Keykeepers
Keykeepers are creatures whose primary job is to protect a key that can open any door in the world. This also means all the doors to other worlds which is why keeping they key safe is extremely important. Keykeepers have a long life due the presence of the key they must protect; the key gives them longer life span so they can guard it longer without the need to switch keykeepers around. Being a keykeeper in itself doesn’t give one magical abilities, but it can awaken one’s hidden magic.
History
TBA
Abilities
Once a keykeeper links with the key, the key becomes part of their body and manifests as a tattoo of their shape somewhere on their skin (most often back, chest or arms). This means keykeepers can then open any door in the world without needing to have a key.
Linking with the key stops the keykeeper from physically growing from that moment on, and their life span becomes longer. This is so that the keykeeper could protect the key as long as possible, without the need to switch the key between people so often. This way they would also be in their best physical shape to protect the key when becoming a keykeeper (keykeepers are usually anywhere between 16 to 25). Linking with a key also awakens each keykeeper's hidden magic.
Keykeepers instinctively know when their life is nearing its end. They usually get a student at least two years before this day, often even earlier in order to ensure the best possible teaching for their student. They also seem to instinctively know who would be a suitable keykeeper, but they can't make anyone a keykeeper against their will.
Keykeepers can give up on being a keykeeper if they find a student before their final years approach. If they pass the key on before that, their body can age again and they will live as long as what would be common for their kind. However, most keykeepers prefer just waiting until their last years approach: they are used to living the kind of life they do and do not desire a "normal" life anymore.
It's also important to notice no keykeeper is immortal and the keys usually don't grand their user any invincibility. They can be killed (the ways depending on what their species is) and in that case the key will manifest as a key next to the keykeeper and become available for anyone.
Linking with the key stops the keykeeper from physically growing from that moment on, and their life span becomes longer. This is so that the keykeeper could protect the key as long as possible, without the need to switch the key between people so often. This way they would also be in their best physical shape to protect the key when becoming a keykeeper (keykeepers are usually anywhere between 16 to 25). Linking with a key also awakens each keykeeper's hidden magic.
Keykeepers instinctively know when their life is nearing its end. They usually get a student at least two years before this day, often even earlier in order to ensure the best possible teaching for their student. They also seem to instinctively know who would be a suitable keykeeper, but they can't make anyone a keykeeper against their will.
Keykeepers can give up on being a keykeeper if they find a student before their final years approach. If they pass the key on before that, their body can age again and they will live as long as what would be common for their kind. However, most keykeepers prefer just waiting until their last years approach: they are used to living the kind of life they do and do not desire a "normal" life anymore.
It's also important to notice no keykeeper is immortal and the keys usually don't grand their user any invincibility. They can be killed (the ways depending on what their species is) and in that case the key will manifest as a key next to the keykeeper and become available for anyone.
Known keys
List of keys that have been featured so far
Durath
This key resembles a bird like creature with large wings and one eye. Durath rules over dreams, and if not linked to a keykeeper, it can grant its user an ability to visit the dreams of other people by sleeping close to the key. If linked to keykeeper, this skill cannot be used. Durath's currently known wielders are Bartholomew Wright, Scarlet, Karen and Julian. All known wielders of Durath have been known for their work at collecting ghost gates that have turned into fixed doors or other open-able objects. |
Vasker
This key resembles a creature with multiple eyes (one in the middle of the head and six other eyes, three above and three below the big eye), two pairs of wings and horns with one more eye shown to float in the middle. Vasker is a key of seeing: Vasker's wielder can see everything they wouldn't be able to see - it can also make the blind see. If linked to a keykeeper, this skill cannot be used. Vasker's currently known wielder is Hannes and his unnamed mentor. Vasker's currently known wielders have specialized in tracking and closing ghost gates. |
Amath
Amath resembles a creature with open mouth with sharp teeth, a pair of horns and three pairs of limbs that resemble a combination of wings and clawed arms. Amath is a key of absorption. If not linked to a keykeeper, Amath's wielder can absorb any animate or inanimate objects into their body and change their shape based on what they absorb. Amath is known to be the only key that chooses its keykeeper rather than letting just anyone link themselves with it. Amath is also the only key that lends its absorption powers to its keykeeper, although within more limitations. Amath's currently known keykeeper is Yuuma and his unnamed mentor. |
Known keykeepers
Image chart of characters who have made a physical appearance somewhere.
Durath line
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Vasker line
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Amath line
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