Mar. 26th, 2037

Info (Wip)

Mar. 26th, 2037 11:35 pm
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QUILL

Deep inside me, I'm fading to black, I'm fading;

Took an oath by the blood on my hand, won't break it.


D&D OC

PLAYER
NAME: Kiwi
PRONOUNS: she/her
AGE: 36
PLURK: [plurk.com profile] atomic_kiwi
DISCORD:Atomic_Kiwi
TIME ZONE:Central

HISTORY
Traded to the Fae as an infant, Ink's childhood was difficult due to the cruelty of the Court of Savagery who controlled the domain he lived in. He was raised by the willow fae Aurantia, alongside a white harengon, Quill, who was a more vibrant, outgoing sort than he was. The pair supported each other in the difficult environment, with Ink more willing and able to manipulate and deceive as needed compared to his more sweet-natured friend whose charisma helped keep them 'entertaining' to the prince, Oighir. The pair clung to each other, seeing each other as siblings and making a pact that someday they would escape together to explore and see the world beyond the Feywild.

On their 13th birthday, Oighir offered the two harengon a dubious gift in the opportunity to be released- but they would have to fight to the death to earn their freedom. Quill, as was his way, insisted that the pair take a stand and go after the prince instead. Ink was keenly aware that this would only end in the pair of them dead, and so instead when they were given the knives to fight with, pretended like he was out to betray Quill in an attempt to try and save the other- even lashing out to cut the other with the knife to try and sell his act both to the fae court watching, and to Quill himself, reasoning that of the pair of them, Quill would make the most of freedom. Unfortunately, the knives had been poisoned unbeknownst to them, and so Ink was faced with the choice of either watching his best friend die a slow, agonizing death, or putting him out of his misery himself.

Oighir kept his word and Ink was allowed to go free. Aurantia gave him a sword and promised to look after him even if she couldn't come with him, and he set off to find a way out of the Feywild. It took almost a whole year, and a trade to another fae of the memory of his mother's love to find a portal to the Material Plane. Once freed, Ink abandoned his identity, taking Quill's name and mimicking his personality as a way to keep the other harengon's memory close. He travelled as a bard, learning a bit more about life outside the Feywild, passing as an adult due to general ignorance of harengon by most. He fell in with a travelling band of adventurers, and learning that they were set for Candlekeep, decided to join them, hoping the bastion of knowledge would help him learn more about the Archfey so that one day he could return and take vengeance against Oighir. Aurantia kept her word as well, taking the young harengon as a warlock, revealing to his discomfiture that the sword she'd given him had been Quill's blade as well. At this point he's at a bit of a crossroads between vengeance and finding a new purpose now that he was free.

PERSONALITY
  • What is the most important and defining relationship(s) in your character's life and why?

    As much as Quill hates the idea, his most defining relationship is with Oighir. His entire life was predicated on the whims and moods of the Archfey, and so the young harengon wound up warping his entire personality and mode of behavior in accordance with that. Tailoring the way he spoke, acted, and treated others based on what would amuse Oighir, what would remove both he and his companion from the Archfey's line of fire if he were in a foul mood. It disturbed his companion, but he did everything to protect him as much as himself, given the other harengon wasn't as adept at, or willing to adapt to the mercurial and cruel moods of their captor. As much as he despises Oighir, he would be an incredibly different person today without his influence, and quite a few of his thought patterns, behaviors, and responses to things like fear or anger are direct results of observing and mirroring things that he knew the Archfey favored in his 'prized courtiers.'


  • What is your character's moral code? Do they have one? Why or why not?

    Quill's moral code is a hodgepodge at this point- at first blush, what he claims is the general code that all fae seem to live by, which are the rules of Hospitality, Ownership, and Reciprocity. Basically that one should be a good host or guest, until others prove themselves undeserving of hospitality, that you do not steal something that someone else rightfully owns, and that if offered a gift, you must at some point reciprocate with a comparable gift of your own. The Court of Savagery kept to these codes, though they also believed in survival of the fittest, so it was considered a 'moral' failing to display fear or weakness to others, or to do anything other than take advantage of such displays of vulnerability, as a twisted sort of 'teachable moment.'

    Underneath everything else, his own personal morals tend to skew towards wanting to help others, to help those who maybe can't help themselves, but thanks to the framework he was raised with, he isn't sure how to do that. It tends to come out with him being almost sharp with people even as he assists them, in some strange mix of the 'attack' that he was raised to make upon those vulnerable, and the genuine help he wants to give.


  • What does your character feel like they struggle with still? Where could they improve? This could be physically, mentally, emotionally, or otherwise.

    Quill is still struggling quite a bit with a few things. One of the more obvious being how to fit in and get by in the Material Plane after so long living by the rules and mores of the Feywild. He's spent a year so far with his adventuring party and has realized that he's quite out of his depth. He can thankfully pretend on a basic level to get along socially if he considers it as a performance of sorts, but that can only take him so far. Anything beyond introductory or surface-level interactions leave him floundering as he tries to apply reactions and behaviors that he learned in the Court he was raised in, only to find that either they simply don't work, or in some cases make the situation worse as whoever he's dealing with takes offense to something he's done or said.

    And while he might not admit as much, he is becoming aware thanks to observing his self-same adventuring party over the past year, that he might not have the healthiest mindset towards his own emotions. The others have been encouraging him that it is alright to feel and express his emotions, but the idea is still terrifying to him. Vulnerability has always been dangerous, and while he is coming to trust them, that fear still lingers. To say nothing of the rage he holds tight- he doesn't dare express that, as he's afraid of what he might become in the process with the cold sort of violence the feeling holds for him at the moment.


  • Is your character capable of forgiveness or will they hold a grudge until they die? Would anything ever make them change their mind?

    In a lot of cases, Quill is very strangely chill about things. He's willing to overlook some situations that might make others very, very concerned. For example, someone attempting to poison him wouldn't even register as a thing to be mad at (unless it happened at an 'inconvenient' time,) or say tried to shoot him. Given the behavior of the Court he'd been raised in, such things were, if you were clever enough or fast enough to survive, simply seen as ways to bond.

    However, should someone cross the nebulous, ill-defined line that Quill holds between 'bonding moments' and things that genuinely offend them, he can and will hold a grudge. Simply violating the code he lives by is generally enough to get a mild sort of grudge if there's no attempt to make amends, but should someone bring harm to someone he cares for, or who he's decided is under his protection? He can and will hold a grudge until the end of time. How viciously or violently he acts upon that grudge might depend on how severe the supposed infraction was, and if the offender tries to make amends, especially if the actual injured party decides to forgive them. He might follow suit, at least in playing nice, but he will in those cases barely forgive, and certainly won't forget. And aside from a few especially egregious examples, Quill generally doesn't let on that he holds a grudge easily, as if someone assumes that he's forgotten what happened, or they don't even realize that the grudge exists, well it's that much easier to get revenge on someone whose guard isn't even up in the first place.



  • ABILITIES / ROLE
    Skills:
    -Singing: Quill has a fairly good singing voice and is not afraid to perform either alone or with others.
    -Instruments: While he's dabbled in many instruments, his focus is more on the lyre, the tagelharpa, and the flute.
    -Sewing: He's quite skilled with sewing, making most of his own garments and costumes for performance.
    -Crafts: Aside from the main ones of music and sewing, Quill has dabbled in a variety of other skills, typically to create specific costumes. Not enough to count himself as very skilled in any of them, but enough to have a passing familiarity. (Main examples being glasswork, painting, leatherwork, and jewelry making)
    -Fighting: Due to being raised in Oighir's court, Quill learned to fight early on, with tactics more focused on dexterity and a willingness to be almost cruel to put an opponent down if survival is on the line.
    -Hunting: With Oighir's love of hunts, it was either learn to hunt himself, or become one of the hunted. This includes things such as tracking, camouflage, and setting traps, as well as field dressing kills.

    Canon Abilities: Level 3 Character Sheet

    Nerfs for game purposes:
    -Any spell that controls/charms/or otherwise manipulates another character would require ooc permission, and naturally would not work on Thirteen and their iterations.
    -Any spell that teleports will not give him access to anything he wouldn't be able to get to on his own. (can't cross a plot-given barrier or locked door, or wind up somewhere restricted from pcs, etc)

    Role: Myth
    Role Qualities/Attributes: Quill is, despite his charisma, a very guarded person, and a bit obsessive with his goals which will only be enhanced by the myth role. Physically he will grow pale horns with sharp gold tips, as well as fangs and small claws.
    Role Reasoning: Quill, as it stands now, is starting down a dark path with his focus on revenge at the expense of all else. He's not at the point of no return, but as things stand, and the closer he gets to his goal, the harder and harder it will be to turn away from the darker parts of his nature. Making it so obvious in his role would be an interesting way to force him to examine that, and I'm looking forward to seeing how the influence of Folkmore and the potential connections he could make there would incite change in him and his choices for better or worse.
    INFORMATION
    Age: 15
    Species: Harengon
    Height: 2'4"
    Weight: 21 lbs
    Fur: Black and white
    Eyes: Opalescent
    Current Health: Good
    Class: Bard/ Hexblade Warlock
    Outfit: Link
    Residence: Here
    Canon Iteration: OC