Isolde Seibold *Pronunciation (ih-ZOLD-uh zee-BOLD) Appearance Race-- Nuit Gender-- Female Age, Birthdate-- Approx. 152 years, Spring circa 363 AV Birthplace-- Mithryn Outpost Current Body Specifications Race-- Human (unknown subset) Gender-- Female Age-- mid 50's Height-- 5' 4" Weight-- 130 lbs Hair Color-- Silver Eye Color-- Light brown Isolde’s appearance varies according to the body she is inhabiting. Gender and other physical traits such as weight, height, hair and eye color, base skin tone, etc. are all determined by the person whose form she has taken. However, all Nuit share a few common characteristics due to their condition: dark circles under the eyes, pallor, gauntness, lack of body heat, black tongue. Despite her altering appearance, Isolde will display a few recognizable outward traits due to personality quirks and body preparation. These are:
Character Concept Isolde has an unstable personality. Hardships affect her greatly, usually causing dramatic change. THEN Before becoming a Nuit Isolde was a rather free-spirited individual. She could be obstinate, but in general she was warm and kind, always willing to help others. She loved many things: her life, her siblings and parents, her gods, her community, her husband, and later her lover Vaughn and her daughter Wynry. THEN AGAIN After becoming a Nuit Isolde's personality took a dramatic shift. As the years passed she lost her self confidence and self worth. Fear governed her, and she became obsessed with clinging to the past and worrying about the future. Still, she believed there might be some hope for her: that if she accomplished some great task, the gods might forgive her for her crimes in life and she might be happy again. NOW Since joining the Syliran Knights and making a few new friends (in Spring 515 AV), Isolde has slowly come to recognize that perhaps she should be treated fairly as a person instead of as a vile monster. Her patron knight Lady Tenna Freed is intent on teaching her confidence, and as such the Nuit is beginning to value herself more, though she still sometimes struggles with her past, her fears and doubts, and with all the torments that have plagued her mind for too many years. Tidbits--
Character History KALE
Isolde grew up in the Mithryn Outpost. She had a simple, fulfilling life. She was happy. What she wanted most were children, a family of her own. She married a childhood friend, Kale Seibold. Kale owned the farmland he had inherited from his father. He also inherited his father's trade business, which took him on frequent trips to Syliras. The couple were unable to conceive. Their marriage soured. Isolde asked the gods for a second chance. VAUGHN
Isolde met a stranger named Vaughn Frostfawn, a friend of her husband's from Syliras. Though at first he was frightening, Isolde came to appreciate Vaughn. He lifted her husband's spirits, and so her own. Vaughn was accepted by the community, and eventually came to live permanently in the Outpost. A mutual attraction developed, while Kale remained harsh towards his wife. Isolde and Vaughn began an affair. Isolde became pregnant, and gave birth to her first child, a daughter named Wynry. The marriage foundered further. Kale left on business and did not come back. Vaughn raised Wynry with Isolde, the three acting as a family. Isolde believed that Vaughn and Wynry were her second chance. NUIT
Eventually Kale did return. Something was wrong with him. He seemed sick, or insane. He insisted Vaughn come with him, to settle things. Vaughn agreed, and they left. Kale returned alone. He made Isolde and Wynry leave town with him, and took them to a nearby cave system, the Aylasas. There they met a group of horrifying pale-dead people. Wynry was taken from Isolde, and Isolde was attacked, subdued, strapped to a table. The people performed magic on her-- the daek-nuit. She was made Nuit, then put in a room to recover. When she awoke Kale was there. He, too, had undergone the procedure. He said that her old life was over and that it was impossible to reclaim, that she must now rely on him and only him. Isolde refused, invoking a horrible rage from her husband, and he pulled a dagger from his belt and stabbed her. He left her to die. But the wound was slow to bleed, instead glistening with dripping white ichor. Isolde forced through the pain and went to find Wynry. She found her daughter's body lying on the floor in another room, her neck ringed with bruises. Next to the young girl lay a burned man, who had terrible wounds covering his face, neck, shoulders and arms, and parts of his torso. Though he was still alive, there was nothing Isolde could do to help him. She turned to her daughter, weak now, dying just as her girl had died. Delirium overtook her. Strange new instincts prompted her to act, to save herself. Isolde drew runes on her daughter's body with her own ichor. She pressed her mouth to the girl's, and began the soul transfer. THE BURNED MAN
When Isolde next awoke, she found herself in Wynry's body. Terror overtook her, and she fled the room. The Burned Man, too, had gone. She found the group of horrifying pale-dead people, whom she now recognized as Nuit. Kale had left, along with the Burned Man. One of the other Nuit agreed to take her from the caves and back to the Outpost. Isolde stayed in Mithryn for a while, but she could not reclaim her old life. Being at home began to drive her mad. She decided to leave, to search for Vaughn, thinking it was possible he might still be alive. Outside of Mithryn she met a group of travelers. Amongst them was the Burned Man from the caves. He agreed to help her find her lost love. They traveled for three years searching for Vaughn. Along the way, the Burned Man acted as friend, guardian, and teacher. He taught Isolde reimancy, and about other magics. Throughout this time, Wynry's body grew weak and Isolde finally had to give it up. The men found her a new body, and they buried Wynry in the wilds, with an empty grave at her side for Vaughn. Isolde now believed her love had perished. She lost the will to go on, and slipped into a catatonic state. The men were forced to leave her in Syliras where she might be safe. Isolde spent a long, long time in the city, only doing the bare minimum to survive. ISOLDE
Many years later the Nuit awakened as if from a trance. She felt she needed to try to better herself, and perhaps atone for her past crimes. She met some people who had an influence on her--a harlot, a ghost girl, a warrior, and others. Though she had little hope for herself, she tried her best to do what was right. It was not to last. An injury ruined her body, and she had to perform the ritual once again. Her psyche took a huge blow, and she reverted to depression, self-hatred, and fear. She abandoned her ideals, what little friends she had made, and her home. Her mind drifted in white fog. Eventually, however, she had to resurface, and so resurface she did. Isolde came out of the fog into what seemed a new world: a world where she met a new friend who helped lift her from her misery, a world where she became a squire for her own good and the good of the many, a world where there was some hope and things were looking up. Knowledge, Skill Points, & Equipment CLOTHING
Clothing:
EQUIPMENT
PURCHASE LOG
HOUSING
Isolde is currently staying in the squire dormitories in Syliras, Bittern District (as of the 18th of Spring, 515 AV). On the 89th of Spring, 515 AV, Isolde along with a large group of squires, knights, and other participants board a ship towards Akvatar Island. During the voyage, the whole of the ship will be considered her 'housing', though likely she will have a room or area to share with her patron, Tenna Freed. If that much space is not allowed, Isolde will find some small area off by herself to cram into if she requires privacy, though I imagine her staying up on the deck in the open air more often than not. SKILLS
*SP= Starting Package. *RB = Racial Bonus.
LANGUAGES: Fluent at Common. Basic at Vani. LORE
ORIGINAL LORE: Basic knowledge of the different disciplines of magic Lore of Nuit instincts RECEIVED LORE: Experiences-- The weight of a new life First Day On the Job Something to Do Making Use Of Flammable Oil Immolating The Balicani Ouch! Hot! Hot! Hot! Answering The Call: Promise of Reward Or Release Journey To The Mountains Monster Hunter At the Receiving End of Warnings Changing Bodies A Graceful Entrance Taking comfort in the Fog Shyke the Seagull friend The future doesn’t look as dreadful Redemption from within Tasting food again current body isn’t very flexible Gods/Religion-- Seeking Tavasi Searching for a way to regain faith Kelwyn: Twin Deities of lost causes Knowledge-- All the Wrong Answers Homonculi or Animation? Victory Requires Sacrifice Book: Poisons: Dandy and Deadly, an Overview Creating Warmth through Friction The Syliran archives might have some books on Nuit Magic-- Reimancy: Wind Wave Reimancy: Wind Gather-and-slash The Difficulties of Fire Reimancy Reimancy: Wind Tunnel Reimancy: Emitting Djed as a Liquid Reimancy: Emitting Djed as a Solid Reimancy: Checking for Overgiving Alchemic Principle: The Acceleration of Djed Alchemic Principle: Doorways Past/Memories-- A Promise for the Future Chasing and Hiding Games Memories of the past: Happy Remembering Wynry through Ethen A Momentary Reprieve: Brief Nostalgia People (NPC's)-- Saved by Rena! Mr. Ariva: Customer service with a frown. Peython: Advocate Ser Wade: Syliran Knight Kriemhild, Kouri's Maid Rondo the head chef on sick leave Remi the head chef who played hookie with her beau Remi’s beau Kenvith: He owns the place People (PC's)-- Fallon - acquaintance Fear of the ghost girl, Kouri Kouri - evil ghost girl Exchange - Kouri's memories of the tiger Let me in - Kouri's challenge Kouri's philosophy - Evil men need to die Fubuki Kouri - still just a child Fubuki Kouri: A Haunting Encounter Edreina, Svefra Matthew Wayne’s Pursuits In “Sexual Science”. Matthew Wayne, Escort Socks, Sex and Scandal! Anders, Spiritist Razkar: Recurring Mentor Razkar's Filed Teeth Mind Games: Playing With Razkar's Fear Razkar: "Petch Me In The Pits" Distraction Razkar of the Shorn Skulls: Teacher. Warrior. What a Huge Pet Rat! Ninus Aurellius: Very, Very Fond of Rats Ninus: Doesn't Like Knights Taking a Liking to Ninus Ivandra: A Fellow Student Isalie: Hates Rats Isalie: You Are Not Nothing! Orin Fenix: The epitome of Hope Orin also born in Mithryn Orin’s childhood story of Abuse Personality-- Wearing a haunted face Lots of halted words in my thoughts Conflicted - helping a murderous ghost Overthinking or Oblivious? Panic! At the Seibold Residence. Moral Conviction: To Help, Not To Harm State of Confusion: What do I do? Social Anxiety Moral Conviction: Unwillingness to Disappoint The Pressure of Doubts Fear of loosing Memories Don’t want to forget, start writing Don’t be down all the time Places/Locations-- Traveler's Row, apartment number 112 - ghost room Location: Anthonius Fighters Pit Fighters Pit: I Shouldn't Be Here Location: The Great Harbour Location: The Hollow in the Bronze Woods Location: The Rearing Stallion Races-- A bounty for a ghost Facing a deadly ghost girl Can Nuits Feel Pleasure? Offered to train by the Myrian Akalak: Purple-Skinned Men Skills-- Meditating in the Bronze Woods Meditation As A Relaxation Tool Stealth Tactic: “Hiding” behind tables. Dagger: Various Stances Dagger: Basic Fighting Stance Dagger: Basic Defensive Technique Fancy Footwork: Keep Moving Dagger: Rudimentary Feinting Technique Tactic: Distraction Medicine: Arteries in the arm Medicine: Tendons in the arm Cooking: Rotate meat so it cooks evenly Basic knowledge of sewing Social-- Oh why did I drop my dagger? Watching a violent training session Rhyme and Reason: A Farewell and A Greeting! Odd Requests from a Stranger Searching for Help A Troublesome Goodbye S-Stammer Be Gone Asking Solace For The Deceased's Family Social Superiority: S-s-s-stop Stammering Processing Curious Speech Wildlife (Animals)-- Gulls of the Suvan Balicani: Terror of The Sky Fall Of The Beast Wildlife (Plants)-- Toting Around a Whinnis Root Cherry Pits: Fevers, Charcoal and Oil Foxglove: Induces Illness COMPANIONS
Gretta Breed-- Kavinka Paintedmount Gender-- Female Age; Birth Season-- 3 years; Spring 512 AV Height-- 15 hh Weight-- 880 lbs Other-- Gretta is an all-purpose training mount for Isolde so that she might learn how to properly care for and acclimate a horse to her specific needs. Bought at the Windmount Stables, Gretta already has a fine base of education, knowing all of of the usual commands, having been previously taken care of by the knighthood. However, because Isolde is Nuit and thus some animals are adverse to her, it may take some time for her to gain Gretta's trust. In the meantime, the horse will obey simple orders but may be skittish, despite her generally sweet and level disposition. Because Gretta is a squire's horse, she is cared for by the Windmount Stables in Syliras free of charge. Galan Breed-- Mixed (Quarni Wolfhound, other) Gender-- Male Age; Birth Season-- 6 years; Summer 509 AV Size-- Large Other-- Isolde found Galan as a stray, malnourished and dirty and aimless, though he wasn't always this way. Already a well-trained and sweet dog, Galan once had other owners, likely in the Mithryn Outpost or some similar small settlement near Syliras. In his youth, he was tasked to watch over herds of livestock; when he became injured during an attack by wolves, he lost most of his eyesight and thus his usefulness, and so his owners abandoned him in the city. Galan is a good dog, loyal and docile. He doesn't make much sound, and forms strong attachments to people he likes, accepting Isolde without pause despite her Nuit-ness. Due to his poor eyesight he can only see vague shapes, and so becomes uncomfortable and uncoordinated in new places. He focuses primarily with his hearing, responding to his name and other calls or cues, like snaps or whistles. . |