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Topics - Southern Records

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1
Weyrling Announcements / Info Kalestath 2591 Hub
« on: September 16, 2018, 09:56:21 PM »
Kalestath Class of 2591

Graduating 37.10.2593

Attending Weyrlingmaster
J'ken of Tadriath

Active & Adoptable PCs
R'ghal of Rintoth
Ysveta of Oskith
D'via of Anedaith
D'vik of Heppath
Na'va Derraseth
R'kan of Hisketh
Vassatiere of Ysolth



Purpose of this Thread
We all know that being a weyrling can be a complicated endeavor. There's a plethora of things to remember -- dragon growth charts, development timelines, important dates... and that's not even including who else is in your class. As new clutches are hatched and Impressed to Candidates, a thread will be created for each class to serve as a centralized location for all the information you'll need to know. As the dragonets and their riders grow, relevant announcements and class threads will be posted here as well.



IC Threads
Spoiler for Hidden:
24.06.2591 / 2:00PM - The New Normal || Hatching
-|| Kalestath’s 2591 clutch of 32 eggs hatches, yielding more mutations but only one Candidate fatality.
24.06.2591 / 2:00PM - Can't You Tell I'm Starving? || Feeding
-|| The newly-bonded weyrlings feed and tend to their dragons.



Barracks Placements when Hatched
Spoiler for Hidden:
|Room 1
[Empty]
|Room 2:
C'bryn
Un'taigo
1 NPC
|Room 3:
W'thir
2 NPCs
|Room 4:
R'kan
D'vik
1 NPC
|
|Room 5:
D'via
Ysveta
1 NPC
|Room 6:
Vassatiere
Na'va
1 NPC
|Room 7:
R'ghal
1 NPC
|Room 8:
3 NPCs
|
|Room 9:
Erieen
S'nis
T’vil
|Room 10:
Galve
Ionei
T'ghen
|Room 11:
F'erro
Q'ellan
L’anna
|Room 12:
Araena
N’lyse
1 NPC
|
|Room 13:
P'run
S'ric
1 NPC
|Room 14:
T'rel
W'lleni
T'vye
|Room 15:
Saidra
Ya’lin
1 NPC
|Room 16:
Droissa
Danaera
Thiis
|


Important Dates
Spoiler for Hidden:
24.06.2591 || Kalestath's 2591 clutch hatches, numbering 3 Bronzes, 5 Blacks, 3 Browns, 5 Blues, 7 Greens, and 9 Reds.
24.06.2591 - 24.07.2591 || Month 1 || 10% growth || Dragonets will require large amounts of sleep and food daily for the first three months of their lives
24.07.2591 - 24.08.2591 || Month 2 || 20% growth || Riders learn how to inspect, bag, and toss firestone
24.08.2591 - 24.09.2591 || Month 3 || 25% growth || Repetitive ground drills begin
24.09.2591 - 24.10.2591 || Month 4 || 30% growth || At this stage, dragons become more active and curious about things beyond themselves and their rider
24.10.2591 - 24.01.2592 || Month 5 || 35% growth || Intermediate ground drills begin; dragonets' metabolisms slow, meaning they have to eat less often
24.01.2592 - 24.02.2592 || Month 6 || 40% growth || Dragonets become capable of short, hopping flights; weyrlings have personal interviews with Weyrlingmasters to review their progress
24.02.2592 - 24.03.2592 || Month 7 || 45% growth || Weyrling riders are fitted for flight gear
24.03.2592 - 24.04.2592 || Month 8 || 50% growth || Dragonets become capable of longer, but still hopping, flight
24.04.2592 - 24.05.2592 || Month 9 || 55% growth || Flight training begins with the rider
24.05.2592 - 24.06.2592 || Month 10, 1 turn old || 60% growth || First comprehensive exams, both oral and practical
24.06.2592 - 24.07.2592 || Month 11 || 65% growth || Dragons become very active and involved in their rider's life; females may idly begin to notice males
24.07.2592 - 24.08.2592 || Month 12 || 70% growth || Wings strengthen and agility increases, though flight training is still short
24.08.2592 - 24.09.2592 || Month 13 || 75% growth || Class moves out to personal weyrs, with inspections every seven days
24.09.2592 || Move out to personal ground weyrs, where they will remain until graduation
24.09.2592 - 24.10.2592 || Month 14 || 80% growth || Aerial drills increase and Between training begins
24.10.2592 - 24.01.2593 || Month 15 || 85% growth || Dragons learn how to hunt for themselves and eat only every five to six days
24.01.2593 - 24.02.2593 || Month 16 || 90% growth || Dragons begin to reach sexual maturity, though it will vary by pair
24.02.2593 || The earliest date that female dragons may Rise and male dragons may Chase during Flights
24.02.2593 - 24.03.2593 || Month 17 || 95% growth  || Aerial drills now incorporate flight, Betweening, flaming, and all other duties of Wings during Threadfall
24.03.2593 - 24.04.2593 || Month 18 || 100% growth || Dragons reach adult size
24.04.2593 - 24.05.2593 || Month 19 || Riders and dragons study for final comprehensive exams, and begin the transition into regular rider life
24.05.2593 - 24.06.2593 || Month 20, 2 turns old || Continued aerial and rescue drills, along with study for exams and incorporated drills with Prairie Wing
24.06.2593 - 35.10.2593 || Last months of weyrling training; weyrlings are administered final exams and exit interviews for the purposes of Wing placement
37.10.2593 || Graduation date; assigned to Wings and moved into adult personal weyrs

Important Links



Graduation Protocol
It's no secret that the default post-graduation Wing for most weyrlings is Prairie -- though of course, your characters are welcome to apply for a transfer with another Wingleader after they've graduated. But while it's less common for Beach and Jungle to accept recent weyrlings, it does happen. Because of their more stringent IC requirements, and to make sure each weyrling considered is a good fit for such a Wing, we will only be allowing weyrlings with 20 posts or more to be considered for Beach or Jungle. As per previously established canon, Mountain does not take freshly graduated weyrlings.

Please understand that this is not a punishment or a requirement -- simply that only characters who fit these guidelines will be considered for these Wings immediately upon graduation. Your weyrling can always request a transfer from another Wing if their dream lies outside of Prairie. Final tallying for such post counts will end the day before their graduation ceremony will take place -- on 37.10 -- in the interest of fairness. All weyrlings, regardless of post count, will be sorted into Prairie unless they meet the 20 post threshold and other considerations like personality fit and any extracurricular training it may be mentioned that they have done.

We'd also like to get a feel for what Wings your characters might be aspiring to! So as their graduation approaches, we'd like you to fill out the following form and PM it to Southern Records for us. Please let us know if you have any questions or comments!

Spoiler for Placement Form:
Code: [Select]
[b]Character Name:[/b] Weyrling of Dragonth
[b]Wing:[/b] What Wing you have in mind for your character - please specify if you have OOC intentions for them that differ from their IC goals.
[b]Reasoning:[/b] Let us know a bit of detail about why you think your character would be a good fit for the Wings you're asking us to consider!

2
Adoptables / OOC Weyr Headwoman Lorna [ 01.05.2561 / Weyrfolk ]
« on: September 14, 2018, 04:06:47 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:
MILLA JOVOVICH
Biography

First Name:
Lorna
Nicknames:
Lo, Headwoman, Boss-Lady
Date of Birth:
1.5.2561 Pass
Place of Birth:
Fort Weyr
Weyrmate/Husband/Wife:
none.

Your Reflection...

Appearance: She's a practical lady who wears clothes that can handle her long hours and varied workload. She's elbow deep in most chores - from deep caves to upper weyrs so things are durable and made to last. She prefers bright colours - they make her easily spotted in a crowd - and designed for work not looks. She often layers as well as accessorizes with her shoulder bag (with her essentials including notation pad).

Response to 9th Pass Catastrophe: She was busy - she dealt with her feelings her own way. It included a lot of grieving for lost friends and colleagues and the world as she knew it. She threw herself into work, and the pleasant experiences she had time for. She hasn't come to hate their new lifestyle but she has found it hard to replicate some of the things she grew up used to like meals. She is scared that culture will be lost because so many skills, materials, and foods cannot be accessed now. She also has no tolerance for deep seated hatred being fostered by others against the weyr for its inability to avert a planetary disaster. Her easy answer to people holding onto hatred is to ask that they stop dwelling in the past and move on.

Response to dragon color mutations: Unless they eat more - she doesn't care. Really - although the mutations deeply disturb many of the traditional riders her response rests on whether they can serve a practical role, whether they consume more than their fair share for that contribution, and whether their riders can be trusted to have a level head in the leadership. She isn't keen on someone so young being weyr leader - not because of the age but because of the experience. Too much has become new for many of the holders and weyrfolk - and she believes an older more experienced bronze should have won that flight. It would have reassured people who needed that reassurance. But beggars cannot dictate Flight results and Lorna must contend with the various factions vying for the weyrwoman's attention. She cannot find the time nor energy to care about the new colours unless they pose a significant threat - for which she has not seen evidence yet.

Who are you...

Likes:

*Noise: She loves a good party - with noise and laughter. Silence often strikes her as the absence of life - and she's had quite enough of that.

*Babies: Pernese or dragon - she goes all out around babies. She has great difficuly carrying children to term and so overcompensates by raining affection on the children she has as well as the others in the creche.

*Order: A little chaos is never completely unwanted - but she prefers certain realms in her life to be organized to some degree. Order lends the weyr to success more often than not.

*Food: With foodstuffs limited to what has been brought or found on the island, she is tickled by the range that the kitchen is capable of making with what they have to work with. Food is an experience she enjoys!

Dislikes:

*Laziness: Perhaps this is headwoman 101 - but she expects people to shoulder their fair share of the work.

*Wastefulness: Bad things happen to weyrfolk that waste and she finds out. There's plenty to go around with everyone get's their portions. If anyone has a problem with the rationing they can take it up with her.

*Bullies: The only thing pernese should be bullying are Hunters and stains out of laundry. BUllying of dragon or person needs to be set right.

Strengths:

* Thick Skin: She isn't loved by everyone all the time, and can handle the nasty remarks muttered about her from both weyr, craft, and holder folk.

* Methodical Mind: It is her best physical attribute - and is constantly at work besides during very intimate moments. She is a strong intellectual despite the times and her learning.

* Sociable: She is no shut-in. She will opt for some leisurely time in lieu of sleep even on her longest days. She doesn't sleep much anyways!

* Energetic: She has the drive to keep long 18 hour days no matter the task. She's young - why shouldn't she work hard?

* Authoritative: Although she wasn't born or Impressed to a position of authority now that she has been elected to the task she can handle it quite well. She pushes no limits that aren't flexible.

Weaknesses:

* High Expectations: She holds herself to high standards and does the same for others. This doesn't always work out in her favour - and she finds herself disappointed when she has faith in someone who doesn't hold muster.

* Workaholic: She is almost always working - and has been known to 'look into a matter' while on social engagements. Considering herself in theory like the weyr's homemaker - her tasks are never done.

* Substitutes greater weyr family for intimate commitment: In her mind she holds a great many people in her esteem as friends and family. But this can discourage her from long term intimate relations. She uses her network as an excuse that she doesn't 'need' to go home to a weyrmate at the end of the day although the thought is nice.

* Fear of Failure: So much hinges on the weyr having a capable leadership team. She doesn't want to be the weakest link. It would mean the end of their entire species.

* Frustration with Limitations: She can't pour wine from an empty skin - and the limited resources upset her. She works very closely to Craft and Hold to encourage and empower more production of these resources. She can only do so much while maintaining people's dignity - and without a proper Hold to house the skilled crafters.

Describe Yourself:

* CAPABLE: ----- She knows how to do a lot of things. Change babies, first aid, hauling water, mucking out stalls. She feels its her responsibility to be able to do anything she might have to ask someone else to do. It gives her a feeling of accountability between herself and the swathes of people she must employ and protect.

* FEARLESS: -----She is like a mother bear protecting her cubs when one of her own is hurt. She'll be right by their side in the Infirmary and will have to be pried from their sides. She doesn't like seeing anyone hurt and will do what she can to help.

* FIRM: ----- She can compromise, but when she feels she is in the right she will firmly hold her ground. She'll let her disagreement be on the record - even with the weyrwoman. Her reasonable nature makes these moments few but pointed.

* HAPPY: -----Although the tragedies of their world weigh on her and everyone else - she considers herself happy. She wants to focus on building the world back up and raising her children. She'll take whatever happy moments she can get her hands on.

* HONEST: -----Its not easy - but she doesn't lie. The odd ommission of information will happen and is part and parcel of how she manages to work with so many personalities - but if bad news needs to be shared she won't sugar coat it. This applies to pernese of all ages.

The Magic Touch: The children in the creche are near and dear to her heart and she considers them her extended family. She's had problems carrying children to term and the creche has helped her deal with her losses.


Family...


Mother: Tianilla, Drudge, 2545 (46).
Father: Thurgi, Drudge, 2540 (51). 

Children:

Daughter - Dawna - 5y 2584 (7)
Son - Gillis - 18m 2587 (4)


Siblings:

Thurgi, 56 Turns (09.10.2535), Drudge
Surgis, 33 Turns (06.01.2558), Journeyman Smith, Southern Winds Weyr
Olysusi, 27 Turns (05.03.2564), Drudge, Southern Winds Weyr

Nieces & Nephews:

Surgis, 33 Turns (06.01.2558), Journeyman Smith, Southern Winds Weyr
--Fysli, 32 Turns (07.09.2559), Crèche Attendant, Southern Winds Weyr
   ---Syligus, 6 Turns (04.07.2585), Weyrbrat, Southern Winds Weyr
   ---Ligui, 4 Turns (10.10.2587), Weyrbrat, Southern Winds Weyr
   ---Girsyl, 2 Turns (30.08.2589) Weyrbrat, Southern Winds Weyr

Olysusi, 27 Turns (05.03.2564), Drudge, Southern Winds Weyr
--Dalryn, 29 Turns (26.02.2562), Drudge, Southern Winds Weyr
   ---Rynsi, 4 Turns (05.10.2587), Weyrbrat, Southern Winds Weyr
   ---Dalysus, 2 Turns (05.07.2589), Infant, a Southern Winds Weyr

Thurgi Jr., 16 Turns (30.09.2575), Drudge, Southern Winds Weyr


Tell us a story...



* 2561, 0 She was born during a violent thunderstorm hovering over High Reaches, but it couldn't match her for the volume of her birthing cries. It did however portent that she would grow up to be a strong woman - something her mother is said to have remarked on when she was placed in her arms after 18 hours of labour.

* 2564, 3 The birth of her sibling Olysusi - whom she immediately disliked upon sight and forever remembered as being a poignant disappointment to her. She thought she was going to get a baby sister instead.

* 2568, 7 Evacuation from High Reaches due to resources shortages impacts her as a young child as she remembers it clearly. Her large family is moved to Fort Weyr where they are forced to live in even closer quarters and with reduced status. This may not seem like a big deal to those outside of the drudge culture - but there is significant hierarchical differences created by the refugee incursion into Fort Weyr. Children are cruel despite the harsh losses of pernese life caused by the Pass. She remembers being bullied, and has grown to be very intolerant of the same in the current Southern Weyr creche because of those experiences.

* 2575, 14 She meets and falls in love with a smith apprentice, to whom she gives her virginity at a very young age. She from that point on has the opportunity to her parents' horror of bedding a rider or two, and begins working closer with weyrfolk.

* 2576, 14 Several years of blood sweat and tears working for anyone and doing any thing that could further her future with the weyr. She abandons the prospects of meeting a weyrmate in favour of a flexible but active social life with those her own age. Valuing the potential legacy she could leave the future generation she begins with a lengthy career in the creche - caring for others' children. She suffers two miscarriages during this time, both children conceived by casual partners, and begins to believe that motherhood will not bless her. She focuses on the care of the future of Pern as tragedy brings other weyrs and holds into Fort.

* 2581, 20 With a third miscarriage, Lorna nearly suffers a break down of emotion. She is afraid that her hopes of becoming a mother won't happen but gets support from her family and friends.

* 2584, 22 Birth of her daughter Dawna - a glorious event. For whatever reason the fates decide that she will conceive and carry a child to term. She is very careful with what she chooses to do during pregnancy and finds that she does not suffer any bouts of bleeding. The moment her baby girl was placed in her arms she felt as close a feeling as she imagined Impressing to be like. The little girls 'baby' eyes were blue - and she knew in that moment that motherhood was for her. Every hard moment had been worth it. She also receives a fire lizard egg as a celebratory gift and impresses a brown flit to whom she gives the name Bahm. He makes motherhood interesting - and she finds his tendency to go off on his own very helpful while making the adjustment from mother back to working drudge.

* 2587, 25 Birth of her son Gillis & the move to Southern Winds Weyr are tremulous times for her. With the future of Pern in question she is called upon to aid the current headwoman during preparations to evacuate. Recently made a mother a second time - and literally working with her son swaddled against her in a convienant sling she slaves through the organization and inventory of what can be immediately transported to the new settlement. Using the steel born to her, she rallies teams of people with complimentary skills (a knack she carries with her to this day) and using them to best effect. She feels scared about the move but understands the why. She high hopes that everything will be alright, and worries about her daughter and son. Upon hearing about rumors of something called hunters, she is terrified of the jungle. And then of learning about the beach snakes, she's wondering if the paradise is more like a type of hell for them. She's not yet sure what to make of the Sharpfish yet.

* 2588, 26 Is newly appointed as Headwoman with the retirement of the previous to take over the management of Southern Winds Weyr and responsible for executing the weyrwoman's wishes. She takes the role very seriously as Halirina is a taskmaster she is eager to prove herself to. Early in this year she also accidentally impresses a blue flit whose egg was left in her care while its intended handler was ill. She names him Zuuli.

-----

RP Sample goes here.

Member Info...

Created By:
Original Profile by piedara; edits by Dragon
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
---

Coded by SanctifiedSavage for SWW


3
Adoptables / OOC Saidra [ 11.06.2575 / Red Weyrling ]
« on: September 14, 2018, 03:56:46 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:
KEIRA KNIGHTLEY
Biography

Name:
Saidra
Honorific:
None
Pronounced:
SAY - drah
Nicknames:
Saidie [SAY - dee] or Sai [SAY] - extremely close friends and family only
Date of Birth:
11.06.2575 9th Pass
Place of Birth:
Fort Hold
Dragon Color:
Red
Impression Age:
2590/15
Wing Rank:
Weyrling - Junglerider aspirant
Weyrmate:
None currently.

Your Reflection...

Appearance:
Short, at 5’3, and thin, Saidra is mostly hard muscle and calluses. Often dirt-speckled and tanned from outdoorsyness, she has the air of a ragamuffin. Cleanliness is not something she keeps well, although in the past few Turns her hygiene has improved.

Her long, dirty blonde hair tangles easily, messy and generally poorly kept. Whilst it has the potential to shimmer and shine like spun gold, Saidra does not care for it. She’ll tie it up to keep it out of the way, in plaits or buns or runner tails, but she dislikes fussing over it. Something simple and quick suits her needs just fine.
 
Bruises are a regular thing, although she is somewhat inured to the pain they cause when she pokes them. Of scars, she has several- the biggest is a long, thick, poorly healed one trailing from below her right knee to just above the ankle, the result of a vicious wherry attack.

Response to 9th Pass Catastrophe:
People eked out a living the only way they knew how- fighting for every inch of life. Being on the outskirts of the Hold was for the best in Saidra’s opinion. It was hard. Survival was a daily battle. But she didn't know a life without struggle and strife, and Saidra doesn't think she's worse off for it.

Response to dragon color mutations:
There are more important things to worry about. Saidra doesn't know much about weyr politics or traditions beyond what she has been taught during candidacy. Who cares what colour their hide is as long as they’re healthy, right?

Who are you...

Likes:
Nature: Unsurprisingly, Saidie loves nature. Staring at her surroundings- not to study them, but to appreciate them- is one of her biggest pleasures. There’s just something peaceful about trees and sky and dirt beneath your feet. True, some things come out of jungle to try and kill you, but when they’re not there it’s pretty good.
 
Whers: Shadowed by their draconic brethren, Saidra has always felt that whers were vastly undervalued and underappreciated. Terarsk is her favourite wher, but she has yet to encounter one that she doesn’t like.
 
Physical exercise: It’s not just because it helps her keep fit, but there is something soothing about letting your body do the work and your mind switch off for a while. Physical exercise and manual labour enables her to be entirely in the moment. The rush of endorphins is just an added bonus.

Dislikes:
Nudity: she doesn’t have an issue with her body, or other bodies- not in theory… it’s just… there are clothes for a reason. Wear them. Being naked isn’t so bad when you’re alone, but Saidra becomes quite shy when it comes to bathing. The rare occasion of sex is usually okay too, because she tends to be distracted with other things.
 
Writing: Saidra is somewhat illiterate, and struggles to both read and write. Reading is a lot more fun, however, because it doesn’t involve sitting still with a small tool in her hand trying to make sense of squiggly shapes on a tablet. If everybody could just write in pictures, that would be lovely.
 
New shoes: They are uncomfortable to wear, leaving her feet feeling tight and bound. More often than not she’ll wear holey, half-broken shoes; or if she really has to wear new shoes, then she’ll take them off as much as she can.

Strengths:

* ATHLETIC : Physically fit and strong, Saidra does not shy away from hard manual labour despite her waifish appearance. She has incredible endurance and a strong immune system, capable of fighting and fleeing as the situation sees fit.

* ATTENTIVE : With sharpened senses, Saidie is not often caught by surprise. Consequently, she is very good at both reading her surroundings and picking up other people’s social cues- even if she can't decipher their subtleties.

* ASSIDUOUS : She applies herself fully, body and mind, to the task at hand. Saidra is unwavering in her approach to work and can always be counted on to finish a task.

* HUMBLE : She rarely, if ever, speaks of herself or her own accomplishments, much preferring to listen to others’ stories. She does not think herself as interesting or as worthy as others, although it is not due to a lack of self-esteem.

* AFFECTIONATE : Although Saidie struggles with emotional understanding, she is very good at showing that she likes someone. She is an enthusiastic hugger, frequently touching friend’s shoulders and backs, and has no hesitation in wiping away a stranger’s tears. Though wary and guarded around people she does not know well, those she meets on a more regular basis are more likely victims of her lack of boundaries.

Weaknesses:

* POOR COMMUNICATION : Saidra does not express herself very well. She has little understanding of how to communicate with people, other than her father. A lot of her speaking is done through body language, though she does her best to talk despite her lacking vocabulary and shyness.

* EASILY OVERSTIMULATED : Noise and pressing, physical sensations overwhelm her to the point of quiet anxiety. She needs a lot of space to and distance to understand what's happening around her better, withdrawing when things get too much for her to handle. She finds classroom learning extremely difficult.

* RUTHLESS : If something grisly needs to be done, Saidra will do it. Blood and death do not scare her whatsoever, and she is not above taking what she needs, even if it belongs to somebody who may or may not be alive. The ends justify the means.

* NAIVE : People’s whims and politics confuse and scare her. She is too trusting of the literal sense of words, and unable to see past masks or facades whatsoever. She is unfortunately rather slow on the humour side as well, although slapstick comedy will always elicit a laugh.

* PESSIMISTIC : Although not outspoken by nature, Saidra doesn't think good things happen very often. She holds onto a general sense of dread that every day will be damned difficult, although there is some good to come of certain aspects of life.
 
Describe Yourself:

* SOCIALLY INEPT: ----- Awkward doesn't begin to cut it. Saidra has an awful stutter, fidgets uncomfortably when engaged in conversation, and struggles understanding other people’s emotional and mental needs. Everything ought to have a practical purpose and value in her opinion. People should wear signs telling her what they can do for her, so that they can set up an exchange of communication-goods-and-services. She knows she should just calm down and relax around other people, but a combination of inexperience and anxiety make it difficult for her not panic pretty much all the time.

* WISTFUL: ----- There are so many things Saidra wants out of life: friendship, love, purpose, a home with safety and warmth. She doesn't know how to get those things yet, but everyday she spends studying her peers is another day of information for her to process. She may even timidly ask questions of those who seem to have it all, that look of pure, unadulterated want in her eyes.

* LONELY: ----- Through a combination of factors including her awkwardness and her living circumstances, Saidra is a very lonely girl. She does enjoy company, but the lack of socialisation has made it difficult for her to keep friends.

* BRIGHT: ----- Though not necessarily book-smart, Saidie picks up new skills fairly quickly, and has a thirst for learning (at her own pace) that her father never see,ed able to quench.

* SINCERE: ----- A more genuine and softly-spoken person may be hard to find. Saidie means well, and wishes only the best for those she encounters. She would not dare to lie, nor does she conceal her feelings well at all.

The Magic Touch: Saidra has difficulty understanding others, and consequently struggles a little bit in understanding herself. Romance is a wholly foreign concept to her- although she loves her father more than anyone in the world.

Family...

Mother: Magara - 09.09.2555 - 11.06.2575 - Laundress
Father: Terarn - 20.08.2546 - Wherhandler to Brown Terarsk (Impressed 2562)

Siblings: None

Children: None

Tell us a story...


* 2575, 0
Saidra’s birth was... tumultuous, to say the least. Magara was a beautiful woman who had fallen on hard times financially, and was struggling to survive. Terarn was a gambling man, but a wherhandler too, which afforded him some power and influence in Fort Hold’s more colourful underbelly. Saidra never found out if his attachment to Magara was due to him loving her, or out of some twisted financial debt owed to him. Whatever the case, he certainly never took a shine to another woman in that way, before or since.
 
Due to sickness leading into the final months of her pregnancy, Magara died in childbirth. Terarn strong armed another woman into raising his daughter for the first few months of her life, but once Saidra was a Turn old, he made the decision to live on the furthest edges of the Hold, refusing to allow his daughter to fall victim to Hold life’s cruelties in the same way Magara had. With Terarsk by his side, he had a guard and possessed the ability to work. His interactions- and consequently hers- were the rare sweeps, and the few whom Terarn trusted implicitly.

* 2580, 5
Life on the outskirts of the Hold wasn’t so bad. Saidra learnt how to hunt and trap the rare animal that ventured close to the hold, how to fish, how to cook, how to mend things and make things. She had her father and Terarsk for company, both of whom she adored, and the stories he told her- of riders, of crafters and holders at the peak of the glory days- gave her hope that life wouldn’t always be so lonely and isolated. Every so often Terarn would bring her into the Hold proper, never allowing her out of his sight as he tended to business. She watched the other children from afar, terrified of the games they played and the words they spoke.
 
But she and her father had their small home, and Terarsk was a keen guardian at night, and a sweet and loving companion. She learnt early on that the despair of the Holders’, and really all Pernese, was due to the erratic Fall. She couldn’t help her fascination as she watched the grey streaks in the sky from within her rocky home. Life was difficult- food was severely rationed, and she didn’t have much interaction beyond her small family.

* 2582, 7
The growing girl was fortunate enough, one day, to come across a firelizard clutch that was half-hatched. She was returning from a semi-successful fishing trip, and fed some of it to a curious little bronze who turned his gaze her way. Chouki, he was named, for the sounds of the forest. He grew incredibly attached to her very quickly, and their strong bond has persevered through the Turns.

* 2587, 12
Saidra had learnt an array of skills that allowed her to survive, but eventually Thread simply… stopped. Terarsk seemed calmer, although the old wher was usually very calm regardless, and the dragons were not such frequent sights in the skies.
 
Saidra pushed to visit the Hold a little more often, shyly watching youngsters her age interact with one another. She never quite knew how to approach them, and clung to her father. It was much easier to just watch and learn without fear of being teased or mocked.
 
But Terarn mentioned that the Weyr was looking to move people to another, more bountiful place. Uneasiness swept the girl, although she was excited at the prospect of seeing somewhere new, and of meeting new people… Terarn was glad that the Weyr would offer them a home: anything was better than the seediness of the Hold, that had caused so much misery and claimed so many lives.
 
They were eventually brought to Fort Island, where both father and daughter offered their services in construction and hunting. Terarsk, once again, offered them a slightly favourable position in the standing of Holders. Although Terarn was a known name in some circles, Saidra was not. People did not bother her openly, but they passed judgement on the weird, quiet girl who rarely spoke to people.

* 2588, 13
Shortly after her thirteenth Turnday, Saidra was gifted another firelizard egg by her father. Chouki was loyal, hard-working and incredibly intelligent, but Sai often found herself yearning for another friend like him. Taro hatched from the small egg, a pale, beautiful blue. He was a little more devious and excitable- maybe an effect of being an Island flitter, Saidra thought. Nonetheless, he was adorable and much beloved.
 
* 2589, 14
After Kalestath’s Flight, won by the unusual black dragon Neisoth, Saidra was Searched. It was an almost dream-like experience, scared almost to death by a rider touching her shoulder and asking her to consider dragonriding as her future. Her mind raced at a million miles a minute, her breath catching in her throat. She could feel the blue dragon stare down at her, and she felt small and diminutive beneath his gaze. How could he possibly see something in her? Nobody did- or had before… She wasn’t anything except for hard-working.
 
The young woman asked for her father’s blessing, wanting nothing more than to make him happy. Although he wasn’t pleased at the idea of risking his daughter on the Sands (and besides, dragonriding was dangerous- who knew what those people had done to the Red Star, given that erratic Pass). But he did believe that it would be safer- and far more enjoyable a future- than any life she could have in a Hold. Lesser of two evils, maybe.
 
So Saidra started candidacy. It was a difficult time, for she had never been so long in the company of people other than her father. She learned, day by day and very, very slowly, how to better socialise. Mostly she kept her mouth shut unless spoken to directly, content with her flitters. Though she had always wanted more friends, she was terribly afraid of being thought of as foolish or stupid, and rarely risked speaking in case she provoked their ire or derision.
 
* 2590, 15
Life on the island was still a struggle, and numerous attacks left the Weyr leadership fractured. Crafters and Holders were feeling their shackles, and Saidra feared for her father and their relationship. He told her, as often as she needed to hear, that he would not leave her side.
 
In the sixth month of the Turn, Kalestath’s clutch hatched…

---

RP Sample goes here.

Member Info...

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Original profile by Mareep; edits by Dragon
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4
Adoptables / OOC Arlais [ 23.02.2564 / Green Rider ]
« on: September 14, 2018, 03:50:13 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: Rachelle Lefevre
Biography

First Name:
Arlais(Are-lay)
Honorific:
None
Nicknames:
'Sunny' an affectionate nickname given by most of her friends for her light personality and constant smile.
Date of Birth:
23.02.2564 9th Pass
Place of Birth:
High Reaches Weyr
Dragon Color:
Green.
Impression Age:
2579/15.
Wing Rank:
Wingrider [ Jungle Wing ]
Weyrmate:
None as of yet

Your Reflection...

Appearance: Arlais always dresses rather casual, with comfortable loose clothing most often in bright colors. Her bright hair is usually loose, or swept back behind her ears with a bit of oil to keep it there. She has one large Threadscore scar, covering her throat, shoulder and chest, and she keeps it hidden by covering her throat with a colorful strip of cloth and waking before her lover does after some Flight fun. She has a braid in her hair she tucks behind her ear, where she has various little trinkets threaded in, chiefly a pair of brilliant emerald wherry feathers from her first hunt as a Rider.
Response to 9th Pass Catastrophe: The 9th pass had left Arlais reeling with shock and loss after her mother succumbed to the Thread. Arlais watched as Pern began to die before her very eyes, and she watched with a smile, doing her damnedest to raise spirits of others to avoid breaking down into tears herself at the loss of everything they knew.
Response to dragon color mutations: Arlais doesn't like them. At all. In all the generations of Riders, never had a Black or Red appeared until everything went wrong, so what is their purpose, other than to cause chaos and dissent in the Weyr? So, she thinks little of them aside from disruptions to the peace she so desires.

Who are you...

Likes:

*Music: Arlais loves to dance and sing along with music, thus can almost always be found bothering some poor Harper. This stems from a desire for happiness, and she's found that music can lighten the mood almost every time.

*Flirting: Arlais is a shameless flirt, however she rarely takes it beyond the playful stage, and knows when to back off another woman's weyrmate. For her, it's all in the fun of it.

*Flights: Arlais loves it when a Flight occurs, specifically Aryth's, because then she can screw the brains out of someone without having to worry about them seeing her scar through the Flight lust.

Dislikes:

*Violence: Arlais is, in her nature, strongly against violence unless it is life or death. Example being she'd gladly fight off a hunter, but not so much another Rider unless the Rider intended to kill her, Aryth or her flits.

*Pregnancy: Arlais doesn't like being pregnant, in fact has never been such and doesn't ever intend on having children. Pregnancy takes away time she believes she can better spend aiding the Wing, although doesn't look down upon Green riders who choose to have children.

*Chaos: Everything has an order, a way to do things. Things that disrupt this order puzzle and horrify Arlais, and she'd have nothing to do with things that cause upset within the Weyr.

Strengths:

* Optimism : Arlais almost always has a smile on her face and looks to the bright side of things. Even when internally she wants to break down, she will smile and keep other's spirits up, even if her own is crumbling

* Wit : Arlais has a razor-sharp wit, and isn't afraid to use it in order to pretty much smack someone back into place or help boost them up. Getting into a contest of wit with her would be a rather bad idea.

* Adaptive : Though Arlais may not like it, she can quickly adapt to her surroundings and situations that change. She may bitch and groan about things still, but she generally can deal with it all.

* Loyalty: Arlais is loyal to an utter, obvious fault. She'd throw herself in front of a Hunter to protect even a stranger, and would risk everything to save those she loves.

* Stability : Very little, if anything, can shake this woman's spirit. Very grounded and adaptable, she takes life's hurdles in stride with a wink and a smile.

Weaknesses: 5+ (list form and please give at least a bit of explanation to each)

* Naive : She can be naive in the fact that she believes everyone has potential, has the ability to be just as important as Riders, to do and be good. She doesn't see the darker side of people, whether it's because she chooses not to or actually can't is undetermined.

* Distant : Arlais is friendly, yes, but what you don't see is the mental distance she keeps from everyone but Aryth. You would never see her break, she'd find a small, dark place for that, and because of it she's come to the realization that, for all her 'friends', she's rather alone.

* Reckless : Arlais doesn't quite seem to understand her own mortality, and can seem rather reckless at times when it matters, such as in the jungle.

* Impulsive : Arlais, for all her wit, has a tendency to speak before she thinks, and this can sometimes insult others when she doesn't actually intend to insult anyone.

* Dark Humor : Her humor can get dark, and it can get dark quick. Whether this is out of some innate desire to mourn over what has passed or not is unknown to Arlais, however she does her best to avoid making too dark of jokes.

Describe Yourself:

* Loving: Arlais is loving, whether to a watch weyr or the Weyrleader, she cares for everyone and will always greet someone(even someone she almost dislikes) with a smile and cheer.
* Silly: Arlais isn't afraid to play the jester in order to distract or get laughs from her fellow wingriders.

* Solitary: For all her smiles, Arlais is a solitary creature who tends to keep her internal thoughts to herself, and will easily, and subtly, steer the conversation away from anything too personal

* Tolerant: Say what you wish to Arlais, she will just smile and tell you when you're being an ass. As the adage goes; sticks and stones will break my bones but assholes can't hurt me.

* Strange: That Arlais can always find a reason to smile stupefies some, confuses others. It's just who she is, strange or not she likes smiling and finding reasons to be cheerful.

The Magic Touch: Arlais's weyr is covered in scraps of fabric, string, old dragon shedskin, pretty much anything she can get her hands on to decorate her weyr. AKA She's a hoarder.

Family...

Mother: Marrei born 28.02.2535, Green Wingrider, Impressed Yylith 2550, died during Threadfall 2567
Father: E'sei, born 03.09 2520, Brown Wingrider, Impressed Teyroth 2537, alive and well(adoptable)

Siblings:
Twin: Areys, born 2564, Impressed Alynth 2579(Alynth is sister to Aryth; adoptable)

Children: Nerys, born 2578, died same day due to fever.


Tell us a story...

* 2564, 0 Born to Marrei and E'sei, twin to Areys in High Reaches Weyr, 9th Pass. The girls are healthy, identical twins, something their parents considered a blessing.

* 2567, 3 Marrei dies during Threadfall,, leaving E'sei to take care of the girls. He leaves them in the safety of the creche, where a drudge by the name of Ilsa nurtures the girls and becomes their adoptive 'mother'.

* 2571, 7 High Reaches is evacuated, and there's no sign of E'sei. Arlais, frantic, searches the Weyr for her father and finds him in his weyr, saying goodbye to Marrei's memory. He takes his daughters and leaves High Reaches with the rest of the Riders, intending to never return.

* 2576, 12 Arlais is selected as a Candidate, and Areys as a Candidate as well. The twins, ecstatic, remain inseparable throughout their training as they waited for their turn to Impress. E'sei grows distant, despite Arlais's attempts to socialize with her father. Areys doesn't bother.

* 2579, 15 Arlais and Areys stand on the sands, and Arlais Impresses Aryth, while Areys impresses Alynth. Arlais is utterly smitten by the gawky Green, and happily goes through weyrling training, practically ignoring Areys until the two get in a spat, and once more are thick as thieves.

* 2585, 21 Arlais and Areys are separated into different Wings, while upset about this Arlais doesn't protest her orders. A freak accident during Threadfall leaves her out of commission for a while, and in critical condition for a few days.(Reference to the scar in appearance). During this time Areys brings her a gift; two flit eggs, one gold and one bronze, with the condition that Areys gets pick of the first clutch. The eggs kept Arlais busy while she healed, and when they hatched even more so.

* 2587, 23 Arlais celebrates the end of the Pass, and tracks down her father E'sei only to discover he had been sent out with other Riders to assess the rest of Pern. She waits for his return, however is met with a cold shoulder when E'sei comes back from the scouting trip. Confused, she flees to Areys's weyr, taking solace in the only family member she seemed to have left. When the black egg hatches, however, Arlais is one of many who show strong distrust of the hatchling, borderline hate.

* 2589, 25 Arlais was just getting settled into Jungle Wing and her new home in Southern Winds when the black dragon captured Kalestath. She watched helplessly as the event caused dissent within the weyr, a growing bitterness, anger and distrust she was powerless to stop without making herself out to be sympathetic to the Black Riders. So Arlais remained silent, watching the growing dissent between her Wing and those that didn't care for or liked the Blacks and Reds.

----

RP Sample goes here.

Member Info...

Created By:
Original profile by Tribs; edits by Wren; edits by Dragon.
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
---

Coded by SanctifiedSavage for SWW


5
Adoptables / OOC R'eso [ 09.02.2565 / Bronze Weyrling ]
« on: September 14, 2018, 03:42:49 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:
Michael Grant Terry
Biography

First Name:
Randdeso
Honorific:
R'eso
Nicknames:
Rani, Desi (by his mother and wife)
Date of Birth:
09.02.2565 9th Pass
Place of Birth:
Southern Weyr
Dragon Color:
Bronze
Impression Age:
2589/24
Wing Rank:
Weyrling
Weyrmate:
Widowed

Your Reflection...

Appearance:
Most often seen in cloth pants and a shirt when not wearing his riding leathers, he's a practical sort that doesn't focused too much on how he looks. Since impressing Zaerath, R'eso is often found wearing colors that don't quite go together. Zaerath finds it amusing for now, and is just waiting to see how long it will take for his rider to figure it out. Of course, if he keeps it up too long, Zaerath might find the embarrassment too much to handle and may start mentioning the uncoordinated look. In general, though, R'eso tries to keep himself clean, though finding a clean set of clothes is getting more difficult the more Zaerath finds it entertaining to press himself up against his rider after being freshly oiled. Standing just over 6 feet tall, R'eso is finding himself returning to his more carefree nature, feeling more relaxed then he has since his wife's death. He's more likely to be seen with a relaxed smile on his face now then a perpetual scowl. He has a fair amount of small scars covering his hands and forearms from his previous work as a Glass-smith.


Response to 9th Pass Catastrophe: R'eso is furious, but torn. If only they hadn't tried to mess with the natural order of things, this wouldn't have happened. His wife would still be alive and his son as well. If that had happened, though, he wouldn't have impressed Zaerath, so he is thankful also.

Response to dragon color mutations: R'eso is entirely uncertain what to think. On the one hand, the dragon colors are so new and different that he believes they should be given a chance, on the other, he thinks S'bok and the odd color of his dragon will lead the Holders to have more anti-rider views. Having grown up among Holders he recognizes how stereotypically traditional they are. He doesn't think they needed this extra complication right now. Furthermore, R'eso doesn't believe S'bok has earned his place as Weyrleader, but as R'eso is just a Weyrling himself, chances are he won't say anything.

Who are you...

Likes: Practical jokes- Before his wife died R'eso loved playing practical jokes on people. Now that he has Zaerath's boundless amounts of energy and short attention span to satisfy, he's more likely to play pranks to entertain his handsome bronze.
Hard work- R'eso has never been afraid of hard work, throwing himself into tasks to take his mind off of things. He found it more difficult to work as a glass-smith after his wife's death, hardly aware of anything other than the task in front of him.
Creativity- Although hardly useful for anything more than a paperweight, R'eso practiced crafting glass figures. He enjoyed trying to find different sand mixes to create different colors of glass.
Flirting- Since his wife's death, he tried to fill the empty broken feeling inside himself with other women. A terrible flirt, R'eso never felt connected to any of them, but never could relax enough to bring one to his bed.

Dislikes:
 Drama- Although he loves to cause a scene from a joke or two, the more 'serious' drama is something he could do without.
Tardiness- he hates being late to anywhere. R'eso is normally one of the first people to arrive and one of the last to leave since he likes to make sure everything is in order.
Being unorganized- he likes to know what the plan is at any given time. Zaerath is working on loosening him up.

Strengths:

* SENSE OF HUMOR : More likely to be the one playing the joke, R'eso is just fine being the butt of a joke also. He keeps things fairly harmless though and is only going to get upset if something gets really out of hand.

* TOLERANT but FAIR : Although he's usually pretty laid back, R'eso won't hesitate to put someone in their place if he feels they're stepping out of line.

* CONFIDENT : Always willing to put himself out there, R'eso's never known a time when hard work hasn't gotten him what he wants. Willing to be the first to try something new, R'eso looks on failures as a learning experience.

* HONEST : Almost painfully blunt, R'eso finds it difficult to hide his true feelings about anything. Subtlety is not something he ever learned.

* MORAL : R'eso holds firm to a set moral standard. He believes some things are absolutely right and some are absolutely wrong. He'll let you have your own ideas, but he won't be able to hide it if he disagrees.

* ACTIVE : R'eso constantly has to be doing something. There's no sitting still for him. Especially after his mother's death and his wife's death, R'eso nearly exhausted himself with the need to keep moving.

Weaknesses:

* DETAIL-ORIENTED : If he's not careful, R'eso can be incredibly detail oriented to the exclusion of everything else. This can lead him to obsess over details in a report or work for hours on a simple project.

* EMOTIONS : Not that he cries or anything (though it'd probably do him good), but R'eso tends to get very attached to the people in his life. While his mother's death was difficult, his wife's death made him shut down emotionally. To all outward appearances, he was fine, but his close friends realized he was nearly suicidal at times. Except for his flits and Zaerath, R'eso refuses to try and form emotional ties to anyone. Plus, R'eso is very out of touch with the feelings of others, making him very insensitive at times. Put it simply, he knows what he's feeling, isn't always sure why he might feel a particular way and gets frustrated if he thinks about it too much.

* MATTER-OF-FACT : R'eso doesn't do well with abstract concepts. He wants everything straight-forward and can't understand why someone wants to complicate things with theories or hypotheticals. He tends to get very frustrated when presented with abstract ideas.

* OVER EAGER : R'eso is always the first to try anything- but that doesn't mean it's a good idea. Almost too eager to listen, he'll often throw himself into a task then realize later that he missed an important piece of the instructions.

* JUDGEMENTAL : Even though he believes people are free to create their own opinions and ideas, R'eso will often find himself looking down on those that don't agree with him. Although he realizes it isn't fair, R'eso still prefers being around people with similar thoughts and values.

Describe Yourself:

* LOYAL: ----- R'eso will do just about anything for anyone, but it's doubly true for his friends. He can be convinced to do just about anything for his friends.

* PROTECTIVE: ----- R'eso will do anything to keep someone from being hurt. R'eso would have switched places with his wife in a heartbeat if he'd known it had even the slightest chance of saving her life.

* DUTIFUL: ----- Bound by a sense of pride an honor, R'eso is very careful to make sure his assignments are done before he jokes around.

* HELPFUL: -----  R'eso is almost too conscious of the people around him. If something he can do will make someone else's life easier he's more than willing to do it- even if it means he has to go without. He's more than willing to suffer himself so someone else doesn't have to.

* STUBBORN: ----- Sometimes obstinate just for the sake of being obstinate, R'eso would rather die than admit he's wrong. Similarly, if he believes he knows the "right" way to do something, he'll fight doing anything different.

The Magic Touch: R'eso obsesses over his wife's favorite necklace. Except when bathing, he always has it wrapped around his wrist so that he's able to rub it between his fingers. A nervous habit he developed after she died, he can sit for hours staring off into space, rubbing the simple glass pendant between his fingers.

Family...

Mother: Rannyess, Journeywoman Healer, 2548. Deceased 2581.
Father: U'tan, 2537. Rider of Blue Tarlinth, impressed 2552, deceased 2567

Siblings: A collection of half siblings, but none that he really grew up with. Rannyess was too focused on her work to worry about having more kids. He's only aware of three or maybe four kids his father sired but there are probably more.

Wife: Makali, 2570, deceased 2585
Child: Unborn, 2585


Tell us a story...



* 2565, 0 Randdesso is born. His mother had been about to return to the main Healer's Hall when she discovered she was pregnant. After being stuck at Southern Weyr to have him, Rannyess was determined that her son would not be a rider like his father.

* 2567, 2 Rannyess and Randdesso are evacuated to the Healer Hall. U'tan dies trying to help evacuate Southern Hold.

* 2570, 5 Makali is born to Rannyess's best friend at the Hall, Randdesso becomes convinced the baby belongs to him, in the way a child clings to a favorite toy. Perhaps Randdesso felt a bit left out from all the attention Makali was receiving as a newborn, so clung to her for a way to get some attention back for himself. Randdesso sets himself up to be her protective older brother for the next few turns.

* 2577, 12 Randdesso is apprenticed to one of the Glass-smiths living at the Healer Hall after it becomes obvious he wouldn't be a Healer. Randdesso constantly ran away from his lessons to watch the Glass-smiths. Satisfied that he is getting to do what he wants, he throws himself into the classes with a passion he lacked whenever his mother tried to teach him about her craft. At 7, Makali is pretty much ignoring boys as she thinks they have cooties. Randdesso doesn't care too much as he's too busy with classes and with a typical child's mentality of 'out of sight out of mind.'

* 2578, 13 After successfully completing his first year as an apprentice, he is given one of his mother's fire lizard's eggs. Pontil hatches, a handsome bronze who is appropriately obsessed with the boy. Randdesso makes Makali's pendant as a birthday gift. At 8, Makali wants everything to be pretty and beautiful and is excited to have a necklace of her own. Randdesso only occasionally visits her as he's involved with his classes.

*2580, 15 Randdesso is formally betrothed to Makali. His mother gifts him with two flit eggs- one for him and one for Makali. Randdesso's hatches a smaller than average green named Prism. Makali's hatches a brown. Randdesso doesn't really care about the formality as he is now responsible for two flits and his classes. At 10, Makali just knows this means she's going to be spending the rest of her life with Randdesso. As far as she's concerned this is the best thing ever.

*2581, 16 Rannyess dies. Randdesso is distraught but because of his apprenticeship is kept almost too busy to think about her death. Makali is as supportive as she can be around her apprentice Healer classes. Although Makali is not officially part of the apprentice Healer classes, she is already determined to follow in her mother's footsteps, so attends as many as she can. The Healers in charge of the classes have know her since birth and let her attend the classes when she isn't set to do any other chores. Randdesso is originally searched a few seven days before Rannyess's death, but she had been ill so long he didn't want to leave her. Also, Randdesso is aware that his duty is to Makali and their betrothal, and does not want to leave his responsibilities to his Crafthall. At 11, Makali only sees the glamour of being a rider, and thinks it would be a great thing to try.

*2583, 18 Randdesso and Makali are married. Randdesso becomes a Senior Apprentice. The marriage is celebrated by both Healers and the remaining Glass-smiths. Makali is slightly embarrassed by all the attention from so many people, but Randdesso- being a more extroverted personality- enjoys the attention. Makali eagerly returns to her daily routine, enjoying her new life with Randdesso. Randdesso wishes his mother was there to see him married and see him reach Sr. Apprentice.

*2584, 19 Makali finds out she is pregnant. As family is incredibly important to him, Randdesso is ecstatic. While trying to help preserve some herdbeasts who had escaped, Makali catches a fever. Makali dies less than a fortnight later. Randdesso falls into a deep depression. He tries to behave as normal but ends up overcompensating and becomes an outrageous flirt as it takes his mind off Makali and his unborn child. Randdesso is searched by 'accident' by a blue whose rider he was flirting with. Remembering he had been searched 3 turns prior, Randdesso goes to Fort Weyr in an attempt to escape his memories of Makali. Despite being older than most of the other candidates, he views this as a chance to restart his life.

*2587, 22 Randdesso is almost forced to evacuate to Southern Winds Weyr. Still depressed over Makali's death, Randdesso almost constantly exhausts himself while working as a candidate. Unable to completely stay away from glass-smithing, he helps out when he can.

*2588, 23 Intrigued by the new dragon mutations, Randdesso becomes more involved with the happenings around the Weyr. He pays more attention to the relationships of the people around him, other than just the lessons he attends. Randdesso starts considering a return to Glass-smithing as he fails to impress for yet another turn.

*2589, 24 Randdesso impresses Zaerath. Prism is immediately in love with the large gangly dragonet. Pontil is slightly jealous of the other bronze, but finds himself swayed by R'eso's happiness and overall peacefulness from impressing.

---

He was tired and ready for a well deserved rest. Weyrling Training was definitely not for the weak. He stretched out a bit before he stood from the writing desk he'd been sitting at for a while now. He was looking over hide notes about things that had caught his attention, like the wind currents and plotting threadfall, among other things. He saw something on his bed and stopped. "Sharding flitter!" He cursed as he saw it was a necklace with a diamond teardrop charm. He sighed and rubbed his face as he sat down on his bed. "There goes my time to relax. I am going to have to find the owner of this necklace," he muttered to himself as he flopped onto his back and closed his eyes.

A moment later and there was a chirp. Something landed on his belly.

R'eso opened his eyes and slowly sat up. "Priss! You have got to stop stealing things. These are not yours, Prism," he said to the green. He picked up the shiny mug that his green firelizard had just dumped on his belly before he'd sat up.

Member Info...


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

Coded by SanctifiedSavage for SWW


6
Adoptables / OOC Tircin [ 20.03.2570 / Journeyman Fisher ]
« on: September 14, 2018, 03:37:31 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: Evan Peters
Biography

First Name:
Tircin
Nicknames:
Tir
Date of Birth:
20.3.2570 9th Pass
Place of Birth:
Fort Weyr
Husband/Wife:
Ysmersa




Your Reflection...

Appearance: Tircin most obviously inherited his mother’s light green eyes and blond hair- bleached lighter courtesy of the sun. His hair is generally windswept by the ocean air and he tends to favor the more sturdy clothing common in Fisher Hall, a pale tunic, darker breeches and boat worthy shoes. He’s not overly muscular but tone from helping to cast and haul nets, tend to the sails and work equipment. If he’s not wearing a shirt he can work in than it’s generally discarded so as not to impede what he’s doing. As a result his skin is warmly tanned by the sun. He tends to come across at first glance as polite if a little close mouthed. While he might be viewed as severe, in truth he has a heart of gold and is more than willing to open up to those he deems as friends.

Response to 9th Pass Catastrophe: Tircin grew up watching his father and the other dragon riders give their lives for Pern. Their loss and the ultimate downfall of Pern is much of what drives him to learn more. He watched his world fall apart at a relatively young age and never wants to see that happen to anyone again.  He believes that if he can throw himself into his work and rebuild what they’ve lost they will have a much better chance of surviving their own past.

Response to dragon color mutations: Given he’s never been at all interested in having a dragon of his own or even Weyr polotics the new colors don’t really mean anything to Tir. He figures as long as they can do the same thing all the other dragon’s do it shouldn’t really matter what color they are.


Who are you...


Likes:
Family: He’s got a good one, and while his mother might be over-interested in his life sometimes he wouldn’t trade them for the world.
Ocean: Tircin is fascinated by the ocean and given it’s literally all around them he’s got his whole life to indulge.
Exploration: With Pern’s downfall he feels there’s much of their home they no longer understand and he’d like to.
Animals: He considered joining the Beastcraft alongside his mother for that very reason but couldn’t quite get the ocean out of his head.
Stories: Tir can get quickly lost in a Harper’s tale but tries relatively hard to pretend he doesn’t hold much stock in them when the truth is, if one suggested there was a cave full of hidden treasure, he’d want to look.

Dislikes:
Flying/Heights: Despite being raised around dragons and their riders he’s much happier with his feet on the ground thank you very much.
Small children: While he applauds their curiosity and is usually patient with little kids, he generally prefers not to deal with them.
Dragon Riders who think their better than everyone: Not all of them, just the irritating ones. Everyone has to pull their weight one way or the other, just because you have a dragon doesn’t mean you get to sit around doing nothing.
Being the youngest: He will forever be the baby of his family, and while he has accepted that, it doesn’t mean that he will tolerate people who continue to treat him like a small child. Tircin has worked hard to stand where he does and does not appreciate those who discount his ideas and suggestions merely because he is only 19 turns.

Strengths:

* DRIVEN : Like many of the Craft Halls, Fisher Hall took a hard hit with the disaster in Pern. But given they now live on an island in the middle of the ocean, they don’t have the luxury of ignoring the sea. He wants to rebuild the Hall and teach people not only of the dangers the ocean is capable of posing but of the wonders and bounty of it as well.

* SWIMMING : Tircin is a strong swimmer. He’d need to be given he chose the Fisher Hall, but in truth he generally feels more at home in the water than he does on land. The next brother who teases him about gills is going to get a bucket of water in the face while they sleep.

* PROBLEM SOLVER : On an island where beach and river snakes are a real problem, it’s important to know where you can and cannot safely go and how to get there. He’s managed to work with a few others to start mapping out the waterways around the island so more people know where and where not to try and put a boat or to swim.

* EXPLORER : They’re not just on an island but they’re also surrounded by other islands. If Fort is so bountiful than what’s to say the others aren’t? After all, the dragon rider’s can’t see everything from above. Tircin loves finding new cave systems along the rocky shoal coasts and pushing deeper out into the ocean reefs.

* TEAM PLAYER : While independence is all well and good, being part of the Fisher Hall requires more than a certain amount of team effort. Boats and nets don’t haul themselves around alone and if you’re not willing to ask for help than you could very easily end up in the water right where you don’t want to be.

Weaknesses:

* STUBBORN: While he’s always open to learning new things, Tircin has a stubborn streak that has been known to get him in more trouble than it’s honestly worth. Sometimes he argues for the sake of arguing. Not everyone is perfect.

* HEIGHTS : His fear of flying at some point or another eventually evolved into more of a fear of heights than anything. He tends to stay away from cliffs and generally a good portion of the Weyr for this reason. Leave the open air to the dragon’s and their wings.

* JUDGMENTAL/CRITICAL : It’s something he tries really hard not to be but Tircin tends to be rather judgmental of people when they don’t understand something. While he is relatively patient and willing to teach, if you prove more than a little narrow-minded or inept his patience evaporates and you’re quickly added to his list of ‘things that are irritating’.

* CHILDREN : Anyone under the age of about 12 understands the mutual ‘you don’t like me I don’t like you’ agreement that Tir has adopted and tends to unwittingly project. As the youngest in his family he’s always been the ‘baby’ so he feels like he’s always trying to escape being considered a child. Being around them doesn’t help.

* TEMPER : There is a point at which Tircin’s patience runs out and that point is after a relatively long fuse. However, in those moments when someone has managed to push him to that extreme, the flare of his temper is something to behold. In these instances he is capable of being spiteful and downright rude. He can be extremely critical and is not above holding a grudge.

Describe Yourself:

* NAVIGATOR: Tircin has an innate sense of direction. When coupled with the mapping tools necessary to plot a course on a ship there are few who are more capable than he. While the skill is hypothetically useful on land he most often puts it to work out on the ocean where the currents and waterways are more likely to turn you around.

* YOUNGEST: While a simple fact that he is the youngest of his family, Tircin often finds himself fighting against the title and doing everything in his power to prove that he is as capable as his elder siblings. He is easily irritated by comments about his age and has sometimes been known to push himself too far in an attempt to make his point.

* DETERMINED: With Pern so diminished and the crafts likewise reduced to the bare necessities, Tircin, like his siblings, is raised with the drive to make the world around them a better place. He wants very much to be a part of the rebuilding of their home and willingly throws himself into the wellbeing of the crafthall.

* STRAIGHTFORWARD: Tircin says what he means and means what he says. He sees no point in mincing words or dancing around a subject. In fact, he is rather irritated with those who do and will happily point out when someone is being needlessly vague.

* WORKAHOLIC: Given that the sea is his primary pleasure he sees no reason why he should distinguish work from play. As a result he often arrives earlier to a task and stays longer than those around him. More than once he’s been forcibly ordered away from one job only to be found having entrenched himself in another.

The Magic Touch: Growing up with  the open-mindedness of the weyr around him, Tircin has never been ashamed of the realization that he is attracted to both men and women equally, however, the general expectations of his family to continue the family has prevented him from actually making it known to those around him. It is simply less stressful to pretend that he’s perfectly straight.


Personal History & Education

Mother: Keassa, Sr Journeywoman Beast Hall 2546
Father: N’dicus, Dragon rider. Brown Regormoth
Siblings: Vorianna, born 2560
Sebek, born 2562
Tinus, born 2565

Craft: Fisherhall

Rank: Jr Journeyman

Date Apprenticed: 2582/12 years old.

Date Tapped: 2589/19

Specialty: Navigation

Education Details: Given how busy his parents were with their own crafts/duties, the majority of his education fell to his elder siblings. Both studious and attentive, Tircin could be coerced into doing just about any sort of studying with the promise of a story as a reward. Once he was introduced to the ocean, the sea quickly became his preferred prize. Numbers and charts came easily to him while wordplay and public speaking were far more difficult. Practical skills he generally sets himself to one at a time until he achieves a basic mastery of the task and he is easily frustrated by things that he cannot quickly mirror once shown.


Tell us a story...

* 2575, 5 As an adventurous and curious child Tircin takes to wandering the reaches of Fort Weyr when given the opportunity, or generally when not being watched. Unfortunately his curiosity puts him too near the edge of an individual weyr late one winter and only the quick reactions of the returning rider prevents an initial icy slide from becoming a disastrous fall. From then on Tircin is wary of heights, a reservation that slowly evolves into a full blown, but well hidden, fear.

* 2576, 6 In a rare moment of peace, the majority of Tircin’s family gathers and makes a day of heading out to the ocean. Despite his father’s assurances the youngest boy cannot be convinced up onto Regormoth’s back and they set out by wagon instead. Tircin takes to the water like a fish and makes a point to head towards the beach whenever he can over the next few years.

*2581, 11 He makes an impression on a Journeyman Fisher when he asks about a map and compass and quickly takes to the way it works. He is encouraged to continue asking questions as there are so few young ones interested in Fisherhall. Before he is even apprenticed he learns to tie basic knots, chart easy courses,  how to help hoist a sail and other rudimentary but important skills.

* 2582, 12 Like his siblings and mother before him Tircin follows in his family’s footsteps and joins a craft hall. It comes as no surprise to any of them that he chooses the Fisherhall and Tir is overjoyed to join the ranks of those who spend more time on and near the ocean than in a Weyr.

* 2586, 16 Tragedy strikes Tir’s family when his father falls in one of the last thread falls. Tircin throws himself into his craft with reckless abandon and nearly gets himself killed when a poorly tied knot- courtesy of his distraction- allows a heavy net to slip, catching and hauling him over the side of a boat. Trapped and unable to reach his knife to cut himself free, his life is saved by the ship’s captain who reprimands him not for the mistake, but for ignoring his own safety.

*2589, 19 It comes as no surprise to he or his family when he advances in his craft midway through his 19th turn. His competency and interest in the ocean speak well for his abilities and potential.

*2589, 19 He gets married. An event which both excites as well as un-nerves him, after all he hasn't been married before and this is a big step for the future.

*2590, 20 Present

---

RP Sample goes here.

Member Info...

Created By:
Concept by SanctifiedSavage; original Profile by Hart; edits by Wren; edits by Dragon
Other Characters:
---
Inactivity Preference:
Return to Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
---

Coded by SanctifiedSavage for SWW


7
Adoptables / OOC Kerenya [ 21.04.2574 / Apprentice Healer ]
« on: September 14, 2018, 03:26:48 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:
Chloe Moretz
Biography

First Name:
Kerenya
Nicknames:
Keri
Date of Birth:
21.04.2574 9th Pass or 9th Interval.
Place of Birth:
Fort Hold
Husband/Wife:
None.

Your Reflection...

Appearance: Kerenya is short, shorter than most girls her age and not likely to get any taller. She's always been a bit of a runt and has endured some mild teasing for it growing up from some of the other children. This coupled with a boyish figure makes her appear younger than she really is by as much as a few years, something that is both embarassing and irritating in its frequency. She has a hair that's a dirty, dusty shade of blond, which she lets grow long so she can keep it held back in a ponytail and out of her face. It's rare to see it down. And her eyes are a smoky shade of blue, sometimes appearing gray in dim lighting. The part that no one ever sees is the threadscore scattered across the majority of her left arm and the left side of her torso and back.

Response to 9th Pass Catastrophe: Unlike a lot of other people she knew, she had her family to help her cope with and get past this tragedy. Her loss was not as great as some, but it didn't hurt any less. This has lead to some resentment from her peers, people who lost family and friends. All of these things together have made it difficult for her to connect with anyone outside her family for fear that she might lose them.

Response to dragon color mutations: Kerenya isn't a rider and doesn't really know a lot about dragons in general, so she doesn't feel it is her place to have an opinion on the matter one way or the other.

Who are you...

Likes: Kerenya likes helping and being useful most of all. Some might see her being a brown-noser or just trying to hard as a result, but she simply hates remaining idle when there is something she could be doing. She also has a huge sweet tooth, enjoying the occasional (or more often than occasional) cake or pie or other sweet thing she can get her hands on. This has lead to a developing baking hobby, something she does in her off time. Whatever she and her family don't eat is given to the patients she works with that are well enough to eat them. And she loves her job.

Dislikes: Laziness would likely be at the top of this list, including both being lazy and laziness in other people and their work. It's one of those things that really rubs her the wrong way and one of the few things she'll speak up about if she sees it in her peers. As such, she also dislikes anyone who believes they are above anyone else and acts as such. She has no patience for snooty behavior or elitism. Kerenya doesn't like to be in the spotlight or at the center of attention. It makes her nervous and that's when she makes mistakes. She prefers to do her work in peace without people watching her every move.

Strengths: 5+ (list form and please give at least a bit of explanation to each)

* RELIABLE : When given a task or a request to fulfill, she will do everything she can do get it done. She is always there for those that need her and always tries to do what she can to help.

* HARD-WORKING : Everything she does, she does to the best of her ability.

* EVEN-TEMPERED : It takes a great deal to anger Kerenya, and moreso to make that anger stick. As such, she holds no grudges.

* KIND : It is rare that Kerenya is unkind to anyone and it is never without cause. Even those that have angered her are treated with some measure of kindness when necessary. And once someone becomes her patient, all past aggressions are overlooked so long as she is caring for them.

* PATIENT : This is something that Kerenya has in abundance, so long as what she is being patient about is something important like healing or baking.

Weaknesses: 5+ (list form and please give at least a bit of explanation to each)

* STUBBORN : Once she has her mind set on something, it's hard to get her to deviate from that path for any reason.

* UNEMOTIONAL : For lack of a better term. While she still feels emotions, those feelings don't always reach the surface and she can be seen as heartless or unemotional to those that don't actually know her. In truth, she just has a hard time expressing them so they tend to stay bottled up and released all at once when least expected.

* INTROVERT : Making friends and getting to know people on a personal level has always been hard for Kerenya. Small talk with her patients is about as far as she gets, never really connecting with any of them once they have left her care.

* SINGLE-MINDEDNESS : When focusing on one thing, such as the care of a patient, she tends to loose sight of everything else, including herself. More than once someone has had to step in and make her take a break to eat or sleep.

* INSECURE : This mostly pertains to the scars on her arm, doing what she can to keep them hidden, but she's pretty insecure about her looks altogether from her short stature to her lack of curves and dull hair.

Describe Yourself:

* OPTIMISTIC: ----- When things go bad, she's always certain that things will turn out ok. Because for her, so far they have.

* TALENTED: ----- In her apprenticeship, Kerenya has proven to be quite talented when it comes to medical practice and working with her hands in general.

* SURVIVOR: ----- Though she doesn't look like it, she's pretty tough. She survived her own contact with threadfall and isn't about to let anything else get the best of her.

* HONEST: ----- Whether for better or for worst, Kerenya is very honest with everyone.

* FAMILY-ORIENTED: ----- Family is the most important thing to Kerenya. She is very close to them and would do anything for them.

The Magic Touch: Kerenya has a mild "addiction" to strawberries and anything made with strawberries. She finds it hard to pass up this delicious berry, especially when cake is involved.

Personal History & Education

Mother: Karenni. Journeyman Brewer. Born 2551.
Father: Nevyin.  Holder. Born 2552.

Siblings:
Nevekan. Born 2577. [Brother]
Narinae. Born 2579. [Sister]

Extended Family:
M'rek, bronze rider of Polanth. 2557 [Uncle]
Marenna. Holder, 2534. [Grandmother]
Kenaren. Sr. Journeyman Brewer, 2531. [Grandfather]

Craft: Healer

Rank: Jr Apprentice

Date Apprenticed: 2588/14.

Date Tapped: N/A

Mastership: N/A

Specialty: N/A

Education Details:
After her incident with threadfall and the care she had received, she took a strong interest in becoming a healer but was hesitant to actually become an apprentice until almost a year later. Once she became an apprentice, she was very studious and attentive and absorbed her learning like a sponge. It helped that she seemed to have a knack for the more hands on aspects of healing and her future was a healer looked promising.

Tell us a story...

This is the perfect place for you to write out your character’s history. Dot points work out best. So list the important events in their life and a small description of what happened.

* 2574, 0 Born in Fort Hold.

* 2576, 2 Unexpected threadfall interrupts what would have been Kerenya's second birthday celebration. She and her father are fine, but her mother is injured and as a result has a permanent limp.

* 2577, 3 Little brother Nevekan is born and Kerenya becomes an attentive older sister, even at the age of three.

* 2579, 5 Karenni is pregnant with her third child. Complications lead to Karenni being bedridden during the final months, but in the end a healthy baby girl was born whom they named Narinae.

* 2581, 7 Threadfall hits close to home and claims the life of one of Kerenya's young friends. It's a difficult thing for her to comprehend and accept at seven years old, but it won't be the last friend she loses in such a way.

* 2585, 11 Kerenya has lost three friends to threadfall and has become distant and reserved around those outside her family. She pulls away from the few friends she has left, not wanting to get attached because, in her mind, it's only a matter of time before they are taken from her.

* 2587, 13 A surprise threadfall catches Kerenya outside in the open. She is able to make it to safety, but not before suffering thread burns to her left arm and torso. This is shortly before the end of the 9th Pass. By now she is convinced that she is destined to lose everyone she holds dear that isn't part of her family and has built a thick wall around herself to keep from being hurt in the future.

* 2589, 14 After much thought and consideration, Kerenya decides to leave  her family to become an apprentice healer. It's a tough decision, knowing that it may go against her self-imposed rule to keep others at bay, but her want to help those that need it is greater.

---

RP Sample goes here.

Member Info...

Created By:
Concept by SirAlahn; original Profile by Eva; edits by Asoliel; edits by Dragon.
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
---

Coded by SanctifiedSavage for SWW


8
Adoptables / OOC Leonie [ 27.02.2568 / Apprentice Healer ]
« on: September 14, 2018, 01:09:47 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:
 Billie Eilish
Biography

Name:
Leonie.
Pronounced:
Le On Nie.
Nicknames:
LeLe  Nie (by Guwain).
Date of Birth:
27.02.2568 9th Pass
Place of Birth:
Fort Weyr.
Spouse:
None yet but in love with Guwain.

Your Reflection...

Appearance: She is slightly thin with pale skin that will burn in the sun. She looks as though she does not eat a lot and that is due to the fact of how she survived the years of thread was on little to no food but she was there for her brother and will always be there for him. She covers up her thinness with baggy clothing then again it was all she could find when she was in the hold so it is all she owns.

Response to 9th Pass Catastrophe: Living in the hold she grew up on little to no food. Her brother was her only comfort as she could not go to her mother for anything. She was always there for her brother and brought him though many different things.

Response to dragon color mutations: She has no oppion of the Black Leader or the mutations for that matter. Her own brother impressed to a Red and she is glad he has a dragon for a friend now. She hopes that his Red will love her as much as she loves her brother.

Who are you...

Likes: List of 3-5 likes here, with at least one sentence of explanation for each
Her Brother but that is obvious

Flits: She thinks they are a great thing and would love to have one wished she had one as a kid in the hold that might have protected her from getting harmed.

Whers: Would love to have a Wher to protect her as she was raped as a young child

Guwain: He has treated her with respect and love that no one else has.

Rain: She loves the rain and to feel it on her skin. She would stand in the rain for hours if she could.

lighting: She love to watch the lighting in the sky as she thinks it is cool.


Dislikes: List of 3-5dislikes here, with at least one sentence of explanation for each

Thugs: Growing up in the hold she saw them all the time

Danger: This is why she will not go into the jungle even though she likes the jungle it is a Dangerous place.
 
Holds: All because of where she grew up she would rather stay in the Weyr.

Strengths: 5+ (list form and please give at least a bit of explanation to each)

* Loyal: She is loyal to the healer and those she considers her friends but she is loyal most of all to her brother, who she would do anything for.

* Cheerful: Despite going through some (quite traumatising) hardships in the past she tries move past them by radiating cheer and good spirit to those around her.

* Responsible: She has taken responsibility for her brother and everything he has gone though she is his rock. She is very responsible for all she does as a healer and what she needs to learn about.

* Patient : She has a patients to her when it comes to helping out people that need the help she will calm them down first and take time to get them to where they need to be for her healing skills to take over.

* Good Listener :  She is always willing to listen diligently and give helpful advice to those who need it.

Weaknesses: 5+ (list form and please give at least a bit of explanation to each)

* Paranoid : She is paranoid when it comes to different things this comes from growing up in the Hold

* Weak : She does not have the strength to do any heavy lifting so has to rely on someone with muscles
 
* Well-meaning : When she does something she means well but it can go bad and the person she has done something for might not want the help.

* Timid : She is very timid and can hide behind her work as she does not like to engage with other people unless it is through her work as a healer.

* Overimaginative : Because of being in the hold she has an over active imagination which at times can get the better of her as she sees things that are not there. She believes people are following her.

Describe Yourself:

* Romantic : ----- She is a romantic and wants to be swept off her feet by someone to get married. She loves how couples treat each other.

* Loving: ----- She is very loving to her brother and thinks only of him. Though if there was someone to show her a kindness she had not known at the Hold she would probably love them as well.

* Sensitive: ----- She is very sensitive you say something about her and she might just break down in tears or get mad.

* Smart: ----- She has street smarts but also she has what she has learned so far from Healer hall and now that her brother has his dragon she will go back.

* Modest: -----  She is very modest and does not like the show of a lot of flesh unless it is in the surgery room.

The Magic Touch: She is addicted to helping her brother and to him so she will be around him all the time and will also be around him when he is done with weyrling hood.

Personal History & Education

Mother: Feoniella, Holder wife, b. 05.10.2549 at Fort Hold.
Father: A’rrom, Rider of Scalianth b. 06.02.2540, imp. 2556, d. 2572.

Siblings: F'erro, Rider of Zhouth b. 27.02.2567, imp. 2590
Possible half-siblings, though she was never told of them, via her father’s early dragonrider days.
 
Children: None Her brother is her life at this time.

Craft: Healer.

Rank: Sr Apprentice

Date Apprenticed: 2581/13


Specialty: Surgery and Mindhealing

Education Details: She took to her studies fast and learned a lot so she could help her brother get through all he was going through. She learned about the mind and stitching as well as surgery but when her brother needed her she left to help him out and be with him. He is her world and she would do anything to help him.


Tell us a story...

This is the perfect place for you to write out your character’s history. Dot points work out best. So list the important events in their life, a small description of what happened, and their emotional reaction to the event with no more than 5 turns between each event.

* 2568, 0 Born only daughter to a holder woman and dragon rider.

* 2573,5  She moved to from the Weyr to the Hold the turn before and as such she can not get much sleep at night as the hold is louder than life at the Weyr was she is also not eating good but her brother does try to get her more food. She is not a happy child

* 2578, 10 Life at the Hold is still not good and she hates it she also hates her mother for moving them there as she is still a small girl and did not grow much. She only has her brother to look up to and tries to help him as much as she can. Her mother on the other hand is not someone she looks up to and she constantly stays away from her.

* 2580, 12 One day she is in the hold with her brother when a crowed separates them. This is when a group of men see her and she is taken into the back alley ways of the Hold. It is here that she is harmed and raped by older men that have no women and think she is a good one to do this to. This  it makes her even more scared of the hold. She also keep this from her brother as she did not want to see him hurt. He did to much for her already. Later that turn about 2 months she miscarried the baby and she was sad but happy about it as she would not have to hide she was pregnant from her family. She was sad to loose a life but knew her body could not carry a baby to term as she was so skinny.

* 2581, 13 Accepted into healer hall and learns fast how to stitch up wounds and about different potions. She is happy to be an apprentice.

* 2586, 18 Leonie finds her brother half dead from deep cuts to his wrist. She stitches him up saving him becomes her sole focus at this time. She decides to take leave from her hall with the advice of Quenneca who also helps her with how to take care of her brother though his withdrawals.

* 2587, 19 Move to Southern Winds Weyr and she is Happy about the Move as she will be away from her mother and with her Brother more as he needs her. She is there for her brother. Meets Guwain and they become friends he is a good man only 3 turns older than her and she tells him about her life in the Hold and over the next three Turns between helping her brother and Guwain she learns to trust someone else.

* 2590, 22 F'erro impresses Zhouth in the first hatching of the turn and that makes her very happy for her brother because now he has a Dragon to keep him company. He may not need her anymore but she knows that is not true as he will probably always need her. She is happy for him to have his Dragon so she is now ready to go back to studying Healing. She also is in love with someone at this time who is also a healer not that much older than she is. The healer is only 25 turns old and named Guwain. He also is in love with her but she does not know that as of yet. He is someone that she has confided in since the move to the Island about her past and he wants to help protect her from her past.

---

RP Sample goes here.

Member Info...

Created By:
Original concept by Drewliet; original profile by CatTiff; edits by Mr Sigant
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
---

Coded by SanctifiedSavage for SWW


9
Announcements & Events / Extra Voice Code Options
« on: September 12, 2018, 11:18:41 PM »
Choices for Voice Codes

We have a lot of dragons here, at SWW. Both being played, ready to be adopted, and in the creature bank. It becomes difficult to create a unique color voice code for a dragon when the site has been around for 4 years, so we chatted a bit and decided we were going to allow gradient voice codes for dragons. There are going to be a couple things to note, a couple things to keep in mind, and should you like to change one of your character's dragon's voice, then you'll simply need to request it here.

Guidelines:
* First and foremost, this is not a requirement. If you are happy with the two tones you have or too lazy to change any of them that is perfectly fine. Having a variety on the site will be lovely.
* Second, the staff has full discretion on whether or not a code will be approved due to readability. This is standard in the application anyway, but gradient text can be very subjective and, for this, it'll have to meet our standards.
* If you want to have your dragon's voice changed, please fill out the form below. You can test and preview your colors here. Be sure to use left to right.



Voice Change
Character Dragon Belongs to : [{Name}]
Dragon Name : Name
BG left : #000 ;
BG right : #000 ;
Text : #000;

Code: [Select]
[b]Character Dragon Belongs to :[/b] [{Name}]
[b]Dragon Name :[/b] Name
[b]BG left :[/b] #000 ;
[b]BG right :[/b] #000 ;
[b]Text :[/b] #000 ;

10
Universal Events / Event [ 24.6.2591 ] Kalestath's Hatching
« on: September 05, 2018, 11:05:40 PM »


Kalestath’s Hatching

24.6.2590 / 2pm

This time, Kalestath’s clutch hatches in the early afternoon—but still under rather inauspicious circumstances. A storm rolled in over Fort Island the evening before and has parked itself there for the time being. Things are damp, sticky with humidity, and hot, and the storm is oppressive, darkening the afternoon with thick clouds, loud thunder, plentiful lightning, and warm rain. But at least there isn’t a lot of wind to drive it beneath the Feeding Pavilion.

All Candidates are expected to be dressed in their ceremonial white robes, and any flits must be sent away, or the Candidate in question will not be allowed onto the Sands. Those who ICly are not able to Stand—such as due to disciplinary issues, remaining virginity, or pregnancy—will know this ahead of time; and while still expected to be dressed appropriately and attend, they will be positioned further back, closer to the tiered seating.

Only Candidates that have stood for one or more IC clutches prior to this one will be eligible to Impress. Furthermore, any who did not check in, whether IC or OOC, to the Touching will not be eligible.

Once the first PC has Impressed, a dragonet feeding thread will be posted and linked here. If and when your Candidate Impresses, you may add them to that thread to interact with the other newly Impressed weyrlings and associated staff.

Admin-posted IC updates will go up roughly every 12 hours so that everyone knows when to expect the next post.

Apping Weyrlings
Don’t forget that, per this process, you can directly app a weyrling if you like. Please refrain from posting applications for a color prior to it becoming available—for example, if a Black dragonet has hatched but not Impressed, please do not post a weyrling app intending to claim it until the dragonet has Impressed to an NPC. This in the interest of fairness for all, and to prevent issues between PC and NPC Impressions.

Non-Candidates
All Hatchings are open events, meaning that even those not actively Standing are welcome to come sit in the amphitheater in the Sands and watch the proceedings. Just remember to be respectful—it’s common knowledge that Kalestath doesn’t like fire lizards on the Sands, and the same goes for whers. Woe to those who attempt to interfere with her hatchlings as well.



1 - Brown 001 to NPC12 - Blue 001 to NPC23 - Black 001 to NPC
2 - Anedaith to D'via13 - Bronze 003 to NPC24 - Blue 002 to NPC
3 - Ysolth to Vassatiere14 - Brown 002 to NPC25 - Blue 003 to NPC
4 - Green 001 to NPC15 - Rintoth to R'ghal26 - Hisketh to R'kan
5 - Bronze 001 to NPC16 - Brown 003 to NPC27 - Heppath to D'vik
6 - Bronze 002 to NPC17 - Oskith to Ysveta28 - Red 005 to NPC
7 - Black 003 to NPC18 - Blue 005 to NPC29 - Green 002 to NPC
8 - Black 004 to NPC19 - Red 006 to NPC30 - Green 003 to NPC
9 - Red 007 to NPC20 - Green 005 to NPC31 - Black 005 to NPC
10 - Green 006 to NPC21 - Derraseth to Na'va32 - Green 004 to NPC
11 - Green 007 to NPC22 - Red 009 to NPC



IC ThreadFeeding Thread

Participants
O'sir || R'kan
Oskendar || Ysveta || Fisk || W'um || Na'va
Oarlen
Halirina || P'ar || Sethunya || Niema || Yinaya
D'zel || Karowen || D'via || J'ken
Harsaia
Saviavi
Kharismene
D'vik


Checked In
Sokon || K'zaya || Nycolus || Tayvelle || T'vye || W'thir || Wa'by || Nalata || M'lan || X'kis || Berlya || D'mir || H'riel || Vickmarra || Testhinia



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 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.

11
Announcements & Events / News New Post Prefixes!
« on: September 05, 2018, 01:07:01 PM »
New Fancy Prefixes

As you'll start to notice around the forum - while we retag things - there are new thread prefixes. While the words are largely the same, we have installed a mod that will make them a little more useful beyond just tagging a thread. Now, you can sort thread by what they are and it should hopefully pop a little more too. Both looking at a thread list and while you're reading a topic.

It should also require you to tag topics, where before it did not. Just to keep things neat. The description of each tag hasn't changed.

If you're curious about a tag, have questions, comments, or concerns, feel free to post them here or PM this account. <3

P.S. If you're feeling frisky and want to change some of your own topic prefixes before we get to them, that'd be nice. But not a requirement. <3

12
Announcements & Events / News August Overview
« on: September 01, 2018, 12:30:16 PM »
Recent Events

18.05 - Deltiath’s Flight - OOC
Late in the evening, A'yara’s Deltiath rises and calls for chasers. She is caught by J'ken and Tadriath.

18.05 - Kyrrinsk’s Run - OOC
Meanwhile, at the Mine Hall, Kyrrin’s Green Kyrrinsk summons other whers for a Run. She is caught by Kenna and Kensk.

26.05 - What Lurks - OOC
As the weyrlings are scrubbing down their dragons in the Cove on a foggy day, the alert goes up – Beach Snakes!

32.05 - Last Gambit - OOC
The stirrings of the underbelly at the Mine Hall, a relic from old Fort Hold, have produced a now-permanent gambling den deep in the tunnels, with Miners paid off and Peacekeepers looking the other way. Those who can be trusted have gathered for its grand opening.

08.06 - Let’s Have a Picnic - OOC
Despite setbacks and the continued threat of Hunters, the Holders and Crafters celebrate the halfway point of wall construction with an outdoor picnic.

18.06 - Egg Touching & Rider’s Bet VII - OOC Egg Touching & OOC Rider’s Bet
With Kalestath’s Hatching approaching, the Candidates visit the hardened eggs for the ceremonial Touching. Later in the evening, the riders likewise gather for the customary bet and celebration.

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

Updated Past Thread Guidelines
SWW’s timeline has advanced quite a bit since we opened, so we’ve reevaluated what should be posted in Past & Possibilities, bumping it up to anything prior to 2590.

Weyrling Class Hubs
In an effort to make things easier for those playing weyrlings and/or Weyrlingmasters, we now have hubs for each weyrling class. New ones will be added as clutches hatch!

33,000 Posts!
We’ve reached a total of 33k posts on SWW, and celebrated with another award egg!



Fun Distractions

In-Depth Character Prompts - For SOLO Threads

Creative Endeavors
A forum for members to post artwork, writing, or anything else. Members only, of course, so anything posted is just for us.

So You've Had A Bad Day
The much sought after Rant thread. <3 Members only.

Pronunciation Guide
Come listen to how we say our characters' names, then submit your own. Good times. Members only.

Rotating Profile Pictures
How do!

Character Gifs
Come spam this thread with your silly gifs that represent your character in some way!

Character Play List
Come share your play lists, song choices, and whatever else musically involved with your characters.

Character Play List for Spotify
You can listen to it compiled, now, too, if you have Spotify. Members only.

Words of the Day
Share cool words, inspired by writing or anything else.

The Stereotype Game
What stereotypical character traits have you let your characters take on?

Character Confessions
Share your character's confessions here. No bearing on IC; no one is going to magically know this information in character just because it's shared out of character.

Quotes Porn
We like our quotes here, be it Pern related or otherwise. These aren't the in-character quotes, that's below.
 
Contribute to Southern Winds Weyr

Quote Depository
Yes, this is where all of those quotes up at the top of the site come from.

Become a Weyr Outrider
If you want to help SWW advertise, here's how.  If you post 30 ads at new sites, you get an egg, and if you post at 100 more, you get another egg!

SWW "Encyclopedia"
We are endeavoring to compile our own Encyclopedia here on SWW so that all relevant setting information can be found here - not on google. Help us out!

IC Rumors and Gossip
The Weyr is like any small town. Shit gets around. Contribute to the IC rumor mill!

Event Pacing
This is going to remain an active poll to judge how we should space events here at Southern Winds. Input greatly appreciated!

Character and Thread Appreciation
Let the people you play with know how awesome they are!

Recommend a Thread
Read a great thread recently? Think it's important to a character's story? The site plot? Suggest it here for those of us who just like to read the site!

Comments, Suggestions, and Feedback
We here at SWW love feedback. Let us know what we're doing right, what we're doing wrong, what you'd like to see more of, less of, or anything else!




This month has been a bit a lot more active than the previous, and there are plenty of exciting things still in store. :3 Naturally, the Hatching may dominate the early part of September, but we hope the rest of the events prove fun for everyone. After all, we want there to be interesting opportunities for characters of all backgrounds!

Once more, we’ve tallied up the IC posts for August—and it’s hard to believe, but we raked in a total of 676 during the month. That seems like an impossible number, but we think it proves that the site is still healthy and active even if RL is still pulling some people away.

That monster SanctifiedSavage has won our Discipline Egg this month, since she has a staggering 278 posts all by herself. Once the month rolls over, the egg will be removed from her profile and be eligible for someone else to claim. Someone stop her.

In addition to that, we have two fresh winners of the Diligence Egg this month. This one is awarded to those who meet or exceed 50 posts in a single month. Much congratulations to Jarakrisafis with 80, and Lyndi with 56!

Thank you again to all of you who make SWW what it is. We wouldn’t be here without you!


SanctifiedSavage & SirAlahn

13
Universal Events / Event [ 18.6.2591 ] Rider's Bet VII
« on: August 30, 2018, 02:04:21 PM »


Rider’s Bet VII

18.06.2591 / 8pm

The chores are done and the Candidates have left the sands. This time-honored tradition welcomes all of those riders that wish to come mingle with each other, the Senior Weyrwoman and her Weyrleader, perhaps place some bets, drinks some alcohol and just have a generally good time.

Non-Riders
Sorry to those without dragons (or adult dragons), this event if by invitation only. For those weyrlings just dying to join, you’ll have to wait until your dragon is older.

Some are non-riders will end up at the Bet since it’s traditional for riders to take ‘dates’, with a sort of unspoken understanding that it usually means they’re sexually involved. Not necessarily everyone knows this, but at least among the riders it’s often a common way for a pair to debut as weyrmates. Any non-rider who attends without a rider as a date will be escorted out.

OOC Betting
Further posts in this topic detail the OOC betting process, which can earn you some award eggs! When you check in, just include your bet within a spoiler, and it will be noted and tallied for points once the Hatching actually occurs.



IC Thread


Participants
L'ok
Qirelai || W'um
A'yara
Z'nel || D'zel
Pythia

Checked in
D'zel || Z'nel || J'ken || T'veck
B'ron
K'zaya || Wa'by || X'kis || H'riel || Berlya


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 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.

14
Universal Events / Event [ 18.6.2591 ] Kalestath's Touching
« on: August 30, 2018, 02:04:13 PM »


Kalestath's Touching

18.06.2591 / 1pm

Finally, Kalestath’s eggs have hardened enough to be touched. As always, both Halirina and the current Weyrleader, S'bok, will be present when the Candidate Master leads his students to the Hatching Sands for this ceremony. All Candidates are expected to be clean and well-dressed in addition to polite and respectful. Kalestath is notorious in her hatred of firelizards on the Sands, so those in attendance are advised to leave theirs elsewhere. Additionally, failure to bow to the golden Queen will be considered disrespectful and could result in disciplinary action.
Unwary firelizards or unruly Candidates face the wrath of the Candidate Master, Weyrwoman, and the potential mauling of a broody Gold.

Your character may touch as many eggs as you or they like. They may interact with other Candidates, Halirina and S'bok, or even O'sir. This is an opportunity for you to let your Candidate focus on the sort of dragon they want and will help us create a dragon to suit for when they do Impress.

The eggs are numbered for OOC references, though you may use the visual of them to describe just which your character touches.

What does this mean?
If you have a Candidate, they will be expected to attend this Touching -- either by posting their reaction in the IC thread or checking in. If your Candidate does not check in OOCly or ICly, they will still be able to Stand ICly for the clutch if they are eligible, but they will NOT Impress.

Additionally, if you have a Candidate and you DO NOT want them to Impress yet, please let us know either in this thread or in an OOC note in their IC post. <3

Other Characters
Only Candidates will be allowed directly onto the Sands, but it’s not uncommon for others to stop by to witness this traditional rite of passage. While riders will be busy with their Wing duties, any others are welcome to poke their heads in so long as they abide by the same rules as the Candidates—being polite and sending their fire lizards away.



IC Thread


Participants
R'kan
Halirina
Ysveta || Oskendar
Kharismene
Harsaia
Oarlen
Sionann

Checked In
Saviavi
Calladren



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 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.

15
Adoptables / OOC Jr. Weyrwoman Vanelwynne [ 30.05.2556 / Gold Rider ]
« on: August 29, 2018, 04:50:27 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:
Diane Kruger
Biography

First Name:
Vanelwynne
Honorific:
None
Nicknames:
Wynne
Date of Birth:
30.05.2556 9th Pass
Place of Birth:
Fort Hold
Dragon Color:
Gold
Impression Age:
2569/13
Wing Rank:
Jr. Weyrwoman
Weyrmate:
Oriath's choice, much to her occasional displeasure

Your Reflection...

Appearance: Wynne has been told her entire life by just about everyone she speaks to that she's beautiful, so she tries to build on that. This means embracing and enhancing femininity both in the way she dresses and how she moves and wears her face and hair. She generally prefers to keep her slightly wavy blonde hair loose, but will tie it back when she needs it out of her way; it falls past her shoulderblades when down. She's a little on the tall side at about five foot ten, with wide grey-green eyes, strong nose and sharp jaw.

Her clothing is generally flowing and elegant when it doesn’t need to be practical; even her riding leathers have a little something extra to them, a fit that perfectly accentuates curve and a few fashionable embellishments here and there.

Response to 9th Pass Catastrophe: Excepting her sister, Vanelwynne lost her entire living family during the seemingly endless Threadfall. As such, she does understand people's pain even if she doesn't show it most of the time. However, she doesn't allow herself to wallow, always attempting to use it as a way to look forward and improve life at the Weyr and Fort Isle in general as much as possible. 

Response to dragon color mutations: She's not exactly comfortable with them; the idea of dragons that appear to get larger than bronzes, and the mysterious reds ... Neisoth is some kind of bizarre fluke who keeps catching Kalestath. The idea of a black dragon catching Oriath frightens her.

Who are you...

Likes:
Men: She's a bit of a flirt, and she knows it. Vanelwynne has always enjoyed attention, and has a specific fondness for the sort of attention men give her. Especially bronzeriders, even if it's often to curry favor and rank rather than really for her. (Wouldn't it be lovely if it were ever just for her.) However, she has long since lost a taste for sleeping around, having grown out of it over the turns and early chastisement for being unfaithful to her Weyrsecond.

Firelizards: In another world she might have been a puppy person, but this isn't that other world, so she's a firelizard person. Wynne has a large fair and babies them, playing with them and spoiling them and even teaching them tricks.

Knitting: While she never became a proper Weaver due to her Impression at a young age, knitting is still a habit of Vanelwynne's, a hobby, a 'something to do with her hands' when she hasn't got anything else to fuss over. She'll take advantage of any yarn she can get her hands on.

Oriath: Despite her somewhat controlling, overly maternal nature at times, Wynne does genuinely like her dragon as well as love her. She makes for a good friend when she settles down on the hovering.

Parties: Really, any large event; any excuse to talk to a bunch of people and dress up. Hatching feasts tend to be a favorite, especially when they're earlier in the day than a proper dinner, but anything goes.

Dislikes:
Children: She has no maternal instinct to speak of.  While she has done her duty to repopulate Pern by carrying several children to term (not every pregnancy, but most of them) she appears to have no desire to know her children, has never attempted to be involved in their lives or even breastfeed them after birth. She's uncomfortable with everyone's children, even avoiding befriending people who keep their own close at hand as an attempt to avoid very young people.

Gossips: People who talk behind others' backs and engage in petty gossip are not worth her time, even if the rumors are sometimes kind of interesting. It aggravates her to no end to hear, and she'll put a stop to it if she has the chance to.

Violence: There's a time and a place. Most of the time and most places aren't it. She doesn't understand the appeal of fighting physically any more than she understands why people would argue for argument's sake.

Arrogance: People who think they're all that -- even more than she does! though hers is half bravado and defensive -- are basically fun to poke at. She likes to make them prove how amazing they are. It rarely works. She laughs in the face of people who believe they are perfection, usually the haughtiest of bronzeriders.

Strengths:

* EFFICIENT : If something can be done without any extra fanfare, and done well, that's the way Vanelwynne is going to do it. She strives for efficiency in every area, and will try to push this to the max, sometimes far more than it needs to be. She is equally efficient in action and in speech, preferring to get to the point around any but the most necessary of pleasantries. (Secretly, she's quite pleased there aren't much in the way of foreign dignitaries left.)

* HARDWORKING : Wynne is often the first one up and the last one asleep, and works hard in between those times. She didn’t really earn her position, but she makes sure that she is good at it -- in fact, having been given rank simply due to the color of her dragon's hide, it's most likely why she works as hard as she does.

* INDEPENDENT : She doesn’t really feel a lot of attachment to most people, only her dragon, and does not like depending on anyone. It could be said that this is a negative, but she prefers to see it as a strength: she also doesn't need anyone.

* MATURE : You couldn't call her mature in age, still only being in her thirties, but Vanelwynne has reached a point of being mature in behavior. She had to grow up fast, becoming a goldrider so young. She has the maturity of someone much older at times, due to getting her junior weyrwoman's knot at fifteen and having to become a functional adult instead of, say, an apprentice at that age. (She also had her first child at fifteen.)

* LEADER : From the time of Impression, she was groomed to be a leader and is even aware that she's good at it. She's a fair one, though one who rarely lets people forget that she's in charge. It goes both ways -- for those few who outrank her, she treats them with the respect she expects to command from others.

Weaknesses:

* BOSSY : Her longtime place as a junior weyrwoman can make her a bit bossy, especially toward anyone she feels is a threat to her. Thankfully, there are few of those remaining, but she often commands without thinking, telling rather than asking for things.

* RIGID : Growing up, as well as now, she is and was often called the Ice Queen. She keeps in all her emotions, and tends to be a bit brisk with people. Additionally she does not adjust well to change, making her rigid in multiple ways.

* PERFECTIONIST : She not only expects perfection from herself, but everyone else, and can be a bit harsh when someone makes a mistake. She's hardest on herself, however.

* PASSIONATE: Underneath her icy exterior is a woman that has considerable passion -- though it is mostly reserved for her dragon, firelizards, and in bed. This passion can at times override her responsible nature and make her not think her actions through,  sometimes unknowingly hurting others because of it.

* STUBBORN : Stubborn doesn’t really begin to describe Wynne. She knows what she wants, will do anything to get it, and does not appreciate being told no. She is not easily swayed from her course of action by anyone, not even Oriath, who has a slightly better chance than most. The only one who can talk her down at any time is Halirina, and that's because of the knot she wears.

Describe Yourself:

* BUSY: Wynne is almost never seen still. When running a Weyr, there is far too much to be done for anyone to be sitting around doing nothing. Southern Winds is her pride and joy, and she does just about anything to make sure it and its people thrive.

* CONFIDENT: Being a goldrider does not long allow for a self-conscious woman as she might have been a self-conscious child. She has grown into a confidence in her abilities, not only as a leader but as a rider (and in her appearance).

* HOT-TEMPERED: While most who interact with her might think of Vanelwynne as patient, she can be ill-tempered at times, often rushing to conclusions and being used to get her way. This is greatly accentuated during proddiness and while sitting on the sands.

* LOYAL: She may be in line to be the next Weyrwoman, and sometimes butts heads with the current one, but she is loyal to Halirina and would never circumvent her or attempt to steal her job. The other juniors are like sisters, and she has to keep them close and protect them. This loyalty extends to friendships as well, though she has few.

* RESPONSIBLE: One is not a Jr. Weyrwoman without learning quite a bit of responsibility. Vanelwynne can sometimes take a bit too many responsibilities upon herself, though she generally manages to not buckle under even that.

The Magic Touch: If a mindhealer got his hands on her, he would undoubtedly say that Vanelwynne suffered from organic depression, and possibly a small dose of post-traumatic stress as well resultant from her childhood losses. Most of the time she is skilled at masking the symptoms and rarely has full-blown episodes -- not enough for anyone she works with now to have really noticed. Oriath keeps her secret, but often tries to "fix" things.

Family...

Mother: Facosin, born 2538; Journeyman Weaver(deceased 2571)
Father: Helonul, born 2537; Journeyman Smith (deceased 2571)

Siblings:
Brother Gelailo (Gel'lo), born 2550; Impressed 2564 Shoyth (killed fighting Thread 2567)
Sister Uyrayan, born 2552; Healer
Brother Anaran, born 2554; Fisherman  (deceased 2571)

Children: So far, Vanelwynne has four children; 3 sons and a daughter. All of them have been left to the creche to be raised, and while she recognizes them on sight, doesn't see them often and never interacts with them as a parent.
Daughter Vynai, born 2571; weaver
Son Lorezann, born 2575; harpist
Son Nyrvin, born 2581
Son Herynani, born 2586

Tell us a story...



* 2556, 0 Vanelwynne is born to a Weaver and a Smithcrafter in Fort Hold. They already have three other children and spoil their youngest quite a bit. She is closest to her oldest brother, who eventually Impresses.

* 2567, 11 The death of her oldest brother fighting Thread. She is devastated, and refuses to talk to anyone besides her family for a few months. Even speaking to them is stilted and rough, and some of her cheery good nature never returns.

* 2569, 13 While she was supposed to join the Weavers like her mother, at thirteen Vanelwynne is Searched. Candidacy isn't easy, and she misses her family, not bonding much with the group ... many of whom are substantially older.

* 2569, 13 The gold egg hatches and the dragon inside almost instantly Impresses to Vanelwynne, declaring herself Oriath. There's quite a shock in the crowd and amongst the gold candidates alike with the youngest girl on the sands having been chosen without any doubt in the hatchling's mind. Wynne, on the other hand, begins with nothing but doubts. It's a slow adjustment to weyrlinghood, being the youngest in the class and the gold Impression at the same time. From wanting attention most of her life, she now has too much of it and feels in over her head.

* 2570, 14 For her turnday, Wynne is given two firelizard eggs from her parents, the better to match her growing dragon. They hatch into a gold, who she names 'Orila' for little Oriath, and a bronze named Darr. Contrary to the shock of her Impression to Oriath, these are both met with unfettered delight -- from herself and her dragon both, though maybe not for her weyrlingmaster team, stuck with two more tiny little mouths in the barracks.

* 2571, 15 She is finally old enough to be out of weyrlinghood and join the queens' wing, receiving her junior weyrwoman's knot. The responsibility is both a blessing and a curse: she delights in the freedom, but is a bit afraid of actually holding the position so young. Inwardly, Wynne fears disappointing her Weyrwoman and Weyr.

* 2571, 15 The majority of her first pregnancy is also at this age, and at the end of it a daughter is born. Vanelwynne names her 'Vynai' after Oriath and herself, giving no credit to any potential father in the riders' tradition. While she had no desire to be pregnant, she knew the Weyr needed more babies, so she kept her ... until the point at which she is born and she's handed over to the creche.

* 2571, 15 Shortly before she turns sixteen, her parents and brother Aranan are all killed by a particularly virulent strain of pneumonia likely exacerbated by how crowded Fort is getting. More deaths in her family lead to another short breakdown; she's a junior weyrwoman now, shouldn't she have been able to protect them? Vanelwynne forces herself not to dwell, and to move on -- the loss of her family is a hidden pain she never heals from entirely.

* 2575, 19 The birth of her second child, a boy, Lorezann (whose father was good enough to remain in his  name). She still is not pleased by pregnancy but accepts that the Weyr needs children, and still doesn't think of herself as a mother. She's a teenager. She's not a mother.

* 2576, 20 Dissatisfied with the attentions of Oriath's latest chosen suitor, Vanelwynne carries on an affair. She gets In Trouble. She learns to not do this again, though it's awfully frustrating.

* 2579, 23 A bronzerider hoping to gain her favor gives her another firelizard egg, which hatches to produce brown Toer. She miscarries this bronzerider's child due to betweening before she was sure she was pregnant, though she never tells him. The miscarriage has little to no effect on her; Toer, on the other hand, is smothered with all the love that baby might have been given and substantially more.

* 2581, 25 The birth of her third child, Nyrvin -- born shortly after his father's death in Threadfall. Their dragons had been mates, so she felt fond enough toward him to actually care just a little bit for this one ... but not enough to keep him.

* 2586, 30 The birth of her final child, Herynani. Yet another result of a flight, another baby whose father is killed fighting Thread. Around then she impresses to one of Orila and Darr's hatchlings, a blue named Thil. Again, her happiness for the firelizard is a little stronger than her happiness for the baby, though she's glad to be done with being pregnant. It's nice to see another lost rider's genetic material continue, maybe, but the fact that keeps falling to her ... Wynne quietly hopes that she never loses another weyrmate to Thread for more than one reason.

* 2587, 31 With the end of the Ninth Pass, Vanelynne moves to the new Fort Isle and helps to create the new Weyr ... and then Kalestath clutches a black dragon, which Wynne feels uneasy about.

* 2589, 33 The following turn sees Wynne watching with growing trepidation as more mutations arise from the mating of Kalestath and (her own mutant son) Neisoth. She has been unimpressed with the black's rider and dreads what these new reds will be like. When Oriath is caught by the dragon who sired Neisoth,Vanelwynne is concerned by the possible results of the clutch, but no mutant dragons appear.


---

RP Sample goes here.

Member Info...

Created By:
Original concept by SirAlahn and SanctifiedSavage[uid]; original profile by [uid]Becca; edits by Paytience; edits by Aster
Other Characters:
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Inactivity Preference:
Adoptable
Mauling Permission:
Look here for the different options!

Anything Else:
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Coded by SanctifiedSavage for SWW


16
Adoptables / OOC Jungle Wingleader H'vier [ 18.05.2547 / Bronze Rider ]
« on: August 29, 2018, 04:44:14 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:
Jang Dong Gun
Biography

Name:
Havinier
Honorific:
H'vier
Pronounced:
Huh-VEER (Hah-VIN-eer)
Nicknames:
Avi, to friends
Date of Birth:
18.05.2547 9th Pass
Place of Birth:
Fort Weyr
Dragon Color:
Bronze
Impression Age:
2562/15.
Wing Rank:
Jungle Wingleader
Weyrmate:
None

Your Reflection...

Appearance: H'vier isn't tall. He isn't broad. And above all, he isn't flashy. Standing at a mere five-foot-nine, his black hair is likely the most stand-out part of his appearance; his features are neat and regular, his eyebrows reasonably subdued, a chin that's neither too strong nor failing to report for its duty, and ears that are not remotely notable for any characteristic but the fact of their presence.
 
This suits him, though. Let others be brash and bold in their appearance; H'vier dresses neatly and effectively, in clothing that is precisely what it needs to be in order to fulfill whatever duty it's being worn for, and not a thread or button more. There is nothing extraneous about his appearance, whether it's his actual person or what he's wearing; there never has been; it's highly unlikely there ever will be.
 
His interests lie elsewhere.

Response to 9th Pass Catastrophe: H'vier was blessed with an optimist dragon. Without Kadoreth, he likely would have had a much more dismal view of life -- the sort of dismal view of life that may have resulted in a lot of drinking in dark corners. He surely would have developed some intense melancholy but for Kadoreth's insistence that he keep his eye on the prize: that life just has to continue to get better, and becoming consumed by the past does not do anything good for the future. Except in simpler, more dragon-like terms.

Response to dragon color mutations:  His dislike of S'bok as Weyrleader isn't exactly because of Neisoth … entirely. While H'vier is no fan of the black dragons or the little murderous red ones, he can grudgingly admit that Neisoth was the strong enough dragon to catch Kalestath. That doesn't change the fact that S'bok is an inexperienced teenager who shouldn't be Weyrleader and he has a mutant dragon which isn't improving his status any. As for the mutant dragons in general -- well. He calls them that, and isn't sure how to process their existence besides with extreme reservation and a lack of trust in them and their riders that comes automatically just based on the fact that a strange dragon chose them.

Who are you...

Likes:
* Sweets: H'vier has an unapologetic sweet tooth. Pastries are the way to his heart.

* Physical training: Technically, it's just that he likes being in motion, but he appreciates the discipline inherent in PT as well.

* Companionable silence: Be it with his dragon or people he likes or even people he doesn't know, H'vier is all for just sharing a space with others without having to have conversations with them. He doesn't always notice when it gets awkward, either, because awkward silence isn't much of a thing to him. Long story short, it's easier to talk to him first than wait for him to address you -- he probably won't.

* Sleeping: He needs his sleep, and likes as much of it as he can get. This isn't the same as being lazy, which he's certainly not; it's just that he is going to prioritize going to bed at night over doing something fun, most of the time. Sleeping is tantamount.

Dislikes:
* Crying: Want to get H'vier out of a room very quickly? Start crying. It makes him uncomfortable, it makes him twitchy, and he's just going to bolt as soon as humanly possible.

* Pushy people: Whether it's trying to push their way into his personal space or trying to force him to do something, the more demanding you are the less likely he is to be interested, and if anyone who doesn't outrank him tries to emphatically convince him to do something … unless it's a really great idea, he's very likely to not do it as a result of that behavior.

* Messy desks: Really he's not fond of any mess at all, but it's especially important with desks and other workspaces. It needs to be clean, organized and mostly empty.

* Waiting: Being incredibly patient doesn't mean that you find waiting for things to be a fun time, and H'vier is no exception to this -- he just finds the act of waiting to be irritating and a waste of time.

Strengths:

* CALMNESS : The number of people who have seen H'vier lose his temper, get angry or show outward negative emotions past 'frustration' or 'irritation' can be counted on one hand, and it may not even take every finger. He rarely experiences these kinds of emotions, being rather eternally patient and put together.

* INTELLIGENCE : H'vier is one of those quietly smart people; he doesn't seem that smart, because he's mild-mannered, quiet and doesn't flaunt his braincells, but he is much smarter than he seems. He has a literally calculating mind: he's often doing some sort of mental math and making plans.

* HONESTY : He will never tell a lie, even a white lie. Perhaps that's part of why he's so quiet: if you haven't got anything nice to say ...

* RELIABILITY : If H'vier says he is going to do something, he'll do it. If he's assigned a task, he'll complete it. It doesn't matter what stands in between him and that task, he is going to do it even if his nose is broken and bleeding or he's lost a toe or has to break his way through rioting Holders intent on his death. Or just has to miss dinner. Regardless, if he is meant to be doing it, it will be done.

* RESPECT : Never a toe out of line; if you have rank above him in the Weyr, you earn his utmost respect. If you are a Master Crafter or even a Lord Holder, you have his respect. Even S'bok has his respect. Respect is granted based on title. He doesn't have to like you, but he'll never say a cold word.

Weaknesses:

* LOWER BODY STRENGTH: He doesn't have much of it, after a Threadscore injury resulted in permanent lumbosacral nerve damage. It's certainly enough to stand up and walk and climb and ride a dragon, and constant PT keeps him as prime as possible, but he has some weakness to his legs as well as numbness in his toes and some occasional pain. Don't ask him to kick anything (it's pathetic), or lift with his legs (he'll drop whatever it is). Days of having sex against walls are long over.

* PARANOIA : Well, only in one particular aspect. He didn't used to be, but H'vier is now certain, having accepted the Wingleader's knot, that he's going to die in the next five turns. It's something he's trying to just accept, but he seems confident that this death is inevitable. Other wingriders are already being evaluated in his mind as potential replacements and he's doing his best not to enter into serious relationships or have any more children, because he's totally just going to die soon. But someone has to do the job.

* LACK OF ELOQUENCE: H'vier is not a big speaker. When he does talk, he often feels as if he's putting his foot in it because often what comes out of his mouth is short, to the point and often inadvertently rude.

* FATALISM: H'vier doesn't understand concepts such as 'hope' and 'optimism,' and in fact goes as far as being completely fatalistic. He's only living to maintain the status quo and because the Weyr needs him not to be dead right now. Anytime the tides of fate turn for anything to go well for Southern Winds, H'vier is legitimately shocked. This makes him less likely to try new things or take any personal risks or have much of a life.

* NEGLECT: Not of his dragon or firelizard, not of his duties. But other than that, H'vier can be pretty darn neglectful of things he's supposed to care about like, say -- his friends, who will sometimes have to remind him they exist if they aren't in Jungle. Any other human connection he was supposed to maintain. Remembering to eat three meals a day and other non-physical forms of self care. He'll burn the productivity candle on both ends until there's nothing left. 

Describe Yourself:

* SELFLESS: H'vier is a put-yourself-last kind of guy for sure. The good of the Weyr as a whole comes first, then his wing, then Kadoreth, then his friends, and then other people as individuals whether or not he actually cares about them as people, and himself after all of those others are satisfied. This is not necessarily any more of a good thing as it is a bad thing.

* AUSTERE: He's not one for fancy things or nice decorations (or decorations), nor for elegant clothing or anything that could be considered more than precisely what was needed. His weyr is very sparse, neat and simple, just like the way he dresses.

* DECISIVE: Similar to that selflessness, H'vier's decisive nature doesn't always mean he is making the correct decision. It just means he's making a decision and sticking to it, no matter what. He's not big on waffling or … stopping and thinking about things for very long. The right decision follows instinct and whatever his hindbrain is telling him more than any process he can explain aloud. And he will always say it's the right decision and defend it, even if maybe he turns out to be wrong by outcome.

* PRIVATE: H'vier keeps his thoughts and emotions, for the most part, to himself. Only when pushed will he divulge true feelings on something to anyone but his dragon. His dragon, of course, hears everything -- but his dragon is just an extension of himself, and it's having that connection that makes him able to keep everything in without losing his mind.

* SARDONIC: He has a cocky, snarky, sarcastic, dark sort of sense of humor. It can be hard to tell at first that some of his teasing dire imprecations or cynical comments are actually jokes, but that is just the way he rolls.

The Magic Touch: H'vier is kind of odd, and sometimes sucks at making adequate human connections; he has never had a romantic relationship that didn't end messily due to him being accidentally insensitive, and those who call him friend are just used to the fact that he's sometimes accidentally a dick. It's an accident, really. Usually.

Family...

Mother: Hylivie, born 2526, deceased 2566. Headwoman's staff, Fort Weyr.
Father: Good question. Hylivie either doesn't know or didn't tell him, and therefore H'vier isn't sure either.

Siblings: None from his mother; there are probably half siblings from Dad.

Children: He's pretty sure he has seven of them, and one is probably Yinaya's. H'vier hasn't actually managed to keep track of what their names are or what they do, however. Focus on Threadfall took away the sort of time he would have to focus on a family.

Tell us a story...

* 2547, 0 Havinier is born to Assistant Headwoman Hylivie, the result of someone losing a flight. She claims to not not sure who the boy's father is, and therefore gives him a name that is primarily after herself. That way at least people won't forget he's her child. Havinier never grows with the dissatisfaction of not knowing a real father, since he is essentially that child a village raised and never wants for attention.

* 2552, 6 Hylivie tells Havinier he's going to have a sibling, which ends abruptly a few months later when his mother has a particularly bloody miscarriage. This leaves the little boy very afraid of blood and leaving his mother alone for a little while. He grows out of both, but an uncertainty about pregnancy and a tendency to fuss over pregnant friends also grows out of this experience.

* 2557, 10 Havinier Makes Friends. Bonding with a group of other boys his age, they progress as a group from being separate annoying children into a gaggle of annoying children, which creates some bonds for life. It's almost like having a family besides his mother, and this new collection of "brothers" is what starts his trend toward being someone who puts everyone else before himself.

* 2559, 12 With absolutely no idea of what he wants to do with his life, and yet needing to find something to do with his life, Havinier starts working in the kitchen as an assistant to someone's assistant, chopping up meat and plants and whatever is presented to him. He likes his job: it comes with free snacks that would otherwise have gotten thrown away.

* 2560, 13 One of his childhood friends Impresses a blue, which is the first time Havinier ever considers dragonriding seriously for himself. It wasn't that he hadn;'t ever considered it a possibility before so much as that he hadn't been taking it as something that might actually genuinely happen. It's only a few days after that Hatching when it does, and a nearby blue plucks up Havinier as a Candidate.

* 2561, 14 Havinier has been a candidate for a turn, and … candidacy kind of sucks. Lots of lessons, lots of chores, and he compensates for it by having lots of sex, since he's grown into a handsome enough fellow and he's a fourteen turn old boy. This manages to work for him without anyone getting upset or clingy, since it's not like candidates can have serious relationships, really. 

* 2562, 15 Another turn, another Hatching, an Impression: Havinier becomes H'vier, the very last of the clutch to Impress to a bronze who had been wandering around for a while before finally settling down, but the finality at which Kadoreth simply sits down at Havinier's feet like he's been looking for him the entire time doesn't leave him thinking that all the wandering was due to a lack of satisfaction with his options. H'vier is more convinced that Kadoreth just isn't very good at navigating and maybe he got lost on the sands at first. He's also a little shaken by the fact that he, a total nobody, ended up with a bronze … but it clearly means he's destined to be less of a nobody.

* 2564, 17 Kadoreth and H'vier graduate weyrlinghood, and are tapped into a fighting wing. They showed a lot of promise in training, and this promise is demonstrated: they're quickly a pair valued to their wing. It's not that H'vier becomes egotistical, exactly, but he develops any real self-esteem at this point, rather than his own inherent value just being something he never thought about. Kadoreth just makes him proud.

* 2566, 19 With the lower caverns beginning to overcrowd, things have been tighter in terms of resources and the more people you put close together, the more people get sick. Weakened by illness, H'vier's mother slowly passes away at a young age. He shuts down, frightening Kadoreth and shaking their bond to its core, though they come out all right -- it just takes a few months. A few months with punching bags involved.

* 2567, 20 A friend's gold clutches, and he gives H'vier an egg which hatches a gorgeous little bright green. She probably had some cutesy name originally, but H'vier can't remember it; once he got a good sense of her actual personality her name became Spiteful. He adores her utterly.

* 2572, 25 That childhood friend of H'vier's who Impressed that blue, shortly before he's Searched is killed in Threadfall, and that specter of death that H'vier keeps trying to push further away and ignore -- because people die every day, yes, but not his people -- moves in closer. He never does react well to any death, and knows it's not his strongest moment when he breaks down, but at least he can do it alone, just with Kadoreth. His rider's response still initially frightens the bronze, though with the loss of a dragon also involved, he understands more.

* 2577, 30 Happy thirtieth, H'vier! Not many hours into his birthing day, H'vier and Kadoreth are grounded after H'vier takes a serious threadscore to the lower back. While his mobility is saved and he's able to return to the wings within a few sevendays, he will have permanent nerve damage. He's able to compensate for it and it largely goes unnoticed, though he makes sure to get his legs and low back checked by Healers on a regular basis.

* 2582, 35 Kadoreth catches Vanelwynne's Oriath. H'vier finds himself impressivley unsatisfied with the more administrative angle of Weyrsecond, and finds the talking expected of diplomats to be a little too much. Kadoreth adores Oriath but is also sort of bored. It didn't stop him from chasing junior golds in future but may well have stopped him from winning. He isn't the best Weyrsecond to the emotional and vulnerable young Vanelwynne, whose depression needs more support than H'vier's tendency to avoid tears and emotional outpourings can provide.

* 2583, 36 With his stint as Weyrsecond officially over, H'vier is made Wingleader of his former wing after their wingleader is lost in Fall. This is not just acceptable to him but satisfying; he finds that this is a comfortable spot in leadership for him. Or so he thinks at first. It remains a comfortable spot, and something he and Kadoreth are good for and well-suited to, but the satisfaction frays as he watches his own wingriders die. And feels responsible. Repeatedly. He vows to work on hardening that part of him, which works after a lot of effort.

2587, 40 The Interval finally comes, though in the wake of such destruction, there is no room for sighs of relief. THose come later, when D'mir and Thianorth discover Fort Isle and the population relocates to the newly-named Southern Winds Weyr. H'vier throws himself into helping to create the wing infrastructure, Jungle especially, and hardens his focus further after the discovery of the Hunters/

2589, 42 Like the existence of the black dragonw asn't bizarre enough -- beause when he was just a dragon, H'vier had no reason to really care about his existence besides finding him bizarre -- having Neisoth catch Kalestath just destroys the order of things and has thrown off the way life at a Weyr is supposed to be. A mutant dragon, and with such a young rider, at that? H'vier is disgusted, though he knows he can't pin the blame on Kalestath for being caught, or Halirina. Part of him irrationally blames Leremith, but most of him is just mad. Despite that, he obeys S'bok, if stiffly and without any real drive. He's still an honorable man, after all, and he will listen to his Weyrleader.

2590, 43 After the loss of Jungle's third Wingleader since arriving at the island, Halirina names H'vier as his replacement. H'vier now knows that his death sentence is pretty well set, but is still determined to do the best for his Weyr.

---

RP Sample goes here.

Member Info...

Created By:
Original profile by Aster
Other Characters:
---
Inactivity Preference:
Adoptable. Don't prove him right and kill him if I die.
Mauling Permissions:
Look here for the different options!
 Anything Else:
---

Coded by SanctifiedSavage for SWW


17
Adoptables / OOC Ionei [ 18.10.2570 / Red Weyrling ]
« on: August 29, 2018, 04:38:50 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:
Alia Shawkat
Biography

Name:
Ionei
Pronounced:
Eye-oh-nay
Nicknames:
Io
Date of Birth:
18.10.2570 9th Pass
Place of Birth:
Fort Weyr
Dragon Color:
Red
Impression Age:
2590/19.
Wing Rank:
Weyrling
Weyrmate:
None

Your Reflection...

Appearance: The bouncy curls that top Ionei's head will actually fall just past her shoulders if they get wet and stretched out -- they usually look much shorter and tighter. They're the kind of curl that invite being pulled on, though Ionei can't stand this. She keeps her hands clean and fingers as perfectly manicured as possible, and her practical clothing neat. She tends toward light-colored pants and dark-colored shirts, barefoot or booted depending on the situation. Her eyebrows are thick and expressive, over large brown eyes. Ionei is a comfortably average height at five foot six.
 
Response to 9th Pass Catastrophe: She was just a child, so Ionei knew no different. Being overcrowded and uncomfortable and having your home destroyed and people you love die ... was normal. She coped purely by existing, and continues to do her best to not look back.
 
Response to dragon color mutations: Having been on the sands for their hatchings, well -- Neisoth, Ionei had originally thought was pretty neat. The next hatching with mutant dragons, Ionei was completely terrified and more afraid of getting mauled than she was ever before, and approached another Kalestath-Neisoth hatching with the same trepidation. She's also not sure how well someone near her age can do as Weyrleader, but that's an issue separate from the color of S'bok's dragon.

Who are you...

Likes:
Touch: She's not cuddly exactly, she just likes touch and being touched, thrives off physical contact of most any kinds. Ionei is as big on hand holding as hugs as she is on kissing, and just sitting and leaning against someone is fine, too.
 
Being in motion: Ionei tends not to hold still. She paces, she folds and unfolds her fingers, she loves to run around, do calisthenics, anything that keeps her going. If she can't move around fully, she's probably low level fidgeting (a silent finger snap or foot tap, for instance).
 
Noise: Be it conversations, or the din of a crowd, or just birds making a racket near the jungle. Anything that prevents silence is welcome.
 
Dislikes:
Heights: Ionei had a brief relationship with a rider, and found that the way-up-high weyrs just gave her the creeps and made her feel unsafe.
 
Lies: Being someone who holds trust above all other things, Ionei can't stand being lied to -- and her definition of 'lying' is very rigid. Even an accidental misleading shakes Ionei's trust in someone.
 
Being alone: While having a firelizard helps a lot, Ionei hasn't been comfortable being entirely by herself since early childhood, and tends to flock to crowds.
 
Strengths:
 
* QUICK WIT : Ionei is quick on the uptake, and also fast to come up with a comeback when engaging in conversation.
 
* ATHLETIC : She's very flexible, has reasonable enough strength for her size, and is quick on her feet.
 
* PUNCTUAL : Always on time if not early. Ionei considers lateness a character flaw, and one she refuses to take part in.
 
* ALERT : Ionei notices changes in situations quickly, and seems to be paying attention to multiple tracks simultaneously if needed. She doesn't often let her guard down.
 
* TRUTHFUL : Considering her deep distaste for anything to do with lies, Ionei can always be trusted to provide the truth.
 
Weaknesses:
 
* IMPATIENT : She is completely terrible at waiting, and gets frustrated easily with what she perceives as others' slowness.
 
* SENSITIVE : While she masks her feelings, Ionei is actually quite fragile in the ego department and easily hurt.
 
* INSOMNIAC : Ionei has trouble falling asleep and then trouble staying asleep, often waking too early. This results in frequently eating more than she might need to, and having the sort of off-the-wall energy that comes from constant low-level sleep deprivation.
 
* POSSESSIVE : There's very little in the world that is truly hers, and Ionei is intensely protective of anything and anyone she may be able to consider that.
 
* RECKLESS : She's growing out of it, and it's a behavior that Candidacy has tempered somewhat, but Ionei still continues to be something of an act-first, think-later person. The safety of others tends to come to mind before the safety of her own person.
 
Describe Yourself:
 
* CHATTY: Ionei hates the quiet and she loves to talk. If you're a broody quiet sort of person you probably don't want to be alone with her as you'll end up peppered with questions. She's often got good things to say, but she's a perpetual silence-filler who won't stand for long lulls in the noise.
 
* EMOTIONAL: She tends to show just about every feeling turned up to 11, feeling everything with intensity.
 
* AMBITIOUS: Well ... sort of. Ionei wants to be someone and make something of herself, she just isn't sure exactly what, when, or how. So there's more an ambition to be ambitious than anything else.
 
* OUTSPOKEN: Generally, Ionei will speak her mind whenever she has half a mind to speak. The only times she doesn't is when it's direct insubordination, and even then she might get caught muttering. And might get in trouble for muttering.
 
* SNARKY: Ionei has a specifically sarcastic sense of humor, but it's not necessarily negative. 'Snark' is the best way to sum it up, even if it's technically a portmanteau rather than a single word.
 
The Magic Touch: When she's especially nervous, hesitant or uncomfortable, Ionei sproings her own curls -- something she can't stand when other people do. She also has slight hearing loss in her left ear from fevers as a young child, but it's minimal enough she isn't even aware of it and simply thinks she can't hear things sometimes because people are mumbling.

Family...

Mother: Ooni, born 2554, died 2572. Impressed 2565, rider of green Rashketh
Father: I'lei, born 2550, died 2580. Impressed 2565, rider of bronze Bandelth.
 
Siblings: Presumably, she has several; Ionei doesn't know any of them. Or if any of them are in fact still alive.
 
Children: Eisthane, daughter. Born 2585. In the creche.

 
Tell us a story...

* 2570, 0 Born as the result of a flight where one clutchmate caught another, greenrider Ooni gives birth to bronzerider I'lei's baby and names her Ionei. That's the last that mother ever sees of child; she's killed in Threadfall shortly after she turns Ionei over to the creche. Having never known a mother, Ionei never grows to feel the loss.
 
* 2576, 5 Ionei gets sick a lot, in the overcrowded creche, from ages five until seven. She picks up a few lung infections and a few things that give her skin an odd coloring, but she always manages to get through it and gets better. Her father, who pays at least some attention to most of his children, is often at her bedside and gets to know her a little bit. She's mostly glad to have the attention, and isn't too troubled by being ill. Her immune system strengthens as she gets a little older.
 
* 2580, 9 It's at the end of the turn, and not long before Ionei turns ten, that I'lei is killed in Threadfall. They weren't super close, so Ionei isn't devastated exactly, but she is sad and she does miss him and his dragon.
 
* 2581, 10 One of the crecheworkers gives Ionei a firelizard egg in attempts to cheer her up over the loss of her father; it hatches a green who the very mature and worldly Ionei names 'Spatter' because of the darker splotches on her green hide. She now has a constant companion, and while she was never a sullen child, the perpetual presence of Spatter has her brighter and less closed in.
 
* 2583, 12 Properly an adult, Ionei moves out of the creche and into another section of the Weyr, where she starts work in the lower caverns. She quickly develops an interest in helping cut people's hair, though that's not a full-time position and she spends a lot of her time in the stores. Both suit her well enough, even if she's still hoping to be asked to Stand to be a rider like her father -- and as she assumes her mother was.
 
* 2585, 14 After entering into a whirlwind "romance" (that is actually a whirlwind seduction) with older rider D'son, Ionei becomes pregnant and gives birth to a daughter, Eisthane, shortly before her fifteenth turnday. She's shocked and impressed that she's created a human essentially by herself, and also pleased that she thinks she's going to have a little family forever.
 
* 2586, 15 Not, as it turns out, exactly what happened: it's a good thing that Ionei wasn't already a candidate at this point, because she would have gotten kicked out. When D'son breaks things off suddenly, his attentions having wandered to another new pretty girl, Ionei punches him in the nose. She's actually more injured than he is, with a couple of split knuckles, but she's also in big trouble for punching a rider. The punishment hurts less than the heartbreak and anger that she'd fallen for his lines and she could be so stupid. And that he was so stupid.
 
* 2587, 16 Ionei gets her wish of being Searched long after she's relegated it to 'maybe someday but not all that likely' and become happy as a lower caverns worker. It's a shakeup amongst other shakeups, as it isn't long after that that the entire population packs up and moves to Fort Island and founds Southern Winds Weyr. So everything is new for Ionei - candidacy, the island, the weyr. It's exciting and frightening all at once, though she won't admit the fear to anyone.
 
* 2590, 19 After three turns of candidacy, it's another Kalestath/Neisoth clutch -- the first one of which left her briefly afraid for her life -- that Ionei's long (in her mind) wait for a dragon is finally satisfied.
 
---

RP Sample goes here.

Member Info...

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

Coded by SanctifiedSavage for SWW


18
Adoptables / OOC N'aen [ 10.08.2556 / Greenrider ]
« on: August 29, 2018, 04:23:54 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:
Jacey Elthalion
Biography

First Name:
Naraeness
Honorific:
N'aen
Nicknames:
Aen, Nessy
Date of Birth:
10.08.2556 9th Pass
Place of Birth:
Nabol Hold
Dragon Color:
Green
Impression Age:
2575/19
Wing Rank:
Prairie Wingrider
Weyrmate:
Q'nys and Seaphonellqua, sort of


Your Reflection...

Appearance:
N'aen stands at nearly the same height as his brother, though he likes to think he’s a little taller, which should make sense given yhsy he's the eldest. He keeps his hair cut short enough to generally not get in the way, but long enough that he’s picked up the habit of pushing it slightly to the side. He maintains a slight beard, convinced that to go clean shaven makes him look baby faced.

He appreciates the routine of riding gear and the uniform simplicity of it, however, when not found in said gear he's most likely wearing darker comfortable shirts that are rolled up at the elbow and dark brown pants. He has taken to wearing pendants carved by hand and worn on a leather string around his neck. They generally fall mid chest and change from day to day depending either on what he’s recently made or what he feels like wearing.

N'aen holds himself with ease and surety but is constantly aware of the actions and reactions of those around him. As a result he tends to tense up when stressed or frustrated and curls in on himself in a way that doesn’t make it look like he’s slouching, but rather like he’s simply a few inches shorter.

Response to 9th Pass Catastrophe: The near constant state of moving for a few years during his childhood was nearly unbearable for N’aen. He craves the settled sort of lifestyle of being in one place and as a result has become incredibly particular about the way he keeps the world around him. Though less concerned with the plight of others given the internal tragedies that occurred between himself and his siblings, N’aen was sad to count his parents among those lost in threadfall.  Often times, however, he cannot help but wonder if it was the threat of thread that drew he, Q and Se'qua back together again, unconvinced that he would have been searched had there not been a dire need for riders. 

Response to dragon color mutations: N'aen has never found any reason to dislike any of the mutations. He’s generally very accepting of those around him, and the new riders, Weyrleader included, are no different. The blacks and reds are still dragons and deserve the same sort of respect as every other color. However, there are times N'aen find himself slipping back into the more traditional sort of mentality his parents attempted to instill in him. During those times he can find himself thinking that perhaps another color or rider could have done it better.


Who are you...


Likes:
His siblings: What began as the innocent love of an older brother for his younger siblings has over the years grown into the sort of romantic love one shares with their significant other. N’aen is invested so surely in Q and Se’qua that he would do anything and everything for them.

Klah: There is no morning without Klah. Unless he’s being woken with sex he wants nothing to do with you before his first cup. He’s groggy and spiteful until he’s had at least one. He never needs more than two cups and will happily go the rest of the day without it.

Whittling / Carving: He gets a great deal of pleasure from taking discarded pieces of wood and working them into usable shapes or items. He's only been at it for a few years but it’s apparent he has a skill with his hands and manipulating the wood. His siblings are often on the receiving end of his little creations. It is a hobby he tries to work into his free time as much as possible.

Sex: Whether he’s on the top of bottom isn’t important to N'aen. He loves giving and receiving and has a special place in his heart for oral. He likes to participate as often as possible and is not above using it as a means of distracting his lovers or ending an argument.

Dislikes:
When he’s wrong: N'aen is easily flustered when he’s proven wrong. This isn’t to say that he makes a scene or isn’t willing to admit he was incorrect, only that it generally takes him a while to re-evaluate the situation. Unfortunately, he has a bad habit of making assumptions about people, his siblings in particular, that are incorrect.

Being mocked: Unlike the flustered confusion of being wrong, being mocked bypasses entirely the easy way he’ll admit to a mistake and sends him straight into being hurt or frustrated. Criticism tends to shut him down.

Hurting his siblings: More of a fear than a simple dislike. N'aen is terrified of causing them pain in anyway. After being estranged from both of them for years -- a distance he found unbearable enough that it was a real hindrance to his Candidacy -- he will do everything in his power to make them happy.

When Q moves shit: Need he say more? Q'nys moves things around when he’s pissed off at N'aen and N’aen in turn gets pissed off that things are moved. It’s a terrible cycle for everyone.

Strengths:

* TOLERANT : It takes quite a bit – outside of needless criticism - to actually fluster N'aen. Between the erratic disposition of his brother and the temperamental character of his sister he has quite the array of personalities to deal with. He greets most situations with easy acceptance. (Despite this his sister and brother always seem to find ways of surprising him.)

* PRACTICAL : N'aen does his best to look at each situation with logic and practicality.  If something isn’t going to work then he goes about it a different way, searching for the correct method, aware that not every issue can simply be beaten into submission. He is willing to put in the time and effort to achieve his goals and is patient.

* SERIOUS : He views life as an even mix of duty and possibility but approaches that possibility with a calm, even sort of demeanor. Raised with a more traditional holder mentality, N'aen gives to every task and conversation the fullest extent of his attention and respect. He does not make light of important situations.

* LOYAL : Loyal to a fault, N'aen will forever stand beside someone who has earned that loyalty. While much of it goes along with his duty to the Weyr and to his wing, it also applies to his siblings. He will nearly always take their side in an argument -- within reason -- and will defend those things and people important to him to his dying breath.

* TACTFUL : N'aen is quite skilled in saying what needs to be said, the way it needs to be said to garner the best reaction. Whether it’s defusing an argument between two people or convincing someone of his point of view, his generally easy demeanor and trustworthiness tend to make people more likely to listen to him.

Weaknesses:

* DIRECTION : N’aen is one of those sorts of people who needs to know that he is doing something for a reason. If his actions or the actions of those around him are not driven and directed by a certain goal or cause he can quickly become frustrated and restless and can sometimes spitefully loose interest all together to the point of simply no longer caring.

* PRESUMPTIVE : He comes to more than a few conclusions about the people around him. Most of them derive from his self-perceived duties or requirements. Holder born and raised he often attempts to follow tradition which, given his relationship with his siblings, can be disastrous.  Additionally his assumptions are more often than not, wrong.

* BOSSY : Despite his generally relaxed nature, N’aen is capable of being overbearing and quite demanding. He is rarely selfish, but rather, inserts himself into the lives of those he cares about to an extent that can seem a little drastic in his attempt to ensure their happiness. As the eldest of his siblings he honestly believes that it’s his job to take care of them, and sometimes that means telling them what to do.

* PERFECTIONIST/OBSESSIVE COMPULSIVE : Things that are out of place or incomplete bother N’aen. This need for everything to have its own spot has become a slight… possibly more than slight… compulsion in his life. If someone moves something he’s set down he will immediately move it back whether or not they’re still standing there or using it. If one of his siblings is sleeping in his spot on the bed, he will move them. He’s aware this can be frustrating to others and has stopped caring.

* SENSITIVE : N’aen is highly vulnerable to criticism. While he might not outwardly show it, he is easily hurt by conflict and more specifically by the perceived judgments of another person. This is most prevalent around his siblings whose good opinion he craves with an intensity bordering on obsession.

Describe Yourself:

* INNOVATIVE: If there is a conceivable way to make something work, N’aen will eventually figure it out. Somehow they’ve made a three person relationship functional. Beyond their personal life however, N’aen has a great passion for making things by hand and often tries to put skills such as his whittling and hand carving to use by making useful or needed items.

* ORGANIZED: He likes when everything has a place. But more so than just with physical objects in his life, N’aen thrives off of the organization of his relationship with his siblings. They balance each other out in a way that often helps to soothe the oversensitive, compulsive sides of his personality.

* ALTRUISTIC: He would turn himself inside out for Se’qua and Q’nys. N’aen has an intense desire to protect the people he cares about. His inability to do so in his own past will always be a sore spot for him, and he is fully of the impression that he can never truly make up for what he did even though he was hardly the only side involved. As a result, he devotes himself to ensuring the safety and happiness of those important to him.

* SWITCH: N’aen is a perfect switch. He is both capable and happy to be either the dominant or submissive partner.  This is in part driven by his desire to keep and please his siblings at all costs. Beyond that though it offers a certain flexibility and versatility to his life that he believes most people are lacking in.

* PRIVATE: N’aen’s life is on a need to know basis, and other than his siblings, people don’t need to know. He is intensely private and will go out of his way to turn a conversation back to someone else to avoid talking about himself or his siblings. This obviously does not apply between the three of them but given the shock of other people when they find out about their relationship, N’aen has learned that to protect himself it is simply easier not to speak about himself.

The Magic Touch:  Had Q and Sequa never been searched, N’aen would not have impressed. Too much of his stability of character is dependent upon the good opinion of his siblings. He is never more content than when they’re both happy.

He has a habit of referring to Q’nys and Se’qua as “Little brother” and “Little sister” respectively during sex. It is never said outside of the bedroom, or if it is, it is a dead giveaway that he’s about to do something and generally said in a teasing, seductive manner. Bonus points because it looks normal to other people.


Family...

Mother: Sidyrica -- Holder, [Born: 2542] [Died: 2577] during Threadfall
Father: Nilas -- Holder, [Born: 2539], [Died: 2577] during Threadfall

Siblings:
Seaphonellqua, Rider of Green Tinth, [Born: 2559] [Impressed: 2575]
Q'nys, Rider of Green Niazyth [Born: 2562] [Impressed: 2575]

Children: Jaram - Creche [Born:2583] Product of one of N’aen’s flights.


Tell us a story...


* 2556, 0 Neraeness is the first child born to Holder parents in Nabol. The first few years of his life are normal and unremarkable.
 
* 2559, 3 Seaphonellqua is born late in the turn. Neraeness is immediately dazzled by the little girl. He often begs his mother to let him hold her, careful, despite his age not to let her slip or fall. He is proud to be an older brother and quickly evolves a tendency of introducing his little sister to new people before introducing himself.

* 2562, 6 Quilenys is born a few short turns later, earlier in the year than his sister. Like Sequa before him, Neraeness is absolutely enamored with his brother. He teaches Sequa how to hold Quilenys and can often be found sitting around with his siblings where they won’t get into trouble telling stories and occupying the two smaller children with games and songs.

* 2563, 7 Nabol falls, forcing the family south along with much of Pern. They settle in Ruatha hoping to escape the imminent threat of thread. Neraeness feels as if his whole world has been upended. Having never been more than a few miles from his birth place the young boy is overwhelmed by the change in his surroundings. He becomes less outgoing and instead begins to spend more time with his siblings.

* 2564, 8 As if to make matters worse, Ruatha is abandoned one short turn after their move from Nabol. Neraeness begs his parents to stay in Ruatha. He understands that thread is dangerous but he cannot quite grasp the Lord Holder’s decision to move people before it is a true issue. They relocate to Fort Hold where he is encouraged to make friends his age but prefers the company of his sister and brother, electing instead to watch over them. Seeing it as an opportunity his parents begin to rely more on him to see to the needs and well-being of his siblings.

* 2571, 15 Neraeness agrees to an arranged marriage out of duty and the expectations of his parents. The young woman they choose for him, Ilaimi, is fair and slim with a sharp smile and cleverly innocent expression that hides her naturally cruel demeanor. The pair are gifted two flit eggs at the ceremony, however, Ilaimi is not around when they begin to hatch and he and his sister Sequa impress them instead. He names his little gold Citrine, and much to Ilaimi, Sequa names the Bronze Victor. Married to Ilaimi, This same turn Sequa fails to be accepted into the Healer Hall where their parents had hoped to find her a suitable occupation.  Neraeness wishes she could find something she enjoys.

* 2572, 16 Ilaimi falls ill early in the turn. During this time he sleeps with Sequa for the first time though he is not aware it is her until after. He is torn between his love for his sister and what he knows is “right”. A few months later Ilaimi succumbs to her illness and dies, leaving Neraeness feeling guilty at his relief.  He is Searched late in the turn and sleeps with Sequa for the second time, unawares that she is silently begging him to stay. He was raised believing that there was no denying a Search. To make matters worse Q walks in on them. Despite numerous attempts to speak with his brother Q refuses and Neraenes leaves believing rightly that Q hates him. After he leaves he hears that  Sequa is engaged, however it does not last and she is quickly unengaged.

* 2573, 21 Neraeness fails to impress despite standing several times. While he smiles and laughs for the rest of the world he is heartbroken by the continued silence of his siblings despite attempts to reach out to them from the Weyr.

* 2574, 18 The day Q is searched is one of the happiest of Neraeness’ life. He is quick to greet his brother, hoping perhaps that the time apart would have helped only to find that Q still will not speak to him, ending any excitement he might have had in his brother’s presence. Like his brother, he later learns that  Sequa is forced into an arranged marriage.

* 2575, 19 Sequa is searched, and with the memory of Q’s reaction in mind Neraeness is careful around her but no less excited and proud. However, when he receives the same reaction he nearly gives up entirely. His whole life has always revolved around his siblings and now that they’re together again… they can’t even stand to be in the same room as him. During a chore the three are assigned too Sequa finally breaks the silence and rages at the both of them, prompting herself and Q to admit their feelings of abandonment. Distressed that they see it that way Neraeness does everything in his power to convince them that he loves them both unconditionally. After a little more fighting the three eventually sort themselves out and fall easily into what is the beginning of their polyamorous relationship.  This same turn Sequa falls pregnant but does not tell either of her brothers until after she is rid of the baby, allowing her to stand for her first time. Neraeness is silent on the matter.  Then, against all odds, the three impress at Sequa’s first standing all to greens.  Baffled and overwhelmed,  Eldereth quickly becomes one of the three most important beings in his life. 
   
* 2577, 21  The siblings sexual relationship which was put on hold as weyrlings reignites after their graduation. Eldereth rises first of the three siblings and her flight is won by a brown. N’aen is surprised by the realization that he quit enjoys being chased.  They find out later in the turn that their parents fell during a threadfall. He is upset only because he believes he is supposed to mourn family.
 
* 2578, 22 Se'qua stops sleeping with them and starts sleeping with other people which prompts N’aen and Q to approach her on the subject. It happens when they make their way to the abandoned High Reaches Weyr where they learn her distance was created by her desire for something rougher and more forceful. Ever wanting to please his siblings N’aen caters to her masochism without argument.

* 2583, 27 N'aen is abandoned by his siblings when the female blue rider who won his flight gives birth to a son, Jaram late in the turn. He is aware that they are upset but didn’t realize the extent of their anger until they stop spending time with them. Deeply hurt he allows them to stay away because he believes he deserves their ire.

* 2584, 28 A few months after his son’s birth, N'aen, miserable due to his siblings continued distance from him, is convinced by a very fed up but patient brown rider (thanks K'rez to speak with them. He tracks both Sequa and Q down in her weyr and confronts them, assuring them that the boy isn’t important to him in the slightest compared to them. He explains that the child will be raised in the crèche and he will have nothing to do with it. A misstep in his own words, however, causes them to retreat again mid conversation and N'aen suffers a full blown panic attack [shaking, hyperventilation, chest pains, the works]. Shocked at the intensity of his reaction Q and Sequa race to his side and manage to calm him down. The trio return to each other’s company but after that N'aen and Eldereth refuse the catch of any dragon who's rider is female.

* 2585, 29 N'aen decides to do something nice for his siblings. He manages to get his hands on two firelizard eggs, one of which is clearly gold. Excited he presents them to his siblings and allows them to choose who gets which one. Se’qua convinces Q to take the gold and in turn receives the other which turns out to be another Bronze. She names it Raen after N’aen.  He is shocked and flattered.

* 2587, 31 Against all odds, the Pass finally comes to an end. The Weyr and what is left of Pern packs up what it has and makes the move out to Fort Island and the newly dubbed Southern Winds Weyr. Given the lack of space in the new Weyr N’aen and his siblings agree to share a weyr, erasing the need to move back and forth between rooms to be with each other. Between the presence of Q, Se'qua and Eldereth and the end of thread, N’aen isn’t sure he’s ever been happier.

* 2587, 31 ... Until Se'qua got pregnant, anyway.

---

RP Sample goes here.

Member Info...

Created By:
Original Profile by Hart; edits by Aster
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


19
Adoptables / OOC Noa [ 21.3.2554 / Sr. Journeyman Harper ]
« on: August 29, 2018, 04:18:11 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:
Jordana Brewster
Biography

First Name:
Noa
Nicknames:
Good luck.
Date of Birth:
21.3.2554 9th Pass.
Place of Birth:
High Reaches Hold
Spouse:
Ruidricus, husband, deceased

Your Reflection...

Appearance: Noa's sense of style distills down to three words: flowing, yet contained. This isn't the same as constrained; she's not to be found dressed in clothing that's particularly tight, at any time of the day or in any season. There's a measure of modesty in her dress, as she prefers clothing that covers the majority of her skin, but there's also a large measure of practicality: sensibility and protection are far more important to her than appealing to whatever still passes for high fashion. Then, too, she has small children, and so her clothing has to be rugged enough to survive them, let alone the rest of the catastrophe-survival pioneering of life on Fort Island. A dressed-up day means she might be wearing a necklace. The rest of the time, "adornment" means "the children stuck something to her" -- or, to stretch the point as far as it will go, perhaps it describes the assortment of minor scars and callouses marring her hands.

Response to 9th Pass Catastrophe: Not a healthy one. Not that it's easy for anyone to have a healthy response to a catastrophe, but left with her entire world a shambles she's become even clingier to the people she loves, afraid of being cast adrift in the world without any strong connections. While her parents and husband, niece and nephews weren't generally killed directly by Thread, the overcrowding is responsible for most of the deaths, and so she can blame it in turn.

Response to dragon color mutations: The generalities of the dragon mutations, well, they almost make sense to her: she knows historically dragons exist because of Thread, and because the threat is now Hunters, the dragons have to change. The specifics of things like S'bok's leadership ... well, it's not Neisoth she has a problem with. Honestly, Noa isn't bothered by Neisoth or his color, his leadership seems almost poetically appropriate. She's bothered by a Weyrleader who's so frighteningly young.

Who are you...

Likes:
Paper/pens/ink: Yes, she's one of those nerds. Vellum isn't good enough, though she likes it just fine if she has to use something -- there is nothing like the feel of pen on page. Or the feel of fingertips on page. Just. Paper. The scent of paper. Don't ask her about paper, because she'll just go on about it for far too long.

Beaches: Noa always liked lounging by the shores of water, letting it lap at bare feet, enjoying the sun ... the beachsnakes have ruined this a little bit but in her heart she still loves it.

Quilting: Everyone needs a hobby, and Noa's is making quilts. Considering the lack of resources these days, she mostly makes quilts out of old ruined clothing and things no one was going to keep anyway. Useless fabric items turned into ones that are ... useful, if not necessarily attractive? She makes them as attractive as she can.

Old things: Not necessarily antiques, so much as things with stories. She likes to own, or touch, or examine things that have been places and mattered to people, whether it's a handkerchief or a piece of furniture or ... anything she can find a story in. Even if she's making it up. Inherited items from her family (or anyone's, if they can tell her the tale) are her most treasured posessions.
 
Mating flights: She'd never even considered anything else about the life of a dragonrider and was always unaffected by the pursuit of her firelizards, but since coming to Southern Winds, Noa has taken advantage of the mating flights of dragons. It's a pleasant way to lose herself in sensation, and she likes being available to the riders of those losing dragons.

Dislikes:
Dancing: Harpers are supposed to be good dancers. Noa is a terrible one, and therefore she hates dancing -- she's always afraid of a judgement that no one is actually likely to impart on her.

Being alone: She is inherently a people person and always wants to be around someone. Despite being the younger twin, she has something of the louder and more dominant personality when it comes to interacting with others, and so she has to be connecting. All the time. Noa is not afraid to just talk to strangers and convince them they're friends so she doesn't feel by herself.

Flying: For all that Noa likes the idea of dragons, and enjoys the aftermath of their mating in a way she feels she shouldn't, she isn't at all good with the up in the air part of dragons. She's gotten terribly airsick every time she's gone anywhere on dragonback, and let's not even talk about how unpleasant betweening is.

Strengths:
* BRIGHT : In the sense of meaning that she's intelligent, rather than the way her countenance appears; 'bright' was a word first applied to Noa by the Harper who taught her basics as a young child, and it stuck. She's smart and quick on the uptake, and therefore a very cerebellar person whose social graces suffer at times for her intelligence.

* RELIABLE : No matter who you are, if Noa makes you a promise or commits to something, she will not let you down. She's absolutely, 100%, definitely going to do what she puts her word to. Even if catastrophe strikes, she will do everything in her power to make it happen.

* PUNCTUAL : Lateness is her enemy. Noa isn't just on time, she's five to fifteen minutes early to everything ... unless she gets caught up in research or planning, at which point she will very possibly end up late and end up devastated by it. This happens rarely due to her tendency to be sure she has multiple failsafes just to avoid lateness.

* PERSUASIVE : Noa isn't just enthusiastic, she has an enthusiasm that spreads and she knows it. She's good at taking that positive energy she has for a thing and convincing the people around her to join in. Historically she's been able to make many things that might sound like bad ideas into things that sound like spectacular ones through excitement and force of will.

* EMPATHETIC : Getting close to people is important to her, and she considers herself honored to have more than a few very dear friends. She's got a knack for being able to comprehend, if not understand, what people are feeling and find ways to relate.

Weaknesses:
* INDEPENDENT : Some might say that this is a strength, but in her current surroundings it really isn't one. Noa likes to move to the beat of a different drum and do her own thing ... when the entire population is confined to a single, very dangerous island, the fact that she doesn't always look to the Masters for guidance or actually tend to receive orders before deciding what her projects are is more a hindrance than a help.

* CLUMSY : Especially since she's only mildly more graceful than a newborn cow. Noa does not have the gift of smooth step about her in the slightest.

* ABSENT-MINDED : She gets caught up in her work and forgets about things like the passage of time. Or where she put things. Or if she's eaten today. Noa caught up in the whirlwind of something she's working on tends to need a minder; Noa without a project still does things like forget what day it is.

* IDEALIST : No, this isn't actually a good thing. Noa has too many hopes and dreams in a world that is not really ready to suit them; she has concepts like that the rest of the planet will be habitable again in her lifetime and that all people are at some level good people who can be trusted.

* VOLATILE : At times Noa suffers totally unexpected mood swings (which can sometimes be predicted by her brother, but they're often out of apparently nowhere) and reacts to things much more harshly than anyone who knows her would expect. She can be oversensitive and just take things too hard and overreact. It embarrasses her, but it still happens.

Describe Yourself:

* ENTHUSIASTIC: Noa has a fierce love for life that is born of a fear of constantly having it torn away. She's burned through the ashes of loss to become someone who is always brightly, effervescently alive ... in a sometimes mature and calm way, but the enthusiasm for every action is always there. If she can't give it her all, and if she can't find some way to love it, she probably isn't doing it.

* MATERNAL: Her children are not her entire world, because she knows better to hyperfocus on humans like that, but they are a significant part of it, and loving children is as well. She's always wanted five, but has settled for three, and adores others' children nearly as much as her own. Despite not being a teacher by specialty, it isn't unusual to find her giving lessons, especially in these times with fewer Harpers around.

* PRIVATE: Not counting Tichroan, who doesn't quite scan to her as a separate individual, Noa keeps her personal feelings about things of personal natures to, well, herself. She'll talk about the state of the world or the stars or any old thing to anyone, but if it involves any level of intimacy, she tends to at least begin closed off.

* TENSE: Physically. Noa's shoulders live up in her ears, the way she walks would make a physiatrist Healer cringe (and probably has). There's no real injury to speak of, but she appears to be a physical embodiment of internalized stress when she moves. Her heart and soul are largely free of darkness, but her body carries it all.

* HEART-LED: She wishes she were a more cerebral person, as that is what the ideal human is like to her ... but she's actually far more inclined to let her emotions guide her decision-making than her mind, no matter how practical she wants to be.

The Magic Touch: An inveterate hair-chewer who is often having to cut off split ends; relatedly, her fingernails are weak, bendy and tear often. She got the short end of the keratin stick.

Personal History & Education

Mother: Chria. Housewife/Holder, b 2536, d. 2581
Father: Naton. Holder, b 2538, d 2581.

Siblings:
Tichroan, brother, senior journeyman Smith, born 2554.

Children:
Schorriant, son, born 2576. Apprentice Smith. Adoptable.
Nuisda, daughter, born 2578. Junior creche worker, wannabe candidate. Adoptable.
Ruadhri, son, born 2583. Creche child.

Craft: Harper

Rank: Senior Journeyman

Date Apprenticed: 2567/13.

Specialty: Archives.

Education Details: Noa was a student who was beloved by teachers and annoying to some students. While by the time she was in her mid-to-late teens she was generally on good terms with everyone she studied with, in the very beginning she was that very smart, very eager and very know it all new girl. Befriending older apprentices helped to tune this out, but education was still about 90% of Noa's life. Her socializing was limited to the Hall and her family; she was highly focused and goal-oriented. Living archives, living history, creation of the present and how it represented itself through archives, and the way truth shifts into folklore and vice versa -- that is her thing more than rote history, by far.

Tell us a story...


* 2554, born Surprise, it's twins! No, really -- to Chria and Naton of High Reaches Hold, it was a surprise. They had chosen only one name, Tichroan, which went to the first born, a son … the daughter coming along 5 minutes later had no chosen appelation. A joking suggestion of 'Naorhcit' was transformed into Nao, and then the preferred rearrangement of 'Noa,' the ending syllable matching her mother's the way Tichroan's matched Dad.

* 2558, age 4 Noa learns to read. This is arguably the most important event of her life, eclipsing everything from then on including the births of her children, her promotions, her wedding ... She is a bright child and now able to prove it, and tries to get her hands on everything that has words on it.

* 2567, age 13 Noa made it out a turn before High Reaches Hold officially fell; things were getting bad, but that was beside the point. The point was that the bookish girl had decided what she wanted to do with her life, and that was Harpering. The  behind-the-scenes kind that didn't involve performance, though she'd consent to basic drum training and voice lessons. If she had to. Tichroan was only a little bit grumpy about how far away it was (which she didn't like much either, but he refused to come along and be a Harper too) and the family did agree to send their daughter to the Hall. She'd be more marriageable that way, anyway, and more capable in the world. That concerned her less than how excited she was to be able to learn about history and old things.

* 2567, age 13 still Because of their separation, the twins are gifted firelizard eggs by their parents -- large ones, hoping for strong and trainable. They both hatch into bronzes. Noa's has massive wings and a massive attitude, and she just adores everything about him. He learns how to find his clutchbrother Tichroan's firelizard easily, and continues to get trained by Noa and the rest of her Harper classmates.

* 2568, age 14 While Noa is enjoying her apprenticeship, making connections and learning EVERYTHING like an obnoxiously dedicated student, her family's home is lost to Thread. High Reaches Hold has ceased to exist, and the others move to Tillek where she is pleased to hear Tichroan has chosen a Craft ... but feels some guilt that she was shielded from the experience the rest of her family had to go through.

* 2571, age 17 Tillek Hold, where the family had relocated after the fall of High Reaches Hold, also falls. Everyone is relocated to Fort Hold, and Noa is reunited with her family. It makes her feel awful that she's happy a hold no longer exists, but she has everyone she loves in walking distance and can integrate them with the fellow apprentices she also cares about. Amongst a world in chaos, Noa is at peace.

* 2573, age 19 Their father finds marriage matches for both twins, though Noa's is first and also just as much of a love match – a slightly older Harper, a journeyman by the name of Ruidricus, had expressed interest in her. Of course her father found this out first, which left Noa slightly indignant, but she still enthusiastically goes along with the match except for playfully refusing to wed until she has been promoted to his level. Shockingly he agrees to this.

* 2573, still 19 Before Tichroan's wedding, the twins have a heart-to-heart about sexual intimacy and their mutual lack of experience that leads to the conclusion of practicing with each other. Part of Noa thinks she should be ashamed by this, for all that Tichroan doesn't at all seem to think there's anything wrong with it ... but a larger part doesn't see him as anything more than an extension of her and vice versa, so it isn't as if it's any worse than practicing alone, is it?

* 2574, age 20 Tichroan gets married; Tichroan gets promoted, too. Actually in that order, and Noa was one of the ones placing bets on the promotion happening just before the wedding, so she was a bit disappointed to lose her bragging rights. She's happy for her brother, though, and bent on harassing him about making things for her. (He won't make her jewelry; he has more important things to make.)

* 2575, age 21 It shouldn't be a surprise when Noa is given her Journeyman's knot approximately on time, after her diligence, focus and complete dedication to her craft. It is a surprise only to her; she's brought to tears by the promotion, something that logically was going to happen but that she feared never would. Even if she had told Ruidricus she didn't want to get married until she'd gotten to that point. He reassured her he hadn't pulled strings (he didn't have much of any to pull).

* 2575, age 21 still Shortly after her knot exchange, Noa and Ruidricus are (at last) married, and her priorities in life shift a little. They want to have children right away, though Noa intends to keep working. Ruidricus doesn't argue, further cementing his position as a good husband. A few days after the wedding, she finds out that Tichroan's wife is pregnant and there's even more to be deliriously happy about even if the world is still falling apart around them.

* 2576, age 22 Noa becomes pregnant for the first time, and keeps it a secret as long as she can, fearing something might go wrong. When she's sure she's pregnant enough it's impossible to physically hide, she confesses first to her husband and then to her brother. The baby is a son, Schorriant, and while the pregnancy went smoothly the labor is rough on Noa who spends several weeks bedridden but pulls through. Regardless of being exhausted beyond compare, Noa is elated at the mere experience of looking at her son, let alone holding him.

* 2578, age 24 That first pregnancy was remarkably easy, and Noa was able to hide it from people until she stopped feeling afraid -- the second one is not so kind. She determines she is pregnant after visiting healers for incessant vomiting that goes on for hours a day, and Ruidricus has to spend time away from work to simply help her drink. By five months pregnant, the sickness stops, and the rest is easy enough sailing with a less harsh labor than the first ... which is good, as Tichroan's wife and fourth child both die during delivery while Noa is about seven months pregnant. Even if her pregnancy was easier, much of Noa's focus is thrown into caring for Tichroan and his children, trying to snap her brother out of his funk when he is feeling something that for the first time in life, she can't actually understand. When Nuisda is finally born, she is a light for the entire family, and brings Noa immense calm just as much as she does a smile to Tichroan's eyes.

* 2581, age 27 Only a turn after the sudden death of one of her nieces, Noa is forced to also say goodbye to her parents and nephews as an illness sweeps their area of Fort Hold. Both Naton and Chria die of pneumonia, as well as Tichroan's living sons. Ruidricus is stricken harshly by the disease; Noa develops little more than a cough, Nuisda is sick for weeks, and Schorriant becomes sick but recovers quickly. After the devastation of disease takes away half of them, the little family pulls even closer together -- Tichroan simply moves in with Noa, Ruidricus and the children and never leaves. She's always been the bright, optimistic one, but there's nothing in Noa's world to bring light to her eyes anymore. While she isn't as miserable as her brother, who remains because she firmly refuses to let him walk away, she's still a shadow of herself.

* 2583, age 29 It takes two turns for the veil to lift over Noa's misery, though she managed in that time to bring back more upbeat-ness than Tichroan ever did, and that comes with a pregnancy. It's not the easiest pregnancy or the easiest birth, but neither are as bad as her bouts with the previous two had been, and when she remains awake throughout and doesn't lose too much blood it certainly makes Ruidricus and Tichroan breathe easier. Her second son, Ruadhri, is a little bit smaller than a healthy baby might be but he's healthy and pulls through, and his presence brings joy to the family again.

* 2585, age 31 Too bad that in a world like this joy never lasts. Ruidricus develops a second lung infection, and as he'd been disabled by the first and never fully recovered lung function, he just coughs until he can't breathe anymore one day. Noa shuts down a little bit as a person, too busy holding herself together only as someone keeping her work going and her children from breaking down. It's Tichroan's turn to be her rock, as he has to hold her up so she can keep an at least neutral face on for the kids.

* 2587, age 33 The thrill of Thread's coming to an end is largely lost on Noa, who remains in something of an emotional shambles. Despite intellectually understanding that the discovery of Fort Island is a gift, and that moving there is the best possible thing, Noa doesn't want to leave the Hold behind. She doesn't want to move away from where she last saw Ruidricus alive, or Tichroan truly happy; she doesn't want to uproot her children. She has to, of course, as that's where the resources are, and where the life is. But it's hard. It's hard to move and say goodbye and let go, and it takes Noa longer than many to settle in comfortably.

* 2588, age 34 An apprentice's firelizard lays eggs in Harper spaces, and Noa finds herself with a new friend in the form of a second bronze. Bas, a hatched native of Fort Island, is a happy addition to Noa's little family and spends as much time with her children as with her. He's the first truly nice thing to come out of the place, and it's impressive how much of an emotional difference having a firelizard hatch in her lap makes for Noa. Since, she's settled in more, and carved a role for herself amongst Southern Winds Weyr's harpers as an archivist and records-keeper ... even if she is still bitter about the minimal space and resource she has to properly record things.

---

RP Sample goes here.

Member Info...

Created By:
Original profile by Aster
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20
Adoptables / OOC Ellariel [ 04.08.2575 / Holder ]
« on: August 29, 2018, 04:13:06 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:
Charlotte Free
Biography

First Name:
Ellariel
Nicknames:
N/A
Date of Birth:
04.08.2575 9th Pass
Place of Birth:
Fort Hold
Spouse:
Nealros


Your Reflection...

Appearance:
Ellariel has never managed to stand out; even as a child she was more of a small wisp of her girl almost a half-forgotten member of the family among far more vibrant and usually loud siblings that she grew up with. There is a paleness to her appearance, almost making her look weak or fragile it was certainly suggested on a few occasions that Ellariel looked more sickly then sweet.

In order to off-set her failings in a physical sense Ellariel learned how to dress to promote what she had and improve it with careful touches here and there. As she got older Ellariel would learn to pad out in certain areas as she remained universally lean and largely flat-chested. She is also rather narrow waisted, which has caused painful problems in having her children but it has at least now provided Ellariel with the chest she had always been looking to possess.

Along with those changes are also stretch marks over her stomach and breasts as well as a slight sag from being pregnant so close together but it more of a little paunch than anything too gross and Ellariel has the skills to hide it from the casual observer - at least when she is fully dressed.

Response to 9th Pass Catastrophe:
She experienced the death of her mother, and the loss of cousins and even a friend or two but Ellariel was able to cope with these deaths with more calm than many others. She believes that ultimately the lost remain in her heart and while she is able to remember them, they are not truly dead. In order to properly accept abandoning her home Ellariel has told herself many things, one of which that she had no choice in the matter. Something that has been true in so many aspects of her life. Ellariel wants to concentrate on making a place here, for her and most especially for her family.

Response to dragon color mutations:
Ellariel is shocked that these dragons have appeared, not outraged ... but they seem to be direct representation of all the changes that had been happening and she is not sure how comfortable she can be as a result. Publicly she has the same opinions about dragon-riders as her husband and given his own thoughts on the matter Ellariel has chosen to remain steadfastly neutral or at least say nothing about her thinking.


Who are you...

Likes:
Being a mother: Ever since her first daughter was born, Ellariel has been proud to be able to call herself a mother. She is both protective and caring towards the children, hoping more than anything to be able to provide them with a suitable role model they can live up to as they get older.

Nealros being busy or out and about: Anything at all that distracts him from finding fault or a mistake with her or their children or their home. None of which makes her all that relaxed or stress free and can result in Ellariel being far more snappy in her manner as a result.

Making people happy: she prefers to avoid confrontation and arguments. Basically anything at all that will make someone upset. In fact, Ellariel will do whatever she can to make someone happy, making a meal they love or fixing a special item - this applies most obviously to both her husband and often her extended family as well.

Dislikes:
Her extended family: Aside from making her well and truly nervous, Ellariel is also not comfortable with their lifestyle and the affect it has had upon her husband. More than anything else she wants to break free from this world and all of the damage it can have upon a person. It's not them personally so much as it is what they stand for.

Gambling: The source of so much family strife and a lot of the reason why Ellariel is not as happy with Nealros as she would be otherwise. He loves the thrill of it all and it is one of the things that brings him back over and over. She'd prefer it to be over and done with really.

Wher fights:  Ellariel doesn't like to see how the animals are hurt, the training and especially the fights most of all. She'd happily never see another wher again, not because she hates the animals but because without them Nealros wouldn't have another wher to abuse with his training.

Strengths:

* ASTUTE : she is a woman who has often been in the shadows, quiet and unobtrusive overall. It has developed her ability to become more observant of what is around her both in terms of people as well as the small details about them and their character.

* PATIENT : Ellariel learned it was far better to plan a waiting game than attempt aggression. After all, she isn't the one that anyone is going to ever imagine as being dangerous or someone they should respect. Instead she is a quiet, still voice that provides good advice and cool logic.

* WELL-MANNERED : originally raised to be well-bred and polite, that is exactly what she is. Ellariel is above all else exactly what she is supposed to be. Namely an educated (to a degree) woman who can handle the role of wife and mother as well as the social aspects of that position as well. She knows how to plan events, and organise a household.

* FAMILY-ORIENTED : for her this is the cornerstone of her whole world. Ellariel is a woman for whom family always comes first. She is generous with her time and attention and the loving way she is with her children shows how much she wants to be a good mother.

* FOCUSED : while it is possible to assume Ellariel is more flighty in her character than a woman who is capable of handling the proper sort of concentration required to complete a task - the opposite is the case. She knows how to get the work done and done well. The last thing she wants to do is make a mistake and end up being punished as a result.

Weaknesses:

* LOW SELF-ESTEEM : as much as she is a wonderful woman and could indeed by a confident one that doesn't prevent her from having internal monologues which indicate how fully she doubts in herself as being capable or able-bodied. Ellariel will always end up questioning everything she says, or does.

* POOR SELF IMAGE : she'll never see herself as lovely or even all that appealing. Instead Ellariel believes that she is merely an rather fortunate woman to have ever managed to secure a husband at all. She doesn't like the way she looks and will spend hours to make sure that everything is just so.

* SELF JUDGING : all tied in with everything else, Ellariel doubts pretty much everything that she says or does, although it has now often resulted in her questioning Nealros for reassurance that she is going the right thing, the way that he wants.

* TENDENCY TO LIE : while not strictly necessary Ellariel is someone for the whom the truth is very much lacking. She'll lie not because she has to or it's necessary or even appropriate but because she is used to lying - especially to cover up a new bruise or else provide a means of remaining in denial about the cruelty if her husband and his family.

* PRONE TO DEPRESSION : due to the lack of esteem that she has Ellariel often has bouts of depression, this has happened both times after the birth of her each of her children. Although it has mercifully been short lived. The main result had been a reduced appetite as well as a tendency to want to spend time in bed - not that she does.

* NERVOUS : it isn't always obvious but she is often hesitant in new situations and with people she is not familiar with. Ellariel doesn't like to put away from her comfort zone; which for her is with her immediate family. It might not be the best place but is the one where she feels the more settled and sure of what is going on and how it all works.

* LACK OF IMAGINATION : Ellariel cannot imagine her life being different; or altering to something potentially better than what she has right now. It isn't just in respect of her own life, Ellariel lives her life the way she has always expected to live it as she became a wife and mother and eventually that is how she sees the future for her children when their time comes. She isn't someone who dreams of better things or an improved state, this is how she is and how it will always be as far as she is concerned. Not good, bad or otherwise just simply is.

Describe Yourself:

* TAKES HERSELF VERY SERIOUSLY: Ellariel might have enough of a sense of humour to crack a joke when it's appropriate but she doesn't apply that to herself whatever the occasion might be; she is a serious sort of woman and as much as she will smile it is never confident.

* TENDS TO SOCIALLY ISOLATE HERSELF: She is absolutely not good at making friends, and the few she does win tend to find themselves being, not ignored but otherwise not given much in the way of time and attention. Ellariel will focus much more extensively upon her family.

* SEEKS APPROVAL: While this used to be from her parents, it now rests almost solely upon the shoulders of her husband. Ellariel is not quite yet constantly seeking approval but it is fairly close, fairly consistent in her need to know that it is alright and being done properly.

* EMOTIONAL: Generally she is able to handle herself, at least while in public and especially in social settings. Ellariel is however not without her moments of panic and tears, not to mention fretting and even brief sparks of anger - just not very often in her case.

* RESPONSIBLE:  She will also do what has to be done, getting up early and making sure it is all handled and arranged exactly as it should be and most especially the way her husband wants it to be done; no matter her own personal preferences.

The Magic Touch:
Ellariel is very much a battered woman, one who has a number of psychological scars many of which appeared in her childhood and have only been encouraged and allowed to blossom even further into her adulthood. Ellariel is always going to be more fragile than most but at the same time she is also capable of a possessing a core of strength; she is still young enough to be change and grow provided she has the opportunity to do so. It has started to show itself in the subtle ways she applies her influence over her husband or tries to at least.


Family...


Mother: Birellann, b.03.10.2558 (deceased) - Holder
Father: Riasaleren, b. 21.05.2549 - Holder

Siblings:
-- Riren, (brother) b.2570  - Holder
-- Salellann b.2572  - Crafter
-- Asellrenier b.2573  - Holder
-- Sarell b.2576  - Holder
-- Annria, b. 2577  - Crafter
-- Rellren b.2578 - Candidate
-- Ieasann b.2579 - Holder

Children:
-- 2588, Nellarie (daughter)
-- 2589, Rovian (daughter)

 


Tell us a story...

* 2575, 0 Ellariel is born; the fourth child for her parents, marking the arrival of a second daughter into the family. Ellariel was largely an afterthought most of the time but she was noted for being very healthy as an infant.

* 2579, 4 The last of her siblings is born. In the wake of this her mother takes sick for a prolonged period of time, putting some pressure on the family to cope. Ellariel's mother never actually fully recovers from this incident and her fragility makes it a challenge for her to handle her large family as a result of which her father invites a younger sister (unmarried), called Rissa to join them.

* 2580, 5 She spends more and more time learning her lessons in how to behave and less time in play. Ellariel is not always encouraged as fully as she should be, as there is some lack of support due to her mother's illness and her aunt focusing more upon her elder siblings. The events pass over her for the most part, Ellariel is too young to immediately understand what is going on but she understands it means change is happening. 

* 2583, 8 Ellariel is allowed to start attending some functions in a limited fashion. Mostly an effort to make sure that she fully understands her place in the world - generally to look pretty and make comments only when absolutely necessary but otherwise to be quiet. Ellariel isn't exactly excited about it but she does learn to enjoy some of the practical lessons and in fact shares her experiences with younger and older siblings, generally feeling happy that she is being treated like an adult.

* 2585,10 She is told that her marriage has been arranged, but isn't given any kind of real details about her future spouse but instead given more instruction in how to manage a household. Her mother dies at the end of this Turn, Ellariel is sad but it's a distant thing as they have never been close. She isn't sure about the idea of actually being married at all. Especially as the family is one that Ellariel actually knows in her own social circle, she cries herself to sleep for months at first but eventually is forced into accepting it largely from her family placing guilt about how disappointing it would be for her mother to see her daughter avoiding her duties.

* 2587, 12 Ellariel celebrates her marriage, along with the formal move to their new home. It is an unsettling period in her life, change and adjustments affecting a lot of how she acts for a long time. Especially as she has to meet and deal with her new in-laws, who actually manage to almost completely terrify her with their boisterous ways - it is in the wake of the move to the island that she discovers she is pregnant for the first time. She is terrified, exhilarated and worried all at once; after all she has never had a child before and the move has been unsettling enough.

* 2588, 13 As she starts to learn more about the man she married, Ellariel gives birth to her first child and while she becomes rather depressed afterwards makes the decision to do her utmost to affect positive influences ahead of the foulness she senses from her extended family.

* 2589, 14 She has her second child, another daughter. Once more she has a bout of increased depression afterwards but this time manages to recover slightly faster.

* 2590, 15 As this new Turn begins, Ellariel is keen to see more positive happenings but seems that things are not heading in that direction. At least not yet. She instead concentrates on her children as she starts to speak more candidly to her husband - when the opportunities are there.

* 2590, 15 Later in the turn, Ellariel attends the Mine Hall's first wher hatching with her husband and family. When Nealros attempts to Impress a second wher, his initial rejection of the green and an incident with the knife results in the hatchling's bonding to Ellariel instead, calling herself Rielsk. It's shocking, but changes Ellariel's perspective on the wher and her discomfort with them when she has one dedicated to her. Rossk takes a shine to Rielsk as well, developing a protective instinct.

---

RP Sample goes here.

Member Info...

Created By:
Original concept by Drewliet; original profile by Wren; edits by Aster
Other Characters:
---
Inactivity Preference:
Adoptable
Mauling Permissions:
Look here for the different options!
 Anything Else:
---

Coded by SanctifiedSavage for SWW


21
Adoptables / OOC Syrena [ 16.03.2572 / Candidate ]
« on: August 29, 2018, 04:08:20 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:
Amanda Seyfried
Biography

First Name:
Syrena
Nicknames:
Sy, Syre, Syra
Date of Birth:
16.03.2572 9th Pass.
Place of Birth:
Fort Hold.
Job Before Search:
Healer Apprentice
Color Preference:
Red: Matches her upbeat and emotionally-bright personality as well as never-staying-still physical tendencies but counters her openness and trusting nature with their distance; she'd be a pretty good red-rider.
Blue: Who can say no to a blue? I feel like blues work with just about anyone who has anything extroverted about them at all. They're versatile and so is Syrena.
Brown: Unlike the numerous similarities followed by the one or two differences in personality when it comes to reds, Syrena has very little in common with browns except for being easygoing and good natured ... which makes the same interesting parallel. A brown would be a good counter to her personality.

Essentially I guess I'm saying 'not green.'
Future Rider Name:
Syra
Husband/Wife:
Wendin, deceased

Your Reflection...

Appearance: Syrena’s bright disposition is nearly always visible in her brilliant eyes and a sunshine-y smile tends to be ever in possession of her features. Though not picky about her clothes, she tends to shy away from anything that looks at all solemn, preferring lighter colors. She dresses as flowy and 'fun' as she can get away with while still being efficient for working, and prefers to keep her wavy blonde hair down.

Response to 9th Pass Catastrophe: Syrena was born near the end of the 9th Pass and as such has little to no memory of it. However, hearing the stories is enough to give her pause and make her generally sunny disposition cloud a little bit.

Response to dragon color mutations: Syrena thinks the Black Dragons are, aside from being beautiful creatures, a helpful addition to the colors -- they seem to know what to do with the Hunters, for all that they're a little bit strange. If there was going to be one new dragon in response to the ... different ... new environment, why not two? The reds certainly frightened her when they hatched, but she's come to terms with them and finds them intriguing.

Who are you...

Likes: Syrena likes any kind of domesticated animal. From her youth she has admired the diversity of all the different creatures that inhabit Pern, viewing it as people's job to take proper care of all the animals that have been entrusted to their care.

She loves spending time with her brother, B'nyn. Even though their personalities are so different, she grew up with him and is one of the few that understands him. Even just sitting in silence with him is better company than talking to certain others of the Candidates.

Sun showers and rainbows always lift her spirits. They symbolize to her the fact that even when things seem gloomy, the light can fight it's way through.

She just likes people in general and enjoys observing and engaging the uniqueness of each person. The fact that of all the people to have ever been born on Pern, no two have ever been the same, is a marvel to her.

Dislikes: Syrena can’t abide a liar. If someone can’t tell her something, they need to admit it to her face, not lie. She sees it as an indicator of their estimation of her if they’re willing to lie to her about something.

She automatically distrusts anyone who abuses animals or sees them as nothing more than tools. How someone treats those beneath them is an indicator of who they are inside, even more so with how they treat animals.

People who get easily upset annoy her, even her brother sometimes. People make mistakes sometimes and need forgiveness and encouragement to do better. Life is too short to hold grudges. Admittedly anger is justified in some circumstances, but not many.

Anyone who messes with B'nyn earns an immediate place in her dislike book. If they have an honestly justified reason she might let it pass. She has no patience for those that would joke at his expense.

Strengths:

* Empathic: She connects on a basic level with people who will open up to her, understanding their point of view and struggles, and genuinely caring. Once you’re her friend, her shoulder is always there to cry on. She is also genuinely glad when people succeed in life.

* Resourceful: She lived a fair piece of her childhood without a home. As such she had to make do with what she and Brehnyn could scrounge from what other people viewed as trash. She’s never really lost this ability and could likely survive if she was ever on her own again.

* Loyal: When she commits to someone or something she will never turn back, she’s in it for better or worse. No amount of persuasion or danger will dissuade her.

* Hard worker: She’s no shirker, if she’s given a job she will stick with it and do it to the best of her ability. Cutting corners is not something she does. Because of this, she would have issues delegating should the need ever arise.

* Intuitive: She has a strong gut instinct and it’s often right. Whether about people or curses of action, those who know her know that if she has a 'strong feeling' about anything, you might want to listen.

Weaknesses:

* Involved: Syrena tends to have trouble remaining objective in most situations. She’s just too swayed by emotion and tends to take sides too quickly and commit to them too strongly. She has in past had occasion to look back with regret at times she took the wrong side without knowing any better.

* Bigger inside than out: Even when facing someone who could be potentially dangerous she doesn’t know how to step back and hold her tongue. She’s never afraid to scold someone for wrong behavior; size doesn’t scare her, even when it should.

* Open: Syrena gives people her trust too quickly. Having an optimistic view of people, she sees them as trustworthy until proven otherwise. This can cause her to get hurt quite often.

* Lightweight: Syrena is rather petite. Not weak, or malnourished, just small in general.

* B'nyn: Her Achilles heel. If he was ever hurt or killed she would absolutely lose it.

Describe Yourself:

* Optimistic: The sun will keep on rising and setting no matter how hard life gets from her point of view. In the end, everything will turn out alright. She has enough faith in people to believe that they will keep on surviving no matter how bad things get.

* Caring: She has a heart for any creature in need of comfort or healing, and will help in any way possible to alleviate suffering. This is why she found herself training to be a healer.

* Spunky: Life’s dips can’t get her down and neither can nasty people. Not taking nonsense from anyone, she’s often known to have a quick retort at her lips, softened only by a mischievous smile.

* Helpful: If anyone ever needs help with chores or otherwise, she’s there. Work isn’t a bad thing from her perspective, but she understands it is from other’s, so she’s happy to help wherever she can.

* Fun: A happy person in general Syrena can be just fun to be around and knows how to let her hair down, relax, and have a good time.

The Magic Touch:
Deep down, Syrena has romantic feelings for B'nyn -- but she's long since come to terms with the fact that it's best that nothing come of it. It would be too much of a change to their relationship and she's happy the way things are; someday maybe there will be a better love for her, and maybe not. She allows herself to love him, but no longer to dwell upon what could have been, letting it be a quiet love that's present but not interfering or influencing her actions.

Family...

Mother: Litha, Hold Drudge, 2548. Deceased.
Father: Syrnen, Watch-Wher Handler, 2541. Deceased.

Siblings: B'nyn, Prairie Wingrider, brown Niskyleth. Brother (by choice/adoption), born 2571.

Spouse: Husband Wendlin, Beastcrafter. Born 2570, deceased 2586.

Children: None

Tell us a story...

* 2572, Newborn Syrena is born to Syrnen and Litha, a wher trainer and a drudge from Tillek Hold. Litha dies a few months after giving birth to Syrena from an illness contracted during pregnancy.

* 2577, 5 In the cramped and overcrowded space of the Fort Hold, Syrnen gets into a dispute with a group of men over their treatment of a wher. Things escalate and they kill him, leaving Syrena an orphan. The men are brought to account and exiled from Fort, sent to die in the wastes.

* 2578, 6 Having survived 6 months on her own by begging, Syrena meets a fellow orphan named Brehnyn and they become fast friends. Deciding to adopt each other as brother and sister, they help each other survive for several moths before they’re taken in by a kindly older man named Prain and his wife Kelien who are unable to have children.

* 2583, 11 Brehnyn joins the Smith Crafthall. Syrena doesn’t see him quite as much, and misses him every moment he’s away.

* 2584, 12 Now old enough to be accepted into a Crafthall, Syrena joins the Healers, eager to work with just as much dedication as Brehnyn. It’s difficult work, but she loves being able to help people, even if it’s in a roundabout way. As the topic of marriage is brought up quite often now, she finds herself uncomfortable thinking about it. It’s at this time that she has to face the fact that she really doesn’t want to marry anyone other than Brehnyn.

* Late 2584, 12 Of officially marriageable age, Prain and Kelien begin to pressure Syrena to get married. Terrified to admit she loves Brehnyn, she begs them to give her a year to find someone other than the match they preferred. Someone of her own choosing. Loving her like a daughter, they begrudgingly agree.

* 2585, 13 Prain has a heart attack and dies. His wife Kelien can no longer support them, and knows with a heavy heart that she will have to send them away. She tells Syrena she must marry the man of their choosing and Syrena, heartbroken over the loss of a man she adored as a father and guilt stricken over having disputed with him over the matter, agrees, becoming the wife of a Beastcrafter named Wendin. Brehnyn lives on his own, but visits often. His steadiness throughout this period is all that keeps her going.

* 2585, 13 Despite her desire to become a mother, it seems that Syrena and Wendin cannot produce children. Syrena is disappointed, having hoped for the solace of a child in a relationship without real love.

* 2586, 14 Wendin is killed by falling Thread. The tragedy hurts Syrena more than she thought it could and she mourns Wendin’s loss. He may not have loved her, but he always treated her gently, and with respect. Brehnyn, who had as of late grown distant, returns to her and takes up even more strongly the role of older brother. There is a certain joy she feels that they are once more struggling through life together.

* 2587, 15 Amid much excitement, Fort Island is discovered and over the course of a year the entire population of Fort Hold and Weyr have migrated to their new home. Life is new and exciting, everywhere there are new places to explore. Not that there aren’t new dangers.A Bluerider finds Brehnyn and Syrena and seeing potential in both, Searches them as Candidates. For Syrena it’s a dream come true. Though she loves caring for the infirm, the idea of one day becoming totally bonded with another creature in soul and spirit is wondrous to say the least. She makes a silent promise to her unborn dragon that she will study to the best of her ability, so that when the day finally comes for them to meet, she will never let it down.

* 2587, 15 Later that turn, Brehnyn finds Niskyleth on the Sands, becoming B'nyn; Syrena is left standing. She's initially disappointed, discouraged and a bit hurt (as well as shaken by yet another separation from her brother and best friend) but rebounds with hope and conviction that she wouldn't have been Searched unless there were a dragon for her someday. And despite being initially terrified by Neisoth, she's pleased when she finds that B'nyn has befriended the black dragon's rider.

* 2590, 18 B'nyn has finished weyrlinghood and found a spot in Prairie Wing, and his friend S'bok is now Weyrleader. Syrena remains a Candidate, though she occasionally considers meeting her brother's desires and returning to healing if she can find someone to marry -- she still daydreams of having children, but is determined to continue standing as long as it feels right and isn't about to have a baby outside of a marriage.

---

RP Sample goes here.

Member Info...

Created By:
Original profile by Jynx; edits by Dezzi; edits by Aster
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22
Adoptables / OOC Araena [ 14.02.2573 / Red Weyrling ]
« on: August 26, 2018, 07:15:33 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:
Clara Paget
Biography

Name:
Araena
Honorific:
None
Pronounced:
Uh - Ray - Nuh
Nicknames:
Raindrop
Date of Birth:
14.2.2573
Place of Birth:
Fort Weyr
Dragon Color:
Red
Impression Age:
2590/17
Wing Rank:
Weyrling
Weyrmate:
None

Your Reflection...

Appearance: Araena is not the cleanest of ladies. This is not to say that she is unhygienic, but rather, she does not mind getting a little dirty at times. Then, she forgets that she is dirty, especially when there is something more fun to do, like painting or playing with animals. She favors tough material, like wherhide, and wears form fitting clothing that show off her slender shape and long limbs. Not one to have curves, her bosom is slight and is reflected by a flat behind. The one thing that does draw the eye to her are the rings that she wears on her hands. These rings, which have been passed down for generations in her family, are her pride and joy.
 
Response to 9th Pass Catastrophe: Araena was young when the pass ended and does not remember much of it. That being said, her reaction to the stories she hears are filled with horror and dread. She could not imagine living in a time where death was the norm and happiness was hard to find.
 
Response to dragon color mutations: Araena thinks that the new colors are beautiful. The varying shades of red are like the different colors of paint that she is able to make from the flowers she gathers. Especially the hues of crimsons and pinks found in the red dragons.

Who are you...

Likes:
Painting - Araena loves to put ink on paper, dyes on cloth, or paint on cave walls, even painting her dragon. If she could paint the whole Weyr in one beautiful mural, she would. Though, she is not certain that the Weyrwoman or the Headwoman would much appreciate that.
 
Baby Anything - Like most things that are small and cute, Araena loves anything young. She frequents the creche to play with the infants and toddlers and tries to make it to the animal pens to love on the baby runnerbeasts. And don’t get her started on fur beasts; they are so fluffy!
 
Women - Finding men to have too hard of a touch, Araena prefers to spend her time, and bed, with women. They get her and what it feels like to be a woman’s body, not only sexually, but in the day to day routine.

Rain - The sound of rain pattering on stone relaxes the hyperactive woman. Its a constant, rhythmic sound that lulls here into a calm and puts her mind at ease. Plus, playing in puddles is a fun way to unwind after training all day.
 
Dislikes:
Anger - Araena is one for positive emotions, both from her and from those around her. She does not like it when people scream and yell at her or anyone around her. She would rather be calm and talk things over in a happy way.
 
Chores - Sure, Araena knows that if chores were not completed, the Weyr would be a mess and nothing would get done. That does not mean that she likes doing them. She would much rather be spending time with her beautiful dragon or painting the ceiling in her quarters.
 
Being Cold - Araena gets cold easily and when she gets cold, she gets mopey or cranky. She dreads the idea of having a weyr high in the Weyr or the thought of one day flying high in the sky where it is freezing.
 
Strengths:
Working Hard - Despite her typically flighty personality, Araena is a hard worker. She focuses on the task at hand and is unafraid to get dirty to complete it. She sweats with the best of them and does not stop until the job is completed.
 
Multi-tasking - She claims that it is because she’s got an overactive mind, but Araena can focus on multiple tasks at once. She is able to take notes from someone speaking, answer questions from someone else, and watch after the little ones toddling around in the creche, with ease.
 
Wrestling - Maybe it is because she comes from a family of boys, maybe its cause she likes to show others that she’s strong despite her size, but Araena likes and is good at wrestling. Her long limbs and thin body make her nimble in the circle and gives her reach that many people struggle to counter.
 
Public Speaking - Rarely nervous, Araena is a good public speaker. Her voice does not waver, it is clear, and loud enough for her intended audience to hear. Though she does not carry much authority, she would be useful as a mouthpiece for the leaders of the Weyr.
 
Running - Araena is a distance runner. Her slender size and long legs serve her well and let her run at a good clip for a long time. While she is not as quick as some sprinters, she can definitely outrun many of her contemporaries.
 
Weaknesses:
Recognizing Social Cues - Being one to talk fast and listen little, Araena struggles to catch on to social cues. She'll ramble on and on, long after someone stopped listening or is demonstrating that they don't care. She will then realize her mistakes in the conversation late at night when she is trying to sleep and they haunt her.
 
Sewing - Much of the repairs done to rider’s clothing is done by themselves. Unfortunately, needlework is one artistic field that Araena is lacking in. Most of her seams and repairs fall apart within a couple of sevendays and she eventually takes her torn clothing to another rider to fix.
 
Hunting - Despite being one to throw herself at her work, one task that escapes Araena’s attention is hunting. The task of stalking prey or flushing wherries out of trees is just boring to the Red rider. She struggles to stay focused with a bow or spear in hand and would much rather be running around on her dragon.
 
Cooking - If burning things to a blackish color is considered cooking, then Araena is a pro. Since it is not, she is kept out of the kitchens. The Headwoman learned early on in Araena’s Candidacy to request the girl to not be tasked into the Weyr’s kitchens.

Letting Go - Araena has a hard time letting things go, whether they are hurtful words towards her, funny jokes she's heard, past lovers, or her son. She always revisits them and brings them up in conversation, long after it is appropriate to do so. As for her son, she constantly goes to the creche to visit the little guy in what little free time she can muster.
 
Describe Yourself:
 
Silly - When she is not working, Araena can be quite goofy. During her downtime, and when she isn’t painting, she is all about jokes, pranks, and other frivolous activities. While endearing to some, many people find such behavior childish and unwanted.

Motherly - All of her friends describe her as the mother of their group. She is always asking about their well-being, making sure that they are fed, that they are sleeping well, and everything else a mother does. This is beneficial for her dragon, as the majority of her attentions get turned onto the beast.

Flighty - Araena has the attention span of a fire-lizard. She moves through conversations rapidly, never focusing on one subject for too long. This, paired with her tendency to be easily distracted, results in flurried interactions with the woman.

Tolerant - The Red rider is understanding about most people's viewpoints and beliefs. She tries to give everyone the benefit of the doubt and the freedom to believe what they will, without holding it against them.

Respectful - Araena understands that society has an order built into it. Everyone has a superior up until the Weyrleaders, Lord Holders, and Craftmasters, and even they should listen to each other. Araena is listens to and respects those placed over her.
 
The Magic Touch: Araena almost always has paint on her fingers.

Family...

Mother: Aeris, Weyrfolk, b. 2557, d. 2587 - Crushed by shipping crates
Father: D'rik of Finaroth, b. 2555, Impressed 2568.
 
Siblings: D'raen of Omoth, Brother, b. 2571, Impressed 2583.
Adraes, Sister, Candidate, b. 2576
Doraek, Brother, Crecheling, b. 2580
 
Children: Arimar, Son, Crecheling, b. 2586

Tell us a story...

[2572, -1 Turns; Fort Weyr] - Kalestath rose to be caught by Leremith. The Flight Lust that hung over the Weyr encouraged a brown rider, named D'rik, to bed with a woman from the Lower Caverns. She grows pregnant as a result.

[2573, 0 Turns; Fort Weyr] - On the fourteenth day of the second month of the year, Aeris gives birth to her second child; her first daughter whom she names Araena. Araena is not only Aeris' second child, but she is Aeris' second child with D'rik. She is the cause of her parents' decision to mate permanently.

[2576, 3 Turns; Fort Weyr] - Araena is joined by another girl in her family, as Aeris and D'rik have their third child and second daughter. Too young to remember the birth, Araena does not have memory of a time without Adraes. Turns later, her father would recount to her that she was happy to have another girl around. The finger paintings that she did in the creche began to have new lines in it; little short lines to represent her sister.

[2580, 7 Turns; Fort Weyr] - Aeris and D'rik's fourth and final child is born; a boy named Doraek. Aeris' pregnancy was a difficult one, filled with fainting spells and weakness. Araena worried for her mother's well-being but helped her throughout the nine months. She feared that not only would the baby die, but her mother would die too. Her fears, thankfully, were not realized, as Aeris gave birth to the boy successfully. Her art, being more defined since the last time her mother gave birth, morphed and showed her family as a happy gathering of stick figures.

[2583, 10 Turns; Fort Weyr] - Damraen, Araena's older brother, is Searched, which he accepts. Nervous, but happy for her brother, Araena wishes him the best of luck. Later that turn, Damraen Impresses a blue dragonet from Kalestath's and Leremith's clutch. Ecstatic for her older brother D'raen, Araena paints him a portrait of him and his blue dragonet Omoth.

[2585, 12 Turns; Fort Weyr] - Araena is Searched directly from the Creche, a few sevendays before her nameday. On her nameday, she accepted the Search and became a Candidate. Filled with hope and excitement about the prospect of helping those people around her, he flung herself at her lessons... when she could focus. When she could not, she would doodle with charcoal on the wall and would draw herself astride dragons of varying colors.

[2586, 13 Turns; Fort Weyr] - Once more, during Kalestath's Flight, Flight Lust made a mark on Araena's life. She found herself in the bedfurs with a blue rider when the Flight was over. Though not her first time sharing the 'furs with another, it was her first time with a man. It was a rough encounter that left Araena bruised and sore, scaring her away from tenderness with men. However, this Flight resulted in a beautiful little boy whom she named Arimar. Araena's art, when she managed to have time to create, was focused solely on the boy; sketches of his hands, paintings of his feet, anything she could do.

[2587, 14 Turns; Southern Winds Weyr] - The 9th Pass ends. To Araena's amazement, her little family survived the Catastrophe. Both of her parents, her three siblings, and her son all made the voyage to Fort Island together. However, three sevendays after her family's arrival on Fort Island, tragedy struck. Araena's mother, Aeris was killed when two large crates toppled over on the beach and crushed her. Aeris died from her injuries two days later. Distraught, and in mourning, Araena withdraws into her paintings, which took on a darker tone for a few months. She mused that the black dragon that was hatched took on her dark mood and it changed his hide.

[2589, 16 Turns; Southern Winds Weyr] - Despite her father's traditional views, Araena developed an open mindset. As such, she was intrigued by the new Weyrleader and that he rode the new Black color. She looked forward to the changes that he had the potential to bring about.
 
---

RP Sample goes here.

Member Info...

Created By:
Original profile by Red
Other Characters:
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Coded by SanctifiedSavage for SWW


23
Adoptables / OOC U'thar [ 12.09.2573 / Blue Weyrling ]
« on: August 26, 2018, 07:06:53 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:
Ben Barnes

Biography

First Name:
Uwethar
Honorific:
U'thar
Nicknames:
"U"
Date of Birth:
12.09.2573 9th Pass
Place of Birth:
Fort Hold
Dragon Color:

Impression Age:
2589/16
Wing Rank:
Weyrling
Weyrmate:
None


Your Reflection...

Appearance: U'thar keeps his hair at a medium to long length and brushed back behind his ears. He offsets his long hair with a short beard, though his mustache doesn't quite connect with the rest of the beard. His squinty, brown eyes are deep and reflective, as they have spent many days tending the beasts in a field or beasthold in solitude, with nothing to keep him sane but his own thoughts.

Since he lives on a warm island, U'thar tends to wear lighter clothing; typically a burgundy tunic and brown linen breeches. His clothes are slightly thread-bare as they are work clothes. However, U'thar does own a set of fancy, "Gather" clothes, as his grandmother, Old Lady Tiama, calls them. They are made up of a soft leather chocolate gambeson, a burgundy over vest with gold embroidery, and black cotton pants.

Response to 9th Pass Catastrophe: The 9th Pass was hard on everyone. Though it was before his time, the Dragonriders started off with extremely low numbers. There was high hopes in the middle of the Pass that Thread would be ended forever. Then, AIVAS failed in its plans and Thread killed everything. Everyone lost someone, most people lost a lot of someone's, and in the end, everyone had very little to their name. U'thar lost cousins, aunts and uncles, and his father to the horrors of Threadfall. He understood the tragedy that arose during the 9th Pass and vowed to do what he could to protect those around him. However, that vow did not come without baggage. He felt it was his fault that his father was dead and frequently suffered from severe night terrors, caused by his guilt.

Response to dragon color mutations: U'thar doesn't quite understand how someone who is barely older than him is the leader of ALL of the dragonriders on Pern. It doesn't seem right when there plenty of more experienced dragonriders alive who could lead the Weyr better than he. However, U'thar's opinion of the Weyrleader is not reflected in his opinion of the new mutations. If the two new colors could prove useful, he would welcome them with open arms.


Who are you...

Likes:
Girls, Girls, Girls: U'thar is obsessed with girls; looking at them, talking to them, hearing them talk, their scent when they walk by. Everything. However, he is not creepy about it. He is always cordial to the ladyfolk and is willing to help in whatever way he can when it comes to a girl. Chivalry is what some would call it; liking the lady folk is what he would call it.

Fishing: Wanting to be like his father, U'thar likes fishing. Though he was tutored in the was of the Beastcraft, U'thar felt a connection to his father with a rod and line in his hands. However, it is not something that he originally thought he should make a profession out of. He did not want his hobby to become a job.

Fire-lizards: These little beasties have always been something of a fascination for U'thar. They can be seen frequently around the shores of Fort Island and he has spent many hours longingly gazing at them. About a year ago, he had the pleasant surprise of stumbling upon a hatching clutch of fire-lizard eggs. He had been fishing on his own and had caught several. U'thar decided that he didn't need to eat and managed to Impress a big fair of the little flits; a bronze, a brown, and two blues.

Dislikes:
Old People: These droll and a decrepit people are the antithesis of everything that U'thar lived for. They are slow and long winded, and always spoke of "their day" as if it were better than today. U'thar knew that "their day" was terrifying, being the start of the Catastrophe. They were full of hot air and false stories of grandeur. And they smelled bad. He could barely tolerate the old people that were related to him.

Enclosed Spaces: Though not claustrophobic, U'thar does not like to be surrounded by walls and ceiling for too long. He feels that it is unnatural and it reminds him too much of the hardships of his childhood. Once he escaped the pains of drudgery, he did not want to return to the dark corners of a cave-home. He can barely tolerate the spacious room that he found to be a weyr. The only tolerable place for him to be is astride a dragon's back.

Inexperienced Leaders: Even from a young age, U'thar learned the value of having an experienced leader. They were wise from years of practice and, generally, knew the best way to do something or could easily figure out what was the best way. To have someone in a position of leadership that does not have that sort of knowledge is a mistake and will easily lead the group to ruin.

Strengths:
Physical Strength: After growing up as a drudge and then in the pens of a Beasthold, U'thar is well toned. He developed working muscles and is able to haul loads that are immense and heavy, be it a newborn herdbeast or a large sack of firestone. Though he does not flaunt his physique or his strength, word has gotten out to a few girls about it, and they have found it appealing.

Weather-sense: U'thar has a knack for reading the skies and the wind for changes in the weather. Even the slightest shift in barometric pressure, U'thar can feel. Most fishermen could tell in their scarred joints, but he did not need to have an old injury to tell the changes in the atmosphere. He is almost always right about the weather changes and was very valued amidst any group of people in the unprotected areas outside of Weyr and Hold.

Endurance: U'thar can work into the wee hours of the night without complaint. He developed a long work habit as a drudge-child, having to work long hours from an extremely early age in deplorable conditions. This work ethic is extremely useful as a rider, for he can stand guard or wax oil onto the hide of his weyrmate for hours without relief.

Good Eyesight: While valued for his physical strength and stamina, as well as his weather sense, U'thar is proudest of his extremely good eyes. While most people fail to see small print or through the glare of the sun on water, U'thar is able to do so with ease. He boasts that he can spot a storm on the horizon far before anyone else can, or that he can see a fire-lizard fluttering from half-a-league away, though there is no sure way to test this talent of his.

Caring: One of the traits that U'thar's old Beastcraft Senior Journeyman Herder valued in him, was that U'thar truly cared for the beasts that he took care of. U'thar would provide for the needs of the herdbeasts and runnerbeasts before he took care of his own. He would even risk Threadfall to make sure that all of his charges were safe from Thread under cover.

Weaknesses:
Irritation: U'thar is easily irritated by bigotry and stupidity. Though he relished a good time with friends or a roll in the furs, when someone was stupid at an inappropriate time, U'thar has no problem giving them an earful. However, no matter when it occurs, bigotry will warrant a fist to the face. Unless, of course, the bigot outranks him.

Leading: U'thar has been a follower most of his life. He never had the chance to lead in his family, for his father lived up to just shortly before he apprenticed to the Beastcraft. He is accustomed to receiving and carrying out orders. However, when he is given the chance to lead, U'thar freezes and is unable to lead whatever group he was in charge of without help.

Lady-folk: Because U'thar is so head-over-heels for girls, he is easily distracted from work when they are present. He would rather spend time in the presence of a sweet-smelling woman than in the presence of a stinking haul of fish or in the bitter-stench of men. However, all it takes is a firm reminder of the task at hand, and U'thar will return to work, almost as diligently as before his feminine distraction.

Obliviously Studious: When U'thar is engrossed in his work, he is oblivious of all other things around him. He will miss the world as it passes by, only seeing and living in what he is currently tasked to do. Unless, there is a woman nearby....

Long Relationships: What was the fun in relationships that lasted more than a few turns in a bed? Anything longer than a few nightly meetings would result in feelings and emotions that put a drag on the whole sex thing. By keeping himself away from relationships, U'thar did not have to worry about getting hurt, but still experienced the sensational experiences in bed.

Describe Yourself:
Hard-Working: U'thar throws himself at his work with a single-minded fervor that is rarely seen outside of a crafthall. That has to do with the fact that he grew up under the rough hands of a Fisher and apprenticed as a Herdsman. He learned to work hard, and grew his muscles hard, aboard the planks of his father's river skiff or at the end of a Herder's lash. He believes himself to be one of the most determined workers alive, so much as to say that he thinks he doesn't need to eat or sleep while he is working, even if the project takes hours or even days.

Gilded Tongued: He has a way with words and song that can stop many people in their tracks. Despite being Fisher-bred and Herdsman-trained, U'thar was born to be an orator and singer. He believes that in a different life, he could have been a Harper.

Flirtatious: Though he rarely admits to it openly, U'thar knows that he is a flirt. He seduces women for the fun of it and, when he could, he would bring them back to his quarters for even more fun. He comes off as charmingly handsome to most women, which is a point of pride for the young man.

Optimistic: Despite his grim experience during the 9th Pass Catastrophe, he came out of the 9th Pass as an optimist. He always sees the better side of things and will be the first one to recover from a traumatic emotional event.

Compassionate: U'thar easily understands the pain and trials that many go through. Despite only living for 16 Turns, U'thar has experienced much. He also developed this trait while working with the herdbeasts, for, though they were slow and dumb, they did, too, have emotions that needed to be tended to.

The Magic Touch: U'thar, almost has one of "the Boys" swooping around him. He has trained the four male fire-lizards to work as a unit and are very effective and efficient for communication, fishing, and tending to his dragon.


Family...

Mother: Thannia, Creche Worker [35.06.2556, Tillek Hold]
Father: Uwen, Master Fisher [Born: 23.04.2552, Tillek Hold; Deceased: 34.10.2584, Fort Hold]
Siblings:
Sister: Wennia, Holder's Wife [32.02.2570, Fishercraft Hall]
Brothers: Brauwen, Apprentice Fisher [10.07.2576, Fort Hold], Thanwen [04.07.2583]
Children: Uthir, Creche Boy [19.03.2586], Wenthar, Creche Boy [32.08.2587], Uwena, Creche Girl [14.09.2587]


Tell us a story...

2573, 0 - Uwethar is born to Master Fisher Uwen and his wife, Thannia at Fort Hold. He joins his sister, Wennia, who is three years older. It was a difficult birth, but both Thannia and the babe survived.

2576, 3 - Uwethar, Wennia, and their parents are joined by a little boy, Brauwen. Uwethar was too young to understand that Brauwen was his brother, though his older sister, now six Turns, kept trying to explain it to him. Despite not knowing who Brauwen exactly was, Uwethar was glad that he was not the only boy anymore.

2579, 6 - Old Uncle and Auntie Alia die on the same day. They were working as a ground crew post fall when Old Uncle slipped into an unseen Thread burrow. As he fell, he was tangled in Auntie Alia's flamethrower gear and drug her into the burrow with him. They were both devoured instantly. Uwethar was deeply saddened when he found out that they did not return. Old Uncle was supposed to teach him to fish over upcoming summer. He instead turns to his father for help learning. The days that they spent on a river or at a lake were cherished by both Uwethar and Uwen, who no longer had the ability to fish in the sea.

2581, 8 - Wennia, U'thar's older sister is married off to a Holder's son, though they have no place to hold in Fort Hold. But, if they all survived this, they were to have a place that they could hold

2582, 9 - Three of Uwethar's older cousins were caught outside of their Hold when Thread fell. They were unable to make it to cover before they were devoured by Thread. The only evidence found of the three were buttons, belt buckles, and three belt knives. Uwethar takes their death's hard, as the youngest of the three, Vincet, was one of his closest friends.

2583, 10 - Uwethar has his first love. He met a girl who was the granddaughter of one of Uwen's old sailors. She had pretty blue eyes and vibrant blonde hair. She was darling angel in Uwethar's eyes, who became infatuated with the girl. However, she would not pay him the time of day. As heartbroken as a boy of 10 Turns could be, Uwethar learned to guard his heart, but still chase after the lovely curves of the fairer sex. Next time, he would not be so brazen with his affections, but rather, he would take things a little more carefully.

During the late summer, Uwethar's youngest sibling was born, and named Thanwen. Much to the young boy's chagrin, Thanwen quickly became the favorite of both of his parents.

2584, 11 - Much like his Uncle and Aunt earlier in the Pass, Uwethar's father was killed by Thread while working with the ground crew. However, he was caught unawares by a thick clump of Thread that made it past the wings of dragons fighting above. One spore caught Uwen square in the face and devoured him completely before any of the other members of the crew could turn their flamethrowers on the spore. Devastated, Uwethar grieves for weeks and considers ending his life. He blamed himself for his father's death, having suggested that his father help the men of Fort Hold. Eventually, his mother and sister manage to drag him from the depths of depression and suggests that he gets to work with the runnerbeasts to ease his pained heart.

2585, 12 - Uwethar officially joined the Beastcraft, though the Hall had been officially closed, as an Apprentice, shortly after which, he is assigned to the Senior Journeyman at Fort Weyr. He was to assist the Journeyman tend to the beasts that were stocked in the Weyr Bowl for the dragons. Overjoyed with the chance to make his father proud, and to see dragons, Uwethar throws himself at his work with vigor and develops strong, working muscles. Every day became a treat for him, as he was able to watch the dragons fly in and out of the Weyr, as well as the fact that he was able to spend time with the fanciful dragonriders that protected them.

2587, 14 - Uwethar and his family move with the rest of the survivors of the 9th Pass to Fort Island and he joins the surviving Herdsmen within the caverns of the volcano. While working one day on the make-shift docks in the Weyr's cove, struggling to bring a stubborn herdbeast ashore, a blue dragon and rider approached his superior. They were talking about Uwethar's potential to become a dragonrider, as the blue dragon had sensed his aptitude. After much debate, over the course of weeks, the Journeyman decided to allow the lad to join the ranks of Candidates.

2588, 15 - Uwethar went fishing on his own, having been given the afternoon off from his normal duties. He spent hours wandering the shore and managed to catch several yellowtail. Proud of his haul, he started to return to the Weyr. But, that is when he heard a mysterious humming sound coming from some nearby rocks. He crept up the beach to the rocks and found several little fire-lizards hunched around a clutch of diminutive eggs. They were all singing at the eggs for some reason. Then it hit him; the eggs were hatching. Two green lizards had already broken free but scampered off when he approached. The remaining eggs were still rocking. Deciding that he was no loner hungry, Uwethar decided he was going to feed the hatching lizards the fish he caught.

As he prepped the fish to be given out, a large bronze burst through its shell. Without hesitation, Uwethar stuffed a glob of fish in front of its tiny snout. Graciously, the bronze ate it. After that, however, the rest of the hatching was a blur. All Uwethar knew was that he went out for the day to catch fish and, by evening, he walked with four fire-lizards in his arms; a bronze, a brown, and two blues.

2589, 16 - It was late into the 9th Month when Uwethar found himself on the hot sands of the Hatching Grounds. He had stood on the grounds seven times before and watched as four of the mysterious Black Dragons and three of their diminutive Red cousins hatched and Impressed. He knew, however, that this time he would Impress. He could feel it; his feelings were very rarely wrong. On this day, the 32nd Day, of the 9th Month, of the 2589th Turn, Uwethar Impressed his lifemate and became U'thar.

---

RP Sample goes here.

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24
Adoptables / OOC T'nax [ 22.04.2514 / Brown Rider ]
« on: August 26, 2018, 07:01:02 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:
Jeremy Irons

Biography

First Name:
Taevenax
Honorific:
T'nax
Nicknames:
None.
Date of Birth:
22.04.2514 9th Pass
Place of Birth:
High Reaches Weyr
Dragon Color:
Brown
Impression Age:
2527/13
Wing Rank:
Assistant Weyrling Instructor


Your Reflection...

Appearance:
T'nax is a rigid man, thanks to the rigors and stresses of flying Thread for the entirety of his adult life. He walks with the authority of someone that possesses experience earned in the flames of Threadfall, in spite of, yet because of, the wooden cane that T'nax uses to walk about. There are few people left alive that could testify to the horrors of those flights. Under his normal attire of a leather gambeson, his chest bears a large pockmarked scar he received from a blast of dragonfire over Fort Hold, which is accented by his right leg, which is marred by a large threadscore that lines his leg from hip to foot.

Response to 9th Pass Catastrophe:
T'nax has grown bitter as a result of the Catastrophe. He lost his weyrmate and his four children to the onslaught of Thread. He believes that if the Abomination that was AIVAS was never found, his family would still be living, and so would the majority of people who had died during the 9th Pass.

Response to dragon color mutations:
Initially, T'nax was cautious of the two new color mutations. They reminded him of the white dragon, Ruth, that he heard so much about, and who was responsible for a lot of the mishaps with AIVAS. However, the two colors have started to prove their worth to the aging man and he believes that perhaps they can make up for the problems caused by the white runt from before the Catastrophe.


Who are you...

Likes:
Flying Drills - Drills, drills, drills. They remind T'nax of the better times, where it was just him and Xenrith versus the lethal spores as they fell from the heavens. The way that the wings of dragons would work in concert with each other is replicated during drills. It brings a little-known peace to the brown rider.

Children - As much as the loss of his four children pains him, T'nax can not help but be a softy when it comes to children. His eyes reflect a happiness that has been long forgotten and he can be found frequently helping the weyrfolk in the creche during the time that he has free.

Harpers - The only people who spin stories better than an old man are Harpers. T'nax enjoys listening to their tales of past times and humming along to their chanties and songs.

Teaching - T'nax believes that the young riders and their mounts are the future of the world of Pern. But, they need to be taught how to perform well in the air. He figures, with his vast experience, he is perfect to help instruct the Weyrlings in their duties.

Dislikes:
Disruptions in Class - T'nax is a soft-spoken man that takes his time in teaching his lessons. He doesn't like repeating himself, so he finds disruptions in class to be disappointing. He knows that each and everyone of his weyrlings are respectable people who are good students; some just don't want to admit it.

Fish - T'nax can not stand the smell, taste, or texture of fish. Unfortunately, its one of the staples of the cuisine in Southern Winds Weyr. He forced, on almost a daily basis, to come into contact or, even worse, eat fish.

Indolent People - Everyone is expected to do their part in the recovery of Pern. T'nax will not tolerate people who are unable to do their job. Whether it be due to inability or unwillingness, indolent people frustrate T'nax. This may be due in fact that he feels guilty for quitting on his duty during the 9th Pass.

Pushy Women - Flirting is one thing, but when a woman throws herself at T'nax, it turns him off. He doesn't get too much attention from the ladies anymore, but several of the old Aunties in the Lower Caverns won't leave him alone.

Strengths:
Experience - T'nax has some of the most experience than anyone else alive. He was born before AIVAS was even discovered and lived in High Reaches Weyr for 10 years before AIVAS and Landing was discovered. He lived through the Abomination's reign over the hearts of Pern. He was devastated when the Abomination failed the people of the planet and brought endless Thread down on its lush fields and forests. He fought through the Catastrophe and lived, though not unscathed.

Self-Control - Being so wise and experienced, T'nax knows the value of self-discipline. He does not speak out of turn, does not let his emotions get the better of him, and makes every, physical, movement with the most precise energy at the most precise time.

Respect - He has learned through his long life to respect his superiors, as well those around him. As a brown, even some of the younger bronzes could end up as a Weyrleader or Wingleader some point. He knows not to make enemies unnecessarily.

Calm Instructor - T'nax, through his years of fighting and flying, knows that drills and proper training are the crux for safety in the air. He knows that weyrlings should be allowed to mess up in training, because to mess up in the fight means that someone will surely die. He always keeps his cool and calm, and firmly, yet kindly, corrects any issues he sees in training.

Generous - T'nax does not refuse others of their needs. He will gladly share food or drink with the needy, and will encourage them to stand up on their own feet. On top of that, he tries to give people what they want, if it is not too outrageous.

Weaknesses:
Constant Pain - The aging brown rider is in constant pain; his joints ache, his muscles are stiff, and a variety of old injuries throb throughout his body. He is prescribed low-doses of nettle sap, that he takes daily in his morning klah, just to ease his discomfort.

Depression - T'nax has spiraled down the deep vortex of depression and no one came blame him. He lost his weyrmate, he lost all four of his kids, and lived through the greatest catastrophe in the history of mankind, and lived. He witnessed the whole world collapse around him and he couldn't do anything to stop it or slow it down. The little light he has, each day, is when he works with the young ones in their weyrling duties.

Physical Impediment - In addition to the normal wear and tear pain that he faces daily, T'nax suffers from a long-term injury on his right leg; Threadscore. In his last flight against the Thread, he and his faithful companion were struck on the right side by a cluster of Thread. Before Xenrith was able to jump between, the Thread had already eaten away of part of his rider's right leg. Though both man and beast lived, T'nax will forever be forced to walk with a cane, and will not be as agile as he was in his youth.

Insomnia - T'nax is the stereotypical old person, when it comes to sleep. He can fall asleep when he wants, staying up late at night before finally going to bed, only to wake up early, getting barely any sleep. This may have been brought to an extreme level in the 9th Pass due to the constant threat of Thread and the fact that he had to wake up at the slightest disturbance.

Singing - T'nax can't sing. Period. Though, that doesn't stop him. He willingly belts out songs that the Harpers play, knowingly flat and out of key. When he finally relents, T'nax resorts to thumping the table or his leg loudly in beat with the music. At least his sense of timing is right.

Describe Yourself:
Patient - T'nax understands that people make mistakes and that mistakes are the best lessons in life. He quietly waits while others try and solve their own issues, or waits for them to realize that they need his help. He also knows that nothing good comes of those who rush, so he is very deliberate with his actions.

Witty - Around the right people, T'nax is quite funny. He prefers wordplay and puns, and making silly jokes at the expense of others. However, it takes a lot to get him in that mood and if there is someone around that he's not totally comfortable with, he'll stop joking, almost, immediately.

Kind - The brown rider is extremely kind. He rarely speaks negative of anyone, including those he doesn't like. He tries to help people whenever he can and always offers a shoulder to cry on or an ear to speak to.

Narrow-minded - There is one way to do things and to do anything differently means that you will die. T'nax has learned this through years and years of trial and error, and almost facing the eternal between himself. T'nax doesn't sway too much from the ways that has kept him alive.

Quiet - The brown rider tends to keep his voice down and rarely speaks. He's a quiet individual and private person, preferring to keep his personal life to himself and the few closet friends of his. He tends to fit the stereotypical "quiet person" mold, unless it comes to singing. Then, you'll see the aging brownrider belt out songs, off-key, at high volume.

The Magic Touch: T'nax always walks with his cane as he is unable to walk without it. Also, he almost always has a cup of klah with him, laced with nettle sap to ease his pain.


Family...

Mother: Vina, Weyfolk, Born: 15.1.2498 Deceased: 28.3.2534 - Flu
Father: J'pax of Pazarth, Born: 7.7.2493 Deceased 16.5.2431, Threadfall
Siblings: Vinaria, Sister, Born: 22.4.2417 Deceased: 1.4.2534 - Flu
P'vinar, Brother, Born: 16.6.2420, Impressed to Sepath,Deceased: 21.7.2537 - Threadfall

Weyrmate: Latri, Weyrfolk, Born: 24.10.2517 Deceased: 32.9.2549 - Illness
Children: Litae, Daughter, Born: 1.6.2531, Impressed to Tanviarth Deceased: 13.2.2547 - Threadfall
L'nax, Son, Born: 6.3.2533, Impressed to Heparth Deceased: 4.7.2564 - Threadfall
Taevri, Daughter, Born: 16.9.2540 Deceased: 5.8.2569 - Accident
L'van, Son, Born: 17.7.2545, Impressed to Trigath Deceased: 2.6.2579 - Threadfall


Tell us a story...

2514, 0 - Taevenax was born in the caverns of High Reaches Weyr to one of weyrfolk, Vina, nine months after a mating flight occured. Vina was unsure of who the father was, due to the heat of the moment, so she named Taevenax after her father. A brown rider, by the name of J'pax, took responsibility and claimed Taevenax as his own.

2417, 3 - Vina gets pregnant by the brown rider after a night of merriment. Nine months later she gives birth to a girl that she names Vinaria.

2520, 6 - Pavinar is born. He is the offspring of the same brown rider that sired Vinaria. Vina and this brown rider, J'pax, start living together as weyrmates. T'nax admires the brown rider and enjoys playing with the brown Pazarth.

2525, 11 - AIVAS is discovered. Taevenax begins to hear rumors about the wondrous inventions and discoveries that the machine reveals to those down on the Southern Continent. He begs his foster mother for a chance to head to Landing to learn from the machine, but is turned down. He is disappointed and jealous as he sees dragonriders traveling to and fro the Southern Continent.

2526, 12 - Taevenax stands on the hot sands of High Reaches Weyr for the chance to Impress. Failing to do so, he blames himself for being too withdrawn and quiet.

2527, 13 - Taevenax does everything he can to Impress on this next hatching. Every chance he got to be near the newest clutch of eggs, he took. When the dragons started to hum, he was rushed out onto the sands to stand before the shaking eggs. When the hatching began, he was one of the first to Impress a dragonet, a little brown named Xenrith. Xenrith became his comfort in the world, everything seemed right when the brown dragon was with him. He has hope that he'll be able to do good in the world.

2529, 15 - T'nax and Xenrith are a fully-capable, fighting pair. They spent the last two years in and around the High Reaches Weyr, while the rumors that dragonriders had turned their attention and plans to the Southern Continent grew. They spoke of the future and dragonholds, all nonsense to T'nax. AIVAS's plan came to climax with the final detonation on the Red Star. However, things fail to go as planned and the abomination that is AIVAS brought endless Thread on the planet below. Though terrified, T'nax reasoned that this was the chance he had to make a difference. He'd defend the planet and the people of Pern to the best of his ability.

2530, 16 - Xenrith fails to catch a Flying green. Sexually frustrated, T'nax finds himself a weyr girl from the kitchens, Latri, to satisfy his needs. He keeps in contact with her after their escapade and develops a relationship with her. T'nax finds out that Latri is pregnant; T'nax is ecstatic with the chance at a child. He begins to take more interest in Latri and the babe when he can; T'nax and Xenrith begin flying ever lengthening, and ever more frequent flights again the Thread.

2531, 17 - T'nax and Latri have their first child, a girl that they name Litae. The beautiful little girl was a gem in the brown rider's eyes. She was the reason that he was able to keep fighting Thread on an almost daily basis. Keeping true to tradition, Litae is placed in the creche as soon as she is weaned. However, both T'nax and Latri choose to take a very involved role in her life and Latri chooses to raise Litae without fostering her.

A few months later, J'pax is killed during Threadfall. T'nax is crushed; J'pax, his father and mentor, was an icon in his mind. To T'nax, J'pax was the quintessential dragonrider.

2533, 19 - T'nax and Latri have their second child, a boy named Latraenax. Though he adored his first born, having a son with Latri brought his pride to a whole new level. Though it wasn't typically a Weyr tradition, T'nax felt that he had an heir. It bolstered his confidence and made him stand taller and prouder. The interaction he and Latri had with their son follows in suit with their involvement with Litae. Their reasoning is that they shouldn't keep siblings apart. Litae is too young at this point to understand that Latri gave birth to another child.

2534, 20 - Just after Turn's End, Vinaria falls ill with some strand of the flu. She is unable to fight it off and she quickly passes. However, before she dies, Vinaria spreads the illness to their mother. Vina is able to fight off the illness for a couple of months before her body finally gives up. Between their two deaths and the death of J'pax a few years earlier, T'nax starts to feel a little depressed. He turns to Latri for deeper comfort and solace.

Later that turn, Pavinar is Searched and Stands at a Hatching. He Impresses a blue named Sepath and his name is contracted to P'vinar. T'nax is both proud and scared for his brother.

2536, 22 - T'nax and Xenrith are injured during a Fall. Thread fell erratically, and a blue, who was chasing Thread on an updraft, burned the pair. The burst of firestone flame caught Xenrith in the left foreleg and shoulder and burned T'nax across his chest. Xenrith managed to get them between to High Reaches Weyr so that they could be tended to immediately. Recover was slow and arduous and leave T'nax feeling pitiful and useless. There he was, cooped up in the Weyr, while his comrades were out fighting and dying in the line of duty.

2537, 23 - P'vinar is killed during a Fall, as well as many others in his wing. T'nax is still not cleared to fly Falls and he feels guilty at his brother's death. Two months later, T'nax is cleared to fight Thread again.

2540, 26 - T'nax and Latri have their third child, Taevri. With the birth of their third child, T'nax and Latri decide that they should live together as weyrmates and keep their family together. This starts to pull T'nax out of the shadow of depression; it provides a constant and whole peace that he had been craving.

2543, 29 - T'nax and Xenrith are injured during another Fall, though this time, it was due to Thread itself. A falling, flaming spore caught Xenrith and T'nax in the side. Before Xenrith was able to get between, the Thread ate away at a large piece of T'nax's right hamstring. When the brownpair returned to the Weyr, the healers managed to catch T'nax as he fell from the saddle. The moment that they had his leg wrapped and he was moving, T'nax, through a tear-streaked face, tended to Xenrith. He is filled with pure terror for the well-being of his lifemate and partner.

Litae, T'nax and Latri's eldest child, Impresses green Tanviarth She begins her weyrling training. Her Impression fills T'nax with excitement and reinvigorates him during his recovery.

2545, 31 - T'nax and Xenrith are finally cleared to fly again, after a long and troublesome recovery. They are not able to fly full length falls, however, and are put on a lower wing. Later that year, T'nax and Latri's fourth child is born; a little boy that they name Laevanax. Now, when T'nax looked about their chambers, he could smile with serenity at his family. This is the dream that all men dreamed of, having a family of their own, and people they could make proud.

Latraenax, their second born Impresses a blue dragon, named Heparth and is transferred to the weyrling barracks. His name is contracted to L'nax. Between Litae and L'nax, T'nax is doubly proud. He was able to contribute to another generation of dragon riders.

2547, 33 - Litrae and T'nax fought the same fall together for the first time. Due to his restrictions, T'nax and Xenrith flew on a lower wing than T'nax's daughter. At the beginning of the fall, T'nax focused his attention on his daughter. He watched, in horror, as a cluster of Thread fell from the clouds behind Litrae, to slam into her and her green. The greenpair blinked in between but never returned. Unable to deal with the grief he felt at the time, the brownrider, dutifully, finished the Fall before he returned to the Weyr. Grieved, T'nax withdraws to his quarters for a few days.

2549, 35 - Latri cuts her hand working the kitchens and it gets infected. The cut quickly goes septic and the healers are unable to stymie the infection. She slowly passes and leaves T'nax without his mate and all of the children to himself. He is lost without his weyrmate and falls deeper into depression.

2554, 40 - Xenrith rises during a flight for the first time in years. He manages to chase down and catch a green, though T'nax thinks that the green chose the lumbering oaf. After his sexual experience with the female rider of the green, T'nax is overcome with guilt and grief and breaks down mentally. He felt like he betrayed his late weyrmate and swears off women.

2559, 45 - Laevanax is Searched. A few months later, he Impresses a green Trigath and his name is shortened to L'van. T'nax is overjoyed. Now three of his children have Impressed and ride dragons of their own. He couldn't be any more proud of his children and wishes that Latri was still alive to see L'van Impress.

2563, 49 - Nabol Hold falls. T'nax flies over the Hold and witnesses as their wing strength fell short. Many riders died and many spores made their way to the ground. He, as well as all surviving dragonriders, feel responsible for the fall of the Hold. The Lord Holder accuses the Weyr of not protecting them to their fullest, which isn't the case. The mood of the Weyr is increasingly sour, but the Weyr protects the Hold until it is abandoned. T'nax feels a little aggravated with the Hold. They were too petty and quick to place blame for their own good, and now a Hold's worth of people had to be relocated.

2564, 50 - T'nax falls ill and cannot fly Threadfall. L'nax is killed during the fight; like many others, he was struck and devoured by the silvery menace. T'nax blames himself, reasoning that his son would still be living if he flew the Fall.

2568, 54 - The brown rider watches as High Reaches Hold is abandoned, though this time was not from Thread, but rather from the lack of resources. T'nax surprisingly feels proud of the fact that the Hold did not collapse from Thread.

2569, 55 - Taevri falls from one of the ledges of the Weyr and dies at the scene. As to why she was on the ledges where the dragons tan, no one can explain. T'nax and L'van are shaken to their core. Out of all the death around them, this one seems almost innocent and wrong.

2571, 57 - T'nax and L'van move with the rest of High Reaches Weyr to Fort Weyr. T'nax's old injuries start to prevent him from flying Falls any longer. He assumes the role of Assistant Weyrlingmaster and begins to train the few weyrlings that are born and paired up. Tillek Hold falls to Thread. T'nax feels sorrow and dishonor, for all of the ancestral territory of Weyr had fallen to Thread.

2579, 65 - L'van is killed during Threadfall, like his brother and sister before him. T'nax is left alone, without his family. He falls into deep depression.

2584, 70 - T'nax starts spending his free time surrounded by Harpers. He relies on their songs and ballads to relive the good times, before the Catastrophe. Slowly, he is pulled from the deep clutches of his self torment and depression.

2587, 72 - T'nax travels to Fort Island and Southern Winds Weyr with the rest of the populace of Pern and resumes his duty as Assistant Weyrlingmaster. Xenrith takes up sunning on the ledges of the Weyr and resting throughout the day. Finally, T'nax feels that he can deal with his depression and finally grieve for his wife and children. His grief is a little easier to handle now that the constant of the threat of Thread has passed.

The black dragon is laid and hatched. T'nax is unsure about the beast at first, but it quickly grows and turns into a healthy dragon

2589, 74 - Black Neisoth has caught Gold Kalestath and his rider, S'bok takes leadership as Weyrleader. Later that year, more black dragons hatch as well as another mutation; red dragons. T'nax and Xenrith begin to train the little ones, intrigued with their growth and temperaments.

---

RP Sample goes here.

Member Info...

Created By:
Original profile by Red
Other Characters:
---
Inactivity Preference:
Make them Adoptable
Mauling Permissions:
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Coded by SanctifiedSavage for SWW


25
Adoptables / OOC T'lor [ 32.09.2538 / Green Rider ]
« on: August 26, 2018, 06:55:26 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:
Harrison Ford
Biography

First Name:
Tallor
Honorific:
T'lor
Nicknames:
Whatever Rïne wants to call him.
Date of Birth:
32.09.2538 9th Pass
Place of Birth:
Ruatha Hold
Dragon Color:
Green
Impression Age:
2559/21 Turns
Wing Rank:
Wingrider - Beach
Weyrmate:
Isotarïne of Hiraeth

Your Reflection...

Appearance: T'lor frequently wears a wherhide jacket and a wide brimmed, suede duster. T'lor is normally a little scruffy around the chin, as he only shaves once every couple of days. His body is covered in various, small scars, but nothing too severe.

Response to 9th Pass Catastrophe: T'lor dealt with the destruction of Pern and the Pernese people by relying on his family for strength. Between them and his lovely green, he was able to stand firm in the face of assured death and come out relatively unscathed. Looking back on the Catastrophe now, he can see how stupid some of his decisions were and has aimed to not allow others to be so bold and reckless.

Response to dragon color mutations: T'lor isn't one to judge a book by its cover. He is willing and prepared to give all riders and dragons an equal chance to earn his respect. If the red and black dragons prove useful, great; if they are a problem, he'll hold it against them.

Who are you...

Likes:
Children - T'lor, like his weyrmate, adores children. He loves their laughter, the patter of their feet on the stone floors, the way they tumble about when they play, the trouble they get into, and everything in between. Though he doesn't let children get away with misbehaving, when he and Rïne are alone, he'll laugh about their misdeeds and wonder what type of wonderful people they will grow up to be.

Farming - T'lor is a native of Ruatha Hold and an ex-Farmcrafter. Despite the constant threat of Threadfall when he was a child, he grew up outdoors, farming, as was tradition at his Hold. While somethings from his past remind him of the awful experiences all the survivors faced, raising crops does not drum up bad memories. He can be found occasionally, during his free time, after caring for his riding gear and dragon, toiling about in the Weyr's fields near the cove as his dragon frolics in the waves.

Firelizards - The green rider finds the little 'lizards adorable and incredibly useful. His flits, a bronze named König and a brown named Fürst, help him scrub Olaryth, fish, deliver messages, and to put children in line.

Sandy Beaches - Nothing relaxes T'lor more than being on a soft, sandy beach, listening to the waves crash and fold over the shore. He loves the feeling of sand between his toes, the smell of salt in the air, and the glimmer of the sun off of the rippling coastline.

Sunning - The best way to enjoy the aforementioned sandy beaches that T'lor likes is the sprawl out on a blanket, soaking in the sun. It warms his aging body and darkens his skin. His sense of responsibility fades away when he is lit by the sun's bright rays.

Dislikes:
Rain - When it rains, the sky is cloudy. When the sky is cloudy, the air gets chilly and the sun is hidden. Both cold air and a blocked sun makes for some pretty shoddy sunning weather. Without the ability to sun, both T'lor and Olaryth grow grumpy and don't get the chance to warm their bones.

Being Inland - For his entire early life, T'lor was completely surrounded by land. It was not until he became a rider that he experienced the joys of the beach and the ocean. Now, when he is out of sight of the ocean, he grows crabby and irritable.

Body Odor - There is absolutely no reason why someone should smell like body odor when they are not performing hard labor. All riders and most holders and crafters, have open access to bathing pools and sweetsand. The stench of sweat and dirt that combines into body odor turns the man's stomach.

Being Alone - Like most green riders, T'lor is a sociable person. He doesn't like being away from people and feels depressed when isolated from other riders. He is always in a group of at least two and, though he may not be performing a major role in the conversation, he will be present in the group's conversations and antics.

Elitists - Elitism does nothing but cause problems. It isolates people, it causes discord in the ranks, and it hurts people's feelings. He does not like when people speak ill of the red and black dragons without giving them an equal chance and can not stand when riders, especially bronze riders, treat the other dragon colors as less than equals, simply because they fly bronze dragons.

Strengths:
Diplomacy - T'lor is a good choice for a mediator when there is an issue between two parties. He is a good listener and empathetic to peoples' problems. Of a sound mind, he is able to develop peaceful solutions to most conflicts that appease all parties involved.

Planning - T'lor is able to plan operations and activities to a minute detail. It doesn't matter what the even or operation is; it could be a birthday celebration, a Search, or a guard operation. He relishes playing with times and numbers and is pleased when a plan comes to fruition.

Swimming - Though he learned how to swim late in life, T'lor picked up on the skill with reckless abandon. He enjoys the water and the freedom he experiences in the waves.

Fighting - Despite the ban on dueling, T'lor is an expert in combat and he practices almost daily. Be it with a knife, a sword, spear, or bow, weapons feel comfortable in the man's hands. Though he hopes to never use such talent against a human, it can prove invaluable in the fight against Hunters.

Fishing - Though he grew up in a landlocked Hold, since coming to Fort Island and Southern Winds Weyr, T'lor has developed a knack for fishing. He is able to toil with the nets as if he were Fishcraftbred and relishes the hard work that comes with the task.

Weaknesses:
Nervous - Despite be resilient and calm, T'lor is a nervous individual. When the outcomes of a dire situation are unknown and uncontrolled, the greenrider cannot help but worry about what might happen.

Cooking - T'lor and his family are glad that there are cooks in the Weyrhall and that he doesn't have to cook. His idea of cooking is to burn something over the fire. The blackened husk of whatever it originally was, is rarely edible.

Vision - While he is not necessarily blind, he is not one to call upon when something small needs to be read or for identifying something in the distance.

Running - Its a good thing that T'lor has Olaryth to get about. He doesn't move very fast and can only run short distances before becoming winded. Some may suggested that he was always like this, but T'lor knows that its his age catching up with him.

Concentration - T'lor and Olaryth are two flighty peas in a pod. They both struggle with focus and are easily bored. The trick to get the rider to focus, at least, is to assign him to a task that he enjoys doing.

Describe Yourself:
Family Man - Being Holderborn, T'lor has always been surrounded by family. He was devastated during the Catastrophe when his family was all killed. Now that he and Rïne have a large family of their own, he is able to take on his role as a caring weyrmate and nurturing father.

Chivalrous - A man should do what he can to remain honorable and respectful. He should own up to his actions and take responsibility of any of the problems that he causes. It was for such a reason that T'lor and Isotarïne were together to begin with. T'lor got the woman pregnant during a Flight where his green, Olaryth, was caught by Rïne's blue, Hiraeth. Once he found out, he owned to it and took care of her. From that, their relationship blossomed.

Resilient - T'lor, though a gentle person, has a thick skin. He's able to withstand outbursts of high emotion as well as teasing and joking from people he cares about, such as his kids and Rïne, as well as her fire-lizards.

Trusting - The greenrider believes that all people are inherently good and will respect and put trust in someone until they give him reason not to. He will believe what they say and not suspect them of lies unless they have proven to be untruthful in the past.

Calm - T'lor, as well as his family, see him as a calm individual. He is slow to rise to anger and prefers to handle stressful situations in a steady, logical manner. This helps him cope with his nervous tendencies.

The Magic Touch: T'lor likes fruit. While other riders are looking for dried meats for a mid-afternoon snack, T'lor pulls out a nice, juicy red fruit to eat.


Family...

Mother: Talya, b. 2522, Jr. Journeywoman Farmer, d. 2548, Herdbeast
Father: Lorin, b. 2518, Sr. Journeyman Farmer, d. 2563, Thread

Siblings: Lalya, sister, b. 2543, Holder's Wife, d. 2563, Suicide
Dormin, brother-in-law, b. 2540, Holder, d. 2563, Suicide

Children:
Tallorine, daughter, b. 2565. Impressed Green Shyuth in 2578. Jungle Wingrider.
J'dan, son, b. 2567. Impressed Bronze Brynioth in 2583. Jungle Wingrider.
M'dak, son, b. 2572. Impressed Brown Dallarth in 2587. Beach Wingrider.
C'dus, son, b. 2575. Impressed Green Tilioth in 2589. Weyrling.
Terric, son, b. 2579. In the Creche.


Tell us a story...


2538, 0 - Tallor is born to to Farmercraftsmen, named Lorin and Talya, at Ruatha Hold. As with almost all Farmercraftsmen, his parents are not housed in a Crafthall but in the individual Holds themselves, providing crops for the Holders that reside with them.

2543, 5 - Tallor's younger sister, Lalya, is born. The boy is happy to have someone else in the family and looks forward to being able to help take care of the little one. It is also this turn that his father starts to teach him the basics of the craft of Farming.

2548, 10 Talya is killed by a kick from a herdbeast. She was attempting to strap a plow to the lumbering beast when it was startled by the sudden appearance of a dragon. It kicked out and crushed the side of her skull, killing her almost instantly. Tallor, still a little young, doesn't completely understand his mother's death for a few weeks. He kept asking Lorin when she was going to come home. When he finally understands that she is not returning, the boy cries for days.

2550, 12 Tallor joins the Farmerscraft and begins his tutelage as an Apprentice. He swears to make his mother proud of how well he can farm and puts all of his focus into his work and studies.

2551, 13 Lorin is killed by Thread while serving as in a ground crew. The fall had ended and he and his team were investigating a burrow. As he stood prepared to scorch the burrowing spore, the ground gave way under him and he fell into the pit and was devoured by the Thread.

During the sweep after the Fall, Tallor is Searched by a rider from Fort Weyr. Instead of being taken to back to the Hold with his sister, the boy is taken to Fort Weyr and becomes a Candidate. At first, he complied with the Search, though he was extremely uneasy about leaving his sister behind. However, after a few days, the realization that he had a chance to Impress his own dragon made him extremely excited and happy.

2552, 14 Tallor stands on the Hatching Sands for the first time. Despite what he had been instructed, he could not help but feel nervous about the event that was taking place in front of him. Shells were cracking, dragonets flopping out on the ground, Candidates getting clawed and trampled. It was a terrifying sight to behold. Yet, despite his misgivings, Tallor wanted nothing more than to Impress. However, he would not Impress during this Hatching. Disappointed, Tallor returned to his Candidate's routine while his friends tottered about with their newly hatched dragonets.

2557, 19 Fort Weyr's Candidate Master assigns him to a green rider as a mentor. This rider, named R'lek, was initially disgruntled about being assigned a tag-along. However, he develops into a compassionate mentor to Tallor and helped the Candidate overcome his nervous tendencies. Tallor on the other hand, gladly accepts any help he can get. He is afraid of aging out of Candidacy and if being paired to a rider will help him, he happily accepts the mentor.

Lalya marries a small-time Holder named Dormin. He had been friends with Lalya since Tallor and her were children. Despite the tumult of Candidacy, Tallor is able to attend their wedding. He is overjoyed that his sister was able to find happiness in such a dark time.

2559, 21 Tallor stood on the sands in front of a clutch of rocking eggs. Throughout the warming of this clutch, he had his eyes on a particular egg. It was a little smaller than the others, but the shell was a gorgeous mottling of greens and tans. He didn't care what color dragon was inside of its shell, but he hoped to Impress the little beast the burst forth from such a beautiful egg.

Sure enough, when the egg cracked down its length, a little green head popped out. She mewled piteously until she was encouraged to break the rest of the shell by the dragons about her. She burst from the egg and latched her eyes on Tallor. He experienced the ecstasy of Impression and learned that her name was Olaryth.

2561, 23 T'lor is transferred to High Reaches Weyr in an effort to help spread the dragonrider's out evenly. He and Olaryth were fresh graduates from their time as a pair of Weyrlings and provided some fresh blood to the ranks of High Reaches Weyr.

Olaryth is caught in a Flight by Isotarïne's Hiraeth. It was Olaryth's first Flight and it resulted in Olaryth being caught by a dragon who's rider was a woman. Though he would never admit it, this was a great relief to T'lor. Though he would never deny his Weyrmate's choice of dragon, he greatly preferred women over men. Isotarïne becomes pregnant from the Flight and, dutifully, T'lor commits himself to the woman. He would stand by the bluerider through the pregnancy and the first couple of years of their child's life. However, a few months into the pregnancy, Isotarïne lost the child due to unknown complications. T'lor realizes that he loves his weyrmate during this tragedy and could not imagine being with any other person. The feelings are reflected by his dragon and T'lor redoubles his commitment to Isotarïne.

2563, 25 Lalya and Dormin commit suicide at Ruatha Hold. The strains of the Catastrophe grew too much for the pair. They had lost their little field to Thread, as well as their two herdbeasts. They lost all hope of survival during this apocalypse and would rather die with dignity than to be devoured by Thread. Though saddened by the loss of his final family member, T'lor understands their decision and, slowly, is able to come to terms with their deaths.

2564, 26 Ruatha Hold falls. Though he is not sworn to protect the Hold, being assigned to High Reaches Weyr, the loss of the Hold hurt the greenrider. It was his birth place and the ancestral home of his family. He mopes about the Weyr for a couple of days before Isotarïne is able to cheer him up.

Olaryth rose around the middle of the Turn and is, as per usual, caught by Isotarïne's Hiraeth. T'lor manages to convince Rïne from going between and she becomes pregnant. T'lor is ecstatic as this is the second time she became pregnant with his child.

2565, 27 Tallorine is born in the first month of the year. T'lor is proud that his firstborn child is healthy. Isotarïne lets him name her so he made a portmanteau of their names. He is so pleased with their baby, T'lor gifts Isotarïne with a clutch of firelizard eggs. During their hatching, she Impresses one of them, while T'lor accidentally Impresses one as well; a bronze named König. The rest from the clutch, unfortunately, did not survive. For the first time in several Turns, T'lor feels like his family is back. He is at peace.

2567, 29 Olaryth rises and is caught by Hiraeth yet again. T'lor convinces Rïne to not go between and she becomes pregnant yet again. Though she accuses him of it and he denies it, T'lor is trying to keep her pregnant so she doesn't have to fly Thread. Later that year, at a Hatching, Rïne, who is very heavy with child, witnesses her brother get trampled to death by two hatchlings. The strain of emotions forces her into an early labor. Though he was not initially aware of the events, T'lor rushes to her side as soon as he finds out. Their second child, Jurdan, is born, prematurely. Though he is a little small, he is, to T'lor's relief, healthy. For the remainder of the turn, T'lor tries his hardest to keep Isotarïne distracted from her brother's death.

2568, 30 Jurdan falls ill, much to T'lor's dismay. His premature birth compromised his immune system and he spends much of his first Turn in life in the Healer's Hall. This is a blessing in disguise, as his weyrmate spends much of her time in the Healer's Hall with the babe. This gives her a distraction and keeps her focused on something other than the loss of her family. T'lor is comforted by the fact, however, that she is able to keep tabs on their child's health and doesn't feel concerned while his is flying Falls.

2571, 33 High Reaches Weyr falls. Rïne is pregnant again and, despite her demands, T'lor refuses to let her fly straight to Fort Weyr, for fear of Threadfall. He knew that his weyrmate would most likely lose the fetus between, but he could not risk losing her or Jurdan. They wrap the boy up in a flying jacket and several furs, and the boy survives the trip to Fort Weyr.

The Weyr is different than what T'lor remembered. Even though in his youth there was tragedy, the Weyr still had an aura of brightness and tenacity. Now, to T'lor, the Weyr seemed dark and dead. The horrors of the 9th Pass were, unsurprisingly, taking a toll on the emotions of the dragonriders.

2572, 34 Rïne's first born child dies in the fight against the Thread incursion. While he knows that she is devastated, he cannot help but feel slightly detached and unfeeling about the situation. He puts on a concerned persona and comforts his weyrmate. Rïne becomes pregnant again and, later in the Turn, gives birth do Madak. In spite of the loss of his family, T'lor is starting to build his own and hopes that nothing ill befalls his weyrmate or children.

2575, 37 Conandus is born. He is another result of T'lor's attempts to keep Isotarïne from fly Thread. She is starting to catch on but T'lor continues to swear that getting her pregnant is not his way of keeping her safe.

2578, 40 Tallorine Impresses green dragon Shyuth and, rapt in their celebration, T'lor and Rïne conceive another child. T'lor swears that he did not intend to get his weyrmate pregnant this time around. Isotarïne keeps the child but swears that she will not bear anymore children for T'lor.

2579, 41 Terric born and with his birth, Isotarïne's oath to have no more children comes to fruition. Though he is disappointed that he won't be able to keep her in the Weyr and away from the danger of Thread anymore, he is happy and satisfied with the family that the two of them grew together.

2583, 45 Jurdan Impresses a bronze dragon and becomes J'dan. T'lor is proud that his first born son Impresses a bronze dragon and it fills him with fatherly pride. A wingmate of T'lor's gifts him with a fire-lizard egg in congratulations and celebration.

2584, 46 T'lor gifted egg hatches and the green rider Impresses a brown fire-lizard. He names the 'lizard Fürst. König welcomes the brown as a brother and takes him under his wing. Though he is happy that there is another little 'lizard flitting about, he's initially concerned about being able to care for the flit. Those concerns fade when he realizes his bronze is caring for the 'lizard as well.

2587, 49 The 9th Pass suddenly stops. In retrospect, the cessation was not sudden, but with the constant fall of Thread, T'lor lost track of the Turns. He moves with the rest of the survivors to the newly discovered Fort Island. He is a proud father of yet another rider, when Madak Impresses a brown. The hatching of a black dragon intrigues the green rider and he looks forward to seeing if the new dragonpair will serve any use to the Weyr. Isotarïne becomes an assistant to the Weyrlingmaster and T'lor joins the Beach Wing.

2589, 51 Kalestath rises once more and the fully mature black dragon, Neisoth catches her, placing a young S'bok as the Weyrleader. Though he is not one to judge, T'lor is concerned about the boy's lack of experience. The entire Weyr is comprised of dragonriders that fought Thread their entire lives and lived. The boy Impressed after Threadfall ended.

Imyth's clutch hatched. It was a horrendous occasion that ended up being more sad than happy. However, during the tragedy of hatchlings betweening, Conandus Impresses Tilioth and becomes C'dus. While he is unable to outwardly express his happiness, T'lor makes it clear to C'dus that he is proud of his son and promises to teach the boy what it meant to be a green rider.

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RP Sample here.

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Character inspired by lacihparg

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