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Neutral Good all the way. Keyleth has A Lot of Feelings about being kind, generous, and taking care of other people, the earth, and all living things. She will tell you about them at length given half an opportunity. That said, she has very little time for things that offer shortcuts to 'goodness'. Organized religion is a particular point of distrust with her for that and many, many other reasons. (She does consider herself Hindu, but of the disorganized-yet-respectful-of-the-gods kind). She's essentially a dorky, do-gooder hippie with a ton of compassion but no real idea about how actual people live and work. And function socially. Because whoo, she is awkward. So. Awkward.

But she's all heart!

Unless you fuck with her friends. Then she will see to it that you eat the proverbial buffet of dicks—but not before you get to hear a giant and very melodramatic rant about how much you suck.


Keyleth has excellent control over the element of air. She can use it in certain ways now, and will develop more in future. These are the CR canon spells (D&D 5e!) on which her current powers are based:

Gust of Wind: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's Duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of Movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a Bonus Action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Wind Wall: A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the Duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or Objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at Targets behind the wall are deflected upward and automatically miss. (Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected.) Creatures in Gaseous Form can't pass through it.

Control Winds: You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that that enter of leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.


Keyleth has a serious green thumb and can nurse almost any plant back to health. She also has a way with animals of all shapes and sizes, and a great love for them. When it comes to cooking, she makes a great full-blown feast, given the opportunity and supplies.


Chemistry, biology, medicine (she wants to be some kind of doctor), gardening, cooking. 


Vilya Sharma's parents emigrated to California from Mumbai just before she was born. Her mother died not long after, but her father stayed in the US, married an American, and was perfectly happy for his daughter to have a mostly American upbringing. It wasn't until Vilya went to college in Boulder that she decided she'd been missing out her whole life. She abandoned school and went to India to "find her roots".

After a month with her grandparents in the north, Vilya struck out on her own and enrolled in a course in Ayurvedic medicine in Kanyakumari. It was here that she met Korrin Ashari (not his real name, obviously…), a "master" of Ayurveda and a teacher at the Institute where she enrolled. The much older Korrin and his new student Vilya struck up a romance that lasted the next few years, all while Vilya studied in Tamil Nadu and Kerala.

When she discovered she was pregnant and decided she wanted the child, Vilya finally gave into her father's request that she come home to California. She stayed briefly, but by the time the baby Keyleth was five, Kiki was going back and forth between her father Korrin's Institute in Kanyakumari, where he was developing "a new, global method" for mastering Ayurveda, and her grandparents in California. It was, needless to say, not a conventional upbringing.

Korrin's Ayurvedic mastery course involved a global pilgrimage to places representing each of the five elements and three doshas. These sites were only revealed to those who'd progressed far enough along his path. At first, Vilya took Keyleth with her to the five elemental places: Greenland, Bali, America's Pacific Northwest, the Serengeti in South-West Kenya, Italy. But the dosha pilgrimage places were more dangerous, more off the beaten path, far from the tourist spots they'd visited before. So after Mt. Etna, Keyleth was left with some of Korrin's other students living in a commune in London.

It wasn't long before Keyleth disappeared. With her grandparents in America dead and her parents unreachable—and who knows where—it was easy for her to melt into the streets. Where she found Vox Machina. It was the best time of her short life, so far, but it came to an end all too quickly when they were split for personal reasons. Seeing her friends going off where she couldn’t follow, Keyleth decided it was time to try and find her mother herself. And that’d mean finding out where Vilya had gone first on her pilgrimage to the places representing the three doshas.

Thankfully, Grog went with her to Mexico...