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Character Creation / Oskendar [ 11.02.2574 // Candidate ]
« on: July 16, 2018, 08:35:34 PM »

Play By:
MILO VENTIMIGLIA
Biography

Name:
Oskendar
Pronounced:
OSS - kn - dar
Nicknames:
Osken - Oss - Ossie
Date of Birth:
11.02.2574 9th Pass
Place of Birth:
Fort Hold
Job Before Search:
Gang Member
Color Preference:
Green- A strong woman(dragon) who don't need no man(rider)? Yes please.
He, however, thinks he has enough difficult women in his life that he doesn't need another one. (I think he does, a green could help push him out of his box, not just the box. Anything too sweet or too simple just won't challenge him enough, I think a particular kind of green fits that bill.)
Black - He personally likes the idea of black the most. They stick out from the crowd, and have the opportunity for leadership. (I think a green would suit better at this point in time, however am not against black if you think of a match there.)
Brown - He thinks that browns are a noble colour, and would not be displeased it he impressed one. (I'm not opposed to nor in love with a brown. They seem too calm for him, and not pushy enough. But if you think he'd suit a brown, then I'm okay with it.)
Blue - He doesn't have any real dislike of the idea other than the fact he wouldn't want to be a search rider and they're so rarely ranked. (They're a bit too calm in general, so I think he'd walk all over a blue and be bored.)
Bronze - Whilst some of the bronzers he has met are the people he hates the most, he'd like to be on a bronze to just shove it in their faces. (However, he's bisexual, and despite leaning more towards women, doesn't qualify.)
Red - He would not personally want to impress a red, although he has no real dislike for them. Any red he has met simply has a personality he can't see himself being "perfectly matched" with.. (They are far better suited to others in both our humble opinions.)
Future Rider Name:
Os'ken (OSSkn)
Spouse or Weyrmate:
None

Your Reflection...

Appearance:
Standing at just under 6 foot, Oskendar has only a couple of turns of growth left in him, but it doesn't look like he'll get much taller. Through his youth, he was a rangy, skinny little weed, who only filled out at around 13 or 14, even though his life in the gutters started much earlier than that. His older, adult self has definitely filled out the body made for him, his muscles fit nicely on not-to-broad shoulders, and his height is no longer awkward.

An attractive man, Oskendar cares about his appearance to an extent. It's the specifics that aren't all that necessary. He'll care to look good, but that doesn't have to fit in some little box. Bed-hair can look good, post-work hair can look good, all he really cares about is his own perception. He doesn't believe in allowing others to dictate what you should or should no do in your personal life.

Whilst he likes to make up new reasons every time someone asks him... Threadfall, knife fight, skycourser attack... Oskendar was really just born with some dead nerves on one side of his lips. It gives him a rakishly crooked smirk which he uses to his advantage whenever he can, although he's sure the expression must annoy Khary when she's trying to rile him up.

His most prized possession is a dark wher-hide riding jacket, stripped from the body of some dead rider, left behind by his dragon most likely. But Oskendar didn't ask how it came to be in the hands of the fence, he just asked how much it would cost. Luckily for him, quick fingers in the night meant that it didn't cost much at all in the end.

Response to 9th Pass Catastrophe: Oskendar survived by making himself a place. Being so young in the grand scheme of things, the catastrophe is all he has ever known from life, and could barely imagine a time when things were different. Moving to Fort Island really opened his mind to a new world, and whilst he did things during his days at Fort Hold that he would not want to relive now, he doesn't regret the life he led to stay alive.

Response to dragon color mutations: Having little experience with dragonriders growing up, and little experience with someone to tell him what he should think about dragonriders, Oskendar doesn't particularly mind S'bok as Weyrleader. He sees it as someone making their way up the ranks, albeit in a slightly quicker timeline than one might usually expect from a Weyrleader. In terms of the mutations themselves, they're dragons. That's all there is to it for him. Different colours for sure, but definitely not lesser for their short history.

Who are you...

Likes:
*A challenge - Whether it be from a bed partner, a physical feat, or an intellectual puzzle, Oskendar likes all things that can challenge him. What he particularly dislikes is failing with little or no reason.
*Intellectual stimulation - Usually it manifests in his interest in learning new things, but also can manifest in his want to challenge people and have a verbal sparring match against them. Every time he loses, he learns something new to win next time.
*Heights - Something about the wind pulling at his hair and clothes gives him the most perfect adrenaline rush. Thank god for rider's ledges.

Dislikes:
*Downers - People who make an effort to make everything difficult are incredibly frustrating to him. He can understand how sometimes think can get too much, but those people who always want to find a negative in everything, he just wants to shake them until they get over it.
*Hold Culture - Now that he's been able to live in the Weyr, he's seen that a society can function without an incredibly low caste, and wonders why the Holds can't get with the times.
*The Old Continent - Oskendar doesn't like to see the devastation, he's happy on the island, he doesn't really want to think about anywhere else.

Strengths:

* INTELLIGENT : Oskendar has always been good at picking up things. Unfortunately, he never had any sort of formal education, but once he started studying as a candidate, he took to his lessons quite quickly.

* QUICK : Always being one with a quick mind, he'll be the first to come up with a comeback, first one for a plan, and even the first one to catch on to some social undercurrent. He wasn't always like this, a sweet naive young boy, but he grew into himself. With Kharismene to learn from and a rough environment to survive, Oskendar figured it out.

* DIPLOMATIC : He's not opposed to the idea of being lead, he's just opposed to shitty leaders. Mostly because he personally wants to be a good leader one day. He enjoys having people rely upon him, as much as he relies on the attention from other people to thrive. In that, he's learnt how to be a little diplomatic, as much as sometimes he'd like to say inappropriate things, given the right circumstance, he will choose not to stir the pot.

* SOCIABLE : He likes being around other people, while he struggles to open up to most people and make super intense long term relationships, other than Khary of course. He's easy to have more casual friend ships. He can have a drink and a laugh and a sing with people without feeling awkward about it or alienating them.

* HONEST : Whilst Oskendar can be diplomatic, he's far more comfortable being honest. He thinks most people could do with a little more honesty in their lives, even though he understands that vast majority of them wouldn't be able to handle it.

* CARING : Oskendar doesn't like to see people struggling. He'd much prefer to help out when he can, and as a good reader of people, he usually knows what he should do to help them. Whilst he doesn't always act on it, he'll at least think about doing so.

Weaknesses:

* SCARED : To say it simply, Oskendar is scared of failing. He's come so far since his days in the darkest caves of Fort Hold, but that doesn't mean he still can't go tumbling all the way back down. That being said, Oskendar recognises this fear, and takes care not to let it overtake him and the things he does. The fear fuels him to seek out solutions to problems, because if he gave up, he wouldn't know how to turn himself around again.

* PRIVATE : Oskendar likes to keep himself to himself. His big world stresses and fears usually only come out when he's drunk, and rarely to anyone less than incredibly close friend. Not only does he not like to burden others with his fears, he also just doesn't think that anyone else needs to know. Personal business is his own, and it's no one else's duty to get into it. Whether it comes in telling him how to live out the smaller details of his life, or wanting to know every feeling that comes through his head. Oskendar can respect authority, but only when it follows his perception of the appropriate rules.

* UNFORGIVING : He finds it hard to get over his dislike for people who are just complete bigots. Whilst he won't hold a grudge against a stupid person making a stupid mistake, those who purposely go out of their way to belittle others for something he perceives as wrong, will feel his wrath. Or at least a cold shoulder for a long time to come.

* VENGEFUL : Oskendar can be a bit vicious when he wants to be. When it comes to weak people he feels the need to help them, but those people he just doesn't like he can quite enjoy seeing them in a little bit of pain. He's really good at coming up with all sorts of uncomfortable and sometimes quite nasty ways to teach them a lesson. He likes causing bad people pain.

* IMPULSIVE : This has probably one of Oskendar's biggest struggles to control. He's impulsive by nature. Growing up in such an unstable environment, what became flexibility in some became an inability to resist his impulses in Oskendar. Since joining candidacy, he's made an effort to control this, to be the voice of reason. But it gives him such... release... to be able to give into his first natural reflex.

* DENYING : Oskendar sometimes likes to bury his head in the sand, avoiding thinking about the tough subjects. He doesn't want to think about the main continent, he doesn't want to think about the horrors of threadfall, he wants to leave the past in the past.

Describe Yourself:

* TWISTED MORALITY: ----- From the life of a gang member, to a candidate dreaming of riding a dragon, his morals have gone through a series of changes throughout his life. He's a good person in general that much is to be sure, but he doesn't always make good decisions. Oskendar has a hard rule against bigotry, but not against stealing, he dislikes arrogance but not brutal honesty. His twisted morality has been shaped by the people who have always been, and have never been in his life, and he's okay with that.

* NEEDY: ----- In most aspects Oskendar needs contact with other people. He likes to be liked, and needs to be needed. Whilst he's easygoing enough to let go of friendships or grudges that he doesn't care much about, once someone has wiggled their way into him, Oskendar is quite attached to them. His closest friend is Kharismene. He understands her, and he understands how to be around her. Whilst she frequently storms away from him in a fit of pique, if they ever didn't resolve a situation, Oskendar would fight tooth and nail to fix it.

* PROTECTIVE: ----- Oskendar is very protective of the things he perceives as his. He'll always be there for those who belong to him. It's a strange way of thinking about friendships or relationships, but that's how it is for Oskendar. They're his and he's theirs, that's all there is to it. Sometimes he hides this intensity, to make things easier on everyone involved.

* FLEXIBLE: ----- Oskendar is good at being what people want him to be. He's good at leading, because he can read people and understand what they want from him, and he's usually happy enough to do it. Even if sometimes he wants to take what's his and keep them all to himself, Oskendar is flexible enough to know that it doesn't work for most people, and really, don't work for him a lot of the time. Just because he wants to do something, doesn't mean he should, or will.

* THRILL-SEEKING: ----- It was impossible for Oskendar to get through so much of the Pass with Kharismene and not have developed a healthy respect for danger and excitement. He's tempered it, with knowledge and age, but it doesn't mean he's given it up entirely. His youth was spent sneaking into wealthy houses, and his candidacy would be much of the same, even if the stakes are much higher now.

The Magic Touch: Oskendar has a lip-biting/picking/worrying tell whenever he's thinking hard, worried or concerned.

Family...

Mother: Darlissa [drudge] b. 2560
Father: Okken [unknown] b. unknown

Siblings:
Rissa [sister] b. 2578 d. 2579
If Oskendar has any other siblings, he is unaware of them.

Children: He may have fathered a few children, but no women have stepped forward to claim so as of yet.

Tell us a story...



* 2574, 0 Oskendar was born in corner of the Fort Hold cheeseroom, with preparation for the dinner rush continuing on around them. Darlissa had never particularly wanted a child, she wanted everything else that was supposed to come with a child: easier jobs, recovery time and extra rations. But with everyone on Pern crammed into Fort Hold, she didn't exactly get the relief she had hoped for. What she got was a squalling baby and very little sleep, whilst still having to set up for breakfasts every day. Once Oskendar had grown out of the nursing stage, and needing Darlissa 24/7, she left him among the other motherless babies which were briefly checked upon by the drudges of the Hold every few hours or so. Darlissa only really stuck around when the other women started to titter about her not pulling her weight. But Oskendar was a sweet baby, and he managed to survive the lack of a motherly influence with only minimal stages of acting out.

* 2578-79, 4-5 Oskendar's mother becomes pregnant, and it's at this stage where she truly gives up on any attempt to raise her son. Luckily, whilst he's still young, he's old enough to be absorbed into the ranks of drudgery with a few kind souls keeping a distant eye on him. When baby Rissa gets sick soon after her birth, and Darlissa doesn't see the signs early enough to seek help from a Hold healer, the quietness of the night let everyone know that the baby had passed away. Darlissa disappears soon after that, and after a sevenday of asking around after his mother, Oskendar decides to let go and just get on with life.

* 2582, 8 Having to grow up very quickly, Oskendar starts to make connections with those other abandoned children of the Hold. Whether they want friends or not. Not many of them stick, Fort Hold is too dangerous for that, but the one that did is all that matters. Kharismene was friendless, for all intents and purposes, and Oskendar didn't think that was healthy for anyone in Fort Hold's current climate. Once she started being nasty to him, that just made him want to stay all the more. She got him, and he got her, and once she had given up on the idea that he would just give in and let her push him away, they were inseparable.

* 2583, 9 Oskendar had been content with the drudge work, or at least content enough for someone who didn't really feel like they had a choice in life. When Khary comes to him to tell him they were going to be joining a gang, Oskendar just barrelled along to their new step in life. Thank Faranth for Kharismene's talent in thievery, because Oskendar didn't have the natural talent. He worked on it, bit by bit building up his skills, until he was able to actually pick pockets, and not just attempt to do so and have to rely on his ability to run faster than anyone else. Once he started getting decent, Oskendar focussed on fulfilling as many contracts as he was able, trying to make himself as useful as possible in their gang. It surprised him how much he enjoyed being apart of something, even if it involved stealing from people. Everyone was better off than they were and so Oskendar couldn't begrudge the gang for doing what they had to do to survive.

* 2586, 12 Despite having to wait a turns for Kharismene to finally give in and steal him a flit egg, she eventually takes him along with her. She takes two, and he takes one, knowing that Snitch had been mighty useful so far in helping Khary with her tasks. It hatches into a cheeky little blue but Larcen becomes useful enough in deterring any enemies that Oskendar and Kharismene may have made.

* 2587, 13 The move to Southern Winds Weyr did come at an inconvenient time for Oskendar. Kharismene was getting her due as the best thief in the gang, he was carving his own place out, being able to move beyond simple thievery into dealing. He was just getting started, having people rely on him, and now they were going to be picked up and thrown into something completely different. It was scary to be sure, but once the lush beauty of the island had been revealed, Oskendar knew that they would figure it out. Whatever they had to do, they would do it.

* 2588, 14 Being so close to dragonriders every day, Oskendar couldn't help but dream about being searched. Who wouldn't want to be a dragonrider? Riding the most magnificent beasts on Pern? Oskendar wasn't too proud to admit that it was something he wouldn't turn down, when he and Khary had conversations about what their life could be like as dragonriders. When the opportunity came for him, he hesitated only slightly, but ultimately knew he was going to accept. Kharismene wasn't happy, and he wasn't either, and so he only gave her a few weeks to calm down before seeking her out and continuing on as they did before. Once he knew Khary was on his side again, he threw himself into candidacy wholeheartedly. It was unlike anything he could have ever imagined, and his first time on the sands was terrifyingly exhilarating. He knew then and there that he was meant to be a dragonrider, and he'd wait as long as it took.

It was Khary's pregnancy that put a dampener on his candidacy. He had his fair share of bed partners since he'd started his candidacy, he wouldn't deny that, but the fact that Kharismene was pregnant with someone's child irked him. He tried to never let Khary know, but she became so snappy when carrying, so... different.

One of the candidates has a Gold that clutches in their dorm, and he manages to snag two eggs. Having already got one companion, he gives one egg to Kharismene to hopefully complete the collection she started all those turns ago. After all, it was time for him to return the egg-giving favour. His egg hatches into a bronze gentleman he names Herald. Polar opposite to the sneaky Larcen the two flits are constantly battling with each other through stony silences on Herald's part and pranks on Larcen's.

* 2589-91, 15-17 He's very pleased when Kharismene is searched, and he does what he can to help her with the lessons he had to go through just the turn before. Both their dreams were coming true and Oskendar couldn't feel like it was any more right. Kalestath's hatchings by Neisoth were certainly interesting events, but Oskendar and Khary came out of them just fine, so their chances of impressing were even better than before. He knew his fair share of candidates who didn't want to impress a mutation, and as he had no compulsions against them, all the more dragons for him.

Slipping in beside the rest of the candidates, Oskendar nudged Kharismene with his shoulder, letting her know he was there. His chore rotation had kept him a little longer from dinner than he had intended, but as soon as Saibrasoth had announced permission for candidates to make their way to the sands, Osken had quickly and efficiently made his excuses to leave, not wanting to be a laggard.

This wasn't anything new for him... He wasn't a veteran, but he'd seen his fair share of clutchings, touchings and hatchings. Regardless, Oskendar had always enjoyed seeing each clutch from beginning to end, in the hope that one day the end would be him and Khary walking from the sands beside a wet and beautiful dragonet of their own. Whereas the colour of the dragonet in his vision had altered as he'd learnt more about dragons, the idea of walking about beside Kharismene hadn't changed. They'd been partners in crime their entire lives, he wasn't about to stop now.

Smoothly executing the bow and congratulations to Weyrleaders and clutch parents alike, Oskendar took in another impressive clutch from Neisoth and Kalestath.

"I sent Herald and Larcen to find your faire. Thought it would likely keep them occupied and not killing each other when I couldn't tear them off each other." He said softly as to not have his voice carry across the sands, mostly quiet but for the soft murmurings of other conversations.


Member Info...

Created By:
No-self-control-lady
Other Characters:

Inactivity Preference:
Adoptable for Lyndi <3
Mauling Permissions:
Rough 'em up
Anything Else:
Nope

Coded by SanctifiedSavage for SWW



Image Credit:
Link to line art.
Flit Details

Name:
Larcen
Pronounced:
Lahr - sen (with an American accent, so hard on that "r")
Color:
Blue
Date of Birth:
2586 9th Pass
Place of Birth:
Fort Hold

General Appearance...

Larcen is quite a lithe blue, his neck and tail are slightly shorter than one might expect, but his wing size more than compensate for the lack. With his body a beautiful sky blue, slightly spotted darker near his torso, his wingsails are a darker turquoise with an attractive lighter splotching pattern.

Personality...

Mind Voice: Quite a loud flit, Larcen likes to screech and yell. He never quite learned any words, but his variation of vocalisations enables him to be understood by Oskendar well enough.

Likes:
*Pranks - Larcen likes a good thrill, and a good laugh, usually he doesn't know when is the right time to stop. But he usually just lets any punishment bounce off him.
*Kharismene - She's much more interesting than Osken is. He has a certain loyalty to Oskendar to be sure, but Larcen can frequently be found milling with Khary's faire instead of the stuffy Herald.
*Water - Larcen enjoys frolicking in the water and seeing how attractive he looks with water droplets glistening off his hide.

Dislikes:
*Herald - The bronze flit is entirely too serious and had attempted to fill his place alongside Oskendar.
*Stuffy people - Larcen likes getting out there and socialising, so when other people can't do the same he just doesn't understand. Sometimes he'll go out of his way to annoy them because of it, but other times he'll just make a rude sound and flap off.

Member Info...

Anything Else:
Nope

Coded by SanctifiedSavage for SWW



Image Credit:
Link to line art.
Flit Details

Name:
Herald
Pronounced:
Hoooow you'd think
Color:
Bronze
Date of Birth:
2588 9th Interval
Place of Birth:
Southern Winds Weyr

General Appearance...

Herald is a large bronze, muscular and intimidating, but perfectly proportioned as he should be. Definitely a handsome specimen, Herald's colouration is an attractive burnt bronze colour, with lighter patches that glimmer in the sun. It's his wing sails that are quite brilliant, slightly speckled and glimmering in the sun.

Personality...

Mind Voice: Herald was smart enough to learn a few words of warning, and a few of scolding, but he usually sticks to prim chirps, associated with flipping of wings to show his dislike of something. When in company, he prefers to keep himself to himself and communicate in his head.

Likes:
*Duty - Herald is very much a stickler for duty and rules, he takes everything so seriously, it calms him.
*Observing - One to sit and watch, Herald likes to observe everything and everyone that's going on. He'll never peer into something he shouldn't, but he'll take careful note of everything going on around him.

Dislikes:
*Frivolity - He associates this with the annoying little Larcen, and can't stand anything so purely self serving as some sort of frivolous games
*Larcen - This bronze's relationship with his blue brother is strained. Larcen very much dislikes Herald, but manages to not let it affect every aspect of his fun-loving life. Herald on the other hand, dislikes the ease at which Larcen can just go along with everything, and struggles to balance Oskendar's wish for them to get along, with his own dislike for the blue flit.


Member Info...

Anything Else:
Nope

Coded by SanctifiedSavage for SWW

2
Absences / Coming Week
« on: July 06, 2018, 03:58:49 AM »
@RaynePOTM and I are heading down to Hobart - Tasmania for a choir festival for 9 days. It’ll be my first trip away as the choir director so it’s going to be something special for me.

I’m bringing my laptop but my posting will slow down a bit more than the oneish a day I’ve been attempting now.

If anyone needs me sooner than nightly, I’ll be on Discord on my phone.

Love y’all <3

3
Romance / Bad Man for a Lovely Lady
« on: March 29, 2018, 05:25:03 PM »


Sohrelle // Wife // 17 turns


About the Character:
Sohrelle is a sweet, but admittedly vapid, Holder Wife, who has been raised and bred into the Holder lifestyle and all the narrow minded views that their culture brings. Manipulated most of her life, Sohrelle simply doesn't know any different, and whilst she believes that she loves her husband Rossed, and she definitely loves her children, she doesn't receive much of that love in return.

Wanted Character - Her husband:
[ Rossed - Peacekeeper - 27-37 turns old ]

Rossed is a intelligent, ambitious, sly and well-off Peacekeeper.
Must have a working wher; brown, bronze or gold will suffice.

Overall, he's not a very nice man. He beats his wife, not because he's naturally a violent person, but because Holder culture dictates that he is allowed to take such actions to keep his wife in line. Additionally, he has no qualms about sleeping with other women, despite his marriage to Sohrelle. Mostly, Rossed is just the epitome of everything wrong with the Holder culture; sexist, entitled, and mostly encouraged by his peers. However, in terms of Holder standards, he's a good Holder. Always arrives on time, knows his place and is intelligent enough to work his way up the Peacekeeper ranks, working hard and well. He's smart enough to know who are the more... sympathetic Holder men, and refrain with some of his more traditional opinions if he thinks it would hinder his rank.

Basically, he's that kind of "Great, well-ranked Holder, but shitty person."

History:
They didn't marry for love. Rossed, at least a decade Sohrelle's senior, was chosen by her parents given his quickly rising rank within the Peacekeeper.
Sohrelle does know of his cheating ways, but she keeps quiet, believing he has the right to find pleasure somewhere else if he feels she is not adequately providing it to him. Sohrelle doesn't have a super low self esteem she's just not educated enough in other cultures of Pern to know that cheating is not "good". These "women" are little more than another roll in the furs for him, and he returns most nights to his wife and his family.
During his time at Fort Hold, Rossed was a Captain, and was well on his way to Commander status before the move. I'd also like him to be a Captain currently, so that means he would have to meet those requirements as well :3

Wanted OOCly:
In short, I'd like for Rossed to be played, with all the nuances that his character suggests. Whatever feminine trysts you'd like to plot out with other people on the downlow is totally fine by me, but I'm keen to RP him and Sohrelle in social settings and in their home cave, as Rossed is smart enough to know how to not risk how he (and his family) looks to the other Holders, and there would be no way he'd flaunt other women so publicly.

The Future:
I'm open to ideas about changing their dynamic in the future. I've given Sohrelle some room to evolve as a character, so if one day you'd like to plan out a different path (with a different woman, or a different life) for Rossed, I wouldn't necessarily be opposed to the idea to him leaving Sohrelle. I'd just like to explore what they have for a little bit first :3

Notes:
I am likely going to be picky about this process so ask me if you're interested, then we'll have a chat, and I'll let you know if there's anything else or clarify anything before you start making a profile <3

Face Claim Ideas: I'd like him to be 27-37 turns old, and he can't look like... a pretty boy. So again, I'll be picky. But here are some ideas Tahmoh Penikett and Faran Tahir
I know those are all really different, but basically: not small, a little bit grungy/scary looking, but still has to look like a proper, sharp holder man. If you have any ideas just pass them by me and I'll give a yay or nay :3

4
Family & Friends / Stepmother Drama? Never
« on: March 16, 2018, 06:14:34 PM »


Cinnacai // Apprentice Farmer // 27 turns


About Cai:
Cinnacai is a bright young farmer, dedicated to craft, but also dedicated to having her own free will. It's part of the reason why she clashed so much with her more traditional family growing up. Cai idolised her mother, and so when she died when she was young, the act was definitely a hard one to follow for a step mother who didn't have time for her husband's previous children. Whilst she loves most of her family members, Cai needs to live her own life, and so their relationships are all more friendships than one would expect from blood relations.

Wanted Family Members:
Father: Cirkernos, Holder Labourer, b. 2531
Cirkernos was one of those fathers who lost interest in his children after the death of the woman he loved. He made the mistake of marrying a woman the complete opposite of his previous wife, and is blind to her faults and her coldness towards his own children. He's mostly misguided, but that doesn't prevent the fact that he was what most would think as a bad father for his 'original' children. However he has a close relationship with Therkos, his only child by his second wife.

Step-Mother: Thaelira, Holder Wife, b. 2553, married Cirkernos 2575
Thaelira is a nasty, self-centered and materialistic, who had no time for the children birthed by some other woman, especially when they refused to conform to her every whim.

Full Siblings:
Kyrrana [sister] Journeyman Miner, b. 2559
Irthe [sister] Holder Baker, b. 2562

However you wish to go with these two sisters is up to you. I wouldn't like them to have a good relationship with Thaelira, but they were mostly grown up and living their own life when Thaelira entered the picture. Married, unmarried, children, whatever you wish. I'd like to keep one as a Crafter (from one of the main crafts) and one a Holder, but what exactly they do within those guides is up to be changed if you like. And I'd like them both to have some sort of relationship with Cinnacai.

Half-Sibling: Therkos [brother] Weyrbrat, b. 2578 (mother Thaelira)
Therkos is actually not a bad kid, in fact he's quite sweet, even despite such a nasty mother. But he has a good relationship with Cirkernos and he loves Thaelira despite her flaws (and definitely knows of her flaws.)
He's just 13 turns, so the perfect age for crafts or candidacy. I think candidacy would be a lovely shake-up considering Thaelira would absolutely hate it, but if you want to go craft-wise that's fine too. 

Notes:
Cirkernos and Thaelira would be living at the Mine Hall.

Please ask before starting on any character for this ad, either here or in PMs. They would also have to be adoptable.



5
Holders / Sohrelle [ 21.01.2573 / Wife ]
« on: March 14, 2018, 09:29:06 PM »

Play By:
ASHLEY JOHNSON
Biography

Name:
Sohrelle
Pronounced:
Soh (like orange) - rehl
Nicknames:
Elle (Like... L)
Date of Birth:
21.01.2573 9th Pass
Place of Birth:
Fort Hold
Weyrmate or Spouse:
Rossed - Peacekeeper

Your Reflection...

Appearance:
Sohrelle likes lovely looking but impractical clothes, after all, it's not like she has many practical things that she has to do. She does however, after some well phrased advice and some well-placed baby spit up, wear an apron when in the home. It saves her from indulging too much in her like of being clean. Not only is the act of washing soothing to her, she simply likes to look like a put-together mother, and not one that can't handle herself.

It's a shame in her opinion, that the necessity of the jewellery crafters isn't as obvious to the Weyr as it is to her. She likes shiny, pretty things, and wishes she had the opportunity to get many more of them. As it is, their cave-home is filled with all sorts of knick-knacks; shells, rocks and pottery in the hope she can get some of her shiny-hunting under control.

A short woman, Sohrelle stands at only just under 5 feet, and that height was evident throughout most of her life. She was a short kid, and stopped growing early enough that everyone knew she was never destined to be an amazon. However, she's not an incredibly slight woman, her hips are nicely rounded her childbirth, but she bounces back easily from post-baby weight, the luck of good genetics. 

Response to 9th Pass Catastrophe: Sohrelle didn't really let it affect her. Her family was well off, her parents tried to hide her from most things, and to be honest, she's a little too simple-minded to really worry about it. Unless she's experienced it herself, there's no way she would ever be able to understand.

Response to dragon color mutations: Sohrelle has been told that the new colours are an abomination, but that all riders are bad anyways, so whilst she'll agree with anyone else's opinions on the mutations, she doesn't really understand what makes them any worse than the others. In her experience, neither the original colours nor the new ones, have ever done anything bad to her, but she'd never say that out loud in certain company.

Who are you...

Likes:
*Pretty things - Rocks, shells, gems, anything with a little bit of sparkle or life appeals to her. She likes knowing that there are things in the world and their only purpose is to be pretty.
*Children - She firmly believes she was born to be a mother, and despite believing it's her duty to provide them personally, it never had to be limited to her own. Babysitting other children is a highlight of her day.
*Most animals - Especially furbeasts. They're just so cute with their little fluffy tails, and their floppy lil ears. Herdbeasts appeal to her from a distance, or simply a brief pat, because if she spent more time with them they'd be smelly and large and loud.

Dislikes:
*Issues - Unless they're even remotely related to young children issues, she just can't... think of how to fix them, so they frustrate her. She wants to help, but a lot of the time, the concepts are just beyond her.
*Runners - They actually scare her. They have these huge teeth, and their legs are so strong, they could kill you with one stroke.
*Cold - Mostly because of the connotation of the cold while they were in Fort Hold, many of those living on the streets didn't last Fort winters. However, Sohrelle isn't attentive enough to think of it that way, she simply dislikes cold because everyone else always has.

Strengths:

* MOTHERLY : Perhaps the only place where Sohrelle shows any sort of backbone is in the raising of her children. They must have some form of discipline in order to look good and make the family proud, and it's her job to make sure that they do so. Whilst she leaves some of the... more complicated disciplinary actions to her husband, she can mostly handle herself well enough. Making sure they're provided for, educated, given everything she can possibly provide for them, whilst keeping them away from some of the more... unsavoury sorts. All in all, Sohrelle is a good mother, if a traditional one.

* DUTIFUL : If Sohrelle knows anything, it's what her duties are to her hold, her husband and her family. She puts a lot of stock into the "proper" way to do things, and "looking good" for the Hold and her husband.

* UNCOMPLAINING : It's simply not at all ladylike to complain. She'll do what she's told, maybe with a little question of clarification, because it is easy to confuse her, but definitely without complaint, or too much hesitation if you are thought to be or ranked higher than her.

* SWEET : Sohrelle likes to be nice to people, it simply comes naturally to her. However, given the rock hard rules of social engagement in Holder life, people that she's actually allowed to be sweet and nice to are few and far between. However, she really is a kind person, when she's allowed to be.

* LOVING : The people that Sohrelle cares about find themselves with a sweet and loyal friend. Or at least someone attempting to be so. She loves quickly and completely, not being able to hide any of her emotions about people.

Weaknesses:

* VAPID : Sohrelle doesn't really have any thoughts of her own, whilst naturally a sweet person, and without any express orders to avoid someone, she'll be happy to be nice to them, but overall she's just a little bland. She's never had any option to have thoughts of her own, and even if she did, it would likely be a more difficult and frightening world.

* WEAK : Easily convinced to do what others want of her, Sohrelle is easily influenced. Whether it be her husband telling her that some injustices are meant to be, or even people she's not supposed to talk to convincing her that it's fine. Weak of mind and body, Sohrelle is meant to be hidden away from the dangers of the island.

* ACCEPTING : Whilst a few of her siblings have defected, Sohrelle is pretty... accepting of their life choices. They're family after all, and she simply has no concept or way of understanding their hate, or their drive to make a different life for them. Even if they hate her, they're siblings, she loves them because... that's what you do.

* ATTENTION-SPAN : Sohrelle's just not really good at remembering things. She really tries, but given how easily convinced she can be about anything, the act of someone convincing her to do anything, will completely distract her from her initial task.

* OBVIOUS : Sohrelle can't lie. She's just so... open and kind, everything shows on her face. It makes it difficult for people to trust her with information that needs to be kept secret. She'd try, but she would rarely ever succeed.

Describe Yourself:

* ONE-DIMENSIONAL: ----- Sohrelle doesn't have many hidden depths. What you see is what you get with her, she's a family woman, a holder, a mother, a daughter and a sister. There's never been any fight in her and little forward thinking and planning beyond "What would be nice for dinner tonight?" The only real thing about her is her kindness, and with her life firmly under her husband's boot, even that is controlled.

* FOLLOWER: ----- Not one to strike out on her own, she's more than happy to take direction from those who tradition dictates she should, and even, just from those who act like she should be taking direction from them. She's not exactly smart enough to see through a good enough front.

* HOLDER: ----- Sohrelle completely and 100% identifies with the holder lifestyles and the unspoken rules that come with the territory. It's simply what she has been raised to believe in and she's never felt any need to question that. She must look good, say the right things, don't speak out of turn, keep quiet, but not too quiet, have food on the table, have a child in the belly, be seen at events, stay away from the riders.

* POSITIVE: ----- Sohrelle is a very positive person, and in that sense she can find excitement in anything. There's always a silver lining in any situation and in Sohrelle's case, it's frequently to the extent of delusion. Although, being so upbeat, it's hard not to be happy when Sohrelle is around.

* NAIVE: ----- Her opinions have only ever been constructed by other people, she has no real life experience or wisdom when it comes to other people and their potentially "bad" motivations.

The Magic Touch: Sohrelle chewed on the ends of her hair as a child when nervous. Although eventually her parents scared her out of it, she still reverts to the old habit when in severe distress.

Family...

Mother: Evelthra, Holder, b. 2550
Father: Taygrohle, Peacekeeper, b. 2548

Siblings:
All adoptable. They can be what you want:
2563: 27 Turns
2565: 25 Turns
Meyelthra [sister] Former Wher Fighter b. 2567 --- played by SanctifiedSavage
Qailyx Evgrohle [brother] Weyrfolk b. 2567 --- played by RaynePOTM
Tayvelle [sister] Apprentice Beastcrafter b. 2570 --- played by Kyya
2571: 19 Turns
2576: 14 Turns
2578: 12 Turns
2580: 10 Turns

Children:
Rossell [son] b. 2587
Sohred [son] b. 2589
Named as per holder tradition

 

Tell us a story...



* 2573, 0 Sohrelle was a welcome reprieve after her more independent elder siblings. Born the 7th child of two well-off holders, a plump and bouncy baby, Sohrelle was bound to grow up with all the comforts they could offer.

* 2576-78, 3-5 Having never really been a baby who cared to explore, Sohrelle was slow to crawl, slow to walk and slow to speak. Not enough so that it was ever worrisome, but she simply didn't have the innate need to go and discover new things. It was in these few turns that her final siblings were born, and Sohrelle enjoyed all of them. When they would cry and have a temper tantrum, Sohrelle was content to just simply watch, waiting for them to be done before they could get back to playing. She didn't understand their actions, so she simply didn't think anything of them, just waited for them to be done so she could get back to what she wanted to do.

As a toddler, she didn't begrudge them any of the attention her new siblings received, in fact, she took to trying to care for them. Holding the littler ones in her arms to rock them to sleep when they cried, not because she was sad that they were sad, but simply because she'd seen Evelthra doing it earlier. All in all, Sohrelle was turning out to be a little mimic of her mother, and simply didn't have the capacity to be bothered by anything going on in their young household.

* 2581, 8 When her older sister Tayvelle leaves, it's Sohrelle's first little glimpse into the idea that a world beyond her family exists. But the idea doesn't last long in her mind. She simply... carries on with her life. Obviously there is nothing else to do for it. She doesn't understand any of Tayvelle's reasons, nor does she particularly investigate to figure out why. Sohrelle just simply thinks of it as a confusing turn of events which she doesn't care much about.

* 2582, 9 When her sister Meyelthra leaves Sohrelle cares a little bit more. Mostly because of Meyelthra's previous pregnancy and Sohrelle's own want to do the same. When her sister gave away the child, Sohrelle was even more confused, even her young mind knowing that was what she was meant to do, and unsure as to why her sister didn't feel the same way. But once again, Sohrelle's interest in the situation passes reasonably quickly, she doesn't understand, and doesn't feel like she ever will.

* 2584, 11 Finally when her brother Ev leaves, Sohrelle just gives up completely trying to understand her siblings. She's just keen to get married and not do what three of her siblings so far have done. Her parents find her a suitable match, even if he is a bit older, and introduce the slightly too young Sohrelle to him. He, Rossed, seems content enough, although any who paid attention would know that he knew far previously what he was getting into, after all, he arranged the marriage himself. Sohrelle likes finally feeling like something is going right for once, and eagerly awaits each time Rossed comes to visit her with flowers and gifts.

* 2585, 12 They wait a... respectable amount of time after her turn day for a nice ceremony. Family and "friends" turn out, even if the actual occasion leaves a lot to be admired. It's hard to impress people with how well off you are when the world is falling down around your ears, and the entire population is crammed into such a small space. But Sohrelle didn't think of any of that, she was giddy and giggly, smiling up at her big, fancy husband. She lived out the rest of the turn in a haze of happiness, enjoying her own home, husband, and life.

* 2587, 14 The birth of her first child went as smoothly as one would expect after being wholly uprooted from everything she had ever known. It was uncomfortable, and painful, but she suffered no severe complications, her body simply being well suited to child bearing. Her husband chose a name of five options she had prepared for him, knowing by now that he preferred their encounters to be short and to the point. After all, he had important work to do. She enjoyed the subtle art of motherhood, feeling like it gave her a little more purpose in her little world.

* 2589, 16 Being slightly disappointed that she didn't get pregnant again immediately, Sohrelle was pleased when eventually she started showing the signs of pregnancy. Rossed was... appropriately pleased, and to prevent her from getting too overwhelmed, he decided to spend a lot of time away from their home cave. It made Sohrelle a little sad for a little while, but eventually, with a toddler and a newborn to deal with, she didn't have time to feel sad about it. When Sohred grew out of the constantly crying all throughout the night stage, Rossed made his way back to their cave to sleep.

* 2590, 17 With Holders moving into the Mine Hall, Sohrelle was exposed to the opportunity to impress a wher. Rossed allowed it, telling her that only an appropriate wher would do. But of course, those instructions were a little too vague for Sohrelle. The open hatching at the Mine Hall was something incredibly unique, and whilst everyone was marvelling over the appearance of a dual bonding of whers, Sohrelle managed to bond a green. Rossed was furious, obviously not believing the tiny little thing to fit his idea of appropriate. But it was too late, so eventually Rossed resigned to teaching Sohrelle the beauty of corporal punishment. It... confused Sohrelle to begin with, but Rossed had trained a wher already, and was highly regarded by his fellow Peacekeepers so she supposed that was what she was supposed to do?

* 2591, 18 Between trying to get pregnant again, training Sohsk, and trying to stay out of Rossed's way as he makes his way back up the Peacekeeper ranks, Sohrelle has more than enough to occupy her time. She enjoys living at the Mine Hall, although sometimes it's a little "lonely in the middle of a crowd", but Sohrelle has a good many things that are more important than her.

"Mama? Sohsk is acting weird."

"Sohsk. Hey Soshk. What're you doing?" Sohrelle had paused in the chewing of her meal to stare down at her wher, frozen where the green had been sitting by one of the legs of the table. She shrugged, ruffling Rossell's hair on his head, and simply letting him know that Sohsk would get over whatever it was soon enough.

Sohrelle still didn't really know how to sift through her whers emotions, and connecting those emotions to Sohsk's actions at this moment seemed nigh on impossible on top of trying to keep Sohred's food in his mouth and his crying at bay. The little toddler still liked to reply upon screaming to get his way, and while Sohrelle knew she couldn't always give into his demands, but in the Hall she knew that Rossed would be very disappointed if they caused a scene.

A loud scream of a dragon burst through the cacophony of the Hall, sending a shudder through everyone involved. What was... A cry of the word Hunters caused Sohrelle to spring to action even as everyone else did, scooping one child onto either hip and nudging the still frozen wher with her foot who cringed away from the touch. "Sohsk. We need to go. Sohsk!" But the wher's emotions in her head were too muddled, too confused. The fear from Sohrelle's mind blurring their connection and making it difficult for her to put any force into her order.

Buffeted by someone passing by, she almost lost her balance, clutching onto her two boys as she steadied herself. Shards. And she ran, leaving her wher where she huddled, knowing that she'd either find her way back to their home cave, or they'd find her when it was safe again. For now, she had to get her kids to safety.

Briefly in her flight, Sohrelle thought of Rossed, and whether he was rallying to answer the attack, but Sohred's piercing cry dragged her back into reality, and she ran down the caverns with the rest of the fleeing crowd.

Member Info...

Created By:
Inki
Other Characters:

Inactivity Preference:
>_> Adoptable
Mauling Permissions:
Rough 'em up
Anything Else:
I will be putting up a wanted ad for her husband <3

Coded by SanctifiedSavage for SWW

6
Holders / Ryneppa [ 04.05.2567 / Holder ]
« on: March 03, 2018, 05:46:54 PM »

Play By:
BRIANNA HILDEBRAND
Biography

Name:
Ryneppa
Pronounced:
Rin - EHP - pah
Nicknames:
Ryn (pretty much everyone calls her this)
Date of Birth:
04.05.2567 9th Pass
Place of Birth:
High Reaches Weyr
Weyrmate or Spouse:
None

Your Reflection...

Appearance: Ryn's severe exercise regime has left what could have been a willowy build, instead more boyish than anything else. Highly muscled and strong, Ryn's lost a lost of her womanly features. This is accented by the hair which she cuts close to her scalp, removing the possibility of an opponent using it against her.

Being the last child of many meant that her clothes were the majority hand-me-downs, whatever colour they had been originally were usually faded and greyed significantly. Ryn decided early on to just take everything and dump them in the dark vats of the weaver hall, dyeing them all dark shades of grey and black. It was simply easier, and as the last child, she didn't have any siblings after her to answer to.

Response to 9th Pass Catastrophe: Ryn was lucky to be born at the tail end of the pass, with a family who always stuck close together. She dealt with the pass by living in the comforting shadows of her siblings. Given how immersed she was within the gang culture, Ryneppa didn't really understand the ins and outs of the Weyr's involvement in the catastrophe, and probably wouldn't care given how far in the past it was anyways.

Response to dragon color mutations: Ryn knows that she probably should care. But it has nothing to do with her in her opinion. Purple, pink, teal, whatever, she is never going to be a dragonrider, as long as these new things can fly, they can still fight thread if it comes back.

Who are you...

Likes:
• Food - Growing up in Fort Hold means that things were always tight. Her family did what they had to do, and now that they've carved out a little something for themselves, she makes the most of the food she can get her hands on now.
• Beasts - She enjoys getting down and dirty helping out Auntie Kay, and whilst she's not overly attached to creatures in general (one can't be when they've lost so many whers to fighting in the past), Ryn does enjoy their company.
• Alcohol - Ryn enjoys the taste in all honesty, and whilst she hasn't quite come to rely upon it yet, she's the kind of addictive personality that could very easily need it for all social reactions. As of yet however, she's managed to get through most situations with a sheer lack of care for other people's (or her own) discomfort.

Dislikes:
• Responsibilities - Ryn has never been apart of their little "business" and she's simply not a responsible person. She doesn't like letting her siblings down so they should simply... not give her anything important to do and they're all happy.
• Stuffiness - She doesn't like being stuck in one place for too long, or crowded in a busy room inside. There's definitely something different to the thrill of a packed, damp, jeering fighting room, to a Hold Hall with a bunch of fancy wives staring at you as you eat with your mouth open. Personally, Ryn dials it up a notch whenever she notices.
• Being let down - It's something that she's always struggled to be nonchalant about. But Ryn has mostly solved her dislike of the act by not really trusting many people outside of her family.

Strengths:

* HIGH PAIN TOLERANCE : Getting into fights a lot means that someone like her has to be able to take a hit. Whilst she's usually quicker than anyone else in the scrap, her small size means that if someone gets their hands on her, she has to be able to take whatever they throw at her, before squirming her way out again.

* UNAFFECTED : Not many things have a lasting affect on her psyche, meaning that despite shit going wrong, and the entire world falling down around them, she doesn't dwell on it. Preferring to shove it into the deep recesses of her mind which will never be explored.

* PEAK PHYSICALITY : Quick, lithe and strong, she has worked to get herself in this condition. Can't be starting fights with anyone if she doesn't have the goods to back it up. Her musculature is sometimes hidden under clothes, making her a surprisingly formidable opponent. Her real talent lies in her speed and endurance, being able to dodge out of reach of a large opponent until they tire allowing her to close the distance.

* LOYAL : Her family, and Auntie Kay, are her world. Everything she is, everything she has, she owes to them. Being only young when her mother died and they had to seek their own way in the world, Ryn would do anything for the people that had always been there for her.

* WHER TRAINING : She's produced a fair few good fighting whers, having a bit of a knack for understanding the creature's motivations, whether they have changed between whers or not. That doesn't mean she hasn't lost whers throughout her fights, sometimes they just don't succeed. But Eppask has excelled over his turns, and her newly bonded Ynesk is turning out to be a very formidable beast.

Weaknesses:

* SHORT FUSE : Not waiting for the go ahead, she finds it hard to keep her anger contained. She attempts to do so when asked nicely by her siblings, but in all honestly, most of the time she would simply decide to settle disputes with a one on one knife fight.

* UNDIPLOMATIC : Definitely being told to keep her mouth shut when the gang has official and delicate business to do, she's never known what to say to get people to actually... like her.

* NONCOMPLIANT : It just... ruffles her feathers getting told what to do. Even if she knows that it's the correct thing, she just doesn't... like the tone in people's voices when they give her an order. Sometimes her siblings have to phrase things in the right way to get her to comply.

* FICKLE : As fickle as the wind some would say, Ryn can go from loving to hating something within a split second, with no real reason or explanation. Perhaps it goes along with her short attention span, and simply her inability to sit still, but her minds flits quickly from one thing to another.

* TARDY : If left to her own devices, Ryn will always be late, cause by a combination of a short attention span, a constantly curious mind, a rebellious streak, and a need for attention.

Describe Yourself:

* APATHETIC: ----- She finds it hard to care about other people and things. Her siblings have shown her how to do so within their little familial bubble, but when it comes to new people, she's never truly understood the value of friendship, kindness, and even simply material goods.

* VIOLENT: ----- The rush, the taste, the heat, everything about fights and violence and blood is something that she simply enjoys. It makes her feel free from the confines of duty and all the little rules she has to follow in every day life.

* NONCOMMITTAL: ----- Her families and their... business... has taken up all of the commitment that her little mind can handle. She knows her family, and simply doesn't believe there are any options other than trust. Everyone else however, is a loose, undetermined end. Ryn only needs one thing set in stone, everything else can be thrown to the wind.

* UNLADYLIKE: ----- Chewing with her mouth open, horrible facial expressions, and a vocabulary rife with all sorts of explicit language, Ryn has never fit into the traditional Holder lady role. She doesn't particularly want to either, it doesn't appeal to her to be boxed in in that way.

* DIFFERENT: ----- Her sisters always had it differently from her, they were strong yes, and smart, but they were gorgeous, and you could see heads turn when they entered a room. Ryn makes heads turn for sure, but it had always been with expressions of fear or distaste, not for lust or awe. It makes her a little... disappointed she supposes, but she's never wanted to change herself in order to get those looks.

The Magic Touch:
Class-Specific Abilities: The Look of Loathing
The Look of Loathing is well understood within the family as a Ryn-specific look of complete and utter distaste. This action gives a +4 to damage, with eye-roll modification of +3.

Family...

Mother: Journeywoman Beastcrafter Odeline b. 2536 d. 2567
Father: Hold Farmer Kyppesin b. 2534

Siblings:
[{NAME}] b. 2550 The Leader --- Played by Kyya
Oppesine b. 2553 The Whoremaster --- Played by SanctifiedSavage
[{Dolynsine}] b. 2555 The Recruiter --- Played by RaynePOTM
Kindolin b. 2560 The Logistician --- Played by SirAlahn

Children: Ryn recognises that she is far too irresponsible to look after children, and has made steps to terminate any pregnancy that may have arisen.

Tell us a story...



* 2567, 0 Ryneppa was the last child to be born to their family, despite being an undergrown baby, her mother struggled all throughout the pregnancy, and languished in ill health for the rest of the turn.  Ryneppa enjoyed the attentions of her parents for that time, but when Odeline died, her father struggled to raise Ryn as he aught. She spent a lot of her time in her toddler turns in the company of other young children, as the majority of her siblings were significantly older than herself. It didn't make her bitter, just simply... more disconnected from other people.

* 2571, 4 Ryn was young when her family took their first step into a new life. With their mother deceased not long before, her father needed a bit of help looking after the family that he had never intended on taking care of alone. Luckily, by the time they moved to Fort Hold, most of the children were old enough to look after themselves well enough, with the exception of Ryneppa who was always just a little bit of a thorn in everyone's side. Being so much younger and not being able to pull her own weight, tubby little toddler that she was. Ryneppa however, enjoyed the way that their family was now able to spend more and more time amongst the beasts and their crafters. At that stage in her life, she didn't realise what Auntie Kee was really doing for their family, giving them a purpose.

* 2576, 9 It takes Ryn a while to understand the new venture her siblings embarked upon, and although it was the attack on the runners in 2572 that started off their planning, it's not until she turns 9 that she starts to investigate. She started investigating Dolynsine's work to begin with. Whilst she knew her older brother would never tell her outright what they were doing (especially if they hadn't done so already), her siblings had never really kept an eye on her everyday doings. So she spent her days tailing her brother, listening to closed doors at his meetings, then tailing those who left from those meetings, and she eventually managed to make a nice mental list of those her brother kept party with. But things still didn't... fit together yet. So she moved onto her eldest sibling, doing much the same, then Kindolin, and finally Oppesine. It was Oppesine's work that really slotted everything together. It made what Doll was doing make so much sense, and it gave her at least a vague understanding of Kindolin's much more confusing work. They were starting a business. A business which extended into all walks of the Hold's underground life. Smart of them, she admitted, but it bothered her that she was so much younger, and so much excluded from helping in ways other than just being a watcher at the stables. So now with a greater understanding of the family business, she started to make plans. Ryn knew that she was just a little too young at the moment to pave a path for herself, but one day... One day...

* 2579, 12 On her 12th turn day, the day of womanhood she was told by the more obtrusive aunties of the Hold, she managed to use some of her siblings connections in order to procure a wher egg. She bonded to an ugly little brown which liked the name Rynsk. Perhaps this was when her siblings started to notice her as a useful member of the family in terms of their side business. Whilst she used their connections, she didn't ask them for help, nor did she bother them to do it for her, she just... paid attention and sought out what she wanted. Not long after, Ryn elbowed her way into a fight, calling on the names of her siblings to intimidate the fight organisers to allow her to play. Rynsk did well for a while, and she seemed to do the family name a little proud.

* 2581, 14 When she loses Rynsk in a fight, she realises how much she did enjoy the company of the ugly little thing. Working with runners probably made the loss a lot easier on her. You didn't work with the beastcrafters without knowing the inevitability of the death of an animal. So Ryn managed to easily detach herself from the process. Rynsk had been a tool, and had won her a good many fights, useful while he lasted. When she actually realised that, it was easy of her to cast the thought of her last wher aside, and bond with a new one. This one was a green, but feisty, a little bit on the more feral side. 

* 2583, 16 She managed to technically win a fight with her green, although the thing died of it's injuries not long after. Her winnings however, had included enough trade goods, that she managed to get another wher egg without having to let the provider in on any potential winnings. She simply reminded him of what he owed her, and said they'd be square if the wher was larger than her last. Technically it was true. She ended up with a blue this time, on the larger end of the scale, but he was far too empathic, and frankly quite annoying in Ryn's opinion. He did well in the fighting but she didn't feel anything when she lost him in a fight.

* 2585, 18 Her blue didn't last long, and her father, ever so oblivious to his children's dark sides, procured a wher egg for her to replace him. The bronze Eppask that she bonded with was a far more suitable wher than any she'd had in the past, strong, focused and 100% dedicated to Ryneppa. Ryn wondered then, it her father knew more than she had thought, getting her the perfect wher for her night-time activities. But when he continued to try and slip the bronze extra servings of their desserts under the table, she realised it was far more likely to be just sheer dumb luck.

* 2587, 20 When they all had to uproot their lives to move to this new island, Ryn was more than a little annoyed. They'd carved a good little lot out for themselves, and Eppask was doing better than ever. And the ruddy dragonriders just expected them to leave everything behind and go swanning off where ever the hell they said? It was frustrating, to know that everything she had worked for was frozen for an indeterminate amount of time.

* 2590, 23 When the Mine Hall discovered that bonding to two whers was now a possibility for everyone, Ryn jumped on it. The Holders were becoming more autonomous by the day, and she'd heard whisperings of the gangs that still lurked, reviving some of their old past times. The whole prospect was simply exciting, and she was glad that the egg she procured turned out such a fine specimen. It would be two turns before she'd fight Ynesk, but surely two fighting whers were better than one?

Ryn's walk had always been a sort of saunter, and today was no different. The air was tense, and it made her shoulders relax. This was home for her, the stink of sweat and blood floating about, with shouts and growls and screams of pain. Occassionally there was the ripping of flesh, or the thud of fists when a payment went astray. Usually muffled by a door as they tried to do it out of sight of the general populace.

There had been a moment when Ryneppa had wondered whether this day would ever come. Whether her old life had been permanently buried by time and space. The further away their lifestyle had gotten from her youth at Fort Hold, the more she'd worried about her prospects. But that was definitely not something she wanted to think about now.

With Eppask and Ynesk flanking her on either side, she enjoyed the undoubtedly confusingly intimidating figure she would pose. A slight, boyish woman, flanked by one huge and grizzled bronze, and a brown which was larger than any wher his age had reason to be.

Ynesk's hide rippled as the sounds of the room swamped over him, and she narrowed her eyes at the younger wher's body language. A little bit tense, good, but not scared, no, that was evident when she scanned through the emotions emanating from him. The tenseness of muscle seemed to be more of... anticipation, and a little bit of over-stimulation from all the excitement. For his first time, Ryn wasn't too worried, but she'd keep an eye on the red which was tinging his eyes, making sure it stayed firmly focussed on opponent whers.

Member Info...

Created By:
The one who crushes dreams
Other Characters:

Inactivity Preference:
Adoptable
Mauling Permissions:
Bring it on!
Anything Else:
Nah

Coded by SanctifiedSavage for SWW

7
Universal Events / [ 1.3.2591 ] Cinnask's Run
« on: March 01, 2018, 09:56:37 PM »
Cinnask’s Run
 
01.03.2591 / 6.30PM

Just as the sun sets, farmer wher Cinnask calls to the males of the Weyr to impress her and prove themselves a good mate. She’s young and excited, a green taking on her Maiden Run.

Cinnacai has opted to make this run open, however Cinnask is not a force catch! So anyone who choose to participate is doing so under the knowledge that they are expected to stay the night with Cai should they win. Farmers and Beastcrafters would likely know of her, a bright and cheerful young apprentice, but how their knowledge of her influences your characters participation in the run is up to you.

OOCly I will be gauging how interested Cinnask is by your wher’s performances, and randomising the top few that she likes.

Code for Participants:
Code: [Select]
Handler and Wher Names: [{BLANK}] of [colour]Name[/colour]
Aftermath Thread: Fade to Black / Mature / Nothing

IC Thread

Participants
Cinnacai of Cinnask
Meyelthra of Meyesk
Neriherem of Nerihesk
Quenneca of Quensk
Tayvelle of Tavlesk
Omenya of Yannusesk


Checked In
Oarlen || Sokon || K'zaya || X'kis || Nycolus
|| Testhinia || Berlya || Wa'by || H'riel || T'vye || Nalata || D'mir || Vickmarra
Fisk || M'dak || Inanna || Iralye || W'um || Y'tol || B'ron || Z'ryr || J'sen || X'rine || Gwinn || Vironethian || Kenna || Elrethra || Ysveta || Tresrissa || Daresik || Mauddra || Q'ellan || P'run || Paylae  || K'rez  || Elrost || Allevaithe
Droissa || Nieve || Penderton || C'dus || Saviavi || Nealros || Bekareni || F'erro || T'rel || R'ael
B'lye || T'stann || Nishi || W'lleni || C'bryn || Galve || Tiynnalacia || Kyareena || Qailyx || Vorianna || Keron
Araena || Calladren || Kaladesi || Kyohei || U'thar || V'len





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

8
Weyrling Announcements / 2590 Classes Training Thread!
« on: February 22, 2018, 02:51:04 PM »
Hiya everyone!

I'm back with a little Weyrling lesson. Every Weyrling from 2590 can get involved in this one, and I've left it as open as I could. Because we'll have quite a few Weyrlings in this thread, make sure to tag whomever you're directly replying to just to keep it easier for everyone.

You can find the thread here: A Little Learning Goes A Long Way

If you have any questions, as always, you can ask me, check the Weyrling Guide, or ask W'um!


9
Universal Events / [ 1.2.2591] Utaith's Flight
« on: January 18, 2018, 02:08:59 AM »
Utaith's Flight
 
01.02.2591 / 5AM

In the early hours of the morning, with the temperature dropping as the season carries on, and the wind waking most of the Weyr, Utaith, one of Mountain Wing's Reserve Greens has taken roaring to the sky for her annual flight.

Many may know that the green's injuries prevent her from flying as often as the other females but it doesn't mean her flight is any less difficult or interesting. She likes to challenge people, and likes to be challenged, so will only be satisfied with a male who yanks her from the sky, not one who waits for her to choose him. Given this, it is typically larger males that have a chance at Utaith, but it would depend on each dragon's performance on the day, and how Utaith sees fit to test them all.

OOCly I will be gauging how well the chasers perform in their posts, then randomising a winner from the best few.

Happy Hunting!

Code for Participants:
Code: [Select]
Name:
Dragon:
Matue Thread: Fade to Black / Play it out

IC Thread

Participants
J'sen of Utaith
T'stann of Nerenith
N'syn of Tasuroth
R'ael of Uramaeth
Wa'by of Vicith


Checked In
L'ren || Thiis || Esclamonde || Isotarïne || I'ryn || Notkerric || T'vil || T'kray || Halraen
Droissa || Nieve || Penderton || C'dus || Saviavi || Nealros || Bekareni || F'erro || T'rel || R'ael



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

10
Crafters / Cinnacai [ 30.10.2564 / Apprentice Farmer ]
« on: December 14, 2017, 01:27:14 PM »

Play By:
COURTNEY EATON
Biography

Name:
Cinnacai
Pronounced:
Sin - ah - kai
Nicknames:
Cai (by most), Sin (by few)
Date of Birth:
30.10.2564 9th Pass
Place of Birth:
Fort Hold
Spouse:
None

Your Reflection...

Appearance: Cai likes wearing clothes that flatter her figure, but she's not really afraid to get dirty. There's a specific divide between work clothes, and her clothes which she wears on her time off. However, both are consistent with the browns and blacks of the typical farmer outfit and easy-to-obtain colouration given the lack of resources this interval. Whilst most women still stick to skirts and tunics, Cinnacai prefers to go with well-tailored pants, that show off her leggy but still womanly figure, instead of hiding it under the pleating of skirts.
Never having been one to hide herself away, she walks tall, with a hippy swing in her step, but with face raised, not avoiding eye contact with those she passes whom may be ranked above her, of whom she may not know.

Response to 9th Pass Catastrophe: The catastrophe sucked, that was to be sure. Whomever made the original decision is perceived as far too hasty in Cinnacai's mind. And she only wishes that she were on whatever kind of discussion panel they had in the first place. But it happened, it's over, the Pass is in the past. Her attention is now focussed on the future, not playing the blame game.

Response to dragon color mutations: They seem pretty cool in her opinion, but she can understand some of the apparent worry. Sometimes in plants you can see colourful mutations appear, and occasionally they are paired with a decrease in productivity. But it seems to just be a random set of occurrences to her, and never something they'd be able to prevent, so she's not too worried about the colour mutations in all honesty.

Who are you...

Likes:
*Scents - Cinnacai has a thing for scents and smells, they bring back memories, emotions, all with a single waft. It's pretty impressive what natural things can do.
*Colours - Her room is full of carefully selected plants, and whilst others may think it's a bit of a mess, they all have their proper place, bringing the outside colours of the sea, sky, jungle, and dirt into her place.
*Sex - Cai enjoys the dirty, sweaty, messy and simply primal act of sex. Male, female or otherwise, she doesn't really have a preference, just the individuals themselves and their ability to please her.

Dislikes:
*Sleepless nights - She's a bit of a grump if she doesn't get the necessary hours of sleep. That doesn't necessarily make her "not a morning person", in fact, she's quite happy to enjoy the morning hours before sunrise, but it simply makes her sleeping schedule tightly timed.
*Boredom - Cai isn't one to waste her time, so a boring kind of person simply won't keep her attention for a long time. She'll try to... an extent to be polite, but is straightforward eventually to just leave.
*Death - It's not something she thinks about too often, but she doesn't like to deal with the thought of death. She's simply afraid of the moment of nothingness... which is why between gives her the chills as well.

Strengths:

* GREEN-THUMB : Obviously, she's a ruddy farmer, it would be a shame if she didn't have a green thumb. But for her it was a little different, ever since she was a child she's had a knack for knowing what plants "like". Whether it be her knowing that the fungi growing in the caves are getting too much light from a recently opened cavern, or whether a new garden bed is getting drowned by some overnight water-drains. Cai can simply "read" tiny things on leaves and in soil.

* ADROIT : Cinnacai has always been quite clever, and resourceful when it comes to complications. While she's not intelligent and quick at learning everything, she's able to think on her feet, and not get bogged down by issues and things going wrong, she'll stop, think, and use whatever she can to resolve it.

* CONFIDENT : Nothing if not confident in herself, and in her abilities, Cinnacai is her own best friend. Whilst she's not afraid of relying on other people, she knows that if worse comes to worst, she will to be able to everything she sets her mind on.

* CHARMING : Cinnacai is more than happy to use her good looks to her advantage. She doesn't think of it as cheap or unclassy as others might, instead, a flash of a leg, a batter of an eyelash, a little hint of something more, all to get what she wants? She's 100% okay with using that to her advantage. Even if she doesn't always follow through, she is none the less good at getting what she wants.

* DETERMINED : Once decided, Cai will stick to her guns. Making sure that whatever is put in her path can be achieved. There's little that someone can do to deter her from a previously decided path, once Cinnacai has put her mind to it.

Weaknesses:

* REBELLIOUS : Cinnacai has never wanted to blend in, she's wanted to be noticed, to be important, to have attention. Being someone who was simply another one in the crowd had never been part of her plan.

* IMPUDENT : Cai isn't very good at showing respect to those simply because of rank.
Lord Holder Maeron - "Show some spine mate."
Ex-Lord Holders - "Tooooo bad, so sad."
Weyrwomen - "At least she has a ruddy great dragon."
Peacekeepers - "Yeah, I have a wher too, so what do you actually do?"
The only people that she actually understands the rank of are Crafters. Unlike all the other ranks on Pern (in her opinion), Crafters had to earn their spot through decades of hard work, which she too knows a thing or two about. In terms of Dragonriders, she thinks far more highly of the actual dragons than their riders, who just seem to come along for the ride.

* INDULGENT : Cinnacai likes nice things. Her bed is covered in as many furs that she could trade for, and clothes lined with soft furs. Some may think it frivolous, but Cai just thinks it's her making the most of her talents. She likes to be comfortable, to be compliment, to look good, Cai simply doesn't think there's anything wrong with that.

* GRATING : Cai's personality can easily rub people the wrong way, and she doesn't make much effort to disguise it in order to make others feel comfortable. If she's at the Hold, she's not going to avoid hitting on someone just because some prissy holder women might feel uncomfortable.

* SELF-CENTERED : Finding it hard to put other people first, she's not the kind of person that's easy to make long lasting relationships with if you need constant... reassurance.

Describe Yourself:

* SENSUAL: ----- Cai has always felt very at home in her body and in herself. Whilst her father and step-mother haven't approved of her freer take on their Holder customs, she doesn't particularly care. She hates her step-mother, and she feels that her mother's wishes for marriage for her children have been more than maintained by her older siblings when they were alive.

* WICKED: ----- Cinnacai has a bit of a wicked humour, fast, sharp, and sometimes a little too inappropriate depending on your persuasion, she's never been afraid of taking a gamble and saying what she thinks to get a laugh.

* INDEPENDENT: ----- Cai can enjoy the company of other people, but mostly she likes to rely on herself. She likes her siblings, and she liked her mother, but after being let down by her father, she's realised it's simply easier to work by yourself when things are important.

* PHYSICAL: ----- Enjoying work in the sun and in the fields, she'd much prefer to be outside doing rather than inside thinking or talking. That is her job after all.

* PROUD: ----- Cinnacai is simply proud of being a farmer. They do so much for the Weyr, and for the people of Pern, and honestly, without her fellow farmers, Cai believes they wouldn't have survived. She's proud to be part of such a group, proud to call herself one of them, and go to work hard every day.

The Magic Touch: Cinnacai's hands are surprisingly... beautiful. She takes care of them, moisturising with whatever she has in order to keep them soft, despite her days of hard work.

Personal History & Education

Father: Cirkernos, Holder Labourer, b. 2531
Mother: Lyrannaithe, Holder Farmer, b. 2535, d. 2570
Step Mother: Thaelira, Holder Wife, b. 2553, married Cirkernos 2575

Siblings:
Cirkaina [sister] Holder Farmer, b. 2548, d. 2575
L'thos [brother] Blue Rider of Kuradath, b. 2550, imp. 2570, d. 2583
Naithos [brother] Holder Labourer, b. 2553, d. 2580
Kyrrana [sister] Journeyman Miner, b. 2559
Irthe [sister] Holder Baker, b. 2562
Therkos [brother] Weyrbrat, b. 2578 (mother Thaelira)

As Cirkernos' infidelity comes to light, some fostered children may claim to be his.

Children:
None

As a farmer, Cinnacai has had reasonably quick access to herbs that... help make a pregnancy disappear. She's made the most of it over her life. So far, she hasn't suffered any consequences, but these herbs are not meant to be taken frequently.

Craft: Farmer

Rank: Sr Apprentice

Date Apprenticed: 2578/14.

Specialty: Garden Grower - Herbs, cultivating, small plants

Education Details: Cinnacai has done well in her craft so far, but only in her speciality. She's not a prodigy of everything, and so she's had to work just as hard, if not harder than others when it comes to studying the things she's not naturally good at. Despite this, the more fluid learning experience of the Farmer Craft have done her well, allowing her (and her teachers) to guide her learning towards what work and don't work for her. But she's never shied away from the things that are hard, she's worked at it, and made sure that none of her learning has been left to the wayside.

Tell us a story...



* 2564, 0 Born to a Holder couple, who worked trying to better the Hold through labour and food production. Cinnacai would be the youngest of her full siblings.

* 2569, 5 Cinnacai had a lovely childhood. Older siblings which she liked... most of the time... The most beautiful and kind mother that any child should want, with a drive and a dedication to better herself, without the need to gain rank or recognition. Lyrannaithe just wanted to be a good person and wanted her children to be so too, and she felt like that would come by not telling lies, not hiding them away from the catastrophe, and letting them explore their own lives. Cinnacai didn't realise how much Lyrannaithe would shape her until later on in life, at 5, Cai simply knew how happy she was.

* 2570, 6 When Lyrannaithe dies of an illness with steals through her body more quickly than any of them could have imagined, Cinnacai realises how much they all truly relied upon her. And how much they needed someone who just loved unconditionally. So when her brother impresses at the Weyr. The moment is tainted by the lack of their mother. She would have been so proud, but instead, their father was distant. Giving no more than a nod in the direction of his son before stalking back to the Hold, dragging the rest of his children in tow. Cinnacai, for the most part, was proud of her brother, but incredibly saddened by the loss of Lyrannaithe.

* 2575, 11 Her father remarries not two sevendays after the death of his eldest daughter in childbirth. And this is when Cinnacai actually starts to realise something is wrong. The death of Cirkaina leaves her terrified for the prospect of having children of her own, and her father's inability to show anything to his children means Cinnacai distances herself from her family. She likes her siblings, but prefers to spend time on her own, exploring the Hold, meeting new people, drudge, gang-member and Lord's child alike.

* 2578, 14 Over the past few turns she'd simply been enjoying a life of a young adult with no responsibilities. Her father distanced himself from his children, and basically let them roam free, not forcing them into work or a craft, he was too occupied with his new wife and her need for things and so he had to work harder in order to provide for her the way she wanted. Cinnacai enjoyed that for a while, however when step-mother birthed a son, and made moves to force Cinnacai to raise him, she searched for a way out. Coming across the remained of her farmer craft, Cinnacai basically invited herself into their craft and moved in with some other young farmers who had made their way into the fallen craft. Her step-mother and father were definitely not happy about it, because Cinnacai obviously couldn't give a shit.

* 2580, 16 When Cinnacai hears of her brother Naithos' death, it's more of a distant memory of the family she once new. Each of her siblings having reacted in their own similar ways to their father's new lifestyle and they too removed themselves from him and the rest of their family. It saddens her, and she makes an effort once again to try and at least keep tabs on her siblings, the apathy she felt for her brother's death reminding her too much of her father's reaction in her younger turns.

* 2583, 19 Her studies had been going well, Cinnacai enjoyed studying in a Hall where there were few people. It allowed her to tailor her learning in a more fluid way, lending her skills to what is most necessary at the time. For her, it was sometimes frustrating how little attention the remains of the Farmer Craft receives from Hold and Weyr. But without viable land, there wasn't anything anyone could do other than just try and maintain what they had left. Her dragonrider brother L'thos falls in thread, and Cinnacai is glad that none of her other siblings chose that dangerous life.

* 2587, 23 The move to Fort Island is a welcome one for Cinnacai and she can't help but feel a little bit of hope for the future of her craft which has become close to her family over the turns. Hunters, Beach Snakes, Sharpfish they don't scare her as much as they should. She just wants to see more people joining the craft and working hard. If it wasn't for the chaos of the Farmer Craft, Cinnacai would likely be looking at getting tapped soon given her talent, however, she's unsure whether that will be something she'll see without many journeymen to make the decision.

* 2588, 24 A fellow farmer grants her the opportunity for a wher egg, and given the lack of members of their craft, Cai decides that a wher would greatly improve her work-time ratio. She bonds to Cinnask later that turn, and is quite pleased with the green, despite her small size.

Cinnacai rolled restlessly in bed, her dreams tainted with splashed of red, brown and grey. Things which she couldn't quite make out in her unconscious state. When she awoke, Cinnask was not on the floor beside her cot, instead, missing from their room, and the general vicinity all together.

Reaching out with her mind, she questioned the disappearance of her green, and was met with a shockingly familiar reminder of her nightmarish dreams. She urged her green to return, not understanding the distressed half-images she was receiving.

Quickly rushing to put on clothes and boots, she sprinted from the room, exiting into the Weyrbowl, the only place she knew with the greens that had flashed in her vision. "Cinnask." Cai called sternly when keen eyes spotted the green hide, her voice only quivering slightly with the fear that something bad had happened to her wher, and she watched as the green came loping back towards her, however, with head continually cast over her shoulder to watch the place she had been.

With Cinnask finally within the safety of her arms, Cai took the time to inspect the Beastcrafthall in the distance. As she watched, dragons flew overhead, diving straight towards the barn, and large, feather bodies poured flapping from the open doors.

"What on Pern is going on here?"

Member Info...

Created By:
The List Enforcer
Other Characters:

Inactivity Preference:
Kill her off
Mauling Permissions:
Rough 'em up
Anything Else:
Nope

Coded by SanctifiedSavage for SWW

11
Family & Friends / Folk for the Weyr
« on: November 24, 2017, 10:31:19 PM »
Mauddra

Mauddra is one of Halirina's Aides and is focused, work-oriented and a little... cold and disconnected. She doesn't really mean it most of the time, she just finds it hard to switch her brain off and let go.

I haven't got much in mind for Mauddra's siblings. Mostly, since she's so work-oriented, I don't want them to be exactly the same. But only one of the remaining is a dragonrider, the other three have decided to stay with the Weyr and do their part as Weyrfolk.

Raised in the creche, these people wouldn't have had a deep connection with their birth parents, but all the siblings did know of each other and their parents, and therefore were aware enough of the major life events that occurred in their family. Mauddra for the most part takes pride in the Weyr-centric lifestyle of her family, whether the others are the same are up to you.

The only character I had any basis of a personality for was their deceased sister M'ryra, who was loud, bright, bubbly and courageous. The opposite of the sometimes cold Mauddra, but they just seemed to understand each other.

Surviving Siblings:
Weyrfolk Rydena b. 2558, 32 turns (sister)
D'nan of Green Oosyth b. 2563, 27 turns (brother)
Weyrfolk Marudden b. 2565, 25 turns (brother)
Weyrfolk Dauryn b. 2566, 24 turns (brother)

What they do as Weyrfolk is up to you, and those are simply their birth assigned genders, I'm open for anything else if that's what you'd be interested in.

12
Weyrling Announcements / Kalestath's 2590 Month 4 Training!
« on: October 28, 2017, 09:39:21 PM »
Ain't No Rest for the Wicked

It’s been a few months since the Kalestath kids have gotten a training thread, and I thought this was a really cool idea from the Weyrling Guide.

Here it be: Communication is Key [ 05.10.2590 || 8am ]

Spoiler for From the Weyrling Guide, Month 4 Dragonet Progress:
Weyrlings will begin to notice their dragonets being more curious about the world around them, and more willing and eager to interact with other dragons. Since they are sleeping even less now, their focus has become less directed toward themselves and more toward how they fit into at least the rest of the weyrling class. This may lead to some petty rivalries between dragonets, their first friendships, and even gossip as they learn to flex their social muscles.

Now that the dragonets are showing mental as well as physical growth, the Weyrlingmaster will begin instructing their students in more advanced bond exercises. This will also include learning how to communicate during a Fall or any other applicable situation, both through rider hand signals and transmitting messages through their dragons to others. This can take the form of games where one dragonpair is told a short message and then must pass it down a line through all the others, where the pair at the end must then recite it accurately. As the pairs progress, this communication will be incorporated into their ground drills. Weyrlings will also begin to learn basic human first aid, particularly how to temporarily treat a Threadscore wound until a Healer can tend it.

Though they still can’t fly, the dragonets begin to perform exercises to strengthen their wing muscles. Since the beach on Fort Island isn’t safe, they are regularly ferried back to Fort Weyr by the riders of Prairie Wing in order to do swimming exercises in the lazier parts of the nearby river. This also helps to accustom the dragonpair to the sensation of going Between so that the chill isn’t as surprising to them when they later learn to do it themselves.

The below Weyrlings are those who would be participating in this lesson:
T'rel of Nynath
T'vye of Aitorith
N'lyse of Izelith
P'run of Salnoth
S'ric of Dakrith
T'ghen of Sinestath
T'vil of Findaeth
W'lleni of Iaoth
L'anna of Gyoth
Ya'lin of Faromith
Araena of Ceryth
Erieen of Sayimith
F'erro of Zhouth
Galve of Weyteleth
Ionei of Quaoth
Q'ellan of Ooromoth
Saidra of Oraenth
S'nis of Masath

Let me know if you have any questions after you’ve read the IC thread <3

13
Weyrfolk / Allevaithe [ 30.09.2565 // Weyrfolk ]
« on: September 28, 2017, 04:26:39 PM »

Play By:
ALEXIS BLEDEL
Biography

Name:
Allevaithe
Pronounced:
A - leh - vayth
(A like Apple)
Nicknames:
Allie (Her "name" in the whorehouse, did not go by Allevaithe at all during that time, at Southern Winds she has never used that nickname.)
Date of Birth:
30.09.2565 9th Pass
Place of Birth:
Fort Hold
Weyrmate or Spouse:
None

Your Reflection...

Appearance: After turns of keeping her hair long and silky for her clients to pull on and play with as they wished, Allevaithe was convinced in the newfound freedom of candidacy to cut her hair off. Now, she revels in the feel of it swishing at shoulder length, and the lack of hair available to be tugged and used as a weapon against her.

Despite losing everything that ever made her happy, made her worthwhile, Allevaithe has at least been blessed by still being pretty. In the harshness of Hold life and thread, Allevaithe bares porcelain, white skin, untouched by scars or threadscore, only occasionally tainted by the redness of sunburn due to her Weyrfolk gardening and tilling duties.

She likes to express her freedom in a few subtle ways. After turns of skirts and dresses, she now only wears pants, enjoying the freedom to move that it gives her. Still just a drudge, but at least at the Weyr, where they are well looked after, Allevaithe doesn't have elaborately tailored or stitched clothing. Greys, browns, with the occasional blacks, her outfits are working clothes, there's no luxury afforded to her status. These clothes age her, make her look older than she is, which pleases Allevaithe. Much of her client enjoyed her because she was young, and looked younger, so now, at 25, she doesn't mind the fact that she may look older than her age.

Whilst one might expect Allevaithe to be a sloucher, or a huncher, what better way to hide herself? If she is seen or addressed directly, she usually stands rigid, simply because she is uncomfortable at being the focus of attention of someone else.

Response to 9th Pass Catastrophe: Allevaithe has been broken and remodelled many times over again by the catastrophe and the subsequent fall of society, and their morals. But she's survived, that's all that matters to her in the short term. Honestly, she doesn't believe that her opinion is important, whether or not she believes in how or why the catastrophe was begun, and regardless of her opinion it doesn't matter anymore given their current situation.

Response to dragon color mutations: Allevaithe enjoyed the idea of the mutations for a short time, the idea that more dragon colours might mean a better chance of impression for her, but alas, she did not succeed, and now her opinion of the colours doesn't matter. She wasn't good enough for them, and that was all she cared about. Politics mean nothing to her.

Who are you...

Likes:
•   Gardening - Allevaithe enjoys the simple act of keeping something alive and watching it grow from seedling to adulthood.
•   Animals - They never seem to expect you to be perfect, as long as you feed them, you don't need to be the smart one, or the strong one, or the most popular. You just need to feed them, give them water, maybe a little pat, and they'll love you. It's so... simple and Allevaithe just loves it.
•   Bugs - Little spinners, trundlebugs, all the creatures that most others don't like. She sees them as kind of the downtrodden of the animal world.
•   Violent/Explosive People - Already afraid of most things, those people that can be easily riled to anger, shouting and violence just scare her. Allevaithe simply thinks they cannot control themselves and are therefore dangerous to those around them.

Dislikes:
•   Failure - Currently, it manifests in her disliking responsibility, but it's really that she simply believes she is not good enough, and she is going to fail. It's irrational, because she works hard when given a task, but she has grown up all her life thinking she is trash, and she has never overcome it.
•   Politics - Her opinion doesn't matter in the grand scheme of things, so she cares not for Weyr or Hold politics.
•   Surprises - Allevaithe hates to be surprised. Whether it is people coming up behind her with no warning, or simply not being told something in order to be "a surprise". Luckily, she doesn't have that many friends who would try to surprise her with anything.

Strengths:

* MENTALITY : She has been able to survive this long, so many upheavals, so many breakages of faith and of trust. It's a miracle that she hasn't completely snapped and gone off the rails. Yes, her past has made her a timid, and broken women, but she's alive, she's still kicking, and that's something in this world.

* PUNCTILIOUS : Allevaithe is very careful to show attention to detail and proper behaviour. Anything less would draw attention to herself. She'll act and do exactly as her rank would be expected to do, which does make her a reasonably hard worker, and one who is well liked for her ability to do what is asked of her.

* THOUGHTFUL : For so long being disregarded, Allevaithe knows what it's like, and so, she'll make an effort to be thoughtful about helping people with their needs and wants. If someone in her unit needs a new set of clothes, she'll try to go out of her way to find them and deliver them anonymously to those in need.

* VERSATILE : For all Allevaithe's lack of education, she's done many things in her life. Learnt how to work a room in the whore house, how to manipulate a scene with lights, angles and sounds for her clients, she's excelled in many aspects of candidacy, enjoying each and every chore and the opportunities to learn about crafts. There's been so much change in her life, that she finds it easy to just... continuing going along with the flow, as much as she wishes she doesn't have to.

* DETERMINED : Allevaithe has a strong sense of duty to those that have helped keep her alive. As much as she hated working in the whorehouses, she knew without them, Allevaithe didn't have the education or talent to be accepted into a craft. And so, she worked hard in the house, and did her job the best she could. The same extends to anyone she meets now, if she believes that someone is responsible for doing something good for her, she'll believe that she owes them, and will be determined to do right by them.

Weaknesses:

* SELF WORTH : Allevaithe does not think much of herself. She barely got an education, was a whore with the lowest of the lowest, and doted upon those who feasted on the weakness of others. The opportunity of a lifetime, to rid herself of her past, and everything she had been, was granted to her and she failed. Allevaithe doesn't think there's anything good about her. She's trash, always has and always will be.

* FEARFUL : Beaten for pleasure, selling herself for money, and almost dying at the hands of those who thought she was little better than an animal. Allevaithe is constantly in fear of returning to the life of a whore. She is not someone who was happy for the life she lead, and was able to thrive in such an environment. Whilst she climbed the ranked into a good house, and earned good money, it didn't mean that she could think that made her any better than those who earned half as much. Once a whore always a whore.

* WEAK : Allevaithe is small, and has never had a particular interest in working out. Whilst the work she has conducted had lead her to be healthy, getting the right amounts of food and exercise, she isn't well muscled or strong. She would never be able to protect herself from harm, both because she would choose not to, and she physically couldn't defend herself.

* JUMPY : Loud noises, sudden surprises, being touched without warning, people coming up behind her, all the sort of thing that would cause her to let out a squeak of fear and freeze. Allevaithe, is unfortunately, neither fight nor flight, she simply freezes in place.

* DETACHED : Allevaithe tries to be as removed and detached from others and things as much as possible. She doesn't want to let anyone down, nor be let down, and she doesn't want to get attached to objects, work, or a position that can so easily be taken away from her.

Describe Yourself:

* BROKEN: ----- Allevaithe didn't enjoy being a whore, but what truly broke her opinion of herself was her expulsion from candidacy. Yes, they were as nice as they could about it, but it simply cemented her growing feelings of not being good enough.

* UNTRUSTING: ----- Allevaithe has been let down and hurt many times over, and so she simply doesn't trust anyone anymore. In her younger years, she would have been full of optimism and the ability to trust and love unconditionally. The the world has slowly beaten herself down, and she can't trust anymore.

* EXCITABLE: ----- As much as she tries not to enjoy things, and tries not to get excited about things, for the mere fact that Allevaithe constantly anticipates disappointment, she inevitably does. She wants to be happy, wants to enjoy things, so she'll hide her excitement just bubbly under the surface.

* LONELY: ----- With no family, no craft and no draconic companion, and recently being kicked from candidacy, Allevaithe does feel lonely. She desperately craves getting to know people, but can't bring herself to do it for fear of failure and hurt.

* SENSUAL: ----- Allevaithe enjoys sex, but she didn't enjoy being a whore. She didn't like not having a choice, not being able to have her pleasure focussed on, and over time, the opinions of others believing that she was trash for selling her body in such a way, rubbed off on her. Allevaithe likes to be pleased and to be pleasing, but she hasn't had the self-confidence in a long time to believe that she is worth it.

* QUIET: ----- Preparing to keep to herself and not make any attachments, Allevaithe is a naturally quiet person. There are some candidates who would swear that they have never heard her talk, despite being part of candidacy for two turns, much preferring to ask questions of O'sir privately, and not admit any shortcomings that could be held against her by others.

The Magic Touch: Allevaithe was once addicted to smokeweed.

Family...

Mother: Allenora of Blue Mydarith, b. 2540, imp. 2552
Father: Apprentice Weaver Vaitherax, b. 2549, d. 2570

Siblings: Allenora would have some children about Weyr and Hold, born anywhere from 2554-2590, but Allevaithe would have no knowledge of this, with her mother not sticking around after dropping her off on her father's doorstep.

Children: After a pregnancy soon into her adulthood, Allevaithe had some major complications which has left her infertile.

Tell us a story...


Warning for dark themes.

* 2565, 0 Allevaithe was born to a dragonrider mother, with a penchant for not telling the father's about the conception until after the child's birth. She brought the newborn Allevaithe to her father's door, and gave him the option, him or the creche, there was no in between. And so, despite knowing nothing of children, and having no family of his own left alive to help with the child, Vaitherax couldn't stand the idea of knowing there was a child that belonged to him that he wouldn't be able to see.

* 2570-2574, 5-9 When Allevaithe was only 5, her father died. Which no family, relatives, or any friends with large enough hearts to be able to take her in. Allevaithe ended up on the street, scared, alone, and still wondering when her father would come back from the healer hall. She had to grow up fast scrounging around for food by stealing, killing tunnelsnakes and crawlers, before finally running into a gang. Despite their rough nature, they took in all they could. As long as the children could pull their own weight, and contribute somewhat to the functioning of their gang, then they would have food, and some sort of shelter, even if it wasn't constant or ever actually comfortable. Allevaithe lived in constant fear during this time, but she also developed a strong sense of duty, she owed her life to this gang, and even if she lived in fear of them beating her for doing wrong, he knew that she owed them all the determination and hard work that she could spare.

* 2575, 10 The gang rescue a gold firelizard which had gotten caught in threadfall and was lying in pain after betweening inside their makeshift home for the time being. They did what they could to fix her wounds, but the firelizard was weak, and her healing process was slow. Eventually, the little flit laid a small clutch, only 5 tiny eggs, before dying that afternoon. Allevaithe managed to end up with one of the eggs which hatched into the smallest Gold possible, stunted from her mother's final days, she was weak, but Allevaithe raised her, and eventually little Shine got a little stronger. Pleased with herself and the work she was able to achieve, Shine became her protector, her friend, and the one that made her feel just a little bit stronger, and little bit more worthy.

* 2576, 11 As much as the gang provided some safety and protection, the Peacekeepers were quick to disband them if they caused too much trouble. One day, after calling too much attention to themselves, the Peacekeepers turned them out of their temporary lodgings. A couple of the young girls were approached some recruiters for a whorehouse, and they began that day. It was unsanitary, bad pay, and without much screening or punishment of abusive or stingy clients, but at least they were alive and they had a roof over their heads at night, and so Allevaithe supposed she was grateful, when she first began. It was here that Allevaithe became known as "Allie". Allevaithe was too long, too classy, and too boring, and to be honest, Allevaithe preferred being able to switch off and become "Allie".

It quickly became a nightmare, beaten and abused, and not being paid for their services, but most of the girls had no where else to go. If they tried to stand up for themselves they would be beaten, and if they tried to leave, they would either die without a place to go, or be killed for betraying their "family", as their owner liked to refer to his house and the girls within. It was here that Allevaithe begun to hate herself, and the seed was planted in her mind that she was no better than trash for doing this. Perhaps if her situation had been different, a different house, a different gang, even a different area of Fort, but alas, it wasn't, and Allevaithe began to get beaten down, slowly but surely.

* 2577, 12 Allevaithe had a few regulars, some she liked more than others, but here, it wasn't any of her business to like or dislike them. She let them do what they wanted to her, and wasn't supposed to have an opinion of it. That was what she forgot one day, she had a client which she was afraid of. He liked to beat her, and over time, he had been getting more and more violent. Allevaithe approached the owner one day, asking for him to not let the client book her again. Instead, he let the guy in the very next night, and before he went up to the room, they had a nice chat over some alcohol about how Allevaithe had asked him to not see her again. Whilst her client had been all happy, drunk and joking about it with the owner, he was pissed when he arrived upstairs, and this time, as she feared, he beat her within an inch of her life for her insolence.

"You think you can order me around, Allie? You think you're better than me? I own you, I paid for this. You'll do whatever the fuck I want."

It was Shine that came to her aid. Not the other girls, not the owner, but Shine. Unfortunately, after a few well-placed claws near the eyes, and bats of her wings to his head, her client pulled a dagger from his bag, and slashed her clean across her breast. The firelizard fell to the floor with a dull thump, and the client enjoyed Allie's tears that night.

* 2578, 13 Surprisingly, Allevaithe wasn't kicked from the house. She continued to work, and became pregnant to her first child during this time. The pregnancy was tough, she bled a lot, and experienced incredible pains throughout most of it. Although it wasn't until 20 weeks in, that Allevaithe lost the fetus. It was in the middle of the night, and she woke screaming in pain, the rest was a blur, until a few days later when she woke. According to the other girls in the house, she faded in and out of consciousness, when she awoke, she had been in so much pain, before she passed out. Allevaithe had no idea how or why she had survived, and all she had been told by the other girls was that they had buried the baby the next morning. She visited the grave every day for the next month, until suddenly, Allevaithe realised she couldn't grieve anymore, she didn't have enough time. The child was better off anyways without her, she wasn't worth the privilege of a child to call her own.

* 2579, 14 With a turn of luck, Allevaithe was bought for a very large sum of food and supplies in trade, for a higher class and expensive house. She had a very particular look, she was young and looked even younger, and this house thought that she would do very well with them. Allevaithe should have been excited, she should have been proud to be bought for so much, but she didn't notice. All she knew what that she had been told to go somewhere else and fuck different people. It was all the same to her now.

* 2583, 18 Allevaithe even had clients that were nice to her, that tried to care for her own pleasure when they slept with her. After a few turns in the new house, a very well-for man tried to purchase her for his own, to go live with him in his house. He was old, and a little lonely, but he was kind to her. The house gave her the choice too. She was allowed the freedom to choose for herself, stay or go. Allevaithe's spirits were lifted for only a short amount of time. Choosing to go, she moved into his home. He spent most of the day working, and when he returned home, they sat down for a dinner Allevaithe had prepared, and he asked her how her day was, and she asked him, then she slept with him at night, after all, he had paid for her to be his live in whore. Allevaithe never thought that he actually might enjoy her company, and not just the convenience of a woman. One day, he never returned home. His addiction to Passion Vine had taken its toll on his aging body and he overdosed. Too detached to be sad, Allevaithe simply went back to the house he had bought her from. However, it had been an eye-opener, and she decided to stop her consumption of smokeweed. Her withdrawal was intense, but it was quite popular in her house, and therefore there were many that knew how to deal with her withdrawal breakdown.

* 2587, 22 The move to Fort Island and Southern Winds Weyr was a big change for Allevaithe, it was her first real and close encounter with dragonriders, but the things she had been told about their corruption and hubristic tainted her first opinion of them. She was afraid of them, and afraid of what they would do to her when they potentially heard of her previous vocation. Allevaithe was woefully uneducated with true Weyr life, and it took her a while to understand even a little beyond what she had been brainwashed to believe.

* 2588, 23 Her life was truly changed forever when she was searched. The ability to finally believe that someone or something thought she was worth something, slightly pulled her from her fear and her puddle of self-hatred. She threw herself into her studies, worked hard in her chores, and overall enjoyed her time spent in candidacy, slowly building up her confidence bit by bit.

* 2590, 25 But the constant failure paid a toll on her, and she had been searched quite late. The turn she turned 25, Allevaithe was politely, but sternly informed, as she had been reminded each turn by O'sir, that her time would soon be up. If she didn't leave voluntarily, Allevaithe would be ejected. With her birthday later on in the turn, Allevaithe kept going for as long as possible. She had nothing and no one to go back to, no craft waiting for her, or a family to raise. But she did not impress. No dragonet wanted her. And so, after Oriath's hatching, Allevaithe was ejected, and started again her work as a drudge of the Weyr. Anything she may have built or recovered during candidacy was all lost, and she returned to her scared, shell of a human.

No... No. It wasn't happening. There were no more eggs to hatch, no more dragons to come, no more chances for something, someone, anything to choose her. Nothing left to make her worthy. She was done.

It had been simple, knowing that this was her last clutch, her last chance and it had taken all her strength to simply believe that this was the day, that this was going to happen. A little dragonet, her dragon, was just going to pop right out and make their way over to her.

And then a haze seemed to creep across her vision, as if her own body was trying to shut out the view of her failure, maybe if she couldn't see the hatching sands anymore it wasn't real, or at least the pain that was building up inside her would go away. But it didn't. It felt like a bubble in her chest, slowly but surely filling up with noxious gases, the perimeter pushing against her heart and her lungs, her vessels, her nerves, which turned to stone at the idea of being squished by her failure.

When she opened her eyes again, eyes she didn't even know she had closed. Allevaithe was on her knees. The hot sands burning her fingers as they buried themselves in the fine grains, but it was nothing in comparison to what her own body was doing to her.

She was going to have to face O'sir. It was the proper thing to do after all. Not just slink off like a thief in the night. A thief who had stolen O'sir's precious time, his knowledge, all for someone who was worthless.

But slowly Allevaithe stood. There was nothing else for it. It was either roast alive ever so slowly on the sands of the hatching grounds, or leave. And it would just be a mighty inconvenience to the Weyr if they had to remove her body from here. She might as well take her husk away for them.

How did this work now? Allevaithe would move her things from the candidate barracks and then what? no craft would accept her now, she had no talents, no skill, the only thing she'd ever been good at was fucking, and even the hold would look down on her for that now. More so than they had done before. But she wanted away from that life. Wanted away from the people who had hurt her, the Holders who just accepted it, and the Peacekeepers who stood by and watched it happen. She liked it here.

The Weyr had cleaners, cooks, people like drudges in the Holds but actually treated well. Or so she thought. Honestly, it didn't matter if she was treated well. She wouldn't have deserved it anyways. She'd failed the Weyr by not impressing, Allevaithe had no way to give back to the people who had drawn her from darkness.

She was not above cleaning peoples sheets, their floors, their dirty dishes. If that was the only place for her, then that was where Allevaithe would be.

Member Info...

Created By:
Inki
Other Characters:
Weyrsecond B'ron
Prairie Wingsecond K'rez
Searchrider-AWLM W'um
Jungle Wingrider Y'tol
Beach Wingrider M'dak
Mountain Wingrider X'rine
Prairie Wingrider Z'ryr
Beach Wingrider Inanna
Jungle Wingrider Iralye
Weyrling P'run
Weyrling Q'ellan
Master Weaver Gwinn
Snr. JM Beastcrafter Elrost
Snr. JM Fisher Fisk
Snr. JM Smith Vironethian
Snr. AP Miner Elrethra
Snr. AP Miner Kenna
Halirina's Aide Mauddra
Peacekeeper Daresik
Holder-Baker Paylae
Holder Tresrissa
Candidate Ysveta
Inactivity Preference:
Kill her off (or ask associated parties if she gets connected to someone)
Mauling Permissions:
Rough 'em Up
Anything Else:
Fuck it, just post all the characters

Coded by SanctifiedSavage for SWW

14
Green Riders / J'sen [ 18.07.2561 / Green Rider ]
« on: September 27, 2017, 01:20:04 AM »

Play By:
MIKA (Michael Penniman)
Biography

Name:
Jallesen
Honorific:
J'sen
Pronounced:
Juh - sehn
Nicknames:
Whatever anyone wants
Date of Birth:
18.07.2561 9th Pass
Place of Birth:
Fort Hold
Dragon Color:
Green
Impression Age:
2575/14.
Wing Rank:
"Retired" Mountain Rider (cause Utaith is disabled)
Weyrmate:
None

Your Reflection...

Appearance:
J'sen is a very long person. Tall (6'2") and thin, with long fingers that were very affective harp picking. He enjoys spreading himself out across surfaces, lounging in chairs, or leaning forward across tables, elbows and arms taking up lots of room and poking those who deem to get in his way. Because of this, he was a clumsy child, but J'sen quickly grew into himself and made the most of it.

Whilst he enjoys choosing his own clothes, and wearing what he perceives as nice things, he doesn't enjoy limiting himself to a particular style or colour. If he enjoys the look of something, then he trades for it, if a Weaver can convince him that they have the best idea in the world for a new tunic, then he'll be happy enough to go along.

J'sen's entire back is threadscored, on one side, the scars creep down his shoulder to the back of his arm. Unless he is wearing a sleeveless shirt, the scars are nigh invisible. However, they're not the nicest things to observe all at once. But J'sen hasn't usually had much of a problem with the partners he brings into his Weyr. Threadscore is a fact of rider life, his might be a little worse than some, but not than others. J'sen not-so-regularly visits the healer hall for physical therapy and pain relief. Utaith tries to convince him to attend more frequently than he does, but he doesn't particularly enjoy being reminded of the injury.

Response to 9th Pass Catastrophe:
J'sen has spent the majority of his life fighting thread. The catastrophe was his entire life and it coloured his every waking moment. He simply... never felt the need to think about what caused the catastrophe. It was here, it was happening, and he had to survive. Everything that happened, death, loss, pain, made him the person he is today, for good or for worse.

Response to dragon color mutations: They're just colours. We already had 5, why not two more?
 They're dragons. Who cares? Let's just all chill out. They're of more use to the Weyr than he is most of the time so good on them

Who are you...

Likes:
*Work - He'd go stir crazy if he didn't have anything to do, he craves being occupied with mind stimulating work.
*Learning - J'sen would have made a good crafter, and he sometimes laments the fact that he isn't able to pursue academia as a dragonrider.
*Mountain Wing - Considers himself very lucky to be a disabled rider in mountain wing. Wouldn't fit in with the traditionalist or jungle nor the teachery types of Prairie. If J'sen and Utaith were capable of proper wing duties and drills, he would've hoped to be in mountain anyways.
*Utaith - Whilst yes, all dragonriders should like their dragons, Utaith is a very particular case. Without Utaith, without being a dragonrider, J'sen wouldn't have made it through the pass. She's been his rock, his guiding light, and his will to keep on living and keep on trying to be true to himself.

Dislikes:
*Clinging - J'sen has always been a pretty lone wolf, as much as he likes other people, enjoys their company, and enjoys being social, he doesn't enjoy being forced into doing anything, and if someone just can't take a hint, he feels like they're trying to force him to be rude, or to be like them when he doesn't want to. They're taking away the little control over himself that he does have.
*Forgetting - As much as J'sen doesn't particularly enjoy remembering all the people he's lost, and all the pain he's felt. He's much more afraid of forgetting everything. Forgetting the day he impressed Utaith, the birth of his first child, his first flight. Some things may hurt, but they're a part of him.
*Runners - They're dangerous! Kick people's heads in, and run over them, not his cup of tea.
*Lazy people - How could anyone justify being lazy after everything that's happened? He can acknowledge how some can make the most of relaxing but being lazy is something that just pisses him off.

Strengths:

* INDEPENDENT : J'sen is always happy to work alone, he doesn't need anyone else. He enjoys other people's company sometimes, but that has grown more as he's grown. Throughout most of his life, he's been a bit of a loner. Not needing anyone else to help him achieve something, and he'll simply work harder alone than anyone else in a group would do so.

* TALENTED : He's always been just a little bit better than everyone else, whether it was at harper teachings and learning his letters, or in training, J'sen is just... naturally good at stuff. He actually is just really good at hiding how much effort he puts into stuff. Does extra training at nighttime, worked on his letters with private tutors.

* JOCULAR : Outwardly, J'sen is a social, good humoured, gossipy, happy-go-lucky guy. Whilst some of it is a facade covering his insecurities, J'sen does truly like company.

* MANUAL : J'sen is a very hands-on person. He'll be the first to want to volunteer (although perhaps he would hold off to be the second to actually volunteer for appearances sake) for any sort of grubby, boring, time consuming task that others may dislike.

* ASSIDUOUS : Both meticulous and hardworking, J'sen combines a natural talent for anything he comes across with a determination to do well. If he finds a problem, he won't stop until a solution has been achieved, and he will always volunteer to be on the fixing committee.

Weaknesses:

* EMOTIONAL: J'sen feels things keenly, happiness, sadness, empathy, he just finds it hard to open up about it to others and share those feelings with others. The only things he shares are things that he doesn't think will come back to bite him in the future.

* SCARED : Almost his entire family is dead. J'sen simply doesn't want to lose any more people that he cares about it. So he simply tries to hold people at a distance in his own mind. He can joke around with them, enjoy their company, call them friend, but if the time came, he'd be okay... right?

* SELFISH : J'sen loves people to be sure, and wants to put others above himself (when he can). But if worst comes to worse and it's him and Utaith for the life, or safety of anyone else. He will pick himself every time. As such, even without Utaith's disability, the green pair would not make very good Jungle Wingmembers.

* FROSTY : Outwardly showing that he doesn't like someone is a major copout for J'sen's continuous attempt to be true to himself. It's so easy to outwardly show someone you don't like that you don't like them, and it makes him feel a little better that it's just one thing he doesn't have to hide.

* FLIPPANT : Whenever someone tries to dig a little deeper, J'sen is always the one to try and shrug it off. Whilst he cares about others, and does want to hear about their problems and issues, sometimes, if he feels like it's getting a little too deep, he can be dismissive as he tries to disconnect and prevent himself from getting hurt.

Describe Yourself:

* TWO-FACED: ----- Outwardly, J'sen is easy-going and friendly to most, but inwardly, he's a little lonely, a little angry and a little scared. The disaster of the Pass has caused J'sen to set up a front to prevent himself getting hurt, but still being able to live as "happily" as possible.

* INDULGENT: ----- Good food, good clothes and good company is his motto. J'sen simply enjoy things that make him feel good. Whether they be little things, like the tickling breeze on a hot summer's day, or big things, like the feeling of companionship, J'sen enjoys stopping and making the most of it.

* STRIVER: ----- J'sen tries to be organic. He really does. He wants to be himself, wants to be happy, but he sometimes just finds it easier to pretend. Being nice and happy and jolly is easy, being scared is hard.

* APPRECIATIVE: ----- J'sen is thankful for his place at Southern Winds Weyr. He's alive, Utaith is alive, and they're occupying their time with good ol' useful work. Whether it be to the Weyrleadership, or anyone else who sought to get them to Southern Winds, J'sen is very grateful for the fact.

* HYPOCRITICAL: ----- J'sen is a big proponent of excusing bad behaviour if he believes it's justified. Considering his own harsh life and his less than sensible response to it, J'sen will usually try to excuse those who may have unsavoury habits. However, if J'sen doesn't know someone's reasoning, he will just think they're an asshole. If they can't get over themselves enough to tell him, then he can't excuse them. Which is incredibly hypocritical on his behalf considering as he is very closed off himself. In that, despite knowing that there's another side to every story, J'sen can definitely judge without knowing the full tale.

The Magic Touch: Perhaps a throwback to the Farmer family of his youth, J'sen has a thing for Crafters. Whilst he's enjoyed a fellow rider or two in the sack, he much prefers non-riders.
 

Family...

Mother: Juventha. Hold farmer b. 2546. d. 2577 - Birthing complications
Father: Lorennius. Journeyman Farmer b. 2543. d. 2582 - Heart attack

Siblings:
Ruvoran [Brother] Apprentice Farmer b. 2562, d. 2577 - Fever
Loressa [Sister] Junior Journeywoman Healer b. 2565 - Alive --- Played by SanctifiedSavage
S'anie [Brother] Brown Rider of Nevith b. 2567, imp 2584, d. 2586 - Thread
Sigebin [Brother] Apprentice Farmer b. 2569, d. 2582 - Thread
Lugalad [Brother] Never reached adulthood b. 2571, d. 2573 - Pneumonia
Lothsinix [Brother] Never reached adulthood b. 2573, d. 2578 - Wher mauling
J'lien [Brother] Green Rider Bellath b. 2575, imp. 2587, d. 2588 - Between
Jessansink [Brother] Never reached adulthood b. 2577, d. 2587 - Tunnelsnake

Children:
Jundia [daughter] Never reached adulthood b. 2578, d. 2584 - Tunnelsnake
Danylsena [daughter]Crechling b. 2580 - Alive

Tell us a story...



* 2561, 0 Born the first child (soon to be first of many) to Farmer parents, in a little house in Fort Hold.

* 2562-67, 1-6 Jallesen, the eldest in the family, is able to watch his family welcome more children. He's young yes, and so the attention that gets taken away from him little-by-little as each child is born, forces him to find other places for his attention. He isn't jealous of his other siblings exactly, but he doesn't really enjoy the aspects that come with more siblings; a smaller house, less food and more noise.

He becomes quite an adventurous young child, curious, and unafraid of what may befall him, simply because he has little capacity to think of consequences to his actions. But luckily, he turns out quite okay, a few scrapes and bruises, and a few scuffles with other young children who want to pick on a gangly boy, but Jallesen turns out all right.

* 2570, 9 Jallesen now has four younger siblings, which leaves him the one stuck at home looking after the youngest of them. During this time, he becomes close with his next youngest siblings, Ruvoran, and the two can't help but get into a little trouble together. Excelling in his harper teachings, there's always a bit of competition between the two, but it's healthy enough, and the two don't seem to resent each other for their different advantages. Jallesen simply likes having someone to be close to, and the two boys start to forge a friendship to last the test of time.

* 2573, 12 Jallesen was apprenticed to the Harper Hall, whilst Jallesen was excited, he hadn't really expected anything different. Having excelled in his studies, a bright, well-spoken and seemingly eloquent child, when he reached adulthood, it seemed like the only logical option for him. He would have done well in any craft, of that there was no doubt, but with such a talent for people he was going to be a formidable politician if the need ever arose.

He tried a few things in his first turn, and whilst he had a decent sounding voice, his talent was with the lute and harp. Both contrasting instrument, but they encouraged him to just pick one and stick with it, but Jallesen had never felt the need to limit himself, even if other's did, and so he simply went on having fun.

Studying at the Harper Hall was enjoyable past-time for Jallesen, not only was it seemingly fulfilling, but it also challenged him, made him work to be the best. And it was here that he started to learn the value of decent, hard work.

He hears... vaguely of the death of his brother Lugalad, but he hadn't known the child very well. His younger brother only born when he was nearing 10 turns of age. It's the first of many deaths in his family, and is the easiest to recover from.

* 2574, 13 His time at the Harper Hall didn't last long however, and as much as he had enjoyed his turn of further education, Jallesen believed, in his inexperienced and impressionable mind, that being a dragonrider was the most fulfilling duty he would be able to give back to Pern. One for adventure, Jallesen wanted to fly above the clouds, and soar with a big bronze spurting flame from his gaping maw.

Jallesen accepted the search without hesitation, and moved from the Hold to the Weyr, there was no fear from the uprooting process. Still, it was a big change from him, from a reasonably traditional household to the free, and even encouraging Weyr lifestyle. Especially when it came to aspects of sexuality that were mostly unspoken of in the Hold. But Jallesen eventually got used to it, and began to enjoy pretty much all aspects of candidacy and Weyr-life, after all, he was going to be a dragonrider.

He slept with his first man, and his first woman before he stood. Wanting to throw himself headfirst into the life of a rider. Jallesen quickly realised however, that his pleasure did not lie in the beds of women.

* 2575, 14 Jallesen only stood for a turn before he impressed, a gorgeous forest (although J'sen had never seen a forest before) green. All his dreams had come true, it wasn't a bronze that the younger J'sen had dreamed of, but after discovering his sexuality, J'sen had quickly and happily removed that dream from his mind. A dragon had become his dream, and Utaith was more than he could have ever wished of.

The two dove headlong into Weyrling training, J'sen seeming to pick everything up just a little faster than everyone else, and sneaking from the barracks at night to work on the things that didn't come easily for the greenpair. It was, J'sen would recall now, the happiest days of his life.

* 2577, 16 The happiness of his graduation is marred by fear and sadness. The entire class can't help but feel the weight of constant threadfall upon them, and this time is one of the most dangerous times for young dragonriders. Large percentages didn't return from their first threadfall, and even more didn't survive their first turn post-graduation. But J'sen, along with the unwavering support of Utaith, take the threadfalls with sheer determination.

This turn, J'sen also hears of the deaths of his brother, Ruvoran and his mother. With the two deaths so close together, these may be the hardest deaths he's had to deal with. Ruvoran was the closest in age to himself, and despite J'sen leaving for the Weyr, the two had kept more contact with each other than the rest of their family, to hear news of not just one, but two deaths, brings the horror of the pass, even more real, and even closer to home.

* 2578, 17 An aftermath of one of Utaith's flight, the bluerider who won approaches J'sen telling him she's pregnant with his child. Together, they decide that she wants to continue the pregnancy, and J'sen is surprisingly happy about the idea. He'd never really considered children before that, after deciding that he preferred men to be his sexual partners, so this turned out to be quite the happy coincidence.

When the child, a girl they name Jundia, is successfully weaned, the two decide to raise them in the creche. J'sen visits quite often, he likes children and enjoys the idea of one of his own that he can perhaps... help shape into a better person when she get older. It's not that he doesn't trust the workers of the creche, in fact, he has complete faith in them, he just feels that the more contact from a parental figure in Jundia's life, the better off she'll be.

During this time, J'sen also hears through the grapevine of his brother Losthinix dying, it makes him fear for his own newborn child's journey through life, but after the death of Ruvoran the turn before, he hasn't heard much from his family. As such, he's quite... disconnected from the news.

* 2580, 19 Enjoying the ease of fatherhood, J'sen makes the decision to find a woman to have a child with. He approaches the mother of Jundia, as whilst she knows for sure that he isn't really interested in having sex with her. They decide to have another child together. A few planned trysts, with an added bonus of sometimes a third, open minded individual thrown into the gray, and she becomes pregnant again.

Later they welcome their second child together, another girl they name Danylsena. Once again, the two co-parent with each other and the creche, and J'sen is seemingly... content with his life. He is unsure whether another child would be in their future, given the severity of the pass taking away everything he seems to love and hold dear, but his bluerider woman seems open minded to another opportunity.

During this time, the bluerider's Queen firelizard clutches, and she offers a firelizard to J'sen, thanking him for being with her and helping her with another beautiful baby girl. It hatches not long after and J'sen becomes the proud bonded of Cyprium.

* 2582, 21 It seems the pass will not leave this family alone, and another brother and his father are taken from him. J'sen shuts down now, pushes the hurt aside, and simply focusses. He can't afford to be distracted from threadfall and his duty to Pern. Pushing it all aside, J'sen begins to change, he becomes a little... strained, and starts to withdraw from those around him.

* 2583, 22 During a fall, J'sen takes a patch of thread to his back, and it's the beginning of a long line of scores which will soon dot both his and Utaith's hides. He spends some time in the healer hall after this, Utaith encouraging him to attend his physical therapy, but understanding his need to be free from the more dangerous forms of pain relief. It doesn't keep him down for long, but of course, he feels a little useless at the time, a dragonrider who can't even recover from a threadscore?

* 2584, 23 When it seems like it couldn't get any worse, his daughter, Jundia, dies of a tunnelsnake bite. Playing in some of the deeper caverns of the Weyr, and adventurous curious little thing not unlike J'sen, Jundia had managed to slip free of the cavern staff supervising her.

J'sen wants to blame the creche, he really does, but even full of hurt, pain and despair, he can't bring himself to do so when he knows the true story behind it all. They must be feeling as much sadness as he, and so, he cries himself to sleep, lying up against Utaith's belly, before he stands up, walks out of his Weyr, and continues on.

* 2585, 24 Only two turns before the end of the pass, A threadfall over Fort Hold goes astray, and Utaith takes a swath of thread onto her back. Thread eating through her wingsails, nerve endings, and her wing joints. For all they've fought, all they've flown, this could have been the end of the green pair. J'sen spends sevendays in the healer hall, waiting for Utaith to recover enough strength to being physical therapy. The healer's prognosis... wasn't good, but through sheer single minded determination, Utaith recovers more than any could think.

It takes turns, before the green reaches her full potential but she can fly. Long flights are painful, and extreme physical feats push her to her limits, but she can between, land, and even fly once a turn. It helps in this time that he reconnects with his sister Loressa. He tries to distance himself from her, but he realises he loves her too much to do so. She's a caring, loving woman, and their sibling bond does flow strongly between them.

* 2586, 25 When his brother S'anie dies in his first threadfall, J'sen simply... feels that it's not a good thing to lose another dragonrider. Still currently undergoing physical therapy with Utaith, J'sen doesn't really have time to think about anything or anyone other than his dragon. She is his world, his everything, and if he's not careful, they could be another dragonpair lost.

* 2587, 26 The move to Southern Winds Weyr should have been a joyous time. Utaith is mostly recovered, they were accepted into Mountain Wing as part of their "retired" division, but once again, some of the happiest moments of J'sen's life is married by tragedy.  Despite losing contact with most of his surviving family, when he hears of his brother Jessansink's death, he can't help but feel that it's a horrible mimicry of his own eldest daughter's death, and it rocks him more than he would have expected. The memories of the girl he once was able to hold being brought to the fore again.

* 2588, 27 When his brother J'lien dies, J'sen simply shrugs it off, and adds another tally to his family he's lost. The more shocking moment comes when he realises it's only himself and his sister, Loressa, left. He sticks a little closer to her now, being able to truly be thankful for the friends he has obtained and the family he has left, on their new, beautiful island.

* 2590, 29 J'sen is slowly trying to come out of his shell, most days are a little better than the days before, he's a little surer of himself, a little more comfortable with the friends he has, knowing that they've all suffered in the Pass and come out of it very different people than how they entered. Theoretically, he knows that he should worry about the mutations, and S'bok as Weyrleader, but they haven't shown any extreme problems that J'sen can see. The hatchings are terrible things, and the deaths of candidates are terrible, but he's seen candidates die on the sands in the past, he's seen Weyrlings between into stone, and he's seen riders plucked from the sky. Death is simply a part of the rider life, and they are far from safe on the island, with Hunters and Beach Snakes on their doorstep.

Blah blahblah blah blah. Does he ever shut up?

J'sen closed his eyes, as his bed mate from the previous night kept prattling on beside him. He was talking about his children... or his firelizards... Either way, J'sen didn't particularly care. His blue had one Utaith, and was still snoozing on the ledge, much to Utaith's distaste considering she had woken up earlier than him and to his rider's incessant prattling.

Can't you just tell him to leave?

I can. But where would be the fun in that my dear. He'll run out of things to say soon

You hope.

He heard Utaith shift outside on her ledge, possibly a little louder than necessary in hope that the blue next to her would be woken from his slumber. Ugh. Evidently it didn't work.

J'sen didn't particularly mind the drone of the man lying next to him. It was kind of nice to have someone around that didn't need anything in return. Literally, the man had been talking non stop for a solid quarter of a mark. Soon he would get annoying, or Utaith would throw him wholly off her ledge, either way, for now he was easy company.

You picked him.

He ran into me. Just sheer dumb luck. Utaith would certainly be complaining about that for weeks. She only got to fly once a turn, and this one had been a lazy, sleepy, clumsy blue? No, she was definitely not happy.

Next time, you could choose him?

A hiss was all he got in return. Evidently that didn't sit well with Utaith, they were going to rip her from the sky or not at all. Unfortunately, this time a cute little blue had seemed to have luck and weather on his side, just not Utaith.


Member Info...

Created By:
INKI
Other Characters:
HEAPS
Inactivity Preference:
ADOPTABLE
Mauling Permissions:
BRING IT ON
Anything Else:
NOPE

Coded by SanctifiedSavage for SWW

15
Universal Events / [ 17.09.2590 ] Darsk's Run
« on: September 21, 2017, 12:40:35 AM »
Darsk’s Run
 
17.09.2590 / 9PM

Ever the dutiful and prepared wher, Darsk waited until all duties were completed for the day until she decided to announce her run to the Mine Hall.

Those in the Mine Hall would have seen the notice that was put up by Daresik’s wife Everalsie (since Daresik has never really been good with his letters), put up on the noticeboard a few days ago, announcing the approximate date and that it is a “Locked” Run. This means that Daresik is not interested in pairing off with whomever wins the run, and instead will be spending the night with his wife (whether or not her wher wins). Handlers of the chasers should instead organise another way to expend their run lust.

In fact, Daresik isn’t even bothering to show up to greet everyone in the wher cavern, Darsk is more than capable of taking care of herself.

As Darsk is a force catch, but doesn’t particularly like other whers anyways, the wher that wins her will have to do so by force. This means that it’s unlikely a blue or small brown/bronze will win her, however I will be randomising from the best of the lot, and if they’re putting up a good fight, then they’ll be in it regardless of colour.

Code for Participants:
Code: [Select]
[b]Wher name and colour:[/b]
[b]Handler name:[/b]

IC Thread

Participants
Darsk of Daresik
Evesk of Everalsie
Kensk of Kenna
Kerrisk of Notkerric
Nycolusk of Nycolus
Ophysk of Ophyonis
Tiynnalsk of Tiynnalacia
Rossk of Nealros

Checked In
Fisk || Inanna || M'dak || Paylae || Y'tol || W'um || Iralye || B'ron || Tresrissa || Ysveta || Elrost || Q'ellan || P'run || Z'ryr || X'rine || K'rez || Mauddra || Elrethra || Gwinn || Vironethian
Nalise || Zilanie || Isalia || L'anna || C'ren || M'lan || Raindon || U'kir
Y'vis | S'kelyn | N'dar | B'tun | Sirana | Jedee | Londilia
Droissa || Nieve || Penderton || C'dus || Saviavi || Bekareni || F'erro || T'rel
L'ren || Thiis || Esclamonde || Isotarïne || Velatha || I'ryn || T'vil || T'kray
A'srian || B'ryn || K'eir || K'ran || N'lyse || Thealdrae || Xydrie
O'sir || M'rek || L'nal || L'del || N'syn || Y'kin || Bl'yx || Finnmaghaine || S'bel || Seng || Jossekayne || Q'nys || X'hos || T'ghen || A'lori || Erieen || Rinokan || Tyldas || Niphredon || Galleweyne || Vicymus || Tianaice
Keron || Neriherem || Kyareena || Omenya || Nishi || W'lleni || T'stann || Galve || Vorianna || B'lye || C'bryn
Oarlen || Sokon || K'zaya || X'kis || Wa'by || H'riel || Tayvelle || Berlya || Nalata || D'mir || T'vye || Testhinia
K'mar || Callista || M'kale || Z'tai || Phaedralena || N'iko || Aldrekayn



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

16
Crafters / Elrethra [ 09.03.2562 // Senior Apprentice Healer ]
« on: September 15, 2017, 08:13:28 PM »

Play By:
Mathangi Arulpragasam (M.I.A.)
Biography

Name:
Elrethra
Pronounced:
Ehhhhllll - rehhhhhth - raaaaa
Nicknames:
El or Ra
Date of Birth:
09.03.2562 9th Pass
Place of Birth:
Fort Hold
Spouse:
None

Your Reflection...

Appearance:
Elrethra like to look a little wild, changing up her look from clothes that are a little to big for her and hang off her muscular (but short at 5'5") frame, to outfits that cling to her curves and show up a little too much skin than what it neccessary. In current times, El doesn't get to experiment with clothing as much as she would want to, only owning a few variations of work and leisure pants and shirt combinations. (She's never been one to inhibit herself with a dress and skirts are only workable if they're worn over tight pants).

When she can, El likes to get her hands on bright colours, the catastrophe and subsequent lack of supplies has made that difficult, but there have been a few items here and there over the years. Without the ability to colour, she'll make do with complicated patterns, but can also enjoy the power that a well-matched and simple outfit can bring her. Elrethra doesn't wear clothes for the benefit of others and what they might like, but simply because of what makes her feel good.

El isn't a skulker or a cringer, she holds herself high, dominates a room with her confidence. Whilst she's not the most graceful perhaps, nor one that someone might look upon and think "pretty" or "elegant", one couldn't see fear or uncertainty in the way she holds herself.

Response to 9th Pass Catastrophe:
Elrethra really didn't give a shit about the true meaning behind the catastrophe until her father died. As far as she cared before that, it had happened, people were dying, and it was a fact of life. As long as she and the other healers did all they could for the patients, she was okay with the inevitability of death. But she felt like her father had been failed, when after all, the end of threadfall had been so close.

Response to dragon color mutations:
They're just another dragon colour to dislike, Elrethra doesn't particularly see them as any different from any of the others. They all think they're better than the rest of the world anyways. But whatever, let them fight among themselves, it keeps their attention away from everyone else and butting into their business.

Who are you...

Likes:
•   Succeeding - El likes knowing that her plan has paid off. The confirmation she forged meant that a patient was saved, her risk had been worth it. She doesn't take risks or break rules for the thrill, but rather for the feel of succeeding afterwards.
•   Working with her hands - Making poultices is one of her favourite things, because she loves doing minute little things with her hands. A very tactile person, Elrethra enjoys getting her hands dirty and working.
•   Maturity - Elrethra is a fan of maturity, not everything in the world has to be serious, but she's very quick to judge what she believes is immature and what is mature. She also enjoys being around people that have seen things, they weren't just holed up in their houses while thread took everything away from them. They were active, they did something. As such, whilst she'll always judge those from the darker side of hold life, whores and the like, she probably would enjoy hanging out with them.
•   Crafters - El just has a thing for people who are active and helping their community without all the "look at me look at me" of the Peacekeepers or Dragonriders. In her opinion, crafters are flawed, but they know it, they simply strive to learn and be better. As much as she was raised by holders, Elrethra considers herself a crafter through and through.

Dislikes:
•   Dragonriders - El hasn't grown up in such a traditional holder family without some of their beliefs rubbing off on her. Whilst she won't hesitate to jump into an emergency for a dragonrider, they wouldn't be the kind of person that she would choose to hang out with when she is off-duty. She doesn't enjoy being beholden to them, but neither would she enjoy being under the thumb of a holder. Either way, healers get told what to do by people who don't know what they're talking about.
•   Candidates - Especially those that leave a craft to do so, what a waste of time. Crafts are more important now than ever before.
•   Bad jokes - Jokes need to be clever, have a little bit of thought behind them, those stupid kid jokes that don't really make sense, or just words that "sound funny" they just... don't make sense to her and she thinks they're stupid.
•   Children - They're just annoying. Let everyone else carry on Pernese society and just stay at home raising the things, Elrethra is not interested.
•   Pranks - Just... what a waste of time. It's not funny. Grow up.

Strengths:

* CURIOUS : Elrethra simply has a will to learn, which has caused her to be a good practical and theoretical student. The healer craft simply stimulates her brain, and she is constantly learning, something which the apprentice is very proud of. Any healer or otherwise who believes they're infallible or have learnt all they need to know are kidding themselves. In her initial turns of apprenticeship, she was quicker to learn than all the others, simply because she's naturally intelligent.

* TENACIOUS : Elrethra is tireless, she rarely feels the effect of overwork on her system. Possibly through a combination of pure stubbornness and a body that can naturally function incredibly well on small hours of sleep and relaxation. El is always one to perservere through a hard situation, simply because she is determined to succeed in whatever she does.

* APLOMB : The perfect healer, Elrethra has steady hands is good under pressure and is incredibly reactive to emergency situations. Always the first to respond, her quick thinking allows her to react to emergency threadfalls or cardiac arrests with no hesitation. Additionally, she's not one to let her dislike of another healer (of which there are likely many) prevent her from working with them, or fear of failure prevent her from trying.

* SECURE : Elrethra is incredibly sure of herself. She's confident in her abilities, confident in her decisions, and most of all, she doesn't want to change who she is for anyone else. For the most part, what you see is what you get with her. Her attitude is not just a front for her secret insecurities, she's not going to undergo a complete turn around when someone tries to connect with her. This is who she is and she's happy with that.

* FLIPPANT : Elrethra is entirely able to put her work aside when she's not in the hall. She's not always super intense or crazy, in fact, she's pretty chill in her every day life. However, she doesn't always put her work aside, El does like her work, if there's a problem, she'll probably stay up at night trying to fix it. She's simply not the kind to try and diagnose everybody and anybody and fix them all at any time.

Weaknesses:

* CALLOUS : Elrethra rarely hesitates to tell others what she thinks of them (as long as lying to them doesn't serve her some other purpose). As she has gotten older however, El has been able to recognise time and place a little better. And for the good of a patient, or her ultimate goal, or even her own sanity, Elrethra has learnt how to keep her mouth shut. But in general conversation, within the apprentice dorms, or in the Weyr hall, El doesn't mince words.

* RULE-BREAKER : Not because of the thrill of breaking rules, but simply because she doesn't believe that all rules are good ones. They're healers, saving lives and easing people's pain is supposed to be what they do, restrictions of supplies frustrate her to no end. "We'll find more" is her motto. They'll always fine a way if they need to.

* LIAR : Elrethra is more than happy to lie for something which she believes is right. She's quite good at it in fact, which makes her a bit of a formidable enemy, but also a hesitant ally. El won't hesitate to lie directly to a patient's face if she believes that it would serve her ultimate goal (which she believes is also their ultimate goal).

* LACK OF UNDERSTANDING : She's not selfish, or sociopathic, or narcissistic, she will just never undertand why anyone would choose to die and why any healer could let someone make that decision. To her, any life is better than no life, pain, torture or worse, it's still living.

* PRIVATE : El doesn't particularly like to let people in, because she a) probably doesn't really like them in the first place b) doesn't believe that it's really anyone else's business what she is feeling or thinking and c) perhaps most importantly, Elrethra doesn't want to get hurt. It would be a distraction from her work, all this emotion stuff, it's a waste of time.

Describe Yourself:

* PROTECTIVE: ----- Elrethra does care about people, they are simply few and far between. The people she cares about with know her kindness, her humour, her love for life, and her overprotective nature but they'll also hear her sharp tongue, her callous words, and be frustrated by her inability to listen or understand others.

* JUDGEMENTAL: ----- El forms opinions on everyone she meets. She can change them to be sure, but she just has a lot of things that can put someone in the "don't like them" category. If asked, Elrethra won't be shy about the fact that she's judgy, and can even acknowledge that it may prevent her from forming friendships, but she's simply of the "good riddance" mindset.

* CLOSETED: ----- She's not unsure of what she is, it's just a lot easier to hide it. She hasn't met anyone she cares about enough to share it with the world, and because she doesn't particularly like her family that much, she doesn't really want to talk to them about it. It's simply easier to be closeted for the time being. Elrethra has too many things going on to be getting all girl-crazy.

* TACTICIAN: ----- Elrethra is a strategist, she plans, she devises and she carefully considers. Others might call it scheming, but she can put it to uses for both the benefit and detriment of others.

* TOUGH: ----- El has never been the kind to break down, or give up when things get tough. She's been through a lot of shit, the death of her father, an expulsion from a craft, the likelihood of being ostracised for her sexuality, but she's not a quitter, not a crier, and Elrethra will take a pummelling before anything really gets her down.

The Magic Touch: Elrethra is quick to judge, but she's not always quick to hold a grudge. She's a little fickle in this sense. Some masters will automatically earn her respect due to work she's seen them do (despite perhaps not actually meeting them), and some Senior Journeymen/Masters will be required to earn it. Junior Journeyman and Apprentices are the equal to her, so they're always automatically assumed to have to prove themselves.

She also knows that the healer hall is a place where sometimes you have two almost equally bad decisions, if a master picks one, and the patient happens to die, Elrethra will have to decide whether she believes the other option would have been the better option, and whether or not she believes the master made the wrong decision. But this is not something that she'll hold a grudge over, people die, it's the nature of the healer craft, as long as no one gives up before exhausting all her options, then she is unaffected by death.

Personal History & Education

Mother: Holder Remmerra of Remmesk - b. 2548
Father: Master Smith Elrethir - b. 2543, d. 2586

Siblings:
1st Sibling b. 2560
2nd Sibling b. 2565
3rd Sibling b. 2567
4th Sibling b. 2569
Remmalthira b. 2571 - Played by Beasty
6th Sibling b. 2575
7th Sibling b. 2577
Elremmiria b. 2579 - Played by RavenFlame

Aunts/Uncles:
Holder Tavianna b. 2555 married to Peacekeeper Notkerric - Played by SanctifiedSavage and lacihparg respectively
Farmer Cibnius b. 2553
Hold Brat Elmisse b. 2558, d. 2563
Wife Cavaronna b. 2564

1st Cousins:
Holder Nycolus b. 2568 - Played by Kyya
Holder Tresrissa b. 2571 - Played by Inki
Holder Nealros b. 2575 - Played by Drewliet

Children: No children. She doesn't want them, and doesn't care for the act of procreation.

Craft: Healer

Rank: Senior Apprentice

Date Apprenticed: 2577/15.

Specialty: Chronic conditions, emergency

Education Details: Currently Elrethra is studying under the Turn 6 schedule, substituting 2 of her practical classes for "shadowing", 1 for work in the hall (which can usually is shadowing but sometimes taking stock and preparing poultices/medicines), and 1 for chores.

As much as she might have liked to be one of the highest ranking Healers, Elrethra realised early on that she didn't want to change who she was just to get a title. She can do almost as much good work as a dedicated apprentice, as she could as the Master of her craft, perhaps even more, as she is constantly working for the craft.

Elrethra has always been quick to learn, and took to learning the craft well. When it came to practically applying the knowledge, El founds the restraints and rules when it came to human life unreasonable. Masters and senior journeyman will both hate her and love her. Because her enthuasiasm can potentially pit them against one another, as well as have her as a valuable ally.

Elrethra will never advance beyond Junior Journeyman, and even that status is unlikely. She's intelligent and good in the field, but she's untrustworthy in today's current climate when it comes to resources. Due to the nature of supervised Junior Journeyman status in the healer hall, there is a potential for this advancement, if she can realise it herself and put the work in to convince the hall she can do what they need.

Tell us a story...



* 2562, 0 Born the second child to a Smith and his holder wife Remmera, Elrethra was right at the beginning of her mother's plan to seemingly repopulate all of Pern entirely by herself. A fussy baby, Elrethra found too much light annoying, too much noise overstimulating and too little attention cause for crying.

* 2565-68, 3-6 Their family continues to grow, her aunt and uncle even welcome their first child to the world. Elrethra doesn't particularly enjoy the lack of attention she receives now, with all these new crying, annoying babies being added to the household. But she soon gets over it when Harper lessons begin, she's a impatient especially when the other kids have no chance of keeping up with her, and they hold back the rest of the class with their ineptitude.

* 2571, 9 By the time Remmalthira is born, Elrethra is really starting to think that her mother should stop having children. They were going to burst out of the house that they live in at any time now, and they just keep having more? Sure they were well provided for, their father kept them safe, even at 9 Elrethra can see that. But her childlike mind can't really fathom the idea that they would want any more screaming useless things.

* 2574, 12 Tried to enter the smithcraft like her father, although they didn't find her to be the right suit for them. She didn't want to wait and have them teach her everything before she was even allowed to look at a forge, she was a very hands on learner and would sneak into the workshop at night. One night, she messed up, slipping and dropping burning hot coal down her arm. Then the smiths realised what she was doing, they apologised to her father, but none the less kicked her out. It pissed her off to begin with, getting kicked out for wanting to learn more, but when she realised how much it truly embarrassed her father, she stopped complaining about it.

* 2575, 13 Impresses her wher, because what better way to reward a child that had been kicked from a craft than with a wher egg? Whilst her parents didn't think it was wise to gift her with a Queen egg, because of favouritism and all that, they split the different very well with a perfectly average looking egg. Thrask emerged from within and Elrethra was pleased with the bonding, they took to each other well and have been steadfast bondeds ever since.

* 2577, 15 By now, Elrethra thought she had learnt her lesson. She was bored with the idea of waiting around for a man to find her and sweep her off her feet. After all, she felt no attraction to any of them who had tried for her hand before. When her parents started getting antsy over the men she denied, Elrethra tried again in a craft. This time the healer hall. With the catastrophe raging around them, Fort Hold filled with the refugees of the entire planet, Elrethra thought that she might actually be challenged in the Healer Hall. Having dealt with the disappointment of being kicked out of the smith craft, Elrethra managed to mostly dampen her need to move quicker than others and in any case, the theory was far more interesting, and able to hold her attention longer than she expected.

It was when the practical classes began that Elrethra realised the sad truth of the Healer craft. That people were going to die, and mostly, there was nothing that anyone could do to stop it. Elrethra took that as "there was nothing we were going to do to stop it" not that they couldn't. And so she didn't listen to instructions. Tried to cure those who didn't want to be cured, elongate the life of those who just wanted to die without pain, because she can't really understand the emotions of those around her. As far as she cares, more life is better.

* 2579, 17 Elremmiria is born and the child is the last deciding factor from Elrethra deciding that she never wants kids. Paired with watching childbirth in the healer hall, and being reminded of what screaming babies are like with the arrival of Elremmiria in the house, Elrethra spends less and less time at home. Emersing herself in her craft, and distancing herself from those simple holders in her family. She's a judgemental person, and she darn sure judges those Holder wives who just sit at home and pop out children all day.

Her aunt Tavianna on the other hand, Elrethra can respect that. Running her own business, even if it isn't a craft like her father, whom she still adores. Elrethra doesn't want to be the wife of someone important, she wants to be someone important. She doesn't care about titles or any of that, just pure and simple action.

* 2582, 20 Came to turns with the fact that it's unlikely she'll ever be tapped, because she simply can't follow orders she disagrees with. She'll forge papers for a surgery that hasn't been approved, she'll lie to the faces of patients to make them think they're on the same side. All because Elrethra can't consider any other opinions than her own. But, as long as she can continue being an apprentice, she won't have anything to worry about. When the hall finally gives up on her, then Elrethra was going to have a big problem.

* 2587, 25 With the move to Southern Winds Weyr, Elrethra calms down a little bit. She realises that she wants to stay a healer forever, she doesn't want to get kicked out. They have a new home, a new island, a new hall, and it means that Elrethra can have a chance to be considered a little differently.

And so she argues more and forges less. Simply tries to convince the journeyman and masters to take the risk on a struggling patient, or to allow one of the healers with a better bedside manner than her to go back in there and convince the patient not to allow themselves to die now, that they have another month, 2 months, 6 months, enough time to spend with the family.

* 2590, 28 Elrethra is mostly pleased at the present time. Working with the healer hal, trying to get her act together to convince them she's a little more trustworthy, and she supposes a few of them are turning around. But she's not holding out hope for Journeymanship, and she's not too offended by it either.

Living at the Weyr in the healer caves, El enjoys the freedom associated with more removal from her family. Sure she loves them still, in her own dutiful way, but it's on her terms when and for how long she sees them. Mostly it would involve taking the early Prairie run into the Mine Hall, and then returning that afternoon ready for more work the next day. The Hall allows her some free days off to visit, but most of the time it's tied in with other work. Working with the healers that are permanently stationed there, taking supplies across with her, inventories and the such.

Why did they want to live here again? Elrethra grouched to Thrask as they wound their way through the dustu tunnels of the mine hall, some parts were midconstruction, and the ringing and hammers and chisels echoed through the chambers like some sort of incessant bird tapping on the trunk of a tree made of hard, harsh stone.

It'd be so much easier if they just stayed living at the damned Weyr, you know, where everyone else was. If her father was alive that's where they would be. At the Weyr, with the protection of the dragonriders, and him just around the corner working in the forges.

But instead they wanted to be as far away from logical civilisation as possible. El kicked a rock in her way and it bounced off the wall and scittered down the hall. But she'd do as they asked, and scout out the future living chambers. It would be a while before they could even move, but Elrethra new her mother wanted out, and she was sure her aunt and uncle wouldn't be wanting to hang around the Weyr with so many watching eyes.

Not that El knew much at all about their business. Just the general idea of it, or at least, what it had been when they were at Fort Hold. Whatever her aunt and uncle's plans were now that the island had been discovered, Elrethra was not privvy to it. Nor did she particularly want to be. She was a healer, she was going to concern herself with healing, and that was just about it. 

Member Info...

Created By:
Inki
Other Characters:
Weyrsecond B'ron
Prairie Wingsecond K'rez
Assistant Weyrling Master W'um
Jungle Wingrider Y'tol
Beach Wingrider M'dak
Mountain Wingrider X'rine
Prairie Wingrider Z'ryr
Beach Wingrider Inanna
Jungle Wingrider Iralye
Weyrling P'run
Weyrling Q'ellan
Master Weaver Gwinn
Senior Journeyman Beastcrafter Elrost
Senior Journeyman Fisher Fisk
Senior Journeyman Smith Vironethian
Halirina's Aide Mauddra
Candidate Ysveta
Senior Apprentice Miner Kenna
Peacekeeper Thug Daresik
Baker Paylae
Holder Tresrissa
Inactivity Preference:
Adoptable - because fambam
Mauling Permissions:
Bring it on
Anything Else:
Nope

Coded by SanctifiedSavage for SWW

17
Weyrfolk / Mauddra [ 06.01.2556 // Halirina's Aide ]
« on: September 04, 2017, 07:19:49 PM »

Play By:
GOLSHIFTEH FARAHANI
Biography

Name:
Mauddra
Pronounced:
More - drah (with a little roll thingy on the "dr" sound - like a combo between "thra" and "dra")
Nicknames:
Maud (more-d)
Date of Birth:
06.01.2556 9th Pass
Place of Birth:
High Reaches Weyr
Weyrmate or Spouse:
None

Your Reflection...

Appearance:
Mauddra is always well kempt in her general appearance, as she takes pride in her position and her status, and likes to wear clothes that are clean, in both the dirt variety and the lines variety. Not a fan of bright colours, she prefers to stick to matching shades and tones of greys, blacks and browns. The only thing that belies her professional appearance is her tightly curly but thin hair, which she attempts to tame in buns and the like, but can usually be found freeing itself in wisps around her forehead.

Not the kind to keep a constant smile, nor one with a resting angry or upset face, Mauddra is perfectly serious and professional, and she endeavours to keep her emotions from showing on her face. Anything else would be unseemly.

Tall and thin, but not lanky, Mauddra's size of 5'10" suits her, and her constantly straight posture means she never loses an inch. She enjoys the fact that it means she is taller than most people, she's not one to posture about and challenge people, but it sometimes just makes her feel a little more... secure knowing that she's not standing out for being the smallest and weakest in the room. Usually her arms are crossed in  front of her chest, holding a stack of records tight against her to keep them safe.

Response to 9th Pass Catastrophe:
The pass was terrible, there's no denying that. She lost family, children and friends, but just like everyone else, she simply worked until it was over. And now, she'll simply keep working, that's what she lives for, that's what she'll continue to live for.

Response to dragon color mutations:
S'bok is the Weyrleader, technically she should have no opinion of him. But she's mostly of the same mind as Halirina, the mutations are here, S'bok is Weyrleader, they'll just continue on working and moving forward, like she's always with everything else before.

Who are you...

Likes:
*Minute details - Mauddra enjoys the little things, finding the smallest errors, spelling checks, or a misplacement of a numeral in records, it makes her feel... accomplished, like these little things are something that only she can find.
*Lists - Ah, the epitome of organisation. Lists. Whether she's making them, updating them, fixing others, they make her feel content that the world is being as organised as possible.
*Children - Contrary to what one might think given her more serious demeanour, she loves the unbridled passion and love that children can exude. They've been untainted by the horrors of the pass and the world, and they have an opportunity to truly live.
*Her job - So satisfying and worthwhile in her opinion.
*Being the "second" - She likes a little bit of leadership, and quite a lot of responsibility, but she could never be the creative one in charge of everything, and coming up with new solutions. She's a team player, not a team leader.

Dislikes:
*Disorganisation - It's her job to keep things organised, to check everyone else's lists and their records, those who try and make it harder for her with their disorganisation are not going to be in her good books.
*Subordinates acting out - Everyone has their place and they need to learn it. They have hierarchies for a reason, because they work.
*Embarrassment - Mauddra prides herself on being right, being good and being perfect. She's not one of those people that can bounce back from embarrassment quickly.

Strengths:

* EDUCATED : Mauddra spent turns in an apprenticeship to the Harper Hall, and only her decision to leave and commit herself as Halirina's aide put a stop to her progression in the craft. She would have made a fine journeyman, or even a master one day. A good student, dedicated and constantly willing to learn, Mauddra has been able to utilise her training in her current position.

* CARING : The under-acknowledged, the silent workers, those that are forgotten about but continue without complaint, those are the ones that Mauddra had a soft spot for. Especially those in the Lower Caverns; The kitchen workers, the cleaners, the workers of the creche, they keep the Weyr going even if they may get frequently forgotten about in the chaos of thread and now with hunter attacks, riots and supply shortages.

* DUTIFUL : Born and bred for the Weyr, Mauddra is ever the dutiful one to Halirina. She understands what is needed of her position and will go above and beyond in all aspects of the role. However, not only is she loyal to the Weyr, but she's loyal to Pern. She wants the best for everyone, for everything, for all.

* RESPECTFUL : Mauddra will always be honest, but she'll be careful not to overstep her boundaries. She knows her place, and what is required of her, and first and foremost she is there to serve, and the best way to keep being able to serve is to be respectful.

* KEEN : Always keen to work, get more things to do and help out, Mauddra has never slacked from her duties. Going to "work" everyday simply makes Maud happy and excited to succeed.

Weaknesses:

* FIRM: Maud has frequently been described as "too serious" because she is simply so sure of herself and her goal. Not many things will deter her from a goal, or from an opinion, and she wont hesitate to let others know that fact. She's frequently the one to pull others into line simply because she'd rather do what's right even if it may hurt other's opinion of her.

* INSOMNIAC : With a constantly moving mind, Maud doesn't sleep much. Luckily, the woman can function on only small amounts of sleep, and her work never suffers for it. It simply becomes just a strange kind of habit she has.

* WORKAHOLIC : Her work is everything to her. A weyrmate, a family, a life. She doesn't need anything else, nor has she particularly wanted it. It was her duty to have children and give them into the creche, and she did, but beyond that, she only really cares about her work.

* DETACHED : Mauddra is pretty emotionally detached from most ideas of relationships or people. Whilst she cares about others, she's not one to share or let others care about her in return. She's a fixer, she doesn't need to be fixed.

* STIFF : Mauddra is not the kind to let go or let loose. She hates dancing, drinking, just in general she is just... uncomfortable with showing such outward displays of exuberance. The only time when she let's her guard down is in her dealings with some of the more sensitive lower caverns workers. Mauddra simply finds it hard to relax, this can mean that others find her hard to approach if they don't truly know her and the true depth of her caring for fairness.

Describe Yourself:

* HONEST: ----- Tries to find the perfect balance between her need as a subordinate to not argue with those superior to her. But Halirina has requested honesty from them, and so she will address conversations will all the honesty she can muster. She will be perfectly happy, after the discussion, to follow orders she disagrees with. "Agree to disagree" is sometimes her saving grace. But she wont let anything go undiscussed.

* PERFECTIONIST: ----- Mauddra simply refuses to accept substandard work, or the idea that something can't be done. It can, it will, and it will be done by her if she has any choice in the matter.

* GROUNDED: ----- Not the kind of person to lament over every single thing, Mauddra is the one that keeps others calm and in line. Perhaps it's sometimes with a little too much seriousness, or from a sense of overstated duty, but usually it's simply because she's so sure that everything will just work out as long as they can all work together.

* FAIR: ----- Everyone contributes, everyone is needed, and Mauddra will never be one to simply take things at face value, she'll research, discuss and then decide, making sure that everyone is equal in her eyes.

* ARTICULATE: ----- Mauddra has always been well-spoken, in part due to her harper training, and in part simply because she believes it is her duty to sound professional on top of all other forms of professionalism.

The Magic Touch: Mauddra can frequently be seen with a stylus tucked behind her ear. A habit the Harpers tried to stop her from doing but it simply stuck.

Family...

Mother: Mauryna - Rider of Blue Yllinth b. 2531, imp. 2544, d. 2566
Father: D'den - Rider of Green Tiawyth b. 2536, imp. 2552, d. 2580

Siblings:
Maurya may have other children from a previous Weyrmate/flings, but these are Mauddra's full siblings.

M'den [brother] Rider of Brown Ghanysoth b. 2554, imp. 2569, d. 2572
Rydena [sister] Weyrfolk b. 2558
M'ryra [sister] Rider of Blue Yvaith b. 2562, imp. 2580, d. 2586
D'nan [brother] Rider of Green Oosyth b. 2563, imp. 2580
Marudden [brother] Weyrfolk b. 2565
Dauryn [brother] Weyrfolk b. 2566

Children: She felt she had some duty to have children for the sake of the human race, so in her younger years did her best with riders.
Tiadra [daughter] Rider of Green Lyeeth b. 2570, imp. 2583, d. 2585
Maorche [son] Weyrfolk b. 2573

Tell us a story...



* 2556, 0 Born to a Weyrmated rider pair, Mauddra is the second child of what seems to be turning out to be a large rider clan. 

* 2561, 5 A keen child, Mauddra takes to her letters and her lessons like a fish in water. It's hard for her to get along with other children sometimes, as her enthusiasm for learning comes across as a little too serious for the other youngsters to comprehend.

* 2566, 10 Mauddra's mother dies this turn, and whilst she was raised in the creche, with limited contact with the riders who were responsible for her birth. Mauddra decides that she's not meant to be a rider. She doesn't have the constitution necessary to fight thread day in and day out, she loved her parents in her own way, but they died. Mauddra doesn't want to die, she wants to live and work and continue on the life of the Pernese. As much as they need dragonriders, they need crafters and Weyrfolk as well, and Mauddra, after excelling in her studies, knows that she'll at least be good at that.

* 2568, 12 The harpers that trained her as a child offer her an apprenticeship, and whilst she is concerned about leaving the Weyr, Mauddra convinces herself that she can truly do good as a Harper. In order to begin her apprenticeship, she must leave her family, (although leaving her blood siblings in the creche was the hardest part), however, she does with limited hesitation, and beings her apprenticeship within a fortnight.

* 2570, 14 With Fort Hold located so close to the Weyr, Mauddra has her fair share of dalliances with visiting riders, and whenever a hatching occurs, she makes sure to take convenient breaks from performing and run off with an attractive rider or two. Whilst she isn't interested in raising children herself, nor did she ever meet someone she wanted to settle down with, Mauddra feels it's her duty to have at least some children, especially of rider blood. She births her first child in her 14th turn and travels to the Weyr to give it over to the creche, as she doesn't trust the slowly declining culture of Fort Hold at the time.

* 2572, 16 Her brother M'den dies as High Reaches Weyr and the surrounding countryside is abandoned to thread. Amongst her studies and her childbearing, this event goes mostly unnoticed in her life. When she hears about it, Mauddra feels only brief sadness for the loss of a man she once knew, and then she just continues on.

* 2573, 17 Mauddra decides again to continue a pregnancy from a rider father, and gives birth to a boy she names Maorche. Once again, the situation within Hold foster homes is dire, and with Fort Hold and Weyr the only places left standing, overpopulation, crime and disease is rife within the Hold. She makes the decision again to travel to the Weyr and place the boy in the creche, believing beyond a doubt that his best chance will be growing up as Weyrfolk as she did.

* 2574, 18 Throughout her Harper training, Mauddra had become recognised as an incredibly dedicated student, and she spends more and more time working with the Harpers stationed at the Weyr. Perhaps it was in preparation for being tapped, but it simply reminds Mauddra of how loyal she is to the Weyr and how important she feels it is to the safety and continuation of life on Pern.

* 2576, 20 An opportunity is brought to her, to be an Aide for the Weyrwoman Halirina. Whilst she could have potentially continued with her Harper training, Mauddra decided she wanted to be committed to the role heart and soul, and so she made the decision to leave the Harper Hall. They were disappointed in her to be sure, but Mauddra's heart had always been with the Weyr, and she simply felt so privileged to be granted the opportunity to work under Halirina, the most influential person on Pern.

* 2580, 24 Despite being happy, excited and just... fulfilled by her position as one of Halirina's aides, Mauddra's life isn't free from sadness. She loses another family member, this time her father whom is lost not from thread as one might expect, but from illness. He simply injured himself during training, the wound became infected, and the rider they all once new slowly wasted away until his green screamed her way into between.

* 2582-83, 26-27 Her eldest Taidra is searched for the Weyr not long after she turns 12, and Mauddra, despite never wanting to be a dragonrider herself, feels a strong sense of pride in the young woman, knowing that her duty to produce children to benefit the Weyr is beginning to come to fruition. She's even more proud when a turn later, she impresses a green, so reminiscent of her recently departed father's.

* 2585, 29 Unfortunately, Mauddra's happiness over the occasion would not last long, soon after graduation, Taidra's dragon is seriously injured by thread. The green goes between, while her rider is left in the Healer Hall. Taidra can't stand the loss, and kills herself only hours later. Mauddra, by now, is used to the savagery of threadfall, and feels... almost nothing at the loss. Or at least, that's what she tells herself, when in reality, the fear and the pain simply gets buried deep.

* 2586, 30 Of course, Mauddra must suffer one more loss before threadfall stops, and at the end of the turn, in one on the final waves of thread, her sister M'ryra perishes. A simple mistake, a patch of thread on her back, and a between that never arrives back. After the death of her daughter, Mauddra simply pretends that she's okay with it, although really, it saddens her to know that her bright, courageous sister will never see a time where thread has ended.

* 2587, 31 The move to Southern Winds Weyr is a welcome one, and Mauddra enjoys the not-so-simple organisational feat that they must undergo. Despite everything, Mauddra believes that with enough work, enough effort, and enough dedication that this is truly the place to be, and everything will turn out right in the end.

* 2590, 34 Halirina's fact checker, Mauddra feels content in her position. Each of Halirina's aides fulfill a different role for the Weyrwoman, and they all seem to get along quite nicely. With all their individual personalities, they're not always the perfect little group, but they always work it out in the end. After all, they have things to do.

Well, this seemed to be going swimmingly.

Mauddra was quite proud of the way this day had turned out, it had been Halirina's idea of course, but as her eyes and spare hands, the Aides had been pleased to carry out the tasks assigned to them to get the ball rolling on the "Gather". There had been something quite naughty about keeping it mostly a secret from those not directly involved, and the response so far, Mauddra deemed quite acceptable.

As she had been... encouraged by Halirina to do, Mauddra was making a show of participating. Whilst she appreciated the work all the crafthalls had put into their individual stalls, the food booth that the lower caverns had turned out was almost feast-like. Yes, you still had to "purchase" food with marks, but that was more for control of supplies anyways, as marks were essentially useless for anything other than things like this, and the rider's bets.

So far, despite not knowing anything about runners, she'd bet on a race or two, obviously Survivor had been her choice every time. A small rose was painted on her hand, Mauddra didn't take the risk of a potentially embarrassing and eye-catching facial piece, but she was contributing.

There were only a few more booths that Mauddra had to make an appearance at now.

Member Info...

Created By:
Concept by SanctifiedSavage; Created by Inki
Other Characters:
*sigh*
Inactivity Preference:
Adoptable - or kill her off/fire her, as Sanctified sees fit
Mauling Permissions:
Bring it on
Anything Else:
*Harper Hall Speciality: Records
*Described as: "The Firmest"

Coded by SanctifiedSavage for SWW

18
Family & Friends / Get Your Weavers Here!
« on: August 25, 2017, 10:12:50 PM »

"We're a big bunch, but we like it that way."

Gwinn || Galleweyne


About the Character/s: Gwinn is of Weaver stock since the beginning of time, married to the Mastercrafter, Gwinn couldn't help but pop out a lot of babies and hope that they all wanted to become Weavers just like her. Her grandson, Galleweyne, (played by SirAlahn) a sociable and overprotective sort, followed in his paternal grandparents, and his mother's footsteps.

The Family:
*Only the deceased members of this family have decided ranks/personalities, adoptables are open for interpretation.
*Gwinn is Galleweyne's paternal grandmother (through her son Alleshan - deceased)
*Other unspecified grandchildren of Gwinn/cousins of Galleweyne are also up for adoption, their families have simply not been detailed yet.

Gwinn's Siblings:
G'weir [brother] Rider of Green Throuth - b. 2515, imp. 2530, d. 2568
Tellawinne [sister] Holder - b. 2519 d. 2563
Nentel [brother] Holder - b. 2522, d. 2552
Gwindatel [brother] Journeyman Weaver - b. 2525, tap. 2549, d. 2550
Winna [sister] - b. 2528 - Adoptable
Lawen [brother] - b. 2530 - Adoptable

Gwinn's Children:
Gwinnalle [daughter] b. 2532 - Adoptable
Sh'lan [son] Rider of Brown Bryzoth  - b. 2535, imp. 2555, d. 2582 threadfall
Shantella [daughter]  Journeywoman Weaver - b. 2536, d. 2577
Tellawinn [daughter] - b. 2543 - Adoptable
Anetel [son] - b. 2545 - Adoptable
Alleshan [son] Holder - b. 2548, d. 2575
Winnshella [daughter] Hold brat - b. 2553, d. 2560 sickness
Gwinshen [daughter] Hold brat - b. 2554, d. 2554 miscarriage
Tellan [son] - b. 2558 - Adoptable

Siblings of Galleweyne:
Agwellyn [brother] - b. 2568 - Adoptable
Gallesha [sister] - b. 2569 - Adoptable
Linntella [sister] - b. 2571 - Adoptable

Wanted OOCly:
For all: We ask that none of these characters be dragonriders, and whilst we have a preference towards Weavers for obvious reasons, other crafters and holders will also be acceptable.
For Galleweyne's siblings: Galle has very much been the "protective older brother" of the family since their father died in 2575. Since then, their mother, Lallewyn never fully recovered from her loss of her husband, and Galle has been the one to make sure she gets taken care of. Other than that, there are no particular personality requirements for these characters.
For Gwinn's siblings: I really have no particular personality preferences here, I'd like them to be close, because there's not really any reason for them not to be. But I'm happy for whatever ideas you'd like to propose. Their parents were sort of... absent? So make sure you go read her history in the early days to get an opinion on that.
For Gwinn's children: I don't want any of her children to dislike her or Alshan. Other than that, live your dreams.
Contact SirAlahn or Inki either in PMs, in Discord, or in a reply to this ad if you are thinking of making a character for this ad.

Characters made for this wanted ad should be adoptable in the event of inactivity.

19
Crafters / Gwinn [ 08.10.2518 // Master Weaver ]
« on: August 24, 2017, 08:21:47 PM »

Play By:
VANESSA REDGRAVE
Biography

Name:
Gwinntellan
Pronounced:
Gwin - tehl - anne
Nicknames:
Gwinn (everyone uses this, it's just easier, Gwinntellan is old news. Call her Gwinn.)
Date of Birth:
08.10.2518 9th Pass
Place of Birth:
Southern Boll
Spouse:
Alshan - Weaver Craftmaster (Ranked Adoptable)

Your Reflection...

Appearance:
Gwinn walks almost as if she's gliding two inches above the ground, a breezy, sort of floating, unhurried walk. The kind that makes you want to watch, but it doesn't make you feel like she is constantly on her way to do something of the utmost importance.

Sure, she's a master of her craft, but Gwinn has never given off the scary vibe. Her expression is always open, happy, approachable, and she likes to lounge about on chairs and seats. She doesn't need to sit all prim and proper for others to know who she is, they just know.

Comfortable clothes are now the go to. Gwinn can't be bothered at her age to worry about the newest trends. The catastrophe took that love of things like that away from her. But she's slowly allowing herself to choose colours that she likes, take advantage of the lilac weaver colours that are now available to her as a Master.

Response to 9th Pass Catastrophe:
Gwinn could never afford to stop and think during the catastrophe. She had a growing family and a dying craft to look after the entire time. The one time she broke, even she knew she could afford no more than 24 hours to wallow in her guilt and sadness. Now, she simply blames no one, wanting instead to look ahead and not back, and not get bogged down in 'Your people did this' and 'Your people did that'.

Response to dragon color mutations:
It's not her business to worry about Weyr politics, she just worries about people. So whilst she can understand the potential for the Red and Black dragons to hurt those in the Weyr (especially after the most recent hatching) she also feels for the little kids who impressed a dragon and are now hated by those they should be able to look up to, for something completely out of their control.

Who are you...

Likes:
*Silkworms - they are her life, her obsession, her every waking moment, not a mark goes by where Gwinn isn't thinking about how she can better their arrangement.
*Family - Gwinn enjoyed being a mother, and she's a little disappointed now that they're all grown up and they don't need her anymore. She's more than happy to babysit whenever her children need.
*Wine - She remembers the good old days where a fine Benden red was a celebratory drink when times were prosperous.
*Smells/scents/aromas - Just something which Gwinn has always enjoyed, the smell of fresh bread, flowers, dirt, musty caves, all things that tingle her senses and makes her feel alive.
*Truthful people - people who cry when they're sad, say the wrong things when they're angry, those who try to hide who and what they are, are just wasting their time.

Dislikes:
*Sleeping alone - Gwinn hasn't spent more than 50 nights alone in the past 60 turns, had she hasn't liked a single one of them.
*Drama - Just grow up. Please. Have fun, enjoy your life, chill out.
*Fellis - Gwinn doesn't like being ill, or getting hurt, because of the potential for the need to drink fellis juice to numb the pain. The ability for addiction and overdose terrify her, and at her age, she'd rather not have to be exposed to such medications, although perhaps it may be needed sooner than she thinks. Anything that dulls her senses it not something she wants to associate with at her age.

Strengths:

* DEDICATED : Gwinn isn't dedicated to her craft or her family because of some traditional rightness of the fact, she simply likes being dedicated, likes having things to do, likes things that need her, require her help.

* CALMING : Not only is Gwinn a calm person, but that exudes from her in a way that makes other people calm. She's quick to defuse situations, sooth emotions, and quiet busy rooms. Gwinn has lived long enough to know that you can always take the time to sort out a situation, because life is going to be far longer than you think.

* SMART : Whilst Gwinn has always been second string to Alshan, she is undeniably intelligent. Even at her age she has a solid memory, is an expert in language and conveying information accurately, and can simply pick up things quicker than what others would. This helped her a lot in her craft, and during her apprenticeship, she managed to be wanted by many of the different specialities. Gwinn's intelligence would also would lead her to be a good negotiator and political figurehead for the Weaver craft.

* STEADY : Gwinn has always been the rock which held others together, she's been secure in herself, her position, and has never once wanted to shake things up. One can always rely on Gwinn to be there for you, and be present in life.

* ORGANISED : As much as her husband Alshan can't exactly wrap his head around the need to be organised, or at least slow his thoughts enough to sort everything out, Gwinn is more than happy to follow everyone else around and organise their paperwork and their life. Whilst she doesn't do it out of an obsessive need to see things in their right place, Gwinn simply knows that it's easier to organise things as you go.

Weaknesses:

* FEAR : Gwinn is mostly afraid of... life at the moment. Everything to do with it, growing old, losing her children, losing her husband, losing her own life, everything she's worked for, the silkworms. Everything in her life is so important to her, and she can't help but feel that, after all these turns she knows that the world isn't under her control.

* SHORT-SIGHTED : Her age has caught up with her in few ways, but her eyesight has deteriorated in an unexpected way. The small details of weaver work are easy on her eyes, but ask her to look across the room to point out the apprentice who just walked in, and she can only vaguely identify them as "apprentice blob number 1".

* SHARP : Gwinn has a sharp wit which is usually too quick for others to understand, or it least, with a neutral expression is usually takes them a few seconds to realise that she was joking. Somewhat contrary to her zen demeanour, it's a little offputting to some.

* TRANSPARENT : Seemingly the opposite to her sharp wit. Gwinn wears her heart on her sleeve, so while what she's saying might sometimes be a bit too quick for people to immediately understand what she is saying, everyone usually knows what she is feeling. Whether it be happiness, sadness, pity, Gwinn wears her heart on her sleeve.

* NIAVE : Even after all these turns, all the disappointment, all the hurt, all the heartache, Gwinn still wants everything to be okay. She wants everyone to be nice, everyone to be happy, and to know that everything will just turn out alright in the end. Deep down, she knows that wishing this is unrealistic, but she can't help but just... want it.

Describe Yourself:

* ZEN: ----- Possibily the most evident and important personality trait of Gwinn, she is the epitome of zen. Rarely anything phases her, any she can take any situation and turn it good. It might take a lot of work, but she's not one to freak out when something doesn't go right, or break down in sympathy when she sees someone else broken. She's a comforter, a calmer, an encourager, and a worker, not a nitpicker, a worrier or a defeatist.

* EMPATHETIC: ----- Caring about people and understanding how they feel is just a part of what keeps Gwinn sane. If she felt that she was the only one in the world hurting, or crying, or struggling, she wouldn't be able to cope. But knowing how others feel, and trying to help them makes her feel like she's putting back into society even more so than just through her craft.

* TEACHER: ----- Her craft hit the jackpot when they apprenticed her all those years ago. Gwinn is a natural teacher, and knows how to explain many aspects of life or her craft, in ways that anyone can understand. She also simply enjoys the act of teaching, as it helps her to learn as well. Knowing her to rephrase something, or change tacts is all a part of constant adaptation and evaluation of ones techniques.

* CONTENT: ----- Gwinn has never had a desire for leadership, or for being the best of the best. For her entire life she had always been second string to the most intelligent man she's ever met, so she's simply been content with the best she can be. It's not synonymous to undriven, Gwinn likes to achieve, enjoys getting things done properly, and likes being the best with her silkworms, but she doesn't need to be the best at everything to be happy.

* CURIOUS: ----- Gwinn has always had a curious mind. Enjoying knowing how people ticked, how things worked, why things happened the way they did. Whilst Gwinn herself has never been an innovator for the sake of innovating, Gwinn enjoys learning how other people approach the art of problem solving, and has applied it to her own neccessary inventions for the silk worm craft.

The Magic Touch: Gwinn snores have been likened to a dragon's roar. Luckily, Alshan has simply gotten used it over the turns, but Gwinn has never been one of those graceful sleepers.

Personal History & Education

Mother: Gwinnen: Journeywoman Weaver, b. 2500, d. 2550
Father: Tellaweir: Holder, b. 2499, d. 2530

Siblings:
G'weir [brother] Rider of Green Throuth - b. 2515, imp. 2530, d. 2568
Tellawinne [sister] Holder - b. 2519 d. 2563
Nentel [brother] Holder - b. 2522, d. 2552
Gwindatel [brother] Journeyman Weaver - b. 2525, tap. 2549, d. 2550
Winna [sister] - b. 2528 - Adoptable
Lawen [brother] - b. 2530 - Adoptable

Children:
Gwinnalle [daughter] b. 2532 - Adoptable
Sh'lan [son] Rider of Brown Bryzoth  - b. 2535, imp. 2555, d. 2582 threadfall
Shantella [daughter]  Journeywoman Weaver - b. 2536, d. 2577
Tellawinn [daughter] - b. 2543 - Adoptable
Anetel [son] - b. 2545 - Adoptable
Alleshan [son] Holder - b. 2548, d. 2575
Winnshella [daughter] Hold brat - b. 2553, d. 2560 sickness
Gwinshen [daughter] Hold brat - b. 2554, d. 2554 miscarriage
Tellan [son] - b. 2558 - Adoptable

Surviving grandchildren:
Galleweyne [son of Alleshan] Apprentice Weaver - b. 2565 - Played by SirAlahn
Agwellyn [son of Alleshan] - b. 2568 - Adoptable
Gallesha [daughter of Alleshan] - b. 2569 - Adoptable
Linntella [daughter of Alleshan] - b. 2571 - Adoptable

Professions for Gwinn's surviving siblings, children and grandchildren have been left open for adoptable reasons. With preferences for Weavers, but at the very least Holders and Crafters.

Craft: Weaver

Rank: Master

Date Apprenticed: 2530/12.

Date Tapped: 2541/23.

Mastership: 2572/54.

Specialty: Silks. Silkworm care.

Education Details: Gwinn's education was pretty typical. Whilst intelligent, and good at what she did, Gwinn wasn't a prodigy, and wasn't tapped at the earliest possible time. Instead, she raised a family as she studied, and therefore, most of her advancements were longer than what one would expect for a woman of her calibre.

In her apprenticeship, she dabbled in the various aspects of weavercraft, but found herself drawn to the uniqueness of silks and the raising of the worms that came along with it. If the silkworms were to fade, Gwinn wouldn't want to choose a different speciality, although she showed a particular aptitude for tapestry design in her younger days, and perhaps her calm mind would be suited for more intricate pointwork.

Tell us a story...



* 2518, 0 Born to a Holder husband and Weaver mother, neither parent were particularly interested in their children. They liked the idea of them, the fact that it made them look like a big, wonderful, happy family. And they were... to an extent. Gwinn loved all her siblings, as their family grew, all the children became closer with one another as they realised they parents didn't particularly... care what they did one way or another. They felt out the world on their own and it mostly worked for them.

* 2519-22, 1-4 In the proceeding turns, Gwinn's parents welcome two more children, Tellawinne and Nentel. This is when Gwinn officially becomes... Gwinn. She decides pretty early on that her long name simply doesn't suit her, and her siblings are mostly in agreement. Gwinntellan becomes Gwinn and she hasn't heard the name since (except from her parents who couldn't be any less interested in learning about her life).

* 2523, 5 A curious child, Gwinn was playing with the bugs and spinners in the darker corners of her family home, when the 5 turn old was bitten. She swelled up like a balloon in reaction to the bite, more so than any of the healers would have expected, and the Healers of Southern Boll were able to prevent the blockage of her airways. From what she could remember, Gwinn was simply told to stay away from spinners from then on, and the memory of the fear of the moment kept her from breaking that recommendation.

* 2525, 7 Another brother follows this turn, and Gwinn couldn't be happier that their family continues to grow. She starts to become interested in her mother's work. Since her mother is constantly sewing while at the weaver hall during the day, she takes it upon herself to teach her children, so that the easy patching doesn't have to be done by her. She gets enough of it day in and day out at the hall. Gwinn enjoys this time, it's simple, and she is blissfully unaware of the hatching plot of detonations under the instruction of AIVAS.

* 2528, 10 Gwinn is informed by her parents that a marriage has been set up for her. She meets Alshan for the first time, a young man, only a turn older than her. Not the most attractive, but not ugly either, Gwinn is pleasantly surprised for her future with him. They court for a while, get to know one another, act like kids together. Gwinn is happy for him when the next turn he is apprenticed to the Weaver Hall, she expected nothing else from the boy who could pick up patterns faster than anyone she had ever met.

* 2530, 12 Following in her mothers footsteps, and her betrothed, Gwinn is apprenticed to the Weaver Hall. She enjoys it, calming work, but also something which can challenge her. Quickly becoming attached to the secluded silk worm caves, Gwinn starts a secret obsession. It would be turns before she was actually allowed to help, or do anything productive with the near-extinct silkworms, but she was going to do her darndess to make sure that eventually, she will be in those caves.

It is this same turn her father dies, her mother, pregnant to what would be their last child. Gwinn felt... strange about this. It was now she realised that she didn't particularly... like either of her parents, although admittedly, she did love them. It was hard to not love the people who raised you, regardless of how good or bad they were at it.

* 2531, 13 Gwinn and Alshan finally get married. Even at 72 turns, Gwinn will fondly recall that this was one of the happiest days of her lives, and the beginning of a life of love, happiness and yes, at times grief, that she would have never expected on that rainy day when she was 13. The two stood together in front of family and friends, inside of course, Gwinn never got to achieve her dream of a wedding on the beach with the sun rising behind them.

* 2532-36, 14-18 Gwinn never wanted to wait for children, and so, not a turn after their marriage, she gave birth to their first child, a bouncing, healthy baby girl, who they named Gwinnalle. This marked turns of ignorance. Partly on purpose, and partly by mistake, Gwinn simply raised her children, and worked in her craft. Three turns later, she gave birth to her first boy Shwilan and the turn after that, another girl named Shantella. With the weaver hall, her husband and her children, Gwinn was able to... almost block out all the horrors of the world outside, as slowly, everything she had ever known began to fall apart.

* 2537, 19 It was at this time that Gwinn knew she had to get more serious about her craft. Being both a mother and a wife to her steadily growing hoarde of children, was a full time job, but in order to devote the time she needed to to be a constructive member of her craft, Gwinn knew she had to step back. Her younger sister Tellawinne, by this time, discovered that she was infertile, and after her husband leaving her in the dark of the night, Gwinn welcomed her sister into their house. Tellawinne was sweet and kind and the children took to her quickly. Gwinn was still the mother, she came home, did the disciplining, the cooking, the cleaning, Tellawinne was simply an extra set of eyes and hands. It worked for them, and so Tellawinne and Gwinn both had the family they always wanted, without having to sacrifice their happiness.

* 2541, 23 With her sister now looking after the children during the busier working hours of the day, the craft noticed Gwinn's dedication and she was tapped. Now, she was able to pursue her academic studies into the silkworms. The Weaver Hall was still going strong, and the silkworm caves were as prosperous as ever, but with Halls and Holds beginning to be abandoned with more frequency, Gwinn knew that a contingency plan needed to be devised. She hoped it would not have to be implemented, but she need to know that the silkworms would survive, no matter what the future held. 

* 2543, 25 With the of another daughter, named Tellawinn after her aunt, Gwinn kept growing her family. She found the perfect balance of mother and teacher, nurturer and disciplinarian, all while keeping her family tight knit.

* 2545, 27 Alshan was excited when the next child proved to be a boy, their second of five children so far. Gwinn had no intention of stopping, and she was eager to see what the future would be like for all her bright and happy children.

* 2548, 30 It was with the birth of Alleshan, her third son, that the pregnancies began to take their toll on her body. Not obviously at first, but the simple symptoms of pregnancy became more pronounced, more difficult to ignore. Gwinn would be lying if she said it didn't effect her craft for a time. It was hard to be focused when your entire body was screaming at you to just lie down. But, in her naivety that everything was going to turn out okay, Gwinn simply... carried on, content and happy with her lot.

* 2549, 31 Gwinn's eldest son is searched for the Weyr, and she watches him go with apprenhension. Knowing that potentially she might never see him again, as he would need to go from Weyr to Weyr, wherever duty calls, that was, if he did indeed impress. But she wishes him well, with the words to let him know he could return to her whenever he wanted and she would always welcome him. As she leaves, she implores him to seek out his uncle G'weir, so at least he would have some family in a foreign place.

* 2550, 32 When Gwinn's mother died, she passed reasonably quietly in the eyes of all her children. Whilst they spent their time to acknowledge her passing, and the woman who had brought them to the world, it was more of a time to reflect on the closeness they had found with each other. The brothers and sisters, with their own growing families, which had pulled together in all of their hardest times.

* 2553, 35 With her pregnancies getting more and more confusing and difficult, the next child was an unwanted home birth. She simply... never made it out of bed and to the infirmary, waking in the middle of the night to the familiar pain of labour, and before too long, she welcomed Winnshella to the world. The child a little premature, small for what was healthy. But she cried as was expected, loudly and without tears, so Gwinn was told that as long as she fed, everything would be okay, and with little to give her reason to worry, Gwinn was reassured.

* 2554, 36 Gwinn's next pregnancy did not go well. Complications, a miscarriage and a subsequent infection had the healers informing her that this had most likely been her last chance. And so, with her husband Alshan, they eventually came to terms with the idea of no more children. They had a large family which they loved, and so, they were content for this to be the end of her pregnancies.

Later in the turn, Gwinn is offered firelizards from a fellow Weaver's clutch. Perhaps it was pity when they realised she had given up on having any more children, or perhaps it was just a coincidence. But Gwinn was open and accepting of the idea, and even accepted two eggs. They hatched into two lovely green sisters, and Gwinn hasn't been able to imagine her life without the two of them since. It simply worked, they fit together.

* 2558, 40 Despite the warnings from healers, Gwinn did manage to get pregnant again. It was a surprise to be sure, and she definitely wasn't expecting to carry the fetus to full term, but she did. There were complications throughout, a few rushed trips to the healer hall, but 37 weeks later, she welcomed her final child to the world, whom she named Tellan. She was proud and content in the idea that her family was complete.

Just after the birth of Tellan, the Weaver Hall was finally evacuated along with Southern Boll. Their entire family was uprooted, and moved to Fort Hold. No one died that she knew, although, she watched a few dragonriders take injuries while fighting thread above them. But by now, it was something she expected, it not something she had been personally before. With the entire Weaver Hall moving, Gwinn didn't feel like everything had changed. She still went to work everyday, her sister still looked after the children when she wasn't there, and life simply continued as normal.

* 2560, 42 Winnshella had never been a particularly strong child. She was prone to sickness when the weather turned, and seemed to get weaker and weaker after each bought of illness. With so many people starting to be crammed into Fort Hold, contagions were rife throughout, and Winnshella was a sad and unexpected casualty. Just like every other turn of her young life, Winnshella had gotten a sniffle, then a cough, then slowly deteriorated from there.

It was Gwinn's first real exposure to heartbreak. But she had to be strong for her family, her sister, her husband. The weaver took her grief and then moved on, keeping her child's memory alive, but not letting it halt the progress of her life.

Gwinn had always hoped that her children would want to follow in the family footsteps and become apprenticed into the Weaver craft. But when her son Alleshan approached her and Alshan in his 12th turn, and tells them he wants to be a Holder, a field hand and to raise a family with a woman he loves. Gwinn can't deny him the want to be happy. Alshan and Gwinn gift him a Gold Wher egg, with their blessing to choose his own path, as long as he is happy and healthy, and they will always be there for him.

* 2563, 45 But it seemed that Gwinn's life wasn't going to continue on the way she wanted. Her sister succumbed to an illness as well. Not something she had contracted, the healers said that it wasn't contagious, just an inevitable illness that Tellawinne was going to die of eventually. It didn't mean much to Gwinn, she had never really dabbled in the other crafts, so she simply watched as her sister faded away, a husk of the vibrant woman she had been, before she died peacefully in her sleep.

Or at least, that is what Gwinn convinced herself, that it was peaceful, that she wasn't in pain, when really, she had no idea. It was a blow, but she had to carry on. The children were mostly grown up and could look after themselves, but her sister had been an incredible help to their family, and so the loss was keenly felt by them all.

* 2568, 50 And then her older brother G'wier fell in threadfall. After he had impressed, he had grown apart from the family, but Gwinn's son Sh'lan had impressed 7 turns earlier, and her brother had kept a keen eye on him since the boy had moved to the Weyr.

Whilst she missed her brother to be sure, the death opened her eyes more to the danger her son Sh'lan was exposed to and made her worry more for his safety. It wasn't a constant thing, Gwinn was a pretty calm person in her every day life, but in the marks before sleep, Gwinn felt the weight of the catastrophe pressing down on her and her family.

* 2572, 54 With the arrival of the rest of Pern in Fort Weyr and Fort Hold, the Weavers were entirely reunited again and the need for leaders and masters became apparent. Her husband was voted to Craftmaster and she was promoted to her Mastery. Gwinn was so proud of her husband, and herself to be sure, although she wasn't entirely surprised about either event. It became her little obsession, and despite the inability to create silks with their limited resources, Gwinn would not allow the silkworms to die even given their current obsolete status. Whilst the hall couldn't devote large amounts of apprentices to the raising of the silkworms, Gwinn was content to handle them mostly by herself, and starting teaching in the meantime.

* 2575, 57 Gwinn has to watch her son, Alleshan slowly waste away. Their family is there to watch him go and ease his pain, but he leaves behind a wife and four young children. Gwinn and Alshan do what they can for the family, but their eldest Galleweyne steps up to the plate, bonding with his late fathers wher, and staying behind in their family home whilst the Weaver Hall takes in his Journeywoman mother and younger siblings. She's proud of them all, the way they recover, the way the Weavers came to their aid, and the way young Galleweyne accepts the responsibility without question.

* 2577, 59 Her daughter Shantella is the next to fall. A victim of a bad miscarriage, Gwinn is reminded of her own close call with a pregnancy. Shantella had followed in her footsteps in the Weaver Craft, and left behind a horde of children just like her own. Those that could were adopted by Gwinn's other children and Gwinn did what she could to babysit when needed. However, most of Shantella's children were older and able to take care of themselves, so despite the loss, there were no children lost to the darkness that enveloped most of the Hold by now.

Galleweyne starts in the Weaver Hall, Gwinn keeps an eye on her grandson, as she does with all her relatives. But she's far too self-aware to hover over them, treat them differently, or coddle them just because they're related to her. Whilst she can't help but be secretly proud when any of the relations choose to follow in family tradition, she wants them all to make their own way. If they're happy as Weavers, so be it, she'll help guide them if they need, but Gwinn isn't the kind for nepotism.

* 2582, 64 Grandchildren are welcomed into the world, her children advance in their craft, her husband maintains his rank, and her silkworms are still alive. But her family is not safe from the horrors of the catastrophe. She loses as many grandchild as she gains and her dragonrider child Sh'lan, as she feared, falls to thread. As much as Gwinn has always tried to be the rock, the solid one, someone unphased by the catastrophe around her, it all became a little too much. Gwinn had a short, one day long breakdown. She refused to leave her room, left the silkworms to fend for themselves for the day, and told Alshan to let her apprentices know that she wasn't coming in. Gwinn needed a whole day to just cry, grieve for her loved ones, and steel herself for the inevitability of more death to come. The next day, she was back to work, as if nothing had happened, but with a new fear of death which she had to keep bottled away.

* 2587, 69 Gwinn was excited for the move to Fort Island, but she couldn't help but feel it was tainted by the memories of all those that hadn't made it. Her son Sh'lan, who had died only 5 turns previously. He had been so close. They all comparatively, she supposed, had been close in their own way. All of them lived closer to the end of the catastrophe than the beginning of it.

* 2590, 72 Life on Fort Island hadn't been all sweets and rainbows. Hunters and Beach Snakes were ready around every corner, and the mutations were causing havoc, pitting rider against rider, but Gwinn couldn't deny that her life was... okay, at least. She was happy, her children seemed to have some modicum of safety here, and despite it all, Gwinn liked it here. So she had hope for the future of their people, the craft and her family.

Gwinn had to blink her eyes a little at the more blinding light of the late afternoon. The angle of the sun coming through the Weyrbowl entrance at just the right height to hit her bang in the middle of the eyes.
 The Master had heard of the commotion a little late. Having been occupied in the silk worm cave for their afternoon check up, in which time had just seemed to run away from her.

But eventually, an apprentice had found her. A little breathless, and a little out to date with his information. Gwinn had indeed known of the trip to Southern Boll that had been taking place today by Mountain Wing, as there was little that went on in the hall she didn't hear about. It did pay to be married to the Craftmaster occassionally. But it seemed that they had found a great deal more than what had been expected.

It seemed that most were being organised by the riders outside, apprentices, candidates and the like being taken adragonback across to the hall. Gwinn wished to go, if only just to remember her youth there. The days of crying babies and rowdy toddlers, along with the hubbub of a filled fall. But she knew she would be of better use here. She trusted her apprentices, the journeyman that would inevitably be in the forefront and even the Mountain Riders, after all, they did this day in and day out.

Alshan would inevitably be around, but Gwinn didn't feel the need to seek his out. His scribe would be with him, and that was all the man should need. This kind of chaos was exactly the kind of thing that would thrill his constantly whirring mind.

Instead, Gwinn sought out Berlya. The two were friends, having spent quite a deal of their life on similar paths. The other woman was almost 10 turns younger than her to be sure, but they had been mastered within only a few turns of one another, and in their more advanced age had come to appreciate their constrasting personalities.

Gwinn was calm and breezy, Berlya intense and iron-willed, but the two made a good pair. And they would do so again today. Taking a seat next to her, Gwinn's two greens amusingly seemed to unconsciously echo the position of Berlya's own beside her. "Hello my dear. It's all very exciting isn't it?" She asked, patting her friend's hand beside her.

Member Info...

Created By:
Choccy Milk
Other Characters:
Weyrsecond B'ron
Prairie Wingsecond K'rez
Searchrider-AWLM W'um
Jungle Wingrider Y'tol
Beach Wingrider M'dak
Mountain Wingrider X'rine
Prairie Wingrider Z'ryr
Beach Wingrider Inanna
Jungle Wingrider Iralye
Weyrling P'run
Weyrling Q'ellan
Snr. JM Beastcrafter Elrost
Snr. JM Fisher Fisk
Snr. JM Smith Vironethian
Snr. AP Miner Kenna
Peacekeeper Daresik
Holder-Baker Paylae
Holder Tresrissa
Candidate Ysveta
Inactivity Preference:
Adoptable
Mauling Permissions:
Bring it on
Anything Else:
Wifey to the Craftmaster

Coded by SanctifiedSavage for SWW

20
Weyrling Announcements / Kalestath's 2590 Month 2 Training!
« on: August 11, 2017, 03:18:08 PM »
Hello everyone!

I've popped up a Weyrling thread for Kalestath's 2590 clutch this month. Let me know if you have any questions about it or... something.

Here it be: In The Beginning [16.08.2590 // 8am]

This applies to:
T'rel of Nynath
T'vye of Aitorith
N'lyse of Izelith
P'run of Salnoth
S'ric of Dakrith
T'ghen of Sinestath
T'vil of Findaeth
W'lleni of Iaoth
L'anna of Gyoth
Ya'lin of Faromith
Araena of Ceryth
Erieen of Sayimith
F'erro of Zhouth
Galve of Weyteleth
Ionei of Quaoth
Q'ellan of Ooromoth
S'nis of Masath
Saidra of Oraenth

@Drewliet @Kyya @Dashin @SanctifiedSavage @laceface @RaynePOTM @CatTiff @Red @SirAlahn @Aster

21
Plot and Scheme / Inki's Plotter v.2
« on: August 03, 2017, 08:12:43 PM »

Me!
I love writing and I love SWW. That's about it. I've done a lot of Pern rp in my time because I simply love Pern (Dragonflight being my favourite book of all time, we can agree to disagree XD ) but Southern Winds Weyr is by far the best run place I've ever rped at (including my own). :love:

I enjoy RPing it's as simple as that, so I don't really have any limits as long as it makes sense for my characters. But just because I like everything, doesn't mean you have to, tell me if you want to fade to black, tell me if you want to play it out, don't hesitate to talk to me <3

At the moment, I am reaching my peak of characters, and therefore, I'd rather connect current characters than make completely new ones, as I have got a character from pretty much every walk of life. However, I have no self control, and am entirely willing to change my mind for something that intrigues me.

Whilst I do put up wanted ads when I'm searching for something or someone, if you have an idea for a relationship plot but there's no wanted ad, or want to add a character to a family without a wanted ad, by all means, hit me up. It may not always be possible, but there are quite a few of my families which I'm open to making adjustments for eg. adding unspecified children to Y'tol's family, siblings to Z'ryr's family etc. (and I'm a sucker for good a relationship plot too).




My Characters!
At The Weyr
Weyrsecond B'ron
Prairie Wingsecond K'rez
Assistant Weyrling Master W'um
Jungle Wingrider Y'tol
Beach Wingrider M'dak
Mountain Wingrider X'rine
Prairie Wingrider Z'ryr
Beach Wingrider Inanna
Jungle Wingrider Iralye
Mountain Reserve Wingrider J'sen
Weyrling P'run
Weyrling Q'ellan
Master Weaver Gwinn
Senior Journeyman Beastcrafter Elrost
Senior Journeyman Fisher Fisk
Senior Journeyman Smith Vironethian
Senior Apprentice Farmer Cinnacai
Senior Apprentice Healer Elrethra
Halirina's Aide Mauddra
Candidate Ysveta
Weyrfolk Allevaithe

At The Mine Hall
Senior Apprentice Miner Kenna
Peacekeeper Thug Daresik
Wherfighter Ryneppa
Baker Paylae
Holder Tresrissa
Holder Wife Sohrelle




Personal Plotters See this post for all the personal plotters for each of my characters!
Adoptable Index! See this post for an index of the adoptables I have wanted ads up for <3
Creature Tracker! See this post for an index of all the dragons, whers and firelizards my characters have obtained.
Miscellaneous A list of miscellaneous dates and ships located here.
Flight/Clutching Calendar Calendar for my creatures flight and related dates found here.

Please see my thread tracker, for planned threads and threads that I need to reply to. If it isn't on the list, feel free to poke me and remind me here.

22
Crafters / Kenna [36.08.2569 // Senior Apprentice Miner]
« on: July 31, 2017, 07:57:28 PM »

Play By:
Allison Stokke
Biography

Name:
Kenna
(Previously Glaescakenna)
Pronounced:
Kehn-na
Nicknames:
Kenna
Date of Birth:
36.08.2569 9th Pass
Place of Birth:
Fort Hold
Spouse:
None.

Your Reflection...

Appearance:
Kenna is small and slight, only standing at about 5 foot 5, she's lithe, able to slip through any crack or crevice in order to investigate the cave system on the other side. Never wearing her hair out if she can help it, Kenna enjoys a messy ponytail, and the minimal effort that it entails. Her work has caused her to be muscular, perhaps a little too much for what some men would find attractive, but under clothes, only her strong biceps are apparent.

Typically covered in a fine layer of dirt and mud, Kenna doesn't really care too much about appearances. She can acknowledge that she's attractive, but won't bother to do herself up. An everyday tomboy, Kenna hates the time and effort associated with making you "look nice" and doesn't find any pleasure in the confusion of "What will I wear today?"

Vests and pants that contain many pockets, she doesn't wear a tool belt, but either has everything on her person in her various pockets, or in the ragged backpack which she takes with her. Usually the necessities, belt knife, flint etc are carried on her person, and water and food in her pack.

Response to 9th Pass Catastrophe: Kenna survived through the will and strength of her mother. Jurrikenna protected her from the things that children shouldn't have to personally deal with, but didn't ever hide the reality of the situation from her. She's simply glad that her and her mother are alive, together, and happy.

Response to dragon color mutations: Kenna couldn't really care less either way. The existence of black, red, pink or rainbow coloured dragons don't effect her work unless they can suddenly see through walls. Unless she personally gets eaten by a mutation, or personally has a rowdy time with one, Kenna honestly doesn't care.

Who are you...

Likes:
•   Fire - There's something about fire that intrigues her, the flickering light, the colours that vary within the flames and how it destroys everything it touches. Whenever the scout parties have to set up camp in the mines, her favourite part is sitting and burning different things in their cook fire.
•   Animals -  Whers, dragons, firelizards, beasts, they all serve their own purpose and she can appreciate them for what they do. Whilst she particularly likes her own, she will also gives others the benefit of the doubt until they prove her otherwise.
•   Family - The ragtag extended family that her mother married into her are good for her, she's a little crass and a little loud, and they are too. She fits right in and doesn't worry about offending them.


Dislikes:
•   Fakes - Kenna doesn't enjoy people who make stupid decisions in order to feel like they're "different" or "special". If you're an asshole, own it, don't pretend like you need someone to draw it out of you. If you're a little bit broken by the pass, don't pretend like you're not, under some ridiculous facade of arrogance, either be a dickhead or don't.
•   Unearned Ranks - Whilst Kenna isn't against the general Hold and Weyr hierarchies as a rule, she doesn't agree with colour ranks and those that stick by them, you can be a high ranking person because you earned it, not simply because of the colour of your dragon. Riders like B'lye and W'sar give her faith in that rule, Green and Brown Rider's in high ranking positions and still well regarded. The same goes for sons and daughters of past Lord Holders, they need to earn their way just like everyone else.
•   Sexism - She can do anything that any of the other male scouts can do, all crafts are open for everyone, you just have to prove yourself to do it. Kenna isn't someone to deny the simple fact that most men are stronger than most women, but she simply doesn't think it has a place in the case-to-case-basis argument. Her mother is an amazing miner, regardless of what she has in her pants.

Strengths:

* ENERGETIC : Kenna is full of energy and life when she is around others, she enjoys being in large groups and feeds off the energy of other people. However, she doesn't need to be around people all the time. Kenna sometimes has to spend days in natural caves systems, scouting them by herself or with only a small group of other scouts, and she doesn't suffer for those times.

* STRONG : She wouldn't have been able to last as a miner for long if she wasn't physically strong. Kenna has had to dig herself and others out of cave ins, and climb sheer rock faces to investigate long cave systems. Her shoulders are therefore slightly broadened by her extra muscle and her abdominal muscles are taught and tight.

* CLEVER : Kenna has to be able to think quickly and contain a lot of information. She was always a smart student, even if she didn't work particularly hard to be studious.

* ADVENTUROUS : Enjoying finding new caves systems, and exploring where no one else has gone before, it's lucky that Kenna has found herself in a craft where she can exercise her brain in such a way.

* OBSERVANT : Quick eyes and a quick mind, Kenna takes note of everything and anything going on, even if they don't particularly mean anything. She'd be quite the enemy if someone in the mine hall was having an affair, because she would be sure to notice any subtle signs.

Weaknesses:

* FEARLESS : So much so that she won't hesitate to climb through potentially dangerous caves, and scale treacherous rock faces, Kenna has made a few bad choices in her life, but has mostly come out of them unscathed. She learns from her mistakes, and endeavours to not make them again, if only to be a better miner, not to keep herself from danger.

* LOUD : Enjoying drinking, eating and parties, Kenna grew up with a mother who let her be free to be whomever she wanted to be. She wasn't required to be "lady-like", just to be herself. So she's a little blunt, a little crass, and a little loud, simply because she sees no harm in it.

* IMPATIENT : Kenna hates overplanning, her scouting requires her to be able to make quick decisions and those who can't do anything without everything being completely laid out for them frustrate her. If she has a job to do, she just wants to get in there and do it, because she trusts her instincts and her training, and doesn't feel the need for anyone else to tell her what to do.

* ESCAPIST : Not one to deal with the hard issues, Kenna simply pushes uncomfortable things to the back of her mind and throws herself into something else, dangerous, exciting or otherwise.

* STUBBORN : Once Kenna has made up her mind about something, you'd be hard pressed to get her to change it without an incredibly good argument. She'll go toe to toe with anyone who she believes is being an idiot, regardless of whether they are twice her size or not.

Describe Yourself:

* WILD: ----- Uninhibited by the fear of looking stupid, the fear of failing, or the fear of being thought of as unlady-like, Kenna will do what she wants, when she wants, living her life untamed by the usual holder standards.

* MULTI-FACETED: ----- Kenna can actually switch off her loudness, not because she has to but because she chooses to. Sometimes, she finds it nice to enjoy the drip of condensation in the caves, or the crackle of the fire, without having to fill the silence. Simply enjoying things, instead of forcing things to be enjoyable.

* TENACIOUS: ----- Persistent and hard working, Kenna isn't one to give up on a task ahead of her. She'll use what she has learnt from the hall, and allow that to influence a single-minded determination to achieve her goal.

* LATERAL-THINKING: ----- Sometimes regardless of how much you've memorised or how much you've learnt in the hall, you have to think outside the box. Kenna approaches all of her tasks in a way one might not expect.

* COMPANIONLY: ----- To most people, Kenna is a fun person to be around, she doesn't like to take things too seriously, nor does she take everything with a grain of salt. Regardless of whether or not you disapprove of her behaviour, she would be fun to be around and would be there to defend anyone who needed it.

The Magic Touch: Kenna likes to collect fossils.

Personal History & Education

Mother: Jurrikenna (You-ree-ken-nah) - Miner Journeywoman, b. 2553
Father: Glascent - Harper Journeyman, b. 2550
Step-Father: Wallumnick - Holder/Stay at home dad, b. 2549 m. (Jurrikenna) 2587

Half-Siblings:
Rellumnick (M) – b. 2564, Journeyman Miner
Wallukari (M) – b. 2567, Holder
Wallumnikar (M) – b. 2568, Holder
Rellenick (M) – b. 2569, Apprentice Weaver
Wallellen (M) – b. 2571, Apprentice Miner
Rellumn (M) – b. 2573, Holder/Candidate
W'lleni (M) - b. 3574, Brown Weyrling of Iaoth, imp. 2590 --- Played by RaynePOTM

Children: Whilst Kenna isn't against the idea of children, she has never wanted to be absent from her craft long enough to carry a pregnancy to term. She didn't start having sex until the arrival at Fort Island, when she decided that she didn't need to wait until marriage (as that may never come). Now, Kenna is within close enough range of a dragonrider at any given time that the consequences of her slightly looser morals can be corrected by a quick flight between.

Craft: Miner

Rank: Senior Apprentice

Date Apprenticed: 2581/12

Specialty: Scouting, overall daredevil

Education Details: Kenna was always naturally intelligent and quick to pick up on her classes, but she never had a particular interest in concentrating and working on the things that were difficult to her. She simply passed it off as "Well, that won't be my speciality, I guess."

When she ultimately did find herself working in Scouting parties, she realised what she wanted to do and was able to apply herself to her craft with a little bit more studiousness than she had in her earlier years. However, there had never been any need to rush her through her apprenticeship, and so, she wasn't tapped at the early age of 19, and is currently still waiting. Not for any punishment needs, or for any stupidity, simply because 21 turns is a reasonable age for anyone to be tapped, and Kenna is, admittedly, not a protege.

Now her firelizard and wher are matured, Kenna is solidly accepted within the scout ranks during her "work experience" portion of her apprenticeship. However, if she doesn't get tapped soon, she'll have to start taking some action to ensure she does.

Tell us a story...



* 2569, 0 Born into the arranged marriage of Harper Glascent and Miner Jurrikenna, Kenna was a much wanted child. Having been married for only a turn before giving birth to her, it seemed like what could be the beginning of a fruitful and happy relationship. Oh how wrong they were.

* 2574, 5 In her harper lessons, Kenna pushes a youth off his stool. He had told her that her mother wasn't a real miner, and that she should stop pretending and go back to the home where she belonged. Obviously, his father was friends with her father, and they had similar opinions about what a proper Holder woman's role was. Kenna disagreed, and the youth suffered for it with a broken wrist. Despite being punished by her father when she arrived home that day, it did not change her opinion on the matter, and she would continue getting into fights with anyone who parroted such things.

* 2578, 9 Her father was traditional, beautiful and had never really enjoying being told no. Looking back, Kenna wondered why her parents ever married in the first place, and her mother's simple response had always been, "Because we did." Because that was really informative. But she would always appreciate what her mother did for her in her 9th turn.

The conversation went a little something like this.

Kenna: "Papa! I want to be a miner just like Ma!"

Glascent: "That's a mans job. You can't be a miner, your mother shouldn't even be a miner."

Jurrikenna: "Excuse me?"

Glascent: "Don't be ridiculous, women are not fit to be miners."

And the whole cavern heard the door slam when she left their home and never returned. Jurrikenna had always, and will always be the biggest support of Kenna, and if she wanted to be a miner, Jurrikenna was darn sure that she was going to help her get there anyway she could.

Kenna was her daughter and they could do anything.

It was fun living with her mother, perhaps a little lonely at times, when her mother spent long hours in the mines not being able to give her attention wholly over to a 9 turn old. So Kenna spent her formative years in forges and mines and planning rooms, her waif thin build making her quick to dive under tables and scoot around heavy machinery without a second glance. The mines were her second home, and she loved every moment of it.

* 2581, 12 Finally, but not surprisingly at all, Kenna was officially accepted into the Miner Craft. She took to her lessons with excitement, finally enjoying being able to be allowed to do the things she had been poking her nose into all these turns.

Before she officially started her training, she changed her name. Her mother had been calling her Kenna for turns, and her birth name, Glaescakenna, meant nothing to her now. Not with her father gone and out of her life with all the disapproval in the world. And so, in the records, she was entered as Kenna. It suited her much more anyways.

Kenna was never going to be the best student, she was intelligent and picked things up quickly, but she didn't like staying still, and anything that had the slightest connotation of boredom became the most boring thing she had ever come across. She was impatient to get into the mines, to be able to put into practice what they had been learning, so whilst she wasn't the most studious of apprentices, no one could deny that she was enthusiastic.

* 2584, 15 Her first proposal was a wild one, and beyond any of her imaginings. There was never a chance in the fiery red star that she was going to say yes, which made it all the more interesting. To be honest, Kenna was clueless that it was occurring, she knew that she was attractive sure, knew that boys were interested in her, but not this specific one, and not to the proposal stage. Perhaps it was because she was seen to be a challenge, she hadn't slept with any miner apprentices before now, and perhaps it was simply a way to be the one to go where no man had gone before, in any case, it didn't exactly turn out the way he planned.

Trevore had a face that mothers warned their girls away from, strong jaw, thick black hair, strong crooked nose from a fight, with piercing blue eyes that many would die to have. But his temper, well, it would be safe to say that Trevore had never liked being told what to do, or being told he was wrong, or really being told anything that disagreed with his opinion of himself. Everyone knew it.

And so, when rumour had stirred that Trevore would be proposing to Kenna, there seemed to be a few more apprentices hanging around in the courtyard after the lunch bell tolled to head to classes. It was a simple encounter really, a swagger, a wink, an arrogant question and a swift 'No thank you', followed by the most stunned silence that had probably ever swept the miner caves at Fort Hold.

"You... what?! Excuse me?"

"I'm not interested thanks."

"Not interested? In me?"

"Not in the slightest. A little too much brawn and a little too little brains for me. Sorry Trev."

Some would swear that they heard the tightly coiled spring holding Trevore's temper in check, audibly snap that day, some would say they didn't hear it over the snap of his wrist. Either way, something snapped. If he hadn't been too angry to speak, Trevore's swing for her head would have been punctuated by a choice swear word calling her something that her mother would be very keen on disputing. Either way, Kenna, slim as she was, caught the poorly flung wrist and pulled sharply down.

The crowd oohed and aahed and watched as he ran away, cradling his arm to his chest, before quickly dispersing when a Senior Journeyman turned the corner. Kenna was a little disappointed that she had to embarrass him like that, but when she remembered how he had talked about his last "conquest" the guilt quickly fled.

As she walked to her next lesson, Kenna was intercepted by an older apprentice, she'd noticed him around before, knew face vaguely but couldn't connect it to a name.

Rellumnick: "That was quite a manoeuvre."

Kenna: "Thanks... I'm Kenna."

Rellumnick: "I know."

And that was the beginning of a lifelong friendship.

* 2587, 18 The move to Fort Island brought with it many new things. The first, yes, a new home, the second a new father. Right at the start of the turn, while everyone was still moving in and getting settled in the new Weyr, her mother, Jurrikenna, Journeywoman Miner, married a Holder. A house-husband. Sure, he was nice, he seemed to love her, and he had a pre-built family to boot, but he was still nothing like Kenna had imagined for her mother.

But it just worked, he had a whole hoard of sons, brash and crass, and namely, with the eldest she actually knew. It had seemed that when Kenna and Rellumnick had forged a friendship just two years earlier, Rellumnick had also inadvertently set in motion the meeting of their parents.

It was during the wedding party, after their beautiful ceremony that Rellumnick approached her. “Well, now that you’re my sister, I can’t let you go around without protection from boys and stuff. So… here,” he says gruffly as he shoves an overlarge flitter egg into her hands. “Yeah, welcome to the family or whatever.”

It hatched a little while later into a steadfast brown protector, who she named Rell in his honour.

* 2588, 19 Progressing in her craft, Kenna is given the opportunity to bond with a wher, having not progressed the Journeyman status yet, and not really feeling upset about it either, Kenna grabs the opportunity quickly and without much hesitation.

Kenna, having an in with the miner crafter who was bonded with the clutching gold wher, gave her the choice of the clutch, allowing her to come into the room beforehand and pick out the egg which she was inclined to bond with. It didn't really mean anything, Kenna simply picked the one that she liked the look of the most, not feeling some special "mystical" connection to any particular egg.

Instead of taking it with her back to the apprentice quarters, the miner allowed her to keep it stored in the original clutching chamber, and sent a firelizard to fetch her at the time of the hatching. Sprinting through the twists and turns of the cave systems, Kenna raced to make it to the chamber when she had been called back.

In the end, it was all worth it, and Kenna bonded with a handsome, dark bronze wher, chunky and solid from the moment he rolled out of his egg and into her waiting arms. Pleased with their bonding, Kensk and Kenna had to forge a strong connection very quickly, as Kenna was studying at this time as "work experience" in the scout speciality and was constantly being drawn away in places where Kensk could not follow (as he fast grew to beyond what many would have expected).

* 2590, 21 In the current day, Kenna lives at the mine hall in the small apprentice dorms. Her mother, and her step-father's new family, mostly all live there as well, with their respective wives and children as that turns out. She was pleased to be able to wait her step-brother W'lleni impress at Kalestath's most recent hatching, although was quite appalled by the mayhem and destruction the reds caused.

Steadily working hard in the scouts, Kenna is hoping to be tapped to Journeyman status soon and finally be officially recognised for her hard work in the miner craft.

Kenna was so excited to go see her brother, wanting to scream from the stands "Go Wooly" or something equally embarrassing. But it didn't seem like the right time, with dead people being carried off the hot sands, it didn't seem... classy to be happy for her brother.

But she was. She couldn't help it. He was alive AND he was a dragonrider, and they were both incredibly good for him. His brown looked so cute all rolypoly and had taking on that black like he hadn't given one toss about their reputation. Evidently rumours didn't extend into the eggs while they were cooking.

Her mother and stepfather had told her to wait a few days before going to see him. The night wasn't a usual one, and she had hoped to be able to see him directly after, but even as she tried to slip away from her family and sneak into the Weyrling barracks, Rellumnick had dragged her back by her arm.

Now, Kenna felt like it was a good enough time, and she hoped she would be able to catch him when he wasn't occupied with lessons or... whatever baby dragonriders got taught in their first week. The trip adragonback from the mine hall had been quick enough, and she had skipped off towards the Weyrling barracks, hands behind her back to stop herself from poking her nose into each and every room, and instead just looking for Wallumlleni. Kenna didn't even know his new name yet, at least, she assumed that he would have a new name. Not that it would stop her from calling him Wooly, but it would be nice to know.

Member Info...

Created By:
iiiiiiiiiiiiinnnnnnnki
Other Characters:
Fisk M'dak Inanna Paylae Y'tol W'um B'ron Iralye Tresrissa Ysveta Elrost Z'ryr X'rine Q'ellan P'run Daresik Vironethian K'rez
Inactivity Preference:
Kill zeeeeemmmm (or ask Rayne).
Mauling Permissions:
Bring it on
Anything Else:
Nope

Coded by SanctifiedSavage for SWW

23
Brown Riders / Prairie Wingsecond K'rez [ 24.07.2557 // Brown Rider ]
« on: July 20, 2017, 09:20:48 PM »

Play By:
Matt Czuchry
Biography

First Name:
Kierez
Honorific:
K’rez
Nicknames:
Rez, Rezzie (to be used by K’eeda only, on pain of death)
Date of Birth:
24.07.2557 9th Pass
Place of Birth:
Ierne Island
Dragon Color:
Brown
Impression Age:
2572/15.
Wing Rank:
Prarie Wingsecond
Weyrmate:
None

Your Reflection...

Appearance: At only 5’7” K’rez is by no means the tallest or the most impressive rider. He is broad shouldered and firmly muscled rather than tall and wiry and is the sort of person that could easily disappear in a crowd, simply because he is quite ordinary.

He most often adopts an appearance of calm acceptance though a twitch of his brow tends to give away his thoughts, admittedly, which he usually doesn't bother to hide, without fear of offending those he's talking to. Smiles do not appear often, although they are not unheard on, K'eeda frequently brings out the expression, and his friends within his wing would know his face to brighten with the expression.

K’rez wears either his flight gear or useful clothing that isn’t easily damaged, not one to wear clothes simply for the act of looking good. Functionality is the first goal, appearance far removed. He’s rather possessive of his clothing, however, given how many times he’s lost pieces to K’eeda.

Response to 9th Pass Catastrophe: The loss of Pern struck him just as hard as everyone else, having lost a great deal of his family in Threadfall. However, he generally avoids thinking about it and instead turns his attention to the future and what they are capable of rebuilding for themselves.

Response to dragon color mutations: K’rez is a bit of a traditionalist. Whilst he's not rude, or prejudiced to those riders, and supporters of the new colours, deep down he's not sure why they're here. It simply seems to be creating more opportunities for people who wouldn’t otherwise, impress. There's no surprise, that his opinion has been unchanged due to the aggression and dangerous actions exhibited by both red and black dragons.


Who are you...


Likes:
His dragon: It seems a little obvious since it’s a given that a rider likes their dragon, but K’rez grew up believing he’d spend his life as a Fisher. Having a dragon was every quiet childhood dream come true.

K’eeda: If he could just convince her to be his weyrmate, life would be perfect. Since he can’t, he’s willing to enjoy the attention she chooses to give him, even if he acts a little hassled about it at times.

Kids: Children flock to his calm, assured presence and he’s more than happy to sit down and read a book with them, or teach them to walk or learn something new. However, this does not extend to adolescents, they're entirely too opinionated but uninformed for his liking.

Sex: Let’s just say it’s a good thing he has a ‘sometimes-weyrmate’ who wants it so often.

Dislikes:
Complaining: People who think they can complain to him just because its “what everyone does” have another thing coming. Buck it up.

Cold weather: Raised on Ierne Island, heat is in his very blood. He tends to be miserable on days that are genuinely cold and can often be found wrapped in more layers than are healthy.

Ignorance: He’s often frustrated by people who lack simple common sense. He holds adults to a much higher standard and expects them to be able to keep up with intelligent conversation.

Dismissive People: This tends to apply most to dismissing tradition. Theres a reason things are tradition. It should be expected.

Strengths:

* HUMBLE : K’rez does not allow his rank or accomplishments to impact in any way the drive he puts into his work. Nor is he particularly interested in discussing them. He does what he does for the Weyr and for his wing, because it is his duty to do so. Whether or not because the leadership talent is natural or worked hard for is irrelevant.

* PRUDENT : K'rez understands that every single that that he, and those around him do, will directly impact the future of all the inhabitants of Pern. So he works hard to make sure that undertakings are done well, and are done with a goal to benefit the Weyr, Pern, and those on into the future.

* LEADERSHIP : While he has no interest in running the entirety of a weyr, K’rez is very good at his job. He is calm and collected and has an easy but serious sort of demeanor that makes it easy for people not just to pay attention but to also do what he tells them.

* DILIGENT : K’rez puts a lot of time and effort into what he does- generally whatever he’s doing really. A job that is not well done, is not a job that is done.

* PATIENT : Perhaps his most commonly utilized strength. K'rez could happily while away his time with all sorts of unsavoury and boring tasks, if he believes the ultimate goal is worthwhile. There will be no complaining, no talking about it so that everyone understands his sacrifice, but a calm acceptance that it simply needs to be done.

Weaknesses:

* STUBBORN : K’rez is not easily changed in his views. It’s part of the reason he continues to think the way he does about the newer colors. Once something is proven to work and well, he doesn’t see any reason to change it without hard, solid evidence to the contrary and for improvement.

* ANTI-SOCIAL : He’s not exactly the easiest guy to get to know. Once his duties are done for the day he’s most likely to wander back to his weyr. While not mean or abrasive in any way that would keep people from getting close to him, he simply tends to enjoy being alone more often than not.

* OBSESSIVE : A combination of his stubbornness and his diligence, when he’s serious about something- or someone- K'rez tends to put quite a bit more time and effort into that thing and is not often persuaded away from it.

* SERIOUS : He gets your jokes… he just doesn’t always think they're funny. There is a time and a place for such things and in his opinion it’s only when you’re off duty. He has a rather straightforward view of the world and is easily frustrated by people who do not offer the correct level of respect and seriousness to the situation.

* SELF-CRITICAL : When something goes wrong, K’rez is harder on himself than even his superiors would be. There is no excuse for something done poorly or incorrectly and he’s likely to internally harp over such issues.

Describe Yourself:

* QUIET: ----- If there isn’t anything meaningful to be said on a subject he’d prefer not to speak at all. Endless chatter is irritating, and over-exuberance is usually unnecessary and unbefitting to the situation.

* TRADITIONAL: ----- K’rez really does believe in the traditional ranking of dragons, so the new colors and the way they fit into the weyr often confuses him. He generally keeps his frustration and feelings to himself, however, since there isn’t any going back, and, were they be accepted into his wing in the future, it would be his duty to get them up to scratch and ensure that they weren't simply a mistake, but they can and will function, just like all the other dragons and riders have done for centuries.

* DEPENDABLE: ----- As a Wingsecond he makes a point to be there for his wing whenever they need him. He is a good teacher and will gladly take the time to help any individual who needs it, particularly those in his wing, out of hours, during his own "off-time", whatever is asked of him.

* CALM: ----- It takes quite a lot to ruffle K’rez and get him worked up. He’s got a longer fuse than most and even then the likelihood of him exploding in any way isn’t very high.

* WRY: ----- If you can get him to speak more than necessary K’rez is actually capable of being quite sarcastic and witty. He has a wry sense of humor that tends to catch people off guard simply because they don’t expect it.

The Magic Touch: He hasn't had a drink since before the move.

Family...

Mother: Kara, Journeywoman Fisher, b. 2515, d. 2571
Father: Aelon, Master Fisher, b. 2510, d. 2471

Siblings:
Kayala, Sister, Journeywoman Fisher, b. 2555
Tinnah, Sister, b. 2560, d. 2571

Children:
Kaija, Daughter, Mother is K'eeda, b. 2590
Kathed, Son, Mother is K'eeda, b. 2586
Donavel, Son, Mother is a green rider, b. 2581
 


Tell us a story...



* 2557, 0 Born to a small but growing family on the northern tip of Ierne Island, Kierez is welcomed as the second child and first son of two Fishers.

* 2560, 3 Despite the slowly dwindling regions of the Southern Continent the family adds another child, Kierez’s younger sister Tinnah. Young and unaware of the devastation that thread is wreaking upon the world, Kierez is able to enjoy the turns with his siblings for a while. Enthralled by his younger sister, and enjoying spending time with his older one.

* 2567, 10 With Holds falling all around them, Kierez's parents chose to move their small family north. His parents, as Fishers, choose to move to Tillek, where the fisher craft is still holding on throughout the catastrophe. It's safe to say, that young Kierez did not go happily, Ierne Island had been his home, and the only place he had ever known. His older sister however, becomes an apprentice at the Fisher crafthall shortly after the move.

* 2569, 12 Their family was a proud one, and the importance of the Fisher craft had been instilled in him all his life. It only made sense that he would be accepted as an apprentice, and begin to study the fisher craft like all his family had done before him. Despite everything going on around them, Kierez was proud to be accepted into the Fisher craft, and his family were too, and they celebrated for a short time.

* 2571, 14 Tillek, and what is left of the Fisherhall, falls to thread. In its wake it claims the lives of both of Kierez’s parents as well as the life of his younger sister Tinnah. Scared and confused 14 turn old Kierez and 16 turn old Kayala flee to Fort Weyr, convinced, as children often are, that the dragons will keep them safe.

* 2572, 15 Despite his assumption that he would live his life as a Fisher, Kierez is searched early in the turn not long after his arrival at the Weyr. A few months later, much to his bafflement and joy, he impresses Brown Denoth from Vennyeth’s clutch and the newly dubbed K’rez joins the ranks of dragon riders.

* 2575, 18 K’rez and Denoth win their first flight. Additionally they are posted to a Fighting Wing. K’rez is initially nervous but soon finds the whole experience rather exhilarating though he never says so aloud. Late that turn the pair receive another first, and the threadscore down Denoth’s left hind leg is a mark that stays with the dragon for the rest of his life. K’rez too does not come out untouched with a similar mark over his shoulder.

* 2581, 24 Donavel is born and while K’rez doesn’t precisely remember his mother’s name, he could not be more excited about the little boy. The child is added to the creche, as K'rez by now has adopted and become comfortable with the Weyr way of life, contrary to his crafthall upbringing, but he makes a point to visit him.

* 2586, 29 K’rez meets K'eeda for the first time. He has known of her for some time, but little does he know the moment is going to impact the rest of his life. She bears his second son, Kathed, who is just as precious to him as the first. It is during this time that K'rez gets his hand on a firelizard egg, which hatches into a handsome bronze whom he names Ierne for nostalgia's sake.

* 2587, 30 The entirety of Pern moves to SWW and K’rez volunteers for the Prarie Wing, accepting a station as its Wingsecond. He is proud of himself, but as always, he does not show it, instead accepting the position humbly and with reverence for the opportunity it has given him.

You should go to K'eeda.

It was a strange kind of night, a hatching was something to celebrate to be sure. Usually, there was food and drinks and a plethora of loud riders reminiscing on their own hatching and the day that changed their lives. But the timing of this one, and the contents of it, had thrown everything out of whack.

There was no celebratory dinner or lunch, most had simply... gazed shocked down at those still left on the sands, offered what help they could, before slipping off to bed. K'rez had done the same checked in at the feeding pavilion before the last Weyrling had headed off to the barracks and asked to see if the healers need any help with transportation and such, it was his duty as Wingsecond after all to ensure that nothing and no one was left wanting.

He didn't want to forget about the night exactly, K'rez wanted to remember, so that they could all learn from it. The brownrider just wanted to... forget for now. Just so that he could sleep. But they didn't have to burden each other with that. They just had to fuck.

Denoth was waiting for him in the Weyrbowl when he finally emerged, dismissed from the helping as everyone else in the Weyr wrapped up for the night, candidates, Weyrlings all taken care of, whether they were in their proper barracks, or in the healer hall. K'rez wanted to be prepared for the inevitable questions tomorrow, his own riders who would be concerned about their future. He could understand. He was too.

K'eeda had taken to sleeping in his Weyr since the pregnancy, and after Denoth set him down on his own ledge, settling himself next to Aeleroth, he padded in softly to the darkened room, only uttering K'eeda's name to alert her of his presence.


Member Info...

Created By:
Original Profile by Hart; edits by Wren; currently played by Inki
Other Characters:
Fisk, M'dak, Inanna, Paylae, Y'tol, W'um, Iralye, B'ron, Ysveta, Tresrissa, Elrost, Z'ryr, X'rine, Q'ellan, P'run, Vironethian, Daresik
Inactivity Preference:
Adoptable
Mauling Permissions:
Bring it on!
 Anything Else:
Nope

Coded by SanctifiedSavage for SWW

24
OOC Hang Out / Word(s) of the Day!
« on: July 17, 2017, 06:04:21 PM »
Place to post cool words!

If you find anything you want to add, go ahead and add them!

I'll start it off, I've been watching a lot of Kitchen Nightmares and Gordon Ramsay frequently likes to use this word to explain people's crappy meals.

Macerated
verb
1. (especially with reference to food) soften or become softened by soaking in a liquid.
2. cause to waste away by fasting.

AND completely unrelated

Lambent
adjective
1. (of light or fire) glowing, gleaming, or flickering with a soft radiance.

Word Index
Spoiler for July:
18.07.2017
* Macerated
* Lambent
* Saccharine
19.07.2017
* Calumny
* Esoteric
20.07.2017
* Obeisance
* Caliph
* Eminence
21.07.2017
* Perspicacity
22.07.2017
* Verdigris
* Viridescent
* Arduous
23.07.2017
* Lickspittle
* Ebullient
24.07.2017
* Highfalutin
26.07.2017
* Venality
27.07.2017
* Exacerbate
* Paucity
* Assuage
29.07.2017
* Gauche
30.07.2017
* Churlish
* Splenetic
31.07.2017
* Banal
Spoiler for August:
02.08.2017
* Diminution
03.08.2017
* Wont
04.08.2017
* Parapluie
05.08.2017
* Elinguation
* Peregrinate
07.08.2017
* Didactic
09.08.2017
* Contumacious
10.08.2017
* Senescence
* Agglomeration
15.08.2017
* Enthral
25.08.2017
* Onism
* Ellipsism
28.08.2017
* Bellicose
Spoiler for September:
12.09.2017
* Mooncalf
* Jaundiced
26.09.2017
* Cogently
27.09.2017
* Apoptosis
Spoiler for October:
Spoiler for March:

25
Crafters / Vironethian [ 21.10.2560 // Senior Journeyman Smith ]
« on: July 15, 2017, 06:41:48 PM »

Play By:
DAN STEVENS
Biography

Name:
Vironethian
Pronounced:
Vih-roe-NETH-ee-ehn
Nicknames:
He likes his name
Date of Birth:
21.10.2560
Place of Birth:
Southern Weyr
Spouse:
None yet

Your Reflection...

Appearance: Strong of heart, strong of mind, and of course, strong of figure, Vironethian is well muscled due to his many turns in the smith craft. Characteristically, it is his arms that show off his true strength, thick and well-muscled. With dark hair, contrasted by bright blue eyes under a heavy set brow, Vironethian can't help but look constantly judgemental, regardless of whether he is actually judging or not.

Not having a preference of clothes, Vironethian simply wears what he wants underneath a thick smock to protect them from molten glass and metal shavings. Blacks and browns complement him, but he simply chooses what he likes on any given day.

Vironethian would never been seen slouching, he was raised better than that and he believes he is better than that. He spends enough time bent over his work, he will push through the muscle pain and fatigue of a long day simply to maintain the correct posture.

Response to 9th Pass Catastrophe: Vironethian survived by learning, he grew up in a good family and was simply lucky enough to find his calling in life. Without the glass smith, Vironethian wouldn't be the man he is today, or be able to provide for himself and his loved ones as he does now. Sure, the catastrophe was terrible, horrible, a catastrophe by more than just name, but they're on Fort Island now, and Vironethian is just as angry now as he was then.

Response to dragon color mutations: Vironethian doesn't like the new colours, they're strange and unnatural, and not having appeared in the firelizard or wher populations makes him think even more suspiciously of them. The Reds have killed and yet they're allowing one of their brothers to run the Weyr? As much as he tries to be respectful of Weyr hierarchy, he thinks S'bok is a danger to them all.
 

Who are you...

Likes:
     •   Hard Work - Being focused and concentrating on something really calms him, lowers his heart rate and pushes all other thoughts from his mind.
     • Solitude - Vironethian likes working alone, and likes to think that it's just he and Virosk against the world.
     •   Family - Vironethian is close to his sister and his adoptive parents, whilst yes, he was a difficult child, they stood by him, tried to teach him to be a better person, it wasn't their fault he was destined to be a grump for the rest of his life.

Dislikes:
     •   Firelizards - They're obnoxious and loud and continually distracting everyone from their work.
     •   Apprentices - Vironethian doesn't really like contributing to lessons and teaching, he finds apprentices obnoxious, stupid and constantly asking too many questions.
     •   Alcohol - Anyone who can't have fun without drinking poison is stupid. Although, considering Vironethian doesn't really like to have fun at all anyways, it's probably a moot point.

Strengths:

* PASSIONATE : Vironethian is passionate about things he cares about, his work, his family, his opinions and he won't back down from a fight from anyone that disagrees with him.

* STRONG : Strong in both his opinions and physically, nothing about Vironethian is weak or soft hearted. His work in the forges has built him to a formidable looking man.

* INTELLIGENT : Vironethian found his studies easy, he was quick to learn and apply the theoretical to the practical without issue. To be sure, if anything didn't come easily, he worked incredibly hard to overcome it because he believes that he can achieve anything in his craft.

* DEDICATED : Spending a lot of time in his craft, Vironethian will happily sacrifice a social life for his work. He has a small friendship group and therefore most of them don't mind the dedication he shows to his craft.

* CREATIVE : If Vironethian had ever gone down the path of glass blowing or the weaver hall, he would have found himself quite talented. As it is, he applies his creative talents to forming new and more efficient designs for the wher goggles he creates, occasionally, if he has the time within the commission, experimenting with beautiful patterns and stitch designs on the leather.

Weaknesses:

* EASILY OFFENDED : If someone says anything that Vironethian interprets badly, he will be quick to call out, judge and lecture. He has a very high opinion of himself, and therefore takes it badly when others do not.

* VOLATILE : In relation to his easily offended nature, Vironethian is quick to scream and shout, he tries to avoid breaking important things, but occasionally he'll let slip.

* JUDGEMENTAL : He's quick to judge those that he finds wanting, everyone has to earn his respect regardless of who they think they are.

* TRADITIONAL : A traditional crafter and Pernese, Vironethian believes in tithing to the riders, working hard, and marrying early. He doesn't show any particular allegiance to holders over dragonriders however, due to his crafter upbringing and an open enough mind on the matter to acknowledge their need for dragonrider protection during the pass.

* CANTANKEROUS : Overall a grumpy and unhelpful kind of person, Vironethian isn't the first person you would go to for advice. He is the expert in his field, so perhaps that cannot be avoided, but you have to be a fast talker, and a good thinker in order to avoid his ire.

Describe Yourself:

* CHALLENGER : ----- Vironethian won't hesitate to challenge those whom he believes do not know what they're doing. Many of the harpers thought him obnoxious when he challenged their teachings. He's never really been wrong but his has been under and misinformed.

* UNCOMMUNICATIVE: ----- Vironethian doesn't express loving emotions in words. He'll scream and shout and say things he doesn't mean, and then feel guilty deep down inside, with an inability to actually say sorry, he'll try to make it up to them in actions, not words.

* INSOMNIAC: ----- After the death of his wife, Vironethian has never been able to sleep through a full night. When he finds a future partner, Vironethian will realise it is because he hates sleeping alone, but for now, he gets 3-4 hours of sleep scattered throughout the night. Luckily, he can function quite well without it.

* EMOTIONAL: ----- Vironethian feels very intensely: Happiness, sadness, anger, Vironethian is a ball of chaos. It's a shame that he can't find ways to express them.

* FORCE TO BE RECKONED WITH: ----- Vironethian will be a necessary ally and a devastating enemy. His opinion is not easily swayed and whilst may feel guilty by his sometimes cruel actions, if he truly believes his decisions are sanctioned, then there's no changing his mind.

The Magic Touch: Vironethian bites his nails, the only thing that could be evidence of any sort of nervousness in his personality.

Personal History & Education

Mother: Vickmarra. Journeywoman Fisher. Born 2540. Tapped 2567.
Father: N'ros. (Netheros). Rider of Brown Inderath. Born 2535. Impressed 2551.
Adoptive Mother: Mindara. Journeywoman Weaver. Born 2540. Tapped 2560.
Adoptive Father: Jenden. Journeyman Weaver. Born 2538. Tapped 2558.

Siblings:
Vewena. Half-Sister. Rider of Haudath. Born 2557.
Vehenia. Half-Sister. Journeywoman Weaver. Born 2559. Adopted out to the same couple Vironethian was adopted to.
Vormyur. Half-Brother. Creche Worker. Born 2562.
Vicymus. Half-Brother. Apprentice Fisher. Born 2563. --- Played by SirAlahn
Valas. Half-Brother. Born 2565. Died 2565.
C'ace. Half-Brother of his Half-Brother, Vicymus. Rider of Blue Reesskith. Born 2566. Impressed 2579. --- Played by SanctifiedSavage

Children:
Letheeia - female - b. 2580

Craft: Smith - Glass

Rank: Snr. Journeyman

Date Apprenticed: 2572/12

Specialty:
Major: Wher goggles, eyeglasses
Minor: Delicate wire work, leather/tanning

Education Details: Vironethian's knowledge and speciality is multi-faceted. Not only did he study under the weavers for his leather working, he had to study under glass-smiths for the lens creation and the smiths themselves for the frame making. He doesn't want to limit himself to just one craft, sure, he's a smith now, but he know how to work leather like the best tanner, knows more than most of the glass crafters who can only craft beakers and bottles, but nothing else, and he works day in and day out alongside the smiths of Southern Winds Weyr.
He feels confident enough to claim himself as a Smith, not needing to designate each and every piece of knowledge that that he has obtained from the various other professions.

Vironethian studied hard, it was his way of escaping from the harsh reality of threadfall and the way that Pern was falling apart around them all.
 

Tell us a story...



* 2560, 0 Born to a fisherwoman, Vickmarra, and an absent father in the form of a brownrider. Vironethian didn't stay long with his parents. He was adopted out to a couple who couldn't have children of their own, and joined one of his older sisters in their household.

* 2565, 5 At 5 turns old, Vironethian's challenging personality really started to show. He began to get into arguments with the other children, calling them out over their incorrect spelling and subsequently getting in trouble for it and seething over the injustice of it.

* 2567, 7 With the fall of Southern Weyr, Vironethian, his older sister, and his adoptive parents, made the move to Fort Hold. With the Weaver Hall already fallen, and no other family to take them in, they went to one of the few places still available. Vironethian didn't enjoy their new location, it was cold, crowded, and nothing like the paradise of Southern Weyr. However there were advantages, with the move to Fort Hold, Vironethian was exposed to many different crafts that had all found refuge in the Hold. It was there he was able to experiment with both Printer, Glass-Smith and Technicraft.

Spending his early days sneaking into workshops and forges, Vironethian studied what crafters were doing. He had never been interested in his adoptive parents Weaver Craft, and the Smith craft with its shoot offs were interesting to his curious mind.

* 2572, 12 After a few turns simply being a workshop brat, Vironethian was officially accepted into the smith craft, and taken under the wing of an older glass-crafter. The glass-crafter had previously been making lenses for the technicraft, which were put into telescopes and microscopes as per AIVAS' instructions. However, with the fall of the technicraft and the lack of demand for lenses as specific as that, they were commissioned to make the protective wher goggles. Vironethian learnt much from this crafter, and enjoyed it immensely.

* 2576, 16 At 16, Vironethian believed it was time he do his duty and find a wife, and yes, unfortunately, it was as heartless as that. He didn't love her, Vironethian has never really experienced love his entire life, but he enjoyed her company, and they could've been friendly given the correct circumstances. As it was, his wife, Leneeah, was quiet, and couldn't handle his temper, being frightened by his outbursts, even though he had never touched her. They drew apart, only sharing their bed, but not their lives, it was a marriage of convenience for both of them, not for love, and they both regretted their decision.

* 2578, 18 Progressing quickly into the smith craft, Vironethian decided that a wher would be beneficial to his work, as he was quickly becoming more and more specialised in the glass-craft and working on lenses. Purchasing the wher off a fellow smith, the egg was medium sized, not a gold, but probably not a green, and hatched into the icy blue Virosk. Vironethian was happy with Virosk, and they very soon began to tolerate each other in a companionable way. Virosk was the perfect tester for new goggle designs, and Vironethian was the perfect handler for such a bad-tempered blue. At least, they thought so.

* 2580, 20 When Vironethian's wife died it was in child birth. She hadn't told him of the pains she had been having in the weeks leading up to the birth, and therefore the complications that arose during labour were a surprise to all. The widwife couldn't act quickly enough to stop the bleeding, but was able to save the child. A tiny little girl, a few weeks premature and struggling to breathe on her own, a sickly little thing. Vironethian didn't know what to do with her, and so adopted her out to a healer couple as his own mother once did. He only felt sad that his wife hadn't been able to have the life she deserved with someone else. He had known all along that they weren't right for each other, but he didn't know how to make her happy, nor did she for him. So he blames himself for her death in a way, perhaps it was her lack of will to live with him that caused her to hide her pregnancy issues, and Vironethian only wishes that he had let her leave him and find the perfect man for her.

* 2584, 24 Vironethian was a smart student, but for various reasons, deaths of masters, arguments with journeymen, loss of materials, his tapping was held off for a few turns. Angry to begin with, Vironethian watched as far inferior apprentices were tapped before him, he raged and shouted before realising that would get him no where. So he bided his time, put the work in, and showed them what they were missing by delaying him tapping. Eventually he succeeded, and he was tapped on the eve of his 24th turnday.

* 2587, 27 The move to Fort Island was a welcome one for Vironethian, despite a lapse in work, whilst the smith workshops were being set up, and the crafters and Weyrfolk gradually moving in from the mainland, Vironethian was pleased enough with their new set up. The smith spends a great deal of time travelling back and forth between the mine hall and the Weyr, measuring, fitting and making the wher goggles for all who need them, and can pay for them. Whilst some get annoyed at his insistence at fitting wher goggles, and wonder why he simply doesn't create adjustable ones, over his turns he has discovered the variability in wher head sizes and shapes, and in order to create the best products, avoiding between damage and slipping off during runs and work, Vironethian now insists upon fitting goggles and replacing the attachments as the wher grows.

"Sharding hell!" His leather cutters clattered against the wall where he threw them, and Virosk growled as they skimmed a little too near to his resting place.

"Oh stuff it." Vironethian growled back at the blue, who would have rolled his eyes if it were physically possible for whers to do so.

It had been a long day, his forge was refusing to maintain temperature today, and he had a significant amount of orders to fulfil due to the now official re-creation of the peacekeepers. Now, instead of individuals trading with him for protective goggles, he was getting trade directly from the Lord Holder and his constituents.

All the peacekeeper's had been granted the opportunity to commission a new set for their working whers,
 and he had been swamped. Additionally, in light of the newly found double wher bonding, most people wher now having to request brand new goggles, instead of just reusing almost unusable goggles from the pass.

At any rate, business was good, and with the apparent helpfulness of whers with their little Hunter problem, it seemed to be looking up a little more permanently. Those peacekeepers would have to come back to him for adjustments, and the growing whers would have to constantly return for refittings as they grew.

Fallen hall or not, Vironethian was doing just fine in terms of commissions. It was a shame that his bloody forge was now cracking every single piece of glass he tried to smelt.

He decided to give up for the day, dampening the forge for the day angrily, intending to pull everything out, fiddle with some things, before he even considered starting it back up again. Shard it if he couldn't fix it himself and he had to get some arrogant equipment specialist in here who would undoubtedly be pathetic.

"Fuck it. Come on Virosk. We're done for today."

And he swept out of his area, slamming the door behind him on the way out, and trailing a cloud of anger and annoyance in his wake.

Member Info...

Created By:
Inki
Other Characters:
All of them
Inactivity Preference:
Adoptable
Mauling Permissions:
Bring it on!
Anything Else:
Nah

Coded by SanctifiedSavage for SWW

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