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Mage Tank 2: A LitRPG Adventure characters

By Cornman

Every entry below is hidden until you open it, and each names the chapter the character first appears in.

Arlo Xor'Drel (Protagonist)

Appears from the start

The leader of Fortune's Folly is an exceptionally durable dimensional mage and protector. His abilities include Soul Sight, Reveal, teleportation, defensive auras, and access to a pocket Delve shared with Grotto. He is bonded to both Grotto and the wider dangers surrounding the system.

Grotto (Supporting)

Appears from the start

A Delve Core bonded to Arlo and resident in their shared pocket Delve. Grotto can speak into Arlo's mind, manifest a physical form, and alter the Delve under his control.

Xim (Supporting)

Appears from the start

A cleric and frontline fighter in Arlo's party. Xim combines healing, shields, and divine fire with an ascended bestial combat form.

Varrin (Supporting)

Also known as Lord Varrin Ravvenblaq

Appears from the start

A Ravvenblaq swordsman who serves as one of the party's principal frontline fighters. Varrin is a politically connected Delver whose family carries knowledge and obligations concerning Hiward.

Nuralie (Supporting)

Appears from the start

An Eschendur native who serves the party as an alchemist, archer, and scout. Nuralie seeks enough strength to return home and protect it.

Etja (Supporting)

Also known as clay construct, golem-turned-Delver

Appears from the start

A divine-made clay construct who became a Delver and developed a humanlike form. Etja uses force magic, mana shaping, Nullify, and Shared Vessel. Her inherited memories and the abilities built into her origin remain closely connected to Orexis.

Shog Tuatha (Supporting)

Also known as Arlo's summoned C'than

Appears from the start

Arlo's resilient extradimensional summon and a recurring combat ally. Shog Tuatha recovers and changes while in its home dimension.

Fortune

Also known as Arlo's patron

Appears from the start

A dangerous but apparently helpful power linked to Arlo's unusual eye-derived abilities and his Traveler's Amulet. Fortune's gifts have aided Arlo, but the nature and intentions behind that aid remain uncertain.

Orexis (Antagonist)

Also known as avatar-linked entity

Appears from the start

A hostile divine influence connected to Etja's creation and to the party's continuing fears. A fragment of Orexis's soul was once hidden within Etja, leaving the entity central to her history and to the group's concern about powers operating beyond ordinary Delvers.

Drel'Gethed (Supporting)

Also known as Xim's father, tribal elder

Appears from the start

Xim's father and an elder of her Third Layer community.

Mimic Architect (Antagonist)

Also known as the Architect, distributed mimic

First appears in chapter 6

A level-10, system-aware Architect whose body encompasses the lesser mimics throughout its Delve. Ancient, intelligent, and recently awakened, it recognizes unusual qualities in Arlo's party but initially refuses to explain the card or the system's phased rollout.

Littan investigator (Antagonist)

Also known as gold-level Littan investigator

First appears in chapter 12

A gold-level Littan Delver sent by a duchess to investigate a Littan party member's death. He questions Arlo about Varrin's involvement and appears able to judge whether the answers are truthful.

Littan shadow associate (Antagonist)

Also known as shadow-using Littan

First appears in chapter 14

The Littan investigator's gold-level associate. He uses shadow magic to distract or conceal Arlo's companions and can dispel Xim's flames.

Xim's mother (Supporting)

First appears in chapter 16

Xim's mother and a member of her Third Layer tribal community.

Xim's goddess (Supporting)

First appears in chapter 18

Xim's divine mother figure and the goddess of her Third Layer tribe. She receives Arlo in her sanctuary and counsels him about his unusual gifts, avatars, and advancement through the system.

Tribal dream forger (Supporting)

First appears in chapter 19

A level-23 Delver of Xim's tribe who practices dream forging. She agrees to assess Arlo's need for a replacement weapon.

Ealdric Ravvenblaq Sr. (Supporting)

Also known as Ravvenblaq patriarch

First appears in chapter 21

Varrin's grandfather and the patriarch of House Ravvenblaq. A level-56 Delver, he brings Fortune's Folly into his family's response to the growing avatar crisis and warns them that their connection to an earlier avatar incident will affect Hiward's public policy.

Ealdric Ravvenblaq IV (Supporting)

Also known as Drift

First appears in chapter 21

Varrin's older brother and a Delver in another Ravvenblaq party. Ealdric Ravvenblaq IV is commonly called Drift by his companions. His usual combat work emphasizes control magic, while his family position makes him part of the political response to the avatar threat.

Director of Central (Supporting)

First appears in chapter 22

The official leading Central briefs the party on the three known special Delves and identifies the two lower-level sites as possible routes toward Phase 2. Central will not formally support the effort because wider Delver creation could conflict with Hiward's interests, but the director promises limited diplomatic help with passage through the Littan blockade.

Littan admiral (Antagonist)

Also known as blockade commander

First appears in chapter 23

The Littan naval commander responsible for enforcing the blockade of Eschendur. He rejects the party's newly issued passage documents, demands the surrender of Nuralie, and orders Fortune's Folly detained even though the stated grounds conflict with their valid authorization.

Admiral Richton (Antagonist)

Also known as Littan admiral, blockade commander

First appears in chapter 24

The admiral commanding the Littan blockade force. Richton underestimates the threat posed by Fortune's Folly and continues to dispute the party's valid authorization. He orders a temporary fallback and rescue operation after losing four ships.

Littan gold captain (Antagonist)

Also known as experimental-caravel commander

First appears in chapter 25

A level-17 imperial naval Delver commanding concealed experimental caravels. He attacks both Fortune's Folly and Littan personnel and tries to frame Arlo's group. His specialized movement effects and advanced weapons make him the central threat in the sea battle.

Zenithar of the water deity (Supporting)

First appears in chapter 30

An Eschendur ruler and a religious authority associated with the water deity. The Zenithar recognizes the party's lawful passage, grants them asylum, and rejects the Littan blockade commander's attempt to seize them within Eschendur's waters.

Dajinin Zenithar (Supporting)

First appears in chapter 41

A level-15, platinum-ranked Dajinin Zenithar who arrives through Arlo's portal after the evacuation of Nuralie's village. Her soul appears stronger than that of the Zenithar the party previously met.

the Operator (Antagonist)

Also known as level-24 Architect

First appears in chapter 44

A level-24 Architect that overwhelms nearby Littan Delvers, notices Fortune's Folly, and seizes Arlo by the throat.

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