Embra Shimmerdew Character in Cycles of Infinity | World Anvil

Embra Shimmerdew

An arcane trickster half-elf who has a penchant for sneaking small things here and there when she thinks she can get away with it. She's known in her group for her exasperation when her crew annoys her but always pulling though when they need her. One of the first members of Drosko's guild, she has proven herself capable in a fight and willing to call out the b.s. in the world.  

Early Life

Embra was born into a wealthy family, renown merchants in Emska, as the only daughter of the family, her destiny was to inherit the family business: Wine. Though her family had money, they lacked the funds of many of the great houses, relying on instead of charm and social connections to keep their delicate position. They attended all social events and hosted several parties, keeping their business relevant.   Being a debutante, Embra had a small but close circle of friends, with the talk of men and gossip of scandal being a common theme. In young Embra's eyes was a local nobleman, Lord Maximus Farkkad, heir to House Farkkad, renown lesser nobility in the city. Many nights in young Embra's life were spent simply sharing stories of what Lord Fakkad was doing and how each of the girls would find an opportunity to share experiences with the young man.   Of her friends, Fienna was her closest, and the one she would make fun and devious plans to "bump into" Lord Farkkd at the stables and trade seats to be at the same table or as near as possible. Though it was always a game to see who would win the opportunity to steal a moment with the young lord, it was an open secret that Embra and Maximus were unofficially courting, bidding time for the relationship to be approved.   The fateful night that changed Embra's life was during high summer during the Late Sunlit Banquet Ball. After enjoying a night of dances, drinks, and good conversation, she began searching for Lord Farkkad in ensure a last dance. Looking through the entire estate, she could neither find Lord Farkkad nor locate Fienna. Taking her search the grounds, in a secluded pond on the edge of the land, she heard the distinct giggling of her friend.   Peering through the bushes and flowers, she glimpsed the naked bodies of her best friend in the pond with Lord Farkkad. The betrayal stabbed deep into Embra, leaving her feeling sick and hollow. She found their clothes, including Fienna's prized antique necklace, a rare piece she claimed was from two cycles before, and stole it.   Waiting at the party, it took little time for a distraught Fienna to return. Guards had begun making quiet circles, asking patrons if they had seen the jewel, but Embra was creative and had it stashed where no guard dare look. Embra feigned concern and friendship while Fienna grew more and more anxious.   The hour grew late and Fienna tried to steal away back home, a greenish hue appearing over her distraught face. The guards insisted she stay until all patrons could be questioned, and when she was refused leave a third time, she grew hysterical. Suddenly, the party took a wild turn as Embra's friend through a temper until a strange sickness overcame her. In a dramatic moment, in the middle of the dance floor. Fienna screamed and lashed out until suddenly succumbing to illness to the floor. She sopped while everyone looked on, then convulsed, her body heaving and elongating. A deep and guttural moan cracking from her sore throat.   Embra will always remember the last sight of Fienna's hand flailing out. Thick claws on taught greenish skin. Her fingers clenching, digging marks into the stone floor. Fienna leaped up and dashed out, now standing a foot taller than all the other patrons. She threw the guards aside and ran from the estate, never seen again.   Fienna's reputation was ruined. The family packed up and left for their estates southward, never appearing publicly again. Rumors spread of Fienna being some matter of beast or dead-thing. In Embra's heart was the pain of what she caused to her friend. In shame, she packed her belongings and told her family she needed to go on a pilgrimage, to find herself and restore her honor. They tried to dissuade her, but opted to support their daughter, waiting for the day she would return.  

Street Lessons and Mythic Adventures

While Embra had the backing of her parents, her self-exile left her with little. A youthful disposition towards petty theft proved handy as she made life on the streets. Her social graces allowed her to convince many to give her the discounts needed to make due, living a unique but middle-class life. It wasn't stable, but it was Embra proving herself and finding solace in her soul for the destruction of her friends life.   Luck blessed Embra on a clear night at a free show. While in Valtaska, during a free show held in Septaview, she saw a peculiar display of her own. Watching targets for valuables she could pawn, she witnessed a coin purse she had been eyeing suddenly lift out of a bag, seemingly on its own, and float between knees and arms. In the break of moonlight, the outline of spectral hand could be seen, until landed into the palm of a well-dressed woman feigning interest in a conversation with others.   Embra tailed the woman, confronting her by the end of the night. This human woman, Donna Key, turned out to be an Arcane Trickster, one who would become close friends and a mentor to Embra.   Together, they began taking larger and larger jobs until they were performing full heists as a duo. Though they were never officially found guily of crimes, they became known to the mercenary and adventuring guilds. They moved from personal jobs of enrichment to doing contract jobs with the guilds. It was here that Embra and Drosko first met.   The three never worked together officially for the first several years. They instead met in pure coincidental ways. Embra and Donna would take a job that would involve slipping in and out without taking notice, and then leave, only to meet Drosko at the bar that night, telling them that they beat him to it again.   They finally took a single job together; a heist to go into an old Enrith ruin in the mountains, to capture the "Ruby Princess", a rumored treasure guarded by a young red dragon in mountain. The three set off together, making their way to the broken towers.   Ultimately, they succeed at their goal, but the journey proved perilous. The three encountered the dragon, but it was Donna that ultimately handled the dragon, claiming that the beast succumbed to the debris of the towers falling, but escaping with a young wyrmling she proclaimed as her pet.   Donna retired from adventuring after that. Embra and Drosko parting ways for a time as well. It wouldn't be until a letter arrived for Embra in her apartment in Orvadah that she would finally return to her adventuring ways. Now she begins her next adventure.

Relationships

Embra Shimmerdew

Friend, Guildmember (Vital)

Towards Drosko Silvold

4
4

Honest


Drosko Silvold

Friend, Guildmaster (Important)

Towards Embra Shimmerdew

4
4

Frank


History

They were friendly rivals during Droko's adventuring days, but worked a single, dangerous job together that cemented them as friends. When Drosko established his adventuring guild, Embra was one of the first that he invited to join.

Race
Half Elf, Half Human   Class
Arcane Trickster Rogue   Nationality
Emskeen - Self-Exile   Religion
Embodied Gods
Generalized Worship   Stats
Age: 30 Years
Height; 5'11"
Build: Athletic
Spouses
Siblings
Children

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