• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.
Main
Here
Characters
Here
Lore
Here
Other
Here

DarKnight36

Imagineer
Embers Title.jpg

Interest Thread
Lore Thread
Main Thread!

Basic Character Profile

Name:
Pronouns:
Age:
Race:
Magical Affinity:
Trade:
Skills:
Equipment:
Appearance:
Personality:
Biography:
Other:

Please take the time to flip through the tabs below!

  • Races
    The following is a list and a brief summary of each race, with general traits.
    I purposefully decided only to use a few details as to allow you the most of customizing your character, and if you so desire, creating lore for your chosen race as well!
    If we have multiple people who choose the same race, we can split the lore between varying clans or areas of origin. Have fun with it!

    IONTHRA [Humans]
    The Ionthra are one of the most plentiful races on Keyrra, standing in general 155-180cm in height.
    They are extremely versatile and live almost everywhere. They get along well with other races, and are respected for their open-mindedness.
    Humans can have an affinity for any element, regardless of where they live, and are the only race that can have two affinities, although this is rare.
    In these cases, one affinity is more dominant than the other.


    SOITHRA [Elves]
    The Soithra stand on average 15-35cm taller than humans, and are in general more thin & athletic.
    Soithra tend to stick to themselves, and will at times struggle to fit in socially.
    They have pointed ears, and long limbs. They often share affinities for wind or water, and rarely earth.


    CLYTHRA [Dwarves]
    The Clythra are a stocky, sturdy race, on average 10-20cm shorter than humans.
    Their hands & feet are proportionately large for their bodies.
    Clythra traditionally have lived in large underground kingdoms, but only a few of these are left.
    Clythra share affinities for earth & fire, and rarely lightning.


    SAMTHRA [Giants]
    The Samthra are a tall, powerful race, standing on average 45-60cm taller than humans.
    They are the largest race on Keyrra, and share affinities for earth & water, rarely fire.
    Samthra tend to live in open areas, where they feel the most comfortable.


    FAITHRA [Fairies]
    A rare sight for most of the races of Keyrra, the Faithra are small and fragile-looking, standing between 116-125cm in height.
    They are easily distinguished by their wings, which seem to be made of light and allow them to fly quite easily.
    The Faithra almost always share affinities for wind & lightning, but rarely water.
    The Faithra live in forests and mountains, away from civilization.


    NEKTRA
    The Nektra are a popular race for their agility and easygoing nature.
    They are about the same size as humans, but are easily distinguished by their cat-like ears on top of their head, their tail and eyes.
    Some Nektra also have claws, fangs, or even manes.
    The Nektra share affinities for lightning & fire, and rarely wind.


    THYTRA
    The Thytra are a friendly race, and are strong and natural runners.
    They are about the same size as humans, and share characteristics with canines, such as fangs, a tail and dog-like ears.
    The Thytra can occasionally manifest a hidden form that allows them to assume a more beast-like form for a short amount of time.
    The Thytra share affinities for wind, earth, and rarely water.


    LAMRA
    The Lamra are easily distinguished by their horns of varying shape, and their wide build.
    They are often builders and architects, and have constructed many of the larger cities that still stand today.
    They stand about 10-25cm taller than humans and share affinities for earth, lightning, and rarely fire.


    MEFTRA
    The Meftra are an uncommon race that have rabbit-like ears and unique, powerful legs.
    They are extremely agile and quick, and are usually slightly smaller than humans (about 5-15cm shorter).
    They share affinities for wind & fire, and rarely earth.


    SHIERA
    The Shiera are a unique race that can easily transform from a human-like form into a snake, or in-between with their legs becoming a snake tail.
    At all times, their eyes retain their reptilian quality. While in human form, they stand about the same size as humans.
    They share affinities for water & fire, and rarely wind.


    MERDRA
    The Merdra are an aquatic race that usually has the form of a traditional merman or mermaid.
    They can form legs to leave the ocean, although this tires them out and they require bodies of water to refresh themselves.
    In human form, they're distinguished by their scales around their eyes and on their limbs.
    The Merdra commonly have affinities for water & wind, and rarely lightning.


    FALDRA
    The Faldra are easily distinguished from the other races by their bird head and wings.
    Their wings have hands at the end, but the Faldra also train to use tools while in the air by utilizing their taloned feet.
    They are one of the few races that could be described as an animal with human characteristics, rather than the other way around.
    They share affinities for water & lightning, and rarely fire.


    PONTRA
    The Pontra stand about 10-20cm shorter than humans on average, and are wiry and quick on their feet.
    They share many similarities to a large ferret or rat, including an animal head and a full coat of fur.
    They have large, powerful teeth and most have short claws.
    The Pontra share affinities for earth & wind, and rarely lightning.


    BAGHDRA
    The Baghdra stand about 10-20cm taller than humans, and have a hunchbacked appearance.
    They have reptilian scales on certain parts of their body & have a reptilian tail, and some believe they are descendants of the lost Dracothra race.
    They tend to live in deserts or other warm & dry climates.
    The Baghdra have affinities for fire & wind, and rarely earth.


    YASHRA
    The Yashra are a strange race that looks like they were carved from stone.
    Their skin is incredibly tough, and they have a hard time showing expressions.
    They are about the same size as humans, but are much heavier.
    Their elemental affinities are, unsurprisingly, usually earth & fire, and rarely water.​



And that should be everything you need to get your character started! Once you've submitted a character, I'll look it over and send you a Discord invite.
Thanks everyone!​
 
Last edited:
Kinshiiii 1.jpg Name: Angrah Tulien, AKA "Tules"

Gender: Female (She / Her)

Age: 24

Race: Ionthra

Magical Affinity: Earth

Trade: Bounty Hunter

Appearance: Tules has a fair complexion and wears long, dark hair that she usually keeps tied up, and stands about a head shorter than most people. Despite her rather large weapon of choice, her physique does not appear to reflect the proper upper body endurance to swing it regularly, though overall she is still quite fit. She is not picky about what she wears, so long as it is comfortable and suits the weather.

Personality: Tules is fucking stupid. If you grabbed her by the head and shook it around, you would hear the rattling of a single pebble in her skull. Fortunately, her bravery, kindness, and (alleged) charm match that stupidity in equal or greater measure. She lives completely free from the burdens of her past, as well as any anxieties of the future, because her mind exists entirely in the present. This makes her "slightly" more prone to making (and repeating) mistakes, but she seems happier for it all the same.

She is driven by her desire to become a legend, to have badass statues in her likeness adorn city squares and to have bards sing praises of her glory for centuries to come. Unfortunately, her delusions of grandeur paint more the picture of a reckless, attention-seeking hedonist who revels in the thrill of danger rather than an actual, uh... hero. Though Tules can seem distant at times, even with her rowdy and friendly demeanor, deep down she really does take her work seriously, and makes sure to treasure her friendships wherever she may find them.
  • [ Equipment ]
    Weapons: Tules wields a hefty greatsword in battle. She carries a small shortsword at her hip as a sidearm and has several knives tucked away in belts and buckles under her clothes. She carries a shortbow on her back in case she needs it, but doesn't use it much other than for hunting occasionally.

    Armor: Tules' upper body has some solid defense in the way of gauntlets and metal shoulder plates, but not much else in order to keep herself lightweight and flexible. She uses her sparsely placed metal armor more like a tool for deflection rather than a source of static protection. She claims it keeps her on her toes. Other than that, she has some thick cloth armor underneath, but it won't stop anything stronger than a grazing slash.

    Items: Tules is not exactly a spelunker or dungeon delver, so she keeps her bag load mostly light. Some rations, water, a whetsone, small cloth towels, money, and... that's basically it.

    Miscellaneous: Tules keeps a warding stone hanging on her person at all times. She doesn't talk about her family much but when she was delivered, she was considered cursed. This is reflected in the name she was given -- "Angrah" -- meaning malevolent. Nothing's really happened yet to justify that, but she sometimes still worries that it might be true and carries the stone as insurance. Tules considers herself religious, but doesn't really worship any god so much as believe that they exist and that they are going to eventually smite her for being born.
 
Last edited:

"May the wind guide you home."
197122_iXQ0foKj.png

  • Name:
    Velahari Faevi (Veil-ah-har-ee)
    Pronouns:
    She/Her
    Age:
    24
    Race:
    Soithra
    Magical Affinity:
    Wind
    Trade:
    Traveling Healer
    Appearance:
    Velahari first off, is a little shorter than your average Soithra, standing at about 5 feet 10 inches. Her skin is fair, but sunkissed due to the life style she and her family leads. Her hands are lightly calloused and freckles are scattered over her cheeks, shoulders, and forearms. Velahari has long, soft, chestnut brown hair which hangs to her hips. Her bangs are much shorter, the young woman keeping just the bottom two inches braided. Each braid is adorned with a small gold wire that bears minimalist resemblance to her family sigil.

    Her clothing is almost always practical. She favors earthen colors when it comes to her shorts, brown leather, and minimal accessories kept to her hair decorations and a simple necklace with a pewter pendant. Velahari doesn't see the need in buying fancy clothing.

 
Last edited:
47a6f57dae5c934e6aeca9626c644e2b.jpg

Name: Lorna Marruk Real name: Alexander Wickes

Gender: Male (He/him)

Age: 26

Race Ionthra

Magical Affinity: Wind

Trade: Hunter

Appearance: Lorna's skin is tanned from many a day cooking under the sun. His hair is raven dark, long enough that it reaches his waist, though he usually keeps it braided back. There's one thing that a vast majority of people seem to mistake about him: people usually mistake him as a woman constantly, though it's understandable. Between his hair, and his feminine features, and the fact that he prefers dresses rather than typical mens wear. He usually stands taller than most humans and has a rather delicate looking frame. He also likes to dabble in makeup~!

Personality: Very much a wallflower he prefers to let other people do the talking. On the outside he appears prim and proper but don't let that fool you! It is extremely easy to fluster him. Whenever he gets shy or flustered he whips out his fan (hanging from a thread connected to his wrist) and uses it to cover the lower half of his face. He is very genuine and caring; usually the first to help a person in need, especially if someone's hurt. However, outside of this, he has a hard time making and keeping friends. In fact, he'd prefer not to since he travels a lot; he'd rather not let someone get close only for himself to disappear on some other grand adventure.

He didn't start on this adventure to become a hero. No, he has his own agendas in mind. All he wants is to put himself as far away from his past as he can possibly get. That's his only fears about becoming more well known; that information about his 'great deeds' will get back to his family.


  • [ Equipment ]

    Weapons: He mainly fights with the bow strapped to his back, preferring not to get up close up and personal. However, he does have a couple of daggers stashed away on his person just in case someone gets the bright idea.

    Armor: He prefers to stay on the light side to stay flexible (and honestly home boy's just not that strong to have heavy armor) so while he does wear some light leather armor, and leather vambraces, he has to rely mostly on his agility to get out of dangerous situations.

    Items: His fan, rations, water, quiver of arrows, money, a lamp, makeup, a couple of daggers
 
Last edited:
80b4c1a2b3de9a21ffb363b1c1a150b8.jpg


Name: Rattlesnap Snaprattle
Pronouns: He/Him
Age: 56
Race: Pontra
Magical Affinity: Earth
Trade: Chef

  • Master Skills: Cooking. Never was there one better than he, sea or land. So he says, anyways.
    Rusty Skill: Sharpshooting. From his days on the high seas, even the chefs had to do battle.
    Basic Skill: Stabbin'. Gotta do something when they get up close. Never with a cookin' knife though.
    Basic Skill: Heghtened Senses. Like most Pontra, his senses are extremely sharp.
    Master Skill: Storytelling. Old adventures, new ones. True stories, tall tales. If he's heard it, he can make it sound exhilarating.
    Basic Skill: Fishing. The fresh catch of the day never runs out as his restaurant!

Other:
 
Last edited:
Name: Theophania Moriacha Dorphindhel
Pronouns: She/Her
Age: 29
Race: Shiera
Magical Affinity: Wind
Trade: Cleric
Appearance: White hair and red, sunken eyes. Tall and lanky, with somewhat poor posture ill-befitting her station. In her serpent morph her scales are the same white as her hair, with black marks accenting her eyes.

  • sample-71926046548ad8c85374487e5d28bcb92.jpg

 
Last edited:
768749ab7d4b5a066d5d091d3fde25cb.jpgName: Lars Boreas

Trade: Weaver/Fisherman

Affinity: Water

Age: 35

Race: Yashra

Eyes: Dark blue

Skin: Most Yashra have more blocky, rough, earthen-colored skin similar to the rocks and boulders found on the slopes of mountains. However, Lars’ skin seems to be like the pebbles and stones found at the bottom of an old river. When you pick one up, you are surprised at the smooth texture and shiny, bright wet color. His skin has a similar appearance to sandstone with the darker rust-colored lines running artistically around his body.

Hair: dark brown, well-groomed, mid-length facial hair and straight medium-length hair parted partially over the left eye towards the right shoulder.

Appearance: Wears a basic slate grey robe loosely fitted over his muscular fit body.

Temperament: is very thoughtful and logical, truth and reasoning holding a key part in his view of others and the world. Is very sharp in moral judgment and will hold others in spite and act with little patience if there is any question against what is morally just. Straightforward and many times harsh, he believes one should face the truths and realities of the world head-on without hesitation. Stoicism is a valued trait that brings great respect in his eyes. One who has suffered great things and is valiant and strong is one he wholeheartedly supports and will stand firmly behind. Any he sees as in the right shall be honored and praised by Lars, especially if others vehemently disagree with them.

Background: Born into a poor family along a frigid, unforgiving coastline, Lars worked hard with his father to learn the fisherman’s trade. The land was too hard and frozen to farm, so they adapted by creating strong nets to bring in the giant fish that would swim deep below. There were many dangers and Lars eventually took on the trade of weaving from his mother when the winters came and the storms and sea became too rough for their fishing boat.

One winter, the sea was especially rough due to a merciless storm. The waves grew each time they crashed against the cliffs and had long swallowed the beach. The storm was early for the season, but the local fishermen had long prepared for this eventuality and were safe in their well-protected homes. However, some mad sailors had hoped they could sail past home before the storm season came raging against the continent. With the early storm, they were now caught, being pushed towards the cliff. The waves were dangerous by themselves, but if the ship smashed against the cliffside and sank, all of them would be drowned and their bodies unrecoverable. Lars watched in horror but found his adrenaline and magical power at his fingertips. One last push from the waves and the ship would be crushed against the cliffs below. The wave came and Lars used his innate knowledge of ice to freeze the water as it rose, pushing the ship up and over the cliff, to land with a great heap at the top. The ship’s bottom was broken by the rocks and boulders, but the sailors and their cargo were safely on the ground. They were pulled into the villagers’ homes and sheltered for the rest of the stormy winter season. Not what they were hoping for, but at least they were alive, they had food, they were kept warm and dry and they were especially grateful to Lars for saving them all. He stayed humble and admitted that it was mostly the work of the great wave that carried the ship to safety. All he had done was to aid in the swell.

One of the passengers on that ship was a famous scholar, Petch Taksin, who admitted he was looking for a “hero” to represent their lands and to be a part of group of people who will go about doing good as the heroes of old did. With some hesitation, Lars eventually accepted this offer. Petch then began to teach him how to more fully utilize and hone his magical abilities. The winter was a perfect time to practice these new techniques, as the water and ice were everywhere. As the storms subsided and the weather grew warmer, Lars found himself now on his way to join the other would-be-heroes.


  • A broken Flammenschwert tucked into his sash as if it were a dagger. Not useful for combat by itself as it is really only the hilt and very little blade left. This is the only thing his father could give him as a gift before he left. It belonged to his great-grandfather, a warrior with great magical power. It does hold a crystal within the center of its crossguard.

    Has a sidebag with:
    Couple healing Potions and other basic medical supplies
    A bit of thread and needle and other sewing kit supplies.
    Food
    Money
    Book of Water-based Magical Abilities that he is slowly understanding little by little given to him by Petch

 
Last edited:
f0c4fe8b5a247b42a7c335f61c7c01fb.jpg

Name: Knas Arda

Pronouns: He/Him

Age: 23

Race: Meftra

Magical Affinity: Fire

Trade: Adventurer

Appearance: Knas stands fairly taller than his Meftra kin at 5'9 (5'11 counting his ears) with hair that starts at an ashy blonde at the roots and slowly becomes brown as it very messily goes down his head and into a long, low ponytail at the top of his neck. Complexion wise his almond toned skin is free of any blemishes on his face, as well as his lavender eyes. He has a fairly average physique other than his naturally strong legs as well as burn scars on his hands and forearms.

Personality: Knas is the definition of spunky. Energetic, upbeat, and determined to accomplish anything he sets his mind to. The first to jump blindly into adventure which is unbecoming of his intelligent background and nature, Knas is a very 'act first and plan later' kind of guy. Speaking of intelligence Knas is fairly smart, formerly a student at a prestigious higher education university it's commonplace for him to spew out (mostly useless) facts regarding certain topics, mostly history and magic. Extroverted to a fault Knas is quick to make friends or at least acquaintances to anyone with an ear to talk off.

He didn't leave his life behind in search of glory or riches, but in search of what a true hero is. Someone who makes the world a better place. Heavily inspired by the tales and legends of Retriance, Knas wants to leave anywhere he travels a better place than where he found it. Although this mindset and strong sense of justice leads Knas seeing things and issues as purely black and white.


  • Knas doesn't carry much around with him other than the bare necessities in his satchel from:
    • Rations
    • Spare money
    • A few blank books for him to write in
    • Other small trinkets
 
Teo.jpg
Name: Ruebellia Reykrost aka "Rue"

Pronouns: She/Her

Age: 23

Race: Meftra

Magical Affinity: Earth

Trade: Traveling Apothecary/Healer

Personality: Rue has a good heart, and strong moral compass. If you put her on an alignment chart, she would fall under chaotic good. She is often seen initially as quiet and reserved, but once you start talking to her you'll see that her quietness is mostly because of her social anxiety. She has quite the bubbly and excitable nature. She wants to help everyone that she can, sometimes to the point of it being a detriment to herself. Rue is constantly trying to see the better in the people around her, and will give a multitude of second chances...as long as you don't cross "the line" which varies based on the situation. Once you cross into unforgivable territory, Rue will become cold and uninterested.

Though she is often viewed as aloof and airheaded, Rue is extremely smart despite never receiving a "formal" education. Book smart, that is. When it comes to social situations, she can be a bit awkward. Rue is known to struggle with social cues, which has created a pretty deep seated anxiety. She has a habit of overthinking, though she does her best to not let it show. After being alone for as long as she has been, Rue struggles to keep up with the ever changing lingo and social norms.

Her love languages are gift giving, food, and acts of service. Rue is known to act on her emotions, and will always try and keep the peace in the face of arguments or altercations. She hates fighting, but what needs to be done needs to be done. She is known to collect shiny bits and bobs, and gift them to friends she makes on her journey. Usually, they hold little monetary value.

Appearance: note: the image included is as close to her as I can find, I will be drawing her once I have the time. Rue stands at about 5'0" tall, minus her ears. Her hair falls to about mid back, and is usually tied back in a loose braid littered with pretty flowers she finds while hunting for ingredients for her potions. Being out in the sun frequently has caused her to develop freckles on her face and arms. She has bright golden eyes, that have flecks of black in them. Her arms and legs are typically scratched up from scrounging through the underbrush for different herbs.



Equipment: Basic gardening tools, health potions and the things she would need to make them, A rope dart with a meteor hammer on one end is her weapon. Rue likes to carry an assortment of herbs and other potion making materials on her, but she prefers to use her ingredients as fresh as possible, so she is on a constant hunt for more. She carries two concealed blades for protection. She also has a slingshot, for some long ranged action if need be. She wears a pendant with a depiction of Tiamat.
Skills:
Master Skill: Herbal upgrade:  Rue uses her earth affinity to draw out and intensify the properties she wants of the herbs and spices that she uses in her medicines and potions.
Master Skill: Healing magic:  Rue summons the growth and healing properties of the earth to help heal those in need. What she can't heal wit her magic, she supplements with her potions and medicines.
Basic Skill: Flora and Fauna:  Rue can locate and identify plants and animals. She uses this skill in the collection of ingredients.
Basic Skill: Alchemy:  Rue is an Alchemist, who specializes in healing potions. While she does make offensive potions, she prefers to stick to helping rather than hurting.
Basic Skill: Rope Dart:  Rue carries a rope dart, one end has a sharp blade while the other is a meteor hammer. She is very skilled with this weapon, especially the hammer.

Biography: Rue was found on the outskirts of a small village as an infant. Her parents are unknown, and she was raised in a small orphanage. Despite this, she had a pretty good upbringing. The workers in the orphanage adored all of the children there, and had a soft spot for Rue whom they had raised. As she got older, she spent most of her time in the library learning everything she possibly could. Soon, she found a deep interest for all things plants and animals, and shortly after she turned 16 she started experimenting with herbalism and alchemy using books purchased for her by the orphanage. By the time she had turned 18, she was well known for her healing abilities and potions. She had saved the lives of her townspeople countless times, and she became the go-to doctor.

However, at 19 she decided it was time to broaden her horizons. She was on the hunt for new ingredients to make better potions and medications, and possibly to find her parents. Though, the only thing she had of them was a pendant with a depiction of Tiamat and a letter that had the names Lillian and Turvan. Nonetheless, she didn't let her hopes die. She spent countless hours questioning anyone who may know of her family. Rue also put her skills to good use, healing and helping anyone who needed it. She mad pretty good money selling her potions and tinctures, though she kept her prices relatively low so that people of all stations could affords her wares.

Other: Rue's earth magic is primarily centered around the manipulation of plants. She has healing and offensive magic, and her offensive magic typically takes the form of "status effects" i.e. using flora to ensnare or slow her enemies. Her business is called "Rue's Remedies". Rue has a pet ferret named Favian who she calls Favi. He is sweet boy who is trained in assisting her hunting and sniffing out certain herbs/spices. Mostly, he's just a good boy.

Favi.jpg
 
Last edited:
Character.jpg
Name: Lionel Tavaihs

Pronouns: He/Him

Age: 28

Race: Nektra

Magical Affinity: Lightning

Appearance: Too tall for a Nektra at over 6 feet, and much too broad, Lionel looks like a mutant freak born to do only one thing: pound evildoers into submission. He has dark hair that he keeps pulled back from his eyes (which are a bluish-silver) and a mane he keeps trimmed so it appears as a beard. He often smiles without showing teeth so as not to terrify others with his fangs.

Personality: Despite his enormous size (for a Nektra), Lionel is wholeheartedly a humble and empathetic person. He truly cares for others and is the first to put his own wellbeing at risk to defend another.


  • Trade: Guard

    Skills:
    [Master Skill: Berserker]
    - Allows Lionel to enter a trance where his physical power and speed are greatly increased, even at the cost of his own body. With or without a weapon, Lionel's damage skyrockets.

    [Master Skill: Storm Aura]
    - Lionel's lightning affinity expresses itself by coating him in electricity. This makes his attacks electrified, occasionally paralyzing opponents or damaging them. This also affects the surrounding area, meaning that anyone who gets close when he activates this skill have a chance to fall victim to the lightning.

    [Basic Skill: Danger Sense]
    - Lionel has a powerful "sixth" sense: he can instinctually know when things aren't right and can also feel when magic, arrows, etc. are about to strike. This skill is heightened by his Berserker skill.

    [Basic Skill: Bouncer]
    - Lionel isn't a martial arts master by any means but has been in his fair share of brawls. He specializes in grapples and throws.

    [Basic Skill: Rush]
    - Lionel can move extremely fast in a straight line using this skill. Closing the distance between himself and an opponent is easy for him.

    [Basic Skill: Reckless]
    - Lionel can throw all caution to the wind in favor of pure offensive ability. This often results in critical strikes that tear opponents apart.

    [Basic Skill: Intimidating Presence]
    - Lionel is usually laidback but his scowl has turned even monsters on their tails.

 
Last edited:
1676783475546.png






Name:
Shaista Duanthra
Pronouns: She/ Her
Age: 32
Race: Shiera
Magical Affinity: Fire
Trade: Leatherworker




  • (Master Skill) Master Skinner: Shaista is able to skin animals and preserve most of the pelt. It takes her a long time to do so so she has to choose her marks carefully, especially if they're larger animals.

    (Master Skill) Fire Dancer: Shaista is able to manipulate the fire to her will. She can make it divide into sparks or elongate it into strands of fire.

    (Minor Skill) Quality Check: Feeling and looking the animal skins over, Shaista is able to discern salvageable, good, or trash pieces.


Appearance: Standing at 5'8", Shaista has a tough exterior. Her black scales look leathery and when she walks, she walks as though the weight of them bears down on her. Her eyes glow like lights and every movement is slow and deliberate. Her wings only seem to move with the wind and are as thin as paper which may be why she tends to avoid the water. She wears a suit of armor the same color as her scales. She is also rarely seen without her emerald green cloak that hides much of her appearance.
1676781148664.pngShaista is actually a Shiera who wears a leather suit designed to look like a Dracothra from the image given by records of the race. It was crafted with the help of a dear friend who split ways with her years ago. Underneath the scales are a bit of room to give her air and she'll occasionally open the mouth to cool her off when no one's looking. The suit isn't perfect so if she has a chance to take it off, she will. It is also noticeable in certain sections the shabby handiwork but all the really crappy parts are underneath the armor. Don't ask her how she uses the restroom.

Her actual appearance is a dark skin Shiera with green eyes, green and black hair, with a light appearance of scales on her face and neck. Her eyes and light scales are the only indications in her human form of what she is. When she changes form, her snake parts become dark brown with a vibrant emerald green pattern.
Typical clothing is a light mail armor when she's not using the suit. In the suit, she wears leather armor. Personality wise, she's extremely quick and brilliant but can be extremely rude and quick to anger. This is more a defense mechanism and once she realizes she doesn't have to be a jackass, she tends to drop it.
[/tabs]
 
ahmed-aldoori-tiefsorc1.jpg
Name: Myríl Frœði (Myr-eel Fro-dee)

Gender: Female

Age: 30

Race: Lamra (Læmr)

Magical Affinity: Lightning

Occupation: Scholar

Appearance: Pale and gaunt. Myril suffers from an illness that eats at her body and soul. She does not particularly look like a normal Lamra, aside from grey horns that protrude from her head and show her young age, instead she is tall - standing at a good 6'6 - and lanky like an elf. The most obvious feature of her appearance is her white, blind eyes, framed by strange ugly scars. She wears ornate, Lamran style clothing, accented by jewellery etched with ancient runes and symbols. Myril is rather beautiful by the standards of other races, but is seen as ugly and deformed by her own.

  • [Equipment]

    Artifact - Staff: A strange, ornately carved silver staff. It appears to be iridescent and otherworldly.

    Weapon - Dagger: Handle is made from ancient thestle wood and stained with ash. It has a slightly curved blade.

    Item - Field Kit: Contains various field instruments to conduct research.

    Item - Satchel: Filled with ancient scrolls and tomes.

    [Abilities]

    Master Skill - Architect: Like most Lamra, she was taught the traditional ways of building and architecture. Navigating cities, ruins and underground dungeons made by the old Lamra civilizations seems to be second nature.

    Master Skill - Mage/Magic Affinity: Although her natural affinity is Lightning, Myril has developed other ways to hone and control other sources of magic which enables her to break certain curses and cure some magical ailments. No one knows how.

    Master Skill - Lightning Stun: It is a rare ability to cut someones source off to magic, but Myril has developed a way to stun her opponents for a short period of time so that they cannot access their magic.

    Basic Skill - Electric Currents: Myril has expert sense over the invisible electrical currents that flow through the world of Keyrra. She uses the currents to navigate the world around her as she is blind.

    Basic Skill - Scholar: Myril studies ancient Lamra architecture and old magic. She has a particular interest in curses.


 
Last edited:
(WIP ~ Working on her Backstory)​

Alethea Hartwell
the Faithra
  • i
    ii
    iii
    iv
    age
    20
    gender
    Female | She/Her
    Sexuality
    Pansexual
    Magical Affinity
    Wind
    Trade
    Ranger
coded by natasha.
 
Last edited:
Name: Toddrick "Todd" Siggurdson
Pronouns: He/Him
Age: 21
Race: Ionthra
Magical Affinity: Fire
Trade: Blacksmith

  • Master skill - Crystal enchantments:
    He can enchant a weapon or armor using crystals they may find along the way. The purer the crystal, the more powerful the enchantment. He can also control how the enchantment can manifest itself.
    Master skill - Clythran Rune weaving:
    Clythran rune mages used to be indispensable part of Retriance's band of heroes. But ever since the fall of the dwarven kingdoms and more and more clythrans became craftsmen and artisans, rune magic was slowly forgotten and was replaced by rune weaving instead. Used alongside crystal enchantments, runes weaving is the act of applying runes on an enchanted weapon or armor to define its function. An enchanted shield can protect its user by amplifying their elemental affinity towards it, but an enchanted shield with warding runes can form a protective sphere around the user based on their affinity. Rune weaving can also be done without crystals, but they can only perform basic tasks and their effects are temporary. Right now, the runes that Todd knows and can effectively use are explode, mend, polish, lightweight, and strengthen.
    Basic skill - Smithing:
    Given the right tools, materials and time, he can create or repair any weapon, armor or equipment that he has learned in the past. Right now, he can easily make iron swords, shields, crossbows and armors, but he's not yet skilled in making bows and magic staves.
    Basic skill - Potion crafting:
    His parents also dabbled on potion crafting as another form of income, so he had no choice but to pick up this skill. His familiarity with herbs and other arcane materials allows him to create healing potions and strength potions. He can also experiment and create new types of potion (effects may vary so try at your own risk!)
    Basic skill - Crossbow archery:
    Because a man still has to defend himself in some way.
    Basic skill - Obsessive learner:
    Given enough time, Todd can learn a new skill or a new language.

1676902032516.png
(oohh so its like html. man this brings me back to my hs days haha)
 
Last edited:



  • e921c1b0fea7ff732446918fc9106d3a.jpg
    Name: Nerine 'Ner' Romhlúr
    Pronouns: She/Her
    Age: 27
    Race: Merda
    Magical Affinity: Water
    Trade: Alchemist
    Appearance: Nerine has dark hair, fair skin, and icy blue eyes. On land, she is 5'7"/170cm. She has long limbs, lanky on land and fluid in water. She prefers wearing dresses or skirts, as pants tend to be impractical for transformations. Otherwise, Nerine tries to be more practical in general about her clothes, though she does find herself drawn to tops and bodices that are more fitted; pleated but otherwise flat skirts; and three-quarter length sleeves. Part of this is driven by her being in a lab: loose clothing catches fire easier. Even if it weren't the case, it would still be her own personal taste. She prefers to be barefoot when possible.
    Other: The scales around her eyes and on her limbs are purple in hue. Under water, Nerine has a dark purple tail; her tail goes up to her rib cage, at which point a predominant mottled scale pattern covers her body up to her neck, which is gilled underwater. There is webbing between her arms and body underwater, which is the first to fade away upon drying up. While wet, there is also webbing between her fingers.


 
Name: Krirrk
Pronouns: He/Him
Age: 26
Race: Faldra
Magical Affinity: Lightning
Trade: Assassin
Skills: [Master Skill] Silent Strike: The ability to strike a target from the air without making a sound. [Master Skill] Paralysis: Using his mastery of lightning, he is able to shut down the nervous system of a target [Minor skill] Poison crafting: Can identify the components of and craft most common poisions for ingesting or coating weaponry.
Equipment: Dagger, Bow, various sized arrows some tipped with special heads to better deliver poisons, vials of poisons, pack that holds rations, a canteen, maps, and stores of dried ingredients for crafting poisions.
Personality: Quiet and calculating, he rarely trusts others. Enjoys learning new skills, and makes a point to study all his marks throughouly, committing the most minute details of their routine to memory.
Biography: TBD


Kenku3.png
 

Users who are viewing this thread

Back
Top