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Messages - Southern Records

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1
Candidates / Re: Ahlanour | 22.02.2573 | Candidate
« on: May 18, 2018, 04:59:10 PM »

2
Candidates / Re: Ahlanour | 22.02.2573 | Candidate
« on: May 14, 2018, 06:15:47 PM »

3
Crafters / Re: Velatha [ 29.03.2574 ] Apprentice Weaver
« on: April 14, 2018, 12:15:20 PM »

4
Universal Events / [ 29.3.2591 ] Murphy's Law
« on: April 07, 2018, 12:57:07 PM »
Murphy’s Law

29.3.2591 // 8:25 am

So far in the history of Southern Winds, the Pernese have had to deal with Snakes, Hunters, Skycoursers, Sharpfish, lethal Hatchings, cursed Wingleader positions, a lack of food—and, most recently, a sandscab infestation. But of all the things they’ve had to endure, rampant disease was not among them. However, though it might not be widely known among the general populace, the Healers have been braced for something like this for a while. Outbreaks of disease were an inevitable part of life at Fort Hold, with so many people crushed in together—and their records as well as the older members of their Craft would remember that the warmer Southern Continent always seemed to have more diseases than the North…

Flush fever was fairly uncommon in the South, and this is the first outbreak of it—much less any tropical disease—in significant numbers on the island. Because of the long incubation period before symptoms appear, the Healers aren’t sure where the outbreak began, especially since it’s affecting riders, weyrfolk, and even Crafters alike, but it’s serious enough to warrant an announcement in the Weyr. Wingleaders will have already informed their Wings earlier in the morning when gathered for duties.

During breakfast, Healer Craftmaster Brigan, under the approval of the Weyrleadership, issues a state of emergency. Those exhibiting symptoms are highly encouraged to check in at the Healer Hall for screening and treatment. While individuals with relatively mild cases may recuperate in their weyrs, they are likewise encouraged to have healthy friends or relatives check in on them from time to time. The Hall has already encountered a few cases that have developed into more advanced and life-threatening stages.

While this is going on, the Weyr will be operating with something of a skeleton crew, and some activities may even come to a halt. Movement between the Weyr and Hold will proceed as normal since flush fever is not contagious among humans, and dragonkin cannot catch it.

Flush Fever –
Spoiler for Information & Symptoms:
Flush fever is a tropical disease characterized by high fever, headache, vomiting, muscle and joint pain, and the symptom that gives it its name—a reddened skin rash. Symptoms usually begin three to fourteen days after infection, and recovery usually takes between three and seven days after onset. Even after recuperation from the disease, feelings of fatigue can last for many weeks.

In rare cases, symptoms can worsen as the fever diminishes, resulting in severe bleeding and associated anemia, low blood pressure, and shock. This potentially lethal form of the disease is more common in children and young adults.

(For those interested in this sort of thing, the vector for this disease is mosquitos, and it’s modeled after Dengue fever.)



IC Thread

Participating
Brigan
Elrethra || Tresrissa
Sionann


Checked In
Eimerra || Rinneir || Tolanna
Droissa || Nieve || Penderton || C'dus || Saviavi || Nealros || Bekareni || F'erro || T'rel || R'ael
T'ghen || Niphredon
Aldrekayn || K'mar || Callista || M'kale || Z'tai || Phaedralena || N'iko || Kharismene || Saleizo
J'ken || T'veck
Velatha



Participation
Standard event participation practice applies. Post in the event thread or here giving us a sentence or two as to what your character might be doing at this time. If you miss 5 events in a row, your account will be deemed inactive. If you are posting elsewhere but skipping the events, remember : we do not require IC participation. Simply post here under your Player account and let us know what's going on with your character.

5
Announcements & Events / Custom Firelizard Template
« on: April 03, 2018, 08:58:48 PM »
Firelizard PSD Commission

Another new art update! We now have our own custom firelizard template, created by cweinman, the same artist that has done our Hunter, Beach Snake, Sharpfish, Wher, and Hatchling art.


These are for SWW only, but we're happy to let other people color and use these templates for their characters here. Should you wish to get the PSD file, simply PM the Southern Records account or pop on Discord in the Admin Help channel and we'll get you the file.

Beyond that, at least the staff will be using this for any firelizard clutches we host in the future. :3 We hope you like it!



6
Holders / Re: Saleizo [ 22.08.2522 | Holder ]
« on: March 29, 2018, 12:32:19 PM »

7
Holders / Re: Sohrelle [ 21.01.2573 / Wife ]
« on: March 29, 2018, 12:31:13 PM »

8
Universal Events / [ 23.3.2591 ] Infestation
« on: March 24, 2018, 02:39:21 PM »
Infestation

23.3.2591 // 6:10 am

After an otherwise calm first half of the month, the hits start rolling in again when the Fishers make a disastrous discovery early in the morning. The Hall had been making strides in stockpiling some cured fish, salted and preserved in barrels to keep the meat usable longer as the catches in the Cove begin to dry up. Before the latest stores could be moved into the depth of the Weyr’s preserving caverns, they are compromised by an insectoid threat.

Sandscabs are a notorious pest on Fort Island; while they couldn’t survive on the milder beaches of the Northern Continent, they were previously common around the coasts of Ista and the southern settlements. None had been particularly upset about them apparently going extinct during the Pass—but as with many things, they’ve carved out a place for themselves in what does remain of Pern. Small as fleas but numerous in number, they infest—and nest—in decaying organic matter on the edges of the sea, laying thousands of eggs that, in turn, hatch into thousands of larva and render meat and vegetation alike unusable.

It’s a disappointing revelation, once the Fishers realize that turns of use and damage to the barrels have allowed sandscabs inside. So it’s going to be a rough morning, as they and the riders of Beach Wing have to empty the barrels further down the beach—away from where fishing is being conducted for the day—and burn it all in hopes of eradicating the problem. No doubt, spare Candidates doing chores will be pulled into the work too, and some of Prairie may forego their morning drills to aid in the effort as well.



IC Thread

Participating
Phenust
Fisk || Ysveta || Mauddra
Kharismene
Calladren
Halirina
Eimerra
Sionann


Checked In
Oarlen || Vickmarra || K'zaya || Nycolus || Tayvelle || Sokon || Wa'by || Nalata || T'vye || W'thir || X'kis || D'mir || H'riel || Berlya
Eimerra, Tolanna, Rinneir
Fisk || Ysveta || Inanna || M'dak || Mauddra || Allevaithe
J'ken || T'veck
K'mar || Callista || M'kale || Z'tai || Aldrekayn || Phaedralena || N'iko || Kharismene
V'len || Calladren || Araena || Kaladesi || U'thar || Kyohei
Droissa || Nieve || Penderton || C'dus || Saviavi || Nealros || Bekareni || F'erro || T'rel || R'ael
Velatha
 



Participation
Standard event participation practice applies. Post in the event thread or here giving us a sentence or two as to what your character might be doing at this time. If you miss 5 events in a row, your account will be deemed inactive. If you are posting elsewhere but skipping the events, remember : we do not require IC participation. Simply post here under your Player account and let us know what's going on with your character.

9
Clutch Records / 2591 A.R.
« on: March 16, 2018, 11:08:16 AM »
( PC ) Clutch 01
Kalestath & Neisoth

LINKED
Flight 5.1 -  Clutched xx.x - Hatched xx.x


Total Eggs : --
Gold Black Bronze Brown Blue Green Red
- - - - - - -
Impression
Hatching Order :


Impression Order :


Availability
-- of --
Dragon          Rider          Profile          Player         
----



( PC ) Clutch 02
Oriath & Leremith

LINKED
Flight 12.3 - Clutched xx.x - Hatched xx.x


Total Eggs : --
Gold Black Bronze Brown Blue Green Red
- - - - - - -
Impression
Hatching Order :


Impression Order :


Availability
-- of --
Dragon          Rider          Profile          Player         
----



( PC ) Clutch 03
Imyth & TBD

LINKED
Flight xx.x -  Clutched xx.x - Hatched xx.x


Total Eggs : --
Gold Black Bronze Brown Blue Green Red
- - - - - - -
Impression
Hatching Order :


Impression Order :


Availability
-- of --
Dragon          Rider          Profile          Player         
----

10
Announcements & Events / Gold Flights and Ranked Rules Adjustments
« on: March 15, 2018, 03:28:28 PM »
Gold Flights and Ranked Rules

So we have a couple of new things we wanted to announce, along with Oriath rising. 8D

A bit ago we did a clarification of ranked characters, and we’ve adjusted somewhat the rules for ranked characters:

Quote
Make an IC post at least once every week and participate in events.  Plot out threads pertaining to rank with possible admin guidance. Given our ever changing plot, if your character obtains a rank, we may require that character to become an adoptable character. If you become inactive for 2 weeks, they will be put up for adoption and become playable by staff or they will drop off in whatever manner is specified in their profile and the rank will be lost – depending on what suits the plot best. You may reclaim the character upon your return. If your character was once an adoptable NPC, they will again become such until someone readopts them.

The rule did not used to require ranked characters to become adoptable, and they would simply lose their rank. This new adjustment allows some flexibility regarding the ranked position. We thought that necessary as we created a new opportunity for people to move up into a ranked position with their characters regarding the Contenders.

Gold Flight Contenders gives people the opportunity to move up into the position of Weyrleader if they participate in a Gold Flight. This isn’t meant to be a competition, really. We just wanted to know who might be comfortable taking on a ranked character when the opportunity arose.

We don’t want to overly stress the importance of the weyrleaders here at SWW, as we strive to create important events that everyone can participate in. Not just ranked riders. But we also understand that this might be an area of interest for some people, or their characters, and it might be something they might want to explore. So we’ve laid out what it means and how we’d like to handle it.

If you have questions regarding this, concerns, suggestions, etc, as always, please let us know in this thread or discord. <3

11
Rider Assignments / Gold Flight Contenders
« on: March 15, 2018, 03:18:58 PM »
Gold Flight Contenders

Here at Southern Winds, we occasionally have open Gold Flights where we allow the winner to be a Rider chosen at random. However, we don’t want to surprise a player with a Ranked Rider’s responsibilities, especially if that player either doesn’t want it or isn’t sure what those responsibilities might be. While we all like to have fun, relax, and RP, we do like to have some minimal activity requirements for our Ranked Riders and prevent one person from having too many ranked characters. That being said, this thread is being created to allow people to sign up for Contender positions.

What is a Contender?
Bronze, Brown, and Black Riders of age who want to participate in a Gold Flight who wish to possibly be a winner. The Player of the character will accept the Ranked OOC responsibilities should their character win. This means having minimal activity on the site and accepting admin guidance of their character during the duration of their ranked term – either until they lose the next Gold Flight or they do something ICly to become demoted.

What are Ranked Character Requirements?
Per our rules:
Members are allowed to make/adopt a max of 2 ranked characters. Staff will only have a max of 3 ranked characters.

Make an IC post at least once every week and participate in events.  Plot out threads pertaining to rank with possible admin guidance. Given our ever changing plot, if your character obtains a rank, we may require that character to become an adoptable character. If you become inactive for 2 weeks, they will be put up for adoption and become playable by staff or they will drop off in whatever manner is specified in their profile and the rank will be lost – depending on what suits the plot best. You may reclaim the character upon your return. If your character was once an adoptable NPC, they will again become such until someone readopts them.

Let us stress:
If the character was not adoptable before obtaining the rank, they will need to become adoptable if they become ranked. We will keep your other preferences in mind, but for the sake of the site, and the plot, it may become necessary for the staff to play a ranked character in the event someone, for any number of reasons, takes a leave of absence or otherwise leaves the site.

What is admin guidance?
We will never tell you how to play your character, but we may ask you to create an event, respond to a particular event, or ask that something does not happen to your character for the sake of the plot. I.E. We may ask that your character forgo being injured in a hunter thread, or we might ask that they be injured. We will never ask anything out of character and we’ll never do anything to your character without your permission or that goes beyond your own mauling permissions.

Withdrawing a Contender
You may choose to remove a character from this list at any time, by responding to this thread, up until said character becomes ranked.

Sign up to be a Contender:
Simply fill out the form and reply to this thread.
Code: [Select]
Character Name : [{Name}]
Dragon Name : [dragon]Dragon[/dragon]
Age of Character :
I give the Staff of SWW permission to make [{name}] adoptable by submitting this and understand I may withdraw this permission at any time up until said character becomes ranked.

Current Contenders

S'bok of Neisoth - Currently holds Weyrleader Rank
B'ron of Leremith - Currently holds Weyrsecond Rank
X'kis of Maelboroth - Currently holds Weyrsecond Rank
N'iko of Astaroth
V'len of Redrenth
Z'tai of Jenrath


12
Brown Riders / Re: W'thir [34.06.2566 9th Pass] | Brown Weyrling
« on: March 14, 2018, 10:19:03 PM »

13
Brown Riders / Re: W'thir [34.06.2566 9th Pass] | Brown Weyrling
« on: March 14, 2018, 08:44:23 PM »

Image Credit:
Link to line art.
Colored by SirAlahn
Dragon Details

Name:
Kelsameth
Pronounced:
[ KELL-sah-meth ]
Color:
Brown
Date of Birth:
33.10.2590 9th Interval.
Place of Birth:
Southern Winds Weyr
Clutch Mother:
Imyth
Clutch Father:
Maelboroth
Measurements:
Mature Length: 31.6M
Mature Height: 6.4M
Mature Wingspan: 54.5M

General Appearance...

Kelsameth is not a dragon of extreme markings. Much of his hide matches the brown of klah mixed with milk, though it does hold some subtle texturing like treated leather. His spine and ridges are a fuzz darker, straying more toward bistre; this color also appears in a smudged patch low on his chest and belly, slightly darkening his paws, and on the tip of his tail. The rest of his underside is the same fawn color his wings are when he hatches -- but his wingsails will darken as he gets older until that soft, light color remains only near the bones of his wings.


Kelsameth is a tiny thing when he hatches, almost petite looking as far as Browns go. It's not that he's scrawny, he's just diminutive. When he's fully grown, he'll still be on the fairly small side, with a dainty appearance and long legs that add to that impression. He's still only of an average height, however, and the width of his wingspan is too. But he does have broad sails that make for prolonged gliding and a fair bit of momentum when he gets going.

Personality...

Mind Voice: Kelsameth has a sweet, high voice that makes him sound shyer and more delicate than he really is. It's difficult to take him seriously even when he's angry, which he hates, and he just doesn't have a voice suited for sounding authoritative or intimidating. Beyond that, he is a very vocal dragon when it comes to making noises, and will continue to trill, purr, and chirp into adulthood.

Likes:
Manners : You don't have to be overly stiff and formal, but politeness goes a long way with him. He can be a little pretentious and judgmental about people who do something he considers rude.

Structure : This Brown likes things to make sense. Leaving anything up to chance or chaos is unappealing to him, and some sort of order or structure seems the best way to combat that. He can get a bit flustered if he's forced to violate one for some reason, and even more so if he sees others purposefully bucking against it.

Dislikes:
Being Talked Over : Kelsameth knows that he doesn't sound very commanding, so it makes him particularly upset when someone interrupts him and drowns him out or doesn't listen to what he has to say. He has a bit of a sore spot about being pushed to the wayside.

Carelessness : Kelsameth cares -- a lot -- and wants you to as well. Not being on time, not following the rules, and especially not putting your complete effort into something frustrates him, and W'thir will probably be treated to him ranting about other weyrlings he sees as just. not. caring enough.

Strengths:

* MANAGEMENT : Were he human, Kelsameth would make a great secretary, being the sort that could untangle miles of bureaucratic red tape with little fuss. He's very smart and has an easy time understanding the logistics and implications of certain situations. He's as 'bookish' and studious as any dragon can be, with the ability to quickly understand complex concepts -- even if, due to the nature of dragon memory, he will forget it later.

* FIRM : Others may think he's fragile or a shrinking violet because he's quiet a lot, but Kelsameth is no pushover. Nor is he a coward. If he says no, he means no, and he's not prone to being fickle or unable to make up his mind. He does his best to be diplomatic about disagreements, but it's not in his nature to bend just to avoid an argument. And when it's worth it to him, he will tell you what for -- even if his words are rushed, indignant, and unsteady with emotion.

Weaknesses:

* PERFECTIONIST : Not in the sense that he's paralyzed with anxiety, but that he's prone to spreading himself too thin or taking on too many responsibilities because, well, it'll just get done right if he does it himself. Kelsameth has a difficult time letting go and trusting others to get the job done, though he doesn't mean it maliciously. He just likes to be in control of anything that might affect him. (It's true he can be a little high-strung and neurotic about it, though.)

* KLUTZ : This Brown is really, really not graceful on the ground. Even at his hatching, Kelsameth was unsteady on his feet, and it will take him longer to stop lurching around and get his balance as he grows. He's very self-conscious about it, and for this reason tends to plant himself somewhere and refuse to move until he and W'thir absolutely need to or he can fly to their destination.

Dragon Speech Code: This is what your dragon's voice will look like. Background: #8A643B; Text: #E6CEB3

Member Info...

Anything Else:
Made per the process outlined at the Optional Weyrling Application. Please let us know via PM if you choose to accept or reject this dragon.

We hope you like him! :love:

Coded by SanctifiedSavage for SWW


14
Brown Riders / Re: W'thir [34.06.2566 9th Pass] | Brown Weyrling
« on: March 14, 2018, 07:39:10 PM »

15
Announcements & Events / An update to events
« on: March 10, 2018, 02:59:37 PM »

Updating Events

In an effort to make it a bit more clear what events are still being actively roleplayed in, have threads open, etc we've changed the message icons to reflect that in the Events RP Board - Universal Events & Construction Events

Now, if an event has an open IC thread, the icon will appear as:


Once the staff has closed an event, it'll show up as:


We will also post a banner in the topic to indicate that it has been closed, though this doesn't mean that the event can't be played out in other threads, request to be reopened, posted in for questions, or be checked in with characters.

We're hoping that this will make it easier to figure out which events are active, at a glance, in the appropriate forums should someone want to participate in events that are still active but might not have a post in the IC Recent box.

Hopefully this is as helpful as we want it to be.  :love: If you guys have any questions, concerns, or suggestions, please let us know here or discord!

16
Black Riders / Re: T'veck [10.08.25369 / Black Weyrling]
« on: March 10, 2018, 12:16:23 AM »

17
Gold Riders / Re: Eimerra [ 14.10.2565 / Gold Rider ]
« on: March 06, 2018, 06:56:05 PM »

18
Holders / Re: Ryneppa [ 04.05.2567 / Holder ]
« on: March 06, 2018, 06:35:32 PM »

19
Adoptables / Re: Notkerric [ 34.10.2547 / Head Peacekeeper ]
« on: March 02, 2018, 07:16:01 PM »
Notkerric's Profile --
Code: [Select]
[appheader][img]http://diffusionph.cccommunication.biz/jpgok/RepGR/243/243961_6.jpg[/img][/appheader]
[center]Play By:
Stefano Cassetti[/center]
[apptitle]Biography[/apptitle]
[appbio][b]First Name:[/b]
Notkerric
[b]Nicknames:[/b]
Kerric, Ker (but only to his wife)
[b]Date of Birth:[/b]
34.10.2547
[b]Place of Birth:[/b]
Fort Hold
[b]Wife:[/b]
[{Tavianna}][/appbio]
[apptitle]Your Reflection...[/apptitle]
[apprefl][b]Appearance:[/b] Notkerric likes the finer things in life. His clothes are rarely threadbare and he keeps what little leather he owns shiny and clean. He keeps his hair and beard short, preferring a little bit of scruff to a clean face. He's slightly vain about his appearance, but he's certainly not afraid to do his job and get down and dirty.

[b]Response to 9th Pass Catastrophe:[/b] Notkerric focused on his family. The rest of Fort could burn for all he cared -- his wife and his kids were his primary focus. He did his job to provide for them and make their home a safe place to live (as much as he could, anyways).

[b]Response to dragon color mutations:[/b] Notkerric agrees with his wife on this one: it's just another dragon. As long as these new colors don't turn around and destroy his home and all he's worked for, he doesn't care.[/apprefl]
[apptitle]Who are you...[/apptitle]
[apprefl][b]Likes:[/b]
Control: Notkerric likes to have order in his life, and the best way to achieve that is through control. After the move to Fort Island, he's established his own group of former Peacekeepers from their time at the Hold. They help maintain order on the holder side of things, and he loves it.

Fights: If things with the peacekeepers escalate into fights, Notkerric isn't one to back down. He might not fight his wher, but there's nothing like the adrenaline and aggression he can release when something comes to blows.

Wher meat: Blame Tavianna for this. Wher meat is good.

His family: Notkerric loves his family, including those brought into it by marriage. They're his portion of the world to protect and take care of. It's a joy for him to come home to them every day. If anything were to happen to them, well... He won't be held liable for the actions of him or Kerrisk.

[b]Dislikes:[/b]
Dragonriders: The riders forced themselves on his home of Fort and dragged more and more refugees into their already cramped Hold. The fact that they're now shoved into a weyr with the riders and he's out of a job is not helping their image.

Upstarts: There are rules, roles, and order to follow. If anyone jumps over a rung in the ladder or tries to find a short cut to success, it irks him. He worked damn hard to get to where he is now, and the idea that someone could just jump their way into the kind of position he has now without working for it makes him angry.

Disrespect: In a similar vein, anyone who doesn't respect their authorities, elders, etc, also makes him angry. The sacrifices he's put into his life to get to where he is today weren't for nothing, and they better be respected.

The quiet: With his days of small children in the house behind him, he relishes in the quiet they left behind. Sadly, with the move into the weyr and being shoved into caverns with the other holders, quiet is far from easy for him to find now. It makes it all the more sweeter when he actually gets it.

[b]Strengths:[/b]

* DETERMINATION : Notkerric has had determination by his side his whole life. Sheer perseverance got him through difficult days and times. When he sets his mind on something, he'll likely finish it.

* DEPENDABLE : He's always been the dependable sort. It's part of why he's taken on so much responsibility now -- he set a name for himself when he was younger, and now everyone relies on him to continue keeping the peace.

* ARROGANT : Notkerric believes that he's the best of the best and should be treated as such. Best father, best husband, most reliable, etc. He's quick to feel slighted because of the size of his ego. Calling him less than amazing is a surefire way to tick him off.

* RESERVED : Even with all of this ego, he doesn't volunteer personal information. To him, work and home life are separate. He'll brag to his friends all day about things other than his family, but the second you bring them up he changes the subject to something different.

* LOYAL : He's loyal -- to the friends who have proved themselves, to the workers who earned it, and especially to his family. It's why he protects Tavianna's business interests -- she proved herself to him early on in their marriage and has continued to support him. He's loyal to Tavianna and they bond they share. The only feminine wiles that will work on him are those of his wife.

[b]Weaknesses:[/b]

* STUBBORN : When Notkerric gets an idea in his mind, it takes a lot to change that idea. He and Tavianna have butted heads over issues like this in the past, but ultimately they up reconciling to each other. In working relationships, he's very stubborn in his leadership -- it's his idea and that's the best idea.

* SELFISH : Notkerric really only looks out for his family and those extremely close to him. He's willing to throw anyone under the bus if it helps out himself, his family, and their station.

* MATERIALISTIC : He likes the nice things in life. His family has worked hard to maintain their relatively well-to-do lifestyle, and creature comforts have always been important in his life. He likes to gift his wife pretty things, and it carries over in his dress.

* JUDGMENTAL : Notkerric judges people very easily. Because of his focus on material things and how hard he's worked, he doesn't understand how people could [i]not[/i] work hard and make a better life for themselves.

* HARSH : He has a hard time keeping his words "politically correct." He just speaks his mind without thought as to who he might offend.

[b]Describe Yourself:[/b]

* [b]LEADER[/b]: [i]-----[/i] Notkerric likes to lead. He's the head of his family, head of the group of Peacekeepers he's rounded up... It's just a natural place for him. Maybe because he's loud and bossy, but he's there all the same.

* [b]FATHER[/b]: [i]-----[/i] Kerric takes pride in his family. He is the father to three amazing children who have found their own place in the world. It's his life.

* [b]PROTECTOR[/b]: [i]-----[/i] He's a protector -- mainly of his family, but also of the people under his charge as a quasi-Peacekeeper. It's important to him to keep his family and close friends safe (thus the gift of whers).

* [b]COARSE[/b]: [i]-----[/i] He's also a blunt man. He's not afraid to tell things like he sees it and will talk very plainly about anyone. He's rough, born mainly of survival rather than a lack of filter.

* [b]BIASED[/b]: [i]-----[/i] Notkerric is biased towards the Holders and towards the people who look up to him. If a situation arises he'll likely side with those under his hedge of protection regardless of whether they're in the wrong. These biases also lead him to make conclusions about people without getting to know them.

[b]The Magic Touch:[/b] He's made a name for himself and hopes to be named head Peacekeeper once the new Hold is made.[/apprefl]
[apptitle]Family...[/apptitle]
[apprefl][b]Mother:[/b] Kythae, b. 2534. Wife, unofficial baker. d. 2574
[b]Father:[/b] Firneal, b. 2529. Peacekeeper. d. 2572

[b]Siblings:[/b]
Ganos, b. 2549
Evelthra, b. 2550
Catyra, b. 2552
Thoridan, b. 2553

[b]Children:[/b]
[{Nycolus}], b. 2568
Tresrissa, b. 2571
[{Nealros}], b. 2575
 [/apprefl]
[apptitle]Tell us a story...[/apptitle]
[apprefl]

* [i]2547, born[/i] Notkerric is born to a Peacekeeper & his new bride in Fort Hold the year Igen Weyr falls. There's a small influx of riders to Fort Weyr that make his parents worry about the increased tithes.

* [i]2549, 2[/i] His brother, Ganos is born. Ista Hold & Weyr falls and more refugees pour into Fort. Kythae has realized that she has skill as a baker and bakes bread all day with Ganos swaddled to her back. Notkerric is tasked with chasing dust-bunnies around the house.

* [i]2550, 3[/i] His sister, Evelthra is born. Notkerric, or Kerric as he likes to be called, has to keep an eye on Ganos while Evelthra is wrapped up in his mother's scarf.

* [i]2552, 5[/i] His sister, Catyra, is born. Firneal has started to talk to Kerric about official jobs, like Peacekeeping or working for the Lord Holder. He's more closely introduced to his father's wher, Firnesk, and Firneal explains the increasing importance of a wher to Peacekeepers.

* [i]2553, 6[/i] His brother, Thoridan is born. Kerric has gained more and more responsibility around the house while his mother has little ones underfoot. He begins to help his father feed Firnesk and is even introduced to some of the whers that his father's friends have. It's this not-so-subtle influence that leans Kerric towards peacekeeping -- he finds the whers intriguing creatures and starts to sit with Firnesk on his own.

* [i]2554-2558, 7-11[/i] Paradise River Hold, Eastern Weyr, Southern Boll, and the supported Craft-halls fall. Kerric spends this time learning from his father and helping with his father's wher. It's clear that Firneal wants him to be a Peacekeeper, too, but the young boy is just happy to spend time with his dad.

* [i]2559, 12[/i] Firneal gifts his eldest with a wher egg on his twelfth nameday.. It hatches into a bronze, named Kerrisk. Kerric is delighted that the wher shares a name with him, knowing that it means their bond is strong. Once he's grown, his father tells Kerric he can officially begin training as a 'keeper. Kerric throws himself into physical training, joining some other young men who dreamed of joining the force.

* [i]2561, 14[/i] Crom Hold, Telgar Weyr, and the Miner Crafthall falls. Kerrisk is finally matured, which means that Kerric can join the force. To prevent his fellow 'keepers from accusing him of playing favorites, Firneal gets his son assigned to the squadron of a friend of a friend. Kerric appreciates the gesture but tells his father that he doesn't need to worry about him -- after all, he's got a real job now. The leader of the squadron, Togum, starts Kerric on some general guard positions near the markets. These gradually increased into patrols and solo guarding positions as he and Kerrisk grew more comfortable in their roles.

* [i]2563, 16[/i] Nabol Hold falls. Kerric is reassigned from a training squadron to one specifically assigned to the marketplace. While this had turned from a center of trade and bartering into a rations distribution center, he and his fellow 'keepers either helped to hand out rations or protect those who were doing so. The poverty he sees around him makes him even more thankful for the hard work of his parents, and he decides to do his best to provide for his family as well.

* [i]2564, 17[/i] Ruatha Hold falls and joins in with Fort Hold. Half of another squadron gets assigned to help out the one Kerric's in with the influx of new holders. Firneal, a squad leader in another part of the Hold, shared with Kerric that the 'keepers from Ruatha were struggling to fit in with the wat Fort did things. He agrees. His own position has gotten more difficult because Ruatha didn't have ration distribution centers, so the people he's working with don't understand how their assignment works. It frustrates him to no end until Togum partners a Ruatha and Fort 'keeper together so the new guys learn the ropes.

* [i]2567, 20[/i] Southern Hold, Delta Hold, Dorado Hold, Ierne Island, and the Dolphineer Crafthall fall. The survivors of the Holds join in with Fort Hold. The peacekeepers deal with integration issues again, but this time they're minor. His parents approach him, saying that there's a young lady whose family has showed interest in arranging a marriage between the two. He agrees, mainly because he trusts his parents and hasn't even had time to look for someone on his own. The woman, Tavianna, is a pretty young thing far different from the few short encounters he's had. He's glad that she's not hard on the eyes.

* [i]2568, 21[/i] High Reaches Hold falls. Some merge with Fort, while others move to Tillek. He and Tavianna do their duty and she gives birth to a son, Nycolus. Kerric is given control of the market squadron as the other, more experienced 'keepers were needed elsewhere. It's a huge responsibility increase to him, so it takes a month or two for him to get used to the scheduling. There's some conflict, due to his age or his inexperience, but he silences the dissent with a growl from Kerrisk and tells his men to do his job. He won't take any excuses from them.

* [i]2569, 22[/i] Tavianna is getting restless and Notkerric is starting to feel some resentment directed towards him. Work has settled, but there's always new 'keepers who need training. He gets restless himself, especially the mergers with fallen Holds as more people come into their home. Kerrisk runs with another gold wher and the clutch contains a gold egg. Kerric takes it as a gift for his wife, and the egg hatches into a gold named Tavisk. He feels better about Tavianna being at home all day with a wher to protect her and trusts that she can handle the responsibility of a toddling child and a wher.

* [i]2571, 24[/i] Tillek Hold, High Reaches Weyr, and the Fisher Crafthall fall. Everyone moves to Fort. Notkerric is given charge of the second ration station that had been created in light of the mass consolidation to Fort Hold. If he though scheduling one center was bad, two is even worse. In addition, there's another merger with the last of the Peacekeepers. Overwhelmed, he comes home one night and just collapses in bed. Tavianna comforts him and later in the turn, his daughter, Tresrissa, is born.

* [i]2572, 25[/i] Notkerric gives up in trying to resolve the differences between the 'keepers under his charge. Instead, he pairs the keepers who came from the same Hold together and lets them work the same area in the old market places. It's successful in both areas. Firneal, working with Firnesk in a nearby patrol, is killed in an altercation between the newly-settled refugees and the original Fort holders. It really wrecks him. He's given a week off to arrange family affairs and takes full advantage of it.

* [i]2573, 26[/i] Tavianna asks for some of his Peacekeeper friends to escort her out one day so she can run some errands. He puts some of the newer 'keepers with her, but doesn't really ask what's going on. This becomes the first of many clues that his wife is up to something.

* [i]2574, 27[/i] Kythae dies due to a disease running through Fort. To make things even worse, Notkerric discovers that Tavianna has been butchering whers to provide meat and leather for their family. He loses it, between the loss of his mother and this brutality his wife commits. He doesn't speak to his wife for weeks and spends all of his time either working or crashing at the 'keepers headquarters. While out on the streets he sees families struggle to feed their kids or maintain a steady job. Tired of avoiding his wife, Kerric returns home and reunites with his wife. They reach a compromise -- don't expect him to help, and he won't say anything in return.

* [i]2575, 28[/i] As the turn progresses, Notkerric realizes that Tavianna is just providing for their family like he does. After the death of her mother, the strengthen their relationship, and Nealros is born. She expresses interest in gaining a workspace, so he pulls some strings and cleans out a small abandoned building. He doesn't ask what for.

* [i]2577, 30[/i] Tavianna's...[i]hobby[/i] has provided a lot more security for their family that Notkerric originally realized. He sees more pretty things around her neck and a few more wineskins than he expected. He gives up on trying to keep her from doing anything and instead turns a blind eye. His people don't go near Tavi's building. Ever. An unrelated scuffle turns into a full out brawl and Kerric loses his left pinky to the first knuckle. He spends the last month with a bandage on his hand and a scowl on his face.

* [i]2580, 33[/i] Tavianna's father dies despite her desperate efforts to get him care. It changes Kerric's opinion of the dragonriders too -- why do they rank more important than his job of protection? In the meantime, Notkerric is promoted to head of the smallest quadrant of Fort Hold, which is still an accomplishment.

* [i]2585, 38[/i] Notkerric reaps the benefits of his new position and begins to gather a gaggle of Peacekeepers who prefer his leadership to those above him. He likes this, the loyalty to him and not to their office. It's a powerful position to be in, and he loves it.

* [i]2587, 40[/i] The end of the 9th Pass. Everything Tavianna and Notkerric have worked for has been uprooted. His relationships with the locals in his quadrant, his wife's hobby, his entire position... The anger at being told he's to turn to manual labor until the new Hold is established burns deep inside him. When they land at the island and after his family has established their cavern, he searches out his Peacekeeper associates and starts to look for others who became angry at weyrleadership.

* [i]2589, 42[/i] Over the past two Turns Kerric's turned the holder caverns into his quadrant and has gathered a group of unofficial Peacekeepers who are very angry at their job being taken from them. Only a select few of this group have gained access to his inner circle -- the people who protect his wife's business interests.

* [i]2590, 43[/i] Notkerric is ready to move his family out of the weyr and get their own Hold established. They've been oppressed too long.

---

RP Sample goes here.[/apprefl]
[apptitle]Member Info...[/apptitle]
[appbio][b]Created By:[/b]
Concept by [uid]SanctifiedSavage[/uid]; original profile by [uid]lacihparg[/uid]
[b]Other Characters:[/b]
---
[b]Inactivity Preference:[/b]
Adoptable
[b]Mauling Permissions:[/b]
[url=http://southernwindsweyr.net/index.php?topic=26.0]Look here for the different options![/url]
 [b]Anything Else:[/b]
--- [/appbio]
[appcred]

Kerrisk's Profile --
Code: [Select]
[appheader][img]http://southernwindsweyr.net/Images/Other_Characters/Kerrisk.png[/img][/appheader]
[center][b]Image Credit:[/b]
[url=http://balustriad.deviantart.com/art/Wher-Template-423090406]Link to line art.[/url][/center]
[apptitle]Wher Details[/apptitle]
[appbio][b]Name:[/b]
Kerrisk
[b]Pronounced:[/b]
ker-RISK
[b]Date of Birth:[/b]
10.2559 9th Pass
[b]Place of Birth:[/b]
Fort Hold
[b]Wher Color:[/b]
Bronze
[b]Egg Description:[/b]
Kerrisk's egg was large and extremely wrinkled. Notkerric could barely hold the egg when his father gave it to him.
[b]Measurements:[/b] Listed in the wher information.
Mature [i]Length[/i]: 4.5m
Mature [i]Height[/i]: 1.5m
 [/appbio]
[apptitle]General Appearance...[/apptitle]
[apprefl]Despite the size of his egg, Kerrisk hatched as a small wher. It was a cause for alarm at first, but the wher had a large growth spurt and grew into a massive beast. There was never any doubt as to his abilities, though. He's a shiny bronze through and through.[/apprefl]
[apptitle]Personality...[/apptitle]
[apprefl]Empathetic: Kerrisk's a gentle presence in Notkerric's head. He is fierce when his handler or his family is at risk, but otherwise he's very quiet. He doesn't intrude on his handler and is simply there as someone who will always have his back.

[b]Likes:[/b]
Greens: Kerrisk likes to play with the greens. There's this innate draw to them that pulls him to them -- Notkerric often has to refocus the bronze.

Quiet: Between the chaotic din of the ration areas from Fort Hold and the new, tight quarters they live in now, Kerrisk hasn't really heard peace and quiet often. Much like his handler, they try to steal away for some quiet time. It doesn't come often enough.

Wher Meat: It's meat. Kerrisk likes meat. Especially when Notkerric tosses him some jerky treats in the middle of a long assignment.

[b]Dislikes:[/b]
Threats: If anyone looks remotely threatening to Notkerric or his family, Kerrisk is on them. He's got a "bite first, think later" mentality that Notkerric has struggled to control.

Being alone: Kerrisk has never been alone. Notkerric has always been with him, and then there was Tavianna and Tavisk, then their kids, then the kids' spouses and kids, not to mention the peacekeeping handlers. He's always surrounded by people and he likes it that way.

[b]Strengths:[/b]

* STRONG : Kerrisk is a bronze. He's big, and he uses his strength to control things. Oftentimes Notkerric will use him to intimidate uncooperative parties.

* BRUTAL : When Kerrisk is allowed to attack, he does so with gusto, and relishes in it. He goes straight for killing blows unless Notkerric tells him to drag it out, in which case he'll be brutal. There's nothing more satisfying then crunching some bones.

[b]Weaknesses:[/b]

* FAMILY : Notkerric's family is dear to the bronze (as much as they can be). If anything were to happen or threaten them, he would go after them without question, whether or not Notkerric wanted him to or not.

* GOLDS : As much as the bronze likes to play with greens, Kerrisk will never disrespect or go against a gold. Tavisk has a certain weak spot in his small mind because Notkerric loves Tavianna, but even other golds can stop the bronze in his path.
[/apprefl]

[apptitle]Member Info...[/apptitle]
[appbio][b]Anything Else:[/b]
He likes to run with Tavisk, but Kerrisk doesn't have a preference.
 [/appbio]
[appcred]

Notsk's Profile --
Code: [Select]
[appheader][img]http://southernwindsweyr.net/Images/Other_Characters/Notsk.png[/img][/appheader]
[center][b]Image Credit:[/b]
[url=http://cweinman.deviantart.com/]Link to line art.[/url][/center]
[apptitle]Wher Details[/apptitle]
[appbio][b]Name:[/b]
Notsk
[b]Pronounced:[/b] [
[ KNOTSK ]
[b]Date of Birth:[/b]
20.05.2590 9th Interval.
[b]Place of Birth:[/b]
Mine Hall
[b]Wher Color:[/b]
[bronzed]Bronze[/bronzed]
[b]Egg Description:[/b]
Notsk's egg did indeed have the so-called lucky fold at one end, though it was tiny and difficult to see from a distance. The shell of the egg itself was a pale pink in color, almost a rosy hue, but with a very faint opalescence to it.
[b]Measurements:[/b]
Mature [i]Length[/i]: 3.5M
Mature [i]Height[/i]: 1.7M
 [/appbio]
[apptitle]General Appearance...[/apptitle]
[apprefl]The first impression most people get of Notsk is his striking coloration. He's a very bright and vibrant Bronze, and no part of him more so than his wingsails. They're a dark, dark copper, almost reddish with how vivid the color is. Some might even say difficult to look at. They're liberally splattered with a darker, rather rusty hue, and closer to the joints they have a bit more of the tell-tale bronze shades characteristic of his caste. The upper portions of Notsk's body are shiny and weathered, almost scintillating with flashing fire of amber, gold, brass… his lower portions and extremities are much duller, so pale and coppery pink that they look much like the egg from which he hatched.

In contrast to Kerrisk, Notsk is as small as Bronzes come. But don't let that fool you -- he's still a powerhouse of a wher, a consummate and efficient fighter. He'd have done well in the fighting pits if his handler were inclined toward that sort of thing, but such as it is he'll instead be eager to direct his energy toward whatever work Notkerric does have for him.[/apprefl]
[apptitle]Personality...[/apptitle]
[apprefl][b]Empathetic:[/b] Notsk is solid and strong, but a bit volatile. Washes of annoyance, anger, or territorial feelings will be common occurrences through his bond, and his handler might even characterize him as sullen. The Bronze doesn't resent being given orders, exactly, but he does dislike work that he sees as simple or below him. Whatever images or sensations he projects are bound to feel rather abrasive.

[b]Likes:[/b]

Exercise : Sometimes just for the sake of it. Notsk doesn't necessarily care if what he's doing will accomplish something, he just likes to be in motion. Whether it's running, patrolling, training, or anything else, he appreciates getting to move around and use his muscles.

Praise : He likes to know he's done a job well. This doesn't always have to take the form of verbal confirmation either -- treats, physical affection, or even emotional impressions from Notkerric will be more than enough to assure Notsk that he's doing his handler proud.

[b]Dislikes:[/b]

Crowds : Mostly because he can't see everything or keep track of it all. How can he tell what things might be dangerous if everything is so cramped and mashed together? Wherever he, his handler, and his handler's family goes, Notsk will all but push people out of the way to give them space.

Having His Sleep Disturbed : Much like the old adage of "let sleeping dogs lie", Notsk gets downright snappy when his slumber is disturbed without good cause. It can leave him in a poor mood the rest of the day, which will make his presence in Notkerric's head all the more trying.

[b]Strengths:[/b]

* QUICK LEARNER : Notsk picks things up fast, from the very moment he hatches. It takes very little by way of practice or reinforcement to teach him something, which means he'll train quickly under his handler's practiced touch. His mind is naturally receptive and quite flexible, so new or unfamiliar things don't faze him.

* DISCIPLINED : Notkerric could balance a steak on his nose, tell him not to eat it or move, and leave him there for hours. Notsk has no problem denying his own nature, instincts, or desires if he's told to, and will obey without question. So long as it's his handler or Tavisk giving the orders.

[b]Weaknesses:[/b]

* MOODY : Some might even say grumpy. Notsk isn't always the most pleasant wher to be around, and he's given to being very vocal about his opinions with growls or grumbles when he's annoyed. He'll never disobey his handler, nor make any indication that he'll be waspish toward the man's family, but to other people he's far less tolerant.

* TUNNEL VISIONED : When Notsk is given a task or is trying to do something, he'll get focused on that one thing to the exclusion of everything else. Often times, this leads to him essentially "brute forcing" his way through problems rather than trying something different or adjusting his approach. He'll just barrel right on through, or beat himself bloody against an obstacle he can't get past.
[/apprefl]

[apptitle]Member Info...[/apptitle]
[appbio][b]Anything Else:[/b]
Will be interesting to see how he gets along with Kerrisk. :3 [/appbio]
[appcred]

20
Adoptables / Re: Notkerric [ 34.10.2547 / Head Peacekeeper ]
« on: March 02, 2018, 07:15:09 PM »

Image Credit:
Link to line art.
Wher Details

Name:
Notsk
Pronounced: [
[ KNOTSK ]
Date of Birth:
20.05.2590 9th Interval.
Place of Birth:
Mine Hall
Wher Color:
Bronze
Egg Description:
Notsk's egg did indeed have the so-called lucky fold at one end, though it was tiny and difficult to see from a distance. The shell of the egg itself was a pale pink in color, almost a rosy hue, but with a very faint opalescence to it.
Measurements:
Mature Length: 3.5M
Mature Height: 1.7M
 

General Appearance...

The first impression most people get of Notsk is his striking coloration. He's a very bright and vibrant Bronze, and no part of him more so than his wingsails. They're a dark, dark copper, almost reddish with how vivid the color is. Some might even say difficult to look at. They're liberally splattered with a darker, rather rusty hue, and closer to the joints they have a bit more of the tell-tale bronze shades characteristic of his caste. The upper portions of Notsk's body are shiny and weathered, almost scintillating with flashing fire of amber, gold, brass… his lower portions and extremities are much duller, so pale and coppery pink that they look much like the egg from which he hatched.

In contrast to Kerrisk, Notsk is as small as Bronzes come. But don't let that fool you -- he's still a powerhouse of a wher, a consummate and efficient fighter. He'd have done well in the fighting pits if his handler were inclined toward that sort of thing, but such as it is he'll instead be eager to direct his energy toward whatever work Notkerric does have for him.

Personality...

Empathetic: Notsk is solid and strong, but a bit volatile. Washes of annoyance, anger, or territorial feelings will be common occurrences through his bond, and his handler might even characterize him as sullen. The Bronze doesn't resent being given orders, exactly, but he does dislike work that he sees as simple or below him. Whatever images or sensations he projects are bound to feel rather abrasive.

Likes:

Exercise : Sometimes just for the sake of it. Notsk doesn't necessarily care if what he's doing will accomplish something, he just likes to be in motion. Whether it's running, patrolling, training, or anything else, he appreciates getting to move around and use his muscles.

Praise : He likes to know he's done a job well. This doesn't always have to take the form of verbal confirmation either -- treats, physical affection, or even emotional impressions from Notkerric will be more than enough to assure Notsk that he's doing his handler proud.

Dislikes:

Crowds : Mostly because he can't see everything or keep track of it all. How can he tell what things might be dangerous if everything is so cramped and mashed together? Wherever he, his handler, and his handler's family goes, Notsk will all but push people out of the way to give them space.

Having His Sleep Disturbed : Much like the old adage of "let sleeping dogs lie", Notsk gets downright snappy when his slumber is disturbed without good cause. It can leave him in a poor mood the rest of the day, which will make his presence in Notkerric's head all the more trying.

Strengths:

* QUICK LEARNER : Notsk picks things up fast, from the very moment he hatches. It takes very little by way of practice or reinforcement to teach him something, which means he'll train quickly under his handler's practiced touch. His mind is naturally receptive and quite flexible, so new or unfamiliar things don't faze him.

* DISCIPLINED : Notkerric could balance a steak on his nose, tell him not to eat it or move, and leave him there for hours. Notsk has no problem denying his own nature, instincts, or desires if he's told to, and will obey without question. So long as it's his handler or Tavisk giving the orders.

Weaknesses:

* MOODY : Some might even say grumpy. Notsk isn't always the most pleasant wher to be around, and he's given to being very vocal about his opinions with growls or grumbles when he's annoyed. He'll never disobey his handler, nor make any indication that he'll be waspish toward the man's family, but to other people he's far less tolerant.

* TUNNEL VISIONED : When Notsk is given a task or is trying to do something, he'll get focused on that one thing to the exclusion of everything else. Often times, this leads to him essentially "brute forcing" his way through problems rather than trying something different or adjusting his approach. He'll just barrel right on through, or beat himself bloody against an obstacle he can't get past.


Member Info...

Anything Else:
Will be interesting to see how he gets along with Kerrisk. :3

Coded by SanctifiedSavage for SWW


21
Adoptables / Re: Notkerric [ 34.10.2547 / Head Peacekeeper ]
« on: March 02, 2018, 07:14:54 PM »

Image Credit:
Link to line art.
Wher Details

Name:
Kerrisk
Pronounced:
ker-RISK
Date of Birth:
10.2559 9th Pass
Place of Birth:
Fort Hold
Wher Color:
Bronze
Egg Description:
Kerrisk's egg was large and extremely wrinkled. Notkerric could barely hold the egg when his father gave it to him.
Measurements: Listed in the wher information.
Mature Length: 4.5m
Mature Height: 1.5m
 

General Appearance...

Despite the size of his egg, Kerrisk hatched as a small wher. It was a cause for alarm at first, but the wher had a large growth spurt and grew into a massive beast. There was never any doubt as to his abilities, though. He's a shiny bronze through and through.

Personality...

Empathetic: Kerrisk's a gentle presence in Notkerric's head. He is fierce when his handler or his family is at risk, but otherwise he's very quiet. He doesn't intrude on his handler and is simply there as someone who will always have his back.

Likes:
Greens: Kerrisk likes to play with the greens. There's this innate draw to them that pulls him to them -- Notkerric often has to refocus the bronze.

Quiet: Between the chaotic din of the ration areas from Fort Hold and the new, tight quarters they live in now, Kerrisk hasn't really heard peace and quiet often. Much like his handler, they try to steal away for some quiet time. It doesn't come often enough.

Wher Meat: It's meat. Kerrisk likes meat. Especially when Notkerric tosses him some jerky treats in the middle of a long assignment.

Dislikes:
Threats: If anyone looks remotely threatening to Notkerric or his family, Kerrisk is on them. He's got a "bite first, think later" mentality that Notkerric has struggled to control.

Being alone: Kerrisk has never been alone. Notkerric has always been with him, and then there was Tavianna and Tavisk, then their kids, then the kids' spouses and kids, not to mention the peacekeeping handlers. He's always surrounded by people and he likes it that way.

Strengths:

* STRONG : Kerrisk is a bronze. He's big, and he uses his strength to control things. Oftentimes Notkerric will use him to intimidate uncooperative parties.

* BRUTAL : When Kerrisk is allowed to attack, he does so with gusto, and relishes in it. He goes straight for killing blows unless Notkerric tells him to drag it out, in which case he'll be brutal. There's nothing more satisfying then crunching some bones.

Weaknesses:

* FAMILY : Notkerric's family is dear to the bronze (as much as they can be). If anything were to happen or threaten them, he would go after them without question, whether or not Notkerric wanted him to or not.

* GOLDS : As much as the bronze likes to play with greens, Kerrisk will never disrespect or go against a gold. Tavisk has a certain weak spot in his small mind because Notkerric loves Tavianna, but even other golds can stop the bronze in his path.


Member Info...

Anything Else:
He likes to run with Tavisk, but Kerrisk doesn't have a preference.
 

Coded by SanctifiedSavage for SWW


22
Adoptables / Notkerric [ 34.10.2547 / Head Peacekeeper ]
« on: March 02, 2018, 07:14:37 PM »
This character is adoptable! While their profile has been filled out, their original player is no longer active, and their inactivity preferences stated that their characters be put up for adoption.

In order to claim this character, you will need to repost the profile in the application board with an RP sample of your own. You are welcome to tweak their history as much as you like, but the base personality information should stay the same. Please read more here about the activity requirements for this character.

NOTE : This character will retain their PB unless the person who adopts them wishes to change it, or someone else claims the face for another active character.





Play By:
Stefano Cassetti
Biography

First Name:
Notkerric
Nicknames:
Kerric, Ker (but only to his wife)
Date of Birth:
34.10.2547
Place of Birth:
Fort Hold
Wife:
Tavianna

Your Reflection...

Appearance: Notkerric likes the finer things in life. His clothes are rarely threadbare and he keeps what little leather he owns shiny and clean. He keeps his hair and beard short, preferring a little bit of scruff to a clean face. He's slightly vain about his appearance, but he's certainly not afraid to do his job and get down and dirty.

Response to 9th Pass Catastrophe: Notkerric focused on his family. The rest of Fort could burn for all he cared -- his wife and his kids were his primary focus. He did his job to provide for them and make their home a safe place to live (as much as he could, anyways).

Response to dragon color mutations: Notkerric agrees with his wife on this one: it's just another dragon. As long as these new colors don't turn around and destroy his home and all he's worked for, he doesn't care.

Who are you...

Likes:
Control: Notkerric likes to have order in his life, and the best way to achieve that is through control. After the move to Fort Island, he's established his own group of former Peacekeepers from their time at the Hold. They help maintain order on the holder side of things, and he loves it.

Fights: If things with the peacekeepers escalate into fights, Notkerric isn't one to back down. He might not fight his wher, but there's nothing like the adrenaline and aggression he can release when something comes to blows.

Wher meat: Blame Tavianna for this. Wher meat is good.

His family: Notkerric loves his family, including those brought into it by marriage. They're his portion of the world to protect and take care of. It's a joy for him to come home to them every day. If anything were to happen to them, well... He won't be held liable for the actions of him or Kerrisk.

Dislikes:
Dragonriders: The riders forced themselves on his home of Fort and dragged more and more refugees into their already cramped Hold. The fact that they're now shoved into a weyr with the riders and he's out of a job is not helping their image.

Upstarts: There are rules, roles, and order to follow. If anyone jumps over a rung in the ladder or tries to find a short cut to success, it irks him. He worked damn hard to get to where he is now, and the idea that someone could just jump their way into the kind of position he has now without working for it makes him angry.

Disrespect: In a similar vein, anyone who doesn't respect their authorities, elders, etc, also makes him angry. The sacrifices he's put into his life to get to where he is today weren't for nothing, and they better be respected.

The quiet: With his days of small children in the house behind him, he relishes in the quiet they left behind. Sadly, with the move into the weyr and being shoved into caverns with the other holders, quiet is far from easy for him to find now. It makes it all the more sweeter when he actually gets it.

Strengths:

* DETERMINATION : Notkerric has had determination by his side his whole life. Sheer perseverance got him through difficult days and times. When he sets his mind on something, he'll likely finish it.

* DEPENDABLE : He's always been the dependable sort. It's part of why he's taken on so much responsibility now -- he set a name for himself when he was younger, and now everyone relies on him to continue keeping the peace.

* ARROGANT : Notkerric believes that he's the best of the best and should be treated as such. Best father, best husband, most reliable, etc. He's quick to feel slighted because of the size of his ego. Calling him less than amazing is a surefire way to tick him off.

* RESERVED : Even with all of this ego, he doesn't volunteer personal information. To him, work and home life are separate. He'll brag to his friends all day about things other than his family, but the second you bring them up he changes the subject to something different.

* LOYAL : He's loyal -- to the friends who have proved themselves, to the workers who earned it, and especially to his family. It's why he protects Tavianna's business interests -- she proved herself to him early on in their marriage and has continued to support him. He's loyal to Tavianna and they bond they share. The only feminine wiles that will work on him are those of his wife.

Weaknesses:

* STUBBORN : When Notkerric gets an idea in his mind, it takes a lot to change that idea. He and Tavianna have butted heads over issues like this in the past, but ultimately they up reconciling to each other. In working relationships, he's very stubborn in his leadership -- it's his idea and that's the best idea.

* SELFISH : Notkerric really only looks out for his family and those extremely close to him. He's willing to throw anyone under the bus if it helps out himself, his family, and their station.

* MATERIALISTIC : He likes the nice things in life. His family has worked hard to maintain their relatively well-to-do lifestyle, and creature comforts have always been important in his life. He likes to gift his wife pretty things, and it carries over in his dress.

* JUDGMENTAL : Notkerric judges people very easily. Because of his focus on material things and how hard he's worked, he doesn't understand how people could not work hard and make a better life for themselves.

* HARSH : He has a hard time keeping his words "politically correct." He just speaks his mind without thought as to who he might offend.

Describe Yourself:

* LEADER: ----- Notkerric likes to lead. He's the head of his family, head of the group of Peacekeepers he's rounded up... It's just a natural place for him. Maybe because he's loud and bossy, but he's there all the same.

* FATHER: ----- Kerric takes pride in his family. He is the father to three amazing children who have found their own place in the world. It's his life.

* PROTECTOR: ----- He's a protector -- mainly of his family, but also of the people under his charge as a quasi-Peacekeeper. It's important to him to keep his family and close friends safe (thus the gift of whers).

* COARSE: ----- He's also a blunt man. He's not afraid to tell things like he sees it and will talk very plainly about anyone. He's rough, born mainly of survival rather than a lack of filter.

* BIASED: ----- Notkerric is biased towards the Holders and towards the people who look up to him. If a situation arises he'll likely side with those under his hedge of protection regardless of whether they're in the wrong. These biases also lead him to make conclusions about people without getting to know them.

The Magic Touch: He's made a name for himself and hopes to be named head Peacekeeper once the new Hold is made.

Family...

Mother: Kythae, b. 2534. Wife, unofficial baker. d. 2574
Father: Firneal, b. 2529. Peacekeeper. d. 2572

Siblings:
Ganos, b. 2549
Evelthra, b. 2550
Catyra, b. 2552
Thoridan, b. 2553

Children:
Nycolus, b. 2568
Tresrissa, b. 2571
Nealros, b. 2575
 

Tell us a story...



* 2547, born Notkerric is born to a Peacekeeper & his new bride in Fort Hold the year Igen Weyr falls. There's a small influx of riders to Fort Weyr that make his parents worry about the increased tithes.

* 2549, 2 His brother, Ganos is born. Ista Hold & Weyr falls and more refugees pour into Fort. Kythae has realized that she has skill as a baker and bakes bread all day with Ganos swaddled to her back. Notkerric is tasked with chasing dust-bunnies around the house.

* 2550, 3 His sister, Evelthra is born. Notkerric, or Kerric as he likes to be called, has to keep an eye on Ganos while Evelthra is wrapped up in his mother's scarf.

* 2552, 5 His sister, Catyra, is born. Firneal has started to talk to Kerric about official jobs, like Peacekeeping or working for the Lord Holder. He's more closely introduced to his father's wher, Firnesk, and Firneal explains the increasing importance of a wher to Peacekeepers.

* 2553, 6 His brother, Thoridan is born. Kerric has gained more and more responsibility around the house while his mother has little ones underfoot. He begins to help his father feed Firnesk and is even introduced to some of the whers that his father's friends have. It's this not-so-subtle influence that leans Kerric towards peacekeeping -- he finds the whers intriguing creatures and starts to sit with Firnesk on his own.

* 2554-2558, 7-11 Paradise River Hold, Eastern Weyr, Southern Boll, and the supported Craft-halls fall. Kerric spends this time learning from his father and helping with his father's wher. It's clear that Firneal wants him to be a Peacekeeper, too, but the young boy is just happy to spend time with his dad.

* 2559, 12 Firneal gifts his eldest with a wher egg on his twelfth nameday.. It hatches into a bronze, named Kerrisk. Kerric is delighted that the wher shares a name with him, knowing that it means their bond is strong. Once he's grown, his father tells Kerric he can officially begin training as a 'keeper. Kerric throws himself into physical training, joining some other young men who dreamed of joining the force.

* 2561, 14 Crom Hold, Telgar Weyr, and the Miner Crafthall falls. Kerrisk is finally matured, which means that Kerric can join the force. To prevent his fellow 'keepers from accusing him of playing favorites, Firneal gets his son assigned to the squadron of a friend of a friend. Kerric appreciates the gesture but tells his father that he doesn't need to worry about him -- after all, he's got a real job now. The leader of the squadron, Togum, starts Kerric on some general guard positions near the markets. These gradually increased into patrols and solo guarding positions as he and Kerrisk grew more comfortable in their roles.

* 2563, 16 Nabol Hold falls. Kerric is reassigned from a training squadron to one specifically assigned to the marketplace. While this had turned from a center of trade and bartering into a rations distribution center, he and his fellow 'keepers either helped to hand out rations or protect those who were doing so. The poverty he sees around him makes him even more thankful for the hard work of his parents, and he decides to do his best to provide for his family as well.

* 2564, 17 Ruatha Hold falls and joins in with Fort Hold. Half of another squadron gets assigned to help out the one Kerric's in with the influx of new holders. Firneal, a squad leader in another part of the Hold, shared with Kerric that the 'keepers from Ruatha were struggling to fit in with the wat Fort did things. He agrees. His own position has gotten more difficult because Ruatha didn't have ration distribution centers, so the people he's working with don't understand how their assignment works. It frustrates him to no end until Togum partners a Ruatha and Fort 'keeper together so the new guys learn the ropes.

* 2567, 20 Southern Hold, Delta Hold, Dorado Hold, Ierne Island, and the Dolphineer Crafthall fall. The survivors of the Holds join in with Fort Hold. The peacekeepers deal with integration issues again, but this time they're minor. His parents approach him, saying that there's a young lady whose family has showed interest in arranging a marriage between the two. He agrees, mainly because he trusts his parents and hasn't even had time to look for someone on his own. The woman, Tavianna, is a pretty young thing far different from the few short encounters he's had. He's glad that she's not hard on the eyes.

* 2568, 21 High Reaches Hold falls. Some merge with Fort, while others move to Tillek. He and Tavianna do their duty and she gives birth to a son, Nycolus. Kerric is given control of the market squadron as the other, more experienced 'keepers were needed elsewhere. It's a huge responsibility increase to him, so it takes a month or two for him to get used to the scheduling. There's some conflict, due to his age or his inexperience, but he silences the dissent with a growl from Kerrisk and tells his men to do his job. He won't take any excuses from them.

* 2569, 22 Tavianna is getting restless and Notkerric is starting to feel some resentment directed towards him. Work has settled, but there's always new 'keepers who need training. He gets restless himself, especially the mergers with fallen Holds as more people come into their home. Kerrisk runs with another gold wher and the clutch contains a gold egg. Kerric takes it as a gift for his wife, and the egg hatches into a gold named Tavisk. He feels better about Tavianna being at home all day with a wher to protect her and trusts that she can handle the responsibility of a toddling child and a wher.

* 2571, 24 Tillek Hold, High Reaches Weyr, and the Fisher Crafthall fall. Everyone moves to Fort. Notkerric is given charge of the second ration station that had been created in light of the mass consolidation to Fort Hold. If he though scheduling one center was bad, two is even worse. In addition, there's another merger with the last of the Peacekeepers. Overwhelmed, he comes home one night and just collapses in bed. Tavianna comforts him and later in the turn, his daughter, Tresrissa, is born.

* 2572, 25 Notkerric gives up in trying to resolve the differences between the 'keepers under his charge. Instead, he pairs the keepers who came from the same Hold together and lets them work the same area in the old market places. It's successful in both areas. Firneal, working with Firnesk in a nearby patrol, is killed in an altercation between the newly-settled refugees and the original Fort holders. It really wrecks him. He's given a week off to arrange family affairs and takes full advantage of it.

* 2573, 26 Tavianna asks for some of his Peacekeeper friends to escort her out one day so she can run some errands. He puts some of the newer 'keepers with her, but doesn't really ask what's going on. This becomes the first of many clues that his wife is up to something.

* 2574, 27 Kythae dies due to a disease running through Fort. To make things even worse, Notkerric discovers that Tavianna has been butchering whers to provide meat and leather for their family. He loses it, between the loss of his mother and this brutality his wife commits. He doesn't speak to his wife for weeks and spends all of his time either working or crashing at the 'keepers headquarters. While out on the streets he sees families struggle to feed their kids or maintain a steady job. Tired of avoiding his wife, Kerric returns home and reunites with his wife. They reach a compromise -- don't expect him to help, and he won't say anything in return.

* 2575, 28 As the turn progresses, Notkerric realizes that Tavianna is just providing for their family like he does. After the death of her mother, the strengthen their relationship, and Nealros is born. She expresses interest in gaining a workspace, so he pulls some strings and cleans out a small abandoned building. He doesn't ask what for.

* 2577, 30 Tavianna's...hobby has provided a lot more security for their family that Notkerric originally realized. He sees more pretty things around her neck and a few more wineskins than he expected. He gives up on trying to keep her from doing anything and instead turns a blind eye. His people don't go near Tavi's building. Ever. An unrelated scuffle turns into a full out brawl and Kerric loses his left pinky to the first knuckle. He spends the last month with a bandage on his hand and a scowl on his face.

* 2580, 33 Tavianna's father dies despite her desperate efforts to get him care. It changes Kerric's opinion of the dragonriders too -- why do they rank more important than his job of protection? In the meantime, Notkerric is promoted to head of the smallest quadrant of Fort Hold, which is still an accomplishment.

* 2585, 38 Notkerric reaps the benefits of his new position and begins to gather a gaggle of Peacekeepers who prefer his leadership to those above him. He likes this, the loyalty to him and not to their office. It's a powerful position to be in, and he loves it.

* 2587, 40 The end of the 9th Pass. Everything Tavianna and Notkerric have worked for has been uprooted. His relationships with the locals in his quadrant, his wife's hobby, his entire position... The anger at being told he's to turn to manual labor until the new Hold is established burns deep inside him. When they land at the island and after his family has established their cavern, he searches out his Peacekeeper associates and starts to look for others who became angry at weyrleadership.

* 2589, 42 Over the past two Turns Kerric's turned the holder caverns into his quadrant and has gathered a group of unofficial Peacekeepers who are very angry at their job being taken from them. Only a select few of this group have gained access to his inner circle -- the people who protect his wife's business interests.

* 2590, 43 Notkerric is ready to move his family out of the weyr and get their own Hold established. They've been oppressed too long.

---

RP Sample goes here.

Member Info...

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Concept by SanctifiedSavage; original profile by lacihparg
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23
Adoptables / Re: Halraen [ 29.07.2540 / Master Harper ]
« on: March 02, 2018, 07:08:56 PM »
Halraen's Profile --
Code: [Select]
[appheader][img]http://i.imgur.com/aaOxW8n.jpg[/img][/appheader]
[center]Play By:
AUGUSTIN LEGRAND[/center]
[apptitle]Biography[/apptitle]
[appbio][b]Name:[/b]
Halraen
[b]Pronounced:[/b]
HALL-ray-en
[b]Nicknames:[/b]
Hal, to his wife
[b]Date of Birth:[/b]
29.07.2540 9th Pass
[b]Place of Birth:[/b]
Fort Hold
[b]Spouse:[/b]
[{Adelynne}][/appbio]
[apptitle]Your Reflection...[/apptitle]
[apprefl][b]Appearance:[/b] Halraen wears his hair long enough to cover his ears. He keeps a beard mainly because he forgets to shave all the time, and it happened often enough that his beard just kinda...appeared. So he kept it. He wears practical clothes, some stained with ink from spills from turns ago. He doesn't care much for his appearance so long as Adelynne is happy with it, but he maintains very precise personal hygiene. Due to an injury as a child not healing properly, he does walk with a slight limp. However, turns of living with it have made virtually unnoticeable.

[b]Response to 9th Pass Catastrophe:[/b] Born just ten turns after the fall of Bitra, Halraen could have been born into a family that blamed AIVAS for the events. But, being harpers, he grew up blaming no one, as AIVAS was a source of invaluable information to the craft. Later, he lost his wife and child during the Pass, and a few family members. He didn't actively lose anyone to Thread, but being in Fort Hold and so close to the weyr had an impact. He soldiered on by clinging to the family he had left and making music when he could to express his soul. Despite having no access to AIVAS personally, he still maintains that the computer helped Pern rather than hurt it.

[b]Response to dragon color mutations:[/b] Halraen doesn't much have an opinion on them. He defers to weyr leadership on this. It just isn't his world.[/apprefl]
[apptitle]Who are you...[/apptitle]
[apprefl][b]Likes:[/b]

Storms: For whatever reason, thunderstorms inspire Halraen to write and compose. Monsoon season is easily his favorite time on the island.

Parties: Outside of the classroom, he's great fun. Dancing, wine, good spirits...it's all wonderful to him.

Teaching: He's thankful he began teaching so early as it is something that he truly enjoys.

[b]Dislikes:[/b]

Sloppy writing: It makes it impossible to read what his students have composed. He stresses the importance of legible notes and writing with fervor.

Healers: He just hasn't had good experiences with the Healers, between the deaths of his first wife and child, and them being unable to save Lestaen.

Records: Halraen hated doing records as an apprentice and still does. He rarely goes down to the storage unless Hallestan asks him to for an urgent, pressing matter that specifically requires his attention at this moment...(you get the idea.)

[b]Strengths:[/b]

* PROTECTIVE : After losing Akinsa and Kinala, he is very protective of those he cares about. Even if Adelynne had never returned his affections, he would've gladly given her the wher egg if only to see her safe in her future. He is very careful of her and their daughter, now, and is sure to give any man wishing to marry Delrae a run for his money. Sometimes this protective streak extends into an unhealthy feeling of possession, where he just wants to keep his wife and child holed up somewhere safe.

* CHARMING : When he smiles, it lights up his whole face. Halraen is just expressive and friendly. He makes friends easily and wins them over with his open expression and his ability to talk to anyone.

* SINCERE : He always means what he says. Any conversation with him is genuine and complete. You can really tell he cares.

* THOUGHTFUL : Halraen is very careful when it comes to his work. He will take his time when composing to make sure that all the pieces fit together properly.

* SUPPORTIVE : He is supportive of whatever those around him wish to accomplish with their life, regardless of how it works out for him. If a student expresses interest in composing, he will use every resource available to him to help. If they want to go into performance, he will find someone who can help. It is very important to him that everyone has a chance to succeed.

[b]Weaknesses:[/b]

* DEFENSIVE : Being so easy-going, Halraen likes to think he doesn't rub people the wrong way. But when he ultimately does (because a student can't handle his particular work method or he accidentally lets loose a vile string of words), he gets defensive quickly. He doesn't like confrontation or people not liking him, so he's quick to deny that anything bad ever happened.

* THRIFTY : With supplies scarce, he's become very careful about how he composes and what he uses in his class and his personal work. Being a master gives him a little bit of leeway, but he will squeeze every inch of use (and then some) out of whatever he needs. He finds it difficult to get rid of items that have outlived their usefulness, believing that he could use it just one more time.

* ABSORBED : When he begins working, it is very hard to get him out of his zone. Some of the time Adelynne just leaves him to his music, but sometimes she has to snap him out of it. It normally takes shoes or other heavy items thrown at him to get his attention.

* EXACTING : He worries the minor details when they really don't matter. In his music, it means making sure the tempo is exact instead of one or two beats faster. In his classroom, it means that his students have to make sure their work is presented in a certain form that he requires. Otherwise, it needs to be redone.

* VULGAR : Halraen's got a bit of a mouth. Not around his students, or his daughter, but with his wife or his family? There's no holds barred.

[b]Describe Yourself:[/b]

* [b]FAMILY MAN[/b]: [i]-----[/i] He is through-and-through a family man. When he lacked one of his own, he gained himself another brother in Kermayne and became "Uncle Hal!" to all of his kids. He loves to spend time with Delrae and brings her around to visit his father often so Hallestan has happy memories.

* [b]RELIABLE[/b]: [i]-----[/i] Halraen is universally pretty dependable. He doesn't blow off deadlines or responsibilities and makes sure he finishes what he starts.

* [b]CREATIVE[/b]: [i]-----[/i] There's a certain bit of creativity that comes with composition. He can't draw or make art to save his life, but he can make some very pretty music out of a bunch of instruments.

* [b]LECTURER[/b]: [i]-----[/i] When Halraen gets rambling during class, he often will continue to lecture with stories about his life or the past. When it dives into more of the technical content, he often slips into jargon without realizing it. He normally makes a disclaimer to every student: stop me before I get on a roll.

* [b]SURVIVOR[/b]: [i]-----[/i] The loss of his family over the turns has worn on him. Halraen can't do anything else but survive. Sometimes he still dreams about his first wife and what his life would have been like with them, something he is thankful that Adelynne understands. Survivor's guilt hits him like a bag of rocks from time to time, but he looks around at what they've accomplished to see that they're all making a difference.

[b]The Magic Touch:[/b] He can play a small smattering of instruments and sing, but he certainly didn't train in it. He's good enough to play what he writes, but he can't do it amazingly well.[/apprefl]
[apptitle]Personal History & Education[/apptitle]
[apprefl][b]Mother:[/b] Raenna, b. 2520. Senior Journeywoman Harper. d. 2587

[b]Father:[/b] Hallestan, b. 2513. Master Harper, records.

[b]Siblings:[/b]

Stenna, sister. b. 2535. Master Healer.
Ralestan, brother. b. 2537. Senior Journeyman Harper.
Lestaen, brother. b. 2538. Senior Journeyman Harper. d. 2583.

[b]Children:[/b]

Kinala, daughter, b. 2560. d. 2560. Mother is Akinsa.
Delrae, daughter, b. 2588. Mother is Adelynne

[b]Craft:[/b] Harper Crafthall

[b]Rank:[/b] Master.

[b]Date Apprenticed:[/b] 2552, 12

[b]Date Tapped:[/b] 2562, 22

[b]Mastership:[/b] 2585, 45

[b]Specialty:[/b] Composition

[b]Education Details:[/b] Halraen was a very good student in his early years, with many thinking he’d be tapped right at 19. However, with the death of his wife and child, it took him about a turn to get back on track. After that, he focused on his studies more than anything else. He enjoyed all of his classes and spent some time as a Jr. Journeyman researching everything he could about music theory and composition, although he ultimately decided to focus on composition. He enjoys the music aspect more than the lyrical side of writing, but both are enjoyable to him. He can sing, in a deep bass, but he only does so when practicing how parts of a piece would fit together. [/apprefl]
[apptitle]Tell us a story...[/apptitle]
[apprefl]

* [i]2540, born[/i] Halraen, the youngest child, is born to a harper couple, Raenna and Hallestan. Raenna is an apprentice and Hallestan, a junior journeyman.

* [i]2544, 4[/i] Halraen is caught in an unfortunate accident at home where a heavy wooden chest is dropped and pins his leg. He screams and cries and is unable to walk for about a month while the healers work on his leg. They weren't able to heal him as well as they liked simply because he was still a child. After the trauma of the event passed, he remembered how to play just like any normal 4 year old, but nightmares kept him awake at night often. It is still one of his earliest memories, but he doesn't hold anyone to blame.

* [i]2547, 7[/i] His sister, Stenna, is apprenticed to the Healer Hall. The family celebrates, but their parents seem sad. Halraen is very happy for her.

* [i]2549, 9[/i] Ralestan is apprenticed to the Harper Hall. Stenna is given the day off to come celebrate with the family. Raenna and Hallestan are in much better moods this time around, happy to have a harper in family. Halraen just enjoys the time with his siblings, but he is sad that another one is leaving them

* [i]2550, 10[/i] Lestaen is apprenticed to the Harper Hall. Halraen would feel almost betrayed if he wasn't determined to join his brothers in the Harper hall.

* [i]2552, 12[/i] Halraen is apprenticed to the Harper Hall. It is with pride that he joins the Harpers, grinning ear to ear as his family celebrates him. Raenna is sad, as all of her children have grown, but he reassures her that will see each other often around the Hall.

* [i]2554, 14[/i] Halraen meets Akinsa, a new apprentice in the Hall. He quite literally ran into her outside one of the classrooms and helped her pick up the items she dropped. She's cute, he realizes, and starts to spend time with her. He's very taken with her charm and sweet smile.

* [i]2556, 16[/i] It takes time, but Akinsa returns Halraen’s affections. He asks her to marry and they finalize it within the month, celebrating with both of their harper families. It isn't much, but he writes a song for her and sings it at the ceremony, completely taken by the look of love and devotion in her eyes.

* [i]2560, 20[/i] Akinsa & Halraen are expecting their first child, setting him into a scared frenzy of trying to balance classes and his family. He's in a private lesson one morning when another harried apprentice fetches him without word and they rush to the healers. Akinsa is in labor and he sits with her for the full day it takes, but the birth was not easy. Their daughter, Kinala, was born with the umbilical cord around her neck. She doesn't survive. Akinsa, suffering from blood loss and Faranth knows what else, also dies. Halraen is devastated and asks for some time off of classes to grieve. He avoids the small home they settled together and lives with his parents for a time, tending to the house while they are busy and trying to move on.

* [i]2562, 22[/i] Halraen moved back into his home a couple months after, his mother helping to clear up Akinsa's things and return them to her family. It takes time, but he returns to the Harper Hall to continue his lessons. He throws himself into the craft, working with a dedication and solemness that the instructors hadn't seen before. He is tapped at the end of the turn. His family celebrates, but there is a cloud of sorrow hanging over the affair.

* [i]2564, 24[/i] Ruatha falls. The Harper Hall welcomes its members back into the fold. Halraen meets Kermayne, a junior journeyman harper from the Hold. He becomes fast friends with the tenor singer, the two of them bonding over similarly tragic pasts. He is quietly thankful for the friendship, as having one person in his life besides his parents is helpful.

* [i]2567, 27[/i] Stenna falls ill and asks for some help around her home while she's too weak to help with the children. Raenna goes to help, and on a whim Halraen goes out one day to play and sing some songs for the younger children. It's such a huge success that he drags Kermayne along the next week so they have someone who's actually a singer to teach them some new songs. Halraen brings the small smattering of instruments he knows and challenges Kermayne to an improv singing contest, making the children laugh and giggle and try to play their own melodies. He enjoys these moments, with small people who haven't been tarnished by the shit the Pass tossed at them.

* [i]2571, 31[/i] Halraen and Kermayne are made Senior Journeymen together. Halraen asks to keep teaching and is given the apprentice composition classes. He is honored to be teaching older students now. Taking the evening composition class for the first-year apprentices, he enjoys explaining how composition works and helping them unlock their creativity.

* [i]2575, 35[/i] After four years teaching the introductory class, Halraen begins to feel restless. He asks after taking on students for private lessons. Due to the loss of many Master Harpers over the Pass, he's given the ability to teach two students in the morning in addition to his evening classes. He is once again honored with this and swears to do the Harpers' memory well. He realizes suddenly that he's happy with his place in life, which fills him with guilt for a few days until Kermayne knocks some sense into his head. He decides to work on enjoying life, especially to honor those who fell before him. This turn, one apprentice in particular catches his eye -- a young girl named Adelynne from Fort Weyr.

* [i]2577, 37[/i] Adelynne blooms inside the Harper Hall and he sees much promise in her classes. She takes private lessons from him in the morning during her third turn. Together, they develop her skills in composition and get to know each other a little bit better. After a turn, she confesses to him the horrible family situation she came from. Halraen is torn with what to do -- he's never had an issue with maintaining a professional face in classes, but after hearing what her family put her through he wants nothing more than to hold her and tear her family a new one. What he does instead is comfort her with a small, quiet hug, and promises to help her escape from her history.

* [i]2579, 39[/i] After two turns working with her, Halraen notices that Adelynne splits her time between composition and theory. He speaks with her theory tutor to get an idea of where she's at in her theory classes and learns that she's even more enthusiastic in her class than his. He spends time working with her in his own classes helping her figure out where she wants to go with her future. It pains him, in that deep part that he buried his feelings for her, because he truly wanted to see her learn the same craft he did. All the same, he's more than happy to help her find her special niche.

* [i]2580, 40[/i] Adelynne decides to focus on theory rather than composition. Halraen is privately upset, realizing that he is extremely attracted to her and dealing with guilt over that. Why is he attracted to someone so young? Why now? And still, twenty years later, he hurts over Akinsa. Despite his personal feelings, he wishes Adelynne the best and encourages her to do what makes her happy. She kisses his cheek in goodbye, leaving his dumb as she leaves her last lesson. He picks up another student to take her place and continues to teach, but gives her happy smiles whenever he sees her.

* [i]2582, 42[/i] Adelynne is tapped. Halraen is beyond excited for her and reaches out to her a few nights after the ceremony. He gifts her a wher egg, wanting her to have protection wherever she goes. They spend a few quiet moments together, her hugging him in thanks, before he tilts her head up and gently kisses her. He stops, confessing his attraction to her and apologizing for pushing her further, but she stops him and admits the same. The two of them cautiously begin to see each other. Adelynne's wher egg hatches into a gold at the end of the Turn.

* [i]2583, 43[/i] Halraen keeps up with his classes and tutors while he and Adelynne redefine their relationship. He brings her to Kermayne and Elipeda's house to meet his second family, where Kermayne teases him endlessly and Adelynne is left rolling on the floor in laughter. Halraen proposes to her in month 8, and they marry by the end of the Turn. Sadly, just before the ceremony, Lestaen dies from complications from an illness. It puts a damper on the family, but the wedding increases everyone's spirits.

* [i]2585, 45[/i] Halraen is voted in as a Master Harper in composition. Kermayne tells him that it's about time he caught up, and Adelynne gifts him a flit egg in celebration. The egg hatches into a gold. He names her Harmony to honor the complement that he and his wife give to each other. He is happy, content in life, surrounded by his friends, his wife, and his family, and feels that maybe things could work out after all.

* [i]2587, 47[/i] Thread ends. The Hall celebrates with both joyous songs and mournful melodies for those lost. Halraen quickly composes a song for the crafters and the knowledge that was destroyed by Thread, both a death keel and a promise of improvement for the future. When D’mir finds the new island, they pack up and move, but Raenna does not survive the trip between due to a lingering bout of illness. He, Hallestan, Stenna, and Ralestan mourn for their mother but are thankful for their new home. Adelynne and Halraen christen their new cave with the harpers and she becomes pregnant. He isn't quite sure how to react, but he is excited for their new life.

* [i] 2588, 48[/i] Adelynne gives birth to a baby girl that they name Delrae. Halraen is over the moon, awed and in love with his wife and daughter. He writes a series of lullabies for her and teaches them to his father and anyone who would ever babysit their child.

* [i]2590, 50[/i] Halraen has quietly been working on a small series of songs that reflect on the hatchings of the past turn. He doesn't plan to share them with anyone; they're simply an exercise for him in short form composition. He and Adelynne compose songs together in their spare time as she cares for Delrae. He enjoys a good relationship with the riders he's gotten to know over the few turns on the island and is ready to live out his golden years.

---

RP Sample goes here.[/apprefl]
[apptitle]Member Info...[/apptitle]
[appbio][b]Created By:[/b]
Original profile by [uid]lacihparg[/uid]
[b]Other Characters:[/b]
---
[b]Inactivity Preference:[/b]
adoptable
[b]Mauling Permissions:[/b]
[url=http://southernwindsweyr.net/index.php?topic=26.0]Look here for the different options![/url]
 [b]Anything Else:[/b]
---
[/appbio]
[appcred]

Requiem's Profile --
Code: [Select]
[appheader][img]http://i.imgur.com/J8IwUlq.png[/img][/appheader]
[center][b]Image Credit:[/b]
[url=http://southernwindsweyr.net/index.php?topic=641.msg31012#msg31012]Link to line art.[/url][/center]
[apptitle]Flit Details[/apptitle]
[appbio][b]Name:[/b]
Requiem
[b]Pronounced:[/b]
as it's said
[b]Color:[/b]
Bronze
[b]Date of Birth:[/b]
2560 9th Pass
[b]Place of Birth:[/b]
Fort Hold[/appbio]
[apptitle]General Appearance...[/apptitle]
[apprefl]Requiem is very large for a bronze, more stocky than most other flits. He is a dark and burnished color, looking almost brown in low lighting. Still, when he unfurls his wings, a light shimmer can be seen at the tips.[/apprefl]
[apptitle]Personality...[/apptitle]
[apprefl][b]Mind Voice:[/b] Requiem uses emotions to talk to Halraen. He's more melancholy than Harmony, and a bit more in tune with Halraen's moods. That being said, Requiem is the quiet, constant companion that stays with Halraen wherever he goes.

[b]Likes:[/b]
Music: Requiem will find a perch in the music rooms and bob along with the songs that are being played. He'll fly up to get closer to the performers, but it's more due to curiosity about how noise is being made rather than trying to bug the people.

Children: He likes children, but in his mind, this is the new apprentices to the Hall and not the small child that Halraen cares for from time to time. He will hang out when Halraen teaches and watch the classes.

[b]Dislikes:[/b]
Abrupt noises: He startles easily if he's asleep or not paying attention. Whenever he gets scared, he'll pop between and resettle somewhere on or near Halraen for someone familiar.

Crowds: Requiem doesn't like crowds or large groups of people. It was just him and Halraen for a very long period of time, so it takes time for him to get used to people in general. But crowds? Nope. He'll be in their room or in Halraen's classroom.
[/apprefl]

[apptitle]Member Info...[/apptitle]
[appbio][b]Anything Else:[/b]
Taken from the creature bank. Thanks rubi!
Akinsa gave Halraen this egg just before the birth of their child. However, the egg didn't hatch until after the unfortunate deaths of both Akinsa and their child. Halraen named him Requiem in memory of the family he lost.
[/appbio]
[appcred]

Harmony's Profile --
Code: [Select]
[appheader][img]http://i.imgur.com/fMJWPCi.png[/img][/appheader]
[center][b]Image Credit:[/b]
[url=http://southernwindsweyr.net/index.php?topic=641.msg31011#msg31011]Link to line art[/url][/center]
[apptitle]Flit Details[/apptitle]
[appbio][b]Name:[/b]
[goldd]Harmony[/goldd]
[b]Pronounced:[/b]
How it's spelled
[b]Color:[/b]
Gold
[b]Date of Birth:[/b]
2585 9th Pass
[b]Place of Birth:[/b]
Fort Hold [/appbio]
[apptitle]General Appearance...[/apptitle]
[apprefl]Harmony is small for a gold, light and dainty. Her underbelly, tail tip, and wing tips are a darker shine than the light color that graces her back and wingsails. She's very bright, and if the sun catches her freshly oiled hide just right, can flash in your eyes like looking at the sun.[/apprefl]
[apptitle]Personality...[/apptitle]
[apprefl][b]Mind Voice:[/b] Harmony trills in bits of song that she picks up from the harpers. She knows Halraen and Adelynne's names and will use them to get their attention. She broadcasts positive emotions loudly and will try to drown out anything bad with more loud feelings. If she chooses to relay a picture, it's only because it's important to the receiver. Otherwise, it's song melodies and strong happy thoughts.

[b]Likes:[/b]
Family: Harmony likes her family, which consists of Halraen, Adelynne, Delrae, Hallestan, and even Kermayne. She'll pop back and forth between the various members but spends the most time with Halraen and Adelynne.

Cuddling: She's a very touchy flit. She likes to ride on shoulders or heads (which gets heavy very quickly). She has to be near someone she knows and preferably touching them to be comfortable.

[b]Dislikes:[/b]
Serious people: Harmony is a more playful flit who doesn't like people who won't like her.

Sadness: She doesn't like sad emotions and will try to do whatever she can to remove sadness from her family.

[/apprefl]

[apptitle]Member Info...[/apptitle]
[appbio][b]Anything Else:[/b]
Taken from the creature bank. Thanks, Rubi!
She rises on 13.05.
Harmony often hangs out near Adelynne.[/appbio]
[appcred]

24
Adoptables / Re: Halraen [ 29.07.2540 / Master Harper ]
« on: March 02, 2018, 07:07:55 PM »

Image Credit:
Link to line art
Flit Details

Name:
Harmony
Pronounced:
How it's spelled
Color:
Gold
Date of Birth:
2585 9th Pass
Place of Birth:
Fort Hold

General Appearance...

Harmony is small for a gold, light and dainty. Her underbelly, tail tip, and wing tips are a darker shine than the light color that graces her back and wingsails. She's very bright, and if the sun catches her freshly oiled hide just right, can flash in your eyes like looking at the sun.

Personality...

Mind Voice: Harmony trills in bits of song that she picks up from the harpers. She knows Halraen and Adelynne's names and will use them to get their attention. She broadcasts positive emotions loudly and will try to drown out anything bad with more loud feelings. If she chooses to relay a picture, it's only because it's important to the receiver. Otherwise, it's song melodies and strong happy thoughts.

Likes:
Family: Harmony likes her family, which consists of Halraen, Adelynne, Delrae, Hallestan, and even Kermayne. She'll pop back and forth between the various members but spends the most time with Halraen and Adelynne.

Cuddling: She's a very touchy flit. She likes to ride on shoulders or heads (which gets heavy very quickly). She has to be near someone she knows and preferably touching them to be comfortable.

Dislikes:
Serious people: Harmony is a more playful flit who doesn't like people who won't like her.

Sadness: She doesn't like sad emotions and will try to do whatever she can to remove sadness from her family.



Member Info...

Anything Else:
Taken from the creature bank. Thanks, Rubi!
She rises on 13.05.
Harmony often hangs out near Adelynne.

Coded by SanctifiedSavage for SWW


25
Adoptables / Re: Halraen [ 29.07.2540 / Master Harper ]
« on: March 02, 2018, 07:07:39 PM »

Image Credit:
Link to line art.
Flit Details

Name:
Requiem
Pronounced:
as it's said
Color:
Bronze
Date of Birth:
2560 9th Pass
Place of Birth:
Fort Hold

General Appearance...

Requiem is very large for a bronze, more stocky than most other flits. He is a dark and burnished color, looking almost brown in low lighting. Still, when he unfurls his wings, a light shimmer can be seen at the tips.

Personality...

Mind Voice: Requiem uses emotions to talk to Halraen. He's more melancholy than Harmony, and a bit more in tune with Halraen's moods. That being said, Requiem is the quiet, constant companion that stays with Halraen wherever he goes.

Likes:
Music: Requiem will find a perch in the music rooms and bob along with the songs that are being played. He'll fly up to get closer to the performers, but it's more due to curiosity about how noise is being made rather than trying to bug the people.

Children: He likes children, but in his mind, this is the new apprentices to the Hall and not the small child that Halraen cares for from time to time. He will hang out when Halraen teaches and watch the classes.

Dislikes:
Abrupt noises: He startles easily if he's asleep or not paying attention. Whenever he gets scared, he'll pop between and resettle somewhere on or near Halraen for someone familiar.

Crowds: Requiem doesn't like crowds or large groups of people. It was just him and Halraen for a very long period of time, so it takes time for him to get used to people in general. But crowds? Nope. He'll be in their room or in Halraen's classroom.


Member Info...

Anything Else:
Taken from the creature bank. Thanks rubi!
Akinsa gave Halraen this egg just before the birth of their child. However, the egg didn't hatch until after the unfortunate deaths of both Akinsa and their child. Halraen named him Requiem in memory of the family he lost.

Coded by SanctifiedSavage for SWW


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