ABOUT
Gender: Female
Age: 26
Race: Devilspawn
Class: Warlock
Height: 5' 9"
Weight: 128 lb (58 kg)
Body: Hourglass
Eyes: Gold
Hair: Black
Skin: Red
Common expressions: Flirtatious, playful, smug, condescending
Relationship status: Full-time maneater (quite literally)
Occupation: Criminal Witch-for-Hire (for all your shady weapon enchanting, inter-dimensional travel, and curse dispelling needs)
Specialities: Enchantment, Necromancy, Interplanetary Travel
Alignment: Chaotic Neutral/Evil
Motifs: fiends & imps, the devils, the nine hells, dark rituals, fire & bonfires, whips, shackles & chains
Age: 26
Race: Devilspawn
Class: Warlock
Height: 5' 9"
Weight: 128 lb (58 kg)
Body: Hourglass
Eyes: Gold
Hair: Black
Skin: Red
Common expressions: Flirtatious, playful, smug, condescending
Relationship status: Full-time maneater (quite literally)
Occupation: Criminal Witch-for-Hire (for all your shady weapon enchanting, inter-dimensional travel, and curse dispelling needs)
Specialities: Enchantment, Necromancy, Interplanetary Travel
Alignment: Chaotic Neutral/Evil
Motifs: fiends & imps, the devils, the nine hells, dark rituals, fire & bonfires, whips, shackles & chains
Personality:
Typically a troublemaker. Eph will do anything if she thinks it'll be amusing, often at the cost of others. She cares very little for anybody but herself, and has little regard for life, whether it be keeping someone alive or killing them - she'll do whatever will benefit her the most. Her years spent working business deals with criminals has fine-tuned her ability to know what to say in order to get what she wants, whether by manipulation or intimidation.
Typically a troublemaker. Eph will do anything if she thinks it'll be amusing, often at the cost of others. She cares very little for anybody but herself, and has little regard for life, whether it be keeping someone alive or killing them - she'll do whatever will benefit her the most. Her years spent working business deals with criminals has fine-tuned her ability to know what to say in order to get what she wants, whether by manipulation or intimidation.
Quotes:
Following the law? How boring.
You're so cute. Did you really think you had a chance?
I thought you'd entertain me at least a little... I see I overestimated you.
ART OF EPHESTRA
AESTHETIC
SOUNDTRACK
BACKGROUND STORY
Before Ephestra was born to her family of noble status, her great grandfather, longing for power and fame, made the infamous deal with a devil lackey of Mephistopheles - disregarding the consequences. As he had wished when bartering the deal, the man soon gained both power and fame; he not only became a gifted sorcerer but also promoted his bloodline to the status of new nobility due to the wealth and power he gained through his ambitions. Generations then passed, enjoying the wealth and luxury that had been borne from the dark deal, and soon they forgot it had taken place at all, and that the dark forces had not yet taken their dues. That is, until Ephestra, the not-so-affectionately titled 'devil's spawn' was born as a grim reminder of that deal.
Afraid that the truth of the deal would be known if Ephestra were to be seen outside the family estate, they kept her under lock and key for her entire childhood. For a while, Ephestra was complacent - she was young and easy to control, at first. However, with her sorcerer powers becoming unrulier as she aged, she became harder and harder to control, and eventually, she escaped the household out of a fit of natural teenage rebellion, and was seen by the outside world.
In one quick stroke, her whole life changed.
Her family were dishonoured, and although their wealth remained, their reputation had become tarnished with rumours and gossip among the elite. For this, they directly blamed Ephestra rather than her great grandfather's decision decades ago.
Ephestra leaving her family was a mixture of being disowned, and of her own volition. Almost out of spite, Ephestra decided to own her race with pride, and even imagines a sort of affinity between herself and devils, preferring to associate herself with them rather than any human ancestry.
Ever since, she has made her way as a criminal confidante in various cities, working as a witch who performs magical favours in return for payment. After spending years confined to boredom, Ephestra seeks anything that might seem interesting or delightful, and abhors the idea of anything that involves her staying in one place for too long.
Afraid that the truth of the deal would be known if Ephestra were to be seen outside the family estate, they kept her under lock and key for her entire childhood. For a while, Ephestra was complacent - she was young and easy to control, at first. However, with her sorcerer powers becoming unrulier as she aged, she became harder and harder to control, and eventually, she escaped the household out of a fit of natural teenage rebellion, and was seen by the outside world.
In one quick stroke, her whole life changed.
Her family were dishonoured, and although their wealth remained, their reputation had become tarnished with rumours and gossip among the elite. For this, they directly blamed Ephestra rather than her great grandfather's decision decades ago.
Ephestra leaving her family was a mixture of being disowned, and of her own volition. Almost out of spite, Ephestra decided to own her race with pride, and even imagines a sort of affinity between herself and devils, preferring to associate herself with them rather than any human ancestry.
Ever since, she has made her way as a criminal confidante in various cities, working as a witch who performs magical favours in return for payment. After spending years confined to boredom, Ephestra seeks anything that might seem interesting or delightful, and abhors the idea of anything that involves her staying in one place for too long.
SPELLS
CommandEphestra speaks a one-word command to a creature she can see within range. If the target is weak-minded or charmed by Ephestra, they must follow her command.
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ShieldAn invisible barrier of magical force appears and protects Ephestra.
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Charm PersonEphestra charms a humanoid she can see within range. The charmed creature regards her as a friendly acquaintance.
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