Art Credits: made by Lethe in 2000

Name: Ikyapa Adra

Gender: Female

Age: 30

Species: Wyldkin Full / Garter Snake

Racial Oddities: Though her markings are normal for her base species, unlike most normal folk they also indicate a level of magical and psionic prowess
Also note - tail and body are equally prehensile which is not really something a non-constrictor should have... (also smell, below)

Family: Unknown, she was left as an orphan at a very young age, and likely taken in and taught by an elderly swamp-dweller who has since passed

Origin/Current Location: Probably born in the Hungry Gulf area along the coast among one of the many smaller villages / Currently resides deep in the Fool's Mire though with a home and shop spot on the Never-Ending Grotto - because she is quite adept with potions and herbalism they've given her a pass regarding her rather sketchy past

Height/Build: 5'2" at head, 7' long nose to tail tip

Hair: none, reptile skin (is still technically speaking 'mammal' enough to possibly breed with one as no Wyldkin are truly cold-blooded types)

Eyes: Yellow, unblinking

Appearance: a 'common' garter snake with dark blue-tinted graphite on back and in the form of stripes, with pale sky blue stripe long sides, and belly armor scales in a very pale misty foam blue-green; wears leather that is clearly self-tanned and while the work on the hide itself is very good, she's not a particularly talented tailor... has a strange smell around herself but if that's because of her potions, or just because she's a reptile, or perhaps even because of her psionic or magic power, no one knows. Her voice is airy, high, almost like a steam pipe hissing

Dragondeep Specs

Stats and Bonuses (racial roll special final)
Mods Light/Medium/Heavy
Stat / r+-l/roll
spc
f#
Mods Stat / r+-/roll
spc
f#
Mods
Strength -1 11
10
-/-/-
Willpower +1 13
^
16
1/2/4
Dexterity +2 14
^
18
2/4/6
Magnetism -- 13
13
/ /1
Agility +4 18
^
21
4/7/11
Perception +2 14
^^
19
3/5/8
Speed +3 12
^
17
2/3/5
Appearance x.8 13
11
-/-/-
Constitution -2 12
10
-/-/-
Instinct +1 14
^
17
2/3/5
Intelligence +1 17
^
19
3/5/8
Civility -2 14
12
/ /1
Tracks
Fighting Tribal Hunter
Survival Wilderness Hermit
Skills Herbalist Potionmaker
Psionics Single Elementalist
Wizardry Ritual Alchemy
*  
Level 8 16 pp
Movement

Ground Fast (slither, rather than run)
Swim Average
Climb Fast (again slither)

Fighting Track Abilities
 
Prog
Base
Mod
Final
Hit
E
8
17
20.
Fire
G
12
14
25
Parry
C
4
16
14
Dodge
E
8
23
23.
Order
B
2
5
5.
Art
--
0
3
*
Damage
5
  Finesse
2
MGW
2
HR
D6+1
Weapon and Combat Masteries || MP/Level 1.5
Thrown Vial/Item
Drop Attack (bodily dropping from above)
Entangle Attack (net, whip/vine, etc)
Tail Defenses (distract or hold light weight item)
Bite Attack (faster and more accurate than norm)
Survival Track Abilities
(base+mod final)
Valor
10/15
13
Spirit
15/18
17
Toughness
14/13
14
Awareness
16/18
17
Reaction
17/19
18
Savvy
10/15
13
Fortune
13/15
14
Surval Points
1d8+2
Special Survival Mods fey adjacent: +3 if Fey present
Skills
Skill
Prog
Base
Mod
Final
Acrobatics
G
12
18
27
Act/Lie
B
2
9
7.
Basic Lang
C
4
9
10.
Bribe/Haggle
C
4
6
9
Climb
F
10
13
21.
Command
B
2
6
6
Detection
F
10
21
25.
Disguise
A
1
10
6.
Fast Talk
B
2
7
6.
First Aid
E
8
19
21.
General Lore
D
6
8
13
Make Contacts
B
2
4
5
Pick Lock/Trap
A
1
12
7.
Pick Pocket
A
1
12
7.
Ride
E
8
17
20.
Sentry
E
8
13
18.
Sneak
F
10
21
25.
Strike Lethally
D
6
9
13.
Survival
G
12
11
23
Tail
B
2
22
14
Track/Scout
E
8
23
23.
Unarmed Block
E
8
14
19
Unarmed Grapple
G
12
20
28
Unarmed Strike
H
14
15
29.
Herbalism/Poison
H
14
19
30.
Hunt/Trap
E
8
24
24
Tanning
D
6
2
8
Fey Lore
E
8
5
13
Vet/Medicine
D
6
15
16.
Psionics
Psionic Type
Elementalist Power
F/10
Psionic Skill
Prog
Base
Mod
Final
Sight
E
8
13
18.
Touch
D
6
10
14
Manipulate
F
10
7
17
Disrupt
D
6
10
14
Casting Skill 10 Casting Points 34
Action
E
8
8
16
Reserve
E
8
9
16.
Defense
D
6
7
12.
Recovery
D
6
6
12
Psionic Talents
Talent
Prog
Talent
Prog
Plant
G
Plant
F
Talent
Prog
Talent
Prog
Life
F
Psionic Effects and Ritual Spells
Listed Below
Spell Magic
Spells Effects, Casting Time, Duration, Requirements, etc
Unbreakable Vial requires glass vial of any size; permanent unless magic removed; ritual length 3 hours but can enchant up to 6 individual glass objects; does also protect stopper even if it's not glass
Health Boost requires existing purified water, at least 50 ml (around 1 shot glass); requires other herbal ingredients prepared before; assembly ritual requires at least 3 hours and can enchant 10 vials (or shots) of liquid; does not expire until consumed
Other Boosts as above for health but with different ingredients such as for running speed, reflexes, perception, and the like; usually prepared in smaller batches
Protective Item requires a small item usually such as a locket, pocketwatch, leather or bead pouch, etc; ingredients such as a whisker, fur, hair, scale, or other easily available part of a creature if used for specific protections as well as whatever damaging function (drop of poison, fang or claw, etc); may be prepared for a specific user if their own hair/etc is added; requires around 4 hours and can only be prepared for one item per person; protective item then reduces up to 8 points of damage from that creature or type of attack in general, if prepared for a specific user it completely removes any damage from that type or creature; expires only if the item itself is rendered non-magical
Hunting Lure requires similar to above, for specific creatures and items; ritual requires around 4 hours to enchant and must be kept in a specially prepared shielding item as well, to avoid attracting animals at all times; when used will passively attract and act as a no-panic-zone around 100 meters sphere to specific animals, including insects, fish, and other wildlife, but only if they are not expressly sentient; they will not try to flee if they are prey, and will not attack if they are predatory, however they will not necessarily be friendly to the user, ignoring them until they are either dispatched or user escapes
Trespass requires a bit of shoe leather, which is then bound around a ring or other such wearable; ritual takes 1 hour, item can only be worn by the intended user for effect; allows user to walk without a trace for approximately 250 meters in natural settings, and 50 meters in urban ones, undetected as far as tracking goes - does not prevent people more distantly from noticing them but those nearby will not acknowledge them; item can be used any number of times as long as it has a full day after use; expires if ring or piece is damaged
Wayfind requires a compass and a piece of the location known; ritual takes around 1 hour, and can only be used by the owner of the compass or the location; cannot be used to find unknown places, but allows a sensible path to be plotted from 'where you are' to 'that specific location'; this item is one of the favorites round these parts, because these parts are difficult to traverse
Assorted similar doodads and potions for specific purposes range from birth control to mosquito control to keeping mud out of the hut
* *
Psionic Effects
Element Level Effects
Plant
1
Detect / Locate Living Plants
Sprout Seedling
2
Identify Plant Health/Use
Sturdy Vine Rope
3
Fix Dead Wood (small)
Plant Tripwire
4
Sense Through Vine
Enhance Plant Feature (single/temporary)
5
Spore Cloud
Treetrunk Shelter (single person)
6
Wither Wood
Weave Dead Wood
7
Giant Flytrap (animal trap)
Canopy Shelter (3 person)
8
Shape Living Tree (permanent)
Detect Specific Dead Wood (500 meters, hand-held size)
9
Enchant Living Wood (temporary feature)
Stabby Trap Dead Wood (large trap)
10
Enhance Plant Permanently (multiple features)
Plant Toxin Immunity (permanent)
11
Copse Shelter (large home structure/permanent)
12
Tree Communication Web (talk in one, hear in another)
.  
Life
1
Sense Life (500 meters/lg rat size and up)
2
Lesser Healing (self+other 8 points)
3
Lesser Wounding (8 points)
4
Enhance Biological Feature (strength, end, etc/15 minutes/only other being+creature)
5
Cure Disease (self+other/one type per session)
6
Enhance Self Feature (usually move speed or constriction/prehensile)
7
Resiliance (self+other/greatly adds endurance/hit points for 1 full day until used)
8
Greater Wounding (other only, 20 points)
9
Regenerate (self+other/limb or internal)
10
Animism (self only/literally becomes legless snake form/1 hour)

Weapons and Armor Skills:

Melee Weapon
Damage
2x Chance
W Finesse
Hit Mod
Parry Mod
Order Mod
Hit Type
Parry Type
Mastery Points / Notes
Bite*
1d2+1
7
1
*+6
x
*+3
Thrust/Imp
x
Snaps stuff out of air...
Tail Whip
1d2E
8
1
+1
+1
+3
Cutting
Block
Not strong/Entangles!
Hand Staff
1d3
x
2
+1
+2
+2
Blunt
Block
Pestle, ow
Dagger
1d4
7
1
x
-1
+3
Thrust/Imp
Block
Possibly Poisoned
Ranged Weapon
Damage
2x Chance
W Finesse
Fire Mod
Order Mod
Reload
Point Blank
Close
Normal
Long
Mastery Points / Notes
Thrown Vial
*
x
3
x
+2
10
10
20
30
50
Beware of Contents
Vine Net
(d12E)
x
3
-4
-2
25
5
10
20
40
Entangle
Blowgun/Dart
1d2+
6
1
+3
+2
10
5
10
20
40
Poison/Powders
Armor
Blockage
Absorb
Dodge Mod
Order Mod
Max Speed
Shield
Rating
Parry Mod
Dodge Mod
Order Mod
Skin
1
x
x
x
x
Wood
4
+2
x
x
Cloak
1
1
x
x
x
<-
2
+2
+2
-1

Skills and Profession: trained since youth in the ways of the swampy and dangerous Fool's Mire, Ikyapa is no fool, herself. She knows how to navigate the incredibly dangerous terrain, knowing where to step and where to reach for a vine, without having her already-small legs snapped by a turtle, or that vine turning out to be hostile. She has an intimate knowledge of plant life, from fungus and sporing plants, ferns, mosses, flowering plants and trees, shrubs, vegetables and roots, and pretty much any larger tree for all their different uses. Every herb in her hut has a use, every flower she tends may serve an alternate to 'being pretty'. Her magical use of these items is also trained, and she has sought out modest further instruction where needed. She is an exceptional herbalist, and yes poisons come with that as well. She putters expertly around her rather large home and 'shop' as it has multiple purposes too, though you might note that there are hip-high mushrooms as stools, all the vines and moss crossing the ceiling hold bags or bundles of ingredients. She's not so great on the personality scale, but she is an exceptional judge of character and can tell 'just' what item she needs from a person, in order to properly enchant it for their use. She is also unusually adept at working with the Fey, which is something that most people won't do since, y'know. Fey will kill you just as soon as give you a smile. That said, she's not afraid to just outright kill one that may get too nosey or difficult, there's thousands more where they came from. Fool's Mire is not a kind place. But she knows which of them to work with or against, what parts they offer those enchantments, and all.

She is an artistic and clever ritual magic user, not just falling into a traditional role: she has found ways to make her health potions smaller and smaller, more effective and longer lasting, and this applies to many other items she makes. If anyone could create a smelling-salts capsule out of local materials, she is definitely that person. Only this capsule might regenerate your missing tail and cure you of that nasty Bordello rot...

Possessions: her home is set in a very large twisted tree with the western half mostly buried in the hillside, the south roots spreading into a shallow pond (fresh water, not stagnant), and the east and north sporting a great number of branches filled and draped with gear, trinkets, wards, spell components, and sometimes tiny tiny little Fey creature heads. She probably inherited this place from the old inhabitant after they passed, as many of the items or high-water marks on the great trunk indicate that it has been inhabited for at least a hundred years and she's nowhere near that old. Otherwise, pretty much anything that you could dig, harvest, clip, capture, tan, or create out of such things, are here in great quantities. Her mortar and pestle as well as numerous sturdy glass items are ones she will both show off and protect, they are hers alone.

When she has been afforded space in the Grotto, she basically shoves useful goods and gear out to it, acting as a kiosk stall at best, since she moves between the Mire and the Grotto only when asked to provide locals with things only she can make.

Personality: While she is 'friendly enough' to approach even in times of strife, Ikyapa is very private otherwise. She will open her home if you've dragged yourself to her door, but she doens't exactly feel like going to the cinema with you later even if she's saved your life. Ikyapa is also not openly hostile to anyone - or any thing. But she is a practical sort who knows when a visitor is going to respond badly if she mentions that there's a shapeshifter in the area, and will graciously not mention such a person since they're probably a permanent local resident...

History: As above, Ikyapa was likely the child of some couple or family living closer to the sea, but this place is a deathtrap for those who are unwary. How a child might have survived what her parents did not? Who knows. But she did get herself to safety and was raised by an unknown witch. Anyone who is old enough to have dealt with that original inhabitant knows that she was very happy with how well Ikyapa learned the trade she offered, proud enough to mention her to some people who initiate trades now and then, or at least their kin do now, as they'd have been old enough to pass on themselves by now.

She's traveled only a bit, though there are plenty of actual villages scattered around the coast, that coast is now a hundred or more miles away. However at some point in the recent past, she was contacted by a tall and dangerous panther-type Kin, green as could be but no reptile. How he even knew where this tree was is a mystery - but that's his name, so perhaps all mysteries are his to play with.

He brought this unusual snake Kin to a world where the stars were different and the people much more noisy than she liked.

And then she met the dragons. Not local to her, no - no. She'd only ever spotted a couple local Dragondeep ones, flying far overhead on a very clear day maybe once every other year. Even they aren't safe in the Mire, they'd never slip into her pond.

But these dragons, as smart and magical as the local ones, captured her attention. One in particular too. Green as the forest, the moss, the leaves. She took part of Ikyapa's name as her own, right out of the egg. They remained for a short time, learning what the dragon would need to grow properly, how her natural abilities might allow Ikyapa to travel far and wide, even under the noses of those big overprotective dragons on Dragondeep.

And Ikyapa would teach this dragon how to use those nimble fingers of hers, and that breath weapon - oh, how that was just perfect for the Mire. Ikkwa'Bith shown in the moonlight of one world as well as the next, helped the snake collect interesting exotic spices and flowers and seeds.

They both know the risks associated with being on this world, but the Grotto is somehow protected, and the Mire, well, the Mire protects itself.

Dragon:

Dragon Name: Ikkwa'Bith (Geperna structure, Ik from bond's name, kwa'bith vortigese for Vivacious, and ik also indicates 'lightning')
Gender: Female
Size: Small 7'5" hip biped+shoulder quad / 36' l / 60' ws
Build: semi-bipedal with strong hind legs but also very prominent chest for wing strength
Physical/Breed Features: Generally 'pernese' overall with Geperna aspects; four legs with strong claws, capable of biped walking and thumbs for manual use; two large leather wings with three visible fingers and slender wrist thumb; head is long and beak-shaped with elegant jaw frills along with head knobs, faceted eyes; triangular neck crest; split tail spade
Colors: Intense Green; body dark forest green with shiny gem mottling; wings grade forest to medium green; belly and crest shiny moss grey-green
Abilities: Winged Flight, very agile in the air as well as down in the swampy water and trees of Fool's Mire; nimble fingers allow her to assist in capturing small creatures, picking herbs, and even helping to prepare potions
Teleportation, for the most part used to move between Fool's Mire and the Grotto, but also in the rare 'emergency' case when a local dragon appears in the sky. They have never detected her even in the Mire's area so that's okay
Telepathy, Ikkwa'bith's mind is sleek and slippery, like a carpet of moss with an invisible sheen of water just-barely able to make you slide all the way down that embankment
Telekinesis, with the tiniest of vials or the larger cauldron to lug around, Ikkwa'bith is equally capable. She can heft it near herself, to around her outstretched leg away from her body, but beyond that she will lose control over any item. But she has been known to move to the Grotto in mid-air simply covered with all of the goods and herb packs that Ikyapa could assemble, a veritable chia pet of it
Un- and Assisted Firebreath (common fire), let's face it, most dragons that have the ability to produce flame without first chowing down on a rock or powder will scoff at the need to do so. But Ikkwa'bith and Ikyapa have experimented with this feature just for the sake of knowing - does this ground up rock work? how about that one? this known chemical agent? whoops too strong it's a good thing Ikyapa is a healer...
Green Fyre Breath A spiraling green flame that gives off a subtle light, vaguely reminiscent of a will-o-the-wisp. It causes little damage, but does mislead anyone looking at it. Notably this has a very good use in the Mire, as it keeps the actual Fey at arms' length, but also draws in foolish travelers, or - after being given a rather stern talking-to by the Grotto's leadership - helps people locate the exit or a safe area for rescue
Parents: Below
Origin: Ryslen Rainbow Glitz-based; Art By: Ty
Bond: Ikyapa
Meeting Notes: with their typical love of Forests, jungles, and lush caves, Ikkwa'bith is very well suited to life in this dangerous swamp

Dragon Lineage:

This Dragon

This Dragon's Siblings

Speckled Opal
Lelohinith
GGd
GGGd
(Aden clutch 1)
GGGs
GGs
GGGd
GGGs
Silver Tork
Gold Diamoth
Brown Lillioth
Green Chaybeth
Blue Arfeth
Silver Myrah'Care
GGd
GGGd
GGGs
GGs
GGGd
GGGs
Blue Blakoreth
GGd
GGGd
GGGs
GGs
GGGd
GGGs

Mates and Descendants:

Location / Date Partner Offspring Notes
       
       
 
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