Mages.


Vix

https://static.tvtropes.org/pmwiki/pub/images/vix.png

One of the Merry Mages.


Hart

https://static.tvtropes.org/pmwiki/pub/images/hart_6.png

One of the Merry Mages.


  • Messy Hair: Evidently, Hart has never heard of a hairbrush.

Wrenn

https://static.tvtropes.org/pmwiki/pub/images/wrenn.png

One of the Merry Mages.


  • Aloof Archer: Also unlike Sherwood, Wrenn is calm and poised; perfectly suiting a typical archer.

    The House 

Lap

https://static.tvtropes.org/pmwiki/pub/images/lap.png

A quiet young man that hangs around and occasionally does IT for the DoCA.

Played by Celyn.


  • Missing Mom: Lost his mother figure, Cadence, when her spider left her. Lap is extremely broken up about it.
  • Nerd Glasses: An even worse offender than Quilla. Lap's glasses are big, round, and almost completely obscure his eyes.
  • Non-Action Guy: Lap, mostly. Since he's not an actual agent, he can't take part in missions, but he occasionally finds himself mixed up in them regardless.
  • Shock and Awe: Lap can generate electricity, and often uses it to connect to electronics. In a pinch, he can use it to zap someone.

Moros/Preecha

https://static.tvtropes.org/pmwiki/pub/images/moros_0.png
maskless moros 

A young man concerned with his brother, Lap's, happiness.


  • Orphan's Ordeal: Entered the House after his parents were killed. It's implied that he was wandering for a long time.

Lovett

https://static.tvtropes.org/pmwiki/pub/images/lovett.png

A resident of the House that Lap and Moros grew up in.

Ambrose

https://static.tvtropes.org/pmwiki/pub/images/ambrose.png

Monroe

https://static.tvtropes.org/pmwiki/pub/images/monroe_3.png

Mouse

https://static.tvtropes.org/pmwiki/pub/images/mouse_1.png

The child of Ambrose and Monroe.


  • Back from the Dead: Mouse is technically dead; the body is just a puppet that he's possessing.

Bailey

https://static.tvtropes.org/pmwiki/pub/images/bailey.png

A local artist. Assisted Moros with his kidnapping of Mary-Jane.


    Kattskyls Corporate 

Sanura

https://static.tvtropes.org/pmwiki/pub/images/sanura.png

The heir to a local big-time company. Sirius's sibling.


  • Attention Whore: They absolutely adore attention, whether it's positive or negative.
  • Blue Blood: Rich. Very rich. So, so rich.
  • Control Freak: Underneath all of their antagonistic behavior, closer inspection reveals that Sanura is very, very controlling. They control everything in their environment as much as they possibly can, and greatly dislikes factors that are beyond their control. These tendencies stem from paranoia that they will be betrayed.
  • Friendless Background: According to Mayur, they have no friends. Even Mayur is not their friend.
  • Heavy Sleeper: It's hard to get Sanura to wake up. Really hard.
  • Inferiority Superiority Complex: It's implied that this is the root of a lot of their behavior; Sanura makes up for their insecurities by acting over the top and lording their power over everyone they know.
  • It's All About Me: Self-centered and tends to only think about how things affect themself.
  • I Just Want to Have Friends: Beneath their rude exterior, they are actually quite lonely and seek companionship that won't try to kill them.
  • Jerk with a Heart of Gold: As intuited by Sirius, their motives aren't always about themselves; they can actually be quite kind, though they have a very obtuse way of going about it.
  • Manipulative Bastard: Sanura is used to getting their way, even if they have to manipulate the hearts of others to do so.
  • The Paranoiac: Sanura is extremely paranoid and takes control of as many aspects of their life as they are able to in order to quell the feeling.
  • Power Incontinence: If their emotions spike, things begin breaking around them. According to Sirius, they had an issue with controlling their Destructive magic in their youth.
  • The Resenter: Hates Sirius with a deep passion, to the point that they won't even acknowledge their presence and refer to them as "mutt" or "it".
  • Rich Bitch: Sanura is very, very rich and very, very mean.

Mayur

https://static.tvtropes.org/pmwiki/pub/images/mayur_3.png

Sanura's assistant. A calm, collected individual that has no time for nonsense.


  • Agent Peacock: Mayur is a very well-dressed individual, and is also no slacker, as they previously served as Sanura's only means of defense.
  • Awesomeness by Analysis: One of their primary magical abilities is to Reason out a statement to its logical conclusion. This enables them to close up loopholes in Sanura's contracts and keep them as airtight as possible.
  • The Comically Serious: They do not actually seem to... smile. Or laugh. This leads to them delivering lines in a deadpan tone.
    Mayur: Perhaps if I am arsed, I will pour dressing directly into my mouth along with lettuce to achieve the same, if not greater, effect as a salad.
  • Servile Snarker: While they work for Sanura, by no means are they controlled by them.

Shoor

A tiger person previously working in the circus, now taken in by Sanura. Acts as Sanura's bodyguard when they go out.

Dia

https://static.tvtropes.org/pmwiki/pub/images/dia_86.png

One of the owners of Kattskyls Corporate and Sanura and Sirius's mother.

Pierce

https://static.tvtropes.org/pmwiki/pub/images/pierce_4.png

One of the owners of Kattskyls Corporate and Sanura and Sirius's father.

    Circus of Stars 

Aira

A singer. Her mother, Cadence, performs alongside her in a robot.

Cadence

A robot that sings along with Aria. Actually Aria's mother, with her soul stuffed in a robot.


Clown

A clown!!!!


Cupcake

An acrobat performing in the circus.


  • Stuff Blowing Up: She can blow things up and is responsible for most of the circus being on fire during Chapter Three.

Oach

The ringmaster of the circus. Brutally beaten to death by Cadence.

    Public Schools 

Mamba

https://static.tvtropes.org/pmwiki/pub/images/mamba.png

A kind woman, and a fourth-grade teacher at the local public school. Ananta's first foster mother.

    Church 

Javier

A kindly priest who runs the local church.

Miscellaneous

    Bell's Characters 

Yseult

https://static.tvtropes.org/pmwiki/pub/images/yseult.png

A friend of Mary-Jane's and fiance to Leif. Currently pregnant.


  • Healing Hands: Provides first aid to DoCA after missions. Her Mend requires her to touch a body part that needs healing for it to work.
  • The Medic: One of the few characters in the universe to have healing powers.
  • Non-Action Guy: She doesn't participate in battle, but she does show up for the aftermath to help heal the injured.

Leif

https://static.tvtropes.org/pmwiki/pub/images/leif.png

Yseult's fiance. A friendly man that bit off a bit much more than he could chew.


  • Mr. Fixit: He's pretty handy when things break down.

Caitlynn

A victim of Duolingo Avian Lady.

Compilation

https://static.tvtropes.org/pmwiki/pub/images/compy.png

What remains of the kids trapped inside the Duolingo Avian Lady's computer.


Rocket

An avian kid that's friends with Esme.


Afon

https://static.tvtropes.org/pmwiki/pub/images/afon_im_assuming.png

    Celyn's Characters 

Lydian

https://static.tvtropes.org/pmwiki/pub/images/lydian.png

An elf seeking dreams for her spouse, Serenity.


  • Devoted to You: Lydian is completely and wholly devoted to Serenity and dedicates most of her time getting dreams for them.
  • Flower Motifs: Shares a flower motif with Serenity; Lydian has Serenity's flower as a pendant around her neck.

Serenity

https://static.tvtropes.org/pmwiki/pub/images/serenity_4.png

A dream-eater. Spouse of Lydian.


  • Cannot Dream: This happens to the people whose dreams Serenity eats; they lose the ability to dream.
  • Dream Stealer: Eats dreams provided by their wife, Lydian.
  • Flower Motifs: A unique five-pointed flower that they share with their wife, Lydian.

Di

A teddy bear?

Eden

https://static.tvtropes.org/pmwiki/pub/images/eden_4.png

A friendly, bookish succubus.


    Kira's Characters 

Az

https://static.tvtropes.org/pmwiki/pub/images/az.png

Carolyn's closest friend. Used to her antics, and her biggest support in her times of need.


Scarlett Heyne

https://static.tvtropes.org/pmwiki/pub/images/scarlett_8.png

A quiet girl with a penchant for painting.


  • Art Initiates Life: Scarlett can animate her artwork, giving it a sort of life of its own.
  • Demonic Possession: Possessed by a demon summoned from the Keys of Solomon, and wreaks havoc. She gets better, but the experience leaves her traumatized.
  • Eerie Pale-Skinned Brunette: Scarlett is quiet, white as a ghost, has hair as black as night, and wears mostly black and purple. However, this is subverted as she's actually much kinder than her appearance would suggest.
  • Elective Mute: Scarlett rarely speaks, instead letting her art do the speaking for her. She can speak, but due to her weak vocal chords she prefers not to.
  • Emotionless Girl: Scarlett cannot emote, and instead communicates her thoughts and emotions through her art.

Bast Shemm'sa

https://static.tvtropes.org/pmwiki/pub/images/bast_5.png

A previous client. A soft young woman that harbors deep concern for her younger brother.


  • The Medic: Possesses the Mend tag, which allows her to heal when she needs to.

Jack Shemm'sa

https://static.tvtropes.org/pmwiki/pub/images/jack_17.png

A young man that doesn't get out much. Apophis took his eye, but he got it back.


  • Bad Powers, Good People: Jack possesses the power Crumble, which crumbles anything that he touches. He has trouble controlling it, which is why he's careful about who he touches.
  • Eye Scream: Apophis, through Seth, ripped his eye out.

Seth Meleeka

https://static.tvtropes.org/pmwiki/pub/images/seth_10.png

Younger brother to Asa and Ziza and victim of Apophis.


  • Big Brother Worship: Looks up to his older brother and sister and strives to be like them.
  • The Scapegoat: Initially meant to serve as one for Apophis, since he's the one that pulled out Ziza and Jack's eyes.
  • Shrinking Violet: Actually quite shy, and doesn't tend to trust others easily.

Apophis

https://static.tvtropes.org/pmwiki/pub/images/apophis_7.png

A corrupt man that forced Seth to take his sister and cousin's eyes. Taken out by the DoCA.


  • Chaos Is Evil: Possesses the tag Chaos, which he used to nearly bring the whole building down on the agents.

Mortimer

https://static.tvtropes.org/pmwiki/pub/images/mortimer.png

Rebecca's butler.

Criss

https://static.tvtropes.org/pmwiki/pub/images/criss.png

A rude elf looking for something to pass the time.

    Kody's Characters 

Althenia

The mother of Pattie. A mermaid, which is why she has such a cool name.

Jack

Pattie's father. A normal man, who doesn't have as cool a name as his wife.

Pattie

A young woman possessed by a demon.

The Demon

A mysterious demon that smashed through the church's ward. Whereabouts unknown.

Rebecca

https://static.tvtropes.org/pmwiki/pub/images/rebecca2.jpg

A previous client. A deity that we should not provoke lest we invoke Her wrath.

Meredith "Juno" Juniper

Mary-Jane's twin sister and leader of a local band.


    Sana's Characters 

Esme

https://static.tvtropes.org/pmwiki/pub/images/esme.png

Kemal's sister's child. Currently under the care of Kemal.


Ajwa

https://static.tvtropes.org/pmwiki/pub/images/ajwa.png

A sweet drow woman who doesn't get out often. The client of this particular chapter.


  • Laser-Guided Amnesia: According to Sirius, she once knew them. However, she no longer recognizes them.

Chaisha Fleur

https://static.tvtropes.org/pmwiki/pub/images/chaisha.png

A local artist that's wrapped up in a bad deal with Cuffe.


  • Book Dumb: They're street smart, not book smart.
  • Captain Oblivious: Doesn't know that Esmos views them as a rival.
  • Deep Sleep: Fell into a coma as a result of reviving their sibling, Lele.

Lele Fleur

Chaisha's older sibling. They were in a permanent coma, but Chaisha sacrificed for them until they woke up, and then Chaisha somehow woke up as well.


  • Deep Sleep: Was in a coma for over twelve years after taking a bullet to the spine.
  • Hope Bringer: Chaisha themselves called them this.
    Chaisha: A long time ago my sibling almost died because they had to take the hit for people who lived without having to worry about meals on their tables. And I would have given up. Especially seeing as it left them in a coma. But they always told me that you can't just sit around and be sad. You have to act. And you have to act with hope.
  • Only Mostly Dead: They were in a coma for thirteen years.

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