Dazzling white lights swirled around her, enveloped her, devoured her. There was nothing and everything at once. Kyre closed her eyes and held tightly to herself and her dagger, hoping to ride out the journey without coming to trauma.
Suddenly there was earth, soft dirt and grass. A soft wind that blew through. A piece of flat land, Kyre knew already. When she opened her eyes, she found herself in a great green plain. The origin plains. Bewildered, she sheathed her dagger and began to walk, her left eye scanning the landscape while her right eye lay hidden beneath her crimson bangs.
She wore dark armor, black leather adorned with red silk cloth, and at her hip hung a white porcelain mask, with a slit for one eye and a crescent moon painted on the side. The mask clinked together with several veiled vials as she walked.
Suddenly there was earth, soft dirt and grass. A soft wind that blew through. A piece of flat land, Kyre knew already. When she opened her eyes, she found herself in a great green plain. The origin plains. Bewildered, she sheathed her dagger and began to walk, her left eye scanning the landscape while her right eye lay hidden beneath her crimson bangs.
She wore dark armor, black leather adorned with red silk cloth, and at her hip hung a white porcelain mask, with a slit for one eye and a crescent moon painted on the side. The mask clinked together with several veiled vials as she walked.
Name: Kyre "The Emerald Silence" Cwanuld [Kai-ray Sway-nuhld]
Hair: Red (Shoulder Length)
Eye(s): Green
Age: 27
Race: Human (Prybatian)[Prih-bit-ean]
Origin: Homebrew Dungeons and Dragons Campaign
Title: "The Emerald Silence"
Clothing: Black Leather Armor with red silk cloth. Red half-cape and hood.
Appearance: 5'9" Pale-medium skin. Shapely.
Weapons: Fang - Hunting Dagger. Barbed edge and cutting edge. Doubles as parrying dagger. Talon - Straightsword. Doublesided.
Potions and poisons of all kinds and types.
Powers:
Null Magic Field: Kyre is born with the blessing, and curse, of the world tree Veim. Her presence consumes magical energy, so she may not ever cast spells, and the spellcasters around her may not call upon the energies of the Arcane.
Silence: As an active trait, Kyre can force a person to become mute by manipulating her Null Magic Field.
Weakness: Loss of blood. Her Seal of Servitude (Located on her right eye.) Anyone who looks into it is able to completely dominate her.
Backstory:
Born the princess of Prybat, a city located high in the upper branches of the World Tree Veim, who subsists on an unstable continent that is constant in it's tectonic movement and lava flows, Kyre was blessed by the tree for being the seventh child of the seventh Matriarch. In the continent of Fracture, there is no magic in the air or environment, as all of the natural energy is absorbed by Veim to harden itself against the terrible earth. As a result, Veim grows miles into the sky, and houses all the life to be found on Fracture.
When Kyre was seven, invaders from a northern continent, Midas, captured her in a slaving raid. The people of Fracture made easy targets for the magically inclined humans from Midas, who could easily overpower Prybat's meager defenses with steel and fire.
It was in her binding ceremony, after she was sold to a slave owner that they Kyre was freed. When the mages moved her to a ritual circle, and began to cast the charm of servitude to subjugate her free will, her desperation unlocked Veim's gift. She turned the mage's magic unstable, and silenced the spell casters. Unable to control the magic they had already summoned, the mages were consumed by chaos and left dead to the floor. Yet the seal had already been placed on Kyre.
Eventually she escaped her captors into the city of Candor, and she became lost in the great continent of Midas. None could speak her tongue, so nobody could help her. It was in the streets of the capital that she grew. Being lithe and speedy, traits originally developed to help traverse the entangled branches of her leafy home, became assets to steal and kill.
After ten years, she was finally picked up by a guild of assassins. At that time her hatred of magic had already become so intense, that her mere presence would dispel the magic from a room. Because of this, Kyre became invaluable in assassinations against the Magus. To combat the mages she picked up alchemy during her time at the guild.
However, on one mission to kill the princess of Minth, a city to the South, she became entangled with an adventuring group. On her journey with the adventuring party, she inadvertently saved the world, and all of the magic in her world. Furious at the turn of events, she confronted the source of all magic, the Gate of Eden.
It was folly, for the Gate merely tossed her aside into some other dimension so that it would never be bothered with her again. Now Kyre travels in search of a way back to her home of Midas, desperate to see even one familiar face. She missed her adventuring party, for once she had felt the radiance of human kind, being alone was unbearable.
Hair: Red (Shoulder Length)
Eye(s): Green
Age: 27
Race: Human (Prybatian)[Prih-bit-ean]
Origin: Homebrew Dungeons and Dragons Campaign
Title: "The Emerald Silence"
Clothing: Black Leather Armor with red silk cloth. Red half-cape and hood.
Appearance: 5'9" Pale-medium skin. Shapely.
Weapons: Fang - Hunting Dagger. Barbed edge and cutting edge. Doubles as parrying dagger. Talon - Straightsword. Doublesided.
Potions and poisons of all kinds and types.
Powers:
Null Magic Field: Kyre is born with the blessing, and curse, of the world tree Veim. Her presence consumes magical energy, so she may not ever cast spells, and the spellcasters around her may not call upon the energies of the Arcane.
Silence: As an active trait, Kyre can force a person to become mute by manipulating her Null Magic Field.
Weakness: Loss of blood. Her Seal of Servitude (Located on her right eye.) Anyone who looks into it is able to completely dominate her.
Backstory:
Born the princess of Prybat, a city located high in the upper branches of the World Tree Veim, who subsists on an unstable continent that is constant in it's tectonic movement and lava flows, Kyre was blessed by the tree for being the seventh child of the seventh Matriarch. In the continent of Fracture, there is no magic in the air or environment, as all of the natural energy is absorbed by Veim to harden itself against the terrible earth. As a result, Veim grows miles into the sky, and houses all the life to be found on Fracture.
When Kyre was seven, invaders from a northern continent, Midas, captured her in a slaving raid. The people of Fracture made easy targets for the magically inclined humans from Midas, who could easily overpower Prybat's meager defenses with steel and fire.
It was in her binding ceremony, after she was sold to a slave owner that they Kyre was freed. When the mages moved her to a ritual circle, and began to cast the charm of servitude to subjugate her free will, her desperation unlocked Veim's gift. She turned the mage's magic unstable, and silenced the spell casters. Unable to control the magic they had already summoned, the mages were consumed by chaos and left dead to the floor. Yet the seal had already been placed on Kyre.
Eventually she escaped her captors into the city of Candor, and she became lost in the great continent of Midas. None could speak her tongue, so nobody could help her. It was in the streets of the capital that she grew. Being lithe and speedy, traits originally developed to help traverse the entangled branches of her leafy home, became assets to steal and kill.
After ten years, she was finally picked up by a guild of assassins. At that time her hatred of magic had already become so intense, that her mere presence would dispel the magic from a room. Because of this, Kyre became invaluable in assassinations against the Magus. To combat the mages she picked up alchemy during her time at the guild.
However, on one mission to kill the princess of Minth, a city to the South, she became entangled with an adventuring group. On her journey with the adventuring party, she inadvertently saved the world, and all of the magic in her world. Furious at the turn of events, she confronted the source of all magic, the Gate of Eden.
It was folly, for the Gate merely tossed her aside into some other dimension so that it would never be bothered with her again. Now Kyre travels in search of a way back to her home of Midas, desperate to see even one familiar face. She missed her adventuring party, for once she had felt the radiance of human kind, being alone was unbearable.