Thea Ravenscar
Apr 28, 2015 8:42:08 GMT -8
Post by Thea Ravenscar on Apr 28, 2015 8:42:08 GMT -8
Character InformationGiven Name
Thea Bozidottir (Tee-ah Bu-zee Dot-er)
Gift of God//Divine Daughter
Common Name
Thea Ravenscar
Gender
Female
Age
17
Rank or Title
Hunter
hair – azar // attire – psyke23/oldholo // chargen – race menu – expired
[vanilla skyrim and nexus mods]
[vocal sample/female voice]x. Physical 4'9, 100# (1.45m, 45.5kg)Thea is short but muscular, looking more like a young boy before removing the hood of her cloak and revealing her long, dark hair, blue-grey eyes, and feminine features. She wears dark clothes and tall boots that can be rolled down, otherwise they cover the tops of her knees, and gloves that cover the heinous scar on her right arm. One of her twin daggers resides in a simple sheathe along her lower back, the other in a boot, with either the longsword hanging at her hip or the bow slung across her shoulder with its quiver; she is never unarmed, even in sleep. There is a red strip of cloth tied around her right arm, symbolic of her heart's pain while she mourns the loss of her father. A self-made pendant rests between her breasts to serve as a reminder that she can take the life of another, while a cloak and hood made from the skin of the sabercat that fashioned her bow dresses her shoulders.
x. Constitution Petite, wiry, deceptively strong, lithe
x. Poise Tough, wary, boyish
x. Aesthetics grey-blue almond eyes, thick dark raven hair, full lips, round breasts and buttocks, feminine eyebrows, scar across the length of right forearm.
x. Attire Sturdy boots, brown leather, knee-high, can be rolled up or down; darker brown leather gloves, with or without finger coverings depending on the weather; dark thick woolen tunic with leather inlay for support along the collar, shoulders and chest, thick woolen dark pants, bone pendant worn under clothes, occasional thick, white fur cloak and hood; red armband
Personalityx. Intimate – Relaxed, pensive, gentleThea is, to most, introverted bordering on antisocial; she appears to lack the nuances that the 'civilized' folk of the Varald have come to identify as normal, but this is primarily due to her own sheltered upbringing in the North. She appears to be slow, but is quiet the opposite, and she rarely speaks, even when spoken to – this is primarily due to her ignorance of the common parlance in the cities, as she speaks in the older tongue with the thick accent to match. When she does speak, it sounds as though she's having trouble with finding the right words, but the only struggle she encounters is to both slow down the rate of speech and increase the volume of her naturally soft voice.
x. Acquaintance – calm, driven, out of element
x. Professional – affable, pleasant, persuasive, intimidating
x. Unknown – stoic, slow, mumbles often (whilst praying)
x. Dreams, Goals current: save village; lifetime: be half the person her father was
x. Likes, Loves mimicry, solitude, sunrises and sunsets
x. Dislikes, Hates loud noises, ravens, senseless killing/killing for sport
x. Fears, Phobias Large groups of people, tight spaces
x. Unique Qualifier Speaks in a thick, archaic accent; has a tendency to pick up on an individual's unique idiosyncrasies and reflect them back toward that individual;
In her recent dealings with the lowlanders, as the village elders have called them since time immemorial, she has taken to employing her skill in mimicry to make things easier on both parties; she'll mimic the nuances of a person to help her tone down the thickness of her accent, to make herself more likeable or intimidating, or even just to get to know the person – to Thea, there is slight difference between a wounded animal and a disgruntled lowlander. While she may dislike or distrust lowlanders as a whole, she recognizes the value and aid they provide if she wants to save her village.
It is very clear to those just meeting her that Thea is out of her element. The girl prefers the solitude and quietness of the mountains and forests she calls home, and is excessively wary of the noises and tightness that civilization brings; if at all possible, the girl prefers to sleep in barns or sheds instead of inns or taverns to be away from the raucous din and proximity of people. If necessary, she can be persuasive, and if that fails, intimidating, but she would prefer to not have to resort to subterfuge to get her points across.
She is generally pleasant, if one has not angered her or offended her beliefs: she practices the Old Way, a theory of worship that dates before the first records of the Primordials, and will pray for the soul of the animal she has killed to surive – those that kill for sport are the lowest of the low in her eyes, and those who display trophies of their kills are below that. The animal's sacrifice is to not be in vain. To remember this when she is subjected to such vanities, or when she is feeling particularly vindictive, she touches the pendant at her breast and utters a soft prayer for those who are lost.
HistoryTimelinex. 1984 – born;
x. 1990 – starts gathering;
x. 1992 – learns how to skin animals;
x. 1994 – begins learning how to hunt from father;
x. 1998 – first solo kill, not without harm; accesses first ability;
x. 1999 – gifted Dalibor and Zora once wounds healed;
x. 2001 – seeking outside assistance for dying village;
Thea, daughter of Bozi, was born motherless in the deep of winter in the mountainous area beyond that of Levenstead, to a nameless clan that broke away from the Snowclaw ages before the rebellion. She was known from an early age to belong to the Gods, not due to ability but because of the miracle of her birth from a dead woman, and she quickly became the village's beacon of hope for survival. She showed a prowess for hunting at a young age, though it would be ten years from her birth that she would be allowed to hunt, having instead been required to learn how to gather and prepare meals, to use what the hunters returned with to survive.
On the eve of her fifteenth year, she went out alone on a hunt, as was custom. The deer was slain promptly, without trouble, and the trek home began. Alone in the setting sun, trailing the stag behind her, she stumbled upon a mother raven, which, in order to protect her dead brood, fought fiercely. To protect herself, Thea rose her arms before her face to protect them from the claws which had shredded glove and skin, and in a fit of fear and self-preservation, flung them downward to strike at the death-dealer before it could rip her further; she never made contact with the bird, though she could follow the arc of blood in the wake of her motions and see that something had happened: the raven lie motionless some way before her, a feathered heap half-buried in lightly falling snow. She uttered a prayer for the bird, though the damage had been done and forever more shall the kind be the target of her ire, picked it up in the wounded hand, and continued onward; she barely made it back to the village, stumbling in long after she was expected back and losing consciousness before the elders. But she had passed, and the ability was left secret.
She awoke several days later to several gifts and praise from all the villagers, including the honor of a wolf-dog pup and a horse, both of which bonded with her immediately. She truly was a gift from the gods, they told her, for no one else could have done what she had. The pup was to protect her, the horse to carry her, the weapons to ensure none would ignore her. They told her the secret then, that they were dying, that they needed the help of the ancestors, the lowlanders, to help right the terrible wrongs befalling on them. For years, their hunters venturing south had disappeared, her father amongst them the previous year, and while they had plead to Levenstead for assistance, none had yet to arrive – their fault, they assumed, because they had declared independence so long ago.
Thea took it in, the stories, the legends, and ruminated on it for years; now their numbers are few, for the herds venture south and so the hunters must follow. She seeks assistance for her dying village, and has no choice but to venture into the lowlands.