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Topics - SirAlahn

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1
Universal Events / [ 6.4.2591 ] Queriluth's Maiden Flight
« on: June 14, 2018, 01:25:43 PM »
Queriluth’s Maiden Flight

6.4.2591 // 7:06 pm

Right as the Weyrlings are finishing up dinner, A'lori and Queriluth embark on their maiden Flight. This lithe Green has been growing more and more radiant over the last few days, leaving no mystery to her proddiness and impending Rise. A’lori has opened the Flight to all who may want to participate, including other Weyrlings in his class whose dragons are ready to chase.

Queriluth herself is not a Force catch, so she will need to be wooed or impressed -- and I’ll be randomizing the winner from among those participating that would catch her interest. Good luck!

If you will be participating, please fill out and post the form below when you check in!
Code: [Select]
[b]Rider & Dragon:[/b] Their names
[b]Fade to Black/Play It Out:[/b] Your preference in this regard
[b]Aftermath/No Aftermath:[/b] As above, put  your preference here

Clearing up confusion: Unlike what we do for Gold Flights, if you post your character here as participating, it's because they're participating in the Flight and have an opportunity to win—since a character has an opportunity ignore a Green Flight for various reasons IC reasons. We just ask that you specify whether or not you'd want to RP anything out should they win. Of course we'd never ask you to RP a thread that you have no interest in RPing.



IC Thread

Participants
A'lori of Queriluth
T'veck of Baleth
Z'ryr of Rhymoth
C'ace of Reesskith
J'ken of Tadriath
K'eeda of Aeleroth
Wa'by of Vicith



Checked In



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

2
Holders / Kindolin [ 27.9.2560 / Holder ]
« on: March 09, 2018, 11:57:55 PM »

Play By:
SHAY MITCHELL
Biography

Name:
Kindolin
Pronounced:
[ KIN-doh-lyn ]
Nicknames:
Kinnie (but only to family and Auntie Kay)
Date of Birth:
27.9.2560 9th Pass.
Place of Birth:
High Reaches Weyr
Weyrmate or Spouse:
Kindolin would almost rather die than get married, and there will likely never be anyone she trusts enough to be weyrmated to. But you’re welcome to try.

Your Reflection...

Appearance: Kindolin is not a large woman, only standing about 5’3”, maybe a little closer to 5’4” in boots. At first glance, she may seem like the vision of a proper Holder lady:  hair and clothes immaculate, conducting herself with all the physical presence of someone who is powerful and knows it. She’s good at playing as though she’s prim and proper, in the instances that it matters, but has learned to equally enjoy the moments when she can be a little more laid back and casual—particularly around her family or the Herders.

Despite her Weyr and Crafter upbringing, she favors skirts and dresses whenever she can get away with them, though she’ll bite the bullet and put on pants for practical purposes. Her hair is her pride and joy, and she wears it down whenever she can. The few bits of jewelry she has managed to scrounge up and trade for are precious to her, and it’s a rare moment to see her without them.

Naturally rather willowy, Kindolin doesn’t have a lot of drastic curves. Her bust is modest, her hips almost too narrow to bear children—which suits her just fine. While she’ll never be as brawny as Dolynsine or Ryneppa, she has worked to be strong and fit rather than soft and weak, as well as fast. Perhaps the most obvious sign that she is more than she seems is written in her scars:  she’s collected her fair share of them over the turns, variously from working with beasts, sparring with her siblings, and the more violent side of her work.

Response to 9th Pass Catastrophe: Kindolin doesn’t care whose fault it was. But rather than being born out of a desire to absolve the riders that were involved, she feels this way because there’s no point in feeling any other way. No one can go back and change the past, (as far as she knows), and burning energy hating people who are long dead makes no sense to her. Instead, Kindolin is the sort of person who was determined not only to survive the Pass, but to thrive in it, carving out a place where she and her family could be happy and stable—all whilst working toward a future that was bigger than them, too, by helping to preserve what they could from Beastcraft. She’s always looked at the larger picture in that regard, and has been high functioning since childhood. Despite all the horrible things she’s seen—and done—during the Pass, none of it has really touched her in a lasting negative way.

Response to dragon color mutations: Because of her family’s ties to Beastcraft, Kindolin views the appearance of the mutations rather practically; such things are bound to pop up in an animal population given enough time, and adaptations are often caused by stressors in the environment—which the Pass certainly was. As such, she doesn’t quite understand what all the fuss is about. She’s not likely to cross a dragon, so what does she care that some of them might be more aggressive?

Who are you...

Likes:
Cute Things : It might seem counterintuitive for someone who is as driven, manipulative, and even sadistic as Kindolin is, but she has a deep and enduring soft spot for things that are adorable—baby animals, baby dragonkin, things that never grow past the cute stage, even creatures like Wherry that are so ugly she thinks they’re cute. However, she does not feel this way about babies. At all.

Logistics : As far as places within their family’s ‘business’, Kindolin would call herself their logistician. She likes handling the minute details of making sure things get done, not only on time but in the best way possible. Rather than being boring to her, she enjoys seeing all the little pieces of a plan come together to be executed. Given the way she can quickly size up situations and people, it comes fairly naturally to her.

Massages : As someone who carries a lot of tension in their body most of the time, Kindolin has come to appreciate people with strong hands who can work out the knots in her muscles. She’d prefer it be of an intimate nature, but she’s not above asking telling her brother to work on her shoulders either.

Dislikes:
Hangers On : Kindolin will be damned before she lets someone else ride to success on her coattails. Networking is one thing, but seeking out alliances when you have nothing to benefit the potential relationship is entirely another. At least bring something to the table, or get fucking lost.

Old Clothes : As one of the younger children in her family, Kindolin has been wearing hand-me-downs most of her life, particularly when things got really bad at Fort Hold. Somewhere along the way, she developed a resentment of having to wear garments that belonged to someone else first—Kindolin wants to be important enough to have new things, nice things.

Wasting Her Time : There’s nothing quite as frustrating as realizing she’s sunk effort and resources into something needlessly. While that irks her enough on its own, she gets furious when someone else is the cause of it—and nigh murderously so if it was on purpose.

Strengths:

* MANIPULATIVE : Kindolin knows how the underbelly of Holder life functions, and there’s comfort in that; people are easy to manipulate as a rule, and with time she’s found that she’s quite good at it. Even if she has to use her looks and an act to get ahead, or lie through her teeth, none of it fazes her. Allies who cease to be useful will find themselves cast aside without a second thought—which may be a surprise to those who genuinely were taken in by what she’s told them.

* WILLPOWER : Temptation just isn’t something Kindolin will fall for. If she wants something, she’ll either get it on her own terms or not at all. In a deep and visceral way, she dislikes compromising and will avoid taking a deal just to get something if it’s going to put her in a poor position in the future. Along with this comes a steely sense of self-control and tolerance for pain.

* SCRAPPY : Anyone who thinks she’ll be an easy target because of her size and gender will find an unpleasant surprise waiting for them. Kindolin thought it was important to know how to defend herself when her family started running in less than reputable circles, and now she’s not only difficult to get ahold of, but is a quick hand with a knife too. Kindolsk may be enough to deter some attackers, but Kindolin isn’t shy about leaping into a fight either.

* MAGNETIC : Kindolin has the habit of sucking all of the air out of a room. Carrying herself with complete confidence and predatory ease, she has the power to turn heads and command attention. She will shamelessly use this fact to win friends and favors, and enjoys the feeling of having people who are drawn to her. Even better if they all but worship the ground she walks on.

* CALCULATING : Kindolin is not a woman of impulse or whimsy. Everything she does, she does for a reason—even if it isn’t apparent to anyone other than herself. And if she plays at being vapid or petty to lull those around her into a false sense of security, it’s nothing more than a front. As ever, she aims to be two steps ahead of the game.

Weaknesses:

* PRIDEFUL : Hubris is no doubt Kindolin’s Achilles heel. She always firmly believes that she’s smarter, faster, and more driven than any who might oppose her and her family’s interests. She’s never been very charitable as to the abilities and intelligence of other people, and thus may underestimate those who could actually do her harm. That, and she becomes almost single-minded in proving them wrong when someone has insulted her or insinuated she’s less than capable.

* DISHONEST : She might not quite be a compulsive liar, but it’s a narrow thing. Over the turns, she’s simply become so accustomed to living a double life that it comes as easily as breathing now. Anything she says needs to be taken with a grain of salt if you know better, and her knee-jerk reaction to any line of questioning is to deflect, deal in half-truths, or outright lie; the only exception to this rule is for members of her family and inner circle. She might tell little white lies to them, but she will never deceive them about anything major.

* ENVIOUS : If someone has something nicer than she does, Kindolin wants it to a fault. It doesn’t sit well with her when she’s not in the best position, or if there’s something of quality she can’t have whenever she wants. This is no doubt one of the things that has driven her ambition throughout her life:  wanting better standing, resources, and even lovers for herself… as well as a better life for her family and a bright future for Beastcraft.

* IRRITABLE : It’s not overly difficult to rile her up, and when Kindoliln ends up angry she stays that way for a while. She’s very much one to hold a grudge, and there are a lot of tiny, otherwise rather benign things about other people that irk her, like chewing loudly or being in the way.

* VULGAR : Those who have the chance to truly see behind her mask of polished Holder may be surprised and even offput to discover just how crude she is. Kindolin loves dirty jokes and crass humor, and swears like a sailor when she’s in private. There’s been a few times in the past, when she was younger, that she let this slip and had her reputation damaged for it. If she is ever truly enraged, this is a trap she could fall into again.

Describe Yourself:

* JACK-OF-ALL-TRADES: And predictably, master of none. Kindolin has cultivated a wide range of skills from negotiating and physical violence to a poker face, a cool demeanor, mind for numbers, and an ability to know what people want and what they fear. Something deep within her drives her to try to be the best at everything; and while there’s no argument that she is skilled, spreading herself across so many things has come at the cost of truly excelling at any one skillset.

* BLOODTHIRSTY: Kindolin is just a little too eager to hurt people. Over the course of her family’s work, she’s developed a taste for accompanying enforcers to extract information. Even if she’s not the one directly hurting someone, it still excites the sadist within her to see another suffering, brought low, and in pain.

* MATERIAL: With a hunger for the finer things in life, Kindolin knows what quality looks like and how to recognize it. While she won’t outright snub something if there’s no better option, she prefers to have the best in all things if possible:  from clothes to living quarters, and from food and drink to bedfurs.

* DOMINATING: Never in her life has Kindolin enjoyed being told what to do. As a child, this included bucking against her parents and siblings too, but that has faded some with time; as it stands, her family are the only people who she won’t snap at if they give her orders, with the exception of Auntie Kay. Beyond that, she craves being in control at all times, even if a small part of her finds it thrilling when a lover will go toe to toe with her. Dominant she may be, but Kindolin also enjoys the volatile.

* MOXIE: Others might not expect it of her at first glance, but Kindolin is willing to do whatever’s necessary for her success, that of her family, and of the Beastcrafters. Despite her outwardly prissy appearance, she’s not shy about hard or dirty work, and her natural athleticism means she’s stronger than she looks. Whether it comes to something messy, bloody, or even unscrupulous, Kindolin has yet to find something she’ll shy away from.

The Magic Touch: Kindolin has absolutely zero desire to get married and have children. She’s thankful that her family is less traditional in these aspects, since she hasn’t ever been forced into a betrothal, and they leave well enough alone about her reproductive choices. As it stands, she enjoys pursuing a number of partners—all female.

Family...

Mother: Odeline – Born 2536 – Journeywoman Herder – Died 2567
Father: Kyppesin – Born 2534 – Field Labourer/Hold Farmer

Siblings:
[{Name}] – Sister – Born 2550 – The Leader – Kyya
Oppesine – Sister – Born 2553 – The Whoremaster – SanctifiedSavage
[{Dolynsine}] – Brother – Born 2555 – The Recruiter – RaynePOTM
Ryneppa – Sister – Born 2567 – The Fighter – Inki

Extended Family:
Keassa – “Aunt” – Born 2546 – JM Herder – SanctifiedSavage
Tunarii – Sister-in-Law – Born xxxx – [{Dolynsine}]’s Wife – NPC
Tunydol – Niece – Born 2569 – The Healer – NPC
Dolarii – Nephew – Born 2577 – The Bard – NPC
Arysine – Niece – Born 2585 – The Babe – NPC

Children: None, for which she is very thankful. Kindolin is a lesbian and will only sleep with someone who could possibly get her pregnant if she can ensure she doesn’t after the fact.

Tell us a story...

* 2560-2565, Birth-5 Kindolin was born at High Reaches Weyr to a Holder-born Beastcrafter and her husband. Their family had been stationed there to help keep High Reaches’ herdbeast population up, and Kindolin grows up among the animals that both her parents tend to. She was an inquisitive and headstrong child, not one to be bossed around by her older siblings even if they were, well, older.

* 2566, 6 At age six, Kindolin’s parents give her a flit egg with the intention of making it easier to keep track of her whereabouts since she’s an adventurous little thing. But the ugly little Blue that hatches—which she names Wherry—ends up being more a partner in crime than the guardian he was intended to be. She’s thrilled to have a companion all her own, and teaches him some tricks and tasks like spying on her siblings or helping with the herdbeasts. The fact that he’s entirely hers first sparks the deep sense of possessiveness she feels for her belongings and bondmates.

* 2567, 7 Kindolin considers this to be the turn that her childhood ends, when her younger sister Ryneppa is born midway through the year. As their mother languishes in ill health, she finds herself helping to take care of the babe—and though Ryn is her beloved little sibling, it’s here Kindolin first learns she does not like taking care of children. Prior to this, she was familiar with death as a natural part of life among the Beastcrafters and the difficulties of the Pass, but this is the first time someone she was close to passes. It hardens her like fire does steel, and she sheds no public tears for her mother. There’s too much to get done in the wake of her death, so in the end Kindolin simply shoulders as much of the burden she can. Her family is strong, and they would expect nothing less.

* 2570-2571, 10-11 Auntie Kay and the remains of Beastcraft move to Fort Weyr in 2570, but Kindolin and her family are not authorized to go. Since her father is not officially part of the Hall, he’s judged not important enough to accompany them. Instead, he and his children are shoved into Fort Hold when High Reaches closes a turn later, crushed together with all the other displaced families. Kindolin continues to help with what few animals exist at the Hold, and distantly hopes to officially be part of the Beast Hall when she becomes an adult in a turn. Doll first starts working as a night guard for the Herders stationed there—a task which Kindolin wants to help with despite being denied it due to her age. The underbelly of Fort makes itself pretty quickly in their lives, and this is something that she adapts to as well. Fearsome despite her size, Kindolin has no issue beating down drudge brats that may try to pick her pockets, and ends up stealing a knife from one of the gang children who decides he takes a liking to her. Suffice to say he only touched her once. Though their father seems concerned what effect the place may have on his children, Kindolin doesn’t miss a beat in adapting to this new lifestyle; in fact, it seems to fit her growing ruthlessness, which suits her just fine.

* 2572, 12 The turn starts with her father starting to broach the subject of marriage, but she deflects by saying that she wants to join Beastcraft on her twelfth birthday rather than marry some man she doesn’t know and start cranking out children. The two argue about it quite a bit, but she’s given an excuse to put it off even more when the animals at Fort Hold are attacked and runners are killed. This and her growing awareness of just what the Hold is like eventually sway her mind—and Kindolin uses her connections with the Herders to bond to Kindolsk “for protection”, as she tells their father. In truth, he’s not just to protect her:  despite any of Doll’s protests, she joins those who guard the animals during the night, training her new wher to be just as savage as she is. As time goes on, Kindolin makes the adult decision to not join Beastcraft after all. Though this is a dream that she’ll always privately wish she could have fulfilled, the realities of the Pass are enough for her to decide that isn’t the right path. Instead, someone needs to be willing to do whatever dirty, bloody work it might take to keep Beastcraft safe. Far better she and her siblings do it than some softer, well-meaning Herder who would end up getting themselves killed.

* 2573-2578, 13-18 Steadily, the siblings’ business expands to more than just protecting the Beastcraft, and Kindolin more or less forces herself into it with her older brother and sisters. She’s not about to be left by the wayside. Running with rougher and rougher crowds, Kindolin starts getting involved in wher fights, hanging out with enforcers and gang members, and generally blooming into a beautiful but dangerous woman. She does a lot of self-exploration during this time, discovering her sadism and proclivity for women as well. Life is good despite all the Pass threatens, and she’s pleased to carve out a place for her family alongside her siblings. Any resentment she might have held for her father trying to force marriage on her fades, and instead she’s just protective of him, not wanting him to know just what goes in to protecting the Hold’s animals.

* 2579, 19 Ryneppa starts getting involved in their business this turn, and Kindolin is proud of her little sister. They’re two of a kind, in a way, and Kindolin can definitely appreciate her own brusque ruthlessness. She’s even more impressed when Ryn starts getting involved in the wher fighting scene too; she might not smooth the path for her sister, exactly, but she’s pleased to see Ryneppa doing so on her own.

* 2580-2585, 20-25 By then, she and her siblings have really settled into their individual roles. For her part, Kindolin enjoys the logistics she devotes her time to and thrives on the feeling of outwitting their enemies. During these turns, she entertains a few casual girlfriends and one more serious one—but the relationship ends badly when the other woman ends up selling information to some of the gangs about their operations. Kindolin is not kind in dealing with her—and after this, she swears not to let anyone outside her family to get that close to her again. She’s ashamed herself for being so blind, and instead cultivates idle dalliances that go no further than sex.

* 2587, 27 This is one of the worst turns of Kindolin’s life. Being forced into one place with an entire Weyr as well as entire Hold isn’t her idea of a good time—and particularly not when it upsets their entire operation and makes most of it untenable. She’s temperamental and waspish this entire time, outright dismissive of Weyr politics and nonsense like a Black dragon hatching:  who cares? She’s a little pleased to be reunited with Auntie Kay and the rest of Beastcraft; at least with them, she can resume her old work of tending to the animals. Though she misses and craves the hectic energy of Fort, she resigns herself to being patient. She knows better than to think the Holders will be content with the status quo forever.

* 2588-2589, 28-29 Despite their ties to Beastcraft, Kindolin and her family have been some of those overtly resisting the tyranny of the Weyr. The Weyr Hall riot partway through 2589 seals it even further, and the family end up moving to the Mine Hall. At least there they can breathe a little easier. She resents having to depend on the dragon riders to ferry them to and fro each day and night—as they live at the Hall and still work with the beasts at the Weyr—but sees it as a necessary evil. For now.

* 2591, 30-31 Now that two whers will bond to one person, Kindolin doesn’t wait long to bond to a second. She Impresses Dolinsk early in the turn, but ends up keeping him more as a pet rather than training him to be a fighter like she’d intended. However, she is pleased that he shows promise for working with the beasts. And as wher fighting and some gang activity start picking up in the Mine Hall again, she’s chomping at the bit to start up their old activities once more.

---

Much like her sister, Kindolin had been eager to resume the way life had been at Fort Hold. She’d never thought she would miss those old days of brutality, but they were far simpler than the future she now found herself in, when she had to bother worrying about Weyr politics and how they would affect her as well as the Hold ones. It was annoying more than anything else, and she’d been glad when her family had officially moved out of Southern Winds and they could all breathe a little easier.

The reforming of the Peacekeepers had been something to keep her eye on too, but it had gone better than even Kindolin could have expected. Some of them were idealists, and she didn’t know what to make of the new trainees yet—but there were enough older, bribable Keepers that she could already see where things were starting to mirror Fort.

For a strategist like herself, it was an exciting time.

As she stepped into the room where the fights were taking place, Wherry launched himself off her shoulder and found a place to perch high above the goings on. He was her vantage point, a choice bit of surveillance when Kindolin bothered to focus enough to see through their bond. Clinging to the rough rock like a bat, the narrow Blue pressed back against the shadows and settled in to simply observe.

This was a familiar sight for him, just as it was for Kindolsk. The scarred Brown was calm at her side, radiating protectiveness and snapping at those who didn’t get out of her way fast enough. Dolinsk, on the other hand, seemed on edge, a bit nervous for all the tense aggression emanating from those around. It was out of consideration for her sweet Blue that Kindolin chose a place along the sidelines to watch, idly scratching Dolinsk’s head as he pressed against her legs.

With Kindolsk sitting by her side, a thick presence barring others from getting too close, Kindolin felt at home for the first time in a long, long while.

Member Info...

Created By:
RumDad
Other Characters:
No.
Inactivity Preference:
Adoptable, since she’s attached to other characters. But you’ll have to pry her out of my cold, dead hands.
Mauling Permissions:
Bring It On
Anything Else:
I’m so excited about this family. 8D

Coded by SanctifiedSavage for SWW


3
Universal Events / [ 22.2.2591 ] Damerinth's Flight
« on: February 15, 2018, 07:06:33 PM »
Damerinth’s Flight

22.2.2591 / 4:45 am

Just as the sun breaks the horizon, Jungle Green Damerinth calls out to those who might chase her. She’s playful and only flies once a turn, so she’s interested in making the best of her Flight. Male dragons of all stripes are welcome to chase.

For non-riders, this may still have some effect on inhibitions, though not to the degree as a Gold Flight. For riders, please note that Damerinth is not a Force Catch, and will thus be picking her winner from among the contenders. She does like being impressed, however, so the responses of each individual male to her antics will weigh heavily on her choice. For this particular Flight, I’m choosing to fade to black.

:3 Everyone is welcome to check in even if you’re not participating. If your character is choosing to do so, however, please fill out the form below. Good luck!

Code: [Select]
[b]Rider & Dragon:[/b] Their names
[b]Aftermath:[/b] Depending on your preferences and what your character might do, are you interested in RPing out any aftermath? The caveat here is that [{Meyelthra}] [i]will[/i] be coming back to kick the winner out of X’hos’ weyr.

Clearing up confusion: Unlike what we do for Gold Flights, if you post your character here as participating, it's because they're participating in the Flight and have an opportunity to win—since a character has an opportunity ignore a Green Flight for various reasons IC reasons. We just ask that you specify whether or not you'd want to RP anything out should they win. Of course we'd never ask you to RP a thread that you have no interest in RPing.



IC Thread

Participants
X'hos of Damerinth
H'vier of Kadoreth
Z'ryr of Rhymoth


( Meyelthra... sort of. )


Checked In
B'lye || T'stann || Nishi || W'lleni || C'bryn || Galve || Tiynnalacia || Kyareena || Omenya || Neriherem || Keron || Vorianna || Qailyx
Pythia || Vanelwynne || N'aen || Noa || Ellariel || Syrena || Ionei
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.

4
Completed and Discarded / Don't Judge Me D8< (a WIP)
« on: December 16, 2017, 12:04:29 PM »

Play By:
SHAY MITCHELL
Biography

Name:
Kindolin
Pronounced:
[ KIN-doh-lyn ]
Nicknames:
Kinnie (but only to family and Auntie Kay)
Date of Birth:
27.9.2560 9th Pass.
Place of Birth:
High Reaches Weyr
Weyrmate or Spouse:
Kindolin would almost rather die than get married, and there will likely never be anyone she trusts enough to be weyrmates with. But you’re welcome to try.

Your Reflection...

Appearance: Kindolin is not a large woman, only standing about 5’3”, maybe a little closer to 5’4” in boots. At first glance, she may seem like the vision of a proper Holder lady:  hair and clothes immaculate, conducting herself with all the physical presence of someone who is powerful and knows it. She’s good at playing as though she’s prim and proper, in the instances that it matters, but has learned to equally enjoy the moments when she can be a little more laid back and casual—particularly around her family or the Herders.

Despite her Weyr and Crafter upbringing, she favors skirts and dresses whenever she can get away with them, though she’ll bite the bullet and put on pants for practical purposes. Her hair is her pride and joy, and she wears it down whenever she can. The few bits of jewelry she has managed to scrounge up and trade for are precious to her, and it’s a rare moment to see her without them.

Naturally rather willowy, Kindolin doesn’t have a lot of drastic curves. Her bust is modest, her hips almost too narrow to bear children—which suits her just fine. While she’ll never be as brawny as Dolynsine or Ryneppa, she has worked to be strong and fit rather than soft and weak, as well as fast. Perhaps the most obvious sign that she is more than she seems is written in her scars:  she’s collected her fair share of them over the turns, variously from working with beasts, sparring with her siblings, and the more violent side of her work.

Response to 9th Pass Catastrophe: Kindolin doesn’t care whose fault it was. But rather than being born out of a desire to absolve the riders that were involved, she feels this way because there’s no point in feeling any other way. No one can go back and change the past, (as far as she knows), and burning energy hating people who are long dead makes no sense to her. Instead, Kindolin is the sort of person who was determined not only to survive the Pass, but to thrive in it, carving out a place where she and her family could be happy and stable—all whilst working toward a future that was bigger than them, too, by helping to preserve what they could from Beastcraft. She’s always looked at the larger picture in that regard, and has been high functioning since childhood. Despite all the horrible things she’s seen—and done—during the Pass, none of it has really touched her in a lasting negative way.

Response to dragon color mutations: Because of her family’s ties to Beastcraft, Kindolin views the appearance of the mutations rather practically; such things are bound to pop up in an animal population given enough time, and adaptations are often caused by stressors in the environment—which the Pass certainly was. As such, she doesn’t quite understand what all the fuss is about. She’s not likely to cross a dragon, so what does she care that some of them might be more aggressive?

Who are you...

Likes:
Cute Things : It might seem counterintuitive for someone who is as driven, manipulative, and even sadistic as Kindolin is, but she has a deep and enduring soft spot for things that are adorable—baby animals, baby dragonkin, things that never grow past the cute stage, even creatures like Wherry that are so ugly she thinks they’re cute. However, she does not feel this way about babies. At all.

Logistics : As far as places within their family’s ‘business’, Kindolin would call herself their logistician. She likes handling the minute details of making sure things get done, not only on time but in the best way possible. Rather than being boring to her, she enjoys seeing all the little pieces of a plan come together to be executed. Given the way she can quickly size up situations and people, it comes fairly naturally to her.

Massages : As someone who carries a lot of tension in their body most of the time, Kindolin has come to appreciate people with strong hands who can work out the knots in her muscles. She’d prefer it be of an intimate nature, but she’s not above asking telling her brother to work on her shoulders either.

Dislikes:
Hangers On : Kindolin will be damned before she lets someone else ride to success on her coattails. Networking is one thing, but seeking out alliances when you have nothing to benefit the potential relationship is entirely another. At least bring something to the table, or get fucking lost.

Old Clothes : As one of the younger children in her family, Kindolin has been wearing hand-me-downs most of her life, particularly when things got really bad at Fort Hold. Somewhere along the way, she developed a resentment of having to wear garments that belonged to someone else first—Kindolin wants to be important enough to have new things, nice things.

Wasting Her Time : There’s nothing quite as frustrating as realizing she’s sunk effort and resources into something needlessly. While that irks her enough on its own, she gets furious when someone else is the cause of it—and nigh murderously so if it was on purpose.

Strengths:

* MANIPULATIVE : Kindolin knows how the underbelly of Holder life functions, and there’s comfort in that; people are easy to manipulate as a rule, and with time she’s found that she’s quite good at it. Even if she has to use her looks and an act to get ahead, or lie through her teeth, none of it fazes her. Allies who cease to be useful will find themselves cast aside without a second thought—which may be a surprise to those who genuinely were taken in by what she’s told them.

* WILLPOWER : Temptation just isn’t something Kindolin will fall for. If she wants something, she’ll either get it on her own terms or not at all. In a deep and visceral way, she dislikes compromising and will avoid taking a deal just to get something if it’s going to put her in a poor position in the future. Along with this comes a steely sense of self-control and tolerance for pain.

* SCRAPPY : Anyone who thinks she’ll be an easy target because of her size and gender will find an unpleasant surprise waiting for them. Kindolin thought it was important to know how to defend herself when her family started running in less than reputable circles, and now she’s not only difficult to get ahold of, but is a quick hand with a knife too. Kindolsk may be enough to deter some attackers, but Kindolin isn’t shy about leaping into a fight either.

* MAGNETIC : Kindolin has the habit of sucking all of the air out of a room. Carrying herself with complete confidence and predatory ease, she has the power to turn heads and command attention. She will shamelessly use this fact to win friends and favors, and enjoys the feeling of having people who are drawn to her. Even better if they all but worship the ground she walks on.

* CALCULATING : Kindolin is not a woman of impulse or whimsy. Everything she does, she does for a reason—even if it isn’t apparent to anyone other than herself. And if she plays at being vapid or petty to lull those around her into a false sense of security, it’s nothing more than a front. As ever, she aims to be two steps ahead of the game.

Weaknesses:

* PRIDEFUL : Hubris is no doubt Kindolin’s Achilles heel. She always firmly believes that she’s smarter, faster, and more driven than any who might oppose her and her family’s interests. She’s never been very charitable as to the abilities and intelligence of other people, and thus may underestimate those who could actually do her harm. That, and she becomes almost single-minded in proving them wrong when someone has insulted her or insinuated she’s less than capable.

* DISHONEST : She might not quite be a compulsive liar, but it’s a narrow thing. Over the turns, she’s simply become so accustomed to living a double life that it comes as easily as breathing now. Anything she says needs to be taken with a grain of salt if you know better, and her knee-jerk reaction to any line of questioning is to deflect, deal in half-truths, or outright lie; the only exception to this rule is for members of her family and inner circle. She might tell little white lies to them, but she will never deceive them about anything major.

* ENVIOUS : If someone has something nicer than she does, Kindolin wants it to a fault. It doesn’t sit well with her when she’s not in the best position, or if there’s something of quality she can’t have whenever she wants. This is no doubt one of the things that has driven her ambition throughout her life:  wanting better standing, resources, and even lovers for herself… as well as a better life for her family and a bright future for Beastcraft.

* IRRITABLE : It’s not overly difficult to rile her up, and when Kindoliln ends up angry she stays that way for a while. She’s very much one to hold a grudge, and there are a lot of tiny, otherwise rather benign things about other people that irk her, like chewing loudly or being in the way.

* VULGAR : Those who have the chance to truly see behind her mask of polished Holder may be surprised and even offput to discover just how crude she is. Kindolin loves dirty jokes and crass humor, and swears like a sailor when she’s in private. There’s been a few times in the past, when she was younger, that she let this slip and had her reputation damaged for it. If she is ever truly enraged, this is a trap she could fall into again.

Describe Yourself:

* JACK-OF-ALL-TRADES: And predictably, master of none. Kindolin has cultivated a wide range of skills from negotiating and physical violence to a poker face, a cool demeanor, mind for numbers, and an ability to know what people want and what they fear. Something deep within her drives her to try to be the best at everything; and while there’s no argument that she is, spreading herself across so many things has come at the cost of truly excelling at any one skillset.

* BLOODTHIRSTY: Kindolin is just a little too eager to hurt people. Over the course of her family’s work, she’s developed a taste for accompanying enforcers to extract information. Even if she’s not the one directly hurting someone, it still excites the sadist within her to see another suffering, brought low, and in pain.

* MATERIAL: With a hunger for the finer things in life, Kindolin knows what quality looks like and how to recognize it. While she won’t outright snub something if there’s no better option, she prefers to have the best in all things if possible:  from clothes to living quarters, and from food and drink to bedfurs.

* DOMINATING: Never in her life has Kindolin enjoyed being told what to do. As a child, this included bucking against her parents and siblings too, but that has faded some with time; as it stands, her family are the only people who she won’t snap at if they give her orders, with the exception of Auntie Kay. Beyond that, she craves being in control at all times, even if a small part of her finds it thrilling when a lover will go toe to toe with her. Dominant she may be, but Kindolin also enjoys the volatile.

* MOXIE: Others might not expect it of her at first glance, but Kindolin is willing to do whatever’s necessary for her success, that of her family, and of the Beastcrafters. Despite her outwardly prissy appearance, she’s not shy about hard or dirty work, and her natural athleticism means she’s stronger than she looks. Whether it comes to something messy, bloody, or even unscrupulous, Kindolin has yet to find something she’ll shy away from.

The Magic Touch: Kindolin has absolutely zero desire to get married and have children. She’s thankful that her family is less traditional in these aspects, since she hasn’t ever been forced into a betrothal, and they leave well enough alone about her reproductive choices. As it stands, she enjoys pursuing a number of partners—all female.

Family...

Mother: Rank, birthdate, deathdate if applicable. If she was a dragon rider, we need to know the turn she Impressed and the name of her dragon.
Father: Rank, birthdate, deathdate if applicable.  If he was a dragon rider, we need to know the turn he Impressed and the name of his dragon.

Siblings:
[{Name}] – Sister – Born ??? – The Leader – Kyya
Oppesine – Sister – Born 2553 – The Whoremaster – SanctifiedSavage
[{Dolynsine}] – Brother – Born 2555 – The Recruiter – RaynePOTM
Ryneppa – Sister – Born 2567 – The Fighter – Inki

Extended Family:
Keassa – “Aunt” – Born 2546 – JM Herder – SanctifiedSavage
Tunarii – Sister-in-Law – Born xxxx – [{Dolynsine}]’s Wife – NPC
Tunydol – Niece – Born 2569 – The Healer – NPC
Dolarii – Nephew – Born 2577 – The Bard – NPC
Arysine – Niece – Born 2585 – The Babe – NPC

Children: None, for which she is very thankful. Kindolin is a lesbian and will only sleep with someone who could possibly get her pregnant if she can ensure she doesn’t after the fact.

Tell us a story...

* 2560-2565, Birth-5 Born at High Reaches Weyr to… (from Holder stock, but had been with Beastcraft and stationed there??)

* 2566, 6 Given a flit egg with the intention of making it easier to keep track of Kindolin’s whereabouts since she’s an adventurous little thing, but Wherry ends up being more a partner in crime than the guardian he was intended to be

* 2567, 7 Birth of Ryneppa

* year, age Mother’s death; what happens?? Beastcraft Hall fell with Keroon in 2539; if their father was trained, why did he get removed from the Craft? Was he just a more general farmer, not trained by the Hall? Their mother was actually the Crafter?

* 2570-2571, 10-11 Keassa and Beastcraft move to Fort Weyr in 2570; family not officially affiliated with them, so weren’t authorized to go; end up getting shoved in Fort Hold when everyone moves a turn later

* 2572, 12 Bonds to Kindolsk for protection; depending on when Kyya’s character first got involved with guarding the herdbeasts, I doubt Kindolin would have waited to be “of age” to jump in on that. But could have officially started helping the few Herders at the Hold, if not before then… would their father have tried to get her to marry at all? If so, I’m sure she had some words about that. 

* year, age

* year, age

* year, age

* 2587, 27 End of the Pass; move to Southern Winds; Neisoth

* 2588-2589, 28-29 Toward end of 2589, move to Mine Hall (after the Riot probably); now spend days at the Weyr helping the Herders, and nights at the Hall (more or less)

* 2591, 30-31 Bonds to Dolinsk

---

RP sample.

Member Info...

Created By:
RumDad
Other Characters:
No.
Inactivity Preference:
Adoptable, since she’s attached to other characters. But you’ll have to pry her out of my cold, dead hands.
Mauling Permissions:
Bring It On
Anything Else:
I’m so excited about this family. 8D

Coded by SanctifiedSavage for SWW

5
Universal Events / [ 34.10.2590 ] Alleshask's Run
« on: November 16, 2017, 06:52:03 PM »
Alleshask’s Run
 
34.10.2590 / 10:30PM

Runs are old hat for Alleshask given her age, even if they aren’t for her current handler, Galleweyne. Those in the Weyr will have seen his posting about the upcoming Run about a week in advance, so the small Gold’s call to her suitors will be no surprise.

This will be a locked Run, meaning that Galleweyne will be secreted away in his room once Alleshask has been released to the Bowl, and the Handlers of those participating will need to find diversions for themselves elsewhere. Because of that, the participant form doesn’t include mention of thread options, since Galleweyne won’t be pairing off with any one.

As a Gold, Alleshask is a force catch, and I’ll be randomizing the winner from those participating. Good luck!

Code for Participants:
Code: [Select]
[b]Name:[/b]
[b]Wher:[/b]

IC Thread

Participants
Alleshask of Galleweyne
Nerihesk of Neriherem
Tiynnalsk of Tiynnalacia
Nadsk of Arinada
Yannusesk of Omenya
Virosk of Vironethian


Checked In
Tolanna || Rinneir
M'lan || Trundiffsle || Isalia || Nalise || Zilanie || Raindon || C'ren || Ya'lin || L'anna || U'kir || Leonie
L'ren || Thiis || Esclamonde || Isotarïne || Velatha || I'ryn || Notkerric || T'vil || T'kray || Halraen
Droissa || Nieve || Penderton || C'dus || Saviavi || Nealros || Bekareni || F'erro || T'rel || R'ael
B'lye || T'stann || Nishi || W'lleni || Galve || C'bryn || Kyareena || Keron || Qailyx || Vorianna
Saer || Ilue || Arlais || R'eso || Saidra || Kerenya || Tircin
J'thir || J'hal || Danaera || Arrobella || Thoridan



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.

6
Brown Riders / Un'taigo [ 11.05.2570 / Brown Weyrling ]
« on: November 13, 2017, 12:46:08 AM »

Play By:
TRE SAMUELS
Biography

Name:
Unteraigo
Honorific:
Un'taigo
Pronounced:
[ oon-TAY-go ]
Nicknames:
Taigo, which is what they'd mostly been going by prior to Impression.
Date of Birth:
11.05.2570 9th Pass.
Place of Birth:
Fort Hold.
Dragon Color:
Brown
Impression Age:
2590/20.
Wing Rank:
Imyth 2590 Weyrling
Weyrmate:
Nada

Your Reflection...

Appearance: Un’taigo isn’t particularly tall, but they are rather lanky like they never quite grew into their proportions. This sense is further exaggerated by the fact that they’re observably awkward, tripping over themselves, knocking things over, and running into things rather frequently. Because of that, they’re usually littered with small bruises or scrapes from such mishaps. Naturally somewhat androgynous, they’ve since started encouraging that perception after moving to the Weyr, and rather enjoy when others can’t tell their gender from first glance, if at all.

From a long time of trying to disappear into the shadows, Taigo tends to have something of a slouched posture. Though their clothes are utilitarian rather than anything special, they keep them in good order, and always look put together despite their awkward movements. Rather free of distinguishing marks or scars since they’ve never sustained a major injury, their only real birthmark is a scattering of freckles across the top of their chest and back.

Response to 9th Pass Catastrophe: Growing up in it, Taigo has never really known anything else. A tiny wistful part of them used to wish they could have seen Pern as it once was, but they know that will never be. All they can do now is make the best of their current situation, and they’re hopeful that Southern Winds can grow and thrive:  if everyone can learn to work together and stop fighting.

Response to dragon color mutations: Un’taigo isn’t really sure what to think of them. On the one hand, they disagree with just how vehemently some people have been set against them, considering they haven’t really done anything wrong. But they’re a bit more afraid of them since Kalestath’s hatching of 2590, wherein Candidates and dragonets both lost their lives due to the mutations’ violence—intended or no. They won’t hold it against their riders now, but they aren’t sure how they’re supposed to fit into the hierarchy of the Weyr, which bothers them in an organizational way.

Who are you...

Likes:
Belonging : It’s what often motivates them to repress themselves and fall in line—to fit in with others and thus not be excluded. They still haven’t quite accepted that the Weyr doesn’t care who or what they want to be, but they quietly hope that someday they’ll find those who accept and love them for that despite it all. Junosabeth seems the first step toward that acceptance.

Chores : Since they like feeling useful and previously have had no specific talents to lend to the Weyr that took them in, Un’taigo liked the Candidate chores as a way to give back. There will never be a task that they consider beneath them even once they’ve graduated into being a full rider.

Having Direction : They don’t necessarily know what to do with themselves when left to their own devices—at least when it comes to something that isn’t familiar. Taigo would much rather have too many instructions than not enough.

Dislikes:
Shellfish : The texture, mostly. It just makes them feel queasy. They’re not a picky eater otherwise, but this is the one thing they’re pretty adamant about.

Thunder : The sound of it just freaks them out. It sounds like the entire world is going to come crashing down; and though Taigo was thankful for the rain that usually accompanied it and killed Thread during the Pass, wicked storms still make them uneasy.

Being Singled Out : Spotlights just aren’t something Un’taigo is well-accustomed to. They tend to freeze when someone calls on them specifically, and get even more awkward than they already are. It will take quite a while before they get over it, if they ever do.

Strengths:

* DUTIFUL : Never one to shirk responsibility, Un’taigo likes having a task to complete. They enjoy working through problems and take quiet pride in doing something well and in a timely fashion. Hard work has never fazed them, and neither are they one to buck the system or rebel just for the sake of it.

* LIBERAL : Despite being raised in a Hold, Taigo has never understood the Holder propensity to judge people that are different from them. They’re more aligned with the Weyr outlook on life in that regard, as they’ve never felt angry or uncomfortable around people of different backgrounds, beliefs, or identities than their own. At heart, they really just want everyone to live and let live.

* MORAL : While they don’t generally think in terms of black and white, Un’taigo has a strong sense of right and wrong. The things that they think are wrong boil down to rather simple tenets—don’t lie, don’t hurt other living things needlessly, don’t betray the people you care about, and so on. They might not publicly judge those who do those things, but they’ll lose respect for anyone that does.

* COMPASSIONATE : They naturally feel for people that are hurting or in trouble and want to help them. Taigo will always put forth their best effort to aid someone, even someone who has treated them poorly in the past, if they’re in need. They’d be very confused if someone refused their help thinking it was pity, as it’s more born of empathy than anything else.

* VALIANT : Shy and retreating they may be in their social life, but when it comes to things that matter, Un’taigo is as brave as they come—they just aren’t reckless or impulsive. They’ll leap to the defense of anyone who needs it, and would willingly put their life on the line to protect others no matter the odds.

Weaknesses:

* SUBDUED : They don’t speak up a lot, because they’ve never quite shaken the Holder sense of repressing feelings that are seen as abnormal. Taigo knows that a lot of their views don’t hold with their family’s, and even after their disownment they feel like it’s somehow their duty to uphold how they were raised. Nevertheless, it makes them unhappy, and one of their and Junosabeth key points to work on will be speaking their mind more often.

* SELF-SACRIFICING : Un’taigo is generally the first person that will go out of their way to help someone else, even to the detriment of their own health or well-being. They never established good boundaries in this regard, and have a hard time saying no when someone asks for a favor—even if they know they shouldn’t say yes.

* INDECISIVE : Partly because they’ve spent almost their entire life denying their own wants and feelings for the betterment of their family, Un’taigo finds it very difficult to commit to decisions they see as against the grain or inconveniencing other people in some way. Particularly since the one time that they stood firm on something, it resulted in being disowned from their family, they tend to hem and haw about important decisions and often end up talking themselves out of whatever course of action they really want to take.

* ANXIOUS : Taigo worries a lot about how other people perceive them; after growing up in an oppressive and traditional Hold family, they inherited their parents’ obsession with appearances and experience a lot of anxiety about them. It manifests most strongly when it’s also related to something they feel—or think they should feel—guilty.

* GRACELESS : In some fashion due to their lack of self-confidence, they don’t feel comfortable in their own body. It feels awkward to them, unwieldly and never quite positioned how they think it is. They don’t have a good sense of hand-eye coordination or spatial awareness when it comes to their own movements.

Describe Yourself:

* MODEST: Ever since they were little, they’ve been the type that’s a bit awkward about praise, or insist that someone else deserves the credit for everything. For those who Taigo becomes fond of, they’re even more determined that their friends and loved ones will receive recognition for their achievements, and will downplay their own contributions in favor of boosting up others.

* INVISIBLE: Un’taigo doesn’t think there’s anything remarkable about them at all. As the youngest child their parents had, they were often overshadowed by their older siblings and largely left to their own devices in terms of development:  taking care of five other children had given their parents a rather laissez-faire view of childrearing. They’re used to going unnoticed, especially due to their quiet nature and genuine attempts to blend into the background. They’re uncomfortable with having attention on them directly.

* ADAPTABLE: For all that they think poorly of themselves and their abilities, Taigo is actually quite capable. They’re a quick learner, and are able to roll with the punches and come out stronger for it. It’s that quiet but indominable sense that things will get better that has pushed them to keep trying when others may have faltered, and adapt to completely changing their life when they accepted Candidacy.

* STABLE: Un’taigo isn’t given to extremes of emotion, and will be a solid and objective ear for any friends that desire their input. While honest to the core, they also know how to soften bad news and will work to give constructive criticism on any problem—or just listen if that’s what’s required. They have the typical Brown rider stability of mind, even if they wouldn’t attribute such a trait to themselves.

* PATIENT: One thing this newly fledged weyrling is not is impatient. They’re always willing to wait their turn, help or explain something over and over again, and can be content waiting with little to no stimulation. They’ll be patient with others too, even if someone they care about is angry or needs space.

The Magic Touch: If there was such a term on Pern, Un’taigo would probably characterize themselves as genderfluid or agender. They’re comfortable with any pronouns, but tend to default to they/them/theirs.

Family...

Mother: Taigona. Holder wife. Born 2543.
Father: Unesskin. Peacekeeper. Born 2540.

Siblings:
Nessigona. Sister. Born 2558.
Kintaigon. Brother. Born 2560.
Tunesski. Sister. Born 2563.
Gakessen. Brother. Born 2566.
Saigane. Brother. Born 2567.

Leaving sibling professions open for adoptable purposes, but they should be traditional Holder things—Peacekeepers, Holder husbands or wives, etc.

Children:
Sekesken. (Formerly Sitaigo). Son. Born 2584.

Tell us a story...

* 2570-2575, Birth-5 Unteraigo is the last child of Taigona and Unesskin, as they don’t feel like they can provide a stable environment for more than they already have. Since Taigona is already raising five other children, much of her youngest son’s childhood is under the care of his older siblings, as tasks around the home are divvied up among them to keep things running smoothly. They grow up somewhat fading into the background, as their parents are more concerned with finding professions and spouses for their older children. Not knowing any better, Taigo isn’t really bothered by this, since they at least have the insulating presence of their siblings.

* 2576-2581, 6-11 Older childhood is a little more fraught, as Unteraigo first starts to feel like what’s expected of them as a Holder doesn’t necessarily align with their own feelings. They try to bury those feelings, not letting on to their unease and instead striving to be the best Holder child they can be—doing chores without complaining, clearing their plate, parroting the ideals of their parents, and so on. Unesskin starts encouraging them to consider becoming a Peacekeeper once they’re old enough, but Unteraigo doesn’t like the violence inherent in the job and instead say that they want to go into a skilled trade like one of their uncles, even though they don’t have a passion for any of their particular fields either.

* 2582-2583, 12-13 When they turn 12, Unteraigo is unofficially “apprenticed” to one of their uncles, who works as a leatherworker. It’s the least brutal side of the wher butchery business, since they only deal with the hides after the fact. While not work that they particularly enjoy, Taigo is a good worker and listens well to their uncle’s guidance; they aren’t necessarily happy with this path in life, but their parents are proud of them for going into a “respectable” trade, and Taigo hopes that will be enough for them. This turn, their parents also arrange a betrothal for them to a respectable Holder girl named Sikesona, and they start courting under the watchful eye of some family chaperones. Unteraigo isn’t really excited about the prospect of marriage either, but they like Sikesona well enough, and is relieved that the two of them at least get along.

* 2584, 14 Unteraigo and Sikesona are married once they’ve both turned 14, though they’re still living in Unteraigo’s home since they aren’t important enough to warrant their own house or cavern dwelling—and it allows their families to make better use of all their resources. The romantic and sexual side of marriage is awkward for Taigo, but they do their best for their wife and try to be as good a husband as they were a son. At the very least, since they’re a hard worker and they don’t cheat or gamble, there isn’t much for Sikesona to complain about, and the two are tentatively friends.

* 2585, 15 Despite their mutual fumblings when it comes to sex, Sikesona ends up pregnant, and the two of them welcome their first son, Sitaigo, into the world. Taigo expected to feel something when they had a child, but beyond an anxious sense that they’re going to do something wrong, having a son just seems an abstract experience for them at best. They try to support their wife in raising him, but can’t really summon the feeling they think they should for a child they sired. A few months after the boy is born, Unteraigo happens to be in the right place at the right time, and is Searched by a visiting rider from Fort Weyr. Being a dragon rider was something they had never really considered for themselves before, but being offered the chance feels right somehow—and more importantly, appeals more to their sense of doing something worthwhile to help others in a way that leatherworking simply doesn’t. They cautiously explain to Sikesona that they want to accept the Search; but rather than responding supportively, she breaks down and flees to her in-laws, and the whole thing comes out a jumbled mess full of tempers running high and rejection. Unteraigo is terrified of missing the chance to do something that they really want to, and stands up for what they want for the first time in their life. In response, their family—including Sikesona—completely disowns them. They refuse to even speak to Taigo after the fact, and they end up going to Fort Weyr with the Search Rider in tears, and with nothing to their name but the clothes they were wearing. Sikesona is adopted into Taigo’s family, and they even go so far as to change her son’s name to Sekesken to remove the influence of his father’s name from his own. Lost and alone, Unteraigo clings to Candidacy since it is now all they have, and initially hope to Impress right away so that they don’t feel so alone.

* 2586-2589, 16-19 Despite their hopes, Unteraigo keeps Standing and Standing without Impressing. While at first they are disheartened by this experience, they eventually move past mourning the loss of their family and manage to make a few idle friends, as well as accept that sometimes, dragon riders must Stand for turns upon turns before finding their bondmate. They give back to the Weyr that took them in as best they can, taking to any chore that’s given to them in an effort to repay the kindness of those who gave them a home when they had nothing. The end of the Pass is a surreal experience for them, since they were born and raised during it, and moving to Southern Winds seems even stranger to them. They’ve never seen so much green before, and the wonder at how beautiful the island is almost outweighs their anxiousness about running into their family. (And when they inevitably do, their former family simply pretends that they don’t exist at all.) Taigo doesn’t know what to make of Neisoth when he hatches, but quietly wonders if the mutations are what they’re meant to Impress to—since they hadn’t so far. They try to look at the whole thing optimistically, but know they’ll feel more comfortable about it all once they know what rank the new colors are actually supposed to be.

* 2590, 20 This entire turn is up and down in terms of triumphs and tragedies, enough so that it leaves Taigo feeling almost dizzy. Kalestath’s hatching really, genuinely shakes them, to the point that they’re almost afraid of Standing for another one of her clutches when they might possibly lose their life to errant dragonets. But despite that fear, nothing quite drowns their desire to Impress, and they’re determined now to still make the most of this if they can; even if they never Impress, Taigo thinks maybe they’d be okay with joining the ranks of the Weyrfolk. At least they’re more accepting than the Holders are. But late in the turn, completely unexpectedly, they Impress at Imyth’s clutch—to a gorgeous Brown named Junosabeth who is everything they didn’t know they wanted in a dragon. Now dubbed Un’taigo, their entire life seems turned upside down, and they’re somewhat in doubt of the fact that they’ll be able to live up to the potential Junosabeth seems to believe they have—but they’re damn well going to try.

---

Watching the sickly-looking little Blue struggle to hatch, Taigo’s heart had gone out to him. Any hatchling like that was always a tense thing, particularly after the debacle that had been Imyth’s last clutch. Desperately, they wished that the little creature wouldn’t Between—even if they weren’t destined to Impress to the Blue, Taigo hardly wanted to see its life end in such a quick death. Such as it was, they practically held their breath waiting for him to move. To go forward and claim someone as his.

But he didn’t. Nevertheless, Unteraigo breathed a faint sigh of relief when they saw another Candidate step forward toward him. But she stopped just the same, which meant… they hadn’t bonded?

Remembering Kalestath’s hatching that turn, they tensed again. What was she doing?
 
Taigo could hear their heart pounding in their ears, each moment seeming to drag onward into eternity. Another dragonet hatched—this one a Green—and then a Brown. He was a beautiful thing, all dark glory and subtle markings, and Unteraigo found themselves smiling as he moved over to his Blue brother, sniffing at him initially and then nosing at him to coax him to stand.

Watching the two of them make their way across the Sands was adorable, and Taigo had to resist clapping, not wanting to distract them or draw attention to themselves. Nevertheless, it was a weight off their heart to see the Blue finally Impress, even if it was with the help of their clutchmate.

It seemed very in keeping with the spirit of the Weyr, they thought.

As much as Taigo admired the helper Brown, though, they didn’t pay him much mind as he made his way down the line of Candidates to find his own intended. Such a gorgeous thing couldn’t possibly want anything to do with them. Unteraigo wasn’t sure what sort of dragon would really Impress to them—maybe a Green?—but that one seemed destined for someone far braver, far more social and flashy, even. A strong personality to go with a strong dragon.

Who else would I choose but you, Un’taigo?

Though they’d noticed the Brown drawing closer, Taigo still jumped at the sound of a voice that wasn’t their own, deep and mellow, resounding in their head. “M-me?” Their own voice practically sounded like a squeak, almost breathless. Looking into the eyes of the Brown that had paused before them, they saw the rainbows of Impression swirling there, and felt the sensation of something strong and stable clicking into place against their own mind—like half of a puzzle they hadn’t even known was missing.

Of course you. Always you. The Brown thrummed then, low and reassuring as he had for the Blue he’d led across the Sands. I’ll never leave you behind. I’m Junosabeth.

“Junosabeth…” It sounded so right somehow, and Taigo nearly sank to their knees, wavering a moment but managing to stay upright. Gingerly, they reached down to run their fingers over the Brown’s headknobs—their Brown’s. “We should get you some food…”

Please. I’m very hungry.

“I— I know.” That was a startling realization too, coupled with the ghostly sensation of their stomach rumbling, but really it was Junosabeth’s. Hand still on the top of his head, Un’taigo led them off the Sands, past the other Candidates, unaware of anything else in the world but that warm presence at their side.

As they crossed into the feeding pavilion, they saw tables set with bowls of raw meat nearby, with some other weyrlings already feeding their dragons. Abruptly unsure, Un’taigo glanced around until they saw one of the Weyrlingmasters. “Uhm. Excuse me. Can I just… take one?” They gestured to one of the bowls, and felt Junosabeth laugh echoingly inside their skull.

I don’t see why not. But it’s adorable you asked.

Member Info...

Created By:
The MenaceTM
Other Characters:
Hnnnnnnnngh, no.
Inactivity Preference:
NPC with no death plz
Mauling Permissions:
Bring It On
Anything Else:
Shall be listed in the Nonbinary group.

Coded by SanctifiedSavage for SWW


7
Crafters / Cetorex [ 26.05.2554 / Jr. Journeyman Brewer ]
« on: September 21, 2017, 01:28:50 AM »

Play By:
RANVEER SINGH
Biography

Name:
Cetorex
Pronounced:
[ SET-orr-rex ]
Nicknames:
Cet
[ SET ]
Date of Birth:
26.05.2554 9th Pass.
Place of Birth:
Fort Hold
Spouse:
[{Ossoketissa}]

Your Reflection...

Appearance: Cetorex might have a fair bit of grey and silver in his hair now, and laughter lines around his mouth and eyes, but his smile is still that of a much younger man. He looked far more awkward as a child, but with time he’s grown into his large nose and ears, with casual good looks and the genetic blessing of good teeth. Cet’s skin is naturally rather dusky, his dark hair comes in thick and full, and his eyes are warm and bright. Though he goes through periods of shaving it all off, he’s also predisposed to growing quite a lot of facial hair.

From the time he was young, he’s always preferred practical, comfortable clothing rather than anything else. Plain and even worn garments don’t bother him at all, especially since odds are he’s going to spill something on them anyway. Colors really don’t matter to Cetorex, and he’ll wear just about anything that’s lying around so long as it doesn’t look ridiculous on him. In all things, Cet carries himself with a certain relaxed bounce in his step—and for a man with large hands and thick arms, he’s very gentle.

Response to 9th Pass Catastrophe: Cet never really had the opportunity to be broken by it—nor the time to dwell upon how bad it was. From caring for his foster siblings to caring for his own family, he made the transition seamlessly, and has never resented any of the things that the Pass has meant for his own life. He feels bad for those who were truly shattered by it, but Cetorex quietly believes that the future is bright and will solve all in time, even if it may take generations for Pern to fully recover. He’d much prefer to leave it all in the past and just move forward.

Response to dragon color mutations: Cetorex isn’t really sure what to make of them, but he isn’t especially comfortable with them either. His own gentle nature makes him feel, in a way, for just how rejected they’ve been by mainstream traditionalists—and in an individual sense, he wishes nothing ill on the Reds and Blacks. But particularly after Kalestath’s hatching in 2590, he’s a bit terrified of what they might mean for the future given their rather bloody track record.

Who are you...

Likes:
Beer : Perhaps predictable for a Brewer, but there’s a reason Cetorex chose to specialize in it as opposed to wine, rum, or another type of alcohol. It’s only a very strict of self-control that prevents it from becoming a vice, but he’s far too responsible to let it get the advantage of him.

Lazy Moments with Ossoketissa : They’re both busy people, as Journeymen Crafters and parents of eight, but there’s nothing he enjoys more than getting to laze about with her—either early in the morning before they get up, during a few stolen moments at lunch, or at night before they fall asleep. Just relaxing with her is a treat for him, even if it’s just both of them dozing next to one another or eating side by side.

Stability : Almost a craving, but Cetorex is not comfortable with chaos. As such, he’s rather content in his life since he has a devoted wife, they’re successfully raising eight children, and he and she are both well-regarded in their Crafts. All of this business with the conflict between Holders and Weyrfolk unsettles him more than he likes to let on because it threatens the way he thinks things should be.

Dislikes:
Pollen : Unfortunate for someone gifted with plants and that is required to work with them on a regular basis, but Cetorex hates the stuff. It makes him sneeze like nothing else and makes his eyes water.

Ungrateful People : Nothing else irks him quite the same way. Despite all the horrors of the Ninth Pass, there was a lot of generosity too; and if someone does something nice for you and you fail to thank them, or return the favor by mistreating or taking advantage of them, then in Cet’s opinion, you’re reprehensible.

Helplessness : Cetorex is used to providing for the people he cares about. And in the instances where there might be a problem, threat, or other issue that he can’t solve himself, it will drive him up a wall. He wants to be able to protect, feed, and ensure the future of his family all on his own.

Strengths:

* JOVIAL : Ever since he was young, Cet has been a very upbeat and optimistic person. There’s not a lot of room in his life for pessimism, and he’s determined that even when things are tough, they can be overcome. He’s a man of a lot of smiles, and has no issue sharing that brightness with anyone else. His natural instinct when someone is upset is to cheer them up, and he’s not prone to dark moods himself.

* MODERATE : Cetorex doesn’t tend toward the extreme in anything. That’s not to say that he’s passive or dispassionate, but rather that he is very much an adherent of ‘live and let live’. So long as what someone else is doing doesn’t hurt himself or his family, it perturbs him very little. Cet might not always agree with the actions someone takes or the lifestyle they live, but he won’t hold that against them unless they’re otherwise an unsavory person.

* FAIR : Cet has this way about him that allows him to avoid playing favorites without sacrificing the sense that he genuinely cares about other people’s problems or wants. He has more than enough energy to go around, and will do his best to be just and even-handed to those that are under his jurisdiction or that he has some responsibility to.

* MATURE : Growing up fast to help take care of his younger foster siblings, Cetorex started acting like an adult long before he was actually old enough to be one. He might have a bit of a playful side and be an optimist, but if there’s one thing that doesn’t go along with that, it’s childishness. Pranks or cruel jokes long ago stopped being anything near amusing to him, and just about as long since he last shirked a chore or duty.

* GENTLE : He just doesn’t have a mean bone in his body. He’s very much the sort that would cry over a needlessly hurt creature and try to nurse it back to health. Only the knowledge that he has eight children to care for, and that they take precedence, has stopped him from bonding to as many homeless flits as possible. This extends just as readily to people, with Cet happily serving as a safe harbor for those in need of a friend or shoulder to cry on.

Weaknesses:

* EMOTIONAL : Simply put, he’s not good at masking his feelings, and wears his heart on his sleeve. Despite the outlook some other Holders might have, he doesn’t see this as a weakness even though it is one. Cetorex very much listens to his heart more than his head.

* NOT A DISCIPLINARIAN : Despite being very good at caring for and nurturing children, Cetorex finds it difficult to be stern with them. This was true of his younger siblings in the foster home, and is still true of his own and young apprentices. He’d much rather motivate someone with something fun or positive rather than having to dish out punishments for misbehavior.

* OBSESSIVE : Others might say workaholic. Cet gets very tunnel-visioned about projects, needs for the Crafthall, and related to matters—to the point that he sometimes loses track of time. In his personal life, he also has difficulty letting go of things even once they’ve been hashed out, if he’s not fully happy with the result, like going over old ‘debates’ or repeating himself when he’s trying to convince someone of something, even if there’s no hope of making them see his way.

* UNCEREMONIOUS : Cet doesn’t always know when he’s supposed to follow formal modes of propriety. He’s a fairly informal person—some might say over-familiar—and generally believes the best of people. As such, it’s a disadvantage for him when he comes up against those higher ranked than him that might be particularly hidebound or strict about things being done a certain way.

* CONFORMIST : For all that he might try to be nonjudgmental about the choices other people make—so long as it’s not hurting anyone—Cetorex feels bound by societal pressures and tradition. He’s not going to be the one rocking the boat in any major way when it comes to Holder ideals, and about the only aspect of his life where he might be a little more flexible is when it comes to innovations in his Crafthall. After all, they have to adapt to survive. But beyond that, he’s not the most progressive of people.

Describe Yourself:

* GREEN THUMBED: He would have made a good Farmer if he’d bene so inclined. Instead, the Vinter Hall gets to make use of his talents for their small, specialized plots of crops—be it fruit or grains. The man just has a way with plants.

* FAMILY-ORIENTED: Cetorex is defined by his family. First, it was his foster parents and foster siblings. Now that he’s older, it’s his wife and children. He’s connected to them deeply, and finds a sense of rightness and satisfaction in cultivating those bonds.

* PRINCIPLED: Though he isn’t bothered by more ‘harmless’ non-traditional lifestyles—such as mixed families or more progressive forms of relationships, Cetorex still has a firm sense of right and wrong. Don’t steal. Don’t be cruel to people or animals. Don’t lie. And this extends as well to things such as:  protect those beholden to you; be involved in the lives of any children you have; don’t break promises. While he might not vehemently call someone out on such actions, he’ll be quietly judging and will lose respect for those who violate these ideas. If anything, he’s more critical of Holders who fall into such categories; as Cet sees it, Weyrfolk just don’t know any better.

* ROMANTIC: Cetorex and Ossoketissa might have been married by arrangement, but that has never stopped him from loving her and trying to make it known. He likes being sweet to her in whatever ways he can, and isn’t shy about letting his affection be noticeable. He’s not going to try to make out with her in public like a teenager, but quick pecks on the cheek or affectionate nicknames are common.

* GOOD COOK: Cet has done a lot of cooking in his life, first learning from his foster mother so that he could help prepare meals for their large family, then honing the skill a different way as a Brewer, and finally getting to cook meals for his own family. Traditional Holder gender roles be damned, it’s something he enjoys, and he’s honestly sad he doesn’t get to do it anymore now that the staff in the Weyr’s kitchen prepare all the meals.

The Magic Touch: He drums his fingers on things when he’s thinking—tabletops, his own leg, and just about anything else. It’s a habit he doesn’t realize he’s doing, which could easily annoy others who require a quieter atmosphere or find the repetitive noise obnoxious.

Personal History & Education

Biological Mother: Ceortana. Drudge, later a Holder wife. Born 2541.
Biological Father: Vennex. Carpenter/Construction Worker. Born 2537. Died 2554.

Half Siblings:
Cehisek. Half-brother. Born 2558.
Tychana. Half-sister. Born 2561.
Tychitenna. Half-sister. Born 2563.

Ceortana married a Holder named Tychisek in 2557, and had three children. Their professions have been left open since they will be adoptable.

Foster Mother: Taiaming. Holder. Born 2537.
Foster Father: Koissen. Holder. Born 2534.

Foster Siblings:
Hanelon. Born 2559.
Tiriya. Born 2562.
Blateren. Born 2562.
Canera. Born 2564. Died 2571.
P'run of Salnoth. Born 2566. Impressed 2590.
Yun. Born 2567.
Ludara. Born 2568.
Halnae. Born 2570.

Children:
Ossoket. Son. Born 2572.
Ceketissa. Daughter. Born 2574.
Osoketis. Son. Born 2576.
Cetorissa. Daughter. Born 2577.
Cetoketissa. Daughter. Born 2579.
Osettissa. Daughter. Born 2580.
Ossokexia. Daughter. Born 2584.
Ossokorex. Son. Born 2586.

The professions for Cetorex and Ossoketissa’s children have been left open in the event someone wants to adopt them. :3

Craft: Brewer

Rank: Jr. Journeyman

Date Apprenticed: 2566/12

Date Tapped: 2580/26

Specialty: Beer/Ale

Education Details: Originally, Cetorex joined the Vinter and Brewer Hall in order to help provide for his foster family, after he learned from a family friend that they donated some of their crops—such as fruits and grains—to the families of their Crafters. But once he was officially apprenticed, and after the first boring year or so of general work, he discovered that he genuinely had an interest in and passion for the work. Where he once made the choice not to join the Farmers because he thought tending plants sounded boring, Cet discovered he has a way with them, and his love of them blossomed as a result. Mature and responsible, he’s been a diligent student, which has led him to being Tapped in an otherwise fallen Crafthall. He’s determined to make the best of what resources they have, and contentedly settled in a specialization with beer and ale.

Tell us a story...

* 2554-2558, Birth-4 Vennex and Ceortana had a rocky relationship at best, frequently on and off again over petty fights and a plentiful helping of drama. Nevertheless, they seem on the verge of uniting in a more mature and responsible way when Ceortana winds up pregnant -- but it isn't meant to be. Vennex is killed in a construction accident a few months before Cetorex is born, and his former fiancee elects to foster their child in the hopes he'll have a better life. She has her sights set on a more plush one for herself, too, but she can hardly try to get a marriage out of a higher-ranking Holder with a babe on her hip. As such, Cetorex is placed with another couple seeking to foster orphans and disadvantaged children. For the first few turns, its just him and his foster parents, and to this day Cetorex remains close with them, as he was their 'first' and later the older sibling of the other children they took in. While he may not remember much about these turns due to his young age, he knows that they treated him the best they could with their limited resources.

* 2559, 5 His first real memory is of his foster parents adopting Hanelon, because it meant that he had a playmate and a bit of responsibility, too, in making sure his sibling was taken care of. Rather than being resentful of the new addition, Cetorex is happy to include Hanelon in the family once Koissen and Taiaming explain why they’re adopting another child.

* 2562, 8 In the intervening years, Cet has started to take on more tasks to help around the household—including cleaning, taking care of Hanelon, and learning to cook from Taiaming. The addition of Tiriya and Blateren to their family makes things a little more crowded, but he adapts to the challenge and readily accepts that it’s his place to help his foster parents with providing a home for those who have no one else. Cetorex is proud to have a hand in that.

* 2564, 10 Cet is now eager to reach adulthood so that he can do more to provide for his foster parents and siblings, and two turns seems like an age. He’s taken up the mantle of protective older brother, housekeeper, and any other thing that his loved ones need of him. With Canera added to the family, Cetorex is even more aware of just how important the work they’re doing is. There are so many children with nowhere else to go—if anything, he wishes they had the resources to take care of more, but he understands taking in too many would be irresponsible.

* 2566, 12 For the preceding two turns, Cetorex had been weighing his options for a future; ultimately, it was the advising of a family friend that turned him toward the Brewers and Vinters—not in small part because they give a tiny percentage of their fruits and grains to the Crafters in their Hall. With the promise of learning a skilled trade as well as having extra food to bring home to his family, he joins their ranks the same turn that his parents adopt Perun. The first turn or so is a lot of general work and theory, or even doing the dirty work of making sure the plants were weeded and fertilized. But though he’s not necessarily the most passionate of students, Cet is devoted; and even more than that, he feels a sense of pride at being able to earn a living. With the Hall rather disadvantaged, they don’t have rooms for their apprentices to move into, but he’s more than happy to stay with the foster family and care for his younger siblings when not tending to his classes or Craft chores.

* 2567-2569, 13-15 Past the first turn of his apprenticeship, Cetorex discovers that he actually… really, really likes what he’s learning. He has a certain way with plants, despite his apparent allergies to some of them, and the slightly more advanced things he learns over the course of the next two turns ignite in him an actual passion for the Craft that he eagerly pursues. With the additional resources he’s pulling in now, his parents decide to add two more children to their home, in the form of Yun and Ludara. For now, for Cet, this is enough. In his own small way, he’s helping to make the world a brighter place, and he’s content in that.

* 2570-2571, 16-17 The same turn that Halnae is adopted, Koissen and Taiaming manage to arrange a marriage for Cetorex to a young woman named Ossoketissa. She’s the daughter of a family of Miners, and the match is judged as a good one because Cetorex will be able to provide for her as a Brewer. They court for a few months before getting married in the traditional Holder way; and though Cet was initially just going through the dutiful motions, he finds that he genuinely likes her, and starts to fall in love with her. Now that he has a wife, he moves out of his foster family’s home to a small chamber he will share with Ossoketissa, and which is near the more established Mine Crafthall. It’s bittersweet, to be moving out of the place that has been his home for all of his life, but Cetorex feels ready to take this step in his life. Nevertheless, he feels guilty when his younger sister Canera dies the next turn when illness sweeps through the foster home.

* 2572-2573, 18-19 In 2572, the same turn that Ossoketissa officially joins her family among the Miners, she reveals to him that she’s pregnant, and Cetorex couldn’t be happier. He’s thrilled at the prospect of having a child, and throws himself into helping to prepare for the coming baby when he’s not at work. He ends up bartering for a pair of flit eggs from one of the other Brewers, in the hopes that he and his wife will be able to train them to help keep an eye on their child—and eventually, he hopes, their children. Cet is thrilled he manages to snag a Gold egg for Ossoketissa, and knows he’ll be more than happy with whatever hatches from his own. What he gets is Hop—a Brown who he mistakes for a Bronze at first, but who proves perfect for what Cet had in mind. Later that turn, his wife gives birth to their first son, Ossoket, and Cetorex feels like his life has firmly balanced out into something stable.

In 2573, however, his younger foster brother Perun gets kicked out for getting into a fight with Hanelon. Cet is sad that his parents have to make the choice to kick him out, but he understands why. Nevertheless, he wishes that he could have done something to prevent it all—even if he now has his own family to take care of, and can’t afford to help his foster parents with their own children so much anymore. He remains close with them even so, but things seem a little sadder for them with the earlier death of Canera and now Perun’s ejection from the home.

* 2574, 20 Ossoketissa and Cetorex welcome their second child and first daughter a turn later, naming her Ceketissa. Cet is wrapped around her little finger from the moment she’s born, finding the experience of fathering a daughter somewhat different than a son, though he loves them both equally. He’s doing his best to be patient with waiting to be Tapped now that he’s old enough, but Cetorex knows the likelihood of it might be diminished given the standing of his Hall. And for now, he’s just happy to be starting—and continuing—a family with Ossoketissa. With time, he’s only come to love her more, and the two of them have settled into the routine of married life with few bumps along the way.

* 2576, 22 The trend continues with the birth of a second sone, Osoketis. Things are busier, a bit more harried for them both with so many small children, but Cet thrives on it all. Now working with younger apprentices and a bit friendlier with the Journeymen even though he isn’t one himself, he enjoys a good working atmosphere as well as a stable home life. Even the harsh realities of the Pass going on around them do nothing to diminish his joy.

* 2577-2578, 23-24 Ossoketissa’s pregnancy with Cetorissa, their second daughter, is a little harder than her previous ones, which prompts them to take a little break of having children for a while after the fact. But with Ossoket a little older now, their eldest son is able to start helping around the house—and Cet is thrilled to be able to pass down the things that his foster parents taught him as a child. This turn, he also happens to catch word of his biological mother—that she married a Holder man and had three children. He has mixed feelings about learning his information, and wars with himself for quite a while over whether or not he should approach her at all. Ultimately, he does so just to get some closure; and while the meeting is awkward, and they will never be close, he feels… more at peace than he did before, having forgiven her for her choice and banished some of the childish resentment he once held that she’d given him up.

* 2579, 25 In the wake of that, things couldn’t seem to get any better. He and his wife have yet another daughter, Cetoketissa, and Cet is starting to resign himself to the fact that he’s going to have a lot of female children—not that he’s upset about it at all. He’s just happy that all of them are happy, healthy, and that he and Ossoketissa are able to provide for their family. He knows well enough there are those who aren’t so lucky.

* 2580, 26 Things didn’t seem like they could improve, but apparently they could. This turn, after Osettissa is born—a joyous enough occasion on its own—Cetorex is Tapped and joins the ranks of the Journeymen Brewers and Vinters. He officially claims a specialization in beer and ale, even though he’s been working almost exclusively with those things for the past several turns, and feels like this is yet another step completed in his life. He and Ossoketissa decide to take another break from children—longer this time—so that she can focus on her Craft as well, since Cet doesn’t want her to feel as though he values hers less than his own. With a few older children now able to help around the house, their flits, and a sense of marital teamwork, Cetorex wants his wife to achieve her own dreams too.

* 2582, 28 Things pay off two turns later when she’s Tapped to become a Journeywoman Miner. Though they decide to extend their hiatus of children for a little while longer so she can get settled into her new rank, Cetorex couldn’t be prouder of his wife. No matter how some among the Mine Hall might regard architects, in his opinion Ossoketissa is amazing and her work incredibly important. The only things his friends and coworkers hear for quite a while after the fact are Ossoketissa’s praises.

* 2584, 30 In time, though, they happily decide to have at least one more child. They have yet another daughter that they name Ossokexia, a seeming bookend to Ossoket’s twelfth birthday and transition into adulthood. Cetorex first feels… old this turn, though he knows—and hopes—that he has many more turns ahead of him. But with one son now old enough to make his own path in life, it’s a very visceral reminder that time stops for no one, and eventually all of his and Ossoketissa’s children will flee the nest to start their own lives.

* 2586, 32 A bit of a surprise baby, their son Ossokorex is welcomed into the family nevertheless. With eight children already, Cetorex isn’t sure they should have many more, else they run the risk of not being able to provide for them all—but if Ossoketissa decides she wants more, he’s not sure he could deny her regardless. Whatever the case for the future, he’s thrilled to have such a large family and continue to be advancing in his Craft by honing his skills and teaching the few apprentices that do join them.

* 2587, 33 Cet isn’t really sure what to make of the end of the Pass, since it was something that he’d just quietly accepted he’d never see. Realizing just how desolate the rest of Pern has become is a humbling experience, and makes him all the more grateful for the life he’s had up until that point. Moving to Fort Island seems a decision fraught with danger and uncertainty, but he’s cautiously hopeful that things will improve somewhere that everyone has a chance at a better life. The upheaval among the dragon riders touches Cet’s daily, personal life far less than someone more tied to the Weyr, but he’s unsure about it all regardless. If anything, it makes him cling to his family all the more and do his best to make sure that they aren’t going to suffer for anyone else’s stupid decisions.

* 2588-2590, 34-36 Things at Fort Island are… chaotic, which he doesn’t really appreciate, but Cet is doing his best by his family and Craft alike. He doesn’t want to seek out fights with Weyrfolk, so he tries to stay out of the brunt of the debates and let things run their course. But with just how strange and unpredictable things have gotten, he’s not sure what to think—or what the best course of action is. Every decision seems a risky one, and he’s less than thrilled with just how divided and extremist each side has become with regard to what should be done.

---

A Meeting of Great Import [ 13.4.2570 / 8 PM ] || Ossoketissa

Cetorex wasn’t often the sort to be nervous, but this evening… he was. It was no mystery that he was now of marriageable age, but somehow he hadn’t suspected his parents might be seeking out such an arrangement for him. Which had probably been part of the point—them making such overtures to other families rather secretively until they found someone they thought would be a good match for him. With Cet deep into his apprenticeship now, telling him of their intentions might have done little more than distract him from his work.

And he was happy, really. It was another step in life that he was curious and eager to take. But that didn’t change the fact that he didn’t really know what to expect—that, and Cet wanted to make a good impression. He didn’t want Taiaming and Koissen’s efforts to be for nothing.

But what if he messed up the introduction? What if he offended the girl? What if they just didn’t mesh? So many variables, and some of them ones that he truly couldn’t control.

Having far too much energy to sit down, he’d remained standing in the little meeting chamber where they’d been directed:  and where Ossoketissa would be soon arriving. Wasn’t it more respectful to stand anyway? Such social cues had never been his forte. So he barely registered, with his arms crossed over his chest as he waited, that he was drumming the fingers of his own hand on one arm again.

Really, Cetorex just wanted this to go well. Even if he and this girl might not marry out of love, he wanted them to be friends at least.

Maybe she would be as nervous about it all as he was, and that mutual awkwardness might break the ice for them.

Member Info...

Created By:
RumDad
Other Characters:
NO
Inactivity Preference:
Adoptable, since he's one of P'run's foster siblings and is married to [{Ossoketissa}]
Mauling Permissions:
Bring It On
Anything Else:
Hall-less

Coded by SanctifiedSavage for SWW


8
Green Riders / X'hos [ 30.09.2562 / Green Rider ]
« on: September 15, 2017, 05:58:59 PM »

Play By:
HIDEO MURAOKA
Biography

Name:
Xahosken
[ za-HOSS-kin ]
Honorific:
X'hos
Pronounced:
[ ZOSS ]
Nicknames:
None. Unless you're Meyelthra, who calls him Sken. Which annoys him at times, but he doesn't care enough to fight about.
Date of Birth:
30.09.2562 9th Pass.
Place of Birth:
High Reaches Weyr
Dragon Color:
Green
Impression Age:
2578/16.
Wing Rank:
Jungle Wingrider
Weyrmate:
Meyelthra

Your Reflection...

Appearance: The first thing many people will note about X’hos is how neat and clean-cut he looks; always clean-shaven, hair trimmed, freshly bathed. He’d iron his clothes if he had the ability to. And were there an abundance of crisp white shirts on Pern, they would be the staple of his wardrobe—and even more impressively, they’d stay clean. There’s very little that X’hos loathes more than being dirty, so it’s become part of his routine to bathe twice a day:  once in the morning before breakfast, and once in the evening after dinner. Additionally, with as meticulous as he is about his clothes, they tend to last him quite a while since he takes just as good care of them as he does his riding leathers.

Upon first glance, the more stereotypically minded would probably not guess that X’hos is a Green rider. He doesn’t look classically feminine, with a strong jaw acd nose that have very little of the girlish about them. While he won’t be towering over anyone, he’s well-built and just as fit as the rest of Jungle Wing’s riders. X’hos carries himself with all of the poise expected from his Wing, and his leathers are always polished to as near a mirror shine as he can get them.

Response to 9th Pass Catastrophe: It sucked. People died. But the strong survived, and that’s enough for X’hos. Does he wish that he might have had a different experience growing up if Thread weren’t constantly falling from the sky? Sure. But wishing gets you nowhere, and he’s made his peace with it all long ago. He doesn’t feel personally slighted by the events of the Pass, because none of it was about him. Everyone was just doing the best they could.

Response to dragon color mutations: Perhaps strangely for someone that’s a member of Jungle Wing, X’hos doesn’t… really care. He figures nature will sort itself out in that regard, and there’s not anything they can do to change the fact that the mutations seem here to stay. The only thing they can do now is adapt to their presence and try to move past it with their best foot forward. He also doesn’t particularly blame the babies for what havoc they might wreak, since unbonded dragonets are notoriously chaotic to begin with. Honestly, he’s hoping some of that exuberant aggression will be useful in fighting the Hunters once the creatures are fully grown. The true issue X’hos has is with someone as inexperienced, young, and uppity as S’bok being Weyrleader; but there’s nothing he can personally do to change it, and he’s not part of the Weyrleadership, so for X’hos it’s largely out of sight, out of mind.

Who are you...

Likes:
The Jungle : Dark, quiet (at least compared to the chaos of the weyr)—it'd be peaceful if it weren't for the damn Hunters and Snakes. X’hos feels strangely at home among the artificial dusk under the canopy, and would love to spend more time there if only it weren’t potentially fatal.

Cuddling : After two and a half turns, he knows better than to ask Meyelthra for such a thing, but the best part is most of the time he doesn’t have to. He’s not self-conscious about it like she is, but X’hos loves physical expressions of affections, so having her tangled up with him while he sleeps is the best thing, in his opinion. It’s to the point that sleeping without her now makes it difficult for him to actually rest.

Quiet Spaces : X’hos has very good hearing, which makes him easily distracted by background noise and chatter. Needless to say, the Weyr Hall is not his favorite place. And while the jungle might naturally contain a lot of noise, the animals there tend to quiet when dragons are nearby, just as they do with any predator; as such, it’s one of the reasons he loves it so much. He can easily focus there and put his good hearing to excellent use.

Dislikes:
Conflict : He has never had a taste for it, which is one of the things that’s led to him being rather submissive and letting other people get their way. The way he sees it, it’s just easier if he doesn’t kick up a fuss. Arguments stress him out, and X’hos would rather avoid them.

Guilt : It’s X’hos’ most hated emotion, and he will do a lot to avoid it—pathologically so. It just makes him feel dirty and uncomfortable, to the point of anxiety. So if Meyelthra or anyone else wants to manipulate him, make him feel guilty first; chances are that he’ll go out of his way to smooth things over, to the point of doing something potentially stupid just so he doesn’t have to feel that way any more.

Reading : Not that he often has to, but X’hos does not enjoy it when he does. If anything, it’s more because it gives him headaches rather than that he finds it tedious. The words just… don’t seem to take the shape they do for other people when he’s looking at them, and modern diagnostic medicine would probably label him dyslexic.

Strengths:

* AMBITIOUS : X’hos wants to be the best of the best, regardless of whether or not he’s actually recognized for it. His drive doesn’t need praise to feed it; rather, the self-satisfaction of a job well done, knowing that he’s doing the best that he can and that it’s enough pushes him to constantly improve. It was this sense that guided him to Jungle Wing in the first place, since Damerinth’s talents do not lie inclined toward Mountain. X’hos might not hold any particularly anti-Holder or anti-mutation sentiments—though most in his Wing probably assume he does, since he never speaks up to the contrary—but the reason he’s drawn to that Wing and his Wingmates is because, as he sees it, they’re the best at what they do.

* AFFECTIONATE : For people he actually does connect with, X’hos loves making them feel special and wanted. He enjoys gift giving, doing favors for them, being physically affectionate, and generally doing things that make them happy just to see them smile. And while he’ll never go into the Jungle by himself or do something to endanger his Wing… on the occasions he’s out gathering plants for the Healers or another Crafter group, he’s not above snagging some extra jungle fruits because Meyelthra loves them so.

* KINETIC : X’hos learns best with hands-on tasks that require muscle memory, athleticism, or hand-eye coordination. It’s always been where he’s thrived, which is one of the reasons he’s made such a good rider—since he sees the dragon-human bond as a sort of advanced hand-eye task. Typical rote academics may never have been his thing, but he’s good at ballparking visual distances or weights, the kind of sparring riders practice, and the drills and duties required of him in Jungle Wing.

* SELF-POSSESSED : For all that he’s quiet, and arguably dependent on Meyelthra, X’hos is still confident and poised. He has a good grasp on his own talents and abilities, as well as the areas he could still improve, so to that end he’s self-aware and not much given to personal doubt. There’s very little someone could actually insult him about that would cut him deeply, with the exception of calling him out on his delusions about his weyrmate. But then, you’d have to convince him that he sees the situation incorrectly at all, which is not something X’hos will budge on regardless. 

* OBEDIENT : Not everyone would see this as a strength, but X’hos definitely does. Weyrs thrive on people who will both give and follow orders, and this Green rider knows that he’s firmly in the latter category—which is perfectly fine with him. He trusts his Wingleader and Wingseconds to give reasonable orders, so he has no qualms about following them to both the spirit and the letter. X’hos is every bit the good soldier, and is content to leave the complicated political or ethical problems to other people. He has very little respect for those who rock the boat just for the sake of it; trust and cohesion is what carried them through the Pass, and the Interval isn’t any different.

Weaknesses:

* RETICENT : X’hos is quiet by nature, which tends to mean that he gets overlooked. He's not stupid, but he is a bit shy, and he doesn’t speak up unless he feels that what he has to say is really important. Very much the sort of person that enjoys companionable silences, a lot of his ‘socialization’ looks like him sitting quietly in a room observing everyone else, which doesn’t make for strong or many friendships.

* NEEDY : Most don’t know it about him simply because he never says anything, but X’hos is insecure when it comes to other people. Throughout his life, he’s never really had anyone close to him, either friends, family, or lovers. As such, the fact that Meyelthra pays attention to him is huge, and easily swayed him to being rather dependent on her. His greatest fear is her deciding to leave him.

* DELUSIONAL : Not about most things. But when it comes to the romantic arena of his life, X’hos is… misguided. He thinks Meyelthra is the sun, practically worshipping the ground she walks on, and is more or less incapable of actually seeing or understanding her flaws. He’ll defend her to anyone else regardless of whether or not she was in the right, and will bend over backwards to make up for anything he’s perceived as having done wrong, because clearly he’s the one that’s being difficult, not her.

* PERFECTIONIST  : X’hos likes for things to be just so, and gets out of sorts when they aren’t. First and foremost among these things are his and Damerinth’s performance in Jungle’s drills and duties, along with making sure that all of his gear is exactly the way it should be. If someone or something fucks with it, he can’t rest until it’s fixed. Unfortunately, this extends to relationships too, and is yet another reason he doesn’t have many friends. The exception to this rule is Meyelthra, since he thinks she’s already perfect, and thus any flaws in their relationship are his doing and thus his to fix.

* GULLIBLE : It’s just not in him to be naturally suspicious. The only thing that really saves him is that he just… doesn’t interact with a lot of people outside of his Wing, who he trusts implicitly not to lead him astray. That, and Meyelthra is loud and overbearing enough for both of them. But if she lies to him, unless it’s blatantly obvious and staring him in the face, he’ll believe her. Even if she were to ever cheat on him and then cover it up, he’d be blissfully unaware.

Describe Yourself:

* DEMURE: This Green rider tends to bow a bit under the influence of personalities louder than his own. He may not be weak, exactly, but X’hos has found it’s often easier to just let demanding people get their way rather than fight about it. This is particularly apparent in his relationship with Meyelthra, as most of the time he simply doesn’t resist when she takes the lead. Part of it is born out of his reserved, fairly submissive nature, and partly because he’s afraid that if he fights her too frequently, she’ll leave.

* FEISTY WHEN CORNERED: When it’s about something that really, really matters, and even X’hos thinks it’s worth fighting about, he’s surprisingly tenacious. There aren’t a lot of things that fall into this category, but when push comes to rough shove, he’ll actually get involved. It will be a surprising spectacle to most, since it’s different than his occasional explosions of temper, in that he won’t end up feeling guilty and backing down because of it. Underneath his quiet nature, he actually does have a spine.

* LONG-SUFFERING: X'hos will put up with a lot of shit before he snaps. His temper is a slow boil—very slow. That’s not to say that there aren’t little things that annoy him, but they tend to build up because he doesn’t say anything in order to avoid conflict. But you can be sure that he remembers every little grievance, even if it isn’t obvious, and eventually he’ll get so pissed off he explodes. Usually, this ends up with him fighting—either verbally or even physically—with Meyelthra. His anger burns itself out fairly quickly when it does surface, and afterward he feels so guilty that she typically ends up getting what she wanted anyway.

* DEVOTED: Once X’hos has given his word on something, it is very important to him that he keep it. He’ll never be the sort to cheat, lie, or otherwise deceive people, and he’s open and honest aout it when he makes mistakes. In that, there’ll never be any question to anyone that he’s anything but utterly loyal to Meyelthra, his Wing, and people who have earned his regard, affection, or respect. That’s just not who he is.

* UNDEMANDING: This Green rider has never been the sort to demand a lot out of other people. Whatever people are willing to put into their relationship with him, he will gladly take, but he just isn’t the type to order someone around or give ultimatums. He’s easy to get along with in that sense, because X’hos will always be more of a giver than a taker in relationships.

The Magic Touch: Contrary to everyone’s expectations of him given that he rides a Green, X’hos is straight. He’s never slept with another man outside of Flights, and would really just prefer it if Damerinth chose winners for her Flights that had female riders… not that he often gets his way in that regard.

Also, he's the only one that gets to call Meyelthra by the nickname "Meyel". And only when they're alone.

Family...

Mother: Xelanosa of Mosimoth. Born 2536. Impressed 2550. Died 2565.
Father: H’dos (Haddosken) of Woutaseth. Born 2542. Impressed 2558. Died 2565.

Siblings: Because of the nature of how he grew up, X’hos doesn’t know if he has any biological siblings, much less any way to seek them out even if he wanted to. In a sense, all the other children in the Creche were his siblings, but he was never particularly close with them, and hasn’t gone out of his way to keep in touch since being Searched.

If someone wants to toss a biological half-sibling at him, it’s a possibility. But any interactions between them will probably be stilted and awkward, and the only thing that would really link them would be the name of a long-dead parent.

Children: In a similar vein, X’hos honestly doesn’t know if he has any children. As far as he knows, he does not. Anyone who might have ended up pregnant because of a Flight hasn’t approached him, and his past partners have all been riders, so any pregnancies that might have come to fruition were probably ended in Between before they were even recognized. It’s his secret wish to someday have children with Meyelthra, but it’s a topic he’s not exactly sure how to approach with her.

I’m not completely opposed to someone claiming they have his child, with the understanding that he will probably be a bit cold an disinterested—especially if he thinks it would upset his weyrmate. He’s not going to be dropping everything and proposing to someone just because of a child they decided to have so many turns ago.

Tell us a story...

* 2562-2565, Birth-3 Born to riders from recently abandoned Telgar Weyr, Xahosken is quickly given over to the Creche so that his mother can rejoin her Wing. He’s cared for, of course, but the recent influxes of refugees have left the Creche workers strapped for time, and Xahosken isn’t one of the lucky few they manage to foster out to a family. His parents visit when they can, but it isn’t often, and his memories of them are little more than vague blurs. When he’s only three turns old, both of them are killed in Threadfall, leaving their son with no knowledge of the rest of his family. All he knows about them are their names and their dragons, as the Creche workers feel it’s important he at least know those things once he’s older.

* 2566-2570, 4-9 Growing up, then is a cramped affair shoved together with so many other children and orphans. Xahosken’s situation is hardly unique to him, and he learns early that everyone is struggling in their own way. This ultimately forms him into a quiet, almost passive boy that doesn’t have the loud and overbearing personality others do. He’s not exactly bullied, since he’s pretty quiet and stays out of the way, but he doesn’t end up close with anyone, and doesn’t often speak up when he’s overlooked for things. Rather, he watches out for himself just as everyone else is doing, but doesn’t begrudge others when he might get shortchanged on food or space. It’s not a painful time, and he doesn’t see it as traumatic, but it certainly left its mark on Xahosken, and it’s not an era of his life that he looks on fondly.

* 2571-2572, 10-11 Up until this point, riders have largely been something of a mystery to him beyond his lucky Creche siblings who still have parents to visit them. The move from High Reaches to Fort Weyr is the first time he’s seen a dragon up close, much less gotten to touch and ride one, and it leaves an impression. Despite his knowledge that his parents gave their lives defending from Threadfall, Xahosken finds that he wants nothing more than to one day have a dragon of his own. If anything, it’s born in part because he understands that a creature bonded to him in such a way will never leave his side, and he desperately wants to connect with something, if not someone. Things at Fort are a little harder, especially since he has to carve out a space for himself among another whole Weyr’s worth of children, and it’s at this age that he first exhibits his propensity to get aggressive when backed into a corner over something really important. Predictably, this doesn’t make him many friends either, but doesn’t earn him enough respect to change much since he isn’t consistently assertive. He’s distantly sad to have left High Reaches and its snowy peaks, but one Creche is much the same as another.

* 2574-2577, 12-15 Xahosken is desperate to get Searched when his twelfth birthday rolls around, taking as many chores as possible that will put him in the path of riders in the hopes that someone’s Blue will choose him as a Candidate. He’s shown no particular aptitude for a certain Craft, and working as a general laborer or kitchen worker just seems too much of a mundane future for someone with quiet ambition like his. But his fears prove misplaced when he’s Searched a few months after turning twelve, and throws himself into Candidacy with all the determination and drive in him. Nose to the grindstone to learn as much as he can as fast as he can, Xahosken isn’t particularly concerned with making friends. After all, many of them are people he grew up with in the Creche too, and it seems too late to change what prejudices they might have already come with. Instead, though he longs for the magical moment of bonding to a dragon, he’s largely given up on connecting meaningfully with another human, and is content for the time being to learn as much as he can about being a rider without actually having a dragon. Xahosken is overjoyed enough just to have the chance, no matter how long it takes.

* 2578-2579, 16-17 A bit of a late bloomer, he finishes his growth spurt in Candidacy, finding that physical work suits him and he’s quick at learning such things in the way he was never skilled at the Harper classes taught in the Creche. His sexual fumblings as a Candidate have yielded no children as far as Xahosken knows, and he’s not interested in getting distracted from his true goal:  Impressing. Nevertheless, he’s stunned when Venaeth and Ikoloth’s clutch contains a dragon that confidently claims him as hers. Xahosken—now X’hos—had never thought he would fit the profile of a male Green rider, as he has no taste for men, but Damerinth seems sure that he’s meant for her. So beyond an initial misgiving, he falls head over heels for her and gladly moves into weyrling training with the disproportionate little Green at his side. He seems sure that eventually she’ll grow out of her big headknobs and feet, even a turn into her life—but even this concern is a distant and unimportant one compared to the sheer rightness he feels in being bonded to Damerinth. Now, he’s determined that they will be the best dragonpair they can.

* 2580, 18 Nevertheless, Damerinth never quite grows out of her odd limb proportions, and X’hos resigns himself to the fact that she’s just going to look like a baby wher forever. He still loves her all the same. Early in the turn, Damerinth rises for her first Flight, rocketing herself and X’hos half out of weyrlinghood. It’s an odd experience for him, especially since the rider of the winning dragon is a man rather than a woman; he decides it still isn’t for him, but he’s not going to begrudge Damerinth her choice of a mate when she Rises, so he endures it in good humor. Unlike some of his classmates, though, this transition does not signal a significant uptick in sexual activity for X’hos. As far as he’s concerned, he still has far more important things to worry about than who’s in his bed—such as finishing out weyrling training. He and Damerinth graduate at the end of the turn, and both of them are eager to join an actual Wing and contribute like the fully-fledged riders they now are.

* 2581-2586, 19-24 X’hos’ lack of real relationships, both in terms of friends and romantic or sexual partners, remains consistent even now that he and Damerinth are officially adult riders. He’s friendly enough with those in his Wing just as he was with his weyrling class, but where most of them end up splitting off into little cliques and friendgroups, X’hos is left standing on the outside. It’s a little lonely at times, but with Damerinth by his side it bothers him far less than it used to. About the extent of his “relationship” experience is her Flights once a turn. Instead, he focuses all of his attention on making sure they survive the Pass itself and that others don’t suffer for any of their mistakes. The two of them flourish surprisingly well in such a harrowing time, and come out the other side largely unscathed beyond a few slight Threadscores and close calls. Because he’s never especially close with anyone, all of the death during the Pass seems… unfortunate to X’hos, a waste more than anything, but he doesn’t grieve deeply for anyone. There just isn’t time for it.

* 2587, 25 The end of the Pass seems surreal, but X’hos is glad he and Damerinth got to live to see it. Moving to Southern Winds is even more exciting, given the new start it symbolizes for all of Pern—and X’hos is eager to jump at the chance to go into the jungles of Fort Island, even after the revelation of the Hunters and Snakes that prowl there. Damerinth, too, is excited to test their skills against them in Jungle Wing. He meets Meyelthra because of Imyth’s Flight that turn, which kick-starts their peculiar relationship. The woman just sort of… moves into his weyr, installing herself in his life like she’s always been there. X’hos finds that, despite her rough nature, he enjoys her company—and it helps that they’re very sexually compatible. His few attempts at asking her when she’s leaving never really get answered, and after a while X’hos settles into having her around, almost courting her in a shy way even though she’s already moved in, and finds that he doesn’t want her to leave. Neisoth hatching later in the turn doesn’t bother X’hos as much as it does many in his Wing, but he wisely doesn’t let his true thoughts on the matter be known. At the very least, he’s curious what the future will hold for the strange Black dragon and his volatile rider.

* 2588-2590, 26-28 A turn seems to fly by, and Meyelthra is still living in his weyr. Cautiously, X’hos asks if this fact means she’s interested in being his weyrmate, since they spend so much time together and he hasn’t been seeing anyone else. Whatever the reality of her casual response might have been, he takes it to heart, thus begins their “official” weyrmateship, though as of the current day they’ve been together for two and a half turns. Neisoth catching Kalestath, the hatching of Blacks and Reds, the Holder turmoil—all of it pales to his complete adoration of Meyelthra, and ultimately his dependence on her. X’hos is terrified that she’s going to decide to move to the Mine Hall and leave him alone, which prompts him to pamper her even more in an effort to get her to stay.

---

Strange Bedfellows [ 07.04.2587; 7:50 PM ] || Meyelthra

All X’hos had wanted was his typical after-dinner bath. It had been a bit of a risky endeavor given that Imyth was so close to rising—but he was hoping that he’d be able to sneak in a quick soak before the pale Gold took to the evening sky to call for all her suitors. Or even better yet, that she’d wait until the next day to do so; that would mean they’d get almost the entire day off, since there was no Thread in the sky and no reason to kick people early and unceremoniously from their beds.

So it was in good faith that the Green rider had made his way to the Bathing Springs after dinner and slid happily into one of the geothermally heated pools. A quick scrub to get off the dirt of the day, and he was nearly dozing in the warm water. Just a little while longer. That was all he wanted. Some time to relax in the wake of all the rush, getting people and supplies sorted with the entirety of Pern’s move to the new Weyr.

But it was not meant to be. And soon enough, in her rushed way, Damerinth was telling him, You’d better hurry up, X’hos. I think she’s about to Rise.

On cue, X’hos felt the force of Imyth’s challenging bugle to the sky, calling all the males of the Weyr to chase her against the sunset. “Fuck.” He’d pushed the timeline too far, gotten too lazy in his hopes of having a relaxing evening. And now he was going to have to get back to his and Damerinth’s weyr hopefully without running into anyone else overtaken with the Queen’s Flight Lust that slipped over the Weyr like a heavy blanket, waterlogged and stifling. Even Damerinth’s eyes were faintly limned with purple, strangely off-setting the mingled green and annoyed red. I can pick you up, but you have to get to me first.

Not an insignificant task, given that there would no doubt be others in the Bathing Springs and in the tunnels leading out to the Weyr Bowl.

//It might be better if I just walk,// X’hos reflected as he climbed out of the pool and frowned at his clothes. Dirty as they were, he could hardly put them back on after just having a bath. Which left only one other option, and it was not an appealing one.

Navigating a Weyr overcome with Flight Lust in little more than a towel around his waist was not an appealing idea. But there he was, with no other alternatives.

“Red Star take it.” Swirling the fabric around his legs so he could tuck it tightly around his hips, X’hos picked up his riding leathers and bundled them up as tightly as he could. The coast looked at least… mostly clear. Hopefully he would be able to get out of the Springs and to the back tunnels before he was tempted too much even for his own self-control. Damerinth herself might only Rise once a turn, but Gold Flights were nearly as bad with how much they projected their desire—even for riders of female dragons like himself.

Though it was at his own expense, Damerinth didn’t bother to stifle a snicker that echoed bouncingly around in his skull. Good luck, X’hos.

Member Info...

Created By:
Menace
Other Characters:
Hahahaha fuck you
Inactivity Preference:
Adoptable since he's Meyelthra's weyrmate.
Mauling Permissions:
Bring It the fuck On
Anything Else:
Yep. This is happening.

Coded by SanctifiedSavage for SWW


9
Crafters / Galleweyne [ 17.06.2565 / Sr. Apprentice Weaver ]
« on: August 24, 2017, 12:28:56 AM »

Play By:
ANSEL ELGORT
Biography

Name:
Galleweyne
Pronounced:
[ GAL-ih-wayne ]
Nicknames:
Galle
[ GAL-lee ]
Date of Birth:
17.06.2565 9th Pass.
Place of Birth:
Fort Hold
Spouse:
None yet. He's putting it off.

Your Reflection...

Appearance: Galleweyne looks somewhat more muscular than most people would expect of a Weaver, but it's something he prides himself on -- after all, looms, bolts of cloth, and dye vats are a hell of a lot heavier than they look, and mixing dyes or grinding ingredients is something of a work out. So while he's rather short (at 5'5") and not as bulky as, say, a Miner or a Smith, he can still hold his own and heave things around as needed. One thing he is careful of, though, are his hands, since being able to do fine detail work is necessary for his Craft. Even so, his fingers are typically stained with some kind of dye.

With an open, friendly face, Galle looks a lot more sweet and soft than he actually is in practice. Nevertheless, the width of his smile and the way his eyes crinkle up when he laughs promise lines in later age, which is something he'll probably fuss over once he gets there. His eyes are dark and expressive, not well-suited for masking his emotions or keeping secrets, which makes him pretty easy to read. While his hair is naturally a midrange brown -- a little wavy and usually kept respectably short -- it has lightened significantly under exposure to the tropical sun, leaving it a much dirtier blond in color. One of Galleweyne's most distinctive features is the sprinkling of small moles on the right side of his face and neck, which is something he was self-conscious about as a child.

In a sense, Galle always seems to be underfoot; not in the way exactly, but inserting himself into situations or conversations that don't organically involve him... yet. He doesn't stand still for very long, either:  if he's not pacing while he thinks out a problem, he's talking with his hands or pulling someone unsuspecting into a project. Beyond that, he's fidgeting with something. Those close to him will soon learn that while he's listening or talking, putting something in his hands will mean it'll either be fixed by the end of the conversation or torn to pieces. In terms of clothing, Galleweyne takes unashamed advantage of his status as a Weaver -- particularly as one specializing in dyes -- to have a slightly more colorful and exciting wardrobe. The one exception to this rule is a cream-colored, cableknit sweater he inherited from his father, and which is his favorite garment.

Response to 9th Pass Catastrophe: Having grown up in the thick of it, Galleweyne is honestly just glad it's over. He's heard horror stories about how bad things got in the worst parts of Fort Hold, but never had to confront those things himself despite his father's untimely death, since his family's connection to the Weaver Hall meant that they were rather well cared for. He regards the time before the Catastrophe with a sense of misplaced nostalgia, and mourns the loss of so much knowledge and expertise in all Crafts, but particularly his own. If anything, it just makes him all the more determined to help advance the Weaver Hall however he can. For now, Galle is doing his best to look at the future with a sense of hopeful optimism and leave the darkness of the Pass behind him.

Response to dragon color mutations: In a phrase, "not my problem". Galle is a firm believer that Weyr business should stay Weyr business. He disagreed with the lockdown on principle, but when it comes to who's actually leading the Weyr and what color dragon they ride, he doesn't really care. The fact that they've killed people is concerning, of course... but don't people who accept Searches understand there's a certain amount of risk inherent in trying to Impress and become a rider? Thus, callous though it may sound, he doesn't really feel particularly sympathetic to those who died. They knew the dangers going in.

Who are you...

Likes:
Color : Galleweyne is not a man who cares for grey skies, stormy days, or monochrome clothing. After growing up in a Pass so characterized by rain, Thread, and ash, he's eager now to leap at the chance for a little more vibrancy in his life. It's a crime in his eyes that the jungle is so dangerous, since he's just sure there's a wealth of plants in there that could be used to make new and vivid dyes.

Keepsakes : While he isn't material in a selfish sense, Galle is a very nostalgic person and likes to have reminders of good memories. He may not have many, but the ones he does have, he treasures -- particularly former belongings of his father. Sometimes, he thinks this is why Alleshask attached herself to him after her original handler's death.

Acclaim : Honestly, everyone wants it; Galleweyne just isn't shy about that fact. He doesn't require praise, but he enjoys being suitably recognized for his efforts. He's easily flattered and doesn't even care that he is, because receiving compliments just motivates him to keep doing better.

Dislikes:
Pointless Risk : When it comes to actual bodily harm, Galle believes it should only be risked if absolutely necessary. He backs up this opinion by saying that they need everyone they can to survive as long as possible, but in truth much of his feelings on the matter are because he's afraid of losing people close to him as he did his father. His response to loved ones taking stupid chances is anger, meaning he may yell at them during moments he shouldn't. But it's really all just a mask over his fear.

Stains : Rather amusing, since he specializes in dyes and is bound to get some on him. But Galle is very careful to only ever wear his work clothes near the dye vats; as such, they're splattered with all sorts of colors, but at least in that case that's the point. If any of his "nice clothes" get dye or any other sort of stain on them, Galle won't rest until they're clean. And while his hands, at any given moment, bear the marks of his profession, he always makes sure there's no wet or active colorant on his fingers before he touches anything.

Rough Yarn : It's itchy, scratchy, and wearing it makes him want to scream. If it's smooth and soft, that's an entirely different matter. But Galleweyne is very picky about the texture of knitted items he wears, and may actually shed tears the day his favorite sweater is too threadbare to wear anymore.

Strengths:

* ENTERPRISING : Ambitious, driven, and resourceful, Galleweyne intends to be a Master Weaver one day. He's not fussed about the fact that he wasn't Tapped immediately at 19, nor that he's hit 25 and still isn't... for now. But there's a very clear path in his mind that he intends his life to take -- at least in terms of his Craft. While not cutthroat about his ambition, he wants to get due recognition for his efforts and accomplishments. In turn, he's generous with praise and help for other Weavers whose weaknesses can be helped by his strengths. He believes there's enough spotlight for everyone, so long as you don't deny him his.

* CLEVER : Possessed of a sharp mind, Galle is good at problem solving, untangling puzzles, and picking skills up quickly. He learns in such a way that he's naturally a good student, as the standard methods of teaching mesh well with how his mind works. There's a certain ability of his to think outside of the box that also lends itself well to adapting, and it's served him well in his specialty, since dwindling resources mean that the dyers have had to improvise a lot of their materials.

* CHARITABLE : Contrary to some people's expectations of him, Galle is very giving in terms of resources, time, and company. After the way that the other Crafters took care of his mother and siblings in the wake of his father's death, he feels it's his duty to pay this forward. As such, Galleweyne is firmly of the belief that the only way to a brighter future is by working together rather than fighting over resources. He may not always be patient, but he does his best to provide the best of himself for other people when they need it, and without expecting anything in return.

* IRON STOMACHED : Gross sights, smells, and sensations have never bothered Galleweyne, and it's almost impossible to make him nauseated unless he's actually caught some kind of illness. He might have been a good Healer in a different life. In this one, his lack of squeamishness has been a boon in his Craft since the ingredients that go into the dye vats do not always have the most pleasant odor. Being tasked with tending to the concoctions has never been an issue for him.

* PROTECTIVE INSTINCT : Though he demonstrates his affection in odd ways -- like calling someone an idiot when they make a stupid decision; teasing them almost to the point of cruelty; or bickering with them -- he's got the back of everyone he cares about. Some might even say that Galle has a slightly maternal bent to him, as he always makes sure that his loved ones are rested, fed, feeling well, and have a shoulder to lean on. He'd go toe to toe with just about anything or anyone to protect, shelter, and nurture them. Galleweyne is definitely the mom friend, though he's a bit acerbic and sharp about it out of a vague sense of embarrassment.

Weaknesses:

* UNCOMPROMISING : Ever since he was a child, he's had difficulty reaching agreements with people over points of contention. Galleweyne doesn't like giving ground in arguments, and if he's willing to stand for something, it's usually because he believes that he knows what he's talking about. That being said, he's pretty opinionated to begin with. It doesn't help that he can come across as combative when he's just amped up about something, which then devolves into bickering if he perceives someone else as snapping at him first. This isn't to say that Galleweyne is incapable of changing, just that it's incredibly difficult for him, and he'll resist the entire way. He can be something of an unintentional bully in running over more submissive personalities simply because they won't argue with him.

* RESTIVE : He has very little patience for things, process, or people that are slow, and frequently interrupts conversations to tell people to get to the point. Which, understandably, doesn't always go over well. Galle doesn't like not having something to do while he's waiting, at the very least. But his energy can only be stifled so long; and while he doesn't lash out intending to be mean, his response to such is frequently sarcastic and thus not always well-received.

* LYING : Galle is miserable at it. He doesn't take a hard and fast stance against people doing it in general, since he understands sometimes there's a reason for it -- but don't ask him to. He has far too many tells, including not being able to look people in the eye, tugging on his earlobe, rubbing the back of his neck, and muttering. If you want him to not give away a secret or a surprise, best not to tell him in the first place, or after it isn't relevant anymore.

* EGO : For all his warmth and generosity, Galle tends to fall into the trap of believing he can do no wrong. His arrogance isn't as smothering or all-encompassing as it could be, but he definitely knows he's smart and good at what he does. Though he means well, it goes to his head and can be a source of friction between himself and other people. Really, he just needs someone to remind him he's not necessarily destined to be Faranth's gift to Weavers, though getting him to be a little more humble is a mountain few care enough to climb.

* BROODING : Though he does his best to remain optimistic and always pushing for a better future, Galleweyne has the unfortunate tendency to dwell on the negative. Most won't know this, beyond when he seems distracted and more waspish than normal. But Galle worries about the state of the world, with specific regard to how it affects his Craft and those he cares about. He enjoys being a confidant and source of comfort for his loved ones, but he then tends to worry about those problems himself. Sometimes it casts him into dark moods that it takes a while for him to dispel.

Describe Yourself:

* FRANK: Galle sees little point in beating around the bush, and would much rather deal with direct confrontations or problem solving rather than tiptoeing in the vicinity of an issue. He's not a complicated or contrary soul by nature, and would really just prefer if other people were the same way. He's never had any problem speaking his mind even if others are going to disagree with him; on the flip side, Galleweyne's inability to sugarcoat the truth isn't always good for his interpersonal relationships. And if anyone tries to bullshit him, he'll be quick to call them out.

* INDEPENDENT: Though he enjoys the company of others, Galle sees value in forging his own path. He doesn't want to just follow placidly in anyone's footsteps, but rather make his own way for better or worse. Those who seek to enforce rules he sees as pointless will find him argumentative and resistant. While this impulse for independence doesn't extend into the territory of being contrary just for the sake of it, nor breaking rules simply because they exist, he naturally gravitates away from anyone who tries to be too controlling or clingy.

* FORGIVING: While he has a naturally argumentative nature, Galleweyne doesn't hold grudges. In part, it's because he doesn't see the point; and in another, he just doesn't remember conflicts for long. Insults, disagreements, and even shouting matches are quickly forgotten and moved on from. There are no doubt those who hold a grudge against him for one reason or another, but Galle would be perplexed to find out about them.

* ZEALOUS: When Galle gets excited about something, he tends to stay that way. The things he cares about become a focus of his attention and time, to the detriment of aspects he finds less interesting. But for things or people that stimulate his curiosity, sense of adventure, or any other positive emotion, he will be committed and constant.

* EXTROVERTED: Unlike some, Galleweyne doesn't suffer for prolonged contact with other people; rather than having his energy drained by socialization, he finds himself revitalized by time with those he cares about. By the same token, he's quick to strike up conversations with those around him, even if they don't know each other yet.

The Magic Touch: Galle has to have his bed pushed up into a corner so he can wedge himself into it while he sleeps, and is usually holding a pillow so he has something to do with his hands while he falls asleep. His favorite colors are green and purple.

Personal History & Education

Grandmother: Gwinn. Master Weaver. Born 2518. Tapped 2541. Mastership 2572.
Grandfather: Alshan. Weaver Craftmaster. Born 2517. [ Ranked Adoptable. ]

Mother: Lallewyn. Journeywoman Weaver. Born 2549. Apprenticed 2561. Tapped 2573.
Father: Alleshan. Holder. Farmer/Field Hand. Former Handler of Alleshask. Born 2548. Died 2575.

Siblings:
Lalleshan. Older Brother. Born 2561. Miscarried. Died 2561.
Allewyn. Older Sister. Born 2562. Died in infancy. Died 2564.
Agwellyn. Younger Brother. Born 2568.
Gallesha. Younger Sister. Born 2569.
Linntella. Younger Sister. Born 2571.

I'm leaving his surviving siblings' professions open since they'll be adoptable, but I'd prefer they're Weavers, or at the very least Crafters or Holders.

Children: So far, Galleweyne has dodged getting married. This is due in part to the fact that he's not come to peace with the fact that he's interested in both men and women, given his Holder background. As yet, he's using his Craft as an excuse to put it off, saying he doesn't have time or at the very least should be Tapped before he marries anyone.

Craft: Weaver

Rank: Senior Apprentice

Date Apprenticed: 2577/12.

Specialty: Dyeing

Education Details: Galleweyne feels that being a Weaver is in his blood, and so far his time as an apprenticed has proven that to be true. He's been a good student even from his first year, easily grasping the more theoretical and abstract concepts that are taught to all Weavers before they're allowed to ever touch cloth and needle. He truly flourished once he was able to apply it to the physical, though his passion for all of it was ignited long before he was even accepted into the Hall. Now that he's deep into his apprenticeship, Galle has chosen a specialty in mixing dyes and administering them to cloth, which means that much of his time is spent in the Dyeing Room. He's very much looking forward to being Tapped sometime in the -- hopefully near -- future, and is determined to someday follow in his grandparents' footsteps and become a Master.

Tell us a story...

* 2565-2567, 0-2 Galleweyne is Lallewyn and Alleshan's third child, but is the first to survive infancy after a brother that was miscarried late in term and a sister that died of winter fever early in life. His apparent health seems like a stroke of luck for his parents, but they nevertheless fear for their son since they've already lost two children. The first two turns of his life pass with baited breath, and with many visits to the Healers for even the slightest of health complaints. Despite their worry, he proves to be a robust and happy baby.

* 2568, 3 The turn of Galle's third birthday, his parents have another son they name Agwellyn. He seems to follow in his brother's footsteps of good health despite being born slightly early, and their family settles into a routine of normalcy -- or as normal as anything can be during the Pass. Though things don't look optimistic for Pern as a whole, Lallewyn and Alleshan do their best to raise their two growing sons sheltered from the darkest parts of the Catastrophe, and things are fairly happy. It's at this age that Galleweyne has his first memories that he retains as an adult, of playing with Alleshask.

* 2569, 4 A turn later, his younger sister Gallesha joins the family. This pregnancy is harder on Lallewyn's body, keeping her bedridden for a time, and Galle vaguely remembers trying to help her in caring for his siblings. It's really more going through the motions of what few small tasks he can do at this age, but he means well. Already, he's starting to grow into the desire to make sure that his loved ones are cared for and protected. The entire family ends up doting on Gallesha since she's the first daughter and a tiny thing to boot.

* 2571, 6 It took some time for Lallewyn to recover from the previous pregnancy, so this time there's a two year gap between Gallesha and their next child, another daughter the couple name Linntella. Galleweyne remembers this event more clearly, as well as his mother's bout of post-partum depression. Later in life, he learns this was due in part to the fact that further complications from child-bearing have rendered her incapable of having any more; at the time, however, all he knows is that he's old enough to start doing more chores around the home, and enjoys bossing his younger siblings around just as much as he does taking care of them. The last settlements outside of Fort fall this turn, but it's an event that he doesn't remember well beyond his parents' concerns over even stricter rationing.

* 2572-2574, 7-9 These are some of the happiest turns of Galleweyne's life, as his family is whole, healthy, and successful. His paternal grandfather, Alshan, becomes the Weaver Craftmaster in 2572, and his grandmother Gwinntellan is voted in as a Master the same turn, marking a significant achievement for the family as a whole -- and one that is well celebrated by his relatives. A turn later, his mother Lallewyn is Tapped and advances in the same craft as a Journeywoman. It's during this time that Galle first begins to want to become a Weaver himself, seeing it as some kind of family destiny. He's still proud of his father's occupation too, but Galleweyne wants something more than to just be a field hand for the rest of his life.

* 2575-2576, 10-11 Those turns of contentment are short-lived, however. When Galle is ten, his father is injured in Threadfall while helping one of the ground crews protect the crop plots at Fort Hold. The Threadscore he sustains is serious, and despite the best efforts of the Healers, it gets infected and ultimately compromises his immune system. He lingers for a few months, Galleweyne watching the once-strong man grow weaker and weaker, until a bout of winter fever claims his life as it had Allewyn's so long ago. Galle and the rest of his immediate family are at Alleshan's bedside when he dies, and the loss hits them hard -- particularly so for his oldest son, who knows it is now his responsibility, alongside his mother, to make sure his younger siblings don't suffer the ravages of the Pass. Wedging her huge head in his lap, Alleshask bonds to him shortly after his father's desk, her love of the family and particularly Galleweyne preventing her from dying as well, and instead re-Impressing to his son. It seems a final reminder that Alleshan would want him to care for them. With her husband gone, Lallewyn seems almost lost, just as distraught and listless as her children despite her best efforts to stay grounded. The close-knit Weaver Hall helps take care of them all, ensuring that they have enough food, clothes, and resources, and even moving them out of their original home deeper in the hold to a set of caverns just outside the Crafthall. Though he can't yet join them, Galleweyne essentially takes over their house instead, making sure that it's kept clean, there's always warm meals for his mother and siblings, and that other important domestic tasks are tended to. He's impressed by the generosity and community his family finds among the Weavers, and is even more determined than ever to become one once he's old enough. Even so, his father's loss is something that deeply affects Galleweyne, and still does to this day. Alleshan was everything he looked up to and could have wanted in a father, and his death unlocks his first real tendencies to brood and worry.

* 2577, 12 Two years of essentially caring for a family have quickly finished out Galleweyne's growth into an adult, and it's with both serious gravitas and a sense of excitement that he joins the Weavers this turn. He still does his best to tend to their home as well, but much of that responsibility falls to Agwellyn now that Galle has an actual job. There's a certain "right" feeling to finally being able to count himself among the Weavers, and Galle flourishes among them in a way he hasn't quite done so since his father's death. His aunt Shantella's death casts a dark mark on it all, but he understands better than ever now that death is just part of life, particularly during a Pass like this. It hits his mother and siblings harder than it does Galleweyne, and it's in part due to the fact that he's putting on a brave face for them, so that he can be a grounding point for their family in Alleshan's absence.

* 2578-2582, 13-17 The next four or five turns of his general apprenticeship seem to spin by at an alarming rate, but Galle has hit the ground running and adapts quickly to the things he's being taught. All this seems to at least partly fill the void left in his life, and Galleweyne soaks it all in like a sponge as he finishes growing into a young man. The fact that his mother has never quite recovered from the loss of her husband means that there's very little pressure on him to find his own wife -- for which Galle is very grateful, given that he still feels he needs to be the "father figure" of his family, coupled with the secret that he feels things for men as well as women. So he's more than happy to put all of that on a backburner while advancing in his Craft, intending to make his family proud and make a name for himself at the same time. These turns mellow him a bit, molding him into the sunny and extroverted person he is today.

* 2583-2584, 18-19 In his sixth and seventh years of apprenticeship, Galle is allowed to transition into a specialty. Over his turns as a Junior Apprentice, he's enjoyed almost every aspect of Weavercraft that has been taught to him, but his real love lies with the dyeing vats and mixing of ingredients. He happily attaches himself to the Journeymen that oversee that aspect of the Weaver Hall, and is thrilled at the chance to advance beyond classes to more hands-on, practical work. Galleweyne wasn't expecting to be Tapped immediately upon turning 19, and so isn't upset when that's an honor that passes him by; after all, as far as he sees it, all great Masters have to advance naturally through the Craft, and he's not concerned about not being immediately Tapped like some kind of savant. As an added bonus, he's allowed to further put off any family pressures to marry, with the excuse that he thinks he should be a Journeyman first before trying to start a family of his own.

* 2585-2586, 20-21 By the time he turns twenty, Galleweyne has more or less been fully accepted among the other dyers even though he's still not a Journeyman. He's more than happy enough just being taken seriously as a Senior Apprentice, and continues to hone his skills, knowledge, and expertise whilst also taking on some responsibility in helping out the more junior apprentices. He may not be able to officially teach just yet, but Galle finds that he enjoys sharing tips and tricks of the trade. Galle manages to secure some firelizard eggs when a fellow Weaver needs to get rid of a clutch, divvying them out to his siblings and mother; he keeps the Gold egg for himself, and names the narrow creature that hatches from it Needle. She becomes his darling just as much as Alleshask is, and he trains her to both help in his Craft and assist around the home. His dragon rider uncle, Sh'lan, dies in Threadfall in 2586; but as with the death of his aunt a few turns before, it affects Galleweyne less than it does the rest of his family -- at least outwardly. Particularly since he didn't know the man well, it's difficult to really grieve meaningfully when he has his own worries to tend to. His grandmother's brief grieving period only drives it home for him all the more that it simply isn't a luxury they have time for.

* 2587-2588, 22-23 The end of Threadfall is like something out of a dream; Galle had more or less accepted that it was never going to stop at all, so the sudden absence of it from his life leaves an odd void. He still tends to look suspiciously at the sky, preferring to keep indoors rather than risk a turn of bad luck that brings everything crashing down again. Seeing just how ravaged Pern is depresses him, as news from the Weyr makes it more and more clear that there is almost nothing left. The discovery of Fort Island rekindles the fires of his optimism, though the revelation of Hunters and Snakes just seems... typical, really. Why can't they catch a damn break? Neisoth's hatching and Impression to S'bok doesn't really matter to him, beyond that it's an interesting piece of gossip for the first few months. But beyond being thrown together with Weyrfolk he previously didn't know, Galle doesn't really see it as his business.

* 2589-2590, 24-25 Even when Neisoth then catches Kalestath two turns in a row, Galleweyne maintains that it's the dragon riders' problem to worry about, not his. The disasters the turns bring make it almost feel like they're in the Pass again, and Galle honestly finds that far more comforting than he should since it at least seems more normal. He's happy that construction is progressing on the Hall and making space for the Hold... but he's starting to wonder if he'll want to move at all. The more open nature of the Weyr appeals to him in a certain fashion, given that it doesn't require marriage and doesn't care who he is attracted to or isn't. And given the fact that the Weavers seem pretty ensconced in the Weyr, he's finding himself more and more reluctant to move -- not that it's a conversation he's yet had with his family at all. For now, his attention has been focused more on the recent rediscovery of supplies at the old Weaver Hall at Southern Boll and the new crop of bamboo in the Weyr Bowl. It makes him excited about the future of his Craft, and he's now starting to get a little impatient and antsy about being tapped as a Journeyman. Galle feels like it's been long enough, and is ready to move on to bigger and better things.

---

[ Written as a response for this thread. ]

One of the advantages of being a Senior Apprentice was that Galle didn’t really have to take classes anymore. He’d long since moved past the regular apprentice schedule even though he hadn’t been Tapped, now able to attach himself to the Journeymen and even Masters’ projects if they’d let him. And with all that, he had a bit more freedom in his daily schedule too. For example, if he wanted to take his lunch later than normal—once a batch of dye was actually done stewing, and it was time to soak fabric in it—he could do that too.

As he’d done on this particular day. Though much of the Hall had eaten during the typical hour between noon and the first mark of the afternoon, Galleweyne had stuck around in the Dyeing Room to test their latest concoction and then make sure that the fabric it was meant to be dyeing was properly submerged and the first hourglass set to make sure it came out in time. By then, most of the others had returned too, and he’d escaped to the Weyr Hall to seek out what leftovers there might be to sate his hunger on.

But he still had about twenty minutes before the next mark rolled over and he was expected back; so rather than return early, Galle elected to make the most of the pretty day and soak up some sun in the Weyr Bowl. Even Needle decided to join him now that he was no longer in the Dyeing Room, and thus away from the smell that always drove her off.

With his dye-stained hands stuffed in his pockets, he’d really only been meandering aimlessly across the grass until a voice nearby had him slowing to a halt. At first, Galleweyne had thought the young woman had been talking to him—but as she continued to talk, it became clear that she was addressing the Brown wher who had his head in her lap.

It wasn’t unusual for handlers to talk to their wher, he knew—rambling on to Alleshask oftentimes himself—but he was never the sort to skip making a potential friend. And, well… he had twenty minutes to kill.

“Is he saying yes or no?” Galleweyne was grinning a bit with the question, genuinely curious about her answer. Of course, he’d already heard about the surprising events at the wher hatching a few days prior; he and his family might not be living at the Hall, but news moved quickly, especially for something so exciting.

Member Info...

Created By:
RumDad
Other Characters:
Candidate Master O'sir
Wing Leader M'rek
Wingsecond L'nal
Wingrider L'del
Wingrider N'syn
Wingrider Y'kin
Search Rider Finnmaghaine
Search Rider Seng
Wingrider Bl'yx
Wingrider S'bel
Wingrider Jossekayne
Wingrider Q'nys
Weyrling T'ghen
Weyrling A'lori
Weyrling Erieen
Master Harper Tyldas
Sr. JM Healer Niphredon
Sr. AP Fisher Vicymus
Peacekeeper Ophyonis
Candidate Rinokan
Weyrbrat Tianaice
Inactivity Preference:
Adoptable, since he's Alshan and Gwinntellan's grandson.
Mauling Permissions:
Rough 'Em Up
Anything Else:
Weaver

Coded by SanctifiedSavage for SWW

10
Completed and Discarded / *storms in* *makes character* *storms out*
« on: August 16, 2017, 08:55:18 PM »

Play By:
ANSEL ELGORT
Biography

Name:
Galleweyne
Pronounced:
[ GAL-ih-wayne ]
Nicknames:
Galle
[ GAL-lee ]
Date of Birth:
17.06.2565 9th Pass.
Place of Birth:
Fort Hold
Spouse:
None yet. He's putting it off.

Your Reflection...

Appearance: Galleweyne looks somewhat more muscular than most people would expect of a Weaver, but it's something he prides himself on -- after all, looms, bolts of cloth, and dye vats are a hell of a lot heavier than they look, and mixing dyes or grinding ingredients is something of a work out. So while he's rather short (at 5'5") and not as bulky as, say, a Miner or a Smith, he can still hold his own and heave things around as needed. One thing he is careful of, though, are his hands, since being able to do fine detail work is necessary for his Craft. Even so, his fingers are typically stained with some kind of dye.

With an open, friendly face, Galle looks a lot more sweet and soft than he actually is in practice. Nevertheless, the width of his smile and the way his eyes crinkle up when he laughs promise lines in later age, which is something he'll probably fuss over once he gets there. His eyes are dark and expressive, not well-suited for masking his emotions or keeping secrets, which makes him pretty easy to read. While his hair is naturally a midrange brown -- a little wavy and usually kept respectably short -- it has lightened significantly under exposure to the tropical sun, leaving it a much dirtier blond in color. One of Galleweyne's most distinctive features is the sprinkling of small moles on the right side of his face and neck, which is something he was self-conscious about as a child.

In a sense, Galle always seems to be underfoot; not in the way exactly, but inserting himself into situations or conversations that don't organically involve him... yet. He doesn't stand still for very long, either:  if he's not pacing while he thinks out a problem, he's talking with his hands or pulling someone unsuspecting into a project. Beyond that, he's fidgeting with something. Those close to him will soon learn that while he's listening or talking, putting something in his hands will mean it'll either be fixed by the end of the conversation or torn to pieces. In terms of clothing, Galleweyne takes unashamed advantage of his status as a Weaver -- particularly as one specializing in dyes -- to have a slightly more colorful and exciting wardrobe. The one exception to this rule is a cream-colored, cableknit sweater he inherited from his father, and which is his favorite garment.

Response to 9th Pass Catastrophe: Having grown up in the thick of it, Galleweyne is honestly just glad it's over. He's heard horror stories about how bad things got in the worst parts of Fort Hold, but never had to confront those things himself despite his father's untimely death, since his family's connection to the Weaver Hall meant that they were rather well cared for. He regards the time before the Catastrophe with a sense of misplaced nostalgia, and mourns the loss of so much knowledge and expertise in all Crafts, but particularly his own. If anything, it just makes him all the more determined to help advance the Weaver Hall however he can. For now, Galle is doing his best to look at the future with a sense of hopeful optimism and leave the darkness of the Pass behind him.

Response to dragon color mutations: In a phrase, "not my problem". Galle is a firm believer that Weyr business should stay Weyr business. He disagreed with the lockdown on principle, but when it comes to who's actually leading the Weyr and what color dragon they ride, he doesn't really care. The fact that they've killed people is concerning, of course... but don't people who accept Searches understand there's a certain amount of risk inherent in trying to Impress and become a rider? Thus, callous though it may sound, he doesn't really feel particularly sympathetic to those who died. They knew the dangers going in.

Who are you...

Likes:
Color : Galleweyne is not a man who cares for grey skies, stormy days, or monochrome clothing. After growing up in a Pass so characterized by rain, Thread, and ash, he's eager now to leap at the chance for a little more vibrancy in his life. It's a crime in his eyes that the jungle is so dangerous, since he's just sure there's a wealth of plants in there that could be used to make new and vivid dyes.

Keepsakes : While he isn't material in a selfish sense, Galle is a very nostalgic person and likes to have reminders of good memories. He may not have many, but the ones he does have, he treasures -- particularly former belongings of his father. Sometimes, he thinks this is why Alleshask attached herself to him after her original handler's death.

Acclaim : Honestly, everyone wants it; Galleweyne just isn't shy about that fact. He doesn't require praise, but he enjoys being suitably recognized for his efforts. He's easily flattered and doesn't even care that he is, because receiving compliments just motivates him to keep doing better.

Dislikes:
Pointless Risk : When it comes to actual bodily harm, Galle believes it should only be risked if absolutely necessary. He backs up this opinion by saying that they need everyone they can to survive as long as possible, but in truth much of his feelings on the matter are because he's afraid of losing people close to him as he did his father. His response to loved ones taking stupid chances is anger, meaning he may yell at them during moments he shouldn't. But it's really all just a mask over his fear.

Stains : Rather amusing, since he specializes in dyes and is bound to get some on him. But Galle is very careful to only ever wear his work clothes near the dye vats; as such, they're splattered with all sorts of colors, but at least in that case that's the point. If any of his "nice clothes" get dye or any other sort of stain on them, Galle won't rest until they're clean. And while his hands, at any given moment, bear the marks of his profession, he always makes sure there's no wet or active colorant on his fingers before he touches anything.

Rough Yarn : It's itchy, scratchy, and wearing it makes him want to scream. If it's smooth and soft, that's an entirely different matter. But Galleweyne is very picky about the texture of knitted items he wears, and may actually shed tears the day his favorite sweater is too threadbare to wear anymore.

Strengths:

* ENTERPRISING : Ambitious, driven, and resourceful, Galleweyne intends to be a Master Weaver one day. He's not fussed about the fact that he wasn't Tapped immediately at 19, nor that he's hit 25 and still isn't... for now. But there's a very clear path in his mind that he intends his life to take -- at least in terms of his Craft. While not cutthroat about his ambition, he wants to get due recognition for his efforts and accomplishments. In turn, he's generous with praise and help for other Weavers whose weaknesses can be helped by his strengths. He believes there's enough spotlight for everyone, so long as you don't deny him his.

* CLEVER : Possessed of a sharp mind, Galle is good at problem solving, untangling puzzles, and picking skills up quickly. He learns in such a way that he's naturally a good student, as the standard methods of teaching mesh well with how his mind works. There's a certain ability of his to think outside of the box that also lends itself well to adapting, and it's served him well in his specialty, since dwindling resources mean that the dyers have had to improvise a lot of their materials.

* CHARITABLE : Contrary to some people's expectations of him, Galle is very giving in terms of resources, time, and company. After the way that the other Crafters took care of his mother and siblings in the wake of his father's death, he feels it's his duty to pay this forward. As such, Galleweyne is firmly of the belief that the only way to a brighter future is by working together rather than fighting over resources. He may not always be patient, but he does his best to provide the best of himself for other people when they need it, and without expecting anything in return.

* IRON STOMACHED : Gross sights, smells, and sensations have never bothered Galleweyne, and it's almost impossible to make him nauseated unless he's actually caught some kind of illness. He might have been a good Healer in a different life. In this one, his lack of squeamishness has been a boon in his Craft since the ingredients that go into the dye vats do not always have the most pleasant odor. Being tasked with tending to the concoctions has never been an issue for him.

* PROTECTIVE INSTINCT : Though he demonstrates his affection in odd ways -- like calling someone an idiot when they make a stupid decision; teasing them almost to the point of cruelty; or bickering with them -- he's got the back of everyone he cares about. Some might even say that Galle has a slightly maternal bent to him, as he always makes sure that his loved ones are rested, fed, feeling well, and have a shoulder to lean on. He'd go toe to toe with just about anything or anyone to protect, shelter, and nurture them. Galleweyne is definitely the mom friend, though he's a bit acerbic and sharp about it out of a vague sense of embarrassment.

Weaknesses:

* UNCOMPROMISING : Ever since he was a child, he's had difficulty reaching agreements with people over points of contention. Galleweyne doesn't like giving ground in arguments, and if he's willing to stand for something, it's usually because he believes that he knows what he's talking about. That being said, he's pretty opinionated to begin with. It doesn't help that he can come across as combative when he's just amped up about something, which then devolves into bickering if he perceives someone else as snapping at him first. This isn't to say that Galleweyne is incapable of changing, just that it's incredibly difficult for him, and he'll resist the entire way. He can be something of an unintentional bully in running over more submissive personalities simply because they won't argue with him.

* RESTIVE : He has very little patience for things, process, or people that are slow, and frequently interrupts conversations to tell people to get to the point. Which, understandably, doesn't always go over well. Galle doesn't like not having something to do while he's waiting, at the very least. But his energy can only be stifled so long; and while he doesn't lash out intending to be mean, his response to such is frequently sarcastic and thus not always well-received.

* LYING : Galle is miserable at it. He doesn't take a hard and fast stance against people doing it in general, since he understands sometimes there's a reason for it -- but don't ask him to. He has far too many tells, including not being able to look people in the eye, tugging on his earlobe, rubbing the back of his neck, and muttering. If you want him to not give away a secret or a surprise, best not to tell him in the first place, or after it isn't relevant anymore.

* EGO : For all his warmth and generosity, Galle tends to fall into the trap of believing he can do no wrong. His arrogance isn't as smothering or all-encompassing as it could be, but he definitely knows he's smart and good at what he does. Though he means well, it goes to his head and can be a source of friction between himself and other people. Really, he just needs someone to remind him he's not necessarily destined to be Faranth's gift to Weavers, though getting him to be a little more humble is a mountain few care enough to climb.

* BROODING : Though he does his best to remain optimistic and always pushing for a better future, Galleweyne has the unfortunate tendency to dwell on the negative. Most won't know this, beyond when he seems distracted and more waspish than normal. But Galle worries about the state of the world, with specific regard to how it affects his Craft and those he cares about. He enjoys being a confidant and source of comfort for his loved ones, but he then tends to worry about those problems himself. Sometimes it casts him into dark moods that it takes a while for him to dispel.

Describe Yourself:

* FRANK: Galle sees little point in beating around the bush, and would much rather deal with direct confrontations or problem solving rather than tiptoeing in the vicinity of an issue. He's not a complicated or contrary soul by nature, and would really just prefer if other people were the same way. He's never had any problem speaking his mind even if others are going to disagree with him; on the flip side, Galleweyne's inability to sugarcoat the truth isn't always good for his interpersonal relationships. And if anyone tries to bullshit him, he'll be quick to call them out.

* INDEPENDENT: Though he enjoys the company of others, Galle sees value in forging his own path. He doesn't want to just follow placidly in anyone's footsteps, but rather make his own way for better or worse. Those who seek to enforce rules he sees as pointless will find him argumentative and resistant. While this impulse for independence doesn't extend into the territory of being contrary just for the sake of it, nor breaking rules simply because they exist, he naturally gravitates away from anyone who tries to be too controlling or clingy.

* FORGIVING: While he has a naturally argumentative nature, Galleweyne doesn't hold grudges. In part, it's because he doesn't see the point; and in another, he just doesn't remember conflicts for long. Insults, disagreements, and even shouting matches are quickly forgotten and moved on from. There are no doubt those who hold a grudge against him for one reason or another, but Galle would be perplexed to find out about them.

* ZEALOUS: When Galle gets excited about something, he tends to stay that way. The things he cares about become a focus of his attention and time, to the detriment of aspects he finds less interesting. But for things or people that stimulate his curiosity, sense of adventure, or any other positive emotion, he will be committed and constant.

* EXTROVERTED: Unlike some, Galleweyne doesn't suffer for prolonged contact with other people; rather than having his energy drained by socialization, he finds himself revitalized by time with those he cares about. By the same token, he's quick to strike up conversations with those around him, even if they don't know each other yet.

The Magic Touch: Galle has to have his bed pushed up into a corner so he can wedge himself into it while he sleeps, and is usually holding a pillow so he has something to do with his hands while he falls asleep. His favorite colors are green and purple.

Personal History & Education

Grandmother: [{Gwinntellan}]. Master Weaver. Born 2518. Tapped 2541. Mastership 2572.
Grandfather: Alshan. Weaver Craftmaster. Born 2517. [ Ranked Adoptable. ]

Mother: Lallewyn. Journeywoman Weaver. Born 2549. Apprenticed 2561. Tapped 2573.
Father: Alleshan. Holder. Farmer/Field Hand. Former Handler of Alleshask. Born 2548. Died 2575.

Siblings:
Lalleshan. Older Brother. Born 2561. Miscarried. Died 2561.
Allewyn. Older Sister. Born 2562. Died in infancy. Died 2564.
Agwellyn. Younger Brother. Born 2568.
Gallesha. Younger Sister. Born 2569.
Linntella. Younger Sister. Born 2571.

I'm leaving his surviving siblings' professions open since they'll be adoptable, but I'd prefer they're Weavers, or at the very least Crafters or Holders.

Children: So far, Galleweyne has dodged getting married. This is due in part to the fact that he's not come to peace with the fact that he's interested in both men and women, given his Holder background. As yet, he's using his Craft as an excuse to put it off, saying he doesn't have time or at the very least should be Tapped before he marries anyone.

Craft: Weaver

Rank: Senior Apprentice

Date Apprenticed: 2577/12.

Specialty: Dyeing

Education Details: Galleweyne feels that being a Weaver is in his blood, and so far his time as an apprenticed has proven that to be true. He's been a good student even from his first year, easily grasping the more theoretical and abstract concepts that are taught to all Weavers before they're allowed to ever touch cloth and needle. He truly flourished once he was able to apply it to the physical, though his passion for all of it was ignited long before he was even accepted into the Hall. Now that he's deep into his apprenticeship, Galle has chosen a specialty in mixing dyes and administering them to cloth, which means that much of his time is spent in the Dyeing Room. He's very much looking forward to being Tapped sometime in the -- hopefully near -- future, and is determined to someday follow in his grandparents' footsteps and become a Master.

Tell us a story...

* 2565-2567, 0-2 Galleweyne is Lallewyn and Alleshan's third child, but is the first to survive infancy after a brother that was miscarried late in term and a sister that died of winter fever early in life. His apparent health seems like a stroke of luck for his parents, but they nevertheless fear for their son since they've already lost two children. The first two turns of his life pass with baited breath, and with many visits to the Healers for even the slightest of health complaints. Despite their worry, he proves to be a robust and happy baby.

* 2568, 3 The turn of Galle's third birthday, his parents have another son they name Agwellyn. He seems to follow in his brother's footsteps of good health despite being born slightly early, and their family settles into a routine of normalcy -- or as normal as anything can be during the Pass. Though things don't look optimistic for Pern as a whole, Lallewyn and Alleshan do their best to raise their two growing sons sheltered from the darkest parts of the Catastrophe, and things are fairly happy. It's at this age that Galleweyne has his first memories that he retains as an adult, of playing with Alleshask.

* 2569, 4 A turn later, his younger sister Gallesha joins the family. This pregnancy is harder on Lallewyn's body, keeping her bedridden for a time, and Galle vaguely remembers trying to help her in caring for his siblings. It's really more going through the motions of what few small tasks he can do at this age, but he means well. Already, he's starting to grow into the desire to make sure that his loved ones are cared for and protected. The entire family ends up doting on Gallesha since she's the first daughter and a tiny thing to boot.

* 2571, 6 It took some time for Lallewyn to recover from the previous pregnancy, so this time there's a two year gap between Gallesha and their next child, another daughter the couple name Linntella. Galleweyne remembers this event more clearly, as well as his mother's bout of post-partum depression. Later in life, he learns this was due in part to the fact that further complications from child-bearing have rendered her incapable of having any more; at the time, however, all he knows is that he's old enough to start doing more chores around the home, and enjoys bossing his younger siblings around just as much as he does taking care of them. The last settlements outside of Fort fall this turn, but it's an event that he doesn't remember well beyond his parents' concerns over even stricter rationing.

* 2572-2574, 7-9 These are some of the happiest turns of Galleweyne's life, as his family is whole, healthy, and successful. His paternal grandfather, Alshan, becomes the Weaver Craftmaster in 2572, and his grandmother Gwinntellan is voted in as a Master the same turn, marking a significant achievement for the family as a whole -- and one that is well celebrated by his relatives. A turn later, his mother Lallewyn is Tapped and advances in the same craft as a Journeywoman. It's during this time that Galle first begins to want to become a Weaver himself, seeing it as some kind of family destiny. He's still proud of his father's occupation too, but Galleweyne wants something more than to just be a field hand for the rest of his life.

* 2575-2576, 10-11 Those turns of contentment are short-lived, however. When Galle is ten, his father is injured in Threadfall while helping one of the ground crews protect the crop plots at Fort Hold. The Threadscore he sustains is serious, and despite the best efforts of the Healers, it gets infected and ultimately compromises his immune system. He lingers for a few months, Galleweyne watching the once-strong man grow weaker and weaker, until a bout of winter fever claims his life as it had Allewyn's so long ago. Galle and the rest of his immediate family are at Alleshan's bedside when he dies, and the loss hits them hard -- particularly so for his oldest son, who knows it is now his responsibility, alongside his mother, to make sure his younger siblings don't suffer the ravages of the Pass. Wedging her huge head in his lap, Alleshask bonds to him shortly after his father's desk, her love of the family and particularly Galleweyne preventing her from dying as well, and instead re-Impressing to his son. It seems a final reminder that Alleshan would want him to care for them. With her husband gone, Lallewyn seems almost lost, just as distraught and listless as her children despite her best efforts to stay grounded. The close-knit Weaver Hall helps take care of them all, ensuring that they have enough food, clothes, and resources, and even moving them out of their original home deeper in the hold to a set of caverns just outside the Crafthall. Though he can't yet join them, Galleweyne essentially takes over their house instead, making sure that it's kept clean, there's always warm meals for his mother and siblings, and that other important domestic tasks are tended to. He's impressed by the generosity and community his family finds among the Weavers, and is even more determined than ever to become one once he's old enough. Even so, his father's loss is something that deeply affects Galleweyne, and still does to this day. Alleshan was everything he looked up to and could have wanted in a father, and his death unlocks his first real tendencies to brood and worry.

* 2577, 12 Two years of essentially caring for a family have quickly finished out Galleweyne's growth into an adult, and it's with both serious gravitas and a sense of excitement that he joins the Weavers this turn. He still does his best to tend to their home as well, but much of that responsibility falls to Agwellyn now that Galle has an actual job. There's a certain "right" feeling to finally being able to count himself among the Weavers, and Galle flourishes among them in a way he hasn't quite done so since his father's death. His aunt Shantella's death casts a dark mark on it all, but he understands better than ever now that death is just part of life, particularly during a Pass like this. It hits his mother and siblings harder than it does Galleweyne, and it's in part due to the fact that he's putting on a brave face for them, so that he can be a grounding point for their family in Alleshan's absence.

* 2578-2582, 13-17 The next four or five turns of his general apprenticeship seem to spin by at an alarming rate, but Galle has hit the ground running and adapts quickly to the things he's being taught. All this seems to at least partly fill the void left in his life, and Galleweyne soaks it all in like a sponge as he finishes growing into a young man. The fact that his mother has never quite recovered from the loss of her husband means that there's very little pressure on him to find his own wife -- for which Galle is very grateful, given that he still feels he needs to be the "father figure" of his family, coupled with the secret that he feels things for men as well as women. So he's more than happy to put all of that on a backburner while advancing in his Craft, intending to make his family proud and make a name for himself at the same time. These turns mellow him a bit, molding him into the sunny and extroverted person he is today.

* 2583-2584, 18-19 In his sixth and seventh years of apprenticeship, Galle is allowed to transition into a specialty. Over his turns as a Junior Apprentice, he's enjoyed almost every aspect of Weavercraft that has been taught to him, but his real love lies with the dyeing vats and mixing of ingredients. He happily attaches himself to the Journeymen that oversee that aspect of the Weaver Hall, and is thrilled at the chance to advance beyond classes to more hands-on, practical work. Galleweyne wasn't expecting to be Tapped immediately upon turning 19, and so isn't upset when that's an honor that passes him by; after all, as far as he sees it, all great Masters have to advance naturally through the Craft, and he's not concerned about not being immediately Tapped like some kind of savant. As an added bonus, he's allowed to further put off any family pressures to marry, with the excuse that he thinks he should be a Journeyman first before trying to start a family of his own.

* 2585-2586, 20-21 By the time he turns twenty, Galleweyne has more or less been fully accepted among the other dyers even though he's still not a Journeyman. He's more than happy enough just being taken seriously as a Senior Apprentice, and continues to hone his skills, knowledge, and expertise whilst also taking on some responsibility in helping out the more junior apprentices. He may not be able to officially teach just yet, but Galle finds that he enjoys sharing tips and tricks of the trade. Galle manages to secure some firelizard eggs when a fellow Weaver needs to get rid of a clutch, divvying them out to his siblings and mother; he keeps the Gold egg for himself, and names the narrow creature that hatches from it Needle. She becomes his darling just as much as Alleshask is, and he trains her to both help in his Craft and assist around the home. His dragon rider uncle, Sh'lan, dies in Threadfall in 2586; but as with the death of his aunt a few turns before, it affects Galleweyne less than it does the rest of his family -- at least outwardly. Particularly since he didn't know the man well, it's difficult to really grieve meaningfully when he has his own worries to tend to. His grandmother's brief grieving period only drives it home for him all the more that it simply isn't a luxury they have time for.

* 2587-2588, 22-23 The end of Threadfall is like something out of a dream; Galle had more or less accepted that it was never going to stop at all, so the sudden absence of it from his life leaves an odd void. He still tends to look suspiciously at the sky, preferring to keep indoors rather than risk a turn of bad luck that brings everything crashing down again. Seeing just how ravaged Pern is depresses him, as news from the Weyr makes it more and more clear that there is almost nothing left. The discovery of Fort Island rekindles the fires of his optimism, though the revelation of Hunters and Snakes just seems... typical, really. Why can't they catch a damn break? Neisoth's hatching and Impression to S'bok doesn't really matter to him, beyond that it's an interesting piece of gossip for the first few months. But beyond being thrown together with Weyrfolk he previously didn't know, Galle doesn't really see it as his business.

* 2589-2590, 24-25 Even when Neisoth then catches Kalestath two turns in a row, Galleweyne maintains that it's the dragon riders' problem to worry about, not his. The disasters the turns bring make it almost feel like they're in the Pass again, and Galle honestly finds that far more comforting than he should since it at least seems more normal. He's happy that construction is progressing on the Hall and making space for the Hold... but he's starting to wonder if he'll want to move at all. The more open nature of the Weyr appeals to him in a certain fashion, given that it doesn't require marriage and doesn't care who he is attracted to or isn't. And given the fact that the Weavers seem pretty ensconced in the Weyr, he's finding himself more and more reluctant to move -- not that it's a conversation he's yet had with his family at all. For now, his attention has been focused more on the recent rediscovery of supplies at the old Weaver Hall at Southern Boll and the new crop of bamboo in the Weyr Bowl. It makes him excited about the future of his Craft, and he's now starting to get a little impatient and antsy about being tapped as a Journeyman. Galle feels like it's been long enough, and is ready to move on to bigger and better things.

---

[ Written as a response for this thread. ]

One of the advantages of being a Senior Apprentice was that Galle didn’t really have to take classes anymore. He’d long since moved past the regular apprentice schedule even though he hadn’t been Tapped, now able to attach himself to the Journeymen and even Masters’ projects if they’d let him. And with all that, he had a bit more freedom in his daily schedule too. For example, if he wanted to take his lunch later than normal—once a batch of dye was actually done stewing, and it was time to soak fabric in it—he could do that too.

As he’d done on this particular day. Though much of the Hall had eaten during the typical hour between noon and the first mark of the afternoon, Galleweyne had stuck around in the Dyeing Room to test their latest concoction and then make sure that the fabric it was meant to be dyeing was properly submerged and the first hourglass set to make sure it came out in time. By then, most of the others had returned too, and he’d escaped to the Weyr Hall to seek out what leftovers there might be to sate his hunger on.

But he still had about twenty minutes before the next mark rolled over and he was expected back; so rather than return early, Galle elected to make the most of the pretty day and soak up some sun in the Weyr Bowl. Even Needle decided to join him now that he was no longer in the Dyeing Room, and thus away from the smell that always drove her off.

With his dye-stained hands stuffed in his pockets, he’d really only been meandering aimlessly across the grass until a voice nearby had him slowing to a halt. At first, Galleweyne had thought the young woman had been talking to him—but as she continued to talk, it became clear that she was addressing the Brown wher who had his head in her lap.

It wasn’t unusual for handlers to talk to their wher, he knew—rambling on to Alleshask oftentimes himself—but he was never the sort to skip making a potential friend. And, well… he had twenty minutes to kill.

“Is he saying yes or no?” Galleweyne was grinning a bit with the question, genuinely curious about her answer. Of course, he’d already heard about the surprising events at the wher hatching a few days prior; he and his family might not be living at the Hall, but news moved quickly, especially for something so exciting.

Member Info...

Created By:
RumDad
Other Characters:
Candidate Master O'sir
Wing Leader M'rek
Wingsecond L'nal
Wingrider L'del
Wingrider N'syn
Wingrider Y'kin
Search Rider Finnmaghaine
Search Rider Seng
Wingrider Bl'yx
Wingrider S'bel
Wingrider Jossekayne
Wingrider Q'nys
Weyrling T'ghen
Weyrling A'lori
Weyrling Erieen
Master Harper Tyldas
Sr. JM Healer Niphredon
Jr. JM Healer Cersidus
Sr. AP Fisher Vicymus
Peacekeeper Ophyonis
Candidate Rinokan
Weyrbrat Tianaice
Inactivity Preference:
Adoptable, since he's Alshan and Gwinntellan's grandson.
Mauling Permissions:
Rough 'Em Up
Anything Else:
Weaver

Coded by SanctifiedSavage for SWW

11
Completed and Discarded / Flit Eggs? Flit Eggs.
« on: August 16, 2017, 06:34:49 PM »
Vanity Faire

Some people expressed an interest in IC flit impressions again, so here we are. A'lori's Vanity flies on 18.4, which means she'll have clutched late in Month 7, and her eggs will be hatching late in Month 9. Her owner will be doing his best to make sure they all have good homes before then, but any extras may be at the mercy of whatever weyrlings he can find in the barracks when they hatch. :para:

Threading
If there's enough interest, and/or enough people with weyrlings who want to have an egg shoved at them upon Hatching, I'm willing to do an open thread for that -- fully with the understanding that A'lori may get in trouble for it. I'll probably aim to have the thread take place on 27.9 or 28.9 as a sort of last hoorah before his class moves out of the barracks and into ground weyrs. :3 Alternatively, if your character isn't a weyrling or would pick up an egg ahead of time, we can do a thread with them getting one (or more) from him if you want. He'll encourage his friends and classmates to spread the word since he can't really post an announcement in the Weyr Hall.

How to Get an Egg
Simply fill out the form below and respond to this thread! I'll keep the egg list up to date. <3 And yes, Egg 16 is a Queen egg.

Code: [Select]
[b]Character:[/b] Name
[b]Egg:[/b] Number of the egg you would like to claim
[b]Creation:[/b] What would you like from me? An entire profile, just an image, just a color, or will you be making the whole thing yourself?
[b]Preferences:[/b] If you have a color preference for your flitter, or a single essential personality trait - nothing too complicated, otherwise just make your own.
[b]Thread:[/b] Are you interested in a thread with your character picking up their egg(s) from A'lori ahead of time? If you're a weyrling, do you want to arrange to have a firelizard foisted upon you when they hatch? Or do you just want to discuss it/handwave it but not have a thread? Whatever. Just let me know. ^_^





Clutch List
Available:  0/16

1. F'erro - Drewliet - Vicious
2. Q'ellan - Inki - Void
3. H'riel - Kyya - Chirp
4. Inanna - Inki - Faux
5. T'rel - Drewliet - Stud
6. Nishi - RaynePOTM - Catch
7. Velatha - lacihparg - Quill
8. Zilanie - CatTiff - Jungle
9. Jossekayne - SirAlahn - Amber
10. S'kelyn - rubi - Green
11. Testhinia - Kyya - Green
12. Roxalin - Chai - Bronze
13. A'srian - Dashin - Blue
14. Ionei - Aster - Blue
15. H'riel - Kyya - Trill
16. Ya'lin - CatTiff - Shadow Sun



12
Family & Friends / A Slightly Rough-and-Tumble Family
« on: August 03, 2017, 06:52:39 PM »

"Mess with my family, and you mess with me."


Jossekayne // Beach Wingrider of Lyrisiveth // 31 Turns


About the Character:
Resilient, playful, and a bit rough around the edges, Jossekayne was raised in the Weyr, and it shows. She’s fiercely loyal, cooperative, and well-adjusted, but still has a quick temper that can get her in trouble. Jo isn’t a delicate lady by any means, so she can roll with a more rough-and-tumble crowd easily and hold her own. This is due in part to being raised as the only daughter among four brothers. Jossekayne is still very close to her family to this day, even if they are a bit of a loud and rowdy bunch at times.

Available Characters:
Josskelyn. Father. Weyrfolk (Kitchen worker). Born 2537. 53 Turns.

J'ken (Jesseken) of Tadriath. Brother. Born 2554. Impressed 2568. 36 Turns. Played by Jarakrisafis.
Kenelle. Brother. Born 2556. 34 Turns.
S'kelyn (Sekelyn) of Quaith. Brother. Born 2562. Impressed 2578. 28 Turns.
Nakayne. Brother. Born 2565. 25 Turns.

Wanted OOCly:
Really, I'm just looking for some family connections for Jo, since I've stated in her profile that she's close with them, and I'd like that to be reflected ICly too. I've left almost everything up to interpretation, save that the names aren't negotiable because I'm picky that way. I've left all of Jo's brother's occupations blank, but I'd like them to either be Riders or Weyrfolk. Particular colors, specializations, and honorifics or lackthereof are all up to whomever adopts them.

I don't have much in mind for their personalities, save that they're collectively a bit loud, adventurous, and can be somewhat rough. They'd largely have seen Jossekayne as just another "brother" in a way, especially since she'd be able to throw a punch as well as any of them, and chew them out if they sought to coddle her. I'll be a little more specific with my nitpicking for her father, since I imagined him to be the sweet one of the family:  empathetic, sensitive, and domestic in contrast to his deceased weyrmate, Kaynella, who was the mother of all his children. I'm not flexible on his occupation, but I'm more than happy to hash anything else out. :3

I haven't picked out any FCs either; the only relevant thing is that Jo's is Cuban-American, so people of a similar appearance/background would be best.

Any characters made for this ad should be Adoptable in the event of inactivity.


13
Green Riders / Jossekayne [ 29.05.2559 / Green Rider ]
« on: July 20, 2017, 08:17:43 PM »

Play By:
KAT DAHLIA
Biography

Name:
Jossekayne
Honorific:
N/A
Pronounced:
[ JOE-seh-cane ]
Nicknames:
Jo, Joss, Josie, Kay
Date of Birth:
29.05.2559 9th Pass.
Place of Birth:
Telgar Weyr
Dragon Color:
Green
Impression Age:
2574/15
Wing Rank:
Beach Wingrider
Weyrmate:
None at present. Jossekayne isn't actively looking for a relationship, but she isn't opposed to finding one along the way. She likes the idea of having a family someday, though; and as more and more of her friends pair off, sometimes she feels a little jealous she hasn't found something like that for herself.

Your Reflection...

Appearance: There's no denying that Jossekayne is beautiful, though not in a delicate or simpering way. Her jaw is as strong as her brothers', coupled with a long nose and full lips. She inherited her mother's sunkissed skin, and the her tan has only deepened with regular exposure to the tropical light over the island. Jo's hair is naturally dark and wavy, thick and prone to frizzing in the humidity -- which has made it something of a hopeless case, in her opinion, given the weather at Southern Winds. She usually wears it down and loose now that Thread is no longer falling -- braids and pins having been more regular when such a thing could be a hazard for a rider. Now, though, she's mostly given up on trying to tame it and let it do whatever it wants; more often than not, there's a rather windswept look to her.

Rather tall for a woman, Jossekayne has curves to match. While not the most voluptuous woman in the weyr, she's sturdy and strong with an in-born athletic aptitude that has served her well as a rider. Feminine she might look, but anyone who misjudges her because of it will soon be put in their place. Particularly from growing up with so many brothers, she learned early how to throw a punch and hold her own, and she's far stronger than she looks. Her gait is naturally something of a sway, and Jo holds herself with the relaxed ease of confidence.

Ever since she was young, she's favored clothes that were more practical than decorative, and catching her in a skirt is an uncommon sight given that it's usually more of a hindrance for a rider than anything else. That being said, with the weather of Fort Island, she favors comfortable and almost revealing clothing -- such as low-necked tanktops and shorts that end well above the knee. Once drills are over, she's quick to strip out of her riding leathers and into something far less restrictive.

Jossekayne has a number of scars, both from fights with her brothers, accidents in the kitchen, and minor injuries from training and life as a rider. The most significant of them, however, is a long Threadscore that slashes across her lower abdomen and the tops of her thighs. It's not a pretty thing, but she wears it with a sense of something almost like pride, and without being self-conscious about it.

Response to 9th Pass Catastrophe: For someone who grew up in a Weyr surrounded by riders who put their lives on the line every day for the betterment of Pern, Jossekayne emerged from it all remarkably whole and lacking in mental scars. She might carry her own physical markers of how bad the Catastrophe got, but she doesn't spend the present day dwelling on the horrors or griefs of the past. Her own life wasn't idyllic, exactly, but many who had it worse would probably think it so:  she only lost one member of her family, grew up in a place where she didn't have to fight for food or safety, and had a future. Jo knows the Pass was bad, and is glad it's over, but the more cynical might think she's a bit out of touch. She'd say they're too stuck on things that have already happened and can't be changed.

Response to dragon color mutations: Jo is curious about the new colors and how they'll ultimately fit into the Weyr, but she's much less suspicious of them than some of the other dragon riders. Neisoth's age concerns her more than S'bok's does, since technically speaking S'bok is a capable adult; but since his dragon was so young when he first caught Kalestath, she's unsure how reliable they can be in a position of leadership. Nevertheless, since S'bok hasn't seemed to be a weak or stupid Weyrleader, she's come to cautiously respect him.

She's far more worried about the way the Reds and Blacks hatch than what they'll become as adults. Presumably, they'll level out when they're older and have found their place. But the fact that they've hurt and killed Candidates and dragonets alike is a potential problem for the future since it could discourage Candidates from Standing or result in more unpaired dragons going Between. Jossekayne feels that the young mutations can only be held so responsible, since they are essentially children when they first hatch. But nevertheless, it's a worrying thought for the future.

Who are you...

Likes:
Bread : Specifically, the smell of it baking. It's a familiar and comforting scent to her, given how she grew up and the fact that her father is a cook. When she was old enough, Jossekayne frequently helped out in the kitchens however she could, and baking would have been a likely profession for her if she hadn't been Searched. There's nothing quite as good to her as a warm, freshly-baked loaf.

Family Time : Her schedule doesn't always align with that of her father and brothers, but Jo tries to spend time with them regularly. They've been important to her throughout her life, and that will likely never change. They're a bit of a raucous group, and while ultimately they'll have to accept whoever Jossekayne decides makes her happy, she'd ideally like for them to get along or at least like whomever she ends up with.

Thunder Storms : In part, because heavy rains meant that Thread was less of a threat since it would drown before reaching the ground. And likewise in part because of the heavy, oppressive feel of the air, the way it smells, the sight of lightning, and the way thunder sounds. They're even better in a tropical place like Fort Island, as far as she's concerned.

Dislikes:
Formal Clothes : They just make her feel uncomfortable; Jossekayne would much rather dress in something casual and suited to the heat or weather, and can be caught in things that are both comfortable and somewhat revealing when it isn't overly cold. The most formal she ever gets are her riding leathers, since those are required -- but at least they're practical too. Trying to get her into something more delicate will likely be a fruitless endeavor.

Late Mornings : The routine of life as a dragon rider suits Jo, in that she dislikes getting up past midway through the morning. It makes her feel like she's wasted an entire day, and she hasn't slept in regularly since she was a child. She doesn't necessarily have to get up before the sun, exactly, but she enjoys being awake as the pale light of dawn gives way to the day. In particular, she likes how still things are, and the cool air before heat really overtakes the land.

Being Ignored : Specifically in arguments -- if she's in the process of having it out with someone, nothing pisses Jo off more than to have them shut down, go silent, and stop responding to her. There's something about it that just ignites her anger to an even greater degree. She'd much rather have a long shouting match of ranting and raving, until they're both worn out, rather than to be the only one yelling and not know what the other person is thinking.

Strengths:

* LIVES IN THE MOMENT : Jo has never spent much time worrying about the future. Sure, it's important to make sure knowledge is passed down, and that there's a tomorrow at all -- but dwelling on all of that any more than necessary just means you'll miss the good things about right now. Jossekayne has always been the sort of person to revel in the present and enjoy the time she has with the people she loves.

* RESILIENT : Emotionally, mentally, and physically:  Jossekayne isn't easily shaken, and has never been prone to getting sick. While the more traditionally-minded might think she's weak or delicate simply because she's a woman, she'll be quick to prove them wrong. She's no stranger to hard physical work, and she doesn't panic in a crisis. She fully feels negative emotions like fear, grief, or despair, but she doesn't let them control her and is good at embracing and working through them to find peace. Despite the horrors of the Ninth Pass, she's very well-adjusted.

* CONNECTED : Jo's never known what it's like to feel isolated. Her mother might not have been incredibly present in her life, but her father and siblings were, and besides that she grew up amid the rest of the Creche children and the very family-like structure of the Weyrs at large. Of course, she's lost people during the Pass, but she's never been especially alone, and Impressing to Lyrisivith early in her life has contributed to that feeling. On the few occasions she may be in doubt about a decision, she'll consult those close to her, and tries to be just as supportive for them in return.

* HEARTY : Full of energy and life, Jossekayne is both headstrong and confident. She feels things strongly, lives each day to the fullest, and encourages those she loves to do the same. After all, they've had to fight so long and so hard just to survive that, now that they can reach for a little more than that, she thinks they should. The downside to her passionate and intense nature is that when she's mad, she tends to yell and even throw things.

* FAITHFUL : Once she has taken someone as a friend or part of her family, Jossekayne's loyalty to them doesn't waver. They might not always see eye to eye, but that will in no way diminish her love for them nor prevent her from jumping to their defense. She's just as similarly devoted to her status as a dragon rider, having fully embraced her responsibility to the people of Pern even if Thread is no longer falling. This will translate to her being true to a romantic partner as well. Cheating would never even occur to her.

Weaknesses:

* FIXED : Once Jossekayne has made her mind up about something, it usually doesn't change. And once she's gotten something into her head, good luck convincing her she's wrong. She'll argue until she's blue in the face just to prove that you are, which can make disagreements with her exhausting. Giving ground just isn't in her nature, whether it comes to opinions, decisions, or anything else.

* ACERBIC : Possessed of a natural sharp and quick tongue, this is a disadvantage for Jo in the sense that it can be damaging to her interpersonal relationships. She's not the most tactful at the best of times, and when she's mad she can be especially harsh. Sometimes she says things she doesn't mean, but that's not as bad as the times when she says something she does believe but never meant to tell anyone, like how far up their own ass someone is.

* PUSHY : Never in her life has this lady been good at taking no for an answer. Others could rightly call her bossy and demanding, and though this makes her decisive and confident, it can be a definite weakness too. Jossekayne isn't necessarily selfish, but she doesn’t always remember to consult other people that might be impacted by a decision she makes, and she tends to bulldoze over the less assertive.

* UNROMANTIC : Lofty or romantic gestures are completely lost on Jo. They make her a bit uncomfortable to begin with, and most of the time she just doesn't understand them. Even being around other couples who are too lovey-dovey baffle her, and she finds that kind of sentiment a bit nauseating. Seductive or sexual things make sense to her, but the idea of something sweeter or more tender doesn't. That's not to say that she doesn't believe in love or doesn't want it, but rather that her idea of affection is a little rougher around the edges and less mawkish.

* EASILY PROVOKED : Jossekayne does have something of a quick temper, but mostly this is in reference to challenges and dares. If something is difficult, she's all the more interested in figuring out how to do it, conquer it, or overcome it. Daring her to do something, implying she isn't capable, or calling her a coward are all easy ways to get her to do something, though dealing with her once she's proved you wrong may be unpleasant.

Describe Yourself:

* UNAPOLOGETIC: Jo doesn't see a reason to be sorry for who she is or what she thinks. If she and someone else don't agree, that never bothers her unless it's about something that's insulting or disenfranchising. But if you don't like her otherwise… so be it. Jossekayne doesn't lose sleep over the fact that not everyone is going to be or friend or appreciate her company. Things like that just tend to roll off her back, and she has no problem working alongside someone in that category so long as they do their job too.

* IMPISH: Since she's naturally playful, one of the ways she expresses her affection for someone is by teasing them. Particularly with regard to relationships, this manifests as her sometimes playing hard to get, teasing with kisses or touches, and generally extending the 'chase' to make it more enjoyable. However, she doesn't always recognize where the boundaries of such behavior are, to the point that someone easily frustrated might say she's stringing them along. But she doesn't do it maliciously nor with that intent, and if someone were to accuse her of that straight to her face, she'd react with anger before eventually apologizing, if awkwardly.

* INTUITIVE: Jossekayne has always been a pretty good judge of character; while she might not always know the reason she dislikes someone right off the bat upon meeting them, she has an instinctive sense of those that, for whatever reason, she'll either get along with well or come to dislike. When she was younger, this tended to turn into "I told you so" when her friends got involved with partners that weren't good for them. But now that she's a bit older, she's come to understand that most people have to learn that lesson for themselves. That doesn't mean she'll trust someone she gets a bad feeling about, though.

* COOPERATIVE: Despite her opinionated and independent nature, Jo considers herself to be a team player. It was a valuable thing to be, growing up in the communal society of the Weyr, and doubly so once she became a rider herself. Though, she'd say this is distinctive from being a "follower":  she thinks for herself and doesn't follow orders blindly without understanding why, but she's not going to buck the system or be contrary for the sake of it. And if she does have an issue, she'll follow the proper channels to resolve it.

* UNTROUBLED: Even as a child, it just wasn't in her personality to be anxious or to worry about things she couldn't control. Jossekayne has come through the Pass remarkably whole, and though there are painful memories and loss from then, it's not the kind of thing she still loses sleep over. At large, Jo doesn't bear inner conflict, survivor's guilt, or self-doubt.

The Magic Touch: Jossekayne has always had a very physical relationship with her brothers, up to and including fighting and rough-housing with them. She's the sort to punch one of them hard in the arm if they're being an ass, and will yell at them on behalf of other people if necessary. For all that, she loves them dearly, and they're where she goes to for advice. Jo is likewise incredibly close with her father, and looks up to him for how sweet and gentle yet strong he is.

She's now older than her mother Kaynella ever got to be, which is a rather bittersweet feeling for Jossekayne. She wishes she'd had more time with her mother, and regrets a bit that she's passed 30 without having any children. But she's still determined not to have one just for the sake of it; it would have to be with the right person, at the right time, for the right reasons.

Family...

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

Siblings:
J'ken (Jesseken) of Tadriath. Brother. Born 2554. Impressed 2568.
Kenelle. Brother. Born 2556.
S'kelyn (Sekelyn) of Quaith. Brother. Born 2562. Impressed 2578.
Nakayne. Brother. Born 2565.

Her brother's professions have been left blank since they'll be going up for adoption, but I imagined most would be riders or Weyrfolk. :3

Children:
As yet, Jossekayne doesn't have any children. She was pregnant once -- that she knows of for sure -- but lost the baby and hasn't actively tried to have another. No doubt, she's conceived since then but they've never come to term because of her duties as a dragon rider, and the fact that she didn't feel comfortable taking time off to have children. Someday, though, she'd like to have some.

Tell us a story...

* 2559-2561, Birth-2 Jossekayne was born as the third child and only daughter of Kaynella, a Blue rider, and her lover Josskelyn. The two were never technically weyrmated, due to Kaynella's desire not to be tied down -- but nevertheless, all of her children were with Josskelyn, or might as well have been. With Kaynella's status as a rider, Jossekayne and her brothers were all raised by their father, who had time to care for them when he wasn't working in the kitchens at Telgar Weyr. They grew up in the Creche by day, in order to learn from the Harpers and be socialized with the other children of the Weyr, but lived with their father in the personal caverns. Kaynella visited when she could, but never had much time off with the Pass growing worse and the riders having to concede more and more land. Telgar Weyr is abandoned in 2561, with the family being transferred to Fort Weyr, but Jo was far too young to remember this. All she knows of Telgar are stories from her parents.

* 2562, 3 Just three turns after Jossekayne's birth, her parents have another son that they name Sekelyn. He doesn't seem to initially get the robust health of his siblings, and the first few months of his life are somewhat fraught with worry that he won't make it. But in time, he outgrows this phase. Jossekayne is curious about him since he's a new addition to her family, but she's too young at the time to actually remember this into adulthood.

* 2563, 4 This turn, Nabol Hold falls to internal strife and decayed leadership, the end of its existence heralded by fatal riots. Jo isn't old enough to truly understand the significance of these events, but the aftermath of it is her earliest memory. Her parents are both upset about it, though Kaynella far more than Josskelyn, her resentment for ungrateful Holders having grown with time. This is the first time Jossekayne really remembers seeing her mother genuinely angry, and at the time her only wish is to make Kaynella happy again. Despite the struggle all of Pern is going through, their little family remains strong in the face of it all.

* 2564, 5 With the fall of yet another Hold -- Ruatha this time -- rather than a Weyr, the impact of all this on Jo is rather less than it might have been otherwise. Her greatest experience with it is knowing that her mother and the other dragon riders had to help escort the Holders to new homes, which risked them even more than regularly flying Threadfall. It's the first instance of real worry that she remembers, but her father's sweet, gentle, and understanding nature leads to him patiently explaining that it isn't the Holders' fault -- they're just scared people who need protected, and it's the dragon riders' duty to do so. Thus, while worried for her mother, Jossekayne is simultaneously all the more proud of being Kaynella's child. Though she doesn't have a dragon of her own, she wants to help however she can, and it's at this age that she first starts helping her father in the kitchens -- mostly sweeping the floor and keeping things clean.

* 2565, 6 Another son joins the family this turn, which Kaynella and Josskelyn name Nakayne. Jo isn't quite old enough to be entrusted with helping to care for or raise him, but she's nevertheless enthusiastic about having another brother and helps out under the guidance of her father and older siblings. The next three years are some of the happiest of her life, her family whole and well and her old enough to remember it. While Jossekayne and her brothers make friends with the other Creche children, they're not as close with anyone as they are with each other, even along with the usual sibling clashes and rivalry. Rather than being coddled or upheld on a pedestal as the only daughter, she's just as wild and energetic as her brothers, essentially demanding that they include her in their games and inserting herself into them by force if all else fails.

* 2567, 8 When the Southern Continent falls, it feels like something out of a dream. Looking at the maps the Harpers use to teach, Jo can scarcely believe that such a huge place was entirely lost to Thread. This time even Fort Weyr grows a little more crowded as dragon riders, Weyrfolk, and their families are reassigned there and to High Reaches. Since her own little family doesn't have to fight for space, Jossekayne doesn't see this as a bad thing, since she's not really old enough to understand it causes a further drain on resources. Instead, she's happy to help out where she can, make friends with new people, and spend more time with her mother, now that the influx of additional riders means that shifts are a little more flexible. Surrounded by her brothers and parents, the woes that everyone else faces seem somewhat distant and unreal to her.

* 2568, 9 However, the next turn really brings it all home for Jo for the first time in her life. Her mother and her dragon are caught under a particularly nasty snag of Threadfall that shifts unexpectedly with the wind, and they go Between never to return. Jossekayne spends weeks crying because of Kaynella's loss, and seems inconsolable despite her father and brothers' best efforts. Ultimately, it's a chance glimpse of Josskelyn crying when he thinks all his children are asleep that snaps her out of it, as she realizes that she's not the only person hurting and her father is doing his best to be strong for her and all her brothers. Jo instead throws herself into helping keep their rooms clean and orderly when she isn't helping Josskelyn in the kitchens, so that he'll have one less thing to worry about. In the face of this family tragedy and adjustment, the fall of High Reaches hold goes almost unnoticed.

* 2571, 12 Slowly, since she first started doing chores in the kitchens, Josskelyn has been teaching his daughter things about cooking -- which spices are which, simple recipes, how to knead dough, how to tell when something is done. Prior to her twelfth birthday, there was some talk of maybe trying to apprentice her to one of the Crafts still in the Weyr, but Jo herself puts her foot down about what she wants her future to be. There's nothing that appeals to her more than joining Josskelyn in the kitchens as an actual cook, rather than just cleaning, doing dishes, and disposing of waste. While it's not a traditional apprenticeship, she throws herself eagerly into learning everything she can from the people that she's known since childhood, proud to contribute to keeping the Weyr fed even if not everyone sees it as a particularly lofty profession. Her schedule becomes even more hectic when all of Pern is reduced to Fort Hold and Fort Weyr with the abandonment of Tillek and High Reaches. This turn, she also befriends another young kitchen worker, and their extended flirtation results in a fumbled tryst in a supply closet. Initially, Jossekayne is afraid she's gotten pregnant from it, since she's not ready to have children yet, but nothing comes of it -- and she elects to be a little more careful until she's actually ready to have a family.

* 2573, 14 On one of the days she's tasked with bringing lunch to some injured riders in the Healer Hall, Jossekayne strikes up a conversation with a Bluepair that ends up with her being Searched. Flustered but excited all at once, she tells them she needs a day to decide, and flees back to the kitchens. She reveals the news to her family over dinner that night, only for her father to burst into tears. He's afraid for her, he explains, but will give her his blessing if it's something that she really wants -- and tells her that Kaynella would be proud of her having been Searched regardless of what decisions he makes. Jossekayne stays up all night debating the pros and cons of it with herself, but eventually comes to the conclusion that she could never forgive herself if she didn't at least try. She owes it to all the others who have risked their lives for Pern. Even if she doesn't end up Impressing, she will always have a place in the kitchens, doing something to contribute. But bittersweet though it is, she leaves her family's home for the first time to move into the Candidate Barracks and begin training as a potential future rider.

* 2574-2576, 15-17 After a turn of training, Jossekayne has settled into the routine of Candidacy, administering to chores around the weyr, learning from older riders, and Standing for whatever clutches end up on the Sands of Fort Weyr. Despite all this, it still seems somewhat unreal, and she wasn't really expecting to Impress anytime soon, if ever. Nevertheless, when she stands for Palmoth's clutch this turn, Jossekayne is chosen by the prettiest Green dragon she's ever seen, and who she falls in love with immediately. Lyrisiveth is a dream come true, the soulmate she never knew she was lacking or looking for, and the future seems bright for both of them despite all the dangers it entails. The next two turns seem to fly by, and soon enough Lyrisiveth is Rising for her first Flight, and the two graduate from weyrlinghood shortly afterward. Incorporated into a secondary training Wing first and then a more advanced one, they slot well in with the rest of the riders. Threadfall is scary, of course, but Jossekayne masters her fear and meets it dauntlessly.

* 2577-2581, 18-22 The next few turns pass in a halo of flame and ash, just as filled with grief as with joy. Jossekayne doesn't fall into the lifeless fugue that many other riders did during the worst of the Pass, her zest for life remaining along with the health of her family and her dragon. Even more than previously, she learns to take each day as it comes and enjoy the time she has with those she cares about, and celebrate the lives of those who have died rather than just mourn them. In her twenty-second turn, however, she and Lyrisiveth receive their first major Threadscore; in a mishap so like what killed her mother, wind and changing weather conditions sweep a filament across Lyrisiveth's neck, lashing across Jossekayne's abdomen and upper thighs. They Between quick enough that it doesn't kill them, but it does do lasting damage that it takes quite a while to heal from, and both still bear the scars of it. The injury puts both of them in the Healer Hall for a while, and then into physical therapy after the fact, keeping them from the fighting Wings. The most painful part of it, in Jo's opinion, was seeing the pale and fearful face of her father when he first visited her in the Hall.

* 2582, 23 While in the Healer Hall, Jossekayne befriends a fellow injured rider likewise undergoing physical therapy, and their friendship turns into a heated if casual flirtation. Their time together ends up with Jo pregnant, and she decides to keep the baby. Now seems her best chance to start a family, since she's out of commission as a rider because of her injuries anyway. However, she ends up miscarrying the child early into the pregnancy, which leaves her devastated. It seems a sign that she's not meant to have one yet -- not while other people's children are in danger and need protected. Jo spends the next few months uncharacteristically withdrawn, but devotes her energy to her and Lyrisiveth's healing. When she rejoins the fighting Wings alongside her comrades, her typically optimistic nature has returned… but she doesn't actively try to have another child.

* 2583-2586, 24-27 The next three turns pass much the same as those before, with the regular routine of Threadfall shifts and snatched moments of happiness in between. Jo has a few casual relationships amid them, but nothing ever truly comes of them for one reason or another. The most important things in her life remain her father and brothers, with Jo visiting them as often as she can and doting over the children her brothers manage to father amid so much death. She's happy and content in her own way, but every now and then she wishes she had a significant other and children of her own.

* 2587-2588, 28-29 The end of the Pass comes as a pleasant surprise, and none too soon since things were rapidly becoming unsustainable at the settlements on the Northern Continent. Jossekayne is thrilled about the move to Southern Winds despite having to abandon her childhood home, because the chance to see so much green and living things excite her like nothing else. Discovery of the Snakes and Hunters dampens that, but she ends up accepting the danger as just the new way of life. If it wasn't going to be Thread, it was bound to be something else. She's happy enough to be assigned to Beach Wing, since their work is just as important as that of all the other Wings, and is curious at Neisoth's hatching and development as the rest of the weyr is. Jo takes it in stride that so much of the world is changing -- why shouldn't the dragons too?

* 2589, 30 Things turn even more curious when Neisoth catches Kalestath, beating out even the seasoned Bronzes and the previous long-term Weyrleader. Jossekayne doesn't hold any real dislike for the Black dragon or his rider, but she is understandably wary of someone so inexperienced taking on such an important role as Weyrleader. The appearance of more Black dragons and yet another new color, in the Reds, solidify the idea that things will continue to change, and their world will never quite be the same. But Jo doesn't take it as a bad thing; after all, the end of Threadfall was a change too. Unless it proves to be bad, she's content to see what it brings and hope for a better future. She and Lyrisiveth are minorly injured at the Hunter attack late in the turn, but heal well and soon return to their Wing duties.

* 2590, 31 This turn proves to be an ill-fated one, starting right off with a fatal Snake attack that nearly kills them too, and then a Hatching where dragonets Between. Neisoth catching the senior Queen a second time is something of a surprise, and Jo is quietly hopeful that S'bok will continue to prove his detractors wrong. In the aftermath of another Hunter attack, he altercation in the Weyr Hall sickens her a fair bit, believing that both sides have made mistakes. Maelboroth's catching of Imyth amuses Jossekayne a fair amount, since some of the more traditional Bronzers seem so damn upset about it. But it's Kalestath's Hatching, with so many injuries and fatalities, that make her rather more wary of the new colors -- and feel sorry for them, being born into a world that doesn't know how to deal with them.

---

Just Some Heavy Lifting [ 27.1.2590 / 1 PM ] || Vironethian
 
Dangerous though it might be to be out and about at the Mine Hall, Jossekayne enjoyed getting to eat lunch there every day before Beach Wing’s shift of guarding and helping the workers actually began. While they didn’t always eat outside as the change between Beach and Jungle Wing was made, she relished the days that they did get to. So despite the cool and cloudy weather, complete with wind that whipped her long hair around her face until she’d been forced to loosely tie it back, she’d all but leapt at the chance to take her meal while sitting in Lyrisiveth’s straps.
 
But soon enough the call went up that it was time to get started. Brushing crumbs off her fingers and over the side of the Green’s neck, she began to unclip herself from the saddle to slide down off her dragon’s shoulder. “I’m supposed to be helping with the work today, at least for the first half. You’ll keep an eye out for me, Iris?”
 
Sure thing, darlin’. Lyrisiveth twisted her head around to watch Jossekayne as she touched down on the faintly sickly-looking grass. Are you gonna need my help?
 
//I don’t know yet. Depends on what they want me to do. For now I think it’s just moving tools and supplies in and out.// Backing up on heels, Jo gave her dragon a lazy salute, grinning all the while. //I’ll let you know. For now, just watch the trees. And try not to get distracted by every pretty man you see.//
 
Oh, please. Though there was no way to tell if Lyrisiveth was actually rolling her eyes, Jossekayne got the distinct feeling that she was. I’m not due to fly for months yet. Maybe you should make sure you’re not distracted. The Green’s voice rattled around in her rider’s head as a cackle. Jo just made a rude gesture at her and turned to make her way into the Mine Hall.
 
A brief conversation pointed her toward the area that had been set up as a temporary work station for the Smiths, and specifically to some of the heavier equipment that needed transporting outside for the next stage of the construction. Just heavy lifting, really, but it’d get done all the faster with more hands. So it was without complaint that she moved to pick up the first box of tools. Perhaps after that there would be more interesting work to be done.

Member Info...

Created By:
Foreman of the Character Factory
Other Characters:
Candidate Master O'sir
Wing Leader M'rek
Wingsecond L'nal
Wingrider L'del
Wingrider N'syn
Wingrider Y'kin
Search Rider Finnmaghaine
Search Rider Seng
Wingrider Bl'yx
Wingrider S'bel
Wingrider Q'nys
Weyrling T'ghen
Weyrling A'lori
Weyrling Erieen
Master Harper Tyldas
Sr. JM Healer Niphredon
Jr. JM Healer Cersidus
Sr. AP Fisher Vicymus
Peacekeeper Ophyonis
Candidate Rinokan
Weyrbrat Tianaice
Inactivity Preference:
Adoptable, since she's meant to be attached to Vironethian.
Mauling Permissions:
Rough 'Em Up
Anything Else:
I'm a menace that must be stopped.

Coded by SanctifiedSavage for SWW

14
Completed and Discarded / All Inki's Fault
« on: July 16, 2017, 01:28:03 AM »

Play By:
KAT DAHLIA
Biography

Name:
Jossekayne
Honorific:
N/A
Pronounced:
[ JOE-seh-cane ]
Nicknames:
Jo, Joss, Josie, Kay
Date of Birth:
29.05.2559 9th Pass.
Place of Birth:
Telgar Weyr
Dragon Color:
Green
Impression Age:
2574/15
Wing Rank:
Beach Wingrider
Weyrmate:
None at present. Jossekayne isn't actively looking for a relationship, but she isn't opposed to finding one along the way. She likes the idea of having a family someday, though; and as more and more of her friends pair off, sometimes she feels a little jealous she hasn't found something like that for herself.

Your Reflection...

Appearance: There's no denying that Jossekayne is beautiful, though not in a delicate or simpering way. Her jaw is as strong as her brothers', coupled with a long nose and full lips. She inherited her mother's sunkissed skin, and the her tan has only deepened with regular exposure to the tropical light over the island. Jo's hair is naturally dark and wavy, thick and prone to frizzing in the humidity -- which has made it something of a hopeless case, in her opinion, given the weather at Southern Winds. She usually wears it down and loose now that Thread is no longer falling -- braids and pins having been more regular when such a thing could be a hazard for a rider. Now, though, she's mostly given up on trying to tame it and let it do whatever it wants; more often than not, there's a rather windswept look to her.

Rather tall for a woman, Jossekayne has curves to match. While not the most voluptuous woman in the weyr, she's sturdy and strong with an in-born athletic aptitude that has served her well as a rider. Feminine she might look, but anyone who misjudges her because of it will soon be put in their place. Particularly from growing up with so many brothers, she learned early how to throw a punch and hold her own, and she's far stronger than she looks. Her gait is naturally something of a sway, and Jo holds herself with the relaxed ease of confidence.

Ever since she was young, she's favored clothes that were more practical than decorative, and catching her in a skirt is an uncommon sight given that it's usually more of a hindrance for a rider than anything else. That being said, with the weather of Fort Island, she favors comfortable and almost revealing clothing -- such as low-necked tanktops and shorts that end well above the knee. Once drills are over, she's quick to strip out of her riding leathers and into something far less restrictive.

Jossekayne has a number of scars, both from fights with her brothers, accidents in the kitchen, and minor injuries from training and life as a rider. The most significant of them, however, is a long Threadscore that slashes across her lower abdomen and the tops of her thighs. It's not a pretty thing, but she wears it with a sense of something almost like pride, and without being self-conscious about it.

Response to 9th Pass Catastrophe: For someone who grew up in a Weyr surrounded by riders who put their lives on the line every day for the betterment of Pern, Jossekayne emerged from it all remarkably whole and lacking in mental scars. She might carry her own physical markers of how bad the Catastrophe got, but she doesn't spend the present day dwelling on the horrors or griefs of the past. Her own life wasn't idyllic, exactly, but many who had it worse would probably think it so:  she only lost one member of her family, grew up in a place where she didn't have to fight for food or safety, and had a future. Jo knows the Pass was bad, and is glad it's over, but the more cynical might think she's a bit out of touch. She'd say they're too stuck on things that have already happened and can't be changed.

Response to dragon color mutations: Jo is curious about the new colors and how they'll ultimately fit into the Weyr, but she's much less suspicious of them than some of the other dragon riders. Neisoth's age concerns her more than S'bok's does, since technically speaking S'bok is a capable adult; but since his dragon was so young when he first caught Kalestath, she's unsure how reliable they can be in a position of leadership. Nevertheless, since S'bok hasn't seemed to be a weak or stupid Weyrleader, she's come to cautiously respect him.

She's far more worried about the way the Reds and Blacks hatch than what they'll become as adults. Presumably, they'll level out when they're older and have found their place. But the fact that they've hurt and killed Candidates and dragonets alike is a potential problem for the future since it could discourage Candidates from Standing or result in more unpaired dragons going Between. Jossekayne feels that the young mutations can only be held so responsible, since they are essentially children when they first hatch. But nevertheless, it's a worrying thought for the future.

Who are you...

Likes:
Bread : Specifically, the smell of it baking. It's a familiar and comforting scent to her, given how she grew up and the fact that her father is a cook. When she was old enough, Jossekayne frequently helped out in the kitchens however she could, and baking would have been a likely profession for her if she hadn't been Searched. There's nothing quite as good to her as a warm, freshly-baked loaf.

Family Time : Her schedule doesn't always align with that of her father and brothers, but Jo tries to spend time with them regularly. They've been important to her throughout her life, and that will likely never change. They're a bit of a raucous group, and while ultimately they'll have to accept whoever Jossekayne decides makes her happy, she'd ideally like for them to get along or at least like whomever she ends up with.

Thunder Storms : In part, because heavy rains meant that Thread was less of a threat since it would drown before reaching the ground. And likewise in part because of the heavy, oppressive feel of the air, the way it smells, the sight of lightning, and the way thunder sounds. They're even better in a tropical place like Fort Island, as far as she's concerned.

Dislikes:
Formal Clothes : They just make her feel uncomfortable; Jossekayne would much rather dress in something casual and suited to the heat or weather, and can be caught in things that are both comfortable and somewhat revealing when it isn't overly cold. The most formal she ever gets are her riding leathers, since those are required -- but at least they're practical too. Trying to get her into something more delicate will likely be a fruitless endeavor.

Late Mornings : The routine of life as a dragon rider suits Jo, in that she dislikes getting up past midway through the morning. It makes her feel like she's wasted an entire day, and she hasn't slept in regularly since she was a child. She doesn't necessarily have to get up before the sun, exactly, but she enjoys being awake as the pale light of dawn gives way to the day. In particular, she likes how still things are, and the cool air before heat really overtakes the land.

Being Ignored : Specifically in arguments -- if she's in the process of having it out with someone, nothing pisses Jo off more than to have them shut down, go silent, and stop responding to her. There's something about it that just ignites her anger to an even greater degree. She'd much rather have a long shouting match of ranting and raving, until they're both worn out, rather than to be the only one yelling and not know what the other person is thinking.

Strengths:

* LIVES IN THE MOMENT : Jo has never spent much time worrying about the future. Sure, it's important to make sure knowledge is passed down, and that there's a tomorrow at all -- but dwelling on all of that any more than necessary just means you'll miss the good things about right now. Jossekayne has always been the sort of person to revel in the present and enjoy the time she has with the people she loves.

* RESILIENT : Emotionally, mentally, and physically:  Jossekayne isn't easily shaken, and has never been prone to getting sick. While the more traditionally-minded might think she's weak or delicate simply because she's a woman, she'll be quick to prove them wrong. She's no stranger to hard physical work, and she doesn't panic in a crisis. She fully feels negative emotions like fear, grief, or despair, but she doesn't let them control her and is good at embracing and working through them to find peace. Despite the horrors of the Ninth Pass, she's very well-adjusted.

* CONNECTED : Jo's never known what it's like to feel isolated. Her mother might not have been incredibly present in her life, but her father and siblings were, and besides that she grew up amid the rest of the Creche children and the very family-like structure of the Weyrs at large. Of course, she's lost people during the Pass, but she's never been especially alone, and Impressing to Lyrisivith early in her life has contributed to that feeling. On the few occasions she may be in doubt about a decision, she'll consult those close to her, and tries to be just as supportive for them in return.

* HEARTY : Full of energy and life, Jossekayne is both headstrong and confident. She feels things strongly, lives each day to the fullest, and encourages those she loves to do the same. After all, they've had to fight so long and so hard just to survive that, now that they can reach for a little more than that, she thinks they should. The downside to her passionate and intense nature is that when she's mad, she tends to yell and even throw things.

* FAITHFUL : Once she has taken someone as a friend or part of her family, Jossekayne's loyalty to them doesn't waver. They might not always see eye to eye, but that will in no way diminish her love for them nor prevent her from jumping to their defense. She's just as similarly devoted to her status as a dragon rider, having fully embraced her responsibility to the people of Pern even if Thread is no longer falling. This will translate to her being true to a romantic partner as well. Cheating would never even occur to her.

Weaknesses:

* FIXED : Once Jossekayne has made her mind up about something, it usually doesn't change. And once she's gotten something into her head, good luck convincing her she's wrong. She'll argue until she's blue in the face just to prove that you are, which can make disagreements with her exhausting. Giving ground just isn't in her nature, whether it comes to opinions, decisions, or anything else.

* ACERBIC : Possessed of a natural sharp and quick tongue, this is a disadvantage for Jo in the sense that it can be damaging to her interpersonal relationships. She's not the most tactful at the best of times, and when she's mad she can be especially harsh. Sometimes she says things she doesn't mean, but that's not as bad as the times when she says something she does believe but never meant to tell anyone, like how far up their own ass someone is.

* PUSHY : Never in her life has this lady been good at taking no for an answer. Others could rightly call her bossy and demanding, and though this makes her decisive and confident, it can be a definite weakness too. Jossekayne isn't necessarily selfish, but she doesn’t always remember to consult other people that might be impacted by a decision she makes, and she tends to bulldoze over the less assertive.

* UNROMANTIC : Lofty or romantic gestures are completely lost on Jo. They make her a bit uncomfortable to begin with, and most of the time she just doesn't understand them. Even being around other couples who are too lovey-dovey baffle her, and she finds that kind of sentiment a bit nauseating. Seductive or sexual things make sense to her, but the idea of something sweeter or more tender doesn't. That's not to say that she doesn't believe in love or doesn't want it, but rather that her idea of affection is a little rougher around the edges and less mawkish.

* EASILY PROVOKED : Jossekayne does have something of a quick temper, but mostly this is in reference to challenges and dares. If something is difficult, she's all the more interested in figuring out how to do it, conquer it, or overcome it. Daring her to do something, implying she isn't capable, or calling her a coward are all easy ways to get her to do something, though dealing with her once she's proved you wrong may be unpleasant.

Describe Yourself:

* UNAPOLOGETIC: Jo doesn't see a reason to be sorry for who she is or what she thinks. If she and someone else don't agree, that never bothers her unless it's about something that's insulting or disenfranchising. But if you don't like her otherwise… so be it. Jossekayne doesn't lose sleep over the fact that not everyone is going to be or friend or appreciate her company. Things like that just tend to roll off her back, and she has no problem working alongside someone in that category so long as they do their job too.

* IMPISH: Since she's naturally playful, one of the ways she expresses her affection for someone is by teasing them. Particularly with regard to relationships, this manifests as her sometimes playing hard to get, teasing with kisses or touches, and generally extending the 'chase' to make it more enjoyable. However, she doesn't always recognize where the boundaries of such behavior are, to the point that someone easily frustrated might say she's stringing them along. But she doesn't do it maliciously nor with that intent, and if someone were to accuse her of that straight to her face, she'd react with anger before eventually apologizing, if awkwardly.

* INTUITIVE: Jossekayne has always been a pretty good judge of character; while she might not always know the reason she dislikes someone right off the bat upon meeting them, she has an instinctive sense of those that, for whatever reason, she'll either get along with well or come to dislike. When she was younger, this tended to turn into "I told you so" when her friends got involved with partners that weren't good for them. But now that she's a bit older, she's come to understand that most people have to learn that lesson for themselves. That doesn't mean she'll trust someone she gets a bad feeling about, though.

* COOPERATIVE: Despite her opinionated and independent nature, Jo considers herself to be a team player. It was a valuable thing to be, growing up in the communal society of the Weyr, and doubly so once she became a rider herself. Though, she'd say this is distinctive from being a "follower":  she thinks for herself and doesn't follow orders blindly without understanding why, but she's not going to buck the system or be contrary for the sake of it. And if she does have an issue, she'll follow the proper channels to resolve it.

* UNTROUBLED: Even as a child, it just wasn't in her personality to be anxious or to worry about things she couldn't control. Jossekayne has come through the Pass remarkably whole, and though there are painful memories and loss from then, it's not the kind of thing she still loses sleep over. At large, Jo doesn't bear inner conflict, survivor's guilt, or self-doubt.

The Magic Touch: Jossekayne has always had a very physical relationship with her brothers, up to and including fighting and rough-housing with them. She's the sort to punch one of them hard in the arm if they're being an ass, and will yell at them on behalf of other people if necessary. For all that, she loves them dearly, and they're where she goes to for advice. Jo is likewise incredibly close with her father, and looks up to him for how sweet and gentle yet strong he is.

She's now older than her mother Kaymella ever got to be, which is a rather bittersweet feeling for Jossekayne. She wishes she'd had more time with her mother, and regrets a bit that she's passed 30 without having any children. But she's still determined not to have one just for the sake of it; it would have to be with the right person, at the right time, for the right reasons.

Family...

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

Siblings:
Jesseken. Brother. Born 2554.
Kenelle. Brother. Born 2556.
Sekelyn. Brother. Born 2562.
Nakayne. Brother. Born 2565.

Her brother's professions have been left blank since they'll be going up for adoption, but I imagined most would be riders or Weyrfolk. :3

Children:
As yet, Jossekayne doesn't have any children. She was pregnant once -- that she knows of for sure -- but lost the baby and hasn't actively tried to have another. No doubt, she's conceived since then but they've never come to term because of her duties as a dragon rider, and the fact that she didn't feel comfortable taking time off to have children. Someday, though, she'd like to have some.

Tell us a story...

* 2559-2561, Birth-2 Jossekayne was born as the third child and only daughter of Kaymella, a Blue rider, and her lover Josskelyn. The two were never technically weyrmated, due to Kaymella's desire not to be tied down -- but nevertheless, all of her children were with Josskelyn, or might as well have been. With Kaymella's status as a rider, Jossekayne and her brothers were all raised by their father, who had time to care for them when he wasn't working in the kitchens at Telgar Weyr. They grew up in the Creche by day, in order to learn from the Harpers and be socialized with the other children of the Weyr, but lived with their father in the personal caverns. Kaymella visited when she could, but never had much time off with the Pass growing worse and the riders having to concede more and more land. Telgar Weyr is abandoned in 2561, with the family being transferred to Fort Weyr, but Jo was far too young to remember this. All she knows of Telgar are stories from her parents.

* 2562, 3 Just three turns after Jossekayne's birth, her parents have another son that they name Sekelyn. He doesn't seem to initially get the robust health of his siblings, and the first few months of his life are somewhat fraught with worry that he won't make it. But in time, he outgrows this phase. Jossekayne is curious about him since he's a new addition to her family, but she's too young at the time to actually remember this into adulthood.

* 2563, 4 This turn, Nabol Hold falls to internal strife and decayed leadership, the end of its existence heralded by fatal riots. Jo isn't old enough to truly understand the significance of these events, but the aftermath of it is her earliest memory. Her parents are both upset about it, though Kaymella far more than Josskelyn, her resentment for ungrateful Holders having grown with time. This is the first time Jossekayne really remembers seeing her mother genuinely angry, and at the time her only wish is to make Kaymella happy again. Despite the struggle all of Pern is going through, their little family remains strong in the face of it all.

* 2564, 5 With the fall of yet another Hold -- Ruatha this time -- rather than a Weyr, the impact of all this on Jo is rather less than it might have been otherwise. Her greatest experience with it is knowing that her mother and the other dragon riders had to help escort the Holders to new homes, which risked them even more than regularly flying Threadfall. It's the first instance of real worry that she remembers, but her father's sweet, gentle, and understanding nature leads to him patiently explaining that it isn't the Holders' fault -- they're just scared people who need protected, and it's the dragon riders' duty to do so. Thus, while worried for her mother, Jossekayne is simultaneously all the more proud of being Kaymella's child. Though she doesn't have a dragon of her own, she wants to help however she can, and it's at this age that she first starts helping her father in the kitchens -- mostly sweeping the floor and keeping things clean.

* 2565, 6 Another son joins the family this turn, which Kaymella and Josskelyn name Nakayne. Jo isn't quite old enough to be entrusted with helping to care for or raise him, but she's nevertheless enthusiastic about having another brother and helps out under the guidance of her father and older siblings. The next three years are some of the happiest of her life, her family whole and well and her old enough to remember it. While Jossekayne and her brothers make friends with the other Creche children, they're not as close with anyone as they are with each other, even along with the usual sibling clashes and rivalry. Rather than being coddled or upheld on a pedestal as the only daughter, she's just as wild and energetic as her brothers, essentially demanding that they include her in their games and inserting herself into them by force if all else fails.

* 2567, 8 When the Southern Continent falls, it feels like something out of a dream. Looking at the maps the Harpers use to teach, Jo can scarcely believe that such a huge place was entirely lost to Thread. This time even Fort Weyr grows a little more crowded as dragon riders, Weyrfolk, and their families are reassigned there and to High Reaches. Since her own little family doesn't have to fight for space, Jossekayne doesn't see this as a bad thing, since she's not really old enough to understand it causes a further drain on resources. Instead, she's happy to help out where she can, make friends with new people, and spend more time with her mother, now that the influx of additional riders means that shifts are a little more flexible. Surrounded by her brothers and parents, the woes that everyone else faces seem somewhat distant and unreal to her.

* 2568, 9 However, the next turn really brings it all home for Jo for the first time in her life. Her mother and her dragon are caught under a particularly nasty snag of Threadfall that shifts unexpectedly with the wind, and they go Between never to return. Jossekayne spends weeks crying because of Kaymella's loss, and seems inconsolable despite her father and brothers' best efforts. Ultimately, it's a chance glimpse of Josskelyn crying when he thinks all his children are asleep that snaps her out of it, as she realizes that she's not the only person hurting and her father is doing his best to be strong for her and all her brothers. Jo instead throws herself into helping keep their rooms clean and orderly when she isn't helping Josskelyn in the kitchens, so that he'll have one less thing to worry about. In the face of this family tragedy and adjustment, the fall of High Reaches hold goes almost unnoticed.

* 2571, 12 Slowly, since she first started doing chores in the kitchens, Josskelyn has been teaching his daughter things about cooking -- which spices are which, simple recipes, how to knead dough, how to tell when something is done. Prior to her twelfth birthday, there was some talk of maybe trying to apprentice her to one of the Crafts still in the Weyr, but Jo herself puts her foot down about what she wants her future to be. There's nothing that appeals to her more than joining Josskelyn in the kitchens as an actual cook, rather than just cleaning, doing dishes, and disposing of waste. While it's not a traditional apprenticeship, she throws herself eagerly into learning everything she can from the people that she's known since childhood, proud to contribute to keeping the Weyr fed even if not everyone sees it as a particularly lofty profession. Her schedule becomes even more hectic when all of Pern is reduced to Fort Hold and Fort Weyr with the abandonment of Tillek and High Reaches. This turn, she also befriends another young kitchen worker, and their extended flirtation results in a fumbled tryst in a supply closet. Initially, Jossekayne is afraid she's gotten pregnant from it, since she's not ready to have children yet, but nothing comes of it -- and she elects to be a little more careful until she's actually ready to have a family.

* 2573, 14 On one of the days she's tasked with bringing lunch to some injured riders in the Healer Hall, Jossekayne strikes up a conversation with a Bluepair that ends up with her being Searched. Flustered but excited all at once, she tells them she needs a day to decide, and flees back to the kitchens. She reveals the news to her family over dinner that night, only for her father to burst into tears. He's afraid for her, he explains, but will give her his blessing if it's something that she really wants -- and tells her that Kaymella would be proud of her having been Searched regardless of what decisions he makes. Jossekayne stays up all night debating the pros and cons of it with herself, but eventually comes to the conclusion that she could never forgive herself if she didn't at least try. She owes it to all the others who have risked their lives for Pern. Even if she doesn't end up Impressing, she will always have a place in the kitchens, doing something to contribute. But bittersweet though it is, she leaves her family's home for the first time to move into the Candidate Barracks and begin training as a potential future rider.

* 2574-2576, 15-17 After a turn of training, Jossekayne has settled into the routine of Candidacy, administering to chores around the weyr, learning from older riders, and Standing for whatever clutches end up on the Sands of Fort Weyr. Despite all this, it still seems somewhat unreal, and she wasn't really expecting to Impress anytime soon, if ever. Nevertheless, when she stands for Palmoth's clutch this turn, Jossekayne is chosen by the prettiest Green dragon she's ever seen, and who she falls in love with immediately. Lyrisiveth is a dream come true, the soulmate she never knew she was lacking or looking for, and the future seems bright for both of them despite all the dangers it entails. The next two turns seem to fly by, and soon enough Lyrisiveth is Rising for her first Flight, and the two graduate from weyrlinghood shortly afterward. Incorporated into a secondary training Wing first and then a more advanced one, they slot well in with the rest of the riders. Threadfall is scary, of course, but Jossekayne masters her fear and meets it dauntlessly.

* 2577-2581, 18-22 The next few turns pass in a halo of flame and ash, just as filled with grief as with joy. Jossekayne doesn't fall into the lifeless fugue that many other riders did during the worst of the Pass, her zest for life remaining along with the health of her family and her dragon. Even more than previously, she learns to take each day as it comes and enjoy the time she has with those she cares about, and celebrate the lives of those who have died rather than just mourn them. In her twenty-second turn, however, she and Lyrisiveth receive their first major Threadscore; in a mishap so like what killed her mother, wind and changing weather conditions sweep a filament across Lyrisiveth's neck, lashing across Jossekayne's abdomen and upper thighs. They Between quick enough that it doesn't kill them, but it does do lasting damage that it takes quite a while to heal from, and both still bear the scars of it. The injury puts both of them in the Healer Hall for a while, and then into physical therapy after the fact, keeping them from the fighting Wings. The most painful part of it, in Jo's opinion, was seeing the pale and fearful face of her father when he first visited her in the Hall.

* 2582, 23 While in the Healer Hall, Jossekayne befriends a fellow injured rider likewise undergoing physical therapy, and their friendship turns into a heated if casual flirtation. Their time together ends up with Jo pregnant, and she decides to keep the baby. Now seems her best chance to start a family, since she's out of commission as a rider because of her injuries anyway. However, she ends up miscarrying the child early into the pregnancy, which leaves her devastated. It seems a sign that she's not meant to have one yet -- not while other people's children are in danger and need protected. Jo spends the next few months uncharacteristically withdrawn, but devotes her energy to her and Lyrisiveth's healing. When she rejoins the fighting Wings alongside her comrades, her typically optimistic nature has returned… but she doesn't actively try to have another child.

* 2583-2586, 24-27 The next three turns pass much the same as those before, with the regular routine of Threadfall shifts and snatched moments of happiness in between. Jo has a few casual relationships amid them, but nothing ever truly comes of them for one reason or another. The most important things in her life remain her father and brothers, with Jo visiting them as often as she can and doting over the children her brothers manage to father amid so much death. She's happy and content in her own way, but every now and then she wishes she had a significant other and children of her own.

* 2587-2588, 28-29 The end of the Pass comes as a pleasant surprise, and none too soon since things were rapidly becoming unsustainable at the settlements on the Northern Continent. Jossekayne is thrilled about the move to Southern Winds despite having to abandon her childhood home, because the chance to see so much green and living things excite her like nothing else. Discovery of the Snakes and Hunters dampens that, but she ends up accepting the danger as just the new way of life. If it wasn't going to be Thread, it was bound to be something else. She's happy enough to be assigned to Beach Wing, since their work is just as important as that of all the other Wings, and is curious at Neisoth's hatching and development as the rest of the weyr is. Jo takes it in stride that so much of the world is changing -- why shouldn't the dragons too?

* 2589, 30 Things turn even more curious when Neisoth catches Kalestath, beating out even the seasoned Bronzes and the previous long-term Weyrleader. Jossekayne doesn't hold any real dislike for the Black dragon or his rider, but she is understandably wary of someone so inexperienced taking on such an important role as Weyrleader. The appearance of more Black dragons and yet another new color, in the Reds, solidify the idea that things will continue to change, and their world will never quite be the same. But Jo doesn't take it as a bad thing; after all, the end of Threadfall was a change too. Unless it proves to be bad, she's content to see what it brings and hope for a better future. She and Lyrisiveth are minorly injured at the Hunter attack late in the turn, but heal well and soon return to their Wing duties.

* 2590, 31 This turn proves to be an ill-fated one, starting right off with a fatal Snake attack that nearly kills them too, and then a Hatching where dragonets Between. Neisoth catching the senior Queen a second time is something of a surprise, and Jo is quietly hopeful that S'bok will continue to prove his detractors wrong. In the aftermath of another Hunter attack, he altercation in the Weyr Hall sickens her a fair bit, believing that both sides have made mistakes. Maelboroth's catching of Imyth amuses Jossekayne a fair amount, since some of the more traditional Bronzers seem so damn upset about it. But it's Kalestath's Hatching, with so many injuries and fatalities, that make her rather more wary of the new colors -- and feel sorry for them, being born into a world that doesn't know how to deal with them.

---

Just Some Heavy Lifting [ 27.1.2590 / 1 PM ] || Vironethian
 
Dangerous though it might be to be out and about at the Mine Hall, Jossekayne enjoyed getting to eat lunch there every day before Beach Wing’s shift of guarding and helping the workers actually began. While they didn’t always eat outside as the change between Beach and Jungle Wing was made, she relished the days that they did get to. So despite the cool and cloudy weather, complete with wind that whipped her long hair around her face until she’d been forced to loosely tie it back, she’d all but leapt at the chance to take her meal while sitting in Lyrisiveth’s straps.
 
But soon enough the call went up that it was time to get started. Brushing crumbs off her fingers and over the side of the Green’s neck, she began to unclip herself from the saddle to slide down off her dragon’s shoulder. “I’m supposed to be helping with the work today, at least for the first half. You’ll keep an eye out for me, Iris?”
 
Sure thing, darlin’. Lyrisiveth twisted her head around to watch Jossekayne as she touched down on the faintly sickly-looking grass. Are you gonna need my help?
 
//I don’t know yet. Depends on what they want me to do. For now I think it’s just moving tools and supplies in and out.// Backing up on heels, Jo gave her dragon a lazy salute, grinning all the while. //I’ll let you know. For now, just watch the trees. And try not to get distracted by every pretty man you see.//
 
Oh, please. Though there was no way to tell if Lyrisiveth was actually rolling her eyes, Jossekayne got the distinct feeling that she was. I’m not due to fly for months yet. Maybe you should make sure you’re not distracted. The Green’s voice rattled around in her rider’s head as a cackle. Jo just made a rude gesture at the Green and turned to make her way into the Mine Hall.
 
A brief conversation pointed her toward the area that had been set up as a temporary work station for the Smiths, and specifically to some of the heavier equipment that needed transporting outside for the next stage of the construction. Just heavy lifting, really, but it’d get done all the faster with more hands. So it was without complaint that she moved to pick up the first box of tools. Perhaps after that there would be more interesting work to be done.

Member Info...

Created By:
Foreman of the Character Factory
Other Characters:
Candidate Master O'sir
Wing Leader M'rek
Wingsecond L'nal
Wingrider L'del
Wingrider N'syn
Wingrider Y'kin
Search Rider Finnmaghaine
Search Rider Seng
Wingrider Bl'yx
Wingrider S'bel
Wingrider Q'nys
Weyrling T'ghen
Weyrling A'lori
Weyrling Erieen
Master Harper Tyldas
Sr. JM Healer Niphredon
Jr. JM Healer Cersidus
Sr. AP Fisher Vicymus
Peacekeeper Ophyonis
Candidate Rinokan
Weyrbrat Tianaice
Inactivity Preference:
Adoptable, since she's meant to be attached to Vironethian.
Mauling Permissions:
Rough 'Em Up
Anything Else:
I'm a menace that must be stopped.

Coded by SanctifiedSavage for SWW


15
Family & Friends / The Family of a Smith-Turned-Rider
« on: July 07, 2017, 10:00:39 PM »

”I haven’t seen my family in fifteen turns. They probably think I’m dead by now, if they care at all.”


Bl'yx // Prairie Wingrider of Zuraneth // 31 years


About the Character:
Having been raised among a family of Smiths and Glass-smiths, Bl’yx was once poised to follow in their footsteps. He showed promise as an apprentice Smith, particularly in the realm of decorative forms and jewelry, but ultimately lost it all to the seedy side of Fort Hold when an unfortunate drug habit got him both kicked from his apprenticeship and disowned by his family. Eventually, when he’d gotten sober, Bl’yx was Searched and Impressed to Blue Zuraneth. Now he’s a rider in Prairie Wing, and a rather isolated one at that; despite the deep and turbulent emotions he feels, he doesn’t reveal much of anything to anyone.

Available Characters:
Maelyxa. Mother. Master Glass-smith. Born 2535. 55 years. Bonded to Lyxask.
Belizandrin. Father. Master Smith. Born 2534. 56 years. Bonded to Belizask.

Maelizandra. Sister. Born 2550. 40 years. Born at Telgar Hold.
Belixandrae. Brother. Born 2552. 38 years. Born at Crom Hold.
Malizandai. Sister. Born 2555. 35 years. Born at Crom Hold.
Zyllaxen. Brother. Born 2560. 30 years. Born at Crom Hold.
Lynnexa. Sister. Born 2561. Miscarried. Died 2561.
Yllaxella. Sister. Born 2562. 28 years. Born at Fort Hold.
Meindari. Sister. Born 2565. 25 years. Born at Fort Hold.
Belazandrai. Brother. Born 2569. 21 years. Born at Fort Hold.
Dranexyn. Brother. Born 2572. 18 years. Born at Fort Hold.
Ixadaena. Sister. Born 2575. 15 years. Born at Fort Hold.

Wanted OOCly:
As far as all of Bl’yx’s family members go, I don’t have a lot set in stone for them. Names aren’t negotiable, but almost everything else is. I’ve left professions, relationships, and children all up to whomever adopts them—though they should lean toward the Crafter or Holder lifestyle, with a particular preference for being Smiths or Glass-smiths, regardless of gender. I’d prefer that Bl’yx be the only rider in his family, but the rest are more than welcome to have whers and/or flits.

All personalities for his siblings are open. Maelyxa is a steadfast and somewhat fiery woman, very proud of her craft, and devoted to her family, but not necessarily good at conflict. She mostly lets her husband handle things like that. Belizandrin is fiercely traditional, stoic, and with something of a temper. He’s the one that spearheaded Bl’yx getting kicked out of his apprenticeship and disowned by the family, and will defend that choice until the day he dies despite how sad it made him. Maelyxa is a little more flexible on that front, but is more inclined to go along with her husband’s decisions than not.

How Bl’yx’s siblings feel about him, and how much they know about the circumstances of his estrangement, are up to you. None will have seen him since he got kicked out in 2575, and may not even know he’s still alive much less that he’s a rider now. But if you’re interested in that potentially changing, so am I. :3

Belizandrin comes from a long line of Bitran jewelrysmiths, though he was born in Benden Hold since Bitra had already fallen by then. Maelyxa’s family is much the same, though they were more focused on glass-smithing, with a particular fondness for crafting spyglasses and telescopes. In turn, their families have been displaced to Benden, Keroon, Igen, Telgar, Crom, and Fort Holds—and ultimately Southern Winds now that the Pass has ended.

Any characters made for this ad should be adoptable in the event of inactivity.



16
Blue Riders / Bl'yx [ 10.06.2559 / Blue Rider ]
« on: July 01, 2017, 12:41:13 AM »

Play By:
ZITAO HUANG
Biography

Name:
Belyximai
Honorific:
Bl'yx
Pronounced:
[ BLIX ]
[ bell-ICKS-uh-mye ]
Nicknames:
His family and some previous lovers used to call him Ximi, but it's a name he hasn't heard in turns.
Date of Birth:
10.06.2559 9th Pass.
Place of Birth:
Crom Hold
Dragon Color:
Blue
Impression Age:
2577/18.
Wing Rank:
Prairie Wingrider
Weyrmate:
Bl'yx doesn't have a weyrmate and isn't looking for one.
I lied cause I'm trash; I don't think he calls them such, but Faytona and P'run are his weyrmates >_>

Your Reflection...

Appearance: Of middling height and build, Bl'yx was never destined to grow into much bulk. He's no weakling, since he was trained first as a Smith and then as a rider, but his muscle is far more lean than anything else. His movements have always been deft and precise, and he carries himself with an elegant purpose that has caught eyes in the past. His hair and eyes are both as dark as the rest of his family's, but he's been known to bleach his hair on occasion when the chemicals for it are on hand. Since he dislikes the way it tickles the back of his neck when it's over long, Bl'yx tends to keep his hair fairly short, though it's usually a little longer in the front. Though his face appears to be rather expressive, the emotion in his eyes is usually different or absent altogether. Bl'yx is handsome in a pretty sort of way, not exactly feminine or androgynous but certainly not hypermasculine. His hands, feet, and limbs are long and graceful. Oftentimes, his posture looks languid even when he's upset.

Bl'yx always looks well put together, regardless of what he's wearing or if his hair is mussed from sleep. Anyone would be hard-pressed to see him looking less than clear and alert, unless they happened to know him at the height of his drug use back at Fort Hold. He tends to favor darker clothes when he can, and often wears his leathers even when off duty because he likes how they look on him. His hands, forearms, and legs are littered with scars from past accidents as a Smith, being mauled by a wher, and Threadfall alike, but he's not especially self-conscious about them.

Additionally, he's probably one of the few people on Pern who still has their ears pierced. Bl'yx has a pair of rounded silver earrings that were passed down in his family, and which were gifted to him when he first started his apprenticeship. He's also in possession of one gold, one silver, and one steel ring that he wears on a chain around his neck; the first is an heirloom, the second is one gifted to him by Zhikar and Ramelyna, and the third is one he made himself.

Response to 9th Pass Catastrophe: Destruction is all he's ever really known. Though he was isolated during his childhood from the worst horrors of the Pass, Bl'yx grew up hearing stories from his parents of what Pern used to be like, with all its numerous Holds, Weyrs, and Crafthalls. There's a faint part of him that wishes he could have seen it, and resents not being born in that time. But at the end of the day, as far as he's concerned, they're all going to die one way or another because of the Pass. Threadfall might have ended, but the effects of it can't be escaped even on the island that once looked like paradise. He'll fight to survive as long as possible, sure, but he doesn't expect the future to really be any brighter than the present in any meaningful way.

Response to dragon color mutations: Bl'yx is honestly past caring. He regarded Neisoth with a sort of detached curiosity when he first hatched, and felt similarly about his oddly colored children. But since that's one of the only things anyone in the Weyr has wanted to talk about for the last three turns, he's bored of the whole thing now. What the Black and Red riders do with themselves, or if they turn out usefully, doesn't really concern him. It's the problem of those in the Weyrleadership, and he'll accommodate however they decide to deal with them once they've actually made a decision. He thinks it's unfortunate that Candidates and a dragonet died at Kalestath's latest hatching, but, well… the world is a dangerous place.

Who are you...

Likes:
Jewelry : Though he never actually advanced very far among the Smiths, this was the lifelong passion that Bl'yx missed. He remains appreciative of it to this day, though it's gotten rarer and rarer with the Pass. His few prized possessions are the small bits that he's managed to save throughout this life, and the pieces that mean something to him were the only things he was above trading in his darkest days at Fort.

Hot Springs : Something about soaking in the warm water eases the tension in him, and it's all the better on the occasion when he can get a massage or a lazy bout of sex to go along with it. The relaxation of it reminds Bl'yx a little of how languid the highs on passion vine were, but at a far less dangerous cost.

People : Underneath all of it, Bl'yx does actually like having company. He's just convinced that it will all either end in him getting hurt, or in him being a source of hurt and disappointment for someone else -- which distresses him even more. While he might not always be the most patient or empathetic person, there's a deep need in him to be approved of and cared for.

Dislikes:
Bleeding Hearts : Specifically of the kind who think he needs "fixing" or that love for them will somehow mend the wounds he still carries. Bl'yx will be downright cruel to those who try to get to close, and is convinced that it's for their own good despite the fact that it's due in large part to his own fear. He's slightly less dismissive of those who are overly compassionate to others, but only just.

Copper : It's not a color he's particularly fond of, and Bl'yx never liked working with it when he was a Smith. It's one of the few jewelry metals that he just doesn't like, which is compounded by the fact that it always reacts with his skin and tarnishes with verdigris on the occasions he's tried to wear it.

Shoddy Craftsmanship : He might not say anything, but it drives him up a wall when something is obviously of low quality or was made by an amateur. Bl'yx knows that he has no ground to stand on in making criticisms since he actually got ejected from a Crafthall, but he'll avoid those whose work he's had a poor opinion of in the past.

Strengths:

* UNSENTIMENTAL : Bl'yx doesn't get overly attached to either things or people. When something has exhausted its usefulness to him, he'll walk away from it without looking back, regardless of whether it's a worn out piece of gear or a relationship. Overly saccharine moments make him uncomfortable and bored, and a number of past lovers have lost his interest precisely because they were too needy and tried to force an emotional response out of him. But where this would be a weakness in dealing with other people, it became a strength during the Pass; Bl'yx has never been hung up on death or grief, and operated like dependable clockwork during Threadfall no matter how demoralized others might have been.

* WILLFUL : This Blue rider has never been one to fall in line just because someone else says to. If he thinks something is a stupid idea, he'll say so, and he's never really responded to bullying, intimidation, or begging. Bl'yx just doesn't work that way. There's a fiercely independent streak in him, born of the sense that depending on other people will just get himself or them hurt in the end. As such, he's very accustomed to going his own way, and will rankle against those who attempt to dictate his actions or change him.

* FEY : Bl'yx is something of an inscrutable mystery to everyone he meets. He has a perpetual airy, almost otherworldly quality like he's not quite tethered to reality. It makes him incredibly difficult to read:  Bl'yx never reveals much, doesn't have an open face, and certainly doesn't wear his heart on his sleeve. Especially since he's never pinned down for long, the greatest impression anyone might ever get of him is that he's somewhat ephemeral.

* COMPETITIVE : Bl'yx doesn't like to be outdone when it comes to things he cares about, and it's this sense that drove him to excel as a Smith, when he still was one, and later on adapt quickly to Weyr and weyrling life despite how quickly it was pushed upon him. Some of it arises from enjoying the feeling of superiority, but the bottom line is it can be leveraged to get him to do as he's told even when it's a task he doesn't particularly relish.

* CONFIDENTIAL : Largely because he doesn't like revealing things about himself either, Bl'yx will never betray a confidence, spill a secret, or gossip about someone behind their back. Of course, he might have opinions on the actions of others, on the rare chance it matters to him in some way, but he knows how to be discreet.

Weaknesses:

* TURBULENT : Bl'yx's moods never last long one way or the other. One moment, he'll be riding the high of someone's praise or a small triumph, and the next he'll sink to the depths of despair because their attention shifts somewhere else or he encounters an obstacle. Over the course of his life, he's found that other people find this exhausting, but for no one is it more so than him. This extends even to his relationships, in that he'll go through bouts of avoiding people or leave abruptly in the middle of a conversation because his amusement, interest, or patience has waned. Everything he feels, he feels completely and overwhelmingly, but the negative things seem as deep and endless as Between when he's in the throes of them.

* UNPRINCIPLED : Bl'yx doesn't have any diehard convictions. Some might say he doesn't stand for anything, and he wouldn't be one to disagree. There's no cause that he feels compelled to argue or die over, and others may consider him rather amoral given his opinions -- or lackthereof -- on the shadier aspects of humanity. He's never judged someone for something they did to survive, no matter how underhanded or selfish, and he knows better than to take those things personally. But in that, he's not the sort of person to advocate for a certain belief or way of life.

* DISPASSIONATE : In much a similar vein, he doesn't care about other people. Bl'yx is inherently a selfish person, and he won't lose sleep over using someone to get something he wants. At the same time, he won't get worked up about it either; anyone who tries to pull him into an argument will instead find him dismissive to the point of ignoring them. He feels apathetically about others, and is thus isolated because he won't let anyone close.

* COMPULSIVE : Sometimes, Bl'yx does things for no real reason. When an idea gets stuck in his head, odds are he'll act on it with little regard for how self-destructive or troublesome it might be. He's never had a good check on his impulses, and the path his life has taken have made them even worse. At the worst, he'll do something on the spur of the moment and then immediately regret it and be left dealing with less than favorable consequences. The flipside of this is that some things, he has to do ritually -- like getting ready in the morning or the way he arranges his things. He'll be prickly or downright distressed if he can't.

* REPRESSED : Because of his natural inclinations to strong emotions and unhealthy impulses, Bl'yx goes to great effort to control all of it. It takes a significant amount of his energy to hide it all, and while it's been balanced somewhat by Zuraneth, it's not something that will ever truly go away. Bl'yx might be genuinely happier when he's not completely isolating himself from other people, but good luck convincing him it's worth it for more than a few moments at a time.

Describe Yourself:

* IMITATIVE: A social chameleon, he will reflect the dominant mood or personality of those around him. Among those who are outgoing, he'll be more playful -- or at least seem to be. With those more withdrawn or shy, he'll be quiet and contemplative. And so on. This makes it even more difficult to get a good bead on Bl'yx, as he shifts easily between different types of social interaction as easily as someone else might change clothes.

* MASOCHISTIC: This manifests in a number of ways, from sexual to self-destructive. Bl'yx has a peculiar relationship with pain, in that it's one of the few things he both feels deeply and actually enjoys. More often than not, he entertains this proclivity in private, since it tips his hand a bit too much for his liking. In the past, this was one of the factors that led to his addiction and falling in with a more dangerous crowd. Now, it's the sort of thing that drives him to flirt with disaster, entertain habits that are harmful to his health, and punish himself for either real or perceived mistakes. In a way, he clings to it like a comforting shroud precisely because it's familiar.

* ELEGANT: There's a certain grace of motion to everything Bl'yx does, and he has deeply artistic leanings that go to unfortunate waste during times such as these. He has good taste and an eye for design, and in another era might have made his family proud by remaining a jewelry smith rather than a rider. As it is, this talent is instead used in making sure he always looks well put together no matter what he's wearing.

* ADDICT: To attention, to approval, praise, and previously drugs:  Bl'yx does his best not to give into or react to those things, and thus feed his addictive tendencies, but it's something he'll never fully escape. About the only thing he'll indulge himself in any more is alcohol, and that's only because it's in such short supply that he can't truly fall into any of his previous habits; besides, alcohol was never his vice so much as passion vine, psilo shrooms, and smokeweed -- all of which are practically impossible to come by in a Weyr. His need for validation is, in Bl'yx's opinion, far more dangerous, and is the weakness he tries the hardest to fight.

* FAITHLESS: Bl'yx has never had much hope in things being better than they currently are. The world is cold, cruel, and dying; expecting that to change is foolishness, in his opinion. He won't argue against trying to make the most of what opportunities there are -- which drove some of his hedonism in the past -- but at least he admits that it's an ill-fitting and temporary bandaid over hurts that will never heal. It's animal nature to fight against the dying of the light, but fate doesn't exist, and Bl'yx fully expects that the remaining survivors on Pern will eventually all die on the island. Their world has already fallen, and they're just the unlucky few that it hasn't caught up to yet.

The Magic Touch: Bl'yx is naturally ambidextrous, and it's a skill that his parents honed rather than repressed, since the Pernese don't carry Terran superstition about left-handedness. He's continued to practice it throughout this life, and is now just as deft with any tool in one hand as the other.

Family...

Mother: Maelyxa. Master Glass-smith. Born 2535. Bonded to Lyxask.
Father: Belizandrin. Master Smith. Born 2534. Bonded to Belizask.

Siblings:
Maelizandra. Sister. Born 2550.
Belixandrae. Brother. Born 2552.
Malizandai. Sister. Born 2555.
Zyllaxen. Brother. Born 2560.
Lynnexa. Sister. Born 2561. Miscarried. Died 2561.
Yllaxella. Sister. Born 2562.
Meindari. Sister. Born 2565.
Belazandrai. Brother. Born 2569.
Dranexyn. Brother. Born 2572.
Ixadaena. Sister. Born 2575.

All professions have been left blank since they're going up for adoption. All will be Crafters or Holders in some variety, with a preference for Smiths or Glass-smiths. None will be riders, but may have whers.

Children: Bl'yx has never been with someone long enough to know if they got pregnant. Many of his past love affairs have ended either explosively or with cold venom, so if anyone has had his child, or suspects they have, he hasn't heard anything of it. Personally, he has no interest in children or caring for them.

Tell us a story...

* 2559, Born Belyximai is born to a long line of Bitran jewelry-smiths who had been displaced to the Benden, Keroon, Igen, Telgar, and Crom Holds all in turn as the previous ones fell. He's their fourth child and second son, and is a spot of brightness for them in such dark times. Despite being born somewhat early, he proves to be a healthy child.

* 2560, 1 He's joined a year later by a younger brother, Zyllaxen; though Belyximai doesn't remember it due to his age, they both end up largely in the care of their older sister Maelizandra, since she's nearly an adult and this allows both of her parents to focus on their work.

* 2561, 2 Crom Hold falls this turn, and Belyximai's family is among those who get sent to Fort Hold rather than one of the other few still standing. It's likewise an event he doesn't really remember, though he's been told it was a difficult period for his family. Maelyxa, not knowing she's pregnant, goes Between with the rest of her children to make the transfer, and subsequently miscarries shortly after arrival. She and Belizandrin name the child Lynnexa before her funeral rites, but it is not an auspicious start to their new life at Fort Hold.

* 2562, 3 The first memory Belyximai really has is when his sister Yllaxella is born a turn later. He's not old enough yet to be given responsibilities in taking care of her, but he's self-aware enough to understand her significance to his family. While a little jealous that everyone is cooing and fussing over her, he doesn't dislike her, really, and the feeling fades within a few months of her birth.

* 2563, 4 Nabol Hold falls this turn -- and while he's not old enough to grasp why things seem so unsettled at Fort in the wake of it, he feeds off the resulting energy and starts to become a much more anxious and sensitive child. His acting out isn't really drastic at this point, but it's at this age that he first recalls really being reprimanded for something. In a fit of tantrum, he breaks a piece of glass art that had been handed down in his family and made it through innumerable moves until this point. His parents' and older siblings' disappointment in him is visceral, and one of the keenest emotions he's ever experienced at his age.

* 2564, 5 After Nabol, Ruatha isn't far behind in closing its doors. While its existence doesn't end in rioting and death, there's still an increasingly dark cloud that hangs over the people of Pern as hope for the future dims more and more. The biggest effect it has on Belyximai at his age is that things in the Hold grow more crowded, with stricter rules on rationing. His parents' stress deepens as their broken Craft tries to find places for those displaced to Fort, and Belyximai starts doing chores around the home to help keep it in order. He doesn't mind that so much, but the shortened tempers among his family cause him to alternate between acting out in turn and withdrawing into himself.

* 2565, 6 While Maelyxa and Belizandrin weren't actively planning for another child just yet, Belixymai's mother ends up pregnant, and Meindari is born. This time, Belixymai does resent the new addition to the family. Though he doesn't do anything to endanger his younger sister, he ignores her most of the time and refuses to have anything to do with her as much as possible. This changes some as he ages, and his guilt overcomes the loss of his family's attention, but for the first few years of Meindari's life, he all but hates her.

* 2567, 8 The collapse of the Southern Continent puts things in perspective a bit, now that he's old enough to understand just how much of the world is simply dead and abandoned. His lessons with the Harpers have included poring over old maps they use to teach basic geography, and the revelation that an entire half of Pern is essentially gone makes him value his family a little more. His acting out ceases, since he doesn't want to cause more problems for his parents, but the depth of emotion he feels at certain things -- more so than other people seem to -- are markedly different, and that's not lost on Belyximai. Rather than feed into it as he did before, it's at this age that he starts repressing it all in the hopes it will just go away.

* 2568, 9 High Reaches Hold evacuates, sending those who previously lived there to the few Holds and Weyrs that remain. Since Belixymai's parents are Crafters, this doesn't affect them as much as it might others, as their skills are still in demand and thus they are fairly well off. It's at this age that he first starts showing an interest in their work, particularly in his father's; though he's spent much of his life fulfilling the role of a standard Smith, Belizandrin was trained as a jewelry-smith like the rest of his family. Belixymai is fascinated by the artistry that can be coaxed from metal, glass, and gemstones, and is eager to join his parents' Hall to learn these things:  the next three turns, as far as he's concerned, can't pass soon enough.

* 2569, 10 Another brother, Belazandrai, is born this turn, adding yet another mouth to those needing fed. But with their station and traditional values, Maelyxa and Belizandrin are determined to continue cultivating a large family -- particularly with the intention of teaching their children their Crafts in order to preserve them. Now that he's so near to adulthood, Belixymai is entrusted with the care of his younger brother in order to train him for the day when he eventually has children of his own. It's not a set of chores he especially enjoys, but he puts in his time, and ends up rather fond of Belazandrai as a result.

* 2571, 12 All of Pern is now reduced to Fort Hold and Weyr, which only drives Belixymai's determination to do what he wants with his life. He's officially accepted into the Smith Crafthall on his birthday, much to his delight, and throws himself into his studies with enthusiasm, passion, and creativity. It's here that he discovers he has a taste for the artistic and a good eye for design, and he quickly excels under the guidance of older Crafters and his parents alike. Though he has to go through the same routine schooling as every other Smith apprentice, Belixymai already knows that he wants to specialize in jewelry if at all possible. Lacking that, he's determined to add a decorative flair to anything practical he works on, and figure out how to do so without wasting materials.

* 2572, 13 Belixymai's family welcomes another son, Dranexyn, but the import of it is largely lost on him since the responsibility for children has passed to his other siblings, and he's fully enveloped in progressing as a Smith. He's made a few friends by this point among the other Crafters, including a slightly older pair of apprentices, Zhikar and Ramelyna, who take him under their wing. It's those two who introduce him to the seedier side of things at Fort Hold, opening Belixymai's world to the gambling dens, whorehouses, and illicit substances that have become the preferred methods of escape during the Pass. Smitten wholly with the two, Belixymai does whatever they offer or tell him to in order to seek their approval -- and so starts his downward slide into dangerous habits and acquaintances alike.

* 2573-2574, 14-15 His time ends up split between progressing his talents and getting into mischief with Zhikar and Ramelyna. Initially, at the start of his apprenticeship, Belixymai's teachers sense greatness in him; metal works like clay in his hands, and everything he makes has a certain beauty to it if he's given free reign, all without compromising any practicality. But the longer he strays into the dirtier side of the Hold, the more the balance of Belixymai's time turns to getting high instead. He and his friends favor passion vine the most, but dabble with psilo shrooms and smokeweed as well. Alcohol isn't so much his thing, but he finds that any high will do; it does much to quiet the consistent roar inside his head, and makes him so airy, light, and carefree that he scarcely registers when others in the Smith Hall start to pass him in expertise. By this point, he's in an informal relationship-of-sorts with Zhikar and Ramelyna, and his passion for them burns brighter than almost anything else. Belixymai mistakes this feeling for love, though in reality it's probably more lust and infatuation than genuine romance.

* 2575, 16 By the time three turns have gone by, Belixymai's habits have been noticed by his teachers and family alike. Shortly after his sister Ixadaena is born, Belixymai is quietly pulled aside and informed that the Smiths are going to have to end his apprenticeship since his drug habits make him a hazard around dangerous tools and the forges. Lost, with a howling grief that seems to be eating him from the inside, he goes home only to discover that it was his parents who initiated the move in the first place. They won't allow such behavior in their household, especially around his impressionable younger siblings, and Belixymai's attempt to argue with them ends in his disownment. He flees into the arms of Zhikar and Ramelyna, and gives himself over fully to a drug-induced haze in which he trades for things in exchange for both sex and the skills he learned as a Smith to repair tools for drudges and gang members, or jewelry he creates out of discarded scraps.

* 2576, 17 In the dangerous climate that is the dark underbelly of Fort, Belixymai decides he should bond to a watchwher for protection as well as companionship. He manages to earn a favor from an acquaintance who is involved in the wher fighting scene, and stands with others when the acquaintance's protective Gold has a hatching clutch. Belixymai does everything right, he thinks, approaching one of the eggs when allowed and slicing his palm -- albeit sloppily -- to let the hatchling bond to him. But he's high, as he always is in those days, and the state of his mind makes the Impression slide off like water off glass. Distressed at what it senses from him, the little Brown flees, biting and scratching in its eagerness to get away, which leaves scars on his arms and legs that Belixymai still bears. This rejection sends him into a depressive spin, and he ends up using more and more passion vine to get rid of all the feelings he can't otherwise deal with. Late in the year, on the eve of the New Turn, he returns from an errand to retrieve more drugs to find Zhikar and Ramelyna have overdosed on the vine. They never wake from their deep comas and eventually stop breathing, and Belixymai greets the new turn with two dead lovers and a pit inside of himself that he thinks will never be filled.

* 2577, 18 Zhikar and Ramelyna's deaths are a jolt to Belixymai even more than the wher's rejection is, and in a fit of fear and grief, he gives all his drugs away to other friends. The resulting withdrawals he has from everything nearly kill him, leaving him weak and feverish for what feels like months. At the end of it, though, he's as clear-headed as he has been since he joined the Smith Hall, and quietly begins to take more work from any and all that have metal tools in need of fixing. In the last few months of the year, he happens to be in the right place at the right time, and a visiting dragon rider approaches Belixymai to tell him that their dragon, a handsome Blue almost the same color as the sky, thinks he would make a good Candidate. Belixymai thinks they must be mistaken, but all of it feels like a dream -- and maybe the Weyr would hold a better future for him than the Hold. It would be easier to stay away from the things that might tempt him, anyway, so he cleans out the room he'd once shared with Zhikar and Ramelyna and says goodbye to everything he's ever known. If his family ever learns of his decision, Belixymai has no idea; he hasn't spoken to them in turns.

Weyr life is oh so drastically different from the Hold one, but for the first time in a long while, Belixymai feels filled with a sense of purpose. He keeps largely to himself, beyond a few casual trysts with riders and fellow Candidates, and devotes the rest of his time to learning how the place works and what being a dragon rider entails. He just makes the cut-off for the second to last clutch of the year, and doesn't really expect to Impress. But from one of Lhulath's eggs hatches a slender, delicate Blue with wings like the night sky, who announces himself as Zuraneth, and fills the holes in Belixymai that he'd never dreamt would be anything but empty.

* 2579, 20 With something to direct his attentions to, and Zuraneth's steady presence in his head, the newly-named Bl'yx flourishes in weyrlinghood like he did as a Smith all those turns ago. With a more stable balance in his life, as well as a name unattached to who he was before, it feels like a whole new beginning. He finds that his mind is well-suited to the rigors of being a dragon rider, as he easily memorizes flight patterns and rules. The two turns spent during Zuraneth's growth are some of the happiest of his life, despite the death and fire all around them. Since Zhikar and Ramelyna, Bl'yx is far more guarded, and learns to depend on no one but himself and his beloved dragon. Upon graduation, they slip easily into the role of members of a fighting Wing, though Zuraneth's size means that he trades off shifts with the other Greens and smaller Blues. But things make sense, in a way, and Bl'yx finds that he's, if nothing else, content.

* 2580-2586, 21-27 For these six turns, Bl'yx and Zuraneth are regular as clockwork in their devotion to fighting Thread. Bl'yx thinks less and less about the events of his past, reinventing himself as an inscrutable quiet presence to most, though he makes acquaintances easily and entertains a few dalliances -- all of which end badly in some form or another. But he's careful not to let anyone too close, and Zuraneth remains the only one privy to the turmoil inside his head that he does his best to keep within. Rather than despair at the feelings Bl'yx represses, Zuraneth understands that his rider is dealing with them the only way he knows how. And while he doesn't necessarily fully support keeping things so bottled, he implicitly just gets that these things are sometimes too overwhelming. Far steadier and less mercurial than many of his Blue brothers, Zuraneth acts as a reasonable voice and source of unconditional love for Bl'yx, who has found a place as a functional and valued member of the Weyr.

* 2587, 28 Bl'yx never thought he'd live to see the end of Threadfall, and the cessation of it leaves him feeling a sense of numbness. The thing that had given his life purpose for so many turns is just… gone, and he doesn't know what to do with himself. Zuraneth isn't suited to scouting, so he's not among those riders who search for a new place to live; and though he understands why it's necessary, the revelation that Weyr and Hold are all going to be smashed together in one settlement spark in him a sense of panic. All of the temptations he hasn't had to work to avoid are going to be right in front of him again, and he spends the next two turns avoiding anyone and everyone he might have ever known at Fort Hold -- including his family. The hatching of Neisoth means far less to him, as Bl'yx assumes it will be a one-off peculiarly colored Bronze. The Hunters and Snakes are a much more immediate threat, and at least it feels familiar to have something to fight against as he used to with Threadfall.

* 2589, 30 He takes a little more notice when Neisoth catches Kalestath, but beyond it being a curiosity, it doesn't really interest him. Even the hatching of more Blacks and the new Reds bores him, ultimately; Bl'yx thinks they're gorgeous, but just how abuzz the Weyr is with talking about them makes him lose interest.

* 2590, 31 Bl'yx is now fully convinced that Pern truly is dead and dying, and those survivors who are left are doomed to follow in that path despite their best efforts otherwise. Between the Beach Snake attack, the Hunter attacks, rifts between Hold and Weyr, and the mess that is Kalestath's latest hatching, it seems all the clearer to him. Part of him yearns for the release from it all that drugs used to provide, but despite his fears things don't show signs of becoming quite as seedy as they were at Fort. And when many of the Holders move to the Mine Hall, Bl'yx finally relaxes a little more. At least that way, if there is a resurgence of such things, it will be far away from him.

---

Earning this favor had taken a lot of wheedling, a lot of convincing. For a long few sevendays, Belyximai hadn’t even been sure he’d be able to manage it at all. In the separate world that was the underbelly of Fort Hold, watchwhers were a valuable commodity—for protection, for livelihood, for hide, for meat. They weren’t given away idly, and the price of one from an independent seller was more than Belyximai knew he could afford. Between what he, Zhikar, and Ramelyna had to pay to keep their room secure, and what they spent on their drugs of choice, there wasn’t much left over. Most of whatever else they needed was bartered for in one way or another, largely with favors, errands, shifts of work, or whatever else they had to offer.
 
That he was standing here at all had taken no small effort, from sharing highs with the owner of the Gold wher to running petty errands for him, even to Belyximai letting the man spill himself in his mouth after a sweaty tryst in a darkened corner. But in a place such as this, where a well-trained wher could make the difference between getting walked all over or treated with a little more caution, it would all be worth it.
 
Be ready, he’d been told once the man had finally agreed. The eggs could hatch at any time, and that meant he’d have to be quick to get there in time. The Queen brooding over them had already approved his presence, but the little whers would have to bond to someone in order to live. And if Belyximai couldn’t be trusted to be there on time, he would miss out on his chance for at least another year, if it was extended at all.
 
Of course, the word had come when he and his lovers were high. They’d been passing smokeweed cigarettes back and forth while waiting for the passion vine to take effect, lounging amid the piled pillows and furs that they’d made their bed out of:  a hollowed place in the ground that was meant for a Gold or a Bronze wher. But the bed wasn’t big enough to fit them all, and was as such rarely used. The ashen-faced waif of a courier had ducked his tangled head of hair into their doorway late in the evening, eyes downcast as he asked after Belyximai. And so he’d had to extract himself from among his lovers’ languid limbs, and drag his slow way to the tiny, sheltered Sands all while feeling as though he was floating on a plume of hazy fog.
 
But he’d gotten there in time, at least, just as the eggs started to rock. Whether or not the Queen’s handler could tell if he was high, he didn’t know or care. All that mattered was the man didn’t stop him from stepping out to the clutch, and Belyximai’s world narrowed to the array of eggs as his heart quickened in his chest, pounding blood in a deafening rush through his ears.
 
The egg he chose was a big one, with the lucky fold around one end. Pale cream in color, it seemed to vibrate with promise. And when Belyximai preemptively sliced open his left palm in a jagged line, he scarcely felt it. The only sensation that made it through the numbness in his flesh was how warm it seemed, a red hot line of feeling that throbbed in time with the sound of his heart in his ears. Swaying on his feet, he ended up on his knees as his balance decided for him that standing was no longer really an option. He caught himself with his uninjured hand, dropping the thin knife in the process, and proffered the bloody one to the cracking egg like a supplicant to some saint or long-awaited miracle.
 
Belyximai held his breath as the shell broke open, and the most gorgeous little Brown wher spilled into his legs in the wash of amniotic fluid and broken shards. He was the color of teak, only faintly patterned with a lighter color much like the sand beneath both of them. If he were ugly, Belyximai didn’t know it. In that moment, he was the most beautiful thing on Pern. Belyximai wanted nothing more than to feel that mind take hold of his, to finally know what it felt like to never truly be alone.
 
This would be a good wher. A strong one to protect himself and those dear to him.
 
Sniffing at the blood on his hand, the little creature’s eyes whirled in excited green and the acrid orange of hunger. The feel of his needlesharp teeth on Belyximai’s skin would have made him wince, were that lingering numbness and heat not enough to transfigure it into a bizarre pressure he could feel but didn’t really register. And the sensation of the Brown licking at the cut all uneven across his palm made him realize he was smiling.
 
For a few sweet seconds, Belyximai felt the tiny creature’s mind probing against his own. It was warm, but in a less scorching way than the feeling in his hand. It was comforting, instead, steady—but then it pulled away, leaving him confused.
 
Like water sliding off polished glass, it slipped away from him and all that replaced it was fear.
 
Belyximai wasn’t aware enough to recognize it was the wher’s fear rather than just his own. Desperate to get that connection back, and unsure of what had gone wrong, he reached out to pull the creature close. Maybe something had startled it? His awareness beyond the two of them was hazy at best. But then it screamed, a shattering sound that vibrated through him more than he actually heard it, and more searing lines of pain bloomed on his arms, his hands, his legs. It took him a moment to realize what they were, and then he let go in the realization it had clawed and bit him, in the desire not to hurt it—
 
He watched it run from him, to the nearest undbonded human that shot him a puzzled look and then knelt to comfort it, offering their own bloodied hand. And then Belyximai stumbled to his feet, blood running down his arms and legs and staining his clothes, and he fled, unable to look his failure in the face any longer.

Member Info...

Created By:
Alany Walany Woo
Other Characters:
Hahahaha. No.
Inactivity Preference:
NPC with no death please.
Mauling Permissions:
Bring It On
Anything Else:
Don't talk to me or my horde ever again. ._.

Coded by SanctifiedSavage for SWW


17
Completed and Discarded / Araena [ 14.2.2573 / Red Weyrling ]
« on: June 01, 2017, 10:04:21 AM »

Play By:
Clara Paget
Biography

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

Your Reflection...

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

Who are you...

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

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

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

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

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

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

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

Family...

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

Tell us a story...

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

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

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

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

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

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

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

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

[2589, 16 Turns; Southern Winds Weyr] - Despite her father's traditional views, Araena developed an open mindset. As such, she was intrigued by the new Weyrleader and that he rode the new Black color. She looked forward to the changes that he had the potential to bring about.
 
RP Sample
The rain was a steady sound in her ears. It was calming, the patter, and brought cooler tones to mind. Araena looked up at the wall of her alcove; she was currently redoing the mural that she had painted there. She turned around to face the boy of four Turns behind her. "Well, little man," she began with a smile, "what do you think?" Araena walked over to the boy and crouched down in front of his chair.

The boy giggled and called for firelizards to be painted. With a wink and a tap on the boy's nose, Araena stood up and scooped him up in her arms. "You're just the bestest little boy, aren't you, Arimar?" Her son giggled again and wrapped his arms around the back of her neck.

Hugging him back, she began to head for the corridor. It was time to take him back to the creche; the afternoon's lessons were about to begin and she could not afford to be late this time. They were learning about making straps and Araena knew how bad she was at sewing.

"Mommy, I'm hungry," Arimar pleaded, pulling his head back to look at her. After he was assured that he would get food in the creche, Araena hurried to get him there. With a sad wave goodbye, she turned from the creche and all but ran back to the Candidate quarters.

Member Info...

Created By:
Red
Other Characters:
V'len, Calladren, U'thar, T'nax, T'lor, T'veck, Kaladesi, and Kyohei
Inactivity Preference:
Make her adoptable
Mauling Permissions:
Bring it on!
Anything Else:

Coded by SanctifiedSavage for SWW


18
Red Riders / Galve [ 20.09.2573 / Red Weyrling ]
« on: June 01, 2017, 09:52:59 AM »

Play By:
Angel Haze[/center
Biography

First Name:
Galve
Honorific:
N/A
Pronounced:
Gal-vey
Nicknames:
Veva (Vey-vah)
Date of Birth:
20.09.2573 9th Pass
Place of Birth:
Fort Weyr
Dragon Color:
Red.
Impression Age:
2590/17
Wing Rank:
Weyrling – Prairie (Galve wants Mountain but Weyteleth would miss the plants too much so, Prairie it is)
Weyrmate:
Neh

Your Reflection...

Appearance:
Comfort above all else is how Galve chooses to present. Baggy, well-worn pants or overalls are soft and easy to slip into when there are last minute chores or lessons to attend to. Tighter shirts are preferable under rider leathers or tunics, but in childhood it was often easier to get baggy shirts from the older kids in the creche and Galve would prefer them if they could get away with it.
 
Their hair is often messy, but not exactly unclean, and the ‘style’ of it is often dependent on whether there is weyrling chores or not, that’s about it. They like to keep it long, mainly because it’s a pain to keep it short unless you can cut it yourself, and they’ve never had much talent for cutting hair, especially after the burn on their arm, making it difficult to behind their head for long periods of time.
 
The rather large burn on their left arm was from having someone spill boiling water down their side during kitchen work one day, and it matches the less extensive burns and scars on their hands, also from kitchen work and grabbing hot handles too quickly or slips of their knife. They manage to jump their lower half out of the way of the spill, but were carrying a large bowl of greens at the time, and couldn’t move their arm quick enough.
 
Since the hatching: Given the excitable nature of the Red’s when they hatch, Galve was one of a few candidates that have been mauled by the dragonettes. Mauled might be a little too strong a word, in that really all they did was walk on top of them, with very sharp claws. Now they has several places across their legs, stomach and chest where there are either puncture marks or long scratches from dragon claws.
 
Response to 9th Pass Catastrophe: If anyone was really honest, the life of a kitchen worker wasn’t much changed by the catastrophe. Sure, people lost family and friends, but they were raised in the creche, and never knew their family other than their father, and friends came and went all the time depending on their lives and families. Galve honestly didn’t think they’d be any different without the catastrophe, so why stress over what they couldn’t change.
 
Response to dragon color mutations: Galve has always been very laid back about rules and tradition, so the mutations are just dragons to them, nothing really different about them and certainly no reason to disqualify someone from being Weyrleader. The guy hadn’t done anything ridiculous or terrible that caused the Weyr to go to ruin, so why would they hold the colour of his dragon against him?

Who are you...

Likes:
Klah – Galve likes to wake up in the morning to klah that is sweetened beyond belief to give them a real kick before the day starts. Unfortunately, Galve is one of those annoying people that get angsty and irritable without a morning klah, and isn’t great to wake up to in the morning on a regular basis.Cleaning Dishes – Their favourite kitchens chore, Galve is always happy to volunteer to clean the dishes after meals. They don’t really know why, possibly because it’s therapeutic, possibly because it’s an easy task to get lost in, possibly because the water is always nice and warm on their hands, it doesn’t really matter why they like it, they just do.
Storms – Specifically ‘oh is this the end of the world’ storms where you aren’t sure if it’s going to flood, cause a cave in or set something on fire. Massive storms. They’re the best storms.
Dislikes:
People touching their hair – It’s just a thing, don’t touch their hair. Don’t do it. It’s possible because children liked to pull on it in the creche or possibly because it can occasionally get caught in things while working but just don’t do it.
Stressheads – It’s exhausting to be around people who spend all their time freaking out or worrying, honestly just chill out or at least keep it away from other people so you don’t ruin their day.
Hot days with no humidity – It’s not that Galve likes humidity, of course not, but the burning sharp heat that you get when there is no moisture in the air is a terrible, angry thing that they can’t stand.
 
Strengths:
* Easy going: In general, unless they haven’t had their morning coffee, Galve is a very relaxed person. Happy with their lot in life and ready to work with whatever comes their way, Galve doesn’t let much phase them. They do prefer things to be simple, but they’re also just happy to leave or give it up if something is more effort than it’s worth to remain around.
 
* Conscientious: Because Galve likes things to be easy, they try to make the people around them happy, it makes everyone’s life better in the long run and it takes a special kind of jerk not to try a little to keep people happy. Although Weyteleth isn’t the best with social ques, Galve tries to keep her up to speed, but even then there are some things that aren’t worth the trouble.
 
* Handy: Although Galve always felt more at home in the kitchens, they would have made a good smith and is very talented at fixing things.
 
* Warm: The creche is great for some, not so great for others. Galve has always been quiet, so the louder kids would often talk over and down to them. Possibly because of this, Galve has a soft spot for the broken, small and quiet, and their personality reflects with an open and warm nature.
 
* Versatile: Mainly because of their easy going nature, Galve is pretty good at rolling with the punches and changing it up when things go awry.
 
Weaknesses:
* Fidgety: Galve is just one of those people who can’t sit still. Tapping fingers and feet, playing with the ribbons they keep tied around their fingers, in general touching of those around her if they’re okay with it, those are usually what they do to keep their energy down so they can pay attention.
 
* Overshares: Because Galve tries so hard to make the people around them happy, and because being open and honest usually makes people like you, Galve tends to overshare. It isn’t necessarily their fault because they aren’t bothered by any of the things they say, but other people could occasionally be uncomfortable by this. And because they won’t always recognise others being uncomfortable, they won’t always stop, so those that know Galve might just tell them to shut it sometimes.
 
* Naive: They’re very trusting, very open with other people, so it doesn’t often cross their mind that other people won’t be the same with them. Also, given that Galve is the type of person to give someone the benefit of the doubt anyway, they often don’t know who to avoid and who not to.
 
* Unobservant: Because Galve fidgets a lot and finds it hard to focus at times, it means they can often miss something crucial, but will notice other things people didn’t seem to think were important, although Galve thinks are interesting. It must hold their attention for them to notice it, and often times the most interesting things are happening when you are supposed to be paying attention to something else.
 
* Risk-taking: Because of their easy-going and naïve nature, it can be hard for Galve to know when something probably shouldn’t be done. They like the adventure and excitement and it makes the people around them happy that either someone else is doing it, or they have someone with them to watch their back. Also, risky things are the most exciting, the only unfortunate part is that Galve doesn’t always have the quick-wittedness or the strength to pull themselves out of the way of danger.
 
Describe Yourself:
 
* MELLOW: ----- Galve’s easy going attitude, their versatility and their quiet nature all make for a very mellow person. Although Galve enjoys the thrill of danger and fidgets a bit, it isn’t in a stressed out or hurried way, and doesn’t take away from their simple, calm demeanour. Galve is mellow like breakfast in bed.
 
* PEOPLE-PLEASER: ----- Galve likes the people around them to be happy. When people are happy they are easier to get along with, and everything goes smoother. Sometimes people are too much effort to keep happy, but for the most part Galve is up to the task of keeping everyone cool and collected.
 
* OPTIMISTIC: ----- For Galve there isn’t much point in getting worked up by the things that have gone wrong or might go wrong, it’s much easier to hope for the best and plan for the worst but mostly just keep moving forward.
 
* LACONIC: ----- Galve isn’t shy, they’re happy to be a part of a group and enjoy making friends, they’re just a person of few words and some people may be surprised when they speak up in conversation.
 
* DISHEVELLED: ----- Galve isn’t particularly caring of the way they look as long as it’s comfortable and easy to work in, so often times this can come across as messy or dishevelled.
 
The Magic Touch: Agender but doesn’t really feel the need to correct people when they consider them one or the other. Any pronouns are acceptable, because Galve is generally relaxed about the whole thing, but to describe themselves, they’ll use they/them.

>
Family...

Mother: Rider of Green Awirth, Henna (Hennaialve), BD: 2550, ID: 2574 (Palmoth’s Clutch)
Father: Rider of Blue Nith, G’alli, BD: 2548, ID: 2565 (Rayneth’s Clutch), DD: 2583
 
Siblings: They don’t know of any although they’re sure there is a few, G’alli slept with Hennaialve so that she could stand for impression (and since became Henna), and found Galve in the crèche a couple of years later, but doesn’t know of his other children.
 
Children: Galleme – 2588 – Given to the boy’s family

Tell us a story...

* 2578, 5 A father figure
G’alli was not an especially sentimental man, he was an easy-going dragon rider who enjoyed his position and didn’t mind the work that needed to be put in, in order to keep it. He’d never put much stock in being a father, and wasn’t trying to keep track of the oats he’d sewed over the years. It was purely by chance that he was one of the riders the creche workers had cornered into allowing the children to meet his dragon, after all, having weyrfolk that are scared of dragons is a silly thing to say the least.
 
Galve looked so strikingly like Hennaialve, now Greenrider Henna, that G’alli new quite quickly that they were related. He kept in contact over the few years before his death, and Galve enjoyed having someone to visit them in the creche, although as they inherited their father’s relaxed notion, there wasn’t a hugely strong bond between the two.
 
* 2583, 10 Toll of a Knell
It didn’t hit Galve as hard as they thought… it didn’t even hit them as hard as they wanted. Yes, it was sad, they had enjoyed their visits with their father and his blue, Galve had even hoped to maybe follow in his footsteps and become a rider one day, but largely it was a momentary discomfort. The worst part about the death of G’alli was that Galve realised they’d wanted to know him more but it was too late. Still, taking it in their stride, Galve moved on and chose that they would rather not have children, and if they did would stay separate from them. It was better than seeing them only sometimes and leaving them wondering what it could have been like.
 
* 15, 2588 Children and Candidacy
After much grousing from the older women in the kitchens that a women without a dragon or a craft had no reason to stay single and not continue on the blood of Pern, Galve relented and went hunting for a guy to get themselves pregnant. It wasn’t as hard as they thought and it wasn’t an unenjoyable experience, but the pregnancy was about at painful, physically and mentally, as Galve imagined. Still, having done their duty to the weyr and their bloodline, they could happily say they’ll never do it again if they can help it. And, when they were searched towards the last month of their pregnancy, Galve was greatful for the evidence that would allow their to stand immediately for the next clutch.
 
* 17, 2590 Impression
Pain, real pain. Galve knew what small knife cuts were like, and they’d been burned before, but they hadn’t actively been stabbed in the chest with several knives at once, pushed in with the excitable weight of something Gold-flitter sized.
 
Although at this point in time, Galve was just trying to breathe through the worst of it, later they would be more annoyed the punctures and scraped weren’t deeper, for all it hurt and upset them at the time.
 
Galve, like most of the candidates, wouldn’t blame the Red’s for their over enthusiasm in the light of the next morning, but now they were rather miffed that the hatching they were so ready for had been begun so… indignantly.
 
Caught in the rush of candidates struggling to get out of the way, Galve moving with the crowd because really, what kind of stupidity left a person standing still when a ball of teeth and claws came running at you? It hadn’t been long before one of the bigger candidates had knocked them sideways and down. Curling in a ball to minimise being stepped on, Galve had just unfurled themselves to breath again when an excitable dragonette crawled over their chest.
 
Of course, the creature didn’t stop to think for long about why the squishy thing underneath them cried out, instead continuing the chase after the white robed candidates still standing. Galve just lay there for a short moment, until the heat of the sand on their back got too hot, and the pain almost overtaking the puncture wounds on their front.
 
Standing up, regretting being a candidate at all for a long moment, Galve tried to head towards where they’d last seen the healers at the side of the sands.
 
Tried to, because a little way along, they were waylaid by a dark, small dragonette.
 
 
 
Even more reserved than usual, Galve walked wound their way through the eggs in silence. They hadn’t yet picked which ones they would like to touch, and it had been absentmindedly that they had bowed to the Queen and Weyrwoman and shuffled onto the sands.
 
The heat of the sands, uncomfortable through the thin leather of their shoes, reminded them how important this was. This could be their future bonded, a dragon they would spend the rest of their life with. It was not something to be glib about to them, and not something to be disrespectful to by touching all the eggs, although Galve didn’t really blame Cabryn for wanting as much of a chance as possible. Standing at her age must be hard, although Galve wouldn’t leave until the absolute day they turned 25.
 
What colour would they be? Galve didn’t really mind, not exactly. They knew that no Queen would look at them, nor the Bronzes, and they didn’t mind it. They weren’t meant to lead anyway. They didn’t know enough about the Blacks to tell whether they would impress to non-men, but given they currently held similar ranks to Bronzes, Galve didn’t think it would be likely for them.
 
The rest of the colours Galve was happy to fit with, they could find a place among the Greens and Blues, even Browns. And the Reds… well, the Reds didn’t really have a place yet, they were strange, saw things differently, did things differently. Galve of all people could understand that.

Member Info...

Created By:
RaynePOTM
Other Characters:
B'lye
Keron
C'bryn
Nishi
Kyareena
Tiynnalacia
Neriherem
Omenya
Inactivity Preference:
Kill them off or have them fade away
Mauling Permissions:
Bring it on!
Anything Else:
Listed as non-binary please

Coded by SanctifiedSavage for SWW


19
Red Riders / Ionei [ 10.18.2570 / Red Weyrling ]
« on: June 01, 2017, 09:47:01 AM »

Play By:
Alia Shawkat
Biography

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

Your Reflection...

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

Who are you...

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

Family...

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

 
Tell us a story...

* 2570, 0 Born as the result of a flight where one clutchmate caught another, greenrider Ooni gives birth to bronzerider I'lei's baby and names her Ionei. That's the last that mother ever sees of child; she's killed in Threadfall shortly after she turns Ionei over to the creche. Having never known a mother, Ionei never grows to feel the loss.
 
* 2576, 5 Ionei gets sick a lot, in the overcrowded creche, from ages five until seven. She picks up a few lung infections and a few things that give her skin an odd coloring, but she always manages to get through it and gets better. Her father, who pays at least some attention to most of his children, is often at her bedside and gets to know her a little bit. She's mostly glad to have the attention, and isn't too troubled by being ill. Her immune system strengthens as she gets a little older.
 
* 2580, 9 It's at the end of the turn, and not long before Ionei turns ten, that I'lei is killed in Threadfall. They weren't super close, so Ionei isn't devastated exactly, but she is sad and she does miss him and his dragon.
 
* 2581, 10 One of the crecheworkers gives Ionei a firelizard egg in attempts to cheer her up over the loss of her father; it hatches a green who the very mature and worldly Ionei names 'Spatter' because of the darker splotches on her green hide. She now has a constant companion, and while she was never a sullen child, the perpetual presence of Spatter has her brighter and less closed in.
 
* 2583, 12 Properly an adult, Ionei moves out of the creche and into another section of the Weyr, where she starts work in the lower caverns. She quickly develops an interest in helping cut people's hair, though that's not a full-time position and she spends a lot of her time in the stores. Both suit her well enough, even if she's still hoping to be asked to Stand to be a rider like her father -- and as she assumes her mother was.
 
* 2585, 14 After entering into a whirlwind "romance" (that is actually a whirlwind seduction) with older rider D'son, Ionei becomes pregnant and gives birth to a daughter, Eisthane, shortly before her fifteenth turnday. She's shocked and impressed that she's created a human essentially by herself, and also pleased that she thinks she's going to have a little family forever.
 
* 2586, 15 Not, as it turns out, exactly what happened: it's a good thing that Ionei wasn't already a candidate at this point, because she would have gotten kicked out. When D'son breaks things off suddenly, his attentions having wandered to another new pretty girl, Ionei punches him in the nose. She's actually more injured than he is, with a couple of split knuckles, but she's also in big trouble for punching a rider. The punishment hurts less than the heartbreak and anger that she'd fallen for his lines and she could be so stupid. And that he was so stupid.
 
* 2587, 16 Ionei gets her wish of being Searched long after she's relegated it to 'maybe someday but not all that likely' and become happy as a lower caverns worker. It's a shakeup amongst other shakeups, as it isn't long after that that the entire population packs up and moves to Fort Island and founds Southern Winds Weyr. So everything is new for Ionei - candidacy, the island, the weyr. It's exciting and frightening all at once, though she won't admit the fear to anyone.
 
* 2590, 19 After three turns of candidacy, it's another Kalestath/Neisoth clutch -- the first one of which left her briefly afraid for her life -- that Ionei's long (in her mind) wait for a dragon is finally satisfied.
 
RP sample:
When the eggs began to hatch, Saibrasoth woke most of them from slumber, but not Ionei. Never Ionei, not so "early" as just after lights out. While she didn't always see sunrise from this end, it did happen. Some nights she went without any sleep at all. The last two, though, she'd managed about four hours -- enough to keep her going another day or two, by her estimate.
 
So hopping out of her bed, swapping into her robe, making sure her hair wasn't falling into her face: easy. Facing the Sands after repeated disappointments: less easy. Ionei didn't want to admit she was losing hope in her own ability to accomplish something as simple as becoming a dragonrider, something that she thought should have been easy considering her heritage. Weyrbrats got dragons. Right? Of course right.
 
Or maybe not.
 
Ionei was discouraged, yes; at the same time, she couldn't let that show. She had to walk out onto the Sands and give her bow with the same amount of confidence that she had always carried with her, with no sign of her resolve shaking. She had to present herself as strong.
 
She smiled up at Kalestath, after she bowed -- and then found herself immediately jumping out of the way of a veritable torrent of red dragons. Cute and deadly. Almost as charming as the headache they were giving her. Ionei shoved her way into the back, out of the way of the onslaught and being trampled, and squished her eyes shut (a mistake, for sure) and covered her ears. Like that would get any of it out of her head.

Member Info...

Created By:
Aster
Other Characters:
Pythia, Vanelwynne, N'aen, Noa, Syrena
Inactivity Preference:
Adoptable
Mauling Permissions:
Rough 'em up
Anything Else:
Dun dun dun.

Coded by SanctifiedSavage for SWW


20
Red Riders / S'nis [ Red Weyrling / 6.1.2566 ]
« on: June 01, 2017, 09:43:07 AM »

Play By:
Aaron Paul
Biography

Name:
Siconis
Honorific:
S’nis
Pronounced:
Ssss-nn-eeehhh-sssss
Nicknames:
Nope. None. He likes his name.
Date of Birth:
06.01.2566
Place of Birth:
Fort Hold
Dragon Color:
Red
Impression Age:
2590/24
Wing Rank:
Weyrling
Weyrmate:
No, not yet.

Your Reflection...

Appearance:
S’nis is a wiry lookin’ sort of guy. He’s always been sort of non-descript growing up in Fort and he liked it that way. Not particularly tall, muscled, or exceptionally handsome. Fit enough he can hold his own in a fight against most, quick enough to run away from those he’d rather not fight. A modest 5’6”. He’s always scruffy with stubble on his face and a haphazard haircut he does himself, in an attempt to be self sufficient ( and he doesn’t like people near him with sharp objects ). He wears decent enough clothes now that he’s become a candidate, something he’s still getting used to, though his clothes are usually patched and recycled whatever he could find.
 
He’s big on fixing clothes to the point they can’t be worn anymore. Waste not and all that.
 
While he’s never exactly clean, he’s not exceptionally dirty either. He walks a fine line between both.
 
Response to 9th Pass Catastrophe:
S’nis would never say he thrived, or even did well. He just sorta ‘made it out’. Put his head down, tried to ignore the fact that Thread was falling overhead, dragons were dying around him, and that his life was a piece of runnershit. He spent time as a whore that he absolutely hated when he was younger, and it’s a time he prefers to pretend never existed. A large, black hole in his memory that ended when he knifed a gang member and hid away in a different part of Fort, in a gambling den, and stole for a living. That was far more preferable than being a whore. Even when he got beat when he was caught. He was a thief right up until the Pass ended and he was Searched.
 
Response to dragon color mutations:
Becoming a Dragon Rider, being Searched, was the magical ticket to a better life. Anything was better than being a Holder at Fort. He’d take doing chores as a Candidate for the rest of his life if they’d let him. So he was super anxious and nervous since he was Searched so late in his life and was really getting close to aging out when he finally impressed. Since he impressed to a Red, one of those mutations everyone seems so hung up about, he’s rather defensive about them. And eternally grateful.

Who are you...

Likes:
Chores : They give him a sense of purpose and, oddly enough, a sense of security. No one is going to bother him if he’s doing something he’s supposed to be doing, right?
 
Personal Space : It was so rare, so coveted, in Fort that all he really wants is some space, something to call his own.
 
Recycling : He likes being able to repurpose things, no matter how useless someone might think it is. He also likes being taught skills that enable him to do this, such as sewing, composting, farming, etc.
 
Eating / Cooking : Borderline a glutton if he’d ever be allowed. It doesn’t take much to fill him up, but he just loves the taste of food. Coming from a background of ‘have not’, he’s eternally grateful every day they just HAVE food. He also loves working in the kitchens and making things that taste good.
 
Dislikes:
Sharp things near him : Seriously. He doesn’t want people cutting his hair, he doesn’t want weaver needles near him, and he’ll do his damndest to bandage / tend to any wounds he has on his own. He just doesn’t trust anyone, not even the healers, with dangerous tools around him. He gets jumpy, anxious, and starts looking for an exit.
 
Enclosed Spaces : Those personal alcoves in the weyrhall? You’ll never find him in one. Small weyrs? Nope. And the tight tunnels that lead down to the lake? Fuck it. He wants nothing to do with it. He’d risk the beach snakes before he shoves himself into the dark tunnel.
 
Holders : In his personal experience, they’re all selfish bastards and they can all go fuck off into the jungle.
 
Strengths:
 
* HARD WORKER : He actually enjoys work. Give him a task, give him something to do, and it’s a comfort. He believes that having something to do not only will keep him safe, because no one is going to bother him while assigned work, but it actively prevents him from thinking too much.
 
* SURVIVOR : He’s come from a rough background and nothing particularly phases him. S’nis has seen the darker side of the humanity on Pern and it’s not broken him, either mentally or physically. If a situation becomes dire or seemingly hopeless, he puts his head down and figures out a way through it. He is, at his base nature, a survivor. You’ll never see him as someone who lays down to accept that life is over, or a quitter.
 
* COURAGEOUS : While he is not courageous on his own behalf, he is oddly so for others who cannot do so for themselves. He has a wiry strength and quick reflexes he’s not afraid to use for others – be it to steal food for starving children / other drudges / other unfortunates during the rough Pass or simply help out when someone is struggling in the weyr. There’s a solid presence, an untouchable, almost unshakable confidence in him – he can be utterly relied on to do right by other people.
 
* SKILLED : S’nis is smart and picks up on things rather easily. Especially basic tasks or chores. He also retains these lessons rather well, as such things simply interest him. He’s always looking for ways to improve himself and ensure his independence.
 
WEYRFOLK : S’nis is very loyal to the weyr. It saved him from the Hold and he is likely to fiercely defend whatever action is taken against the Holders. There’s no need to guess if he’s sympathetic to the Holder’s perceived plight – he’s not.
 
Weaknesses:
 
* ODDLY INNOCENT : He thinks the worst of those he perceives to be terrible, those that prey on other people. But if you can convince him that you’re not one of those monsters, he can easily be swayed to take care of those he thinks need it and manipulated because of it.
 
* JUDGEMENTAL : S’nis tends to make snap judgements on people and sticks to it pretty hard. He had to rely on these quick assessments while growing up in Fort, and it largely helped him survive. So he’s pretty judgy right from the get go and sticks to his initial assessment.
 
* UNABLE TO COMPROMISE : It’s going to take a miracle to convince S’nis that the Holders are worth anything after what he experienced at Fort. To him, the Weyr’s way is simply the best way because they don’t have whores, take care of one another, and don’t dissolve into terribleness. In that, he just generally looks down on other Holders or wants nothing to do with them.
 
* AFRAID : He is absolutely terrified of former Peace Keepers, gang members, and those that lived in that world. That’s the quickest way for him to vacate an area, no words necessary. He wants nothing to do with that part of his past and he’ll physically and mentally run from it.
 
* ENVIOUS : He’s terribly envious of everyone that’s so happy and he wants it for himself. Desperately so, enough that he’ll probably end up trusting the wrong sort and end up getting hurt.
 
Describe Yourself:
 
* SERIOUS: He doesn’t have much by a way of a sense of humor. He tries. He is capable of smiling, it’s just that most jokes are just beyond him. He’s the sort you have to explain a joke to, then maybe he’ll get it and have a sensible chuckle. But by then it’s wasted on everyone else.
 
* CAUTIOUS: He doesn’t like the dark, he doesn’t like tiny tunnels, he doesn’t want to be left alone, and he’ll be damned if he’s left anywhere with former Peace Keepers, Gang members, etc. He wants to be in places with other weyrfolk, even if he’s not social, and just wants to feel safe. Preferably working with other crafters or other weyrlings.
 
* HOPEFUL: He’s always working toward a better life. Be it fixing clothes to be used again, cooking meals to be eaten, or just doing something in the betterment of the future. Just because life sucks in the moment, he’s always quietly hopeful it’ll get better. Proof enough that it’s possible in that he impressed.
 
* BUSY: Chores, drills, practice, oiling his dragon… Whatever it is, he wants to do it. To feel useful, busy, it’s all good. He isn’t the sort to laze about.
 
* FRAGILE: There’s a quiet, careful part of him that has always hoped he wasn’t too damaged to actually find someone that would care about him. Though he might be a former whore, he’s worked really hard to carve out a better life for himself. To improve himself and move beyond the darkness of the Pass. So he’d really like someone sweet to share his life with
 
The Magic Touch: He doesn’t sleep much, because he has nightmares. When he does, he stays up and sews. Or, now that he’s impressed, he likes to oil his dragon.

Family...

Mother: Ophyria. Drudge/Whore. Born 2540. Died 2566.
Adoptive Mother: Rohirina. Drudge/whore. Born 2549. Died 2577 of disease.
Father: Has no idea who his father was, since his mother was a whore. So it could literally be just about anyone.
 
Siblings:
Ophyonis. Brother. Gangmember, peacekeeper. Played by SirAlahn
Ophyrine. Sister. Drudge/Whore. Born 2556. [ Reserved for Aster. ]
Phivry. Brother. Drudge/Gangbrat. Born 2557. Died 2572.
Vyrine. Sister. Gangster/Drug Dealer. Born 2559. [ ADOPTABLE ]
Vatarin. Brother. Fosterling. Born 2562. Died 2565.
Phyris. Half-Brother. Stillborn. Born 2565. Died 2565.
 
Children: There’s a chance he has children, but he doesn’t know of them. A thought that drives him up a wall, and bothers the shit out of him. He wants kids, but he’d very much like a family too. Now that he has more control over who he’s bedding, he’s less likely to sleep around.

Tell us a story...

* 2566-2576, Birth to 10 Though Rohirina was relatively ‘young’ when she took the baby Siconis in at the death of his mother, she’d been a whore her entire life. Having no children of her own, or at least none that survived, she doted on the babe with as much affection as she could. She was a naturally plump whore, despite not necessarily having much, but she did well enough to provide for both of them. She sacrificed for him, loved him like she was his mom, and did her best to shelter him. Suffice it to say, she couldn’t really protect him. Her job just didn’t allow for that sort of thing. But she did love him and he grew up, at least through the first several turns of his life, loved. It was only as he began to grow that he had to start working around the brothel, run errands for the gang, and was slowly introduced to the real hardships of the life he was going to experience. Things she just couldn’t shelter him from – like the reality of her own profession. Since he wasn’t a particularly big or strong boy himself, he became a drug runner early on for the den the brothel worked for. It was decided early on he was too weak to serve the gang in any physical capacity, so he did clean up, chores, errands. Whatever they wanted.
 
* 2576-2578, 10-12 This was an especially trying time for Siconis. He was transitioning to adulthood in the gang, undergoing a lot of roughening up, fights for placement, and he lost Rohirina early in 2577 to some disease that took her quick and not quiet. She died, suffering, and he watched it all. Helpless to do anything for her. She was his shelter. And when he lost her, the gang just consumed him. He became a whipping boy, taking the brunt of a lot of aggression, jokes, and whatever else they wanted to do. He nearly starved frequently, learned to steal, got caught countless times, nearly died, was almost thrown out just as many times, and ultimately ended up a whore as he came into his adulthood because he couldn’t do anything else to survive.
 
* 2578-2583, 12-17 This is the time in Siconis’ life he likes to pretend just didn’t happen. He spent most of this five turn stint a whore, scrounging for every little scrap he could. Frequently starving, often roughly handled, and hating himself. He had nothing by way of friends and looked like a hollow shell of who he grew to really be. It wasn’t until he hit a growth stint toward his later turns that he began to branch out, attempting to steal to make his way in life. It wasn’t until he could reliably steal that he began to act out in the gang. Ultimately, it was knifing a gang member that mishandled him that sealed his fate and put an end to his whoring days.
 
* 2583-2587, 17-21 Grown wiry and taller, more like an adult then his actual coming of age, Siconis spends nearly four turns slinking about the alleyways and tunnels of Fort, stealing for survival. Refusing to whore himself out or work for a gang. He’s too old for a crafthall at his point and too hollow to be trusted by most holders, but he picks up bits and pieces of knowledge by other down and out drudges. He slowly learns to be a bit self sufficient, gets caught less and less, and steers very clear of Peace Keepers and notable gang members. He’s one of the first to celebrate the end of the Pass by offering to go to the island once it’s been found to help hollow out tunnels as a manual laborer. It’s in the middle of working on the island that he’s actually Searched. It feels like some crazy, dreamlike adventure and he throws himself into the weyr work with renewed vigor and hope that maybe… maybe the future isn’t as full of shit like the past has been.
 
* 2587-Present, 21-24 Siconis has been a hard worker, but ultimately a quiet Candidate. O’sir didn’t need proof the man wasn’t a virgin but he’s had a couple of dalliances. Just a few, enough to reassure the Candidate Master that Siconis is capable of human interaction. They’ve been ultimately hollow experiences that reminded him too much of the time he’d rather not remember though, so after that Siconis opted not to sleep around. He’s envious of the carefree life most in the weyr live, and wants that very much for himself, but he also wants someone that will care about him like Rohirina did. Wants that sense of family that sheltered him for so long more so. He was quietly anxious the longer he was a candidate, and felt that he might very well age out. Especially at the beginning of 2590 for his 24th name day. While he’d always wanted to impress, it was more important to Siconis that he remain weyrfolk, that he keep working for the weyr so that should a Hold ever be established… they won’t make him leave. He wanted nothing more than to just stay in the weyr, even if all he would ever do is work in the kitchens – since that sort of thing makes him happy.
 
Impressing to Masath is just beyond anything for him. He still can’t believe it.
 
He felt old. Maybe he shouldn’t have, but almost aging out of Candidacy, surviving the mess of a hatching, and tending a newborn dragon had just sucked out all of his energy in a day.
 
He just felt old. Far more than his twenty four turns might otherwise suggest. In a large way, Siconis, now S’nis, was still reeling. Sitting in a weyr he was sharing with someone whose name he didn’t care to remember, he was just staring at her. The tiny Red that had literally tumbled into his life. A mess of limbs, a ball of energy he could scare believe she’d finally gone to sleep. Far after all the others had.
 
Late into the night, to the point S’nis believed it might actually almost be morning.
 
He still couldn’t sleep. He was afraid if he closed his eyes she’d be gone. That this was really a dream. That it’d all go away, that maybe he’d wake up in an alley in Fort. Maybe some dark tunnel that he’d been chased down. That this was the dream and the nightmares that sometimes plagued him were the real thing he was trying to escape.
 
Go to sleep. Your mind is bothering me, she thought, her eyes still closed. Filling his own head with her sweet voice, chasing away his circular worries with such a pristine sound. Like a reminder that this was the real thing, that she was real.
 
“Sorry,” he murmured. A true apology, but he didn’t exactly sound sorry. S’nis wanted her to keep talking to him.
 
You don’t have to sleep over there, she said, finally opening her eyes and lifting her so small head to look at him. She seemed so delicate, too small. So fragile. S’nis wanted to keep her safe from a world he thought too cruel to have something so beautiful in it.
 
She snorted at him. Get over here so we can sleep, she said, as though she knew exactly what he was thinking and dared him to actually call her fragile. Maybe she did know what he was thinking.
 
S’nis hesitated a moment but ultimately crawled away from his cot and joined her on the large ‘couch’ that could easily hold both of them. She was smaller than he was, for now. He could curl up with her. Masath was so warm. Was she purring?
 
Go to sleep, she cooed in that sweet voice that chased it all away. Next to her, in her warmth, with the sound of her soft thrum, S’nis eventually did just that.

Member Info...

Created By:
Sanctified. Savage. SanctifiedSavage.
Other Characters:
Sr Weyr Woman Halirina
Mountain Wingleader W'sar
Jungle WingsecondL'ale
 Search Rider C'ace
 Wingrider Niema
Wingrider K'eeda
Wingrider Cassipiora
 Wingrider B'nyn
Wingrider Yinaya
Wingrider Seaphonellqua
Weyrling Haithen
 Weyrling Sethunya
 JW Herder Keassa
JW. Dragon Healer Loressa
 JM Harper Sevastjan
AP Fisher Ysmersa
Candidate S'ric
Wher Butcher Tavianna
Weyrfolk Daysepona
Former Whore Domnitissa
Inactivity Preference:
Dead
Mauling Permissions:
Bring it on
Anything Else:
Kill me please.

Coded by SanctifiedSavage for SWW


21
Family & Friends / An Abundance of Children
« on: April 29, 2017, 05:07:47 PM »

"My duty was to protect Pern, not to raise it."


L'del // Mountain Wingrider of Indulth // 49 years


About the Character:
L'del is very much part of the old guard Bronzers, so he's had a lot of children and not kept track of most. Basically, if they didn't turn out to be a rider, he's forgotten about them. Nor, even for those that did Impress, is he an active father. He'll congratulate them when they become weyrlings, and idly keep an ear to the ground to know how they're doing, but that's about it. Formerly a Wingleader and then Weyrsecond at High Reaches, he now works with Mountain Wing to scour Pern for anything that might prove useful.

Available Characters:
L'tan. Rider of Kyrth. Born 2571. Impressed 2584.
     - Mother was High Reaches Jr. Weyrwoman Lakanya of Meirleth.
Kelsiss. Born 2577. In the Creche. The statute of limitations on L'del caring is about to expire; hopefully either the boy will join a Crafthall or become a Candidate.
Tandena. Born 2584. In the Creche.

These are just the ones that are still knocking around and haven't died or been adopted. 8D But I'm open to having other characters be his children if you want to link them to this insanely large family that he is now part of. The only restrictions are that they can't have been born between 2565 and 2571, because that's when he was weyrmated to Lakanya of Gold Meirleth.

Wanted OOCly:
Basically, I'm tossing this up here in the event someone wants to adopt the few remaining children I've named. Or if you're looking to have your character's father be a PC but not necessarily be involved in their life. Because he wouldn't be. <_< He isn't even to L'ale and L'nal, and they're basically his crowning achievement as far as children go.

Any characters made for this ad DO NOT need to be adoptable in the event of inactivity.


22
Family & Friends / Family for a Troublesome Fisher
« on: April 29, 2017, 03:08:58 PM »

"Our family has always been kind of nebulous."


Vicymus // Apprentice Fisher // 27 years


About the Character:
Vivacious, cheerful, and irreverent, Vicky is not the sort of person that gets hung up on the rules. He doesn't take anything seriously -- even things he should -- instead vastly preferring to pursue life like an adventure. While unknowingly obnoxious to people who have more care for responsibilities, his heart is in the right place. Whatever people might dislike him, Vicky is completely oblivious to it. He's of the opinion that he's friends with everyone.

Available Characters:
Vickmarra. Mother. Journeywoman Fisher. Born 2540. Tapped 2567. 50 years. Played by Kyya.

Vewena. Half-Sister. Rider of Haudath. Born 2557. 33 years. Was raised by her father.
Vehenia. Half-Sister. Journeywoman Weaver. Born 2559. 31 years. Adopted out to a couple who couldn't have children of their own.
Vironethian. Half-Brother. Journeyman Glassmith. Born 2560. 30 years. Same as above, to the same family. Played by Inki.
Vormyur. Half-Brother. Creche Worker. Born 2562. 28 years. Raised in the Creche.

Wanted OOCly:
In terms of details, relationships, and anything else, Vicky's siblings are entirely open. He doesn't currently know any of them, since he was his mother's last living child, but I'm interested in whatever sorts of family shenanigans might strike your fancy. ^_^ The one sibling he is aware of is C'ace of Reesskith, played by SanctifiedSavage.

Vickmarra, on the other hand, I have some specific and unchangeable details for. She was very wild in her youth, and while she's mellowed a tiny bit into a more responsible woman, she's still bright, bubbly, and with a zest for life. She never seems to stop moving. I'd prefer for her to have dark hair, but beyond that I don't have any faceclaims in mind. Below is the timeline I'd sketched out of her life while I was making Vicky.

2540-2551, Birth to 11 -- Vickmarra was born at Paradise River Hold to a mother that was a Fisher and a father that was a Dolphineer. (I didn't specify her siblings, but I imagine she'd be a middle child.) Her childhood was fairly happy despite the ravages of the Pass, and she was raised as a proper Hold woman and encouraged to pick up one of her parents' Crafts.

2552-2555, 12-15 -- When she turned twelve, Vickmarra became an apprentice Fisher and entered into an arranged marriage with a slightly older Holder/Crafter that I didn't name. She didn't hate her husband, but she wasn't faithful either. Her husband found out and wanted their marriage dissolved. Freed of those shackles, she defied convention and moved to Southern Weyr later in 2555. She was pregnant at the time, but didn't know it, and had a miscarriage from being taken Between on the journey.

2556-2564, 16-24 -- She takes to life much better at the weyr, and divides her time between her Craft and the numerous lovers she takes while there -- almost all of which were dragon riders. Vewena is born in 2557 to a rider father, who decides to raise her himself. In 2559, she gives birth to Vehenia and adopts the baby out to a married Crafter couple she was friends with who couldn't conceive. (I'm also fond of the idea that she was in some sort of poly arrangement with them, though it wouldn't have been exclusive for her.) When Vironethian is born in 2560, she adopts him out to the same couple. Vormyur, who was born in 2562, was fathered by a rider Vickmarra was extremely fond of; when he died during Threadfall, she found the memory of him too painful and gives Vormyur over to the Creche. Vicymus is born in 2563, fathered by Blue rider C'ian, and is also given over to the Creche.

2565-2566, 25-26 -- In 2565, Vickmarra has a stillborn son who she names Valas before burying him. This last pregnancy was fraught with complications, and the labor was long and difficult; she's informed by the Healers that the damage to her body has rendered her unable to have any more children. She takes this news far harder from the Healers than she ever thought she would have, now confronted with the reality that she'll have no more children. Young as Vicymus is, she sees him as her last chance to raise one of her children as her own, so she pulls him out of the Creche. This is the first child Vickmarra has actually raised herself, and marks the beginning of a period in her life where she's becoming a bit more responsible, applying herself more so in the Fisher Craft as well as taking care of her young son.

2567-2571, 27-31 -- When Southern Weyr closes in 2567, Vickmarra takes Vicymus and goes to the Fisher Crafthall at Tillek. Vickmarra herself is Tapped not long after the move, since her newfound sense of responsibility has quickly matured in the face of hard decisions and raising a child. In 2571, she and her son end up at Fort Hold with most of the other Fishers when High Reaches Weyr closes and the last Hold is abandoned.

Beyond that, and what events in Vicky's life may have affected her in some way after this point, is up to whoever claims her. ^_^


Any characters made for this ad should be adoptable in the event of inactivity.

23
Family & Friends / Get Your Crafters (Mostly Weavers) Here
« on: April 29, 2017, 01:42:18 PM »

"I've been a Weyrfolk, Crafter, Holder, and Rider all in turn -- and so has my family."


A'lori // Weyrling of Queriluth // 17 years


About the Character:
A'lori is a friendly, outgoing person without much shyness in him. He might not always be the life of the party, but he tends to light up a room and will engage pretty much anyone in conversation unless they're blatantly rude. The son of a weyrfolk and a rider, he's always felt a deep love for the weyr despite being apprenticed as a Weaver and spending much of his childhood at Fort Hold. He was only Searched after the move to Southern Winds, and recently Impressed a pretty Green named Queriluth.

Available Characters:
Turian. Brother. Senior Apprentice Miner. Born 10.5.2570. 20 years old.

Aunoria. Aunt. Journeywoman Weaver. Born 20.7.2551. 38 years old.
Vemmoki. Uncle. Journeyman Weaver. Born 1.8.2551. 38 years old.

Vendron. Male cousin. Senior Apprentice Herder. Born 3.4.2569. 21 years old.
Vennelea. Female cousin. Senior Apprentice Harper. Born 17.2.2570. 20 years old.
Annera. Female cousin. Junior Apprentice Weaver. Born 21.3.2576. 14 years old.

Wanted OOCly:
I'm pretty much open for whatever with these characters. Turian had already been apprenticed as a Miner by the time that their parents died, but their maternal aunt raised A'lori and his now deceased younger brother, T'vain, once they were orphaned. Aunoria and Vemmoki are both Holders at heart, and probably regarded Avelori, A'lori's mother, with mild disdain for running off to live as a weyrfolk and have children out of wedlock. Nevertheless, the bonds of family were strong among them, and they did their best to raise their nephews -- encouraging A'lori to apprentice into Weavercraft when he was old enough. Personalities and any other details for them and their children are completely open.

The only set-in-stone request I have is that Turian and A'lori have a somewhat combative relationship. They were much closer when they were younger, but Turian moved away when A'lori was 10 in order to apprentice as a Miner at Crom Hold. Their relationship has particularly soured since 2586 when their little brother T'vain and his dragon Patrith died in a Betweening accident during weyrling training. I'd sort of like for Turian to have a more Holder mindset about dragon riders, and potentially disapprove of A'lori's having accepted a Search and Impressed -- especially after what happened to T'vain. I am open to them reconciling, though, or not as you desire. :3

Any characters made for this ad should be adoptable in the event of inactivity.


24
There was hot, then there was island hot. Quennaca had been one of those moved before the general populace. Deemed a ‘person of import’ along those with a craft, she had been shipped across to help with the construction and set up of the weyr. That had meant leaving everything she’d known, her home, behind.

Her plants, her business, it was all gone.

It was, or had been, upsetting. Initially. Knowing that when she’d piled her small bundle of effects on the Rider, that was the last time she’d see Fort Hold. It was also disorientating. Coming from a place so bleak and broken to an island seemingly tropical and bursting with life. A whole new world.

A hot world. At early in the evening, the sun was still beating down on them all. Tarlann had already given up on helping. He’d gone to their not quite decorated or finished new home to cool off. Quensk wouldn’t abandon her, not even in this heat. Neither would Lakkahl. But Quenneca was very warm. Were it not so indecent, she’d have pulled off her dress and just work in panties and a chest wrap. Her hair had long been pulled up but that didn’t seem to be doing her much good.

Digging new fields in the weyrbowl was rough work. Some enterprising Farmers had already created the furrows for the seeds, but now it was up to extra hands create mounds from those furrows. Since they weren’t entirely certain how the weather would play itself out on the island, creating raised mounds of dirt was the safest way to plant what they had. And they needed to plant sooner rather than later. Making raised beds would allow for some drainage for the precious plants that would grow.

Quenneca understood the need for it, but it seemed counter intuitive to be mounding up dirt when they could just toss the seeds in the furrows already created. Alas. Quensk, blindfolded for the time being, was trying to help. He’d been digging and helping her plant for nearly his whole life so he understood the method behind the madness. But he didn’t always pay attention to where he was digging or whose space he invaded while doing so.

25
Weyr Bowl / Alike Minds [15.05.2590//9.24am] Tianaice
« on: April 12, 2017, 05:12:13 PM »
Kyareena was in high spirits today, even more so than usual, yesterday they’d started planting the bamboo. It was progress, it was interesting, she was starting new lessons on how to care for and harvest it, all of the new information was giving Kya the shakes she was so excited.

Needing to go outside and let off some steam by putting in some good work, Kya skipped her way across the weyr bowl to tend to the flower garden. She carefully avoided going too close to the bee hives, it wasn’t really her favourite pastime to get stung, so she preferred to start on the outside and work her way towards the hives after she got lost in the work.

Although it wasn’t hard work, it was monotonous, bending and straightening, picking enough flowers to collect seeds and to pass onto the weaver hall, then watering, then straightening any plants as necessary, and occasionally adding seeds to any gaps along the way.

Kyarsk had come with her today, although the wher didn’t enjoy the protective goggles, given the presence of the bees and her recent run, Kyarsk was going to stick to Kya’s side today. At least, she was going to find a nice comfy spot in the sun and lie there while Kya got lost in her work.

Of course, even the best laid plans by Queen’s could go awry, and she noted that the two green flits also bonded to her Kyareena, were nowhere to be seen. Given that the flock of four were very happy to stick close to her and her bonded, the disappearance of the smallest members of their family caused the Queen to huff and set out in search for them.

Quickly she noted they were off bothering another small woman out enjoying the sun. At least, that’s all the Gold could assume she was doing, who wouldn’t like to come out and sunbathe in this morning. Chuffing at the two greens to leave the girl alone, Kyarsk ducked her head in greeting to the young blonde.   

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