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Bryn Zethir ([personal profile] trifurcate) wrote2013-02-06 10:00 am
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Tu Shanshu Application

Application Page

Player Information:
Name: Mari
Age: 18+
Contact: [plurk.com profile] ramiahstar
Game Cast: Favrielle no Eglantine ([personal profile] flawedgoods)

Character Information:
Name: Bryn Zethir
Canon: Original
Canon Point: During a rare moment at home with her parents in the capital.
Age: 25



Reference:

Bryn is from country called Askoupur, known for being not just blessed and protected by deities, but their adopted home as well. A thousand years past, the twelve deities were the final survivors of war across the ocean, and in desperation they turned to the three countries of Asaria, Kouhyar, and Aspurra to take them in. In collaboration with the king and queens of the three countries, the deities bound the kingdoms together as one so that the deities may protect them all and help them to flourish.

And in addition to protecting the kingdoms, the deities lived among the people, and tied themselves to individuals through their own magic so that they may be tied tighter to the land. And, in return, the deities gave the people gifts of power and looked out for them.

Time passed.

Heroes of all manner and deeds were born, brought high in shining moments, and remembered long after their deaths. Wars with demons were fought and won, civil wars between the people raged, and in those it was hard to say if any winners came out of the conflicts. In a ten year period, the country's borders were assaulted and invaded by Rhevidjan, a country located at the province Kouhyar's borders. Only through the combined efforts of the people and the deities themselves did Askoupur prevail.

Bryn's father is a Nocri, a nobleman of the lowest rank. Like many other noble families, the Zethir family had built strong ties to the military during and after the previous three wars. Bryn's father, Mathin Zethir had long been part of Askoupur's sky guard, a branch of the military which utilizes airships for the defense of the country. It is through the military he met his wife Khara, an office assistant at the sky guard's command headquarters.

Theirs was a whirlwind romance, and a few short months into their relationship they married. A few months after that they learned they were expecting their first child, and the following year Khara gave birth to her first child, a son that they named Gunnar. Three years later that Bryn was born.

Her formative years were largely uneventful. Naturally outgoing and sweet in personality, she got along well with her family, as well as the nanny her parents hired to care for the children while they were away at work. Gunn took after their Kouhyaran mother at an early age, displaying a protective nature especially when it came to his sister. Bryn seemed more a mix of their parents, being somewhat protective of her older brother but also placed great importance on her relationships with friends with whom she shared interests. Both siblings would spend time after school being taught other skills by their parents. They learned how to shoot handguns, rifles, and defend themselves with a knife. Their father also spent some time teaching them what he knew of Aspurran technology, though neither child showed much of a talent for it. Both children were also taught how to run an estate and educated on the duties of being part of a noble family, though it was expected that as the oldest son and according to tradition, Gunn would of course inherit both.

When Gunn turned sixteen, he became an adult not only in the eyes of the law but by the tradition of both cultures they were raised in. He was not chosen to become Gifted, and so he remained with the family to finish his primary schooling and then joined the military as his parents had. Rather than enlist in the sky guard like his father, Gunn joined the army and both he and Bryn kept in touch through letters. Bryn would write about everything happening back home, not just in their family but in the neighborhood, and Gunn would write back describing his experiences in the army, the other soldiers in his unit, his commanding officers, and most importantly, when he was tapped to join the Council agents.

It was at Bryn's sixteenth birthday that everything changed for her. It was a long-standing Askoupuran tradition that on the day a citizen becomes an adult, they may go to one of the temples in their city and wait from dawn to sunset. During that time, a deity may appear and choose them to become Gifted, one of those whom further anchors the deities to the land and people, and in return bestows a gift of power upon the person. The bond formed between the deity and human is permanent, one to be tended and strengthened through a lifetime of friendship.

Gunn had gone to temple on his sixteenth birthday, but no one had appeared. It wasn't surprising, as Gunn was not only a Nocri Bha but set on his path. Bonding to a deity might only have set him off of it. Bryn, however, went to temple with the hope that she would be chosen and that the event might help guide her and help determine what she would do with her life.

A year before she had considered following her brother into the military, but being at least self-aware enough to know that she didn't have the temperament for it, ultimately decided against it. So it also was with joining the priesthood, wanting more out of her life than to be stuck in a single temple in service. For second sons and daughters of nobles, it was encouraged that they give back to the community by joining the military or priesthood, though it was not entirely unheard of that they did not. The third option was of course that she marry someone titled, but the prospect appealed to her even less, wanting to marry for love and not for political alliance.

So, it was her deepest hope that she might be chosen to be Gifted. It was well known that many Gifted found their purpose with the help of the deities and through the deity-gift they were given, and she wished she might have the same.

Sitting in the city's Aspurran temple (one of three not dedicated to a specific deity), Bryn waited quietly. The first few hours went quickly with she and a few dozen others sitting anxiously. By the time the noon meal hour had come and passed, they'd settled, each determined to see the day through till the last rays of the sun disappeared from the sky. Deities came one at a time throughout the day, many in a display of lights and power to inspire awe from those they came for. Bryn's heart leaped into her throat every time, but as the sun began to set, no one, not even the lowest of deities, sought her out.

That is, not until the final hour.

In that space of time, Jhirem, one of the original twelve deities of Askoupur, walked into the temple. No one recognized him at first, of course. Unlike other deities who had come in flashes of fire and clouds of shadow, and all manner of supernatural things, he seemed to be perfectly ordinary. Deities walked among humans every day, and while the people of Askoupur were used to recognizing them, especially in the capital, no one expected it in the temple.

Still, those still left waiting recognized him slowly, one by one. Bryn felt a flare of hope reignite, just barely, as she watched the god walk into the main hall. Only two of the original twelve had come that day, and neither had looked twice at her or any of the other children of nobles seated there today. His eyes scanned those assembled, the young men and women turning sixteen that day and their friends and family. When his gaze rested on Bryn, she straightened, and as he smiled at her, her breath caught in her throat.

Even without a formal bond in place, she could feel the tug of a connection between them. Wide-eyed, she stared as he approached and in a low-tenor asked her if she would like to become Gifted. It was everything she ever hoped for, and there was no hesitation on her part to accept the offer. To become Gifted was an honor, and to become Gifted for one of the original twelve deities of Askoupur even more so.

Along with her mother and father, Bryn followed Jhirem into a room attached to the main hall, and with a priestess of Jhirem to stand witness, she and the deity made the ritual vows to bond themselves together. The moment was awe-inspiring for her, with both deity and Gifted surrounded by light, and the words seemed to echo in the small room. By the end, Bryn felt something click into place, as if something inside her had been askew all these years. So the bond was established, making her a living anchor for Jhirem.

The actual gifting of power came later, after Bryn and Jhirem had time to speak privately together. Gifts are never bestowed lightly, and often deities do their best to match the proper power with the person. With Bryn's indecision about what she wanted out of life other than to experience it all, Jhirem found himself going back to the same idea again and again.

He gave her the gift of splitting, which in short is the ability to magically split into multiple copies of herself. With the ability to be in up to three places at once, he told her she would have more of an opportunity to discover her life path. She could pursue more avenues, experience more of the world she wanted to, and when she discovered her heart's desire, she could enjoy it thrice over.

Bryn couldn't say that she wasn't a little disappointed at first that becoming Gifted didn't come with a moment of perfect clarity, and for a time she found herself resentful of the fact that he had given her only the opportunity to experience so much more and perhaps become more burdened with options. It certainly didn't help that there was the added pressure of the nature of the deity-gift itself. It had been awarded rarely in the past, and most recently to a Council agent who had used the very gift to aid him in saving the realm during the demon wars.

In time, however, she came to understand the nature of the power she'd been given, and what a gift it was to have the opportunity to pursue so much more at once than she might have been able to otherwise.

With no more idea of what direction to take her life then than before, Bryn resolved to follow her whims and see where it took her. She traveled extensively, through not only the provinces of Kouhyar and Aspurra that her family was from, but Asaria as well, and out onto the open sea beyond the coasts. Her trips were funded by her parents when for pleasure, and by other nobles who found it useful to have one of their class available to act as a messenger or intermediary when necessary. When necessary, Bryn called upon her skills as a musician to earn coin performing in taverns and other public venues.

Now nearly 26, she's no closer to finding what she wants out of life, but she's happy to have the breathing room and time to figure it out.



Setting:

GENERAL:

Bryn is from a country called Askoupur, on a planet not even remotely related to any version of our planet Earth, though it does feature all of the same varieties of ecosystems. The planet is inhabited by humans and a variety of humanoid beings, both mortal and immortal. Askoupur specifically exists on the eastern coast of one of the planet’s Northern continents, and for its borders you can find coastal environments to the east, with some areas featuring high cliffs, jungles to the north, deserts to the west, and a great deal of lush countryside in the central and southern regions. It is a vast, sprawling country that has spread to the west over nearly half of the continent.

Askoupur once used to be three separate countries by the names of Asaria, Aspurra, and Kouhyar. Two-hundred years ago, give or take, they joined as one country so that all may benefit from the relocation of deities from a country across the Eastern Ocean. The deities formed a contract with the leaders of the three countries to whom they were indebted. If the countries agreed to join as one, the deities would protect the land and people, and bestow upon some of the people gifts of power. In exchange, those gifted with power would be metaphysically bonded to the deities to tie them to the land and existence itself. The deities would have a home once more.

This contract was available to any deity who wishes to make Askoupur their residence. At the time it was written, there were originally twelve deities, and by being the first they held a great deal of power and sway in Askoupur. Over time, many other minor deities and spirits had come to Askoupur, seeing the country as a welcoming, prosperous place to which everyone could enjoy a mutually beneficial arrangement.

The original uniting of three countries into one was by no means been a problem free or seamless thing as some found their differences hard to let go of. These difficulties are most prominent in the outer reaches of the countries, where the cultures of the people have been influenced less by those from the other provinces.

ASARIA:

The province Asaria, found from the southern coastline to the more central jungle territory, is best known for their universal embrace of magic. It permeates nearly every aspect of their everyday life, and as a people they prize all things touched by magic and consider them to be superior to anything else. The Asarians almost vehemently dismiss and/or reject technology in its many forms, favoring magical means that accomplish the same things, from something as simple as lighting a room to the more complex spells used in war.

Asarians in general tend to be a more insular and matriarchal community. Families stay to the same cities or towns and the social hierarchy is determined largely by magical talent and skill. Asaria is also known for the many pieces of jewelry they create with gems from the Asarian mines, their fine textiles and embroidery, as well as intricately carved sculptures and smaller statues. Their more valuable wares are those of beauty rather than function.

ASPURRA:

Meanwhile, further up the coast to the northern province, the province Aspurra can be found. The Aspurrans are known to place great value on a hard day’s work and innovation. It's from the Aspurrans that the country at large came to enjoy greater yields in agricultur, industry, and technology due to their inventions and studies.

Finding magic unreliable and inconsistent, and too reliant on humans who are prone to error, Aspurrans dislike it almost as much as Asarians abhor technology.

As a people, one thing that can be said for Aspurrans is that they are a proud people. They admire those who work with their hands, those who create, and all things practical. Results are what is important to them. In line with that attitude, while many Aspurrans are close to their families, they are also more apt than any other people of Askoupur to form additional close bonds with those in their profession. Colleagues figure as importantly into the lives of Aspurrans as family members do.

KOUHYAR:

The Kouhyar province can be found at Asaria and Aspurra's inside borders, landlocked. Kouhyar has jungles along their southern border which gave way to some of the more lush, fertile land of Aspurra to the north east, and moving further west the plantlife became more sparse. Unlike Asaria and Aspurra, Kouhyar remains a less settled province, simply because so much of its desert is uninhabitable. Instead, much of its wild jungles are somewhat tamed.

Kouhyarans are known to be guardians at heart, and a great deal of what they do and how they react stems from those qualities. Where magic and technology divide the Aspurrans and Asarians, Kouhyarans approach it in a far less prejudiced manner. Their motto can easily be summed up as, "Whatever will get the job done best." Like the Asarians, Kouhyarans can be very family oriented and often display that they care through act and deed. Family is often the first and primary motivator for kicking up their protective nature. Combined with their practical approach, they will keep their loved ones safe through brute force, magic, use of technology, social connections, or any other tool they have at hand.

Kouhyarans are known best for their martial skills, many displaying natural skill in schools of fighting and use of weaponry. They place great importance on teaching solid foundations to all methods of combat, but also on constantly working toward developing new methods or improving upon the old ones, rather than let things grow stagnant.

THE CAPITAL:

It is in the capital that the people of the three provinces can be found mingling the most. While the first generations were slow to trust their neighbors from other provinces, those raised in the city itself knew nothing of when the provinces were separate, and as a result the cultural prejudices of each people diminishes more with time.

It is here that the Council (made up of the descendants of the original king and queens of Asaria, Kouhyar, and Aspurra) operate. The original council had a palace built, and the original twelve deities sunk their fingers into the earth, and drew it up into the air, along with a hundred small islands. Kept stable by the power of the deities, the palace hovers on its island of land above the city. The smaller islands float around it, each forming part of a layer of protection around it. Upon these islands, the ancestral homes of three out of four classes of nobility can be found.

With the rise of the palace and the islands, the land became known commonly as the mainland. Here the people have taken from the deities' example and built not only outward but up as well. Buildings at the outskirts of the city tend to be no more than one or two stories high, though those toward the center may reach upwards to four to five stories high, depending on its purpose. Many of the larger buildings are residences for the Nocri, the lowest ranking noble class not offered islands around the palace, or places of business or inns. With most of the buildings placed tightly together and with only enough room around them for streets and alleys, it is rare to find any with any sort of front or back yard. Some may boast of a courtyard, but most of them have moved such greenery and gardens to their rooftops. The rooftop gardens and yards of Askoupur are a source of pride for those who live in the city.

Many of these buildings share similar designs but for the temples which spread throughout the city and have been built not only with function in mind, but beauty as well. The temples represent the unity of the people, as each one was built as a collaborative effort between Asarians, Aspurrans, and Kouhyarans.

Below the mainland is the underground can be found. Separate from the sewer system, an elaborate labyrinth of tunnels and rooms can be found. Originally just tunnels, the Aspurrans of the capital have worked hard to renovate the spaces until they could be worked in and inhabited. Here, not only can residences be found, but markets, power generators, and nearly everything one would find in the city above. People can come and go freely in the Underground, though most who live and work down there are Aspurrans.

NOBILITY:

In Askoupur, there are four official noble titles. They are evenly spread throughout people of all three provinces and are as follows, from highest ranking to lowest ranking: Lacir, Kidiar, Erutem, and Nocri. Lacirs are the equivalent of Dukes. They are the highest ranking members of the nobility, and their islands are located closest to the Palace. They are often on the Council’s board of advisers. Kidiars are the rank below, and on the second closest layer of islands. Erutems the third ranking at the outside layer. Finally, the Nocri can be found placed evenly throughout the mainland. The higher the ranking, the less people there are who hold it.

Noble titles are passed down to the first born, no matter what their gender may be. Both men and women hold the title, and their spouses are called by similar titles. Lacira, Kidiari, Erutema, and Nocria. Their heirs go by the main title with the suffix "Bha" which results in Lacir Bha, Kidiar Bha, Erutema Bha, and Nocri Bha. Any other children or cousins hold no titles other than that of being a lady or gentleman of noble birth.

Generally speaking, the duties of the nobility are simple. They are tasked first and foremost with the protection of the country. While not stated explicitly, it is known among those titled that they are as bonded to the land as the deities are. The difference is that they are bonded to their specific island (or estate if you are a Nocri) which can in fact be activated to form protective shields around not only the capital but parts of the outer provinces as well.

The nobility also hold some political power in the city, as they are also tasked with establishing laws and regulations for the people of the provinces. To maintain checks and balances, decisions are made by vote of mini-councils, which are composed of at least one noble from each province.

DEITIES AND GIFTED:

On an Askoupuran’s birthday, they go to a temple in hopes that one of the deities will appear and offer to form a bond with them. It is almost unheard of for anyone to reject this offer, though when it does it is often because the deity presenting themselves is one that the citizen prefers not to bond with. Deity-bonds are permanent and cannot be broken by anything but the death of the human, which is why such things are not undertaken lightly.

If the offer is accepted, however, the Askoupuran and deity form a bond that very day through a ritual which concludes with the gifting of power. It is not uncommon for younger siblings of noble families to become Gifted along with their older siblings, and often the power they’re given helps them to determine their life path.

The demands of the Gifted are few. Their deity-gift is theirs to use as they please. With a deity they don’t get along with, they are only required to go through a yearly bond renewal ritual on their birthday. However, most deities and Gifted share a much closer bond. Deities in Askoupur do not stay to the higher planes entirely. Many choose to stay in the temples on land, the original twelve most commonly found in those of the capital city, as well as the province capitals, and live amongst the people. As such, they may go to dinner parties held by the families of the Gifted (or crash them), spend time with the guards or priests in their temples, or enjoy meals out at any number of local restaurants.

The strongest of bonds are held by deities and Gifted who are extremely very close, and it is from those relationships that deities draw most of their power and are best sustained. It’s another relationship, stronger than friendship, akin to that of a family bond. There are responsibilities that come with it, of course, but the bond operates best between those who build and work on their personal relationship. Deities are entirely influenced not only by the quantity of people they are linked to, but the quality of their relationships. The stronger the bonds are, the more power a deity may pour into the protection of Askoupur itself.



Personality:

Bryn is best described as someone who is more often ruled by her emotions, and is very much a product of the various cultures and social groups that she's a part of. At her core, she's an easy-going, sweet-tempered woman, compassionate and eager to please those around her. She has something of that new-soul shine to her, and is easily excited by things she's never seen before and all that the world around her has to offer. As a result she is more apt to try new things when given the opportunity, or seek them out upon first learning of them.

Having been raised in a solid and supportive home, Bryn has a strong sense of family, emphasized further by her mother's Kouhyaran family which did much to impress upon her the importance of family, not only to give them love and support but protection from physical and emotional harm. While in some Kouhyaran this manifests in an over-protective nature, Bryn is less assertive in nature and so it results more often in feelings of extreme and unwavering loyalty.

With both of her parents being part of the noble class as well as part of the military, Bryn was instilled with a strong sense of duty. From a young age she has understood the importance of putting her responsibilities ahead of her own wants or desires. Her responsibilities toward family, loved ones, and the community around her have always been prioritized, however it's also true that doing so hasn't always been easy. As a teen Bryn found it difficult at times to make the right choices when what she should do came into direct conflict with what she wanted to do. While she's gotten better about that, it is still something she runs into from time to time.

As part of the nobility, Bryn is able to easily comport herself among others of the upper class (when she wants to, anyway). While not set to inherit her father's title, Bryn was nonetheless trained alongside her brother in the proper ways to conduct oneself among others of the nobility. Having been raised this way, there are times when she is more comfortable slipping into the role of a daughter of a noble, though more often than not she prefers to be more relaxed in her interactions with others.

Despite being raised by two very hard-working parents, Bryn never picked up the Aspurran love of long shifts, overtime, and forgoing free time on weekends for personal projects. Rather, she is definitely someone who thrives on social interaction. Not only close to her family, Bryn loves maintaining a wide circle of friends (both co-workers and not) who she spends time with often. While content to have time to herself, she is definitely a person who does best when surrounded by people who not only she cares about, but those who quite clearly care about her as well.

Not only social, Bryn has a very wide romantic streak in her nature. Not only one to encourage friends to take chances and initiative, she herself is often happiest when she's falling into a new relationship and experiencing the thrill of infatuation. Age, experience, and getting burned a few times has tempered her attitude on such things, of course. Far from being experienced, she understands more about what she wants out of a relationship and pursues opportunities with a little more caution than she did when she was a teen.

Like everyone else, however, Bryn is not without her faults. She is someone who definitely can become overwrought by strong emotions, making it difficult to make rational choices. As someone who gets a charge from social interaction, Bryn often struggles with loneliness when too long away from people close to her. At times she also finds it difficult to not take constructive criticism personally, and when her choices are questioned (which they are by her family) she can become quite defensive. When upset, it can be difficult for her to pull herself out of it, though more often than not, visits from friends or dragging herself out into town often makes it easier to get herself back on track. Thankfully, she is not someone who gets angry easily, and when she does get into a righteous snit she usually is clear-thinking enough to rely on logic to try to win her arguments, rather than resort to namecalling and insults.

Still, when well and truly upset, Bryn has not always had the best of coping mechanisms. Bryn has been known to drown her sorrows in alcohol. She enjoys drinking socially a great deal, and if upset sees nothing wrong with having a few to try and cope with whatever is upsetting her. This flaw she's more aware of tries her best to not let herself get out of control.

More often, however, Bryn is the type to sweep unpleasant things under the rug in an attempt to pretend that everything is better than it is. It's this attitude that keeps her calm despite being twenty-six and without purpose, a situation that is socially acceptable for nobles, but not accepted by her family who would prefer to see her make something more of herself.

Unfortunately, as hard as Bryn tries to be understanding with everyone, her efforts sometimes fall short. Having been raised with some wealth, in the noble class, and honored enough to become Gifted, Bryn can be somewhat out of touch with those who have truly suffered or endured hardship. While sympathetic, she doesn't always understand the true depth of what it feels like to not have money, family, or deal with the prejudice of others. Certainly the Asarians don't care much for the Aspurrans, and there are some purists in the noble class who still believe that none of the three cultures of Askoupur should mix, but such things are minimal compared to others plights. This at times leads to moments in which Bryn sticks her foot in her mouth...though she is quick to apologize when her offense is made clear.

Bryn will have a difficult time adjusting to Keeliai. Cut off from everything that is familiar and without proof of whether or not she's actually dead, she'll most likely try to just take things as they come and pretend that everything is going to be fine. Without the pressure of family on her shoulders, but being obliged to work by the people of Keeliai, she'll likely spend her time flitting from job to job as she tries to find one that makes her happiest. When not working, she'll do her best to make friends with locals and foreigners alike, perhaps even moreso than usual to fill the void left behind by her absent family, friends, and deity.

Being separated from Jhirem will probably hit her quite hard at first, as it's been ten years since she became Gifted and as a result has spent over a third of her life with this important relationship in her life.



Appearance:

Bryn is not very tall, at five foot two. She has long blonde hair that falls mostly straight down her shoulders. Her eyes are dark brown, and she has a slightly angular facial structure, especially at her wider jawline.

Her PB is Emily Haines.

Abilities:

Bryn is capable of handling a variety of guns and knives, more antiquated weaponry which has been enchanted, and is competent with hand-to-hand combat. Her communication encryption skills are minimal at best.

Her deity-gift allows for some interesting flexibility. She is capable of splitting herself into two or three copies, each able to operate independently at any distance away from the others. While split, her copies are unlinked mentally and not capable of communicating telepathically, though use of enchanted paper allows for rapid, emergency communication when necessary. Memories from all copies can only be shared when Bryn re-merges into singular mode, at which point she would retain the memories of all copies.

A notable thing about her deity gift is her ability to use the splitting and re-merging process to partially heal injuries. If a copy is injured while separated, re-merging with an uninjured copy can reduce the severity of the injury from 50-66%. In reverse, if Bryn is injured while in singular mode, she can split into two or three copies to spread the severity of the injury out.

A major limitation of healing through the use of merging and re-merging is with regards to severed limbs. If for instance Bryn were to lose her arm while in singular mode, splitting into copies will do nothing for the injury. Worse, merging together once more would heal the stump so much so that the arm could not later be reattached. If a copy were to lose an arm while the other two remained healed, re-merging would not result in the arm being healed, but rather only 2/3 of it would be recovered, and the results would be permanent. The only way in which a severed limb could be partially healed is only in the event that a single copy were to be injured. At that point, the copy could retrieve the limb and hold it perfectly in place during a re-merge, allowing for a partial healing.

Other limitations include things like sickness, disease, and poison. While splitting or re-merging while poisoned may give her better odds of lasting out any of the effects, sickness, infection and disease are not easily combated through use of her ability.

Finally, if for some reason a copy were to be killed or destroyed in some way, that's it. Bryn would then lose the ability to generate a copy for the one lost, permanently. I am not sure how this would work in-game (though I don't anticipate there being a need) but am of course fine with whatever the mods would prefer.

In addition to this, Bryn is also a talented musician. Excelling with stringed instruments, she split to perform as a duo or trio at will. Her singing skills are decent, though not at a level to be considered professional.

Inventory:

Clothing (shirt, pants, jacket, boots, underwear, etc), purse with money, a ring with her house seal on it, and Asarian messenger paper. She also has one knife with sheath that straps around the outside of her leg, and a handgun Aspurran-Asarian in nature which means it was designed by Aspurrans and enchanted by Asarians for enhanced accuracy.

Suite:

Two floors in the Fire sector would be great for Bryn. She would handle the more high-strung personalities of her neighbors easily, find the decor of the suite to her liking, and is more than capable of handling herself in the rougher atmosphere re: the warring gangs.



In-Character Samples:
Third Person:

Sitting on a stool in a tavern in Asaria, one by the name of Sheiva's Cup, Bryn sits at an upright piano. One of her copies stands to the side, shifting from foot to foot with a tambourine in hand. A third still stands at the other end, drinking water and running her fingers through her hair.

She's in the province capital on business of sorts, there to deliver a gift for an Asarian Erutem to the grandmother of the girl he's trying to woo. Asarian social matters are complicated by the need for approval from the clan matriarch. An Erutem may have a title, but to some it means he must go out of his way to prove himself not worthless while in power. The errand gives her cause to travel, and reason to return to a favorite haunt near the city's marketplace.

There in the tavern, the people are lively, appreciate music, and tip well. That she's Gifted and able to harmonize with herself provides a sometimes eerie quality to her song, something the people find beautiful. There are few people in her country that value unique and uncommon beauty through magic more than the Asarians.

Bryn happens to find a thrill in performing like this every once in a while, and so with a smile on her face, she turns to her two copies. Nodding, she starts the intro for a song, something slow and sweet, though deep in tones. The tambourine comes gradually, nothing more than a bare rattle to of the jingles that comes from the beat of a hand against the stretched hide.

And, having set the mood, they each silently count down eight beats before beginning to sing. At the piano, Bryn takes the middle part, more easily able to hear the notes. One of her copies stands center, taking the soprano's part, high and clear. And at the tambourine, keeping beat, her other copy takes the lower notes with almost a sultry quality to her voice.

She may not be able to find where she fits in that world, but at least in moments like these she can feel in tune with, well, herself. There's something therapeutic about music, and while Bryn finds herself energized by the crowds, the act of working as a team with her copies is centering. Having a common purpose with others is as close as she gets these days to feeling close to finding a purpose.

Her fingers move lightly over the keys as they sing, and Bryn hazards a look at the Asarians around them. There's a Kouhyaran here and there, and a man she suspects to be Aspurran, though she can be sure from his coloring. Her attention is drawn back to the music just as easily, however, and each absorbed in her part, Bryn and her copies sing several songs to the crowd. They grow in energy, each more lively until the tavern's patrons see fit to move tables aside and begin to dance. The two groups feed into each other, music pushing the crowds to dance, and the dancing crowds pushing the trio to pour more into their performance.

And by the end of the evening, it's all Bryn and her copies can do to keep up with the dancers at the center of the floor. They end their tenth song satisfied and exhausted, and Bryn can tell that her copies are savoring that rush of adrenaline, that perfect performance high, as much as she is.

It's nothing that she wants to do for the rest of her life. The career of a musician inevitably becomes one of how best to find fame and fortune, but moments like this are the sort she lives for. These incredible times when she feels in harmony with something larger than herself. No, it's not a life path, but it gives her memories to go on as she keeps searching.



Network:

[Bryn is settled in her suite in the Fire sector, looking particularly comfortable. It's the end of the day, she's in for the night, and therefore taken it upon herself to dress down in what amounts to a tank top, boxer shorts, socks, and an open bathrobe. Bare feet kicked up on the console, she regards the screen without self-consciousness, and with a bowl of food and spoon in her hands.]

So, I realize that this could be a personal thing and of course no one should feel obligated to answer, but I'm just sort of curious... What is religion like where all of you are from? I mean, a lot of our neighboring countries pray to gods and spirits they never even see and it's pretty standard for a lot of countries but it isn't for mine, so anyone feel like talking about what it's like back home?

[Bryn scoops a spoonful of food into her mouth, chews, and swallows before adding:]

I'd be especially interested to hear from anyone whose deities or higher powers still make contact.