DarKnight36
Imagineer
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!
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.
MAGIC
Magic is comprised of five elements: fire, water, earth, wind & lightning. These elements are imprinted on every character as an affinity. Individual races have varying affinities, two common and one rare; the Ionthra (humans) are the only race that does not have any set affinity and rarely can have two affinities.
How your magic expresses itself is up to you as a writer, but it needs to make sense to what your element can do. If you ever have a question about this, just ask me! But to give you some ideas, you could have your character have a fire affinity, and be able to summon and throw a fireball, or they could channel fire into a weapon, or they could shoot lasers at an opponent. Use your imagination!
FIRE - All uses of fire itself, but also includes heat and can manipulate molten materials in some cases.
WATER - Includes water & ice. Can also include blood or other liquids that have a lot of water components in them.
EARTH - Includes soil, rocks & metal to a lesser extent. Can also be used to manipulate plants.
WIND - Air and other gases. Weather manipulation is possible.
LIGHTNING - Lightning & electricity. This is the closest to pure energy as an element gets.
CRYSTALS
One part of the magic system that is important to be aware of is crystals. Crystals can accentuate magical powers and are often found in weapons or armor, as well as other equipment. Crystals also come in varying purity (or quality), so the more pure a crystal is, the stronger your magic can become! There are five levels of purity, and it is exponentially harder to find crystals of increasing purity. For now, if you have a crystal, it will be of purity level 1, the lowest level.
TRADE & SKILLS
Your trade is essentially your "class" or "job." It is what you have been trained in, or the profession you chose. This can be anything you want, within reason, so ask away if you aren't sure!
Your character is allowed 2 MASTER skills and 5 BASIC skills. Master skills are powerful talents, spells, or techniques you can perform, and should be based on your trade. Basic skills are things that often will go along with your background or trade. For example, a basic skill if your trade is a musician could be keeping time. This could then translate to you having a perfect internal clock, etc.
Ultimately, skills can be anything you want, so long as they make sense for your character. It's probably a good idea to have a few skills you can use in a fight!
As we continue, your characters will grow in strength and learn new skills, and old ones may get more powerful. There is not a level up meter I'm keeping track of, but as things escalate, our characters will naturally keep up. I'll nudge you if I think you need a power-up but for the most part, just let your character grow at a steady pace and it'll be fine!
EQUIPMENT
The equipment you carry is important to keep track of. You don't have to be extremely detailed, but give me a basic example of what your character has on you when it comes to weapons, armor, or other items that would be useful (i.e. healing potions, food, etc). There will be times our characters have to rest, or heal, or eat! Keeping a tally of our resources will be important for that reason.
Your equipment, just like your skills, will upgrade over time, whether that's finding new weapons or having them forged for you. For now, if you'd like to have a piece of equipment with a crystal in it, choose one item and we'll go from there.