RE: Wings of Fury 2
06-17-2021, 11:14 PM
(This post was last modified: 06-30-2021, 02:42 AM by Protoman.)
Name: Rozenn af Quillard
Species: Urkadi
Song: None! Rozenn is a person who is mute.
Age: 24!
Origin: Arthenard, a bustling island community made primarily of orcs and humans. Arthenard's origins span two-hundred years, starting when a freight boat full of Chunadier folks found itself in choppy waters with a hole in its hull. Just as all hope seemed lost for the peasants, nobles, adventurers and merchants, they found themselves gently pulled to shore. As luck would have it, a traveling orc tribe that happened to be passing across the archipelago took notice of their ship; in no time whatsoever, their tribe's elders pulled the sinking vessel back to shore with a rousing verse of the second song.
Both groups found themselves in something of a pickle: the Chunadier didn't have the equipment or materials to make their ship seaworthy once more, and the Urkadi travellers didn't have enough boats to carry their new friends home without making dozens of difficult trips. After much deliberation, the Urkadi collectively decided the best way to handle things was to simply lend a hand; they would stay on the island and help them prepare enough vessels to get back home.
It was a long and arduous venture, and the task of mutual survival drew the two communities closer. Friendships, camaraderie, and romance bloomed on the island. As time went on, the workers found their task grew lighter and lighter: people were deciding to settle down together on the island, to abandon their homes and their people to remain a part of this community. Eventually, the Chunadier civilians and the Urkadi nomads parted ways, and in their wake they left something new: Arthenard, a village formed of their cooperation and partnership. In time, that village grew into a castle town with a thriving port. The problem of pirates soon came into view. Old Chunadier ideas were reborn in a much different cultural context, and orders of knights began to form. These followers of the new chivalric code now take to land and sea in order to defend the innocent and represent their ideals abroad.
Also of note: the knights of Arthenard have formed three administrative orders in order to manage their duties. There are the Knights of the Stalwart Stone, who are responsible for management of the island's defensive structures; the Knights of the Silent Sea, who are responsible for managing the safety of the trade ships which allow the island to thrive, as well as customs enforcement; and the Knights of the Sunless Sky, who are responsible for engaging in speechcraft, masters of espionage, off-island diplomacy and conflict mediation on the island. Each order is organized somewhat differently. The Stalwart Stone's members are elected by the people of Arthenard. The Silent Sea's folk are built on ground-up organization and delegation, with captains, commanders, masters and grandmasters being selected by the knights they'll be making decisions for. The Sunless Sky's inner workings are a bit of a mystery to the outside world as they're kept closer to the chest than others, but it's known that they work on a somewhat more complicated form of democracy as well, and that they have fancy titles for their knights.
Home: Rozenn was born to Ladies Gaera and Enora af Quillard, two of the latest in the long line of knights of Quillard. As such, she was raised in the old stone walls of Quillard Castle, home to the eastern knights of Arthenard. Quillard Castle rests upon a rocky peninsula, jutting out into the sea, a bastion overlooking the waves. Its center courtyard is home to a market every Sunday, where farmers and merchants gather to exchange their wares and contribute to the public good.
Appearance: Rozenn is an orc with blue-green skin, flowing black hair, and a kind smile. She stands at about 7'2", strongly muscled and broad-shouldered, but carries herself with carefully-practiced elegance. She is rarely seen without a shield across her back, just in case.
Personality: Rozenn is deeply excitable, quick to accept offers of adventure and slow to retreat. Once she's gotten her tusks sunk into an adventure, she holds on tight. She's quick to love people: if you think of her as a pleasant acquaintance, you're likely a friend in her mind; if you think of her as a friend, she likely sees you as family. Absolutely ride-or-die, but with a strong moral compass. Has a hard time believing people she cares for might genuinely not care about doing the right thing. It's unclear whether she's naive or simply a true believer in those she shares her path with.
Biography: The birth of the child of the mistresses of Quillard Castle was a happy, uneventful one. It wasn't until about an hour after her birth that they realized they'd run into something out of the ordinary: the girl made no sound, did not coo or cry. She was perfectly healthy, but she was incapable of vocalizing in any way. Thankfully, rather than taking this as some great tragedy, her mothers immediately dedicated themselves to learning the language of hands, to finding works written by people in similar circumstances, and to figuring out how best to mother and raise a child born without speech.
Rozenn's childhood was an exciting and adventurous one. While on Arthenard, she would accompany knights on their duties as a squire, spar with other students, and sit with rapt attention as her teachers described ancient battles and the heroes who fought in them. When her mothers would have to take trips to foreign lands, she would occasionally be brought along to observe and take in new sights, sounds and cultures. Since she could not speak, she found her body language and demeanor were key to making a good first impression on people incapable of understanding her signs.
As she matured into adulthood, Rozenn found herself called to both of her mothers' orders. The Knights of the Silent Sea were brave, noble, and bold, while the Knights of the Sunless Sky were dedicated to building ties friendship all over the world. Rozenn wanted to protect the weak and make friends, so instead of choosing right away, she made a choice common to young knights on Arthenard: to become a hedge knight, wandering about and doing good in the name of chivalry! She would find her place in the world eventually; she just needed to take her time.
It's been several years since her journey began, and she's fought many a foe and made many a friend. She's since decided to become a knight of the Silent Sea, but to be her own type of knight. Violence is important for safeguarding the innocent, but life is precious, and no one she's yet met is truly evil. Diplomacy and kindness are every bit as chivalrous as her unflinching steel. She'll fight when she must, and offer a hand of friendship when she can. This will be her knightly path!
Important Skills: Rozenn has spent her life recieving a knight's education, and in order to overcome her lack of song has applied herself doubly to them. As such, she is well-trained with a variety of weapons, has extensive knowledge of the rules of decorum in various cultures across Alma, and is extensively familiar with the world's history, especially military and heroic history.
Important People:
Enora af Quillard: Orc, 53. Lady Commander of Castle Quillard, master of the Order of the Silent Sea and mother to Rozenn. Enora is a deeply religious woman; her devotion to the gods is only surpassed by her devotion to her wife and child. She has an unflinching sense of justice, and her blade and bow never fail to find their mark. The intensity with which she meets the battlefield is strongly contrasted by her incredible shyness - she is awkward, polite, and nervous when it comes to personal interaction, even with her own wife. Fourth song practitioner.
Gaera af Quillard: Human, 53. Blue Rose Knightess of the Order of the Sunless Sky and mother to Rozenn. A deeply kind, friendly woman who always has an air of mystery about her. Dedicated to her ideals, and to seeing them live in the world beyond Arthenard. Sweet and jubilant, but only her wife knows the depths of the secrets she's got tied up. Uses the rapier effectively. Second song practitioner, focused on water.
Therrin IV Garrthul: Dwarf. 80. Lord of a small dwarven barony and friend to Enora and Gaera. "Uncle Therrin" to Rozenn. A dwarf of great virtue and even greater martial skill who never had a reason to use it, as he was a lover of peace. He's happy to oversee the administration of his little barony, protect his fellow dwarves, and make sure his people are happy as can be.
Hyacinthe d'Orotte: Human, 27. A friend made during a trip to Chunadie. Daughter of a nobleman; yearns for adventure, but is bound by duty to remain stationary. Somewhat rebellious.
Irénée af Corounn: 44, Orc. A knight-commander of the Stalwart Stone. Was the knight Rozenn apprenticed under. They are serious to the point of sometimes coming across stony, but ultimately has a warm interior. Master of the ranseur.
Inventory:
A Variety of Weapons: Only ever carries a few with her, but she has a rapier, a longsword, an axe, a ranseur, and a bow. Unused ones are kept on Gwen.
Gwenaëlle: Rozenn's horse companion. A good, sweet friend. First song master.
Bouclier de la Rose Indigo: A kite shield of exceptionally fine make passed down through Gaera's family line, once wielded in the War of the True Violet. Has been repaired, touched up, and maintained over the generations. Has a fine indigo rose painted on the front.
Species: Urkadi
Song: None! Rozenn is a person who is mute.
Age: 24!
Origin: Arthenard, a bustling island community made primarily of orcs and humans. Arthenard's origins span two-hundred years, starting when a freight boat full of Chunadier folks found itself in choppy waters with a hole in its hull. Just as all hope seemed lost for the peasants, nobles, adventurers and merchants, they found themselves gently pulled to shore. As luck would have it, a traveling orc tribe that happened to be passing across the archipelago took notice of their ship; in no time whatsoever, their tribe's elders pulled the sinking vessel back to shore with a rousing verse of the second song.
Both groups found themselves in something of a pickle: the Chunadier didn't have the equipment or materials to make their ship seaworthy once more, and the Urkadi travellers didn't have enough boats to carry their new friends home without making dozens of difficult trips. After much deliberation, the Urkadi collectively decided the best way to handle things was to simply lend a hand; they would stay on the island and help them prepare enough vessels to get back home.
It was a long and arduous venture, and the task of mutual survival drew the two communities closer. Friendships, camaraderie, and romance bloomed on the island. As time went on, the workers found their task grew lighter and lighter: people were deciding to settle down together on the island, to abandon their homes and their people to remain a part of this community. Eventually, the Chunadier civilians and the Urkadi nomads parted ways, and in their wake they left something new: Arthenard, a village formed of their cooperation and partnership. In time, that village grew into a castle town with a thriving port. The problem of pirates soon came into view. Old Chunadier ideas were reborn in a much different cultural context, and orders of knights began to form. These followers of the new chivalric code now take to land and sea in order to defend the innocent and represent their ideals abroad.
Also of note: the knights of Arthenard have formed three administrative orders in order to manage their duties. There are the Knights of the Stalwart Stone, who are responsible for management of the island's defensive structures; the Knights of the Silent Sea, who are responsible for managing the safety of the trade ships which allow the island to thrive, as well as customs enforcement; and the Knights of the Sunless Sky, who are responsible for engaging in speechcraft, masters of espionage, off-island diplomacy and conflict mediation on the island. Each order is organized somewhat differently. The Stalwart Stone's members are elected by the people of Arthenard. The Silent Sea's folk are built on ground-up organization and delegation, with captains, commanders, masters and grandmasters being selected by the knights they'll be making decisions for. The Sunless Sky's inner workings are a bit of a mystery to the outside world as they're kept closer to the chest than others, but it's known that they work on a somewhat more complicated form of democracy as well, and that they have fancy titles for their knights.
Home: Rozenn was born to Ladies Gaera and Enora af Quillard, two of the latest in the long line of knights of Quillard. As such, she was raised in the old stone walls of Quillard Castle, home to the eastern knights of Arthenard. Quillard Castle rests upon a rocky peninsula, jutting out into the sea, a bastion overlooking the waves. Its center courtyard is home to a market every Sunday, where farmers and merchants gather to exchange their wares and contribute to the public good.
Appearance: Rozenn is an orc with blue-green skin, flowing black hair, and a kind smile. She stands at about 7'2", strongly muscled and broad-shouldered, but carries herself with carefully-practiced elegance. She is rarely seen without a shield across her back, just in case.
Personality: Rozenn is deeply excitable, quick to accept offers of adventure and slow to retreat. Once she's gotten her tusks sunk into an adventure, she holds on tight. She's quick to love people: if you think of her as a pleasant acquaintance, you're likely a friend in her mind; if you think of her as a friend, she likely sees you as family. Absolutely ride-or-die, but with a strong moral compass. Has a hard time believing people she cares for might genuinely not care about doing the right thing. It's unclear whether she's naive or simply a true believer in those she shares her path with.
Biography: The birth of the child of the mistresses of Quillard Castle was a happy, uneventful one. It wasn't until about an hour after her birth that they realized they'd run into something out of the ordinary: the girl made no sound, did not coo or cry. She was perfectly healthy, but she was incapable of vocalizing in any way. Thankfully, rather than taking this as some great tragedy, her mothers immediately dedicated themselves to learning the language of hands, to finding works written by people in similar circumstances, and to figuring out how best to mother and raise a child born without speech.
Rozenn's childhood was an exciting and adventurous one. While on Arthenard, she would accompany knights on their duties as a squire, spar with other students, and sit with rapt attention as her teachers described ancient battles and the heroes who fought in them. When her mothers would have to take trips to foreign lands, she would occasionally be brought along to observe and take in new sights, sounds and cultures. Since she could not speak, she found her body language and demeanor were key to making a good first impression on people incapable of understanding her signs.
As she matured into adulthood, Rozenn found herself called to both of her mothers' orders. The Knights of the Silent Sea were brave, noble, and bold, while the Knights of the Sunless Sky were dedicated to building ties friendship all over the world. Rozenn wanted to protect the weak and make friends, so instead of choosing right away, she made a choice common to young knights on Arthenard: to become a hedge knight, wandering about and doing good in the name of chivalry! She would find her place in the world eventually; she just needed to take her time.
It's been several years since her journey began, and she's fought many a foe and made many a friend. She's since decided to become a knight of the Silent Sea, but to be her own type of knight. Violence is important for safeguarding the innocent, but life is precious, and no one she's yet met is truly evil. Diplomacy and kindness are every bit as chivalrous as her unflinching steel. She'll fight when she must, and offer a hand of friendship when she can. This will be her knightly path!
Important Skills: Rozenn has spent her life recieving a knight's education, and in order to overcome her lack of song has applied herself doubly to them. As such, she is well-trained with a variety of weapons, has extensive knowledge of the rules of decorum in various cultures across Alma, and is extensively familiar with the world's history, especially military and heroic history.
Important People:
Enora af Quillard: Orc, 53. Lady Commander of Castle Quillard, master of the Order of the Silent Sea and mother to Rozenn. Enora is a deeply religious woman; her devotion to the gods is only surpassed by her devotion to her wife and child. She has an unflinching sense of justice, and her blade and bow never fail to find their mark. The intensity with which she meets the battlefield is strongly contrasted by her incredible shyness - she is awkward, polite, and nervous when it comes to personal interaction, even with her own wife. Fourth song practitioner.
Gaera af Quillard: Human, 53. Blue Rose Knightess of the Order of the Sunless Sky and mother to Rozenn. A deeply kind, friendly woman who always has an air of mystery about her. Dedicated to her ideals, and to seeing them live in the world beyond Arthenard. Sweet and jubilant, but only her wife knows the depths of the secrets she's got tied up. Uses the rapier effectively. Second song practitioner, focused on water.
Therrin IV Garrthul: Dwarf. 80. Lord of a small dwarven barony and friend to Enora and Gaera. "Uncle Therrin" to Rozenn. A dwarf of great virtue and even greater martial skill who never had a reason to use it, as he was a lover of peace. He's happy to oversee the administration of his little barony, protect his fellow dwarves, and make sure his people are happy as can be.
Hyacinthe d'Orotte: Human, 27. A friend made during a trip to Chunadie. Daughter of a nobleman; yearns for adventure, but is bound by duty to remain stationary. Somewhat rebellious.
Irénée af Corounn: 44, Orc. A knight-commander of the Stalwart Stone. Was the knight Rozenn apprenticed under. They are serious to the point of sometimes coming across stony, but ultimately has a warm interior. Master of the ranseur.
Inventory:
A Variety of Weapons: Only ever carries a few with her, but she has a rapier, a longsword, an axe, a ranseur, and a bow. Unused ones are kept on Gwen.
Gwenaëlle: Rozenn's horse companion. A good, sweet friend. First song master.
Bouclier de la Rose Indigo: A kite shield of exceptionally fine make passed down through Gaera's family line, once wielded in the War of the True Violet. Has been repaired, touched up, and maintained over the generations. Has a fine indigo rose painted on the front.