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Fantasy Gates of Tirath - Sword & Planet Adventure [CS & Characters]

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Gates of Tirath Characters New

Morgaine Kri Chya

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Peoples and Population Distribution​

The source material has all the intelligent populations of the planets of these stories as human/humanoid in general, however variety is the spice of life, and the universe of novels this is set in has an array of peoples. I think the same can be had here!

Humans

  • Description: Humans are the most populous species on Tirath, divided into various cultures and kingdoms. They inhabit regions ranging from medieval societies to those with access to cobbled-together Qhal/Human technology. Humans are adaptable and resilient, having survived the temporal distortions caused by the Qhal collapse.
  • Appearance: Varies by region, from nomadic tribes of the Vaegir Plains to the technologically advanced inhabitants of Aether’s Rest. Humans can be of any build or appearance, depending on their ancestry and environment.
  • Traits: Humans are versatile and have no inherent connection to Qhal "sorcery", but they often study and attempt to harness Qhal relics - so far without any luck without hybridizing the technology with their own or enlisting assistance from those of Qhal descent. They are driven by ambition, survival, and curiosity, often seeking to control the power of the Gates.

Qhalesh

  • Description: The Qhalesh are the descendants of Qhal and humans (or other compatible races), as the now long-vanished Qhal were a doomed race in the natural genetic propagation department. They possess some of the Qhal’s traits, such as their slow-to-age appearance and gray eyes, but often experience internal conflict between their human nature and the cold detachment of the Qhal bloodline. In more superstitious societies, Qhalesh are feared or distrusted due to their connection to the Qhal’s destructive legacy.
  • Appearance: They resemble humans but are usually taller, with pale skin and sharp features. Their gray eyes often mark them as different. None of the hybrids that exist inherited the white hair, and those that wish to embrace that side of their heritage have been known bleach out their hair to accomplish the striking appearance.
  • Traits: Some Qhalesh inherit abilities to interact with pure Qhal technology (any technological advancement you want to conjure for improved quality of life in keeping with a sci-fi/fantasy setting, have fun with it and think outside the box of what you know irl – only thing off limits is anything similar in function to the Gates and spaceships). They age slowly, average is 50% longer than human lifespan, and possess an aura of mystery and danger pending personal perspective.

Anu-Khai

  • Description: A catch-all for intelligent species descended from beings that were either transplanted hundreds of years ago, or among the genetically modified experiments of the Qhal. Population seeding of peoples from other planets and times were among the hobbies of the Qhal, as well as genetic splicing and tinkering. Over the centuries they have developed their own names for their peoples, cultures, philosophies, and technologies varying from small isolated communities to full villages and towns.
  • Appearance: Highly Varied – you can get creative here.
  • Traits: Versatile and have no inherent connection to Qhal "sorcery" and varied pending branch of species/racial origins. The largest of settlements for these would be towns, while the individuals or families in the population itself may be branched out anywhere even to the larger cities.

Character Types​

*These are just suggestions to act as inspiring templates, you can use them or jump off of any of the information here. Happy to soundboard and discuss options!

1. The Wanderer

  • Summary: Born to a nomadic tribe or a displaced survivor, you’ve spent your life navigating the unstable world. You’ve traveled across regions where time flows inconsistently, learning to adapt and survive in this fractured reality.
  • Role: Guide, scout, or resourceful survivor with knowledge of the land’s dangers and secrets.

2. The Scholar of Ivrel

  • Summary: A member of a secretive order, you dedicate your life to studying the Qhal and their lost technology. The recent reactivation of a Gate has rekindled your quest for understanding the powers that once shaped the world.
  • Role: Researcher or academic, seeking Qhal relics and forbidden knowledge.

3. The Knight of the Iron Holds

  • Summary: A loyal soldier of one of the feudal lords in the Shattered Highlands, you are sworn to protect your region’s interests, balancing medieval values with salvaged technology from the Qhal ruins.
  • Role: Skilled fighter and tactician, defending your land while navigating the political intrigue of your lord's ambitions.

4. The Tribal Seer

  • Summary: Born with a deep connection to the land’s temporal anomalies, you are part of a tribe that lives in the Vaegir Plains. Your visions and strange abilities, shaped by these distortions, have given you insight into the past and future.
  • Role: Mystical guide or spiritual leader, interpreting the shifting flows of time and warning of coming dangers.

5. The Mercenary

  • Summary: As a hired blade in a world of chaos, you’ve made a living by offering your skills to the highest bidder—be it protecting scholars on expeditions, scavenging relics, or battling creatures warped by time.
  • Role: Versatile combatant or bodyguard, loyal to coin but increasingly drawn into the mysteries of the world.

6. The Displaced Heir

  • Summary: A noble from a medieval kingdom or futuristic city, your family’s lands or fortunes were lost to the world’s shifting timelines. Now, you seek to reclaim your birthright and restore your legacy amidst the chaos.
  • Role: Diplomat or leader, maneuvering through alliances and rivalries to rebuild your family's power.


Primarily knowing the Compressed Character Sheet is the minimum I'd ask to have posted for us all to reference as we get familiar, and helps me as the world keeper/gm in creating story/interaction fodder if necessary to keep things rolling :). If you'd like to dig deeper, feel free to use the Expanded Character Sheet.

Compressed Character Sheet: The Gates of Tirath


Basic Information

  • Name:
  • Age:
  • Gender:
  • Appearance: (Brief physical description)

Background

  • Origin: (Region or town/city of origin)
  • Background Role: (Wanderer, Scholar, Mercenary, etc.)
  • Brief History: (A few sentences summarizing their past and current situation)

Skills and Abilities

  • Combat Skills: (Main fighting ability, if any)
  • Special Skills: (Non-combat expertise or talents)
  • Weaknesses: (At least one flaw or challenge they face)

Equipment

  • Weapons: (List any weapons they carry)
  • Other Gear: (Any notable items or tools)

Motivation

  • Goals: (What drives them in the current story)
  • Fears: (One or two core fears)

Basic Information

  • Name: Temira Darron
  • Age: 32
  • Gender: Female
  • Appearance: Lean, sun-tanned, short black hair, gray eyes, dressed in scavenged armor.

Background

  • Origin: Ryndorra Wastes
  • Background Role: Mercenary
  • Brief History: A skilled scavenger and fighter, Temira lost her father to a temporal storm and now works alone, earning a living through dangerous jobs in the Wastes.

Skills and Abilities

  • Combat Skills: Dual daggers, hand-to-hand combat
  • Special Skills: Scavenging, stealth, navigation
  • Weaknesses: Trust issues, reckless in high-risk situations

Equipment

  • Weapons: Dual daggers, a small blaster
  • Other Gear: Toolkit for scavenging, a pendant from her father

Motivation

  • Goals: Discover the fate of her father, explore Qhal relics
  • Fears: Becoming lost in time, relying on others

(Alternative Option) Expanded Character Sheet​


Basic Information

  • Name: (Your character’s full name)
  • Alias/Nicknames: (Any other names your character is known by)
  • Age: (Character’s age)
  • Gender: (Male, female, non-binary, etc.)
  • Appearance: (A brief description of your character's appearance: height, build, eye color, notable features, clothing, etc.)

Background

  • Origin: (Describe where your character is from—Vaegir Plains, Ryndorra Wastes, Tarnaal Woodlands, Shattered Highlands, Eidria Expanse, or another location)
  • Family: (Optional—include details on any family members, significant figures, or connections in your character’s life)
  • Background Role: (Choose one or create your own: Wanderer, Scholar of Ivrel, Knight of the Iron Holds, Tribal Seer, Mercenary, Displaced Heir, etc.)
  • Personal History: (A few paragraphs about your character’s backstory—how they came to be who they are, any important events that shaped them, and what brings them into the current story)

Skills and Abilities

  • Combat Proficiency: (List any combat-related skills your character possesses: swordsmanship, archery, firearms, martial arts, etc.)
  • Special Skills: (Include non-combat skills such as navigation, stealth, engineering, scavenging, healing, etc.)
  • Mystical/Tactical Abilities: (If applicable—any abilities connected to the temporal anomalies or Qhal relics, such as visions, crafting, manipulating Qhal technology, or interpreting ancient runes)
  • Weaknesses: (Every character should have a few flaws or weaknesses that challenge them: poor health, impulsiveness, fear of certain places, etc.)

Equipment

  • Weapons: (List any weapons your character carries, whether traditional or technologically advanced)
  • Armor/Clothing: (Describe the type of armor or attire they typically wear—medieval, tribal, or futuristic styles)
  • Other Items: (Any personal belongings or special items of note, such as Qhal relics, survival gear, books, etc.)
  • Treasured Possession: (Optional—an item that has deep meaning to your character)

Personality and Motivation

  • Personality: (Describe your character’s personality traits: are they brave, cautious, curious, secretive, loyal, etc.?)
  • Fears: (What is your character afraid of? This could be anything from certain places or enemies to broader fears of failure or losing loved ones.)
  • Goals and Motivations: (What drives your character? Revenge, wealth, knowledge, redemption, or something else?)

Affiliations and Connections

  • Faction/Allegiance: (Is your character loyal to a lord, a tribe, a mercenary group, or are they unaffiliated? Do they follow any particular ideology or goal?)
  • Significant Relationships: (Any key people in your character’s life—family, friends, mentors, enemies)

Quirks and Traits

  • Notable Quirk: (A unique or interesting trait—perhaps your character has a nervous habit, an unusual skill, or a distinct way of interacting with others)
  • Reputation: (How is your character perceived by others? Are they respected, feared, distrusted, or unknown?)

Basic Information

  • Name: Temira "Tem" Darron
  • Alias/Nicknames: "The Ghost of Flintbarrow"
  • Age: 32
  • Gender: Female
  • Appearance: A lean, athletic build with sun-kissed skin and short, messy black hair. Her gray eyes, a mark of her Qhal heritage, often draw unwanted attention. She dresses in scavenged leather armor, patched with bits of tech gear salvaged from Qhal ruins.

Background

  • Origin: Ryndorra Wastes
  • Family: Temira was raised by her father, a former scavenger, until he vanished in a temporal storm. She now lives alone, though she suspects her father may still be out there somewhere, displaced by time.
  • Background Role: Mercenary
  • Personal History: Temira grew up learning the dangerous trade of scavenging from her father, searching the wreckage of ancient Qhal technology in the Wastes. After her father disappeared, she took up mercenary work, using her knowledge of the region’s temporal shifts to survive and make a living. Known for her agility and quick thinking, she’s earned the nickname "The Ghost of Flintbarrow" for her ability to vanish into the ruins when things get too dangerous.

Skills and Abilities

  • Combat Proficiency: Skilled with light blades and improvised weapons, expert in hand-to-hand combat, quick reflexes
  • Special Skills: Scavenging, stealth, navigation through temporal rifts, basic tech salvaging
  • Mystical/Tactical Abilities: Slightly resistant to temporal anomalies due to her Qhal bloodline, though she has no direct control over this ability
  • Weaknesses: Struggles with trust, haunted by the loss of her father, prone to reckless behavior in dangerous situations

Equipment

  • Weapons: Dual daggers, a small concealed blaster (damaged Qhal tech), and a makeshift bow for ranged attacks
  • Armor/Clothing: Worn leather armor patched with bits of scavenged tech for added protection, goggles to shield her from desert storms
  • Other Items: A pocket-sized toolkit for salvaging, an old map of the Ryndorra Wastes, and a small pendant that belonged to her father
  • Treasured Possession: The pendant, an heirloom from her father, rumored to contain a fragment of Qhal crystal

Personality and Motivation

  • Personality: Cautious but resourceful, quick-witted, and fiercely independent. Temira has a dry sense of humor but often keeps others at arm’s length.
  • Fears: Fears becoming lost in time, like her father; deeply afraid of relying on others, preferring self-reliance.
  • Goals and Motivations: Temira wants to find out what happened to her father, but she’s also drawn to the mystery of the Qhal relics, hoping to unlock the secrets they hold to prevent others from making the same mistakes.

Affiliations and Connections

  • Faction/Allegiance: None—Temira works alone, though she occasionally teams up with other mercenaries or scavengers when necessary.
  • Significant Relationships: Her father, Darron, remains the most significant figure in her life, despite his disappearance.

Quirks and Traits

  • Notable Quirk: Temira often hums softly when nervous, especially when she’s scavenging dangerous ruins.
  • Reputation: Known as a skilled scavenger and fighter, but also as someone who keeps her distance from others, preferring to live on the fringes of society.
 
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Basic Information

  • Name: Kee Skógiberi
  • Alias/Nicknames: The Warbler
  • Age: Appears to be anywhere from 18-21
  • Gender: Non-binary (he/they/it)
  • Race: An'fyssa (type of Anu-Khai native to the Tarnaal Woodlands)
  • Appearance: A little shorter than 5 ft. 6, skinny, tanned skin with green undertones, warm amber eyes, shaggy and brittle black hair that covers a big part of his face with stray strands braided. Typically wears whatever he can find, as long as it's comfortable, like rags, ponchos, scarves, etc. He decorates his clothes with bronze and tin bells. The most notable features on it is its Henna-like gradient staining on the ends of its arms and legs, although only its hands are visible most times, indicative of it being an An'fyssa.

Background

  • Origin: Tarnaal Woodlands/Outskirts of Tal'korun. They don't live inside Tal'korun, instead stalking the outskirts, and only visiting the city for very important matters.
    • Racial details: The An'fyssa are a sub-type of Anu-Khai, native to the Tarnaal Woodlands. They're very similar in appearance to humans, save for one detail - their arms and legs are stained a deep, Henna-like brown, starting from the tips of their fingers and toes, and going up, fading away in a gradient and blending with their skin the further up they go. An An'fyssa's age can easily be inferred from these stains; babies and newborns have "gloves" and "socks" that might barely cover the whole of their hands up to their wrists and their feet up to their ankles, whereas adult An'fyssa have almost completely darkened forearms and calves, and the staining has started blending in towards their biceps and thighs. Behaviorally, there's nothing inherently biological that dictates an An'fyssa's social behavior. An'fyssa are exceptionally rare, so most, if they have living family, will stick together. Their personality and socialization depends on their living circumstances, and not on their species. However, An'fyssa have a minor (thought to have been watered down over time) connection to Qhal "sorcery". Specifically, An'fyssa are more adept at handling Qhal technology that interferes with wavelengths and frequencies through sound. An'fyssa now feel this connection as a spiritual and superstitious calling to the protective qualities of sound. They have no inherent ability to alter wavelengths and frequencies themselves without any tools, but they have a better chance of learning how to use these tools, and can grow stronger overtime, using them like crutches. It is thought that with enough training (or, if you're a scholar, that the An'fyssa of the past), an An'fyssa can manipulate sound to exceptional lengths with no outside tools. However, no one has ever witnessed an An'fyssa be able to do this, so this is up to scholarly debate.
  • Background Role: Notorious forest trickster
  • Family: Largely lacks any sort of biological family, as far as he is aware.
  • [*]Kee has no recollection of its family, always having been taken care of by the local Tal’korun denizens, through providing it food and shelter. Due to its turbulent home life, if it can even be considered that, Kee had no supervision as it explored the woods of Tarnaal. The knowledge that it would always have food to come back to and a bed to return to gave it more confidence to be curious, and eventually, start becoming more independent, not needing Tal’korun’s protection anymore, and finding nature to be much more suited to its tastes.

    His penchant for stealing began from a young age, with the first ever item he ever stole being the bell from a goat, that he took to wear for his own neck - he sometimes swears he can still feel the bruises from the goat.

    This passive care from Tal’korun, added with their effective isolation, led to them being very poorly socialized. The closest thing to a relationship they maintained was with Beya, the baker at the edge of town. As they grew up and were forced to socialize with others by Beya, or due to survival purposes, Kee came to discover more methods of creating sound; and thus spawned their love for instruments, particularly the lute, which to this day they swear they “just found it randomly lying there”.

    Despite the validity of his claims, with his own entertainment and scavenging expertise now acquired, he took to exploring and familiarizing himself with the rest of the Tarnaal Woods, rendering him a pretty good guide to cross the woods without getting lost, while also being familiar with the natural dangers of the woods. This earned him a reputation as a guide, and the only way to contact him was through tracking his music, which he was either playing on his lute or pan pipes or singing, earning him the nickname “The Warbler”. Most folk now refer to him by this nickname, having almost totally forgotten his actual name due to his lack of interaction with everyone.

    The closest thing it has to interacting with people is guiding them through their woods and taking things from passersby as a “gift of good will”. This eventually led it to get into trouble with one of Tal’korun’s leaders. Kee’s gap in knowledge of social customs lead it to steal a trinket from one of the leaders, causing it to be almost permanently banned from Tal’korun (which, surprisingly to most, Kee took great offense at), and permanently souring its reputation among the denizens of Tal’korun. Most common folk view Kee as a plain nuisance who has some valuable skills, but the leader(s) have more than a few complaints about it. Regardless, it doesn’t seem to care very much.
    [*]

Skills and Abilities

  • Combat Proficiencies: Largely lacking. The only thing they know how to do is make a mad dash for freedom, and sometimes they remember to cover their head from oncoming punches. Otherwise, totally useless, and much more suited to long range battle. The only thing protecting them are their bells; if you run up to them to stab them, the most they can do is screech a little.
  • Special Skills: Deft hands (excellent sleight of hand abilities), good at distracting, fast runner, great singer
  • Mystical/Tactical Abilities: Wavelength distortion (minor and very eventual, years down the line, unless something changes), proficiency in frequency-based Qhal technology, proficiency in An'fyssai bell nullifying magic
  • Weaknesses: Being told that they are wrong, accepting a taste of their own medicine, immature and juvenile, being challenged to an actual fight, being trapped, forming bonds

Equipment

  • Weapons: Qhal-modified lute and pan pipes.
    • Kee's lute has an amplifier of sorts that latches onto the headstock of their lute and clasps under and around the tuning pegs, replacing them in the process. Unrelated to the powers of the amplifier, but because of the modification, it is difficult for Kee's lute to go out of tune as a consequence, thanks to the way it latches on. If it ever goes out of tune, Kee has to "sew" the strings back into tune, using professional precision (which they have from years of playing the lute, however it doesn't always guarantee the tuning will be successful) and expensive tools. The amplifier, instead of tuning the strings to play the right notes, changes the wavelengths and frequencies of the music being played, to allow for a variety of magical effects; Kee can make it so only specific species (such as animals) can hear the music, they can hypnotize the listeners, lull them to sleep, inflict damage upon them through harming their auditory and vestibular system, etc. While Kee can withstand the effects of the lute thanks to the bells they wear, single-target fighting is difficult for them while using it, and they might accidentally harm or charm their allies in the process. Regardless, their lute is their preferred choice of weapon, because tuning it is subtle, and they can still speak and move while using it. Kee is unaware of the Qhalish background of the amplifier, and instead just thinks they found a cool tuner, made by and for the An'fyssa. Despite this misconception, they're an expert at using it.
    • Kee's pan pipes are their own creation, sewn and glued together from the remnants of the piping of Qhal machinery. The way to activate the pipes' magical properties is through pulling on a thread on the side of the pipes that constricts the air flow; otherwise, the pipes can be played like any other pan pipes. Because the pipes were originally meant for machines, the Qhalish magic in them is amplified to an extreme and unpredictable amount, which Kee has a hard time controlling. Mixed with the fact that in order to use it, Kee needs to keep their head still to control their breathing and can't talk, while also using both of their hands, Kee will only use their pipes in extreme circumstances. The "magic" Kee is most comfortable casting with the pipes is a sort of smoke screen, that compresses the moisture of their breath and the air into thick steam that encompasses the whole room (despite being most comfortable with this ability, Kee still dislikes it; after all, what good is a smoke screen when you jingle like a coin pouch whenever you move?). Kee suspects it might be able to manifest elements like fire and water out of nowhere, although they're not too excited to try this out. Much like with their lute, Kee has no idea of the Qhalish background of their pipes, however this time, they have no idea what the pipes were supposed to be in the first place, being completely foreign to such technology. The only reason they glued the piping together into pan pipes is because that's what they thought it was in the first place - just ravaged and wrecked pan pipes.
  • Armor/Clothing: He doesn't wear much armor because he's used to living peacefully. The only thing resembling armor is all the An'fyssai bells he wears, either sewn onto leathers and rags he wears, worn around his waist like belts, around his shoes like anklets, draped under his outermost clothes like a cape, etc. Otherwise, he wears typical medieval peasant clothes, with some "fae jester" inspiration, but with a focus on the top wear being loose. He also has access to tougher, hardier protective gear, like woolen and fur capes and head coverings. Don't imagine anything extravagant or beautiful, just utilitarian but whimsical. Being something of an outcast without a home, his clothes aren't very impressive, and all his accessories are made from stuff he can find in the wild, like acorn shells, pebbles, and staw.
  • Other Items: An'fyssai bells.
    An'fyssai bells have multiple purposes and are used by non-An'fyssa as well. The art of An'fyssai bellfounding is one that gets lost and found throughout the ages, due to the limited population of An'fyssa, but also the fact that bellfounding is a spiritual practice that some believe is embedded in an An'fyssa's blood, and thus comes instinctively whenever an An'fyssa is asked to forge a bell. Many farmers who have access to an An'fyssa (blacksmith or not) might put An'fyssai bells on their animals, although this has no discernible benefit when put against other bells. Asking an An'fyssa about them, however, tells a different story. It is a common belief among An'fyssa that bells of any kind ward off evil, because sound naturally wards evil (be it bad luck or an apparition). Thus, An'fyssai bells are made to be extremely resonant and nullifying to external frequnecies and wavelengths, by enveloping the wearer in a concentrated cascade of resonance. An'fyssai bells take many forms, although the most usual forms are jingle bells and animal bells that the An'fyssa wear on their person either as charms, belts, and necklaces, or by sewing them onto their outfits. While An'fyssai bells are resonant and have powerful frequencies, they're not particularly loud, and they're extremely discordant, due to the fact that they're made of cheap metals such as tin and bronze, most often handcrafted (instead of cast) from household appliances. They're unpleasant to hear, but they don't affect the listener in any way.
  • Treasured Possession: Despite the fact that it struggles to understand the concept of ownership, emotional investment, and emotional attachment to items, that doesn't mean it lacks it completely; it has a deep bond with its lute and pan pipes, but the thing it treasures the most is the bell around its neck. It is, after all, the first bell it ever wore and kept it safe for as long as its been alive. It would do unspeakable things to anyone who dared touch it.

Personality and Motivation

  • Personality: Kee is an oxymoron, to say the least. Behaviorally speaking, he's extremely antisocial, and barely views interactions as an exchange; he is so dismissive of others that he wouldn't mind or bat an eye at being the only one to win something from an interaction, be that a trinket, or information, or even just a fun story. He prefers the company of nature and animals. When spoken to, however, Kee is jolly and chatty, and will do his best to engage in conversation, and keep the dialogue going. Whether he retains any information is up for debate, and he usually strikes up a conversation to distract the other person from noticing that their pockets are actively being searched for valuables, but he's a good conversationalist. He doesn't try to hide his mischievous nature whatsoever, and whenever he runs out of things to steal, he'll resort to pranking. He can't handle being treated with the same attitude, though, and he is quick to offend, and much quicker to yell if his hypocrisy is pointed out. For all his immaturity, however, he's not one to hold grudges, as long as the recipient is fine with putting up with his huffy attitude for the rest of the day. If unprovoked in such a manner, the only behavior he seems to display ranges from happiness, to boredom; he seldom actively looks sad or embarrassed.
  • Fears: He fears that nature which he has always been so fond of isn't concerned with him whatsoever, and that he has no bonds at all.
  • Goals and Motivations: To steal the most valuable trinket of all (he is unsure what it is, but he wants to find it to understand why people have a strong reaction when he says that and just what about it is so special)

Affiliations and Connections

  • Faction/Allegiance: Loyal to the forest and the Heartwood itself; views it with muted respect and great adoration, almost as if it's a relative. Other than that, he's a one-man guild.
  • Significant Relationships: Beya Grænmetishvíslari
    An An'fyssa woman who lives in a cabin on the outskirts of Tal'korun, just off the beaten path. She works as a baker and farmer, and sometimes, when asked, she fashions bells for Tal'korun denizens, if they're really nice about it. She seems to be the only person that tolerates Kee. Kee originally was drawn to her because she was An'fyssa, like him, but he eventually hung around because she treated him with a lot of grace, despite him regularly stealing from her. Whenever Kee steals a trinket and isn't fast enough at giving it back to the victim, he dumps it on her, not out of any love or respect, but only because she doesn't scold him for it. She's the only reason why Kee has warm clothes to wear in the winter, and she enables his crippling addiction to suet cakes. Despite being nice and personable to Kee, she's very mischievous and smart, with a penchant for teasing - perhaps this is why she's the only one who is able to stay around Kee. She seems to take no offense to his rude behavior, and instead, most interactions of theirs end up with Kee being the one offended and huffy, and her laughing at him about it. Like Kee, she also wears bells on her (although they're concealed by her dress), and she retains all An'fyssa traits. While she has an air of youthfulness about her, she looks to be in her late 20s or early 30s.

Quirks and Traits

  • Notable Quirk: If he's met with silence for any reason, he'll try to cover it by swinging his body so the bells on him make a sound. This is because the An'fyssa believe that monsters and evil are warded by sound, anything from the slightest trill of a cricket to something as boisterous as a carnival. He keeps it a habit to maintain sound in total silence.
  • Reputation: Most Tal'korun denizens dislike Kee, with the exception of Beya. However, they all recognize Kee's prowess when it comes to navigating the woods. Newcomers will often be referred to them if they're looking for transportation through the woods, although the travelers are always warned that while Kee doesn't accept payment, they might take something from the travelers. If asked more details on Kee, most Tal'korun natives dismiss them as just a ne'er-do-well, a troublemaker, or a delinquent, more a nuisance than a dangerous criminal.
download20241000203712.png

(Rudimentary picrew of Kee for now, please rely more on my written description, this is just for clearing up any aesthetic misconception)

Picrew by @/trubadni: "Yaelokre OC maker"
 
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Basic Information

  • Name: Morgaine
  • Age: Unknown (appears ageless)
  • Gender: Female
  • Appearance: Tall, with tanned olive skin and silver hair, white fur cloak for cold weather/winter, black fine mail armor, over leather breeches and linen shirt. Her gray eyes are sharp and cold, reflecting both her Qujalin heritage and centuries of experience.


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Background

  • Origin: Of Qujalin descent, from the ancient Qhal world.
  • Background Role: Wielder of the sword, Changling, tasked with closing the Gates.
  • Brief History: Sent by the Union Science Bureau (unknown to denizens) to close every single Gate in existence along with of 100 of her kinsman. As they progressed through various gates, many were killed until they were reduced to 5 that undertook an assault on a gate and was betrayed by the locals. Morgaine, the only survivor - fled through a Gate, closing it behind her. Morgaine has been traveling through unpredictable time jumps for centuries, and for her, only an instant has passed. She now returns to a world drastically changed, still bound to her mission.

Skills and Abilities

  • Combat Skills: Expert swordswoman, Changling has a unique ability as it was built to disrupt and break the gates. And bears a small hand-held laser pistol.
  • Special Skills: Knowledge of Qhal "sorcery"/Technology, Gate sealing.
  • Weaknesses: Isolated, burdened by her duty, emotionally distant.

Equipment

  • Weapons: Changeling, a sword crafted with a silver dragon hilt, and seemingly clear blade "enchanted"/enhanced by Qhal techniques to perform its task.
  • Other Gear: Qhal artifacts, travel gear, a worn map with locations of Gates.

Motivation

  • Goals: Close the remaining Gates to prevent reality from collapsing.
  • Fears: Failing her mission and witnessing the destruction of all worlds.
 
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Basic Informationwarrior (18).jpg

  • Name: Kashim min-al'Mubarizun
  • Alias/Nicknames: n/a
  • Age: 21
  • Race: Human
  • Gender: Male
  • Appearance:
    • Height: 5' 8"
    • Build: Athletic/muscular
    • Eye colour: Dark brown
    • Hair colour: Black
    • Hair Style: Sides of head are shaved; the top half is a mop of dishevelled, thick/heavy hair.
    • Notable features: He wears a matte black metallic sleeve over his left arm with a 12" rod of similar coloration attached along the back of the forearm. Typically cannot be seen underneath his cloak, however.
Background
  • Origin: Kashim is of the Mubarizun, a nomadic tribe of people who live deep within the deserts of the Ryndorra Wastes. The Mubarizun lead their lives according to The Criterion. The Criterion is a large tablet of unknown composition that has inscriptions carved into its surface. Until recently, the Mubarizun have not been able to leave their pocket of the Ryndorra wastes. A shift in the temporal fabric between realms opened a way out of that pocket.
  • Family:
    • Wife: Mihra min-al'Mubarizun
    • Son: Faris min-al'Mubarizun
    • Daughter: Jannah min-al'Mubarizun
  • Background Role: Wanderer
  • Personal History: Kashim lived an ordinary life among the Mubarizun, whatever ordinary is for people who live in the Ryndorra Wastes.
Skills and Abilities
  • Combat Proficiency/Special Skills: Expert Survivalist, Expert Climber, Good fighter (hand-to-hand and stick-fighting), Superb Physique (sprinters/climbers build), a Good Hunter.
  • Mystical Abilities: Perhaps more resilience/resistant to temporal phenomena due to growing up within the Ryndorra wastes.
  • Weaknesses: Very trusting. Perhaps too trusting. Kashim is not a fool, he simply believes in giving everyone the benefit of the doubt unless they give him a reason not to. Too altruistic, maybe? He is a stranger to customs/culture outside his tribe.
Equipment
  • Weapons: Force Staff, Survival Knife, Crossbow w/ scope.
  • Armor/Clothing: Kashim wears a full body suit that is designed to preserve the body's moisture. It consists of various layers that absorb the body's moisture through sweating and urination, and then filters the impurities so that drinkable water can be circulated to catch-pockets. The individual can then drink the reclaimed water from a tube attached to the neck. This suit, kept in working order and maintained properly, permits the wearer to survive for weeks in the open desert. Over-top everything, Kashim wears a cloak, tattered at its edges, that is a sandy, earthen colour.
  • Other Items: The matte black baton that Kashim carries on his left arm is a Qhal relic known as a Force Staff. It can shorten to 12" long and can extend to 6' long. In addition, upon striking a target, it can unleash a wave of gravitational force that can knock-back or knock down the target. He also carries a backpack that holds a various assortment of tools, rope and rations (Dungeoneer's Pack).
  • Treasured Possession: n/a

Personality and Motivation

  • Personality: Kashim has a balanced personality. He seldom goes to the emotional extremes without just cause or excessive provocation. He enjoys that which is good and righteous, and he eschews that which degrades the development of the personality which is essentially anything that is immoral and unjust. He is a firm believer in The Criterion and the Law of Requital as are most if not all Mubarizun. In short, the Law of Requital is somewhat similar to the concept of karma, that men will reap what they sow.
  • Fears: Every Mubarizun knows that times will come when his or her faith will truly be tested. Like many Mubarizun, Kashim's greatest fear is failing those tests which would mean the deterioration or destruction of the personality, therefore making it exceedingly difficult or impossible to reach the next stage of human evolution.
  • Goals and Motivations: To adhere to the Criterion; to protect his tribe; to grow his tribe.

Affiliations and Connections

  • Faction/Allegiance: Kashim is loyal to The Criterion.
  • Significant Relationships: Kashim has a wife and children, parents (Hashim & Saminah) and grandparents.

Quirks and Traits

  • Notable Quirk: Kashim blinks one eye at a time.
  • Reputation: Among the Mubarizun, Kashim is known for being brave, honest, compassionate, trustworthy, a servant of the Mubarizun, even-tempered, a good hunter, a good fighter, a good father, a good husband, a good son, a good man, a hard worker, loyal to the Criterion.
 
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Eden
Edelaine
Seahaven





...to get back what is mine."



"I will do what I must...





The Displaced Heir








[BASIC INFORMATION]

Name: Eden Edelaine Seahaven (nee Somhairle)
Alias(es)/Nickname(s): Dee
Species: Human
Age: Twenty-four
Gender: Female

Appearance: At 5'4 and 125lbs, Eden is more on the petite side of things, but she is deceptively dense and can pack quite a punch. Her once silky strawberry locks are now stringy and lank and veering more towards dirty blond, uncared-for and unkempt. Her ice-blue eyes have become more manic and unnervingly bright, glowing with barely-concealed desperation and rage- like a feral animal. Her clothing and armor, originally of fine make, have become worn-out, her current outfit pieced together from scraps of old items and ones purchased or found on her travels.

[BACKGROUND]

Origin: The Vaegir Plains, city of Sunreach
Family: Eoghan and Saoirse Somhairle (parents- deceased), Declan Somhairle (older brother- missing)
Background Role: The Displaced Heir

Personal History: The Somhairle family were the erstwhile rulers of Sunreach. They were generous and fair; generally well-liked for their belief that their role was to ensure the safety, comfort, and prosperity of their home and its people. Under their rule, peace was brokered between the various villages that surrounded Sunreach and the nomadic tribes of the plains, and trade flourished as it never had before. Skilled artisans, in particular, came to Sunreach to ply their craft, and some of the finest handmade objects in Tirath could be found there.

Eden grew up to two loving parents and a doting older brother, and was taught from the moment she was born what she was expected to do. She held great pride in the knowledge that it was her family's job to guarantee the security and wellbeing of the people of Sunreach, and took the responsability very seriously indeed. She worked hard in her studies, which included history, geography, politics, economics, and trade, as well as etiquette and all manner of weaponized and hand-to-hand combat.

The combat wasn't, strictly speaking, necessary, but the Somhairles believed in being well-rounded and able to defend both themselves and those in need in any situation. Eden was close to her family, and adored her older brother, who doted on her in turn, and things were pretty much all sunshine and roses until a sudden surge of the temporal storm that bordered Sunreach took everything from her in the space of a single day. Her parents? Dead. Her brother? Vanished who-knew-where, in all likelihood never to return. And her inheritance? Gone.

At first, the newly-orphaned Somhairle heir wandered, a mindless wreck, challenging monsters and brigands left and right in the vague hope that one of them would end this raw, unreal suffering. Eventually, however, she found her way to the coast, where she signed up to join a pirate crew- in her misery, it felt as if the deep blue of the abyss called to her, and she longed to plunge into its dark embrace, never to feel again.

Among the pirates, however, she found a new home, and a new purpose. Pirates took whatever they wanted or needed- they didn't wait to be given what was due to them. And the more time she spent with these ruffians of the high seas, the more Eden's own perspective began to change. Her family's legacy had been taken from her? So be it. All she had to do now was take it back- by whatever means were necessary.

[SKILLS AND ABILITIES]

Combat Proficiency: In an uncoordinated street-fight or bar brawl, Eden would be at home, but against most skilled opponents, she wouldn't really stand a chance. Her tech, her desire to live, and her surprising savagery have given her an edge in many situations where the odds were clearly against her, but overall her combat skills are mediocre at best.
Special Skills: Mastery of languages, etiquette, diplomacy, negotiation, and bartering/trade + uncanny imitations
Mystical/Tactical Abilities: Very basic knowledge of Qhal technology and history, occasional temporal glitches
Weaknesses: Prone to episodes of rage and overestimating her own strength and skill, occasionally unresponsive

[EQUIPMENT]

Weapons: Reinforced steel machete, electrified garrotte wire, Qhal-tech greatsword (can split into dual-wield bastard swords, or become a long-range sniper rifle which is barely operational)
Armor/Clothing: Tattered cloak, her brother's gun belt, and old Qhal-tech armor including zero-G boots and force gauntlets
Other Items: Nautical compass and astrolabe (stolen), jerky of dubious provenance, paper + pen & ink + official Somhairle seal
Treasured Possession: A small, delicately-crafted wooden figurine purchased for her by her father when she was little

[PERSONALITY AND MOTIVATION]

Personality: Since the loss of her family and birthright, Eden has become completely selfish, caring only about her goals and desires, and not for the wellbeing of others. The way she sees it, until she gets back what she's owed, she can't afford to care about anybody else. PTSD from the tragedy and subsequent ordeals has made her temperament disturbingly uneven. She flies into a rage at the slightest perceived provocation, but also has episodes of near-catatonia where she is unconcerned and unresponsive. Her sense of humor has become callous and mean, and she often laughs at others' misfortune.

Fears: That what she has will be taken away again, that people are mocking her and will stab her in the back at the first opportunity, being burned (alive or dead) into ash.
Goals and Motivations: To restore the former power and influence (and wealth) of the Somhairle name.

[AFFILIATIONS AND CONNECTIONS]

Faction/Allegiance: Eden is loyal to the notion of what she thinks she is and where she thinks she belongs, and will always defer to anyone of noble rank due to her upbringing. She has a mutual understanding with the pirates who took her in.
Significant Relationships: Her brother was, without a doubt, the strongest positive influence in her life, guiding and educating her as well as teasing, spoiling, and protecting her, as any older brother should. Losing him caused a deep emotional and psychological scar that has yet to heal, and she carries that barely-concealed raw pain with her every day.

[QUIRKS AND TRAITS]

Notable Quirk: Due to her untreated PTSD, Eden experiences the occasional spasm or facial tic, which have put both herself and others in danger more than once in combat situations.
Reputation: Known for being an uneven, unkind, ruthless loose cannon with a short fuse, only to be trusted in cases where her goals align with your own (and even then you should probably still sleep with one eye open and never turn your back).




♡design by neon reverie, coded by uxie♡
 

Basic Information​

  • Name: Ka’ani Decimeran
  • Alias/Nicknames: Ani, Southpaw
  • Age: 28
  • Gender: Female, but fairly androgynous-looking.
  • Race: Qhalesh
  • Appearance: 5’5” with a well-traveled but somewhat underfed build. Pale and preternaturally grey in complexion, like a victim of blood loss. She darkens her white hair to a muddy ash colour with charcoal, and dons a bone mask with eye-slits to hide her fiercely teal eyes when she wants to try to pass as human. Her hair sits in an oft-tousled bob that about reaches her shoulders, cut rather poorly by knife to keep it out of her eyes. By far her most notable feature is her missing right arm, which comes to a stump some inches above where her elbow would be.

    Ka’ani dresses sensibly for an itinerant scholar, with boots of well-worn leather, sturdy pantaloons, a cotton shirt and leather tunic, a hooded black longcoat with a surprising quantity of hidden pockets, and a woolen teal scarf of considerable length.

Background​

  • Origin: Raised in the Shattered Highlands town of Dervist by the tomekeeper, after a woman - presumably her mother - left her at the gate as a babe.
  • Family: Her adoptive father, Arctur Decimeran II.
  • Background Role: Scholar of Ivrel
  • Personal History:
Raised by Dervist’s keeper of tomes and scrolls, Ka’ani has been a little know-it-all since she could speak. The only Qhalesh in the small mountain village, it still took her little time to make friends with peers, until a grievous incident with an unearthed piece of Qhal machinery took her arm, altered her mind and left other children wounded.

Ka’ani was left irrevocably changed. Rather than being frightened of Qhal artifacts, she grew obsessed with them, pouring endlessly through her father’s papers for any scrap of information. What little time she did not spend with her nose in a book she spent far beyond the walls of Dervist, seeking pits and ruins where Qhal scrap was known to have been found. She gathered pieces that responded to her Qhalesh touch and through study - and trial and error - even turned some into useful tools.

Eventually realizing there was much more to be learned outside of the Shattered Highlands, Ka’ani set off for the Baien-an Mountains and spent years in its monastery, accessing old records and deliberating with fellow scholars, many of whom thought her brilliant but reckless in her approach to ancient Qhal sorceries and technologies.

Her path eventually led to Gathmar, as those of Qhal knowledge-seekers always do - it is where they gather, share in or steal one another’s findings, map out expeditions and lose themselves in theories and artificery. Though she’s never strayed into the Vale, many of Ka’ani’s expeditions in the Highlands have been high-risk, at times high-reward. The drive to find out more about her origins may one day cost her too much…


Skills and Abilities​

  • Combat Proficiency: Hopeless in close quarters, but a crack shot with her firearm.
  • Special Skills: A lifetime scavenger and navigator, Ka’ani moves with ease and precision through the harshest terrain. She can keep herself alive and fed (though at times just barely).
  • Mystical/Tactical Abilities: Highly proficient with manipulating, activating, disabling or enhancing the effects of Qhal technology. She is well-learned in the field of runes and Qhal linguistics. The incident that took her arm also left her with a unique sensitivity to temporal distortion, occasionally allowing her to hear voices from the past or near future, have her muscle memory kick in to shield her from harm before the danger even occurs, and other strange but very occasionally useful feats.
  • Weaknesses: Ka’ani’s singular focus on her studies sometimes leaves her blind to other matters, even obvious dangers. She has little social skill or decorum and can be off-putting to strangers.

Equipment​

  • Weapons: A small survival knife and Kton - a firearm cobbled together from various scraps of Qhal machinery, accelerating small metal bearings through the power of magnetism. Lethal, but difficult to control due to heavy recoil.
  • Armor/Clothing: See Appearance.
  • Other Items: All necessary gear for surviving long days and cold nights.
  • Treasured Possession: Her Decimerarm - a device on the stump of her right arm that can temporarily project a hardlight arm. It takes significant concentration - and hurts - to use.

Personality and Motivation​

  • Personality: Though Ka’ani was always enthusiastic, headstrong and knowledge-hungry, her childhood accident left her changed. She is best described as manic, switching between tirelessly optimistic to bitterly acerbic and many other moods in moments when circumstances change. One can never expect stability from her.
  • Fears: Dying before reaching her goal of uncovering the great secrets of the Qhal… and pudding.
  • Goals and Motivations: Ancient lore and technology are and always will be Ka’ani’s greatest passions. She does not seek riches or even renown - the knowledge itself sates her fully. She is frustrated when bureaucracy gets in her way.

Affiliations and Connections​

  • Faction/Allegiance: Ka’ani is an emblem-carrying member of the Scholars of Ivrel, though she does not adhere to its organizational structure so much - she will occasionally pop her head in to pick her peers’ brain about her latest theories, share her findings and tinker with her tools.
  • Significant Relationships: She is closest with her father, and tries to stop by Dervist when the road takes her near there. Beyond that, she has few close friends or romantic interests - just a few among the Scholars and the Monastery.

Quirks and Traits​

  • Notable Quirk: Her rapid-fire, tangential and generally odd way of speaking tends to set her apart. Even with her right arm being usually absent, she is rather skilled at performing daily tasks with her left arm, at times faster than others can do them with two hands.
  • Reputation: Ka’ani has little in the way of a reputation in the wider world, but among anyone with an interest in the Qhal, she is well known as a trailblazer in the field - brilliant, or misguided and loony, depending on who you ask.
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