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A dark-fantasy world, running since 2001 and played entirely in text. Create a character and join the war.
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✓Over 30 classes with multiclassing
✓Play an immortal vampire
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Kelki

A Kelki aquatic humanoid figure with sea themed features born of the deep

The Kelki – sleek, smooth-skinned, fish-like creatures – are the favoured race of the amorphous sea Goddess Slyphe, and were once the most populous race in the east of Sapience. Various circumstances, most notably Ankyrean experimentation, sharply diminished their numbers and forced many back into the Beryl Sea.

At a glance

FeatureDetails
AppearanceSleek, fish-like people with smooth skin and scales in shades of grey and blue.
Origins and communitiesScattered after Kelsys was destroyed; Mournhold is their largest settlement.
CultureA people favoured by Slyphe, with a history shaped by displacement and the sea.
Racial abilitiesAquatic; Scavenge; Waterborn

Communities and appearance

Since the destruction of Kelsys by the rise of the Kerrithrim, the Kelki have been scattered across the eastern coast and more sparsely elsewhere, with their most populous settlement being Mournhold. Their scales come in shades of grey and blue, and despite rumours to the contrary, they give birth to live offspring.

Racial abilities

Level 1: Aquatic

Syntax: SWIM <direction>

You can now swim naturally across bodies of water and tread on the surface without fear of drowning.

Additionally, while underwater, you won’t drown from a lack of air.

Level 31: Scavenge

Syntax: SCAVENGE <crafted item>

Take apart a crafted item for a chance to recover some of the commodities used in its construction, destroying it in the process. The chance is higher based on the remaining time till decay.

Level 61: Waterborn

This ability is passive.

No other race understands the nurturing qualities of water quite like you do. While underwater, any healing to your health will be increased by 2%.

Class ideas for roleplay

These are potential starting points for a character’s story and are offered as suggestions only. You can make almost any class or race combination work in Aetolia as your race gives no special advantage with these classes; availability follows the usual class and guild rules.

Tidesage

A Kelki could study the sailor-warriors descended from the fishing fleet that survived Kelsys’ destruction. In Enorian, mastering their selkachoar and fog would let them explore a surviving branch of their people’s maritime history while opposing Corruption.

Ascendril

A Kelki mage might honour Slyphe by studying water alongside spirit, fire, and air. Enorian’s Ascendril give purpose to such a scholarship in resisting Shadow, even as memories of Kelsys make the dangers of elemental power painfully familiar.

Wayfarer

A Kelki displaced from an old home could travel between coastal settlements, gathering news of scattered kin. The Wayfarer’s practical survival arts offer a life beyond any single city, with bonds formed at camps and vigil fires along the journey.

See also: The Races of Aetolia · The World of Aetolia · Character Classes