Post by ShadowCatJen on Oct 31, 2022 12:33:49 GMT -5
Wrenna Re'kirthol
(Pronounced Ren-ah Ray-keer-thal)
In Game Portrait


Gender: Female
Race: Human (Aglarondan)
Height: 5' 0" (152.4cm)
Body Type: Short, wiry.
Skin: Bronze w/freckles
Hair: Auburn
Eyes: Hazel
Age Appearance: Early to mid-twenties.
Finer Details: Her weapons look pristine, but she does not. Usually a short shambling mass of leathers and furs. She always wears a bandana over her mop top of auburn hair and one side of it covers the left side of her face. There's a tell tale sign that there is scaring under that covered portion of her countenance, the eye-hole cut into the cloth shows just enough of it. She smells of herbs and soil and wood.
Always at her hip, is a rapier in a fine scabbard. Very well kept and out of place of the rest of her look. Like someone strapped it around her waist as an afterthought.
Perceived Heritage: Because of her short stature, the wider bulk of her furs and leathers, and the somewhat reticent attitude, she's occasionally mistaken for a dwarf. After a while, it's clear she's human.
Dressing Habits: It is rare to see her without the furs and leathers and the bandana never comes off. Browns and greys are the usual tones and any actual clothes are commoner grade definitely meant for function and not fashion.
Basic IC Information (things that can be found out just by talking with commoners, no lore check needed):
- She's been flitting around Greatgaunt helping with the usual adventurer type jobs, but she never stays at the inn.
- Keeps to herself and camps in the Bramblewood.
Deeper Information (Can maybe find out via RP)
Age: She is 21. Her birthday is Marpenoth 3, 1365 DR
Actual Heritage: Wrenna is one quarter wood elf. Her father is half-elven (druid/ranger) and his father is a full wood elf (ranger). Her mother's side of the family are all human with the majority being Aglarondan.
Other Details:
- As a babe, she was raised in a small no-name fishing village between Urst and Urve in Aglarond. She doesn't consider it home -- the woods are home -- and is just where grandma happens to live.
- Was taught to fight and survive in the woods by her mother (fighter/ranger), father (druid/ranger), and grandfather (ranger).
- Those who know the elven tongue would know her last name to mean "Thunderbear".
- Joined the Greatgaunt Volenteers on Nightal 10, 1386 DR ((Dec 10, 2022)) and became a Corporal on Alturiak 25, 1387 DR ((Feb 25, 2023))
----- DM Centric Info Below This Point ----
- She had left Aglarond after pirates had attacked her grandmother's village. She'd been left behind to watch her grandmother while her mother, father, and grandfather investigated reports of goblins beginning to nest nearby. Wrenna was easily overwhelmed by their sheer numbers and her grandmother died in the attack. Severely scared and injured, she heard the pirates fled "somewhere West into the Dragonmere" and she left Aglarond to get retribution.
- She purposefully didn't allow her scars to be fully mended before she left to chase the pirates. The constant chronic pain serves as a reminder of why she's out there.
- Though her family tried to pursue the pirates, once out on the water it was hard to chase them further. Wrenna, without consulting her family, continued the hunt.
E/DM HOOK: One of her family could possibly come and look for her either to assist or try to convince her to come back. Doesn't need to be her father, mother, or grandfather, it could be some other extended family member, though the likelihood of it being her grandfather to also help with the hunt is fairly high. He loved his human wife dearly and was going to remain with her until the bittersweet conclusion, but this sudden violent end was not what he was expecting. Side note: Re'kirthol is her grandfather's tribe name. Currently leaving how exactly Wrenna left vague to help facilitate the E/DMs story.
- The pirates she's after:
E/DM HOOK: the only detail I have defined is they overwhelmed Wrenna at the no-name fishing town with their numbers. She slew two before they took her down. Her severe head/face scars are result of both the injuries and part of her hair catching on fire during the attack. All other details of the pirates I'd like to leave to E/DM discretion. I'll generally avoid having Wrenna mention the pirates and her past. If it gets to the point of no longer being able to avoid it I'll come up with something, but for now it's an open book to write into.
- Faith: currently have Silvanus listed, but want to change it to Solonor Thelandira, the god both her father and grandfather follow. Couldn't choose it since Wrenna is human.
Personality Traits:
- Driven with a Guilt Complex ... she sees her lack of combat skills to be a reason why the pirates won. She strives to be able to win even against greater numbers while still knowing her limitations. ((Discipline, Tumble, & Parry -- if Parry ever gets fixed)) Doing "jobs" and work as an adventurer she knows will hone her skills. A recent loss during a Greatgaunt Volunteer Muster, losing due to overwhelming enemies and numbers, reinforced this mentality.
- Self Sufficient (Wildling) ... trained to live in the wild, Wrenna tends to prefer to take care of herself by herself at least as far as living conditions are concerned. A tent, a plentiful forest to hunt in, and a river to fish from is all she really needs. ((some Spot))
- Unsociable (Wildling) ... even the smallest of burgs make her nervous to be in. She's tense and untrusting in civilization and doesn't relax until out in the woods. When she asks a question in town she expects it to be answered. If she doesn't get an answer she suspects the person to be one of those "double-talking town folk" and will immediately distrust them.
- Blunt and To The Point ... she sees little reason for small talk and conversational pleasantries. To her, say what needs to be said, then get going. She isn't reticent, she just doesn't like wasting words. She will, on occasion, speak of something light hearted, but it tends to not last too long. ((both this and above makes for a CHA 8))
- Knows Her Limits ... despite her drive she knows where to test her limits and when/where she actually needs help. At some point she will start to seek aid from others or offer to give help when asked. Part of her journey will hopefully be in recovering for her need for vengeance and feelings of guilt that she let her whole family down by "allowing" her grandmother's death. This journey can only come if others point out to her the faulty thinking. ((guilt overriding her WIS 14 score, but not for long))
Little Details
- Doesn't operate too well in the winter months. As she usually camps in caves or the forest, most of her energy is spent just keeping warm. Her ties to nature have her prefer to fairly much hibernate.
- Though fluent in Elven, Common, and Aglarondan, she generally prefers to speak in Elven as it is the language she's more used to.