Zahrah al-Sulayhi

A princess from the land of Jawahra.  She has a strong sense of heroics and a poor definition of what a hero actually is.  Even with her lack of wisdom, she remains sharp; do not take her for a fool.  She posseses innate magical talent that was formerly undeveloped, but with her copius amounts of free, unsupervised time, she has begun making her own explorations of arcane power.   Age 18.

Zahrah has a Character Reference Sheet here.


A sharkfolk who ran away from the rest of her tribe for private reasons.  Though she is much larger than Zahrah, she is very timid.  This shyness is in constant battle with her curiosity.  Said curiosity let her find and save Zahrah from being shipwrecked, but there might be something more.  May be chosen for something greater.  Age 18.

Puarani has a Character Reference Sheet here.


Side Characters


Puarani's eldest sister.  Very protective, and mother of 3.    She is wise and intelligent, and while she may jump to a conclusion, she will patiently observe and come to a new, more fitting conclusion.  Age 28.


Puarani's second-eldest sister.  Outgoing, yet entrenched in her ways.  She sees things in relation to what she knows, and what she knows is her tribe of sharkfolk.  Age 24.


Puarani's mother.  Fierce and strong, she leads the tribe by example and by divine blessing.  She is obsessed with the favor of the Ocean Mother, goddess of the Sharkfolk and of all ocean life.  She is also the Mother of 6; Tetekura, an unknown son, Paea, Ururora, a second unknown son, and Puarani.  Age 54


The adorable youngest daughter of Tetekura, who is still teething.  She can almost always be seen with a dolphin rib in her perpetually-growing teeth.  Wide-eyed and curious, she will wander off on her own to find new things to play with.  Age 2 and a bit.



The Mer-Zombies

An unending swarm of the dead, remnants of a horriffic tragedy connected to Puarani's tribe and reanimated by some dark, unknown force.  Unfortuantly for them, they are very fragile.  Although frightening to look at, they are only dangerous in large numbers or if they carry weapons.  Despite their fragile bodies, they only die if their head is destroyed or injured enough to do a normal being in.  They have their origins steeped in dark magic and otherworldly beings.