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Topics - Southern Records

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1
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.

2
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!



3
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.

4
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         
----

5
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

6
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


7
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!

8
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.

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Concept by SanctifiedSavage; original profile by lacihparg
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9
Adoptables / Halraen [ 29.07.2540 / Master Harper ]
« on: March 02, 2018, 07:07:16 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.

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:
AUGUSTIN LEGRAND
Biography

Name:
Halraen
Pronounced:
HALL-ray-en
Nicknames:
Hal, to his wife
Date of Birth:
29.07.2540 9th Pass
Place of Birth:
Fort Hold
Spouse:
[{Adelynne}]

Your Reflection...

Appearance: 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.

Response to 9th Pass Catastrophe: 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.

Response to dragon color mutations: Halraen doesn't much have an opinion on them. He defers to weyr leadership on this. It just isn't his world.

Who are you...

Likes:

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.

Dislikes:

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.)

Strengths:

* 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.

Weaknesses:

* 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.

Describe Yourself:

* FAMILY MAN: ----- 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.

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

* CREATIVE: ----- 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.

* LECTURER: ----- 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.

* SURVIVOR: ----- 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.

The Magic Touch: 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.

Personal History & Education

Mother: Raenna, b. 2520. Senior Journeywoman Harper. d. 2587

Father: Hallestan, b. 2513. Master Harper, records.

Siblings:

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

Children:

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

Craft: Harper Crafthall

Rank: Master.

Date Apprenticed: 2552, 12

Date Tapped: 2562, 22

Mastership: 2585, 45

Specialty: Composition

Education Details: 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.

Tell us a story...



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

* 2544, 4 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.

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

* 2549, 9 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

* 2550, 10 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.

* 2552, 12 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.

* 2554, 14 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.

* 2556, 16 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.

* 2560, 20 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.

* 2562, 22 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.

* 2564, 24 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.

* 2567, 27 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.

* 2571, 31 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.

* 2575, 35 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.

* 2577, 37 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.

* 2579, 39 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.

* 2580, 40 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.

* 2582, 42 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.

* 2583, 43 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.

* 2585, 45 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.

* 2587, 47 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.

* 2588, 48 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.

* 2590, 50 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.

Member Info...

Created By:
Original profile by lacihparg
Other Characters:
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Inactivity Preference:
adoptable
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Look here for the different options!
 Anything Else:
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Coded by SanctifiedSavage for SWW


10
Adoptables / T'vil [ 26.01.2576 / Black Weyrling ]
« on: March 02, 2018, 07:01:25 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.

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:
AVAN JOGIA
Biography

Name:
Teevil
Honorific:
T'vil
Pronounced:
T-vill
Nicknames:
T/Tee, but mostly goes by his honorific
Date of Birth:
26.01.2576 9th Pass
Place of Birth:
Fort Weyr
Dragon Color:
Black
Impression Age:
2590/14
Wing Rank:
Weyrling
Weyrmate:
none

Your Reflection...

Appearance: T'vil is tall for his age, though still a gangly teen who hasn't grown into his body. He has rich chestnut hair that reaches to his chin, but he's been growing it out for quite some time. He doesn't like his hair short but he thinks this length might be the one he keeps it at for a while. His eyes are brown, like his hair. He's been hoping for some facial hair to sprout up on his chin but that's also been a fruitless effort on his part.

T'vil likes layers, short sleeved tunics covered by open long sleeved shirts. His pants are normally tucked into his boots, thick leather shoes that lace up to mid-calf. He has a few strings of jewelry that he wears, long beaded necklaces that don't have flashy pendants, just plain beading. He also has a few old rings of his mother's that fit on his slender fingers, though as he continues to grow he might just have to thread them on the necklaces. He might find himself wearing fewer bits of ornamentation as weyrling training continues on, though.

Response to 9th Pass Catastrophe: T'vil was born closer to the end of the Pass, with only about ten turns left in its cycle. The catastrophe was just part of his life, part of what made him him. He was lucky to not lose parents to Threadfall, but he watched plenty of others in the creche lose parents, siblings, and cousins to the deadly white menace. Being in the weyr and surrounded by dragons only deepened his resolve to help one day by riding a dragon and flaming Thread out of existence.

Response to dragon color mutations: T'vil was Searched a turn before the mutations fully appeared, so he had a full turn of candidacy under his belt before the reds and more blacks hatched. While no one was quite prepared for the strangeness of the colors, it took him less time than he expected to adapt to the idea. After all, some friends of his from that first year Impressed to the new colors. His opinion of his friends shouldn't change because of what dragon chose them. That, plus the adaptability of young minds, helped him see them as just dragons. It really isn't that big of a deal, but he does recognize that others in the weyr make a Very Big Deal about it.

Who are you...

Likes:
Jewelry: the jewelry that T'vil wears were all gifts from his mother. He owns a few beaded necklaces made of wooden beads, mostly carved from scraps of wood that weren't useful for anything else. He doesn't know where she got them, just that she gifted them to him. The rings similarly were from his mother, but they were family treasures passed down. They're simple, made of some metal he doesn't recognize. They're easily one of his most prized possessions.

Early mornings: T'vil loves the early morning. It's cooler then, he gets to  see the sunrise, and it gets him up and moving while it's still quiet outside.

Food: He's a growing teenage boy. Food is pretty much always on his brain, especially with how skinny the fare has been his entire life. He's used to it, but his body still needs a bit more nourishment then it gets.

Heavy rainstorms: There's nothing like spending time outside during rain season. Even though they've only been on the island for two turns, T'vil learned quickly that he loved the spring because of the heavy storms. It made the air humid, but while it was raining, he was cool and wet and not irritated by the hot sun.

Dislikes:
Laziness: Part of the reason he's an early riser is that he likes to get things done. T'vil doesn't like lazy people. He grew up in a world where everyone has to contribute in order to survive, so not taking part in that necessary machine of cooperation upsets him.

Tunnelsnakes: He can't stand the critters. The way they slither and hiss and even crawl up the walls... he used to have nightmares of one scaling the wall by his cot and dropping down onto his face. He avoids dark caves and normally asks Duri to scout ahead for him if it can't be avoided.

Being ignored: While T'vil made friends in Candidacy quickly, he didn't like being ignored regardless of what he was doing. He speaks up everywhere he goes to make sure that everyone can hear him and no one tunes him out.

Chores: While he's productive and likes doing things, he wants to choose the things he does. Chores are not high on that list. While some are more desirable than others, he still hates the busywork.

Strengths:

* PUNCTUAL : T'vil is on time. Always. He doesn't oversleep (mainly because Duri will trill him awake on her own whims), but even when he wants to get more rest, he makes sure he's on time to any arrangements. One could almost describe him as a stickler for schedules and time management.

* CONFIDENT : He's confident because he has to be. He doesn't have room for second-guesses or wavering because that means other people can doubt him, too. He is a young man with lots of things left to prove, and now that he's Impressed a black dragon he feels that weight even more.

* COMPETITIVE : T'vil is constantly pitting himself against others, whether or not they realize it. Everything is a competition. Who can finish chores the fastest, or run the most laps, or answer the most questions correctly. Life is a game, but sometimes he's the only one keeping score.

* EAGER : He has a desire to prove himself, and part of accomplishing that is by doing things. T'vil is determined to prove that black riders can do the same things as everyone else, if not better. Thus, he wants to do everything and makes that desire well known by volunteering or by being the first to begin.

* SELF-AWARE : T'vil is aware of everything he does. Every tally mark he earns in the game of life, or the reaction of his teachers, even awareness of how his own body is changing as he grows. He uses it as a way to track his accomplishments in life -- how deep the water of the bathing pools comes up to him (symbol of how he's grown), how light his trunk becomes (his strength), and other things that just help him be aware.

Weaknesses:

* IMPATIENT : He's ready for things now. While Impressing is awesome and everything he wanted, he wanted it to happen at his first Hatching. Now, he has to wait two whole turns in order to join a wing and be a full rider. Yeah, he understands there are things to learn and that Findaeth has to actually grow out of being a baby, but that doesn't change that he wants to be flying over the Jungle hunting wherry.

* POSSESSIVE : T'vil likes his things: his boots, jewelry, and the special shirts that he's worn so much they fit him just right. He doesn't like people touching his stuff, and sometimes doesn't like them even looking at his stuff. His personal trunk is off-limits and he gets rather twitchy when someone sits on his bunk. Maybe it's a result of the shared spaces of the creche, but his things are his, not anyone else's.

* INDIFFERENT : T'vil tends to not concern himself with the details of others. He knows who he should look out for in classes and keeps an eye on their performance, but otherwise he just doesn't care. His friends, sure, but otherwise all he'll likely know is your name and your dragon.

* UNSURE : He doesn't know what the future holds. Impressing a black was more than he could ever dream, but it was something new and scary in a way he hadn't experienced before. He's now acutely aware of the target painted on his back and has no idea what it will mean for his future.

* METICULOUS : T'vil is very precise over his work. He wants to make sure it is perfect (maybe as close to perfect as possible) and that he didn't miss any steps. But because he's so careful with things, he can get lost in the details so he loses sight of the bigger picture.

Describe Yourself:

* RESTLESS: ----- He likes doing things. If he's not actively doing something, like a lesson or even chores, he fidgets with his hands and spins his rings around his fingers.

* FEARLESS: ----- Again based on his youth, there is much that T'vil doesn't fear. He never lost a family member to death, never saw a friend eaten by Thread, never experienced much in his personal life that could be considered traumatizing. He's got a lot of growing up to do.

* CASUAL: ----- He's semi-formal with authority, but even then it's names and rank rather than a change in his behavior. T'vil is laid-back and chill when it comes to interacting with others, even riders in other wings. They're all dragonriders now, so he doesn't really see a huge difference between them.

* DETERMINED: ----- He's determined to prove himself. He wants to make his parents proud, show those who speak badly against black dragons wrong, and show that he is a rider just like everyone else. He needs to do this, not only for everyone else, but for himself.

* INDEPENDENT: ----- T'vil has always been a solitary person. Maybe it was the chaos of the creche, but he finds ways to be alone even in a crowd. While he'll talk to people just fine, he prefers solitude, blessed silence, and maybe a choice few friends to the bustling crowds of people.

The Magic Touch: He  fidgets a lot and it constantly doing something with his hands. It's a little tic he has, not caused by any trigger. It's just a part of him.

Family...

Mother: Saradi, b. 2561. Impressed green Mosoth in 2574. Beach Wingrider.
Father: K'eir, b. 2557. Impressed brown Sicharth in 2570. Mountain Wingrider.

Siblings:
Rinneir, sister, b. 2573. Impressed a green in 2588. Mother: Korinla of Jarunth
Korel, brother, b. 2578. Candidate. Mother: Korinla of Jarunth
Unnamed brother, b. 2582. D. 2582.
Temeria, sister, b. 2583. Mother: Teeahn of Jyndith
Harton, brother, b. 2586. Mother: Nalise of Hiakimth
Neritol, brother, b. 2587. Mother: Nishi of Xasheyth
Keleshi, sister, b. 2588. Mother: Nishi of Xasheyth

Children:
T'vil might have a child running around the creche, but he doesn't know for sure.


Tell us a story...



* 2576, born K'eir's Sicharth catches Saradi's Mosoth in flight and she becomes pregnant. She gives birth to a son, names him Teevil, and hands him over to the creche so she could return to her duties. Still, she visits when she can.

* 2578, 2 Some of Teevil's earliest memories are playing in the creche, only to be interrupted by Saradi arriving to spend time with him. He loves the moments spent with his mom, who he calls "Ma!" very quickly. It's in these moments that he begins to define the relationship of "family".

* 2581, 5 His ma shows up one day with someone who she introduces as "da". Teevil is fascinated by the bronze flit on his da's shoulder and reaches up to play with it. The flit scratches him and he begins howling, wondering why the pretty flit didn't like him. It took his ma and da to calm him down (and the bronze) to the point where the pair could be properly introduced. He's amused by the antics of the flit and delights in feeding it, feeling very important for being trusted with such a huge task.

* 2582, 6 As an older crecheling now, Teevil is given the responsibility of sweeping the corners in the creche free of spinners and dust bunnies. He loves the little task, as he feels important and necessary to the running of the creche. He does very well at getting all of the small corners that the workers asked him to, but hiding in one corner was a tunnelsnake, who leaped out of its hiding spot right over Teevil's head. He freaked out and ran from the room screaming into the skirts of the nearest worker, crying about a snake over and over again. He couldn't pick up a broom for months after the incident occurred. He's had a fear of snakes since.

* 2584, 8 Over the turns, his ma and da have continued visits. They're infrequent, but they still come. He gets to meet their dragons, and their sheer size (not to mention the difference between a green and a brown) has him standing awestruck for a good quarter candlemark. Mosoth lets him climb all over her and he does, exploring as much of the green's body as he can. He loves it. The feel of the dragonhide, the view just from the back of a grounded dragon...He needed this for himself.

* 2586, 10 Saradi gives him his first bits of jewelry, two wooden necklaces. They hang down low on the child's frame, but they're a gift from his mother. He treasures the necklaces and secures them in the bottom of his little trunk when he's not wearing them. They are important, precious to him, and the thought of anyone else even looking at his gifts makes him shudder.

* 2587, 11 Thread ends. Teevil loses his dream of burning Thread from the sky with a vengeance. What he gains instead is a new home: an island, with a leafy jungle and warm temperatures. And more chores. He's nearly old enough to be Searched or Apprenticed, so the creche workers give him some of the more difficult jobs in setting up their new home. At first, it's fun, doing things he hadn't before like building cots and arranging whole rooms. Despite the change in routine, it becomes commonplace far too quickly for his enjoyment. At this rate, he can't wait to get out of the creche. In a huge surprise, a black dragon hatches in the gold queen's clutch. Now that, he doesn't have a name for, but whatever emotion he feels it's definitely surprise.

* 2588, 12 Teevil is Searched just a week after his nameday. His ma celebrates with two very important gifts. The first, a set of rings that she said had been passed down through the turns to her family members. The second, a flit egg of his own. He slid each of the rings on a finger and kissed her on the cheek soundly, squeezing tightly because of the meaning behind the rings. They went into the trunk with his necklaces whenever necessary. The flit egg he waited patiently for, until it started rocking and rolling. It finally hatched into a deep green whose hungry maw he fed almost fast enough for the creature. He named it Duri and watched as it curled up into a little nest made of some extra bedding. He loved that little flit already.

* 2589, 13 It's in 2589 that Kalestath's clutch releases more blacks and reds onto the sands. Teevil stands, ready and willing, but none find him worthy. It crushes him, because he wanted the honor of Impressing from one of Kalestath's clutch. She was the largest gold, the senior queen, and with all the eggs, he had a feeling that one of them would be for him. Still, it didn't happen, and he went back to Candidate classes with both a feeling of defeat and determination. He would excel this next turn in order to surpass all of his classmates and be the most worthy candidate.

* 2590, 14 Teevil's stood for some pretty bad Hatchings, like the one where the dragonets went between or the beach snake attack, but none matched the absolute bloodbath that was the Hatching he Impressed at. Still, Findaeth was his now, and that was all that mattered.

---

RP Sample goes here.[/b]

Member Info...

Created By:
Original profile by lacihparg
Other Characters:
---
Inactivity Preference:
NPC adoptable since he's a black weyrling
Mauling Permissions:
Look here for the different options!
 Anything Else:
---

Coded by SanctifiedSavage for SWW


11
Adoptables / Sayel [ 08.09.2569 / Candidate ]
« on: March 02, 2018, 06:47:24 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.

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:
Alona Tal
Biography

Name:
Sayel
Pronounced:
Say-EL
Nicknames:
Say, Ellie, El, Saye
Date of Birth:
08.09.2569 9th Pass.
Place of Birth:
Tillik Hold
Job Before Search:
Healer Apprentice - Dragon-healer Specialization
Color Preference:
Gold - She's never been one to shy from duty, and she's always had a spine of steel. Plus a gold would go with her hair.
Red - Firey, a bit of a loner, dangerous when cornered and draws blood when excited? Sounds like Sayel. I would prefer a female red. Just because Sayel isn't one to enjoy a male mind against her own.
Green - Not her first choice at all. She's never really enjoyed the flightiness that she's seen of greens from all three dragonkin.
Future Rider Name:
Sayel.
Spouse or Weyrmate:
There is no Spouse or Weyrmate

Your Reflection...

Appearance: At five four, she's an average looking woman, with dreamy brown eyes. She often wears her hair down or in a ponytail, and not much else. She wears a bit of leather around her wrist from a friend she once had [{J'hal}]. Sayel is a slim woman all around, and any scars she bears are usually hidden under long sleeves or on her back. There are quite a few, from her hard life as a kid, and her situation after she gave birth. Her clothes tend to be lighter, and looser. A lame attempt to cool off. She doesn't favor any particular color really. Usually it's fun clothing, though if she's working she does tend to wear drabber things, if only so she doesn't ruin the nice things. Most of her shirts are long sleeved. She holds herself confidently, and looks people in the eyes.

Response to 9th Pass Catastrophe: Everything was about survival. She barely remembers her parents, and to this day she finds herself thinking as if the world is about to end. This only pushes her to be better at what she does, or, something she's ashamed of, hording food (non-perishables such as dried/salted meat and mostly just as a stress reliever to know it's there).

Response to dragon color mutations: To her, Sayel thinks the mutations must have a reason. If she's in survival mode, why wouldn't the dragons have been? Maybe it was a delayed reaction to the heavy thread? It takes time to mutate things after all. She's also a bit vocal about this.

Who are you...

Likes:
~Swimming - The water is usually cool, and she enjoys the exercise.
~Wine - Good wine is important. It takes the edge off, and tastes good.
~Storms - The chaos, the sound, the smells, they all are invigorating. Plus they bring a little bit of cool air.
~Men - A desire for men has lead her down bad paths before, but men are something she enjoys looking at.
~Noice - To much sound bothers Sayel, as she really doesn't much like the fact that it makes it harder to keep track of what is around her.

Dislikes:
~Sunburn - Sayel dislikes getting sunburns and she feels like she constantly has one or is about to have one in this jungle.
~Hunger - While she doesn't overfeed, she doesn't like going hungry, and she knows what that is like. It does lead her to making sure she's got a stash of dried meat, fruit or bread for if she gets home to late to eat.
~Waste - Being wasteful is bad, and she hates to see people wasting food, bandages or what ever.
~Heat - Sayel doesn't like heat. It causes infections, and leaves her feeling sticky.
~Filth - Being filthy, her home being filthy, just general disgusting means that she takes daily showers or baths, and makes sure her home is always clean of crumbs and dirt.

Strengths:

* PROTECTIVE : Sayel is protective of her family, which consists of her son, her self and her firelizard, but this comes from her past of living in a childhood gang. You protect your loved ones.

* STRONG : No one can deny Sayel is strong. She has put up with a lo with her life and yet it's hard to tell, unless you see the physical scars, that she's been hurt by people who should have cared for her. She's a support to her friends, and asks for nothing back.

* GUARDED : A need to be herself and independent has lead Sayel to be a bit guarded with her heart. She has quite a few people she knows, but in love she doesn't give much away. She also doesn't like to talk about her personal story, preferring to listen.

* GENTLE : The healers touch has always been with Sayel and she seems to have a soft way with her hands. There is strength there, but it's softened by a need to heal and protect.

* CALM : Not much phases Sayel. She deals with trama and danger with a quiet stoic expression and does what she can to help. It's useful when dealing with dragons who may not want to have someone outside their rider touching them.

Weaknesses:

* DISRESPECTFUL : For all of her want to be a healer, she can't help but push back. She doesn't believe you deserve respect because you are more advanced than her, which is one of the reasons she isn't a Journeyman.

* FIERY : A temper that is hard to contain, Sayel is a firecracker who has the stamina to hold a grudge for as long as she feels the need to.

* IMPATIENT : Sayel wants things to happen now, right now. She doesn't like waiting for someone to do something, or a healing mixture to finish (though she's learned her lesson there and will attempt to do something else while doing it)

* MESSY : Sayel loves things being clean, but she's not great at keeping things in order. Her home his a chaotic mess, though you won't find crumbs, dirt or bugs anywhere in it, just piles of clothes, toys and other such useful things.

* OPINIONATED : Sayel has an idea about everything, and she isn't afraid to tell you about it. She's not afraid of backlash because, unless it hurts her son, she can handle almost anything.

Describe Yourself:

* ADAPTABLE: ----- Sayel has lived most of her life as an orphan, so she has had to raise herself. She tends to figure things out quickly and while it make take her a bit to fit in, she can slip into any job pretty quickly.

* CONFIDENT: ----- Sayel is confident in herself. She's survived this long, she's raised her son alright so far, and no one's gotten in her way, or really stopped her. She believes in herself.

* SARCASTIC: ----- A dry wit is one of the few things that she allows herself. A darker sense of humor matched with a quick way with words has often left her arguing with Harpers as often as her own masters.

* STRICT: ----- Sayel tends to be strict with herself and her son, not wanting him to be in trouble, and wanting to make his life the best possible. Her focus is her son and it's obvious in the way she's raised her polite son.

* STYLISH: ----- Even if she hates the heat, she's good at dressing herself and her son, and always chooses things that'll keep them cooler and also make her feel pretty.

The Magic Touch: Sayel is a lover of romance, dancing, stolen kisses, and daydreaming. She's a hard worker, but she loves to play just as hard. She's had to put on many hats in her short life and she's not afraid of much because of it. Sayel very much lives her life around her son, so making a decision is always, in the end, about him.

Family...

Mother: Erielina, Fishercrafter, 2554 (b.), 2571 (d.)
Father: Sirlen, Fishercrafter, 2554 (b.), 2571 (d.)

Siblings: None that she knows of. If there are any, none have made themselves known.

Children: Selhan, Son, 2585 (b.)

Tell us a story...


* 2569, 0 Born on a stormy night, Sayel almost didn't make it, nor did her mother. The healers at Tillik managed to keep them both alive though, and while Sayel's mother wanted more children, Sirlen refused to give them to her, fearful for her life after Sayel entered the world. He was a bit cold to the child at first, at least until she took her first steps reaching out to him. Her love of her family was evident, though she was just a small baby.

* 2571, 2 With the death of her parents attempting to grab what they could from the Fishercraft Hall, Sayel is turned into an orphan within hours of the evacuation of Tillik. Her loss and pain is inconsolable and she is placed with the other orphans in Fort Hold. She turns rather sad and lonely at this time, and refuses to interact with any adult for quite a while.

* 2572-2577, 3-8 Living in the Orphanage was hard, and it wasn't long before she found herself in a little gang of children, finding family among them rather quickly. The delight at having family made her a bit  strange at first, doing as she was told, but as her confidence grew, so did her sarcasm, and Disrespect, which never quite got her in trouble as much as it should have with the leader of the gang. He had a soft spot for the little girl. It was in this time that she met Jehal, someone she grew to trust above all others, though their constant squabbling did drive her up a wall. In a way, this time is a simple, happy time, though food was short, and the adults were more often angry than not.

* 2580, 11 The old gang leader dies and her best friend Jehal becomes the leader of the gang. She couldn't be prouder of him, and yet she finds herself a bit jealous. Why couldn't she have lead? Of course it wasn't that simple, and before long, Sayel found herself exhausted as she now had to make decisions for more than just herself. This year was hard on her, emotionally, as she found herself confused, frustrated and annoyed. Her arguments with Jehal became more aggressive as they tried to iron out who each of them were in their little family.

* 2581-2584, 12-15 In this time, Sayel tries out a few different jobs. First she becomes a drudge in one of the kitchens, but her defiance and anger make it difficult to take orders. So she tries to be a harper, even if Jehal failed, and felt she would to. She did, but not before meeting a boy outside of her family. She'd fallen for Jehal a long time ago, and they enjoyed their time together, but she was curious, and the harper boy, Jorius, was quick to flirt and woo her. When she was 15 he asked her to marry him, and even if she did say no, she gave him all of herself. The joy of the moment was marred by the fact that she fell pregnant at fifteen, with out a husband. Sayel was sure it was Jehal's, but felt that burdening him with another mouth to worry about would push him away from her. Before she went to ask Jorius, assuming he'd marry her if she was pregnant, and fearing that Jehal wouldn't want the child, nor would he be able to care for yet another being, she told Jehal that she was done, that she was leaving, and going to the Harper Hall. Jorius doesn't quite refuse to marry her, but demands she has the baby anyways, and says that he'll 'take care of her'. He uses the possible promise of marriage to string her along, using her as a personal punching bag, both emotionally and physically. The fear of loosing her baby, the sorrow of loosing her best friend, and the pain she felt when dealing with Jorius leaves her depressed before she even gives birth.

* 2585, 16 Sayel will never call her son, Selhan, a mistake. He wasn't. When she gives birth it's with the healers, but the damage had been done. It was a hard birth and Jorius attempted to take the child before she could even see him. Luckly the healers weren't about to let that happen, and shooed him away, seeing the bruises, scars and even open cuts on the slim woman's form. They offer the slim girl a place among them, as Jorius refused all contact with her or her child, and Sayel was to ashamed to go find her friend. She accepted and at 16 became both a mother and a healer. They moved her to the Weyr, in a hope to remove the threat of her child's father from her life, something she was deeply thankful for.

* 2587, 18 After two years of learning to be a healer, and finding that she had the aptitude for dragonhealing, thread stops falling. Sayel and Selhan are overjoyed, but it takes another seven month's before they and the rest of the Weyr and Hold were taken to the new Weyr. Here it was warm, not something she, or Selan were pleased about. Sayel is relived none the less, for no more thread, for no more need to survive. She weeps when she is given a small cave for herself and her son, and finds herself feeling lost, sad and a bit lonely. She had no one to share anything with anymore, keeping to herself for the most part, though working hard. She is given a chance to get a flit egg, as a friend's gold had a clutch after they moved to Southern Winds, and takes it, choosing a golden egg before anyone else can, wanting the best, and demanding it, personally. Shadow is hatched, and bonds to Sayel, though the gold flit takes a liking to Selhan as well.

* 2589, 20 The news that Jorius died to the hunters is a relief to Sayel, and she dares to venture further than the Healer Hall and her rooms. She keeps this to herself, knowing, and seeing, the horror that was caused by the Hunter Attack. She sweeps up her son that day and hides him in their cave before getting to work.

* 2590, 21 Sayel is working on a sprained Weyrling Wing when a bluerider finds and speaks to her. She's given a chance to be a dragon rider. Something beyond her wildest dreams, and while it requires her son being placed in the cretch it is no big problem as he spends his days there anyways, now it'll also be his nights. She has moved into the Candidate Hall as of the last month or so.

---

RP Sample goes here.

Member Info...

Created By:
Concept by Spiffy; original profile by RavenFlame
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
---

Coded by SanctifiedSavage for SWW


12
Adoptables / Zondesh [ 35.06.2569 / Candidate ]
« on: March 02, 2018, 06:42:28 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.

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:
Tom Felton
Biography

Name:
Zondesh
Pronounced:
Zon-DESH
Nicknames:
Desh (most Common nickname), Zonny, Zon
Date of Birth:
35.06.2569 9th Pass.
Place of Birth:
Fort Hold
Job Before Search:
Harper Sr. Apprentice
Color Preference:
Black - He would need to be a little more reserved, but Z'desh has no issues with the agression, and would probably enjoy it, he just doesn't want someone in his head who is super social.
Bronze - Won't happen, but he would adore one because of the bright colors he's always adored from afar. They are the top of the weyr, and in his head, the Hold, and he would love to ride one.
Future Rider Name:
Z'desh
Spouse or Weyrmate:
Kezali - Smithcrafter - Dead
O'dan - Rider of Hanolth - Dead

Your Reflection...

Appearance: Light brown hair and dark blue intense eyes are just the tip of the iceburg. A gentle smile, a deep brow, and a broody chin all describe Desh well. He prefers tighter clothing, with dark leathers and brighter colors in contrast. He wears bracelets of leather and cloth, each meaning something important to him, and a few rings given to him by his beloveds.

Response to 9th Pass Catastrophe: While it seems, on the surface, that Desh is well adjusted, he misses his family, and has a deep hatred of anything that might harm those who he considers his. This makes him a bit more aggressive, horny, and in general moody. He doesn't get close to people anymore, not wanting to hurt them, or loose them.

Response to dragon color mutations: More dragons are good things, right? He doesn't see what is wrong with the more aggressive blacks, especially with the dangerous creatures here. He personally finds the red dragons rather adorable, though he hasn't given them as much attention as the few blacks. In general, his attention has been on their colors. Unique.

Who are you...

Likes:

  • Drawing - Desh is very good with his hands, and he adores doing things with them. He happens to be very good at drawing, and can often be found doing just that. He tries to draw what is happening around him, giving the Harper's something to add to their records.
  • Exploring - Having to be cooped up bothers Desh, and he loves to expand his mind. Recently he's falling in helping the Harper hall with new data, using it as an outlet, as he can't leave the Weyr.
  • Dancing - The movement is fun, and he always seems to get to flirt here. Plus it is a healthy alternative to fighting.
  • Sex - It feels good, and is another really good alternative to fighting, at least in his opinion.
  • Good Food - This is something he loves. Good food, good wine, really anything that tastes good. He calls himself a "taste junky"
  • Fighting - Not hurting others, but fighting. The physical movement, the tightening of muscles, and the adrenalin. Weather Desh wants to admit it or not, he loves the feeling of making a solid good hit, and teaching others to do the same.
Dislikes:


  • Authority - Desh has never been good with athority. He never trusted his father, watching his many half-siblings through life, and his father's constant flirting, as if his mother's death meant nothing to the old man.
  • Crowds - Unless in the middle of a fight ring, Desh could care less for big crowds. He prefers small groups, or even being alone.
  • Untailored Clothing - They look terrible. And it's so easy to just make them fit a little better. Even his work clothes fit him perfectly. He will be perfectly willing to whore out his skills if his fellow candidates (or riders, or just anyone really) need help making their clothes actually fit.
  • Bad Alcohol - Everyone knows that the brewers were unable to keep up their craft, but he hates truely bad alcohol. He's always excited to try new stuff though!
  • Naivety - Being naive bother's Desh to a great deal. The world is a cold harsh place, and pretending it's not doesn't sit well with him.
Strengths:

* ARTISTIC : Desh loves art. He's an artist at his core, and loves making things with his hands. That also makes him pretty damn good with his hands in many ways.

* KIND : Under his temper and slight brooding exterior, he is very kind. He loves to teach and help others, and he isn't against giving people food from his plate if he thinks they haven't had enough.

* EMOTIONS : Desh is emotional. He knows it. He does his best to reign it in, but he does have emotions, and he isn't afraid to show them. After all, what idiot thinks crying is dumb?

* BRAVE : Desh isn't afraid to stand up for what he believes in, or facing his fears. Also, backtalking when he shouldn't. Lots of that.

* DETERMINED : Once Desh has decided to do something, he does it, full force, with out any thoughts to anything else. He will get his task done, through thick or thin if needed, shard it.

Weaknesses:

* TEMPER : Desh's temper is bad. It is easy to spark, and it tends to burn brightly. This is generally when he wants to throw a punch, or twenty.

* PERFECTIONIST : Desh has a tendency to try to be the best. Weather it's because of his desire to prove he's better than his father, or because he knows he's got more than a few siblings, all successful (at least the one's who've survived) and he wants to outshine them. He does beat himself up over not doing things correctly.

* LONELY : Desh doesn't invite many people into his inner circle, and so often seems lonely. He isn't afraid of being alone, but it does make it harder for him to come back from the edge of his sad moments.

* MUSIC : Desh adores music, and will stop what he is doing if he hears a good piece.

* ADRENALINE : A need for the pumping heart and fast movements that come with adrenaline, he may, or may not, be addicted to adrenaline.

Describe Yourself:

* GUARDED: ----- Desh doesn't give much of himself to anyone, even if he is easy to read. He doesn't tell many people about his past, or even about his family, preferring for everyone to believe that he doesn't have anyone but himself.

* LEADER: ----- Desh is not afraid to take control if it is needed. His desire to lead is a bit lacking, but he's not afraid to do so.

* AGGRESSIVE: ----- A fighter from the beginning of his life, he's never stopped. Throwing punches is something he's good at.

* CHARMING: ----- For all of his guarded, aggressiveness, Desh is charming. A rare smile, and a harper trained wit has made him, at least a little, able to hold his own in a discussion.

* INDEPENDENT: ----- Desh does well on his own. He's been taking care of himself most of his life, and he's not afraid to make that clear. He's good at thinking up things on his own, and tends to be very good on his own.

The Magic Touch: A singer, a love of reading, and a love of dance, as well as fine clothing makes him a bit strange. He has a good hand with drawing, and a talent with his voice. He also loves making clothing. How ever he doesn't do much with these things at the moment.

Family...

Mother: Zondra - Holder, 2538 (b.), 2569 (d.)
Father: Dethsar - Master Weaver, 2520 (b.), 2589 (d.)

Half-Siblings:
Deta - Half-Sister - Master Weaver, 2534 (b.) (Full sibling to Porsar)
Porsar - Half-Brother - Sr. Journyman Weaver, 2539 (b.) (Full sibling to Deta)
G'sar - Half-Brother - Rider of Esroth (2553), 2540 (b.), 2560 (d.) (Full sibling to Ger'it and Denrait)
Ger'it - Half-Brother - Rider of Farnith (2556), 2541 (b.) (Full sibling to G'sar and Denrait)
Denrait - Half-Sister - Holder, 2544 (b.), 2556 (d.) (Full Sibling to Ger'it and G'sar)
Fortisar - Half-Brother - Journeyman Weaver, 2547 (b.), (Full Sibling to For'ar and Foritdar) [Not from a wife]
For'ar - Half-Brother - Rider of Godith (2562), 2550 (b.), 2566 (d.) (Full Sibling to Fortisar and Twin to Foritdar) [Not from a wife]
Foritdar - Half-Sister - Rider of Gadith (2562), 2550 (b.), 2566 (d.) (Full Sibling to and Twin to For'ar) [Not from a wife]
Unknown Brother - 2550 (b.), 2550 (d.) (Full sibling to child below)
Unknown Brother - 2550 (b.), 2551 (d.)(Full sibling to child above, died 2 hours later and in another year)
Unknown Sister - Weyrfolk, 2551 (b.), 2553 (d.) (Full sibling to the three below this)
Unknown Sibling - Weyrfolk, 2552 (b.) (Full sibling to sister above)
Unknown Sibling - Weyrfolk, 2554 (b.) (Full sibling to two siblings above)
Nesh - Half-Brother - Drudge, 2555 (b.) (Full sibling to the three above)
Gash - Half-Brother - Drudge, 2556 (b.) (Half-sibling to everyone)
Danith - Half-Sister - Drudge, 2558 (b.), 2569 (d.) (Half-sibling to everyone)
Unknown Sister - Drudge, 2558 (b.) (Half-sibling to everyone)
Unkown Brother - 2558 (b.), 2558 (d.) (Half-sibling to everyone)
Unknown Sibling - 2559 (b.) (Half-sibling, nothing is known about this one, may be dead)
Unknown Triplets - 2559 (b.), 2569 (d.) (half-siblings to everyone)
Unknown Brother - 2561 (b.) (nothing is known about this one as well. Half sibling to everyone.)
Unknown Brother - Drudge, 2564 (b.) (half-sibling to everyone)
Harnsar - Half-Brother - Drudge, 2568 (b.), 2569 (d.) (full sibling to Zondesh, died days before Desh was born)

Children: Desh, oddly, doesn't have children. He did try for them, wanting to be better than his own father. Kezali died with their unborn child, and he has not had any since.

Tell us a story...



* 2569, 0 Desh was born as his mother died. Between the grief of loosing her first child, and the exhaustion of pushing out Desh, she passed. Desh will always carry this with him, and often finds it to be a point of shame.

* 2573, 4 Barely four, and often left to his own devices, Desh often ended up next door with a boy who was about his age. Kezali was only a year younger, and started to want to play with them. Desh had a soft spot when it came to the dark haired girl, with brilliant green eyes, and did pretty much what ever she asked.

* 2576, 7 While his father was a weaver, it wasn't until Desh was 7 that he joined his father in at least learning some of his father's craft. He quickly took to it, enjoying using his hands to sew, weave, and in general, not cause mischief.

* 2578, 9 Given to him by the young Kezali, after she found two eggs, which meant a great deal to him. Her's hatched a beautiful gold queen, just as small as Desh's own Starling. Starling became a constant figure in Desh's life.

* 2580, 11 Desh was given access to fabrics at this time, and with the skills he'd gained since he was seven, created his first very nice shirt, which he created with pride. Which he then promptly gave to Kezali. The girl was very appreciative, and he continued to make clothing, designing them, even as his attentions were turning to music, and drawing.

* 2581, 12 Desh was going to be weaver. At least until the harper who had spent time teaching him, Kezali, and the other children, asked if he wanted to learn music, and possibly add more to his drawing abilities. With out asking his father for permission, Desh jumped at the chance. This was where Desh stopped caring what his father thought, and went about his choices on his own. Desh was conflicted at this point. Growing up is hard, and having to pull away from a neglectful father to do something better was strange, if exciting.

* 2582, 13 Desh was still an apprentice when he and Kezali got married, a joyful event in his otherwise bleak day to day memories. She was apprenticed to the Smithcrafter's the same year, which was something she was suited to, and made him quite proud. Where he was slight, and lean, she was burlier, and wide. In his eyes she was still the most beautiful thing.

* 2583, 14 After only a year of marriage, Kezali, and the unborn child she was carrying were killed in an accident while attempting to help move a cart full of firestone. Desh refused to let this pull him down, instead focusing his anger, and sadness into two things. Fighting, though that was more of an underground thing, and a musical piece he was writing.

* 2584, 15 Desh took a year to finish his composition, and in that time he gained many bruises, including the bad one on the night he performed his piece, on the violin, which almost out shown his artistry. He was never clear on how he felt about this situation, baring his heart to his teachers.

* 2587, 18 To Desh, the move to Southern Winds Weyr was different, and meant more room for everyone. There was hope, finally, with thread gone. Time to rebuild. His emotions towards the move were very mellow. He knows it was a good thing, but his feelings towards the move tend to be more neutral.

* 2588, 19 Desh was searched earlier in the year. It was unexpected for Desh, and he didn't sleep the whole night, feeling conflicted, but eventually he decided that yes, he'd become a rider. Kezali secretly hoped to become on, and Desh couldn't quite let her go, so decided to follow her dream.

* 2588, 19 While at the Weyr he met a young greenrider, O'dan. The spark was instant, and instead of questioning it, Desh was willing to be coaxed into the smaller man's weyr. Though Desh knew it wasn't quite allowed, he did find himself falling in love with his little greenrider.

* 2589, 20 Desh's father died on the trip Between to the new weyr. The old man's heart gave out unexpectedly, and yet, Desh barely noticed. He was told later in the day, and may have surprised a few when he barely responded, seemingly to not care that his last living parent was no more.

* 2589, 20 O'dan was taken by a Hunter, when he and his dragon were helping candidates gather fruits from the forest. The candidates got away, but the wounds to O'dan were to great, and Hanolth took them both between before anyone could get to them. Desh was again left rocked to his core and has yet to quite come out of his sadness about loosing his second love.

* 2590, 21 After the attack on the beach, he felt conflicted. Exploring was something he loved to do, but watching so many get hurt actually scared him. Today he just hopes to impress soon, knowing that soon he would have to leave, and forget the dream he and Kezali had shared.

---

RP Sample goes here.

Member Info...

Created By:
Original profile by RavenFlame
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
Desh is bisexual, and isn't afraid to admit that. He is a top though. Unless the lady is super aggressive. He prefers being on top either way really. He doesn't give a lot of stock to something called 'home'. Home is with the people you care about, not with the place you live.

Coded by SanctifiedSavage for SWW


13
Adoptables / Elremmiria [ 04.07.2579 / Holder ]
« on: March 02, 2018, 06:37:33 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.

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:
Roshni Walia
Biography

Name:
Elremmiria
Pronounced:
Elree-MIR-ia
Nicknames:
Miria, Elri (She hates this, and refuses to respond to it)
Date of Birth:
04.07.2579 9th Pass
Place of Birth:
Fort Hold
Weyrmate or Spouse:
She's 11, so none yet.

Your Reflection...

Appearance: Darker skin, dark eyes, dark hair, these are all easy descriptors for Miria. She often wears dark tight fitting clothing. At night her hair flows loose, but during the day, it's usually behind her head in a ponytail or a bun. She doesn't wear much in the shape of jewelry beyond a necklace of a wher that her father gave her, under her shirt. She does wear a bit of makeup, mostly eyeliner. Miria can often be seen with a dark look on her face, brooding and usually angry. She gets resting bitch face easily.

Response to 9th Pass Catastrophe: Miria's entire life has been filled with destruction. Miria is very much a child of darkness. At least that's what she tells herself. She doesn't much care for her mother, misses her father, and tends to worry that thread will start falling again. She hides behind a hard mask of a rather cold outlook. She's possessive of what is hers, and tends to lean towards violent when angry. She's not a healthy little girl to say the least.

Response to dragon color mutations: Miria likes the blacks and the reds. Beyond that they are way above her. Being a rider would be cool, but she adores Wher's more.

Who are you...

Likes:

  • Storms - Thunder, Rain, Lightning, these are things that are both soothing and exciting for the young girl.
  • Dragonkin - Dragons, Flits and Wher's are beautiful and amazing and she'd do almost anything to be near one.
  • Sweets - Sweet things are among her favorite things, and Miria will probably go out of her way to steal them if needed.
  • Reading - Stories, books, and scrolls are awesome. She loves the stories she's heard from the Harpers, and writes exceptionally well.
  • Midnight Blue - It's almost black, but shards is it beautiful.
  • The Night Sky - This ties in with her love of midnight blue. Stars are beautiful, and when she looks up, for some reason they remind her of her father.
Dislikes:

  • Bitter - The taste sucks, and she'll go out of her way to get away from dealing with it.
  • White - She really hates the color white. It's ichy and get's dirty to easily.
  • Betryal - Miria feels her mother betrayed her when her father died, as she refuses to blame her father, and so dislikes the idea of it.
  • Loss - Loosing those she loves in particular.
  • Authority - Unexplained authority. Her favorite question is "Why?" and she won't stop asking it until she gets an answer to her liking. Makes her hard to tell what to do.
Strengths:

* SMART : Miria is extremely smart. Probably more than she should be.

* GENEROUS : To a point, anyways. Miria isn't someone to give all of her things away, but she isn't going to not help someone if they really need it.

* BRAVE : Miria refuses to back down when scared and stands her ground when she probably shouldn't. She's been this way since a small baby.

* FOCUSED : Miria is a focused little girl, with a determination that would probably fit in a better frame than her own.

* CONFIDENT : Miria comes off as mature and confident, even when she's angry.

Weaknesses:

* TROUBLESOME : Miria causes trouble. She's a kleptomaniac (well mostly) and is quick to cause problems, not afraid of a fight.

* REPRESSED : Miria is very good at repressing her emotions.

* ENVIOUS : Miria is often very envious of things, and yet she tries to hide this, usually by pulling away from situations.

* STUBBORN : Miria is a stubborn child, who doesn't just do as she's told when she's told. She asks why, and even argues.

* SELF-HATE : For all of Miria's seeming confidence, she hates herself. She knows about her anger, and her issues, and she just can't seem to always have them under control.

Describe Yourself:

* BROODING: ----- Miria is a brooding girl, with a desire to be left alone, and a need for attention. Between that and the self-hate she just hides behind a darker brooding face. It usually makes people leave her alone.

* CURIOUS: ----- Miria is insistently curious about the world. She wants to know everything and anything about pretty much everything, she just hides it behind quiet stares, and the single question "why".

* PRIDEFUL: ----- Miria is a very stubborn person, and unwilling to give in when she knows she's right. She has her pride, even if she uses it as a crutch. It can be hard for her to admit she is wrong.

* UNDIRECTED: ----- Miria is very smart, and very generous and kind, but it doesn't often come out, as she's responding to the pain in her life badly. Her teachers can tell that she is smart, if having no direction.

* LONELY: ----- Beyond Guardian, Miria feels she has no one. She doesn't trust her siblings, and she sure as hell doesn't trust her mother. She's not sure about her Aunt and her family, so she often finds herself alone, figuring out life in pain and loss, though finding Guardian has helped. Her bright beautiful bronze has helped change some of her attitude to life.

The Magic Touch: Miria is very likely bisexual, as she finds girls pretty and boys pretty, though she still holds that boys have cooties. If she does ever marry, that person is going to have to deal with her anger issues, and so she considers herself out of the market, even as the other girl's around her are excited for their future beloveds. Nothing will compare to her father. Miria is a daddy's girl really.

Family...

Mother: Remmerra - Holder, 2548 (b.), bonded to Remmesk
Father: Elrethir - Master Smith,  2543 (b.), 2586 (d.)

Siblings:
1st Sibling 2560 (b.)
2nd Sibling 2562 (b.)
3rd Sibling 2565 (b.)
4th Sibling 2567 (b.)
5th Sibling 2569 (b.)
Remmalthira - Sister, Holder, 2571 (b.)
7th Sibling 2575 (b.)
8Th Sibling 2577 (b.)
9th Sibling 2579 (b.)

Children: No children yet. Still a little to young.

Tell us a story...



* 2579, 0 Miria was born in this year, the sun was bright outside, and she was a loud baby. She was handed to her father first thing, and that moment solidified her daddy's girl attitude.

* 2582, 3 Miria met a watch wher when she had gotten lost from her parents, wanting to explore. Her desire to be free led her to a beautiful bronze wher. The big (to her) creature didn't growl at her, but let her approach and touch him. That moment is her first real memory. She has always adored Wher's since. She doesn't remember the screaming and anger from the Wher's Smithcrafter handler, or her mother's wrath, or her father's quiet admonition, just the touch of the warm skin under her little hand, and the soft stinky breath over her head.

* 2586, 7 When her father died, Miria's life ended. At least for a while. And, because she was the youngest of 9, no one noticed. This was the moment when she mentally broke from her siblings, and mother. Her mother fell apart, and she had no chance to grieve as she realized that she had to help keep the family together. It was at this time that she became a quiet dark child.

* 2587, 8 When Remmesk joined the family, it was Miria who fell in love with him. He was her mother's, and he did make that clear to the young girl, but she didn't mind. She made sure to pet him, give him scraps from the table (when she shouldn't), and talk to him. Often after he joined the family and was large enough to sleep on his own, she'd wake up next to him, having woken up from a nightmare and gone to find comfort.

* 2587, 8 Moving to Southern Winds Weyr was exciting. A ride on a dragon sparked a small desire to have a dragon, but the love of Wher's was still overwhelming. Doesn't mean she wouldn't love to get to know all of the dragons. This is one of the few fully joyful memories for Miria. She wants to get out of the hold, and go do great things, anything but be some boy's wife and pump out 5+ children and be like her mother.

* 2589, 10 A stolen egg, from one of the wild clutches, and a quiet hatching, and the beginning of Miria's love of dragonkin was kindled even more. The little bronze, which she named Guardian, became her friend, and she adores him.

* 2590, 11 Today, well Miria is looking down the barrel of a life as a married girl. She has no desire for it, no hurries, and in fact, she thinks she'd love to have a gold Wher and become a breeder. She's well aware what that means, but hey, it would be different, exciting and who wouldn't love to have millions of baby whers?

----

RP Sample goes here.

Member Info...

Created By:
Original profile by RavenFlame
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
A love of dance, and a small frame makes Miria very flexible. She is quite pleased with her dexterity. She has no desire to get married, and will probably do everything she can to not get married, like ever. Boys have cooties you know.

Coded by SanctifiedSavage for SWW


14
Adoptables / Nettanya [ 25.10.2569 / Apprentice Beastcrafter ]
« on: March 02, 2018, 06:04:39 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.

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: Sarah Beaufoy
Biography

Name:
Nettanya
Pronounced:
Neh-tan-yah
Nicknames:
Netta, Anya
Date of Birth:
25.10.2569 9th Pass
Place of Birth:
Fort Weyr
Spouse:
None

Your Reflection...

Appearance: Tall and lean, Nettanya is perfectly happy with the curves that she has - they are enough to mark her as a woman, but not enough (fortunately) to be a hindrance to her when she's working. Not that there is much of a risk of her being considered anything other then a woman, her hair when loose is a mass of brunette curls, and her features fall more towards dainty then anything else. Within her working hours she's to be found in practical, plain coloured clothing, but outside of those times she enjoys dressing up - in skirts and flowy dresses - in any "pretty" colours she can get her hands on.

Response to 9th Pass Catastrophe: Born in the middle of it, Nettanya never knew anything else. Yes, loosing people was hard, but... wasn't that just how life was? Besides, inside the life of the creche, it wasn't like she was particularly attached to anyone that was lost. She noticed it more once she left the realms of the creche and started working with the Beastcrafters, but what could she do about it other then just get on with things?

Response to dragon color mutations: To be honest, Nettanya remains undecided on the matter - time will tell and all that. Sometimes mutations in animals are good and they make the breed stronger, sometimes they're bad and will die out - either way, there isn't much an Apprentice Beastcrafter can do about it, so she's opting to not worry about it. Although, the red hatchlings have been a little drastic so she's keeping a wary eye on them for now...


Who are you...

Likes:
* FAMILY Raised in the Weyr creche, Nettanya considers herself lucky to have a large circle of 'brothers and sisters' and 'parents', however she does hold a special place for her "real" blood family. She and her brother Settang were close growing up, and have remained so even into adulthood. Nettanya also has a soft spot for Seng, although it's a very different kind of attachment. He (and she thinks of Seng as he, unaware of the complexities) is her blood brother and that sets him apart from the rest of the creche children, but also that he wasn't raised in the creche sets him apart from the "them" that is the creche children - so it's a weird relationship in her mind, and in honesty while she keeps tabs on him and follows his life, she does it from a distance, oddly shy around him.

* RUNNERBEASTS Obviously, she likes and appreciates all animals, but she has a special attachment to the Runnerbeasts of the Weyr. Perhaps it's because they're more then just a food source, but working with them is the highlight of her working life - there is nothing like the feeling of being on the back of a Runnerbeast (save perhaps a Dragon's back).

* FLIT & KERR Her firelizards. Different in many ways, the two are hers and she wouldn't change either of them in the slightest. Even if she sometimes wishes Flit had a few more manners...

* PEOPLE People are interesting, put simply, and while Nettanya loves interacting with people and learning about them, although she can get distracted, so doesn't always pay as much attention as she could.

* TEASING She doesn't do it in a mean way, but Nettanya loves to tease people - always with a smile on her face and a twinkle in her eye.

* THE SEA She's not sure exactly why, but watching the sea is soothing.

Dislikes:
* CRUELTY Animal, Human? Whats the point in it?

* PEOPLE Having said she likes them, Nettanya can sometimes find herself disliking them just as much... People lie, and cheat and do things just because they can and they want to. Animals are so much simpler

* SITTING STILL Nettanya likes to be on the go at all times and being still isn't her forte in the slightest. She hates the idea of wasting time, and would rather be doing things then idling around.

* FISH She doesn't care for the taste (or smell!). She'll eat them if that is all that is on offer, but given a choice she'd choose nearly anything else

KLAH She's just never liked it

Strengths:
* CALM IN AN EMERGENCY Nattanya's always believed there is no point getting worked up about things you can't change, and as such she works hard not to loose her cool in tricky situations. Over the turns the herdbeast have tested this more then a few times, but each time Nattanya's found it easier to remain calm and work out how best to fix the situation.

* NOT SQUEAMISH Blood, guts and other yucky things like that have never bothered Nettanya, she's never been one of these girly girls who squeals at the sight of it and apprenticing to the beastcraft pretty much ruled out any little bit of squeamishness she might have had.

* PRACTICAL Some things just need to happen, and Nettanya is more then happy to just get on and do them. Herdbeasts need to be raised to be eaten for example, it's just a fact of life, so that's what she'll help do.

* ACCEPTING There are things in life that you just can't change, and fighting that is a waste of time and energy. That's not to say that Nettanya would give up the second someone said she couldn't do something ("You can't ride that runnerbeast, he's temperamental!" Pah! Watch her.), but she isn't one to winge and moan about say the weather. It's raining, boo hoo.

* STUBBORN Whether this exactly falls as a strength or a weakness is a matter of opinion, but Nettanya views it as a strength. If something needs doing, Nettanya will see it through to the end, no matter how dull or tedious.

Weaknesses:
* KEEPING SECRETS It isn't that Nettanya is a gossip exactly, and if something is bad news or it's really really important she can keep it to herself, but little things? and good news? Nettanya just loves to share that knowledge with her trusted friends. However, as she has more then a few 'trusted friends' sometimes a few people can know about something she perhaps wasn't meant to pass on in the first place.

* HOLDING HER TONGUE Raised in the creche, if you didn't speak up, you could easily get drowned out so Nettanya quickly learnt to speak up. Sometimes this means she doesn't always shut up when she should, and can be known talk almost for the sake of it. She's not really used to silence (although, working with the beastcraft has helped), so will often try to fill it - whether she should or not.

* SELFISH For much the same reason as her being overly loud, Nettanya can be selfish - she doesn't mean to be but she instinctively wants to hold onto things she's got. She will share food for example, but she may not think to do it until someone asks.

* VAIN While her vanity is largely forgotten during the times when she's working (trying to help a runnerbeast give birth, while trying to stay clean at the same time just doesn't work), outside of those times Nettanya likes to look her best - and honestly, she would consider herself on the prettier side of average, so it's not unheard of for her to spend far more time getting ready then she really needs to - especially when compared to her "pull on clothers, put her hair in a bun" five minute routine before a shift in the herdbeast pens.

* FICKLE While she can stubbornly keep herself on task when she needs to, when it comes to unimportant things Nettanya can certainly be fickle - if she was a crafter she'd be one of those with a million different projects on the go and not one of them finished. As it is, things like tidying her room, or mending old worn work clothes, tend to get started and then discarded on a regular basis, such that her room is usually at least a little out of order, and her clothes often find their way to someone else to be mended.

Describe Yourself:
* FAMILY ORIENTATED: Having been one of many in the creche, Nettanya cares deeply about the people who she considered "her" family (extended thought it is), however she has a somewhat secret longing to belong to something more. She's not overly romantic, used to the ever changing relationships that form and end in the Weyr, but she still wants someone that is all hers. Equally, while she has no big resentment to being raised in the creche as one of many, she doesn't want to do that to a child of her own - although whether she even wants children of her own is something she's undecided on, she was certainly never one of those girls who loved looking after the little ones.

* SARCASTIC: Albeit usually half in jest, Nettanya has a tendency towards sarcasm. If someone did something a bit silly she's be the first to point out "Well that was clever," even while she was offering them a smile and a hand to fix whatever they'd just done. She has on occasion been caught out due to saying it around people who don't know her well enough to pick up the teasing meant with it - she doesn't mean to be rude with it, but sometimes that just isn't as clear as it should have been.

* HAPPY GO LUCKY: Cheerful by nature, Nettanya tends not to worry about the future and things she can't change. Worrying doesn't solve anything, and just makes you miserable, so why waste time doing it? As a result perhaps she comes across at overly carefree at time.

* SELF-SUFFICIENT: With so many children in the creche, Nettanya learnt early on that fending for yourself was a good plan of action and it's left her quite happy and capable of doing things for herself. She relies on herself, and likes to think she can trust her own judgements.

* FRIENDLY: Happy to approach anyone and everyone, Nettanya likes nothing more then spending time with other people. She loves getting to know new people, and hates the idea of someone being alone (even if they want to be! She doesn't really get that people could like being alone!). She'll be the first to approach someone in the dinning hall that's sat on their own, joining them sometimes without thinking to ask.

The Magic Touch: Nettanya isn't a massive fan of alcohol, there isn't really any specific reason for it other then perhaps not really being that amazed by the taste, so why bother? She'll drink on a special occasion, but otherwise she figures she might as well stay sober and laugh at the antics of others, all of which she remembers with perfect clarify the following day.


Personal History & Education

Mother: Nariningka, rider of Urnauth. B. 2545. / I. 2558. / D. 2570.
Father: S'ett, rider of Shyoth. B. 2537. / I. 2552. / D. 2570.

Siblings: Settang. Older brother. Apprentice Farmer. B. 2561.
S'eng, rider of Forrikenth. Older brother. B. 2566. / I. 2580.

Children: Nettanya's had casual interactions with a few men at the Weyr, but none have lasted and Netta's quite happy focusing on her craft. She's utilized a friend with a Dragon for a trip between once or twice when needed, as the idea of giving up her life to raise a child (alone) doesn't appeal, but equally she knows first hand how full the Weyr creche is and doesn't see the need to add to that.

Craft: Beastcrafter

Rank: Sr Apprentice

Date Apprenticed: 2581/12

Specialty: Runnerbeasts would be Nettanya's choice if given one, but she works where she's needed.

Education Details: Nettanya loved her craft from day one, and through herself into her studies with enthusiasm. They allowed her to do something that was going to actually mean something. Her enthusiasm in her early turns was perhaps a hindrance at times, and she definitely got told off for talking to much on a regular basis, but she's calmed with age and experience. Lessons where she got to do things in a hands on fashion always suited her more then ones where she had to stand back and watch someone else doing the task, and in her younger turns she found it hard not to want to jump in and help, but she's better with them now then she was - even if she still wants to jump in and help if someone else is struggling.

Tell us a story...



* 2570, 0-1 Raised in the creche, Nettanya was less then a turn old when her parents were lost to Thread, as such has no memory of them at all. Looking back in later life she actually considers it something of a blessing, she never knew life with them so she's never missed them.

* 2572, 3 Which creche child it was that stole the Firelizard egg remains a mystery (there were denials all around), but by the time the creche workers had realised what was going on in order to stop it, the damage was already done. Having been passed between them like a hot potato once the little ones realised the staff was onto them, the egg landed in Nettanya's young hands just in time to hatch and latch onto the half eaten lunch she had balanced in her lap. That was that, "Flit" as she was known, was the newest resident of the creche. Nettanya was besotted with the little green from the word go, but then what 3 turn old wouldn't be?.

* 2577, 8 While loitering near the herdbeast pens one day, watching the beastcrafters at work, one of the female beastcrafters spots her and calls her over. Learning of Nettanya's interest in the craft, and being nearly finished for the day, the beastcrafter offers to let Nettanya ride the runner back to the pens while she leads it. If Nettanya wasn't already sold on the idea of wanting to work with the Beastcrafters, she is at that moment. It was only a few minutes ride at most, but being on top of the runners back - higher then the herdbeasts and the people walking around - it felt like she was on top of the world for just a short time.

* 2581, 12 Having been wanting to do it for as long as she could remember (second only, perhaps to riding a Dragon), Nettanya is finally permitted to apprentice with the Beastcraft almost as soon as she turns 12 and she throws herself into her studies with a gusto. Sure, not every task is created equal (mucking out stalls anyone?), but apparently you have to do all of it in order to progress.

* 2587, 16 At a much more sensible age of 16, Nettanya gets her hands on a second Firelizard egg - this one saved for, and planned. Flit, adorable as she remained, was not the most helpful of firelizards nor the most well trained, so Nettanya had (in her mind at least) a point to prove - she could train one well, and it could be a help to her work. So, along came Kerr, quickly proving the point that Nettanya had always secretly felt she needed to prove.

* 2587, 16 The relocation to Southern Winds is all a bit of a blur to Nettanya, kept busy by the needs of all the animals they were trying to relocate, and all the equipment they needed to organise, she didn't really have time to stop and think about it in great detail. Looking back she'd say she viewed it as exciting, an adventure, sure they were leaving the only home she'd ever known, but the people were coming - they were her real home.

---

RP Sample goes here.

Member Info...

Created By:
Concept by SirAlahn; original profile by Timeless
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
---

Coded by SanctifiedSavage for SWW


15
Adoptables / T'kray [ 16.6.2561 / Green Rider ]
« on: March 02, 2018, 05:54:38 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.

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:
GRANT GUSTIN
Biography

Name:
Thyrakray
Honorific:
T'kray
Pronounced:
t-KRAY
Nicknames:
Kray as a child, but now goes by honorific
Date of Birth:
16.06.2561 9th Pass
Place of Birth:
High Reaches Weyr
Dragon Color:
Green
Impression Age:
2578/17
Wing Rank:
Beach Wingrider
Weyrmate:
he's not one to settle down

Your Reflection...

Appearance: T'kray will always be a bit of a baby face. He's tall and lanky, all legs. He can really only grow hair on his lip and a bit of a patch on his chin, so he normally shaves it off to avoid looking like an awkwardly growing boy. He has kind green eyes, thick eyebrows, and a warm smile. He'll never be a big or bulky man, but what he lacks in size he makes up in muscle strength.

He wears whatever clothes are given him. As long as the pants don't sag and his boots stay laced, T'kray really doesn't care. Honestly, he's more apt to take clothes off than keep them on, so as long as what he wears works for the job, he's good.

Response to 9th Pass Catastrophe: T'kray didn't take this very well. As he watched friends die, he shut in on himself and focused merely on getting himself and Kylath through each fall. When he lost his mother, it worsened things for him. He was still a functional rider, but emotionally he felt drained. Kylath was truly his rock during this time despite her normally temperamental attitude. The move to the island helped him "reset" into a new person. He's done his best to put everything behind him, but shadows of the past do come back from time to time.

Response to dragon color mutations: Moving to Fort Island was a new start for T'kray. He used the island as a physical reminder that Thread was in the past. Here, he could forget the grief and pain that the little white spores had caused and create something new with his life. To him, these mutations are just Pern doing the same thing. Besides, with the knowledge now that whers are more aware of the hunters and seeing the pure viciousness of some of the newly hatching dragonets, he can't help but think they'll be more prepared if something happens.

Who are you...

Likes:
Firelizards: even though he doesn't have any, he enjoys watching the antics of his friends' and wingmates' flits. He's known to sneak them a treat from time to time, even when it's not wanted.

Gossip: he lives for the latest gossip. He only spreads the funny or really juicy ones, choosing instead to squash the just plain mean rumors spreading around. It's a vital part to the weyr, after all, but no one needs to be hurt over it.

Rider drills: it's a personal pleasure, but the rider drills help him keep his body in shape. He enjoys the burn and the pull of working muscles as a memory that he is alive and here, right now.

Dislikes:
Traditionalists: this is a new era for Pern. The traditional way of life, while a good model for how the weyr should run, will not be the solution to the future of Pern. T'krays believes in using the past when it works and inventing new ways when it doesn't, not roughly imposing the old way of life on the new island.

Snooty people: these people are usually those traditionalists that he doesn't like, but he also doesn't understand how anyone could be snooty in this time. There's no room for different status besides the job you hold in the weyr. There are no more different social classes, so there's no real point. T'kray can be pretty merciless when mocking these kinds of people.

Healers: It's not anything against the healers as people or a profession, just against the Hall itself. All of his bad news has pretty much come from the Hall. He's not too keen to associate himself with the Hall and so avoids it even when he has a cold (unless someone forces him to go).

Strengths:

* DETERMINED : He wants to make things better. What he does now -- the fishing, helping the crafters, whatever it may be -- will help establish a better future. He has to have resolve and he is determined to help make things better.

* TENDER-HEARTED : T'kray really can't handle any real cruelty towards others. He's very attached to the people left on Pern as a whole in the fact that they're all in this together. He'll be nice to most people and work towards helping everyone get along.

* IDEALISTIC : While he's heard whatever reports Mountain releases periodically, T'kray doesn't really have a solid grasp on how bad the rest of Pern is. Yes, he knows the Thread sucked, but there isn't really a timeline in his head for when it gets better. Thus, he's got an optimistic and idealistic view of the future.

* APPRECIATIVE : T'kray is appreciative of what they have now. Moving to Fort Island and leaving most of his things behind hurt. He's thankful now, for every piece of bread, bowl of soup, and extra strap the crafters can give him.

* CARING : He is a caring person by nature -- part of what made the Pass so hard on him. He wants to see people succeed and do well, and he wants that for pretty much everyone.

Weaknesses:

* PREDICTABLE : Once you've been around him for a while, you start to see patterns. He eats food in the same order, folds his straps a certain way, and goes to the same places every day at nearly the same times. In a place as small as Fort Island, it's not that surprising, but he's unlikely to break out of these habits.

* ANNOYING : T'kray doesn't know how to just let something go. He's generally a nice person to be around, but he's not good at forgetting or knowing when to drop a subject.

* RECKLESS : He doesn't totally think about what he's doing before he does it. It can lead to a lot of sticky situations, either regarding where his words or his actions take him.

* MEDDLESOME : T'kray likes to involve himself in everything. His friends' love lives, the latest gossip...anything is fair game. He doesn't feel a need to know everything relating to, say, how the weyr is run, but anything that can be talked about is definitely something he wants to know about.

* PUSHY : If he wants you to do something, he will push. And nag. And bother. And maybe ask Kylath to relay a message to your dragon. Or show up at your weyr unannounced. Some people say he's pushy; he just says he's "determined to finish what he started."

Describe Yourself:

* PLAYFUL: ----- All things considered, he's a pretty relaxed person. He enjoys games, enjoys having fun, and any opportunity to do that is a welcome one. He is serious when it counts, but he'll make small games of "who can catch the most fish" or "oil their dragon the fastest" or other similar ideas to help make life that much more enjoyable.

* FRIENDLY: ----- T'kray just likes people. He likes to talk, hang out, and spend time getting to know people. He's not as scared of new friends dying the day after he meets them so it's much easier to get to know him now.

* EASY-GOING: ----- He's generally a gentle kind of fellow. He's not high-maintenance, doesn't often worry, and goes with the flow really well. He'll never be someone to raise a stink over certain issues others might, like a change in schedule or food served.

* SHADOWED: ----- The catastrophe of the 9th Pass left T'kray with a dark shadow over his life. He lost his mother and many of his friends and wingmates. The island is good for a new beginning, but the shadow of the grief (like losing his son) never truly left. He smiles, he laughs, and he puts on a good face, but sometimes has moments where the light leaves his eyes for a bit.

* FAMILY MAN: ----- For all of his "I don't want to know my kids" attitude during the Pass, the island has scrambled any chance of him actually confirming whether or not he had more than Larian and Tarron. He's actually developed a pretty good relationship with both of his sons, so he is interested in seeing if there are any more kids running around the creche. He just doesn't know where to start.

The Magic Touch: Sometimes he has nightmares from the Fall that took his mother, but they've just now started to recede.

Family...

Mother: Bridana, b. 2543. Impressed Zirdeth 2558. d. 2585 in Threadfall.

Father: B'lye, b. 2539. Impressed green Uereth 2551. Mountain Wingsecond.

Siblings: T'kray is sure there's a few, though he doesn't really know any of them personally. Maybe if he works up the nerve to talk to his father he'll get to meet them.
K'eir, b. 2557. Impressed brown Sicharth in 2570. Mountain wingrider.
Lyannaly, b. 2559. Journeywoman weaver.
Iralye, b. 2563. Impressed green Rallekath in 2580. Jungle wingrider.
Merikelye, b. 2580

Children: Whether T'kray knows these kids or not is up to their mother. After the move to the island, he lost track of who he might have had a child with. He does know about Larian and Tarron.

Larian, son, b. 2577. Impressed Ilorath in 2590.
Tarron, son, b. 2578
Wellan, son, b. 2580. d. 2580.
Myantha, daughter, b. 2582
Elladis, daughter, b. 2584
Lafar, son, b. 2589

Other Family:
Berlya, grandmother. b. 2527. Master Weaver

Tell us a story...



* 2561, birth Thyrakray is born to Bridana, a bluerider, and B'lye, a greenrider. He is given up to the creche, though Bridana goes to see him in her spare time between Threadfalls.

* 2565, 4 Bridana has waited to let him meet her dragon until he's a little older. She lets him meet him now, and he's awed by Zirdeth, who he called "Zir" (for lack of being able to pronounce his full name). The blue dragon doesn't speak directly to him, but he enjoys rubbing his head knobs and looking into his rainbow eyes.

* 2571, 10 High Reaches Weyr is abandoned. Thyrakray takes up residence in Fort Weyr with the other weyrbrats, doing their best to blend seamlessly into the culture of the new weyr. It was difficult to leave behind everything he had known, and the event left a sour taste in his mouth ever since. It makes it difficult for him to deal with change.

* 2575, 14 Thyrakray is Searched, by Zirdeth and his mother nontheless. He was in an awkward place in life, halfway living in the creche and halfway helping out around the weyr. It was both a relief and a fear for him, that he has a chance to do good, but it changes so much about his life. He worries that he won't fit in or do well in the classes.

* 2576, 15 It takes him almost a full turn to finally make true friendships and get fully adapted to Candidacy. He almost wants a few turns to pass before he Impresses, if only so he can understand dragonrider life more. He isn't too concerned with the passing of time between being searched and his Impression; instead, he tries to focus on the current and enjoying where he's at.

* 2577, 16 He's been a candidate for two turns and he's entirely unstressed about it. He packs firestone, settles into the routine of classes, and enjoys his time as much as he can while being surrounded by death. His first child, Larian, is born, upsetting the routine in a good way (he thinks). The mother tells him, so he feels an obligation to get involved in the child's life.

* 2578, 17 Thyrakray Impresses green Kylath. T'kray is astonished by his dragon. He doesn't care much that Kylath is a green, caring more that he's on his way to doing something useful with his life. But again, change occurs, and in trying to deal with the pressure of being a rider, he stops visiting Larian. His son, Tarron, is born after he Impresses, but he decides to go back to his children after he and Kylath have completed training.

* 2580, 19 His first flight is caught by a blue with a female rider, who gets pregnant and gives birth at the end of the turn to Wellan. However, his son gets sick and dies just a few days before the new turn. He's broken inside, and at the start of the new turn he throws himself into the fight against Thread. If he fathers a child from here on out, he decides to not really get involved in their life. He will care for Larian and Tarron, who he begins to visit again, but other than that, he's done.

* 2584, 23 T'kray flies against Thread, and he fights with all the will and power he can muster. The turns of long shifts and the depression from seeing so many dragonpairs, people he called friends, wear him down in a way he couldn't deal with. Kylath finally reams him out one day, calling on his apathy when she suggests going down to the dining hall to talk to friends and he stays in bed. He didn't realize how bad he had gotten and apologizes to his dragon, promising to change. He spends time in the creche with his sons and socializes with his wingmates at night more often.

* 2585, 24 He and Bridana, flying in the same wing, go out in an early morning run against Thread. He sees her hit with a large clump of Thread, and the screams of his mother and Zirdeth echo painfully in his head even after they've disappeared between. He hopes, through his shift in the fall, that they just returned to Fort to be seen by a dragonhealer. When he returns, he can't find Bridana anywhere. He drops to the ground near the sick weyrs and bawls, a friendly healer taking him inside to figure out what happened. He is depressed for a large amount of time, going through the motions and clinging to Kylath for comfort.

* 2587, 26 The last fall of Thread lifts T'kray out of the cloud he'd been living in for the past turn. When the news of a green place with room for everyone hits, it is welcome (a new home!) yet it also hurts, knowing that the population of Pern has been reduced to a single island. Yet, it's a fresh start, a new beginning, and he craved it so bad that it hurt sometimes. The black dragon Kalestath hatches is a surprise -- but, he wanted a new start. Maybe this was Pern taking it literally.

* 2590, 29 T'kray has adapted to life in Beach pretty well. It's comparatively much easier than the constant stress of Threadfall, but he still feels like he's seen too much death on the island. He's doing his best, and has actually taken the time to develop close friendships with his wingmates (rather than ignore them, like his old coping mechanism). It has resulted in T'kray enjoying life, making him a much happier person all around.

---

RP Sample goes here.

Member Info...

Created By:
Original profile by lacihparg
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
---

Coded by SanctifiedSavage for SWW


16
Announcements & Events / Multimonth Overview
« on: March 02, 2018, 05:18:22 PM »
Recent Events

13.1.2591 – Raids in the NightOOC
The peace of a crisp morning is shattered when the Farmers and Herders enter the Weyr Bowl to a scene of chaos. Skycoursers, previously only seen high in their mountain aeries, have broken into small beast coops during the night in search of food. Those firelizards who presume to drive them off do not fare much better against such vicious predators.

19.1.2591 – Backalley BrawlOOC
Fort Hold’s sordid past is making an appearance once again. Now distanced from the Weyr’s martial law, some Holders are interested picking up their old habits. Held in the secret quiet of back tunnels, the island’s first wher fight is held.

32.1.2591 – Strike It RichOOC
The small group of Miners still working away at the tunnels rather than the Hold are rewarded for their efforts by the discovery of a rich iron deposit. This new source of metal will no doubt mean tool repairs, and maybe even blades. But some Holders may be unhappy with the distraction this proves to be to the Miners previously helping them with construction.

1.2.2591 – Utaith's FlightOOC
On a windy, wintry day, Mountain Reserve Utaith takes to the skies for her annual flight.

6.2.2591 – Maiden VoyageOOC
The fisher's work on their sea ship has finally terminated, and on a frosty morning, early risers gather to see the crew off on their first multi-day voyage into the open ocean.

14.2.2591 – Kill The MessengerOOC
The Hunters have are certainly not allowing themselves to be forgotten, and a well-timed attack leaves residents of the Mine Hall and Prairie Wing reeling from their organisation.

22.2.2591 – Damerinth's FlightOOC
With the sun staining the sky, X'hos's Damerinth calls the males of the Weyr to impress her and win her affections.

31.2.2591 – Can't Beat GravityOOC
While the ongoing mining and construction has been going rather well, all that changes when some of the tunnels collapse in a cave-in.
[/spoiler]


Post in the event thread or OOC Thread with just a sentence or two as to what your character might be doing for the various events. 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 there under your Player account and let us know what's going on with your character.



New on the Forum

Regarding Kalestath’s Flight
An explanation of why the Flight of the Senior Queen was not held as an event.

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We’ve changed the way that open threads and events are tagged! Along with that come some new award eggs.



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How do!

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It seems that the end of 2017 and beginning of 2018 have been rough on most of us. Things have been a little quieter around Southern Winds over the past few months, but we’re not going anywhere. ^_^ This overview is the composite of everything that’s gone on since December, so it’s really just a recap for those who have been with us all along, and hopefully a helpful tool for our new additions.

We won’t be awarding the Diligence Egg this month because, surprise! Alahn forgot to keep track of posts. So for that, I apologize. I’ve set up a spreadsheet to keep track of them for March, so the egg will be handed out to the member who has posted the most through this month at the start of April.

Beyond that, we hope things improve and/or keep going better for you all. Thanks for sticking around. <3


SanctifiedSavage, SirAlahn & Inki

17
Construction Events / [ 31.2.2591 ] Can't Beat Gravity
« on: February 22, 2018, 11:16:42 PM »
Can’t Beat Gravity

31.2.2591 // 2:45 pm

Discouraged by the Hunter attack earlier in the month, the Holders and Crafters alike are somewhat disgruntled with the current state of the Hall. Work has slowed on the Hold for the moment, with intentions of picking it up again once the proper depth of spring rolls around to banish all the fog and prevent another such catastrophe.

At least, ideally it will.

With that in mind, the Miners have turned their attention toward the newly discovered iron deposit, working on expanding the tunnels and shoring them up in the hopes of finding more of the precious metal. But on this particular day, it seems like the mountain has other ideas…

Who knew the rock above them was less stable than it looked?



IC Thread

Participating
Kyohei
Ryneppa || Kenna


Checked In
Keron
Droissa || Nieve || Penderton || C'dus || Saviavi || Nealros || Bekareni || F'erro || T'rel || R'ael



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.

18
Adoptables / S'kelyn [ 18.04.2562 / Blue Rider ]
« on: February 21, 2018, 08:09:52 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.

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:
WIL ALEMAN
Biography

Name:
Sekelyn
Honorific:
S'kelyn
Pronounced:
s-KEL-in
Nicknames:
Lyn (Not for strangers)
Date of Birth:
18.04.2562 9th Pass
Place of Birth:
Fort Weyr
Dragon Color:
Blue
Impression Age:
2578/16
Wing Rank:
Wing Rider // Beach Wing
Weyrmate:
None!

Your Reflection...

Appearance: S'kelyn always looks a little bit windswept. His hair is a wild mass of curls that's never seen a comb, and his clothes are hanging off him half the time and creased to boot. Maybe he should just eat more, and put some meat on his bones. The facial hair comes and goes depending on how much effort he wants to put in in the mornings, and it helps to hide his babyface. Where he can, he likes to sweet talk the weavers into making him clothes with more colourful or patterned cloths, and generally likes to dress functionally while still skirting some of the bounds of 'regulation' attire. 

Aside from his most obvious feature (his hair), S'kelyn is relatively unassuming. He's got the usual minor scars from this and that, along with a larger threadscore on his forearm that is yet to fade but was relatively minor in hindsight. He's leanly muscled, the best he can manage as he's never been a big person, standing in at 5'10". Despite not having much weight behind him, he's scrappy and quick thanks to sibling brawls and generally not fitting the masculine stereotype as much as some would have liked. His features could easily be described as 'delicate' or 'pretty', and were it not for his jawline developing in his teens he might not have looked older than one for all eternity. Despite his height he has long fingers that any Harper would be proud of, though he's never made proper use of. It's rare to find him brooding, and a smile usually adorns his features in a way that promises laughter lines in old age.

Response to 9th Pass Catastrophe: Born in Fort Hold, S'kelyn only really saw the world shrink around him. While not a loss of home until the move to Southern Winds, the loss of family hit him far harder. He's only six when thread takes his mother, which has coloured his experience to the Catastrophe significantly. That being said, he was also too young to remember anything else, or understand much of the reasoning for why it was happening, so while he doesn't resent the reasons for its creation, he's just glad it's over.

Response to dragon color mutations: S'kelyn knows it's not their fault - they didn't ask to be born that way, and given they were allowed to survive and thrive in the first place, it's far too late to go back on that now. While there may be some inherent bias against wanting to rely on them, this is more born out of uncertainty in their roles within a Wing and where they fit into the fold - the largest problem, in S'kelyn's eyes, is that they don't have a place... at least, not yet. He's certainly not proud or stubborn enough to want to stifle that discovery, quite on the contrary.

Who are you...

Likes: Family - To S'kelyn, family is everything. Unlike many other weyr kids, he's always maintained a close bond with his siblings and his parents, and that sense of belonging comes before pretty much all else.

Kids - They say the darndest things, and they're usually energetic enough to keep up with his antics. He loves helping out candidates and weyrlings especially and generally treats them like equals.

Water - S'kelyn can't get enough of it, and probably spends far too much time in the bathing springs. He wishes there weren't snakes and dragon-morphs trying to kill them at every point, because Southern Winds has the perfect climate for swimming.

Napping - He's definitely a morning person, but he also loves to curl up wherever and have a quick snooze to keep him going during the day. He also likes napping with other people, if he can convince them, and failing that will often convince Quaith to cuddle.

Dislikes: Bullying - He can't stand it - and knows the difference between say sibling rivalries and something actually mean spirited. He'll come to the defence of anyone he sees being mistreated.

The Cold - I mean, what's to like? S'kelyn loves the sun, basking in it, bathing in it, and he wouldn't have it any other way.

Solitude - While he hates being alone, that's not to say he dislikes silence, he's just as happy to be in the presence of someone else without saying a word. Just the companionship is enough.

Strengths:

* PERSISTENT : No matter what, when S'kelyn sets his mind to something, it will get done... eventually. No matter how long something takes, or how difficult, he's not one to give up easily.

* PATIENT : You have to be with three older siblings, and as a result S'kelyn's virtually unflappable. Some things take time and many attempts, that's just the way things work.

* SELFLESS : He likes helping people, especially young people, as he likes seeing people succeed. It's no sweat off his back to lend a hand, and he often gets good company out of it. He doesn't have the ego to need reward or validation either, he just likes seeing people smile.

* LONG MEMORY : Despite being easily distracted, S'kelyn definitely remembers what he was supposed to do after the initial excitement fades. He's also good at picking up little details and recalling them at a later date, and can surprise people with how observant he is.

* HONESTY : S'kelyn's policy is pretty upfront, he doesn't believe in lying for self preservation - if he's stuffed something up, there's no hiding it. He'll sugar coat the truth to make it easier to swallow for those he's helping, but he'll definitely make sure they understand what he's trying to say rather than keep them in the dark.

Weaknesses:

* PEER PRESSURE : While not an inherently reckless person by nature, the powerful draw of social capitol can see him getting into some sticky situations. 

* NEGATIVE EMOTIONS : This doesn't mean he's going to choke under pressure, but he's never been good at dealing with anything serious - from a death to a complex issue that deserves gravity. His coping mechanism of choice is humour, and it has reached the point where for many of the people around him, they wouldn't think he even could be bothered by anything. As a result, he's no good good at unpacking his own grievances which can definitely hurt him and the people around him.

* GRUDGES : While it takes a lot to invoke one, S'kelyn is really not good at letting go. If you've seriously wronged him or his family, he won't soon forget it, and the difference in his personality when near someone he holds in this regard is marked. Petty, closed off and snappy are just a few choice words to describe it. It's near impossible to apologise or make amends if things reach this point, as this represents ultimate betrayal.

* DISTRACTIONS : While S'kelyn will 100% complete a task he is given, it might just happen on his own time if something shinier comes by. Easily distracted by friendly banter, pretty rocks or even cloud formations, it can be tough to keep him on task at times.

* MULTITASKING : S'kelyn's very focused on the now, and finds it hard to plan ahead. He's no good at multitasking either, and it's often just quicker to let him work through whatever is distracting him rather than trying to keep him on task - knowing that there's something else will only distract him further.

Describe Yourself:

* COMPETITIVE: ----- A little friendly competition never hurt anyone. S'kelyn loves the dynamics of competition, but would never begrudge anyone the result. Sure he likes winning too, but it's all in good fun. He likes testing himself and his limits.

* EASY-GOING: ----- S'kelyn doesn't get worked up over much, and is pretty good at rolling with whatever is thrown his way. He's not prone to anger, frustration or bitterness and is pretty level-headed for seeing setbacks for what they are - unfortunate and often just an accident.

* EXTROVERT: ----- Just about everyone is S'kelyn's friend, they just don't know it yet. He'll strike up a conversation with just about anyone in earshot. He won't hang around too much though, and respects people's space if they don't want him around.

* LOYAL: ----- S'kelyn would do just about anything for his family - whether that be his brothers and sister, or his friends. He has a strong protective instinct for those close to him, and would defend them against anything.

* MENTOR: ----- Having looked up to his older siblings much of his life, S'kelyn has adopted a similar attitude of love and support for those around him - sure there'll be a bit of friendly sparring here and there, but he likes seeing newcomers succeed.

The Magic Touch: While he's never been given the opportunity, he has an addictive personality.

Family...

Mother: Kaynella. Rider of Ekesth. Born 2538. Impressed 2552. Died 2568.
Father: Josskelyn. Weyrfolk. Born 2537.

Siblings: Jesseken. Brother. Born 2554.
Kenelle. Brother. Born 2556.
Jossekayne. Sister. Beach Wing Rider of green Lyrisiveth Born 29.05.2559 9th Pass. Impressed 2574.
Nakayne. Brother. Born 2565.

Children: None yet, though he wants them - given the slightly unusual nuclear family he grew up with, he wants to do it right. He has some grand notions about love and families that may or may not eventuate. He'd also have to sleep with more women for this to happen by accident.
 

Tell us a story...

* 2562, 0 Born at Fort only a year after Telgar was evacuated. A sickly sort of babe, he almost didn't make it, but he pulls through in the end. He was never the biggest baby as a result, and even though he got round and fat eventually, he was still well behind what he should have been.

* 2565-7, 3-5 His younger brother Nakayne is born, and though some might dispute the claim, S'kelyn maintains he remembers the event. Sekelyn has a natural caring streak and wants to spend as much time with his young brother as possible, even if he's not old or aware enough to care for him. Despite a few clumsy pokes and prods, he loves his new brother dearly, and means well. He enjoys not being the youngest as well, because although he spends a great deal of time with his older siblings, he was always the smallest and the one being either doted upon or left behind for being too young.

* 2568, 6 When thread falls and his mother doesn't come home, Sekelyn is lost. At first he doesn't believe it, and denies it vehemently for a few days. Once that is no longer an option, he becomes incredibly closed off and quiet, and doesn't cry much, at least not in public. For the first time, he doesn't seek solace in his family and siblings, and falls into a quiet depression. While he saw more of his father because of his mother's duties to the Wing, Sekelyn was always more attached to his mother and without her the family feels broken and incomplete. Overall he's quite unsure of how to deal with it, lacking the age and maturity to see how it is affecting the rest of his family.

* 2570, 8 Sekelyn spends a great deal of time with his younger brother, though he's still a much quieter, more reserved version of himself with his father and older siblings. He helps dutifully where he is told, but still never quite seems present. He's approached by another weyrbrat during this time around his age, Jaurill, who starts to draw him out of his shell again. He laughs for the first time in years, and it feels good.

* 2572, 10 Two years later and friendship has flourished into a full blown crush, though Sekelyn would never admit as much. He and Jaurill are near inseparable, and they've joined the general throng of young creche children running around the weyr. Sekelyn is again finding his feet and confidence, coming to terms with his mother's death. In many ways, the influx of children from more embattled weyrs helps with this - he's not so alone, and better understands death. Jaurill and the others are talking of being Searched, as many of them are approaching that age. Sekelyn isn't so certain he wants to follow that path - not after what happened to his mother, and is conflicted about his identity and future.

* 2573, 11 When Jossekayne is Searched, his feelings on the matter are complicated further. When admitting this to Jaurill, in the heat of the conversation, he lets slip his feelings, saying that he'd want to be searched if Jaurill was. Sekelyn gets his first taste of rejection, as Jaurill doesn't return his feelings. The pair are awkward with each other, and Sekelyn is mad at himself for ruining their friendship.

* 2576, 14 Sekelyn has grown more as a person - he's kissed boys, he's kissed girls, he's grown into himself - and is considering joining a craft, probably the fishers, when he's Searched. He's no longer afraid, his sister is a fully fledged rider now, and he feels the need to catch up. Jaurill was Searched the previous Turn, and the pair cross paths in Candidate lessons. They've both grown and things are easier now, and Sekelyn is pleased to have his friend back The more time he spends in the Candidate barracks, the more he is hopeful of impressing, to make his family and his mother proud.

* 2578, 16 Candidacy has suited Sekelyn well, and he's blossomed into a surprisingly well adjusted, outgoing teen. The purpose given to him by his role has helped heal the last of the wound his mother's death left, and his zest for life as returned. He impresses to a handsome dark blue, Quaith, which brings up mixed emotions, but overwhelmingly pride at the thought of following in his mother's footsteps. He takes the name S'kelyn, and finds further comfort in the constant company of his dragon half.

* 2580, 18 S'kelyn graduates into a fledgling Wingrider towards the end of the Pass, and it's a rough introduction. His sister is injured fighting thread, once again bringing the dangers he now faces with Quaith to the forefront of his mind. Being as junior as he is, his involvement is initially very minor, and he visits Jossekayne often, fretting over her injuries. She's not dead, and that's important, but it's almost as painful to watch her struggle with healing and rehabilitation, especially surrounded by countless other riders in a similar position. S'kelyn begins to dread the day he and Quaith will no longer be on the outskirts of Thread fights. 

* 2584-6, 22-24 Those first Thread fights come and go, and like Thread itself, they are a permanent fixture in S'kelyn's life thereafter. The high attrition rate thankfully spares him all but the usual aches, pains and scrapes, but it does mean those riders still able-bodied have increased workloads to make up the difference. Any moments of spare time are spent recovering - sleeping, resting, repairing gear, bathing wounds. S'kelyn forms a bond with one of the apprentice healers, Jadren, and the pair occasionally fall into bed together. Jadren becomes distant and withdrawn however when his sister and last remaining family member is killed by Threadscore, and stops seeing S'kelyn, despite S'kelyn's best attempts to comfort him. S'kelyn withdraws also, focusing on their missions with grim resilience and increasing fatigue. He's caught by minor Threadscore across the forearm and grounded thereafter for treatment, though Quaith was unharmed in the incident.

* 2587, 25 The end of the Pass could not have come soon enough. The move to Southern Winds is a haze of activity and scouting and flight and between, but when they emerge on the other side to sunny beaches and lush forest, S'kelyn begins to wake up. It is, of course, too good to be true, but waking from the hibernation and uncertainty of the Pass has begun and there's new hope that this might offer a real life, instead of servitude. Against the odds, his father and all his siblings have survived the Pass, though admittedly not unscathed. Assigned to Beach Wing with his sister, S'kelyn couldn't be more delighted with the alarmingly more easygoing lifestyle he finds himself in, even if it isn't without its dangers. Adjusting to the change takes time, and he has to learn how to relax again, how to laugh, but it's not the first time he's done it and it's easier this time. In contrast, a black dragon doesn't seem nearly so evil.

* 2589, 27 When the dragon and its rider fly the Queen however S'kelyn is not so certain. It seems unwise to have such a young weyrleader, barely out of weyrlinghood, but it changes less about his daily life than might have initially been feared. Quietly, he doesn't mind the idea of ranks being disrupted, though he has no real love for the blacks and their riders on a personal level - too angry, too aggressive. He and Quaith go back to fishing, and all is well, if lonely. He takes solace in Quaith's company, and his coy attempts to seduce females out of season.

---

RP Sample goes here.

Member Info...

Created By:
Original profile by rubi
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
While her profile wasn’t finished, S’kelyn has Impressed to a Green firelizard hatched from this clutch. She will need to have a profile filled out when S’kelyn is apped.

Coded by SanctifiedSavage for SWW


19
Adoptables / N'dar [ 12.05.2564 // Bronze Rider ]
« on: February 21, 2018, 07:54:23 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.

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:
SHAWN DOU
Biography

Name:
Naledar
Honorific:
N'dar
Pronounced:
nh-DAR
Nicknames:
Nal previously,
Date of Birth:
12.05.2564 9th Pass or 9th Interval.
Place of Birth:
Fort Hold
Dragon Color:
Bronze
Impression Age:
2581/17.
Wing Rank:
Wingrider // Jungle Wing
Weyrmate:
Ivonai

Your Reflection...

Appearance: Tall and long like a beanstalk. Standing at 6'2", he's often head and shoulders above many of the other weyrfolk and certainly above his weyrmate. He's never had much bulk on him - growing up rough at Fort will do that to you - but he's developed more lean muscle since joining the ranks of the riders, so he's stronger than he looks. He takes a great deal of pride in his status as a rider, and will often be seen wearing his leathers at times where it's not entirely practical.

Whether he appears in good spirits or deathly serious will depend entirely on what he's doing at the time. While he's on duty, he takes things very seriously and rarely jokes. In his free time, he's far more likely to smile, and why wouldn't he? He gets to spend time with Ivonai. He might not come off as cold to others, but certainly gives the impression of caring a lot about pretty much everything.

Response to 9th Pass Catastrophe: The Pass wasn't exactly kind to him, but it did bring him to Ivonai and both he and she emerged on the other side with their family relatively unscathed. He still remembers the cold and the hunger and struggling to survive, so he's hardly sad to see it go, but uses it as a reminder for how fortunate they are to have Fort Island. 

Response to dragon color mutations: Is change such a bad thing? While he's no fan of the chaos and destruction the new mutations are causing, he's not mad at them for existing. The weyr needs to evolve if they're to survive this new future. New dragons might be exactly what they need.

Who are you...

Likes: A job well done - N'dar takes great pride in his work, whether that be hunting wherry, cleaning his tack, or rider drills. Not one to be quickly frustrated, he nevertheless takes an amount of satisfaction in getting something done right.

Free time - N'dar as much as he likes serving the weyr, always longs for the time he gets to spend with his family. Weyr tasks from breakfast to sunset often leaves very little time and energy for family time with Ivonai or his children, but even if he's asleep on his feet he still cherishes every minute of it.

Dinner - The supply of food at the weyr is seemingly endless, even though he knows as a member of Jungle Wing that it isn't. Even so, a hot cooked meal at his fingertips far nicer than anything he could produce is something that makes his heart sing.

Sweets - Another thing denied him on the streets, N'dar has discovered he has a sweet tooth. Though he tries to hide this fact from his Wing, they've probably noticed by now.

The beach - Is there anything more relaxing? Spending much of his time and energy in a high-stress environment, moments to wind down walking the beach with his weyrmate are rare and precious gems to be treasured. The sound of waves he finds particularly relaxing. 

Dislikes: The smell of blood - While he's certainly seen enough blood and ichor to last a lifetime, the smell of it brings back traumatic memories and turns his stomach to boot. He can't stand the stuff.

Politics - Much of the weyr's 'traditions' seem to stem from a musty sort of politics he'd hoped would be left behind on the old continent. At best, many of the weyrs politics seem petty and stand in the way of change that could mean the difference between their survival and downfall.

Injustice - Not much in N'dar's life has been fair - but now he has a chance to change that, any instance of injustice or unfairness rankle him to the core. He sees no need for such things with all the good fortune they have.

Ungratefulness - Don't get him wrong, N'dar loves the weyr, and he's forever grateful they plucked him off the street. When he sees other riders or even holders thinking that the end of the Pass and their life at Fort 'isn't like it used to be', he can't believe anyone would want to go back to that. People who take their fortune for granted, especially riders and wealthy holders, will find little sympathy with him. 

Flights - Any flight, gold or green, is a cause of anguish for N'dar. Opting out of greens might be unorthodox, but Balomuth still keens and cries wanting to participate. Golds are an entire other kettle of fish, and to abstain would be to question the traditions of the weyr. What's more, if he's ever to climb the ranks like he wants to, gold flights are a must. He's done his best to sequester himself away in his weyr during such flights in the hope that Balomuth loses, but it's attracted the attention of his seniors and the anguish of his dragon.

Strengths:

* DEDICATED : N'dar is a damned hard worker, and throws his body and soul into the weyr. He's not one to slack off for any reason, and regularly carries on in the face of adversity without (verbal) complaint.

* RESILIENT : N'dar is good at getting back on his feet again at any setback. Not easily discouraged by a challenge or resistance, it's hard to keep him down. He's been through tougher stuff than this.

* COMPASSIONATE : It's hard for N'dar to ignore the plight of others. If he could, he'd save everyone, but he settles for the little fight where he can, and will stand up for those in trouble or offer a helping hand for someone who's struggling.

* SERIOUS : While he's on the clock, he's not one to joke around much - this is serious business. He takes his role seriously within the Wing, and doesn't tend to break formation and relax until he's safely in Ivonai's arms at the end of the day.

* TEAM PLAYER : He's more than happy to fill whatever role he needs to, and understands that the Wing is only as strong as its weakest link. The Wing is an organism, and there's no room for ego or hesitation, lest it all fall apart.

Weaknesses:

* SELF SACRIFICING : He would willingly throw himself in front of an oncoming Hunter if it meant that Ivonai or his children would live.

* HOT HEADED : Not naturally an angry or confrontational person, N'dar can still get flustered pretty easily. A bad word about him, his weyrmate or their upbringing will have him quietly fuming for days, as will the inevitable injustices of the weyr. While not outwardly expressed, this dark mood can linger for days and affect his judgement.

* DUTIFUL : Despite his strong held personal beliefs, he sees himself as indebted to the weyr, and as such struggles to actively go against the grain. He believes strongly that they are the best hope for the new world, and even if he doesn't always agree with something tends to follow orders to the letter. It just causes him a great deal of personal agony. 

* OUTSIDER : Despite having been a member of the weyr for almost half his life, he continues to wear his otherness like a badge, unable to discard it. This is partly through his choice to take a weyrmate outside the norm, but he also maintains an 'us vs. them' mentality that pervades his thought process. This is partly a remnant from life on the street, and he's thus far been unable to shed it, despite his best efforts.

* INTERNAL : N'dar doesn't often speak up about his grievances unless they're pretty cut and dry disobedience he needs to report to the chain of command. He can stew on things for weeks, spending far too much time in his own head before he'd even bring it up to Ivonai. He doesn't want to worry her.

Describe Yourself:

* IDEALIST: ----- N'dar believes in a better world and a better way of life. Coming from a life on the streets in Fort, just about anything can seem like a paradise, but even as he's started to see the cracks in weyr life, he believes he can help make it better for everyone.

* HOPELESS ROMANTIC: ----- He believes in true love because he's living a fantasy. Or some other equally sappy fluff. As far as he's concerned, he's always loved Ivonai and always will, and there's nothing on this world that would change that.

* DRIVEN: ----- N'dar seemingly has endless energy - or at least force of will - to go after the things he wants. He doggedly keeps his eyes on his goal no matter what setbacks might occur.

* CONFLICTED: ----- There are mounting points of difference from various sources in his life that are pulling him in different directions - satisfying one will disappoint another. All he wants to do is please them all but he can't. 

* ISOLATED: ----- Though N'dar maintains healthy working relationships with those in his wing, it's rare to see him branch out and socialise outside work or the meal-table. That time is dedicated to his family, which while fulfilling for him, does keep him from maintaining other relationships well. Those few he does call friend - in the true sense of the word - are those that are okay with this distance and occasional neglect. It's not malicious, just tied, and there are only so many hours in the day.

The Magic Touch: He chews on his bottom lip when he's unhappy about something.

Family...

Mother: Nalmia. Hold Wife. [ 2532 b. ]
Father: Kedar. Former Merchant. [ 2518 b. ]

Siblings: Kalamia [ 2548 b. ]
Kalem [ 2553 b. ]

Children: Navona [ 2583 b. ]
Inovale [ 2586 b. ]
Nilon [  2588 b. ]

Tell us a story...


* 2564-68, 0-4 Naledar is born to refugee parents at the worst possible time. No happy accident, just an accident, he is born to a former merchant from Nabol Hold, a recently made refugee, and his wife. His mother hadn't fallen pregnant in turns, partly from lack of trying, partly from lack of nutrition as the Hold failed. Kedar is left dethroned from the empire he'd built, and so a turn after Nabol is abandoned, Naledar is born. He's an unwanted mouth in an already struggling family with none of their former wealth meaning anything in this new world. His older siblings are old enough to work, or in his sister's case, have some value, but he is simply a leech on resources. The family moves from lodging to lodging eking out a sad living, until eventually they just leave Naledar behind. Too young to truly understand what has happened, it's not until the house turfs Nal out on the street he realises they're gone, and he's left hungry and alone. Begging for rations as a lonely, scruffy boy only has so much effect, and he rapidly loses weight and condition. He's still confused as to why this has happened, frequently asking after his parents. No one has seen or heard of them, and he's left wanting.

* 2568-72, 4-8 Providence smiles on him when another street rat, a skinny looking girl named Ivonai, takes pity on him. Nal is immediately enamoured with her, which is only partly because the bar was set about as low as it could go, and he tries to learn from her, though she is ultimately the one who takes care of them both. Whether this is because she's older, or just made from tougher stuff it's difficult to say. He's no longer cold, as hungry, or lonely, and thinks this is happiness, and maybe it is. With the hatching of Snow, Nal can't quite believe his eyes, dragons are a sort of far away thing in the sky. That Ivonai tamed one, even a miniature one, boggles his mind, and he'd happily spend much of his time watching the little blue creature. Life may not be rosy, but compared to what he's known Nal thinks it's pretty damn good.

* 2572-73, 8-9 When food becomes hard and harder to acquire as they grow from irrelevant children to suddenly suspicious teens, something had to be done. They hatch a plan, with Ivonai the mastermind, to get into the gangs - just about the only option left available to them. The wher egg Ivonai and Snow steal hatches a bronze, Nalesk. It's a cruel world to be born into, but they all need to eat, and under Ivonai's tutelage, Nal endears himself to the gang enough to be brought on. The food isn't good, but it is food, enough for him and Nalesk, while Ivonai and Snow wait in the shadows.

* 2574-79, 10-15 When Nalesk is grown, he can enter fights. This gets Nal more food, more influence, and a den to sleep in, which he can finally share with Ivonai. It's warm, if not pleasant smelling, but the former greatly outweighs the latter. Ivonai is carefully working to maintain their connection behind the scenes, acting as the eyes and ears on the back of his head. The gang can only get them so far however, and eventually Nal chases larger prizes with bigger fights and bigger whers as Nalesk grows. It's a natural progression when around the same time childhood crush blossoms into romantic interest, with newfound privacy and on the cusp of adulthood, though they'd left childhood behind a long time ago. Nal would personally like to scream that he loves her to anyone passing in the street, at the stars, at falling thread, but he doesn't to protect her, and protect the tenuous position they hold.

What had once been a one sided arrangement becomes about them, about a team, though Nal isn't always comfortable with Ivonai's methods, he's mostly glad it wasn't him who had to carry it out, and he knows he'd be long dead without her. They manage to acquire a second wher for Ivonai, a scrappy little green, when the work becomes increasingly dangerous. Ivonai was his bodyguard, and now Ivisk is hers.

* 2580, 16 When Nalesk is killed in a wher fight, Nal and Ivonai are fresh out of options and food. Nal is devastated at the loss of his wher, almost enough not to feel the gnawing of his empty stomach, and almost enough to miss the dragon rider's approach. When he's Searched, he's unsure of what to do - he has no love for the gang, but also has no wher to support himself. Becoming a rider means leaving Ivonai, and the idea is almost incomprehensible. It feels like abandoning her, but she's ultimately the one who convinces him to take the offer, and quickly. If even one of them can get into the weyr, they both can... eventually. Nal is convinced once Ivonai gets to the weyr, she'll be Searched too for sure, and then they can be dragon riders together. Even with all of this in mind, parting is bittersweet at best. Knowing he won't be able to see her until he becomes a dragon rider proper, Nal throws himself into Candidacy with a feverish intensity, which is just as well. Growing up a drudge meant he had reading and writing to catch up on, as well as other lessons. It earns him no friends, and keeps him generally on the outside of the group, but he doesn't mind much. All he cares about is Impressing at the earliest opportunity.

* 2581-83, 17-19 Impressing Balomuth is both a moment of joy and relief. Having stood for two previous clutches, Nal was already becoming impatient that he might not Impress for turns, turns he wasn't there for Ivonai. Being named N'dar, he enters weyrlinghood determined but carrying that same frustration - there's no process to speed up here, no matter how hard he applies himself. He does apply himself though, burying himself in work and picking up additional chores to distract himself from Ivonai's absence and worry for her wellbeing. He acquires a small green firelizard during this time, Trill, taking solace in her company as well as Balomuth's.

Two turns seem like an eternity, but when they finally end, he graduates into a fully fledged Wingrider. As if there were any doubt, the first thing he does is try to find Ivonai, frantic that something might have happened, that she might be lost for good and it would be his fault. When he finds her, underweight, battle scared, but alive, it feels like he's Impressed all over again. The idea of bringing her home to something that was his felt so surreal, he could barely believe it was happening. The brief moment of bliss was quickly shattered by the reality of Thread, and still being separated for twelve or more hours a day, being ripped apart at a moment's notice. But together half the day was so much more rewarding than not knowing, never seeing one another. To come home and share a bed - a proper on - together meant the world, and he'd single-handedly fight Thread to the last if it meant he could keep it. 

* 2583-86, 19-22 The true weight and responsibility of fighting thread quickly weighs heavy on N'dar's shoulders as around him his classmates are claimed by Thread, and others grounded for months at a time. Perhaps a little more humble, more cautious, he soldiers on, living for moments with Ivonai. When she births their first child, a baby girl, Navona, N'dar wants nothing more than to raise her themselves. It seems right. But it isn't the way of the weyr, certainly not now, when every hand meant the difference between life and death. Even so, they take her back to their weyr at night, and even if only for a few hours, they get to be a family, something neither had as children. N'dar couldn't imagine robbing his own child of that.

A second babe soon joins Navona, a baby brother for the toddler running around their ankles. N'dar finds himself more and more tired as the turns go by and Thread keeps falling, so much so he's almost asleep in the chair each night holding one child or the other, or at the meal table. He is determined however, to be there for them and Ivonai, level of consciousness be damned. He's more concerned that his fatigue will start to affect his performance, joking that Balomuth sleeps enough for the pair of them. They get by, and that's what matters, though the sustainability of increasingly stretched Wings is in doubt.

* 2587, 23 When the Pass ends, N'dar nearly slept for a week. On the other side, he finds not a dream but the reality of a Threadscored world. The problems of yesterday were still apparent: limited resources, food, and space for any healing to take place, and a toxic earth surrounding them. He joins the efforts to search for anything that might have survived the Catastrophe, and when an isolated Island is to be their new home, this is the point he believes he is dreaming. The efforts of evacuating Fort are long and drawn out, but once the dust settles, he finds himself in a weyr overlooking the glittering sea, with his weyrmate and two children, not a Thread in sight. Not even the afterlife could conjure something so sweet. 

* 2588-90, 24-26 A new weyr means new challenges, and the Hunters are at the forefront for any progress on the tiny island. N'dar joins Jungle Wing to fight them, as he had fought Thread, to keep his growing family safe. Their second son, Nilon, is born in a kinder world than his siblings, giving N'dar another bouncing babe to come home to, and this time he's not so tired, not so stretched thin. Things are getting better, and he'll keep fighting to ensure things continue on the right track to healing.

---

RP Sample goes here.

Member Info...

Created By:
Concept by SanctifiedSavage, written byrubi
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
<3

Coded by SanctifiedSavage for SWW


20
Adoptables / Londilia [ 28.05.2564 / Holder ]
« on: February 21, 2018, 07:39:33 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.

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:
EMILY DIDONATO
Biography

Name:
Londilia
Pronounced:
LON-dee-lee-ah
Nicknames:
Many from her previous occupation, though close friends from the whorehouse used to call her Lia
Date of Birth:
28.05.2564 9th Pass
Place of Birth:
Fort Hold
Weyrmate or Spouse:
Nope. She sleeps with a lot of people, though fewer than she used to.

Your Reflection...

Appearance: Londilia may only be slightly above average at 5'7", but she finds ways to stand out elsewhere. There's no denying she's an attractive woman, though to her frustration she's struggled to keep on much weight since her miscarriage. Her hair is a more sandy brunette, usually falling about halfway down her back, and out so it can trail behind her. She carries herself with an air of confidence, and will do her best to make whatever clothing she's procured look good, though she's hardly got the wealth or influence to acquire anything of great quality. Regardless, her purpose in life is to make an entrance, and everything she owns is often revealing or low cut, because old habits die hard. 

Response to 9th Pass Catastrophe: Destruction was all that she knew, although she did spend much of it indoors. She knew nothing of the destruction of tradition or culture, being born late into the period of collapse. While she thrived (more or less) during this time, the release of invisible shackles in the reset that occurred during the move to Fort Island is far more of a boon for her as a person, and if anything she has almost positive feelings towards it all. If the world hadn't been destroyed, she would have been the daughter of a whore forever. Now there are possibilities.

Response to dragon color mutations: Doesn't really know or care about weyr politics, dragons are dragons. As a person who thrives on chaos however, she'd probably support them wholeheartedly if she cared to form an opinion.

Who are you...

Likes: Sex - She wouldn't have stayed a whore if she didn't. There's of course the power trip that comes with it, and she's good at it, but the physical rush feels right too.

Power - Power is everything. It can bring her redemption and everything she desires. She will do just about anything to gain or keep it.

Winning - Lindilia keeps a constant counter of imagined gains and losses in her mind, and wants to keep coming out on top. It's a childish want, but she's not been able to shake it.

Attention - Lindilia loves the validation as much as anyone. She likes to be admired, to be watched, to be desired, or even feared. Anything that ensures the focus is where it should be: on her.

Control - Even the imagined idea of it, she has to be in control to function. The idea of helplessness does not sit well with her.

Dislikes: Children - She sees little point in them and has no maternal instinct to speak of.

Her brother - She has (often wrongly) seen her brother in open opposition to her, constantly comparing herself to his perceived strengths and finding herself lacking. This seemed to be validated by the hands they were both drawn, and she is now determined to out-do him.

Authority Figures - Anyone who's in charge of her by default she's likely to clash with in some way or another.

Traditionalists - She has a beef with the old way of thinking that would see her worth reduced to that of property or a beast of burden. They're also the ones who would see women like her remain insignificant, which is simply unacceptable.

Hard Work - Londilia hasn't really worked a hard day in her life, certainly not since leaving Healer hall and even then her heart wasn't in it. If there's an easy way to do something, she will take it.

Strengths:

* MANIPULATION : Londilia has always had a knack She's not fussy on what it takes to get a person to do something either, and everyone has a price.

* DETERMINED : Never one to give up and quit, Londilia doesn't ever accept her lot in life. She's pretty much brute forced and willed her way to a better future - as far as she knows, she could have willed the Pass to end.

* CUNNING : Londilia always has a plan, and they're usually the underhanded kind, more than willing to exploit the dishonourable path for all it's worth. She's quick on her feet in a tense situation, but often has a plan going in anyway. Her methods may not be honorable, but they work and that's what matters.

* SOCIAL : While she may not exactly be nice, she can certainly give off the appearance of it. Londilia's a naturally outgoing person with a penchant for large groups of people and gatherings. She's good at talking to people and making them feel good about themselves... when she wants to.

* CONFIDENT : Doubt isn't something that regularly enters Londilia's thought process. She's good at what she does, and she knows it, and the new structure of hold leadership has emboldened her further. Ask her to clean a saddle? She probably wouldn't know how to. But working a crowd, a client, or simply bartering for better food she knows like the back of her hand. Even when something isn't her forte, she's confident she can pick it up quickly enough for it not to matter - or sweet talk her way through.

Weaknesses:

* PETTY : Londilia isn't good at letting things go. She can be downright nasty at the best of times, often for the smallest of slights (or none at all).

* ENVIOUS : Londilia has always wanted something that has been denied to her. Again this trait ties heavily back to her family - the mother's love she never received and the brother who was so perfect next to her. She frequently covets the success, wealth or happiness found in others, and will often go to great lengths to destroy it. She will additionally shoot herself in the foot for this, and finds herself almost unable to enjoy the happiness of others.

* STUBBORN : Londilia is more likely to do something just because someone doesn't want her to. Once she's made her mind up, she's unlikely to change it, especially if she's told to.

* ALWAYS RIGHT : At least she thinks she is. She is extraordinarily good at twisting a narrative so she is the one who was wronged, and the victim, or justified in her actions. Getting her to admit she was wrong, or worse, apologise, is almost impossible.

*  CALLOUS: Very little phases Londilia anymore, and she's not one about to feel sorry for the plight of others. Maintaining actual friendships can be hard when you don't care about the lives of others.

Describe Yourself:

* PROUD: ----- After the word used to describe the character, give an explanation or an example of that word to do with their personality.

* AMBITIOUS: ----- Londilia dreams of bigger things. Better things. She used to dream of being the madame and ruling over the whorehouse, now she dreams of ruling over the Hold.

* HYPOCRITICAL: ----- Just about all the traits and behaviours she despises she expresses herself. She's just as likely to look down her nose at someone for getting their hands dirty to achieve their position as she is to do the exact same thing to dethrone them. Asking her to examine this double standard will not go well.

* ANGRY: ----- To say she had a chip on her shoulder would be an understatement. She's angry about a lot of things, but most of them tie back to her family. She's not good at expressing or coping with this anger either, leaving it to fester and grow below the surface. Occasionally, it bubbles out.

* SELFISH: ----- The only person that matters to Londilia is her: if she could marry herself she probably would. Her agenda is the only one she cares about, and if it happens to align with someone else's they're damn lucky. The only creature this wouldn't extend to is Londisk, as the two are now two halves of the same coin, so it's almost the same thing.

* UNHAPPY: ----- At the core of it all, Londilia is someone who is deeply, deeply unhappy. She's deeply dissatisfied with her lot in the world, and will likely never achieve happiness as no matter what she always wants more. Much of her behaviour can been seen as wanting to be like everyone else, but instead of trying to take steps to achieve her own peace, she'd rather bring everyone down with her.

The Magic Touch: She scratches her nose when annoyed.

Family...

Mother: Tarinda, Whore, 2553  (b.), 2573 (d.)
Father: Could have been the Lord Holder himself for all she knew. Unknown, the type to visit a whorehouse.

Siblings: Tythinaden, Candidate, 2567 (b.)

Children: Roth, 2580 (b.), adopted by another whore. Lindilia has more or less forgotten he exists.

Tell us a story...


* 2564, 0 - Born in the whorehouse to her mother (then eleven). While not doted on, she's played with enough to be a pretty happy baby. She cried a lot, which didn't make her many friends. 

* 2567, 3 - Brother Ty is born, she’s not really old enough to help care for him but enjoys the presence of a bouncing baby over smelly men any day. Her mother sees no point in keeping a baby boy, and wants to dispose of him. He gets sent to healer hall. Londilia isn’t sure she misses him, but it is more dull with him gone.

* 2569, 5 - The older she gets, the more she finds the whorehouse unwelcoming and scary. Her mother shushes her complaints, saying it gets better. She eventually can't stand it anymore and runs off to find her brother, without telling her mother. Londilia joins her brother at Healer hall, who take her in as an extra pair of hands to help with his care. While she's glad to be out of the whorehouse, she finds the healers uptight and stuffy, and her brother's antics taxing (especially when she's being held responsible). More than anything, she misses her mother, but she's too fearful to go back, and wouldn't know how anyway.

* 2572, 8 - Ty finds a clutch of flit eggs and their mother in the abandoned bowels of the hold. He can’t possibly care for them all, he’s too young, he’ll probably forget to feed them and they’ll die. Londilia picks the biggest egg with the gold sheen, she’s far more suited to a queen anyway. And another for good measure. When a dark nose pops out of the egg first, she’s certain there’s some mistake. When a mass of dark tipped wings and burnished body follow, it’s clear she’s been jipped. Her brother’s weedy little egg hatches the queen instead, and she’s incensed. She names her bronze Samson and the green that hatched with him Dew.

* 2573, 9 - Londilia begins to become restless, asking among the healers as they try to teach her the craft where her mother is. She remembers vague flashes of the woman, and the healers are frustratingly evasive. Londilia is petulant and defiant, demanding answers. She’s saddled with unpleasant chores for her insolence, and her resentment begins to grow for the hall, all their gentle words and emotionless movements. They don’t care when a man dies in front of them, that’s life. Londilia doesn’t care either, but that’s because she’s still alive. She knows the healers are keeping information from her and bides her time, taking solace in her firelizards.

* 2574-76, 10-12 - Londilia becomes increasingly angry, at the healers and at her brother who seems to want nothing more than to follow in their footsteps. Isn’t he interested in finding their mother? Their real mother? When Londilia overhears some of the healer talking about them, saying that their mother was a whore and had abandoned them here,  she knows this is a lie. She runs from the healer hall with nothing but a name of a bad man in the hopes it will lead her to her mother. She leaves behind her brother without saying where she was going, because she worries he might tell the healers and they’d stop her.

Asking on the street proves fraught, and many people brush her aside or give her long hard looks that make her flee, but eventually she’s pointed to a dark, cramped alleyway in the depths of the hold. The building is as drab and grey as the rest of it, but the inside is hazy and smells of home. She asks the girl at the door for her mother, and the girl shakes her head, saying there’s no one called that here. Londilia tries again, this time using the name the bad men had called her mother, and this does get a response. The girl frowns, and says she died in childbirth the previous year. She considers going back to the healer hall and her brother, but she can’t bear facing them again and their calm, logical response, so she stays, without a full appreciation for what she’s getting herself into. 

* 2577-79, 13-15 - While the work she gets at the whorehouse is shocking and out of her control, for the first time in her life Londilia finds she’s actually good at something. Whether she should revel in that something or not is a matter for another time, and someone more concerned with morals and damage than she. Her natural ability to read people is far more useful here than in Healer hall, and she gets off on the power trip more than anything a man could provide her. For a minute or an hour, she is their queen - or so she thinks. She’s young and attractive, and has many visitors, which keeps the brothel owner happy too. She also gets along fairly well with the other women there, despite age differences. Any that she doesn’t, she doesn’t care about. She thinks of her brother occasionally, what he’s doing, and considers trying to visit him, but something always stops her. She thinks of having to tell him what she does now, and the imagined disgust on his face never ceases to bring out a bad mood in her.

* 2580, 16 - She has her first child - a little boy - at 16. She’s not overly enamoured with the idea of motherhood despite the long harboured feels of loss and abandonment she feels at being deprived her own mother, and only really breastfeeds him to improve her bust size and keep herself from becoming pregnant again. She names him Roth, and puts very little effort into his care, foisting it off on the rest of the brothel workers. Some of them are better mothers than she, so he’s not without love. She feels no animosity or jealousy that he’d rather spend time with them than her, and more or less continues on with her life. She thinks of Ty less and less, instead focusing on trying to climb the inner hierarchy of the whorehouse.

* 2584, 20 - She falls pregnant again, but loses the child late in the pregnancy. She’s sick for a good few months after giving birth to the stillborn child (it was a girl), which puts her place in the whorehouse in jeopardy. When she’s not bedridden and weak, she’s angry - angry at her body betraying her, and angry at her power and hard work being stripped away from her. Every time they bring in a healer she’s terrified her brother will walk in, even though the house has its own underground network of those who have defected and use their skills on the side. She treats each of them with the same spite and malice she saves for her brother, which earns her no favours. Eventually she recovers, and begins clawing back her previous position, though many of her long time clients have moved on. She becomes more volatile to the girls who have inherited them, resulting in a number of verbal spats that are close to coming to blows. She’s relegated more and more unpleasant clients as punishment, which only half works. Sleeping with the brothel owner fixes that problem, at least temporarily.

* 2587-90, 23-26 - The Pass ends, and life at Fort is thrown upside down. With the move to Fort Island announced, the underbelly is loathe to move from their entrenched position, and are some of the last to go. Eventually though they have to - dwindling resources and fewer clients does not good business make. Their arrival on the new landmass is a rude awakening, the watchful eye of the weyr effectively halting any unscrupulous business venture. The whorehouse is disbanded, and everyone scattered to the four winds. While she won’t go hungry under the new regieme, Londilia doesn’t know what to do with herself, at least initially. The other whores are similarly lost, but she quickly works out that this is freedom, as she has never had it before. The hold’s structure has been so completely broken there’s nothing to stop her from running rampant. That’s not to say she hung up the boots entirely, sleeping her way to a gold Wher egg. The queen that hatches is Londisk, and is her ticket to garnering more meaningful favours in the new system - sex can only get her so far. With the added bonus of protection from anyone who has designs on coming for her to drag her back to the belly, Londilia finally emerges an independent woman.

The move also brings her into contact with her brother, the first time she’s seen him since childhood. She doesn’t recognise him, it’s only through hearing his name she knows it’s Ty. He’s still a healer, and the long held feelings of animosity bubble to the surface. His success hurts her pride, though she takes some joy in her raise in stature being bonded to a Wher, a gold one at that. Her gloating is short lived however, when Ty is searched by the weyr, destined to be a dragon rider. While Londilia has never aspired to be a rider, the fact that her brother could and she cannot - too old for it to even be a possibility - grates on her very core. She spitefully hopes he never impresses, and redoubles her efforts to garner influence and power within the hold structure, similar to her efforts to climb within the whorehouse. She isn’t exactly sure how she’s going to go it, even with a gold Wher at her disposal, but she will find a way.

---

RP Sample goes here.

Member Info...

Created By:
Original profile by rubi
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
Planned with RavenFlame

Coded by SanctifiedSavage for SWW


21
Adoptables / Sirana [ 03.08.2569 / Green Weyrling ]
« on: February 21, 2018, 07:13:00 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.

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:
TIANA TOLSTOI
Biography

Name:
Sirana
Honorific:
None.
Pronounced:
Sih-RAH-nah
Nicknames:
Ana
Date of Birth:
03.08.2569 9th Pass
Place of Birth:
Fort Weyr
Dragon Color:
Green
Impression Age:
2589/20.
Wing Rank:
Weyrling
Weyrmate:
None.

Your Reflection...

Appearance: Starting as a mostly non-descript, scrawny weyr-brat, puberty and being Searched changed Sirana from weedy child to lanky teen. Eventually, as she adjusted to the sudden spurt in height, lanky became svelte and she grew into her full 5'9" frame. She wears her hair long, naturally near black, but these days it's more sunbleached to a reddy brown. She'd never cut it short, and hates wearing it tied back, as this reveals her not large but certainly more stick-out ears.

Sirana's flair for the dramatic is reflected in her dress sense: she likes bright, bold colours or solid blacks, anything that will draw attention really. While regulation leathers might do nothing to this end, much to her displeasure, she makes a point of sashaying around the weyr in stiffer, more structural clothes that draw attention to her height. Despite only being half-siblings, she and her sister Ysveta have always shared a likeness to the point of confusion by their own father. Though they've grown more distinct as they've aged, they still share a striking similarity to one another.

Response to 9th Pass Catastrophe: It happened around her more than to her. Sheltered from the bite of hunger in the weyr, she was also raised in the creche and distanced from any family she might have known, so she may not have even known if they fell. 

Response to dragon color mutations: Sirana sees the mutations as wrong, a disease of this new weyr that will hopefully die before it sinks its teeth in too deep. She views these candidates as inferior to be chosen by these dragons.

Who are you...

Likes: Praise - Sirana likes to be acknowledged, and to have her accomplishments validated by others - they barely count as accomplishments if they aren't noticed by someone.

Being Liked - While she's not always the best at cultivating this, it goes beyond a superficial need to be popular, though that certainly plays into it. After being bullied in her childhood, there's an almost neurotic need to maintain a positive image and reputation with others, lest she be right back where she started.

Baths - She'd spend hours in them if she didn't go all pruney. The hot water was initially a relief from the pains of training, and she's forever associated it with relaxation.

Sour Berries - The ones pulled off the bush a day or two before they're ripe, and are so tart they make you purse your lips. She's been known to pilfer or sweet talk them from the kitchen workers, and would eat them like lollies if she could.

Dislikes: Being Alone - Not that there's much risk of this in the weyr, but feeling isolated can send her almost into a panic, whether this is physical or from a figurative perspective.

The Interval - A very naïve, throw away sort of irk, mainly centred around the idea that nothing she does will compare to saving lives from Thread: Hunters have been largely contained by the Wings, and while still a threat, don't come close to what was happening in the Pass. Liable to change as she actually graduates from weyrlinghood.

Gold Riders - She hasn't quite come to terms with the fact she didn't Impress a queen on the sands, and is partly in denial about the whole thing. Needless to say they're a constant reminder of her own inadequacy and a thorn in her side. She might not publicly badmouth or disobey the gold riders, but don't expect her to befriend them.

Criticism - She's gotten better at dealing with this, but she always tends to take this in the worst way and imagines people hate her. It's something she's been working on, and Penn helps. That said, she'd rather get things right.

Strengths:

* OUTGOING : Some might say too outgoing, but Sirana is never one to miss an opportunity to put herself out there. Never afraid to speak, and often afraid not to, she's definitely one to make her presence known.

* FOCUSED : A double edged sword at times, it is also her strength: she can hone in on a task with single minded intensity. She's not easily distracted by much,

* INTUITIVE : Sirana has always picked up new things easily, and her 'knack' is probably her most valued skill. She sees solutions often without necessarily being able to explain the process of how she got there, but the result is what's important anyway.

* LEADERSHIP : They say fake it till you make it, while Sirana may not be the most natural born leader, since being 'remade' in Candidate life, her new persona granted a fresh start, she took the opportunity by both hands to impress her teachers and she's actually gotten quite good at it.

* PASSIONATE : If she could only utilise it, Sirana's passion could be harnessed to great effect. She's a passionate speaker about the things she cares deeply about, and though it's earned her scorn in the past, could be an asset in later life.

Weaknesses:

* INSECURE : She struggles to find validation within herself for achievements, meaning she places great value and stock in the opinions of others over her own, as well as in arbitrary measures of accomplishment and success like titles and leadership positions.

* SELF SABOTAGE : Sirana doesn't have a good grasp of limits: she's a very intense person and will often push something well beyond reasonable bounds to the point of being nasty, needy, obnoxious where people have truly had enough of her.

* PERSPECTIVE : Her priorities aren't always where popular opinion might dictate they should be: and it's led to her appearing callous, airheaded, and cold on different occasions. 

* AMBITION : Inextricably tied to her need to please someone, her ambition has always been a thorn in her side, setting an impossible set of expectations that she's unlikely to ever realistically achieve. It also leads her to decisions that could be dangerous, or reckless if she values the outcome more highly than the cost.

* DECEITFUL : It's not entirely malicious, so much as Sirana wants people to approve, and she's the type to either protect herself or simply try to garner favour by telling people what they want to hear. She's less prone to embellishment or exaggeration, being more the type to omit things that are displeasing.

Describe Yourself:

* INTENSE: ----- Sirana is a deeply passionate person about very particular things, and where others would dip in a toe she throws in her body and soul. This has historically made her come off as a little weird, and she tries to keep this under wraps, though she doesn't always succeed.

* MUMMY ISSUES: ----- Much can be understood about Sirana when you look at her relationship--or lack thereof--with her mother. Her mother's relative indifference to her eldest daughter has left Sirana desperate for the attention and approval of authority figures in her life, often through elaborate grand gestures meant to gain maximum attention and praise.

* GUARDED: ----- Bullied as a young child for her eccentricities and appearance, Sirana is wary of trusting others or allowing them to see the 'real' her.

* DISCONTENTED: ----- To say she had a chip on her shoulder with her lot would be an understatement, and as it's a chip that's largely self-inflicted that's unlikely to change any time soon. Her standards for herself are constantly changing and nothing will ever be good enough.

* ANXIOUS: ----- Despite what her outer demeanor might suggest, she spends a lot of time stressing about her reputation, her place in the weyr, and others' opinion of her. Even while playing the act of being social and liking it, she can't erase the worry that it's all going to come crashing down any second.

The Magic Touch: She views children as a hindrance to her success, and has frequently Betweened since becoming a candidate to prevent any pregnancy from sticking.

Family...

Mother: Eissana of Green Leluweth, [ 2551 b.] [ 2567 imp. ]
Father: S'vet of Brown Myjuth [ 2540 b. ] [ 2560 imp. ] [ 2586 d. ]

Siblings: Satriet. Harper Crafter. [ 2570 b. ]
May foreseeably have others from Eissana, but she is not aware of them.

Half Siblings: Ysveta. Candidate. [ 2572 b. ]

Children: None yet, she's been fanatical about Betweening during Candidacy so she wouldn't miss the clutch with her dragon in it.

Tell us a story...


* 2569-72, 0-3 Born as the result of her mother's first flight, there was little question about whether Sirana would be placed in the creche to be taken care of by the workers there. It was almost as if the babe knew, and she cried near constantly. Eissana had a second child, a son, to the same rider the year following, further prolonging her start to flying thread. Only young and with so much death around her, she nevertheless had little interest in raising her children, and never visited. Despite being full-blood brother and sister, Sirana and Satriet are not raised as such and never bond.

* 2573-75, 4-8 Sirana is a bit of a problem child prone to tantrums. This earns her no friends, and finds her more or less ostracised from the other children. A lot of her tantrums are misdirected frustration at not being 'allowed' to see her mother, not yet understanding it doesn't work like that. Her father S'vet does visit on occasion, but this only seems to compound the issue and highlight her mother's absence. As she gets older and the other children grow more tired of her weepiness, she's told quite abruptly by an older girl that her mother doesn't want to see her. This almost immediately stops the tantrums as Sirana retreats within herself and becomes withdrawn and quiet, but the other children don't forget, and she becomes an object of ridicule. She still cries a little too easily, and her ears make her an easy target for bullying. It leaves her feeling even more isolated and alone, and for a long time she hates herself and thinks her mother doesn't want to see her because she's ugly and misshapen.

* 2576-82, 9-13 Though life is still tough and she has virtually no friends, Sirana finds some solace in helping in the Healers present in the weyr. It's not a formal apprenticeship by any means, and she's mostly cutting bandages or helping prepare poultices but it gives her purpose. Surprisingly, for someone so young she seems to have a strong stomach and is resilient in the face of more gruesome wounds and death. It is during this time she first encounters her mother, though she doesn't know it until the woman has already been treated and left. Old feelings of insecurity resurface and she wonders if her mother even knew she was her daughter. Seeking her out proves disastrous, with the rider shaking her off impatiently and telling her to go back to the creche. Thinking she must do something to earn her mother's attention and affection, she hatches a plan to become a Candidate, however no matter how many blue dragons she walks in front of none turn in her direction. It's beyond disheartening, and this is one of the lowest points in her life. Only one of the elderly healers, Ealone, a man who'd lost his wife and daughter to Thread already, notices her depression and insists on her being monitored for fear of her trying to take her life. Talking to Ealone helps, but still doesn't provide a vision of a future Sirana wants to be a part of.

* 2583, 14 Puberty hits Sirana like a stone and she shoots up like a weed. The change is so rapid it gives her immense growing pains in her shins and thighs, a momentary distraction from the fact she has still not been Searched. She's gangly and uncoordinated, though thankfully free of ugly red spots, though there's still plenty of fuel for the 'freak' fire from the other weyrbrats. The insults still hurt, even if she's heard them a thousand times. Ealone is trying to talk her into taking an official apprenticeship with the Healers, but Sirana remains stubbornly resolute in becoming a dragon rider to be worthy of her mother.

* 2584-86, 15-17 After what feels like an age to a teenage girl, she is Searched by an injured blue rider in for treatment, and what should have been a joyous moment is tinged by having to leave behind Ealone and the safety of the Healers. Even so, she accepts willingly, eager to become a Candidate, but nervous about moving into such close quarters with her former tormentors. And some of them are awful. Others have no idea who she is, or don't remember her. So she keeps her head down and focuses on studying so she can stand at every possible opportunity. This means pretty frequent trips Between once she starts fumbling around with some of the other candidates, despite the awkward encounters being so brief they'd be very lucky to result in children. That doesn't stop Sirana from going multiple times on occasion, just to be sure. Despite her efforts and dedication though, no egg hatches for her in a clutch. She acquires Penn as part charity part charity case, as she consoles herself with a miniature dragon at least. She has her heart set on a Gold, a queen would surely earn the attention of her mother, she'd have to acknowledge her then. Despite these lofty aspirations, the golds go to other Candidates, one of the gold hatchlings even goes between instead of choosing her, and she is left Standing without a dragon of any colour.

* 2587, 18 The end of the Pass is a blessing and a curse. Still a Candidate and beginning to become desperate, the opportunity for another new start is welcome, if not without tragedy. Ealone's heart gives out during the trip over, and he's one of the first laid to rest on their new island home. Her father is among those that follow, falling victim to a Hunter attack, and though she'd had little connection with the man it adds salt to the wound. And still amid it all, clutches come and go without her Impressing, and new voices are encouraging her to take up a different vocation to fill her time and she can barely entertain the thought. She spends more time with the Healers, though again refusing to take it up as an official Craft, even as it makes her heart ache not having Ealone there. She continues to grow and mature into herself, understanding the length of her limbs and learning to control it. She begins to get more attention from boys, especially among the Candidates and young Healers. She has flings with both but runs screaming from commitment, abandonment issues still lingering like a bad storm.

* 2589, 20 Finally, after years of dedication and hoping, an egg hatches for her on the sands and a dragonet names itself hers. The only problem is, it's not a gold. Sirana had convinced herself she was destined for a gold, why else would she not Impress clutch after clutch? The green announces herself Taith and seems completely immune to her new bonded's distress. Still, it means graduating into weyrlinghood with a set of people who have forgotten who she is again, and she's able to reinvent herself without her past reputation overshadowing her. This allows her to come out of her shell, and she's determined to embody a different person to the timid, quiet, lonely girl of her youth.

---

RP Sample goes here.

Member Info...

Created By:
Original profile by rubi
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
Developed with Inki

Coded by SanctifiedSavage for SWW


22
Adoptables / B'tun [ 16.7.2545 / Brown Rider ]
« on: February 21, 2018, 06:51:22 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.

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:
TAIKA WAITITI
Biography

Name:
Bentun
Honorific:
B'tun
Pronounced:
buh-TUHN
Nicknames:
Ben (H'tay only)
Date of Birth:
16.07.2545 9th Pass
Place of Birth:
Southern Weyr
Dragon Color:
Brown
Impression Age:
2563/18.
Wing Rank:
Wingrider // Prairie Wing
Weyrmate:
H'tay.

Your Reflection...

Appearance: The Pass has aged B'tun more than he'd care to admit. There's still a touch of the rogueish good looks from his youth, but much of it is buried behind increasingly grey hair and tired eyes. He does his best to cover it up with an easy smile and a kind word, but anyone who knew him from his youth would notice the difference. These days B'tun presents himself as a slightly sloppier, more creased version of himself - his clothes are often crumpled, shirt tails hanging out, or a stray strap left untied. If he shaved his beard or combed more than his fingers through his hair once in a while it'd probably go a long way, but he'd rather not accentuate the age difference between him and H'tay. Under it all, he's got some pretty serious thread scarring across his back and left arm that limits his mobility, but thankfully hasn't given him a limp at least. He's a little stiffer with how he stands, and needs frequent massages after a long day's ride, but he'll manage. He always does.

Response to 9th Pass Catastrophe: The Catastrophe robbed B'tun of everything he held dear. It almost destroyed him, but it didn't. Despite everything, and how hard it tried, it didn't. He certainly doesn't remember the Pass fondly, and it's more of a grim reminder that haunts the darker corners of his mind that he would rather forget. He doesn't blame anyone, it was impossible to see it coming, and impossible to stop.

Response to dragon color mutations: Uneasy but too tired to hate them for what they are. After the incident with the red hatchlings and his daughter however, he's certain they at least need better management to stop them from being dangerous. There appears to be none of the same random acts of violence into adulthood though, so he certainly holds no resentment to the young riders who have bonded with them.

Who are you...

Likes: Quiet - Quiet is essential for B'tun to relax, so he ensured his and H'tay's weyr was way up away from the hustle and bustle of the weyrbowl. When even that isn't enough, Beyuth will often fly him somewhere safe and calming - they are big fans of sitting by the beach at nighttime.

Meditating - It helps him keep a clear head, and without it he can find himself distressed and triggered with bad memories.

Family Time - It's a luxury not afforded as much as he would have liked during the Pass, so B'tun treasures it when he can. He grew up with a closer knit family than most for a weyr-born child, and he wants to provide the same for his children, safe from the perils of Thread.

Dislikes: Loud noises - Particularly screaming. Even playful children squealing can set his teeth on edge. He does his best to avoid environments where this might happen.

Recklessness - He's never really liked the behaviour, given that in time he saw it as the reason for his brother's death, along with countless others. He's quick to dissuade it among young riders who are more prone to the tendency. He's had a rather strong reaction to the relative safety of Fort Island, and considers a great many 'risky but otherwise safe' activities as reckless these days. 

Forgetting things - For a long time he wished he could just forget everything that happened in the Pass. Now he's losing time, he feels old and damaged.

Strengths:

* PATIENT : B'tun feels he has all the time in the world now that Thread has stopped falling. He's got apparently endless patience for weyrlings who are struggling with mastery of their exercises, and isn't prone to anger or frustration. No matter how many times it takes, they'll get it eventually.

* EXPERIENCED : B'tun has been there and done that a thousand times more than you. There's just about nothing he hasn't seen, heard, or done at this point. He's good at working through problems on an individual basis because of this, and knows there are multiple solutions to one problem.

* LOYAL : To the weyr, his Wing, and his family. You'll hear nothing but a supporting word from him, and he'd rather cut off his own leg than do something that would harm any of them. He respects the structure of the weyr and the safety it brings.

* RESPECTFUL : He respects authority, but simultaneously isn't one to look down on others: he doesn't believe in perpetuating class divides between dragon colours or wings or ranks. Everyone regardless of origin is worthy of a baseline of respect.

* GOOD LISTENER : B'tun isn't hasty or in any kind of hurry, and he prefers to listen to a person in full so that he has a full grasp of where they're coming from.

Weaknesses:

* OVERPROTECTIVE : B'tun lost a lot of family in the Pass, and a lot of friends. Now he's ready to protect what he has left by any means necessary, usually by hovering unnecessarily and meddling where he doesn't belong to keep his loved ones out of harms way.

* DAMAGED : B'tun saw some shit. Like, a lot of shit. Now he's out of it and more or less happy, that's not to say the past has left him unscathed. He is permanently in Prairie as a mentor for young riders to keep him in a stable, low stimulation environment. It's taken him a long time to be able to cope with Thread drills without issue.

* MEMORY : Whether a symptom of the trauma he suffered or just early onset ageing, B'tun's memory isn't what it used to be. Little snippets keep going missing, and he's occasionally left confused and disorientated by being asked about things he doesn't remember. He does his best to cover this up, and doesn't even like speaking about it to H'tay. He's thoroughly in denial.

* MOBILITY : He doesn't move like he used to, and his back has been seized up since the Threadscore. Over stimulation and overexertion can cause quite considerable pain.

* PRESSURE : Since coming to Fort Island, B'tun hasn't dealt well with high pressure environments. He doesn't like the responsibility of so many lives on his back, and shies away or shuts down when too much stress is applied. He'll never take up a serious leadership position - not one that could see others injured or killed as a result.

Describe Yourself:

* COMPASSIONATE: ----- He cares deeply for other people, and is empathetic where others might not be.

* FAMILY ORIENTATED: ----- His family is his life, at least, what's left of it. Everything he does is for them.

* TIRED: ----- He mightn't be the oldest rider at the weyr, but he certainly feels it in his soul more than his bones, though his back certainly puts in a worthy mention.

* FRIENDLY: ----- B'tun gives a lot of himself to his work, and tries to remain helpful and positive at all times, and easily approachable.

* DEPENDABLE: ----- B'tun is one of the constants at the weyr, always there, always ready to lend an ear, always working hard. While this quality is a double edged sword in many ways, it's who he is.

The Magic Touch: Won't touch pain relief as he fears he'd easily slip into its embrace and never return.

Family...

Mother: Cirele. Wingsecond Gessilth, Impressed 2534. [ 2517 b. ] [ 2565 d. ]
Father: Burra. Weyrfolk. [ 2513 b. ] [ 2567 d. ]


Siblings: Gaya. Wingrider. Lirith, Impressed 2555. [ 2536 b. ]
G'yen (Geayen). Wingrider. Laveth, Impressed 2555. [ 2537 b. ] [ 2557 d. ]


Children: Banrun. Apprentice Harper. [ 20.10.2568 b. ] [ 2581 d. ]
Dantur. Weyrbrat. [ 12.01.2571 b. ] [ 2581 d. ]
Isalia. Candidate. [ 15.05.2575 b. ]


Other: Aliah. Former Weyrmate. Wingrider. Rainth, Impressed 2560. [ 04.09.2545 b. ] [ 2581. d. ]
H'tay. Weyrmate. Wingrider. Branth [ 22.04.2531 ]

Tell us a story...


* 2545-50, 0-5 Born at Southern to weyrmated parents. Despite placing him in the Creche, they did both visit him regularly, as did his older siblings. Bentun saw more of his siblings and his father, as his mother was at the forefront of fighting Threadfall. Once he is weaned off milk, he moves into the family weyr with his siblings and his parents. He helps his father in the kitchens, or does other chores around the weyr, and tries his best to stick with his brother and sister for these where he can even though they're so much older than him. He didn't socialise as much with the other weyr children, instead looking up to his siblings. They're relatively receptive to his constant attention, but do run off on their own when Bentun gets too much. For the most part, he ignores this slight, and carries on worshipping them, though does feel left out of the bond they share, being not even a full turn apart in age.

* 2551, 6 As the threat of Threadfall increases, and the Wing is put further under pressure, Bentun's mother is somewhat controversially promoted to Wingsecond. The word means little to him other than why wouldn't you want to be wingfirst, but it's the first time he sees his parents arguing. Burra isn't pleased, feeling it means she is in more danger as a result and will spend less time at home. Bentun doesn't fully understand when she says if she doesn't fight Thread, there won't be a home to come back to. Burra isn't completely wrong however, as Cirele is definitely more absent and the home a little quieter, with her spending more time eating dinner with her Wing. Bentun is told to not ask when he wonders where she is at the dinner table, and Geayen and Gaya are quiet on the matter.

* 2553, 8 Gaya and Geayen are Searched and begin their candidacy. It makes the family's space feel so much larger, and Bentun cries more than he has since infancy. He wants so badly to be a rider like his older siblings, and is heartbroken knowing he won't even begin to be searched for another four turns. It feels like an eternity.

* 2554, 9 His siblings Impress at the same hatching, with Geayen being named G'yen. Bentun is in the stands to watch, and cries out each time a dragon approaches one of his siblings. Gaya Impresses first, and G'yen right after. His mother is there too, and Bentun isn't entirely sure why she's crying - she says she's happy. But it doesn't reach her eyes and he's not so sure. His father is quiet. His siblings couldn't be prouder of their dragonets, Gaya with a green like her mother and G'yen with a handsome brown. Bentun thinks they're the most fabulous creatures he's ever seen, and he's so envious.

* 2557, 12 Barely out of weyrlinghood, tragedy strikes and G'yen is killed in Threadfall. A dark cloud descends over the family, and for a while there is confusion over what has happened, and it's unclear whether the boy was simply lost and had Betweened elsewhere. When his body and Laveth's are found by ground crews close to the weyr however, there is no doubt, and Gaya withdraws within herself. Bentun feels lost himself, but doesn't know who to turn to - his older siblings always seemed so invincible. His mother seems cold to the whole thing, and his father barely speaks, so Bentun is left staring at his sister's back in the dark until she returns to her own weyr some days later.

* 2559-60, 14-15 When Bentun is Searched, it isn't accompanied by the rush of euphoria it might have been a few turns earlier. Dragon riders are dying faster than they can train them and times are desperate. Even so, he wants to make his parents proud, though he understands better now the bittersweet taste their expressions left in his mouth back when his siblings Impressed. He wants to help the weyr however, and throws himself into training. It is during this time he meets Aliah, and falls completely head over heels.They share a brief courtship before Aliah Impresses, and is stuck with the celibacy of weyrlinghood. They remain close however, declaring one another werymates, no matter how long it takes Bentun to Impress himself.

* 2563, 18 For a long time, it felt as though he would never Impress. Clutches came and went, and although there were not an abundance of queens at Southern, it was enough to make Bentun worry. Four turns passed and nothing, and dragonets went Between. It was highly distressing, and candidatemasters were theorising the high stress environment was confusing and disorientating hatchlings more than had been seen in previous turns. Finally though, a deep rusty egg cracks and reveals a deep brown dragonet that stumbles over to him on the sands and announces itself Beymuth. Bentun becomes B'tun and is enamoured with the brown creature immediately. Again, his parents watch on and his mother cries as the last of her children is also sent off to fight Thread.

* 2565, 20 Mere months before he graduates from weyrlinghood, B'tun's mother is caught in Threadfall, trying to save a young rider from the same fate. The rider - a blue - survives, however his mother's dragon crashes to earth with only threadbare membrane to try and keep her aloft. The thread eats at their flesh, and when they Between they do not return. B'tun is distraught, and his father is a mere shell at this point, resigned to it all. His sister's reaction is perhaps most perplexing of all, refusing to even acknowledge the event, and insisting that she'll be flying under her mother's Wing for some time. B'tun finds little joy in fighting thread, and their job is a grim slog. His mother's is certainly not the last death he experiences, but perhaps the most numbing. The idea his mother could be cut down by anything was even more impossible than his siblings, and her absence leaves a gaping hole in the weyr and their family. 

* 2567, 22 Despite the weyr's best efforts and countless deaths, the Thread keeps coming and no amount of dwindling dragonfire can stop it. Southern Hold is abandoned, leaving many to scramble for evacuation to Fort. It is chaotic and messy and his father is killed trying to escort some holders to safety. B'tun is left with no time to mourn, ferrying supplies and holders Between to the relative safety of Fort. Many others are killed in the evacuation efforts, hampered by the isolation of Southern from the rest of Pern's Holds. B'tun doesn't escape unscathed, receiving bad Threadscoring across his back and is grounded while it heals. B'tun seeks comfort in Aliah, and she in him, and she falls pregnant some time after the evacuation efforts have completed. It seems like the one small hope amid so much destruction.

* 2568, 23 Aliah gives birth to a baby boy, and they name him Banrun. With the threat of thread still high, they can't afford to take any further time away from their wings and place him in the Creche. They visit often, and B'tun thinks of his own childhood and his parents, wondering if it wouldn't be kinder to step back from the babe when either one of them could be taken away at a moment's notice.

* 2571, 26 The last of the remaining weyrs, High Reaches, is abandoned, ushering in more dragon riders and refugees to an already overcrowded Fort. Aliah gives birth to her second son, Dantur, and again despite their better judgement, neither can stay away from the boy. They place him with his brother in the Creche and dote on them in their free time, where they can scavenge it amid Threadfall.

* 2575, 30 The influx of riders has at least helped take some of the pressure off the overworked wings, and Aliah has a third child, a daughter named Isalia. Unlike the boys, she is completely enamoured with the rosy cheeked babe, and takes further time off to feed her until she is weaned. Though the cries of a hungry baby eat into the precious few hours sleep that are available, B'tun finds her gurgles and giggles more than make up for it. Eventually though, like all children, she is placed in the Creche so her parents can return to fighting thread. B'tun fears it will be the last moment of reprieve and happiness either of them will receive, with no end of the Pass in sight and resources already dwindling.

* 2580, 35 Isalia turns out to be quite the adventurous child, and finds herself playing outside during a Threadfall. She falls from a tree and breaks her arm when B'tun spots her. Angry and terrified in equal measure, he rushes her to healer hall, but is forced to leave her there lest he risk the rest of his wing. He's left traumatised at how close she was to being Thraedscored or worse, and isn't entirely sure how to impress the seriousness of the situation on her.

* 2581, 36 The following turn is one of near constant threadfall and many deaths. Both his sons perish as territory is further relinquished, and Aliah follows soon after as their Wing is overwhelmed. B'tun is beside himself, left almost entirely without family, and obsessive in his protection of his only remaining child. Isalia reacts to the events as a child does, with anger, and B'tun wishes he could still conjure such passion. The Pass has taken everything but his daughter from him, and he is determined that nothing else will. His new purpose and obsession more or less masks the hole left by the deaths of the rest of his family, to an unhealthy level. His Wingleader grounds him, finding him unfit for duty in his current state, which only further compounds the problem. Some of his Wingmates try to visit and draw him out of his shell, but most are largely unsuccessful. He does bond well with H'tay, a greenrider from his wing, with whom he finds himself smiling again.

* 2582-85, 37-40 Beyuth flies green Branth, H'tay's bonded. An act of fate or a deliberate intervention, it's hard to say, but prompted by their dragons' flight, H'tay and B'tun become weyrmates. B'tun returns to flying with the Wing, and the change seems good for him, a healing of sorts. Isalia is less convinced, lashing out at B'tun's new bedmate, and B'tun is worried she won't accept him after the death of her mother. It hurts H'tay as well, and B'tun begins to feel miserable again, unable to send his daughter away back to the Creche. H'tay is the strong one, assuring B'tun his daughter would come around. Eventually she does, much to the relief of both men, and there is at least a small piece of happiness for them to come home to each day.

* 2587, 42 When it's clear the Pass has ended, B'tun cries with joy and relief. They may be barely holding together with little food, little space and a limited weyr, but somehow against all odds they made it. Eyes turn to the future, and the Wings are utilised to search for a new home. Seeing the destruction first hand was hard for B'tun, but when riders discover a place untouched by Thread it seems a miracle. Very different from the last evacuation effort he was involved in, at last coming to rest on Fort Island feels like paradise. H'tay and B'tun encourage their daughter to pursue a craft now the world has more or less stabilised itself, finding quite the opposite of the need for her to follow in their footsteps as dragon riders. If they could keep her away from the perils of the weyr then so much the better, and her acceptance into the Harper hall is a joyous occasion.

* 2589, 44 For B'tun, that joy all but evaporates when Isalia is Searched. He had hoped she would age out and be spared the dangers and hardship of weyr life, but fate intervened and she joined the Candidate ranks. As much as it was nice for B'tun and H'tay to have the weyr to themselves, it felt like a hollow victory.

* 2590, 45 Another clutch of strange mutated eggs hatch on the sands and death and destruction spill out of them. The mad red dragonets kill a number of candidates in their confusion, and injure Isalia. B'tun is of half a mind to hide her away from future hatchings no matter the consequences as she again finds herself in Healer hall. If nothing else, he silently wills for her to stand and Impress a clutch not belonging to Kalestath.

---

RP Sample goes here.

Member Info...

Created By:
Original profile by rubi
Other Characters:
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Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
Developed with CatTiff

Coded by SanctifiedSavage for SWW


23
Adoptables / Y'vis [ 7.8.2535 / Bronze Rider ]
« on: February 21, 2018, 06:33:22 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.

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:
Ken Watanabe
Biography

First Name:
Yeovis
Honorific:
Y’vis
Nicknames:
Vis [rare]
Date of Birth:
07.08.2535 9th Pass
Place of Birth:
Benden Weyr
Dragon Color:
Bronze
Impression Age:
2552/17
Wing Rank:
Jungle Wingrider
Weyrmate:
None


Your Reflection...

Appearance: Y’vis is not an incredibly tall man, standing at about 5’ 9”. Despite his age his hair remains the same dark black it has been since his youth. His dark eyes likewise have lost none of their sharpness. He is most commonly seen wearing his riding clothing and gear and more often than not makes sure to wear his cords though others have taken to ignoring that. When not in ‘uniform’ he prefers a simple pale shirt and darker trousers.

Both his right shoulder and left leg are marked by threadscore. The scoring on his leg is such that the muscle on his upper thigh and calf were severely damaged. While he refuses to let the injury stop him it has nonetheless caused a noticeable limp to his gait. He likewise refuses the aid of a walking stick or cane and instead bears the injury as a mark of pride that he survived.

Y'vis holds himself with the self-assuredness and authority of a man of his rank. His features are often set in a stern but calm expression and his voice is clipped and even.


Response to 9th Pass Catastrophe: Pern knew the terror of  extended threadfall for only five years before Y’vis’ birth. From a very young age he was exposed to stories of what it was like before AIVAS. What it was like in a world when threadfall could be timed and prepared for. While very few riders did not stand behind the actions of the Weyr, every single one of them came to regret the decision. Despite their regret, Y’vis was instilled with a deep loyalty to the Weyr and the shared mission to uphold their duty to all of Pern despite the consequences. As something of the eye of the storm, Benden Weyr received much of the growing and continued hatred of those Holds that slowly began to fall, but still the riders did their duty.

The anger was no less at Telgar, but by that point Pern had unfortunately come to the conclusion that it was simply their lot in life. Both at Telgar and High Reaches Y’vis was witness to the deaths of countless riders, dragons, crafters, and holders alike, all losing the fight against their ancient foe. He lost family, friends, and lovers and knows what it is like to stand in a field –once green- and know that the barren ground will never again hold life.

Response to dragon color mutations: Y’vis is decidedly of the opinion that the mutations are essentially, freaks of nature. They are worthless in the ranks of a Weyr, serving no purpose but to upset the important balance of its dynamics. If he’d had his way he would have forced the atrocities between before impression.

To compound his hatred of the creatures, the fact that a Black dragon with a child for a rider took such a desperately important position in a time that calls for experience and skill is like icing on a poisoned cake. He’s relatively certain that it’s only a matter of time before the child makes a dire error that he cannot fix.

Who are you...

Likes:
Order- Y’vis thrives on things being in their correct places. From the ranks to the very plants in his garden. Everything has a purpose.

Heat- After the cold of Telgar and High Reaches, he can appreciate the heat and light of Fort Island. He feels it is like stepping out into the sun after a terrible storm.

Tea- While it is not something the majority of the island has access too, Y’vis has created his own little garden. He takes great pleasure in its upkeep and the tea that he is able to grow and brew on a daily basis. It is his preferred method for taking Fellis.

Golds and their riders- While he is just as interested in a flashy green now and then as any other rider, he has a special love and respect for Gold riders and their dragons. Their continued ability to see to the well fare of the Weyr and ensure Pern’s continued survival never ceases to amaze him.


Dislikes:
Needless Noise- Y’vis appreciates silence. In a home packed to the bursting point with people noise is inescapable. However, needless noise, or being loud for the sake of being loud is something he finds endlessly irritating. It is an unfortunate fact that stone echoes.

Uppity Holders- Without the Weyr there would be no holders left to complain about what they do and do not have. There is a reason Holds have always offered Tithes to the Weyrs. Riders continue to do their duty, it is time the Holders look to their own.
 
The mutations- They should be sent between. End of story.

S’bok- The black rider is a child. Y’vis has nothing against him as a person, but rather everything against his age, inexperience, and the creature he calls a dragon.



Strengths:

* ORGANIZED : There is a reason the Weyrs are organized as they are… because it works. He is very detail oriented and likes to keep things in his life just so, from the layout of wings when he was Weyrleader, to the position of items in his room. Everything has a place and a purpose. Those things that do not should be discarded. 

* SELF CONTROL : Despite his more unpopular opinions Y’vis does not make a point to voice them needlessly. Rather he practices the restraint, both in word and action, necessary to be both a good Bronze rider, and a good leader. Though he might disagree with the actions or decisions of some of the younger ranked riders, he would never publicly attempt to shame or humiliate them as such a response would serve only to undermine the authority of the Weyr and its leadership.

* GRIT : Though thread may have taken much of the mobility in his leg, Y’vis is no less resolved in his actions, nor in his willingness to put himself in danger if it means protecting his Weyr and family.  He has little qualm taking on those duties that others would rather forgo and is not dissuaded by the possible hazard of a given task.

* FRUGALITY : Until the very last threadfall he has never known a world not at “war”, and has seen a great deal of the catastrophe from start to finish. Because of this he knows the hardships faced by those living in a slowly dying landscape and the necessity of forgoing those things that are not useful to survival.

* HARD WORKING : Y’vis was never given his rank as he believes some have been. He worked long and hard to prove himself in threadfall as a worthy leader, slowly climbing the chain of command. Once he sets his mind to something he will do his absolute utmost to achieve it.

Weaknesses:

* BIGOTED : The mutations are repugnant. He is very much of the opinion that they have no place in Weyr dynamics and that the creatures should have been cast between before impressing. Their riders if he even deigns to refer to them as such, are not fit to be riders or they would have impressed a proper color.

* AUTHORITARIAN : Because of his rank, both present and past, and his more traditional values, Y’vis is not afraid in the slightest to give an order or put someone in their place who has stepped out of line. Given he does not currently hold the rank he once does this can sometimes cause problems when he attempts to reprimand others.

* HUMORLESS : Naturally serious in nature,  Y’vis often simply does not understand humor for the sake of humor. A good joke he can follow, but if it is not the correct time or place the comment or action will often simply fly over his head. He does not take kindly to interruptions and will not put up with antics of any sort.

* INSENSITIVE : Every single person on Pern has a rough past by the very nature of their history. This does not mean you deserve to be coddled and cooed over. If Pern is to survive its only chance is through the hard work and perseverance of those left standing. This drive often makes him appear as if he simply does not care. 80% of the time that is entirely true. When you have lived long enough to say you have watched the whole of Pern fall to thread… you may argue.

* UNYIELDING : When Y’vis is right, he is right. No questions asked. He will stand behind his beliefs and decisions until his dying breath. While he does not make decisions lightly, he makes them with intense conviction. On those occasions where he is proven wrong, he will admit his mistake, but you had better have a damned good logical explanation.

Describe Yourself:

* PROUD: ----- Y’vis comes from a long line of dragon riders. His parents were Gold and Bronze riders, his sister was a Gold rider, his brother another Bronzer along with two of his sons.  Status and standing is in his very blood. He does not make a point to mention his heritage, but rather, allows his past and actions to speak for themselves.

* TRADITIONAL: ----- Weyrs have run on a certain set of rules for thousands of years. Those very rules and regulations are what kept- and still keep –Pern safe. Gold’s are flown by Bronzes who lead wings. Browns accept secondary ranks, greens fill the wings and bolster fighting power and blues continue the lineage of riders. Each has its place, and each is as needed as the one before it. Change to such a lifestyle simply for the sake of change is ill conceived and generally unintelligent. Y’vis stands behind the rules that have guided Pern for centuries.

* LEADER: ----- He know the work ethic it takes not simply to climb the ranks, but to earn a title. He does not simply expect compliance and order, but demands it by ensuring his own worthiness and ability to follow the same set standard. Y’vis is calm in the face of tragedy, firm but fair in his manner of handling difficult and problematic situations, and has the strength of will to stand by his decisions.

* LOGICAL: ----- Y’vis takes on life with a straightforward approach guided by orderliness and logic. Much of this can be seen in the way he views the colors, each with its own place and purpose. He is not prone in the least to ‘what ifs’ or ‘maybes’.  Rather he derives his decisions from experience and careful forethought and consideration.

* CONTAINED: ----- It is not often that Y’vis allows his outward expression to reveal the depths of his thoughts. Until his words have purpose he keeps them to himself. There is no point in creating conflict when life is already so difficult which is much the reason he does not go around spouting his hatred of the mutations or his displeasure with the child Weyrleader.

The Magic Touch: Y’vis has an addiction to Fellis. The threadscore on his leg is chronically painful and he self-treats it by diluting Fellis in klah or tea at least three times a day. Because it is doubtful a Healer would condone his continued use of Fellis, Y'vis has taken to growing his own along side other plants that can be distilled into teas. Everything is laid out in an organized little plot he built near Xnyeth's ledge where it receives the proper amount of light but is out of the elements. He takes the care and continued growth of his tiny garden very seriously, watering the plants with daily regularity and pruning as needed to ensure their health.



Family...

Mother: Kalanya, Rider of Faizeth. Benden Jr Weyrwoman/ Telgar Jr. Weyrwoman Born [2512] Impressed [2530] Deceased [2555] 
Father: T’vis, 2508, Rider of Kelmuth. Benden Weyrsecond Born [2508] Impressed [2523] Deceased [2555]

Siblings:
Y’rin Rider of Ondorth Born [2533] Impressed [2547]  Deceased [2557]
L’kan Rider of Quorlith Born [2538] Impressed [2559]
Lakanya Rider of Meirleth. Born [2545]. Impressed [2563]. Deceased [2583] High Reaches Jr. Weyrwoman / Fort Weyr Jr. Weyrwoman
Yinaya Rider of Rantasyth Born [2547] Impressed [2564]

Children:
Meyliah, Weyrfolk. Born [2551]
Y'tol Rider of Bayorth Born [2554] Impressed [2569]
Unavin Rider of Caelith Born [2567] Impressed [2586]
U’kir Rider of Goranth Born [2573] Impressed[2586]
Ysmersa, Apprentice Fisher Born [2575]

Other:
K'eeda Rider of Aeleroth. Niece.


Tell us a story...



* 2535, 0 Yeovis is born at Benden Weyr to Jr. Weyrwoman Kalanya of gold Faizeth and Weyrsecond T’vis of bronze Kelmuth. He is the second child to the pair and like his brother Yorin before him, he is added to the crèche.

* 2538, 3  Brother Lakanan is born. With the many other children already in the crèche Yeovis is relatively uninterested in his sibling at first, though as they get older the pair become quite close unlike his relationship with his older brother

* 2541, 6   Benden Weyr is finally abandoned after the areas around it become uninhabitable. The young Yeovis does what he can to assist in the move to Telgar. He slowly learns the importance of fighting thread and what all the riders including his parents, are giving their lives to defend. He decides that he will be a dragon rider one day.

* 2545, 10  Sister Lakanya is born and while he thinks shes sort of cute he has no interest in the baby, too busy trying to prove himself worthy enough to be a candidate. He takes to following his father around, completing tasks for him and slowly learning to repair broken and torn gear.

* 2547, 12  Sister Yinaya is born. Older brother Yorin, now Y’rin impresses Brown Ondorth much to Yeovis’ jealous irritation. He’s old enough to stand but still hasn’t been permitted and is frustrated with the hold up.

* 2551,16  Yeovis’ first child Meyliah is born. Her mother (Meyannah) is weyrfolk, and like Yeovis’ parents before him, the pair choose to put Meyliah in the cresche. Yeovis is searched early in the turn though there is not much in his life that changes besides who he is completing chores with. He is, however, much happier, finally having come one step closer to being a rider.

* 2552, 17 Near the end of his 17th turn, Yeovis, now Y’vis Impresses at Telgar to bronze Xnyeth. His pride and glee at impressing a bronze like his father is second to none. Xnyeth’s very being overshadows all jealousy he once directed towards his Brownrider brother.

* 2554, 19  Xnyeth and Y’vis have their first successful flight. His second child Yolatol (Y’tol) is born at the end of the year to Meyannah once again, the mother of his daughter. 

* 2555, 20  In a particularly nasty threadfall over Crom, flown in conjunction with High Reaches, Y’vis’ mother and her dragon are downed by a web of clumped thread. In an attempt to come to her aid, T’vis and Kelmuth also become trapped, losing their lives in the rescue effort. Y’vis knows instantly as the dragon’s pass the word about a Queen’s death as well as the death of her mate.  Angry, but unwilling to show his pain, Y’vis pushes forward, holding more than ever to the duty of a dragon rider.

* 2557, 22  In a fall over Southern Boll Y’vis’ older brother Y’rin sustains critical wounds and was seen flickering between, but never coming back. On the tail of his parent’s deaths not two years before Y’vis finally understands what it means to lose those important to him.

* 2558, 23 Telgar Weyr falls, requiring an evacuation. The weyrfolk and remaining wings disperse. Y’vis relocates to High Reaches with his siblings.

* 2559, 24 To Y’vis’ immense pride, Lakanan, now L’kan impresses a bronze. Though a few years younger than him, the pair became the closest of his siblings, often spending what free time they had together.  Lakanya is searched by the Weyr in the fifth month.

* 2563, 28 Lakanya impresses Gold Meirleth. Y’vis and L’kan celebrate her great accomplishment. It is after all only right that the children of a Gold and bronze rider should impress to Gold and Bronze.  Late that same turn Y’vis finally earns the rank of Wingsecond, having proven himself in threadfall. The bronze pair make a name for themselves with clear orders and direction during even the more harrowing falls and the fact that they’ve so far escaped any sort of scoring helps their track record.

* 2564, 29  Youngest sister Yinaya impresses a green. While it’s not the Gold Lakanya has he is proud at least that she became a rider. Xnyeth and Y’vis sustain their first real wounds in a fall. A clump catches the pair leaving Xnyeth with scoring on his right wing that, any worse, might have incapacitated him, and Y’vis with nasty burns across his shoulder.

* 2567, 32 The bronze pair successfully fly Gold Ellith (rider Unnea) when she rises marking Y’vis’ first turn as Weyrleader of High Reaches.  Unavin is born late in the turn from this pairing. Like her siblings before her she is placed in the crèche.

* 2568, 33 Xnyeth and Y’vis are successful in maintaining their rank for a second turn, once more catching Gold Ellith when she rises. He is a fair but stern leader, requiring and expecting the respect deserved to the ranks and ensuring that despite their steadily dropping numbers, the wings are always as level with the correct hierarchy as possible.

* 2569, 34 Y’vin and Xnyeth are outmatched by G’kor and Bronze Zolath during Ellith’s next flight. He begrudgingly hands over Weyrleadership to his successful opponent. While he is none too pleased with the change he accepts that the fastest Bronze caught the Gold, as it should be. Despite his downfall however, Y’vis take’s solace in the accomplishment of his eldest son Yolatol, now Y’tol who impresses Bronze Tumuth.

* 2570, 35 The bronze pair successfully catch Ellith  and Unnea for the third time, reclaiming the position of Weyrleader from G’kor. The victory is short lived, however, when  Nayada and Rayneth, another gold pair,  are lost between during threadfall later that turn. Crushed by the loss of a Queen the Weyr heavily carries forward.

* 2571, 36  The tragedy of the earlier turn is seemingly compounded when they are forced to abandon High Reaches in favor of relocating to Fort, the last defensible outpost on Pern. Y’vis is solemn and angered by what he sees as a rather sudden demotion when Xnyeth does not catch Ellith at Fort. Were things as they should have been, so many bronzes would not be in contention for on Queen in the same place, certainly not when leadership should have stayed in the hands of those who know how to shoulder it. He takes to burying himself in duty and Green flights.

* 2573, 38 Unkier (U’kir) is born to Y’vis and Gieri of Green Paliath as a result of a flight. He is raised in the crèche.

* 2575, 40, Ysmersa is born. To Takenya of Green Jilanith as a result of yet another flight. Like her siblings, Ysmersa is raised in the crèche.

* 2582, 47, Mid-turn Y’vis sustains very bad threadscore  to his left leg, making it difficult and painful to use. He will forever after have a slight hobble to his gait.

* 2583, 48  Tragedy strikes again when Lakanya dies in childbirth. Y’vis mourns her passing like he never mourned Y’rin.

* 2586,  51 To his immense pleasure and pride U’kir Impresses Bronze Goranth, lifting Y’vis spirits as surely as the end of threadfall might have.  Unavin, his daughter with Unnea Impresses green Caelith and while it is no Gold he is still pleased.

* 2587, 52  Threadfall finally ceases to occur much to the surprise and relief of everyone left. A younger bronzer locates a habitable island and Y’vis assists in the move to Fort Island and Southern Winds Weyr. With the move however comes the first wave of  mutations in dragon color, bringing with them a whole new level of displeasure for Y’vis. 

---

RP Sample goes here.

Member Info...

Created By:
Original profile by Hart; edits by Kit and rubi
Other Characters:
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Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
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Coded by SanctifiedSavage for SWW


24
Journals / Suggested Face Claims
« on: February 18, 2018, 01:59:29 AM »
Suggested Face Claims

We have a lot of character creation resources listed here. The point of this thread is for people to suggest face claims they think are interesting, pretty, different, neat, etc that they think other people will like or might find perfect for their character.

We do have a couple guidelines for posting in this thread :
* Make sure they're not already claimed here.
* List the first and last name of the suggested claim.
* Include at least one SFW picture of the claim - max width of 500px.

To make a claim from this list, reply here with the linked application.
As with the adoption bank, it's first come, first serve. This means, the first to complete an application and post it in the character creation board with a claim is the one who gets it.  :love:

Below, we'll index the suggested claims alphabetically by last name with the supplied image  in a spoiler tag so you can browse. 



A through E

Chalamet, Timothée
Spoiler for image:
Culpo, Olivia
Spoiler for image:
Ddeum, Han Eu
Spoiler for image:

F through K

Kiyoko, Hayley
Spoiler for image:

L through P

Lewis, Aiyana
Spoiler for image:
Nyong'o, Lupita
Spoiler for image:

Q through V

Sampat, Reema
Spoiler for image:

W through Z

Zimmer, Constance
Spoiler for image:

25
Universal Events / [ 14.02.2591 ] Kill the Messenger
« on: February 09, 2018, 11:52:35 PM »
Kill the Messenger
14.2.2591 // 06AM

It's a nice, quiet, foggy morning. There's no wind and the clouds are sticking to the island like lice on a drudge - and it's not going anywhere soon. As Prairie goes through the routine of landing in front of Mine Hall - the worst happens.

Hunters. And they're oh so happy to see the Riders. Out of the fog and eager for a meal.

Initially, Prairie Riders are going to be the ones targeted. For obvious reasons. As the call goes up, Beach and Jungle will be responding and the giant metal doors of the Hall will be closing. Let's just all hope it's in time. ^_^



IC Thread

Participating
K'rez || Vironethian || Tresrissa || Kenna
Rinneir
Faennilin || Nishi || Keron || Tiynnalacia
R'ael || Penderton || Nealros
Jossekayne
Tavianna
J'thir


Checked In
Tolanna
B'lye || T'stann || Nishi || W'lleni || C'bryn || Galve || Kyareena || Omenya || Neriherem || Vorianna || Qailyx
Z'ryr
J'hal || Danaera || Thoridan || Arrobella
A'srian || B'ryn || K'eir || K'ran || N'lyse || Thealdrae || Xydrie
Droissa || Nieve || Penderton || C'dus || Saviavi || Bekareni || F'erro || T'rel
H'vier || Vestanna || N'aen || Vanelwynne || Noa || Syrena || Ionei || Pythia || Ellariel
Z'tai || K'mar || Phaedralena || M'kale || Callista || N'iko || Aldrekayn || Kharismene
Saer || Lorna || Arlais || Saidra || R'eso || Ilue || Kerenya || Tircin
 



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.

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