White Raven

World Lore

Simply said, their realm of origin is nothing more than a generic, clichéd Isekai World, with all its usual video-game-like systems, gimmicks and fantasy features. It’s populated by all different kinds of races: humans, elves, fairies, beastmen or demi-humans, demons and many more, such as other phantasmal creatures. For them magic has become an all-round practice, making remarkable and powerful mages or mage families more common than to be born without any affinity in the field of sorcery, actually being an extremely rare occurrence among all species.
The earliest made records date back to the rise and fall of the first Demon Lord, a personification of all evil. After those, which later became known as the demon race, were banished to the realm of mortals and the strongest declared leader, the gods who wronged them had to experience the build-up demonic wrath by bringing chaos and destruction to their creation. In the deities' inability to intervene and most mortals too weak for resistance, the headmost foreign hero was summoned to this world. The chosen female champion named Erie united forces of those willing to fight, bringing all habitant races together to defeat the demonic ruler and his armies. Once the threat was resolved and for her deeds in the means of peace and prosperity in the years following, she was gifted god-hood, ascended to the realm of immortals and took the responsibility to conjure other-worldly heroes in times of need like herself once was. From then on, Erie was seen as patron of humankind and the almighty goddess of war.
About the same time Hovath the Founder established an enormous territory under his rule, know as the Human Empire and therefore became the first king of humanity, while also being the first holder of a so-called Inheritance – a special ability, either an amplified form of already existing magic or a completely new exceptional power, obtained by forging a contract with spirits, ancient overseers employed by the divines, and is passed down to one's offspring, normally the firstborn. Centuries after his decease, the empire broke apart, and independent kingdoms separated themselves from its territory, leaving solely what is today known as the Kingdom of Hrovgar behind, as strong disagreements arose not only with other races, but also among themselves. Especially beastmen were affected by prejudices afterwards, which led to oppression, persecution or even slavery under humans.
Meanwhile, relatively few times the summoning of heroes was necessary. On most occasions, no Demon Lord got strong or ruled long enough to become a threat that could only be handled by a deity’s champion. In most cases, they were betrayed by their own kind out of lust for power. Merely the current and penultimate one, who too was stabbed in the back in his unusual strive for peace and stability about 300 years ago, qualified as such. But for mysterious reasons until now no champion was or could be summoned, even with the last six decades of terror and chaos of the present king of demons, which lead to bandits, outlaws and marauders to gather and join forces under them alongside other non-demonic factions, bringing more calamity to humanity.
A couple of years in the past, though, a single party rose from the masses and accepted the task themselves. While the group is widely known as Descendants of Erie's Star, it’s originally named White Raven and regarded to be consisting of the greatest heroes of their time, establishing peace and prosperity among the races like their namesake did. With all their accomplishments in successfully fending off the demonic forces, they were nevertheless not strong enough to face the highest-ranking demon in existence and intended to support the predetermined champion once summoned.

Adrein Telarin-Nelvanen

AKA: Corvus, The Winddancer, White RavenSpecies: HumanAge: 26
Height: 183 cm (6’0”)
Weight: 68 kg (150 lbs)
Birthday: March 3rdLikes: fighting strong adversaries
Dislikes: shields, unnecessary brutality

Identity

Adrein was born as the youngest of triplets, coming from the renown Telarin family of mages. While the two older siblings had shown great potential in the arts of sorcery pretty early, he didn’t share their disposition. In order to promote their potential to the fullest, they had to spend most of the time studying and as a result, Adrein grew up rather distant from his brothers. Nevertheless, he had a quite normal childhood otherwise, playing and exploring the nearby forest with the other kids of the settlement.
In the end though, whether they were remarkable wizards or not, both his parents and brothers lost their lives during an attack on their village by the Demon Lord’s troops. And if it wasn’t for Zahir’s intervention, Adrein surely would have met the same fate, making him the only survivor of the raiders’ assault. After being taken in by the Nelvanen household, Adrein would grow and learn the basics of combat under his care.
Later on, he traveled the world in search of adventures and excitement, as well as new teachers, to learn new techniques and refine the ones already known. Along the way, he not only gained novel abilities and experience, but also friends and companions. Together they formed the party White Raven with him as the leader. Throughout the years the party grew in numbers and strength, as well as its reputation and earned great popularity, especially among the non-aristocratic population, since they constantly interrupted their travels to provide aid to those in need and took even the smallest of jobs and commissions, while also being one of, if not the strongest forces provided by the Adventurers’ Guild in the fight against the steadily rising threat of the Demon Lord’s armies.

Personality

Adrein is usually a very carefree, somewhat dense individual and seemingly haunted by bad luck. His goofy behavior washed off onto the other party members, often letting them appear not as serious as they are supposed to. He shines with a kind, polite attitude and is driven by righteousness and the desire to help people. He’d nearly never act out of anger, nor judge anyone by their past, but only the present actions. There is also a very immature, almost child-like, side to him and in new surrounding he often gets overwhelmed by fascination.
Despite that, Adrein actually is very levelheaded in battle, and his demeanor changes to calm and collected when facing an opponent. And although they are preferred to be the last option, he enjoys each and every fight thoroughly, especially if no one is in mortal danger. Neither does it appear bothersome to frequently have to rely on his trusted companions.

Abilities and Armaments

As mentioned earlier, Adrein does not possess any magical abilities at all, his Fool’s World being the sole exception, and has only a below average amount of mana. Instead, he was blessed with sharp senses and excellent reflexes, which are the perfect requirements for a technique called Winddancing, which normally demands wind magic affinity, providing him with light-footedness and high agility.
The movements are inspired by the flow of the wind, like a prancing leaf is guided by the breeze. The spiral character makes it very fluid and Adrein can change directions at a moment's notice, granting him quite the advantage in hand-to-hand and weaponry-based combat, but is rather dependent on his opponent's actions.
While talking about weapons, he always carries a vast collection of blades (longswords, greatswords etc.) with him and can swiftly switch between these, even in the middle of an attack, and thus also the specific fighting style, counting as an unrivaled swordsman with each of them.
Inheritance: Fool’s World
An ability unique even among Inheritances, while also belonging to the sole person who ever obtained a completely new one since at least a thousand years, and is even more anomalous for he never made a pact of some kind with a spirit.
It temporarily suppresses any skills, other Inheritances and special abilities, but has a very short time limit and is usable only once per battle due to its high mana consumption.

FC: Ercnard Sieghart – Grand Chase

Azure ‘Lily’ the Lioness

AKA: Highprincess of HrovgarSpecies: HumanAge: 24
Height: 180 cm (5’11”)
Weight: 59 kg (130 lbs)
Birthday: September 18thLikes: food (making and consuming), fairy tales and hero epics
Dislikes: jokes about her chest size or eating habits

Alignment: Lawful GoodClasses: Berserker

StrengthEnduranceAgility
A+AC
ManaLuckNP
B+CB

Identity

This rather tall woman in truth is Highprincess Azure of Hrovgar, first of her name, descendant of Hovath the Founder and heiress to the Throne of Storms. This makes her a scion of the oldest royal family of their world, which was empowered shortly after the defeat of the first Demon Lord and stood in relation to the first ever summoned hero. She though hasn’t been much of a princess from early childhood on, and instead was more interested in the tales of great heroes, the conjured champion of the gods Erie in particular. Rebelling against the destiny predetermined by her bloodline, she even often ran away to seek for her own little adventures.
While still not of age, Azure secretly enrolled at the local military academy, disguised as a boy. This is also where she meet Adrein for the first time, who, being completely oblivious, fell for her deception, and which definitely didn’t lead to any awkward situations between them. Those aside, they trained together for almost two years and had grown close with the time, so did she promise to accompany him on any upcoming adventures.
Upon her reaching adulthood, Azure unofficially passed the succession onto her younger brother, who fully supported his sister’s decision, and formed a party with Adrein to finally go on her own heroic journey.

Personality

As being part of Hovath the Founder’s lineage and therefore related to the first king of humankind, Azure is a very proud woman. Nevertheless, she takes no interest in any form of royal duties and is often seen as stubborn and unbecoming of a princess, let alone the future queen, yet slightly upholding the image of a blue-blooded spoiled child and her strict upbringing. Once she is fixated on something, it’s hard to change her mind and brings as much trouble as her being rash and to act without thinking, leading to herself getting embarrassed most of the time. So does she have an unwavering belief in the almighty goddess and patron of humanity.
On the other hand, Azure is most of the time much more of a kitten, personality wise, unlike her nickname suggests. She’s kind, caring, responsible and has a strong sense of righteousness similar to Adrein. Yet, she often has proven to be rather naive, as in her imagination the journey and world ahead of them would be identical to one of the fairy tales in the many books she read.
In summary, however, it can be said that she simply does not have her emotions under control.

Abilities and Armaments

Despite her thin (and flat-chested) stature, she possesses inhuman strength and durability, bringing her said title: The Lioness. In most scenarios, she simply relies on that very enormous physical prowess, meeting her opponent head on without any extensive planning.
While also taking a liking to the usage of the sword, she ultimately chose a more versatile set of weapons, additionally wielding the lance and bow as well. Therefore, Azure can be utilized in both ranged and close combat.
Lastly, thanks to her inheritance, she has access to the most powerful ice magic in their world and can unleash strong icy projectiles, constructs or even an entire snowstorm, with many of the spells of greater magnitude theming irises.
**Inheritance: Hovath’s Storm **
It basically is a very strong, high-tier form of ice magic available only for the royal family of Hrovgar.
In order to protect his subjects from an enormous snowstorm, threatening to demolish his territory, King Hovath became the first human to enter a contract with the spirit in order to take control of the disaster, sealing its power inside him, and with that received the earliest recorded Inheritance among humanity.

FC: Lucina – Fire Emblem

Canicula

AKA: SilverpeltSpecies: Demi-Human (Nachtwolf)Age: 48
Height: 167 cm (5’5”)
Weight: 52 kg (115 lbs)
Birthday: June 22ndLikes: sweets, cute and fluffy animals, to receive praise
Dislikes: being called a dog

Alignment: Chaotic GoodClasses: Saber, Assassin

StrengthEnduranceAgility
BCA
ManaLuckNP
BDC

Identity

The wolf girl has her origin in the most aggressive subspecies of demi-humans, known for their uncontrollable murderous intend towards anyone entering their territory. Albeit their congenital ferocious hunting instincts, it developed in reason to the spirit guarding the forest they reside in. Because of the humans shame- and thoughtlessly exploiting its natural resources, the spirit fell into rage and made a contract with the beastmen in exchange for them hunting down any intruders. Ever since then, all humans lived in fear of or are ordered to exterminate these savage creatures on sight.
The inherited hatred towards the humankind bore deep into their mentality over generations, yet Canicula stood out from the others. She harbored no such emotions and was instead fascinated by them, leading to strong resentment against her and later banishment, despite her being one of the clan's most promising young warriors. From then on she had to live a life unaccepted by neither her own, nor the people outside her home.
After spending years in solitude, she came across the White Raven, more specifically Adrein, who in his unlucky clumsiness unveiled her identity in public. To her surprise, though, she received nothing but benevolent words instead of the usual insults. Little later, he was already willing to invite her, yet it took months of more or less involuntarily accompanying the group, before officially joining them, mostly due to the distrust in and of the other members.

Personality

Canicula might seem difficult to understand at first, but in truth is a woman of a kind, mindful persona and possesses a spark of immaturity, despite her advanced age. As a fact though, most demi-humans of their world have about twice the lifespan of a regular human, unrarely exceeding it even further, making her about 20 when converted into human years. Nonetheless, she also takes great joy in fighting and hunting similar to her ancestors, yet never does so out of bloodlust. So will she speak with confidence and is proud of her abilities, to the extent of appearing brazen and impudent.
Unlike them, the interest in the human civilization, their beliefs and culture resides inside her since a young age. Especially the art of making food fascinates the wolf girl greatly, with most of her favorite dishes being sugary sweets. Aligning with her easy-going side, she often displays the behavior of a dog or actually puppy when around anybody she came to trust or discovering something cute. Contradictingly, it is advised to not refer to her as such, for it is the one thing Canicula hates more than being judged by her species.

Abilities and Armaments

In accordance with her innate instincts, Canicula possesses an incredible perception of her surroundings and combined with the Inheritance Nightfall, her qualifications for reconnaissance and stealth operations are optimal. Yet, she prefers to engage in open combat for the most part and mustn’t be underestimated in each. There is also a great sync between her and Adrein in battle due to their nearly identical handling of the blade. Actually, she replicated his dual-wielding technique and although it isn’t as flawless as his, she is described as the more powerful combatant because of her greater speed.
Having received the magic affinity of lightning, she developed a quite special form of it: Red Lightning. Since she suppresses her bloodlust, those uncontrollable emotions will be diverted and channeled into the sparks, dyeing them in the name-giving red color and supposedly amplify power and velocity. It’s an ability quite useful, having many forms of application. Aside from regular offensive magic, she can engulf herself or weapons in them and project beastly body parts with a still unknown possibility of expansion, serving as magic armor. Lastly, due to granted illusionary powers, she can cast forth Shadow Beasts from the shades, mostly used as living shackles.
**Inheritance: Nightfall **
The members of the Nachtwolf Clan were already feared hunters during the night, but by forging a pact with a forestspirit they’ve become equally dangerous predators under the light of the sun too.
In exchange for insatiable bloodlust, deceptive abilities of great magnitude were given – high-tier illusion magic, invisibility and presence concealment, while also perfectly silencing any sounds of movement.

FC: Lappland – Arknights

Zahir Belial Nelvanen

AKA: -Species: ElfAge: 300+
Height: 198 cm (6'6")
Weight: 76 kg (168 lbs)
Birthday: December 30thLikes: alchemy experiments, new test subjects
Dislikes: hard work

Alignment: True NeutralClasses: Caster, Shielder

StrengthEnduranceAgility
DBC
ManaLuckNP
A+CB+

Identity

The Nelvanen household dates back to the earliest champion Erie, and convinced their race to join her cause in defeating the first Demon Lord. Ever since then, they have acquired great influence in the government of the elven territory. The family has hundreds of years of experience in the field of alchemy and magic, researching all kinds of rather unorthodox practices, such as necromancy or creation of artificial life. They have also been afflicted with possible reincarnations of people who lived in the distant past.
Zahir, the youngest family member, was brought to life shortly before the demise of the previous demonic ruler. Due to being an extremely private person, few is known about him until the first encounter with Adrein, which might be earlier than expected. He kept a close working relationship with the Telarin family even before his future leader was born, and therefore knew him from earliest childhood. He took residence in the nearby forest during that stage in life. On that one fateful day, though, he was too late to defend his friends, but just barely managed to save their youngest son. In an act of compassion, Zahir took the boy in and made himself the parental figure.
Years later, his protégé reached out to him to join his party. Though he was reluctant at first, the elf eventually accepted, yet he rather was a temporary member at times and more often away on his own. On the occasions he came to the group’s aid, he never made much of an impression for being satisfied with a backline position as healer or supporting mage.

Personality

Unlike the other members of the party, Zahir happens to have a somehow chilling character. Behind a facade of smiling and seemingly boundless charm lies mystery and possible evil-doing. Whenever he leaves his workshop, it’s more likely for him to produce mischief than anything else. With nothing but his personal interest in mind, the elf will do no more than absolutely necessary and prefers to lose himself in his own apparently more important research.
He is greatly presumptuous and sees few people on his own level or worth his attention, despite never engaging in actual combat. His approach is almost certainly the most radical of the group, as he acts nearly without remorse. At the same time, Zahir is very reserved, never showing his true motives and dodges most questions about himself. As a result, even the ones closest to him know very little of the sorcerer’s past.

Abilities and Armaments

Despite already being hundreds of years old, he possesses knowledge that is far beyond what the elf could have acquired within his lifetime, and is very talented at the creation of magic-enchanted items and weapons.
Aside that, Zahir is a famed sorcerer and alchemist. From basic potionbrewing, over modificating limbs and bodies, to the creation of artificial life is all within his capability. For example, the small fairy companion of his, the vessel of an arcane construct, actually isn’t even part of that species but a being created by him and was merely given this very shape.
The construct within her is an enchanted shield, which was crafted by him as well. The greater the attack’s divine or demonic nature, the greater is its durability, while for an opponent neutral in each it is just a regular, but rather sturdy, defense system.
The magic shown during battle is only of supportive character, though. Therefore, Zahir will only linger in the backlines without any direct engagement. With his distinctive set of spells – healing, attack and defense enhancement, time acceleration/deceleration, clairvoyance and more – he actually can be much more of a threat than the remaining party members.
Inheritance: ???
When it comes to the use of his Inheritance, he is not only reluctant but straight out refusing to do so and albeit it is confirmed to exist, it remains unused in public until today.

FC: Soren Ventus – Elsword