(no subject)
Jan. 7th, 2016 05:48 pmCanon: Guild Wars 2
Canon Point: Hearts and Minds
Alignment: Thras
Date of Entry: 1/07/2016
Age: 28
Birthday: N/A
Eye Color: Gold
Hair Color: Green fading into grey leaves
Height: 6'1"
Amulet: Link
Appearance: Beautiful
Profile: Link
Contact:
Permissions: Permissions for actions done to this character.
Key: ☐ (neutral; contact first) | ☑ (yes) | ☒ (no).
» Backtagging: ☑
» Threadhopping: ☑
» Hugging: ☑
» Kissing: ☑
» Fighting: ☑
» Injuring: ☐
» Killing: ☐
» Fourth Wall: ☐
» Manipulation: ☐
Empatheias Info
Jan. 6th, 2016 05:32 pmPlayer: Keely
Current Characters: N/A
Character: Trahearne
Age: 28
Canon: Guild Wars 2
Canon Point: Heart of Thorns (Post-Hearts and Minds)
Background: In summary, Trahearne is the first of the sylvari race born of the Pale Tree to awaken, and in turn is one of the twelve Firstborn. He is one of the earliest valiants, and one of the few who's Wyld Hunt involves the Elder Dragon Zhaitan. Upon awakening he was given the quest was to cleanse the dragon's domain, Orr, of its corruption on the land and its spirits. Many years later, alongside the player character, he is bestowed the greatsword Caladbolg and discovers it is his destiny to become Pact Marshal, and the player his second-in-command. After the Pact is formed he carries out what is foretold, venturing further into the land and completing missions to establish foothold. He ultimately performing the cleansing ritual in The Source of Orr, where he is weakened and leaves the player to defeat Zhaitan. He celebrates the commander's victory in the last instance of the original storyline, and contemplates what he will do now that his Hunt in complete.
In Living World Season 2, Trahearne was planning to take on another Elder Dragon, when he's interrupted by the awakening of Mordremoth, a dragon of plant and mind. He attends a World Summit where the decision is made to direct Pact attention onto it, and the Pale Tree is attacked and weakened by one of Mordremoth's minions. He returns to the Pact, where they establish Camp Resolve in preparation for the upcoming attack. He fends off an assault on the camp, and launches the fleet shortly into the Maguuma immediately after. This goes awry once they enter, as Mordremoth takes hold of many sylvari Pact members' minds and cause them to turn against the others, resulting in the airships' crash.
HEART OF THORNS SPOILERS
In Heart of Thorns, Trahearne is missing throughout most of the story. He, alongside other important npcs, were taken captive by the dragon's minions whilst defending Pact soldiers. The commander spends the majority of the storyline searching for him, pulled in many different quests until they discover him in the dragon's inner sanctum. Despite his broken state, he aids the commander by bringing them into the mind of Mordremoth through the Dream, but when they return he reveals he must be slain before the dragon possesses him to continue on its fight. He requests the commander strike him down with Caladbolg, presumably ending his life for the fall of the dragon.
END OF SPOILERS
Trahearne's complete background can be found on his wiki page. His dialogue with a sylvari player character differs based on the path they choose for their character, but his ideals and past remain unchanged. His dialogue remains mostly the same for all characters of any race after The Battle of Claw Island.
Personality: To many in Tyria, Trahearne is only viewed as a Firstborn with a seemingly impossible Wyld Hunt. Only select individuals will even begin to understand his behavior, and how difficult it was to accomplish his task.
As a recently awakened Firstborn, he takes to the Pale Tree and Ventari's Tablet quickly and without question. He follows the tenets for guidance on how to behave in the world, and takes to assuring his siblings, as well as later generations, that they must be kept in mind as one goes through every ordeal in life. Though his faith in good will towards all beings is tested, he sets aside his anger with any others and calms himself before taking any action. He is devoted to what is right and will not falter when faced with lesser means, and will mention these ideals to anyone he feels needs to be reminded.
He remains this way as he grows older. Trahearne is a very introverted and a mildly reclusive sylvari. This is a stark contrast to many other members of his race, as they are eager to explore the world and blossom in good company.
Though he was likely born with antisocial habits already instilled, the majority of his avoidance can be attributed to his time in Orr. Because of his solidarity surrounded by many horrors of the land, his willingness to return to loved ones became more difficult to muster. His reappearances became more rare as he struggles with the disconnection from sylvari and their energy. He is exhausted before and after interaction, and tends to avoid being noticed in his travelling back from his quests, only giving away that he is present when he is done recovering. He takes solace at the Pale Tree's side, and now that he is disconnected from her and the Dream, he will have difficulty keeping himself together.
Because of this, he had little he considered to be friends, and kept people he does not already know well at arm's length until they have time to learn. He expresses his morals to those he believes are still learning, and will tell them all life is sacred. As he journeys more with someone, he will tend to ramble of his knowledge and return to the subject even after distractions.
If he spends an extended period of time with someone, he will become more open to them on more than professional and philosophical level. He will give his opinions on people he finds rude and/or dangerous. Though he has a lid on his anger, he will not hesitate to call someone out on cowardice if they act against efforts being made for the better.
Though he is eager to bestow wisdom on others, he is not so well equipped in matters of comfort. Though he is sympathetic, if it is being discussed, he will tend to go into a speech rather than having words of comfort.
As Marshal, Trahearne must set aside many of his habits gained from Orr. This is not an easy transition, and he is still crippled with doubt in his decisions. Throughout his campaign against Zhaitan, he relies on second opinions from the commander and cannot make decisions without input. This doubt also extends as he nearly the close to his Wyld Hunt, as he is quick to dismiss his first attempt a failure and claims it is as impossible as previously said. He comes out of this mindset with coaxing from the commander and others' reassurances there is still hope. Should he be under pressure in situations where failure seems the only option, he will fall back into this without allies.
Professionally, he treats members of different orders with an equal amount of respect. He politely declines joining any specific Order of Tyria before his appointment, preferring his work be by himself. He is very open to different plans of action from them, but is stern when it comes down to decision made. He is respectful to anyone serving under him or alongside him, and cares deeply for their sacrifices despite his distance from them. He personally arranges proper ways of paying respects to the fallen, and expresses his regrets that so many must die for the cause.
Abilities: Because Trahearne is sylvari, he has the ability to sense, shape, and manipulate pure plants in the environment. An example would be that he is good enough at this to shape his own armor. This ability also applies to his own body, for like other sylvari, he can manipulate physical features such as face or hair (though he does not.) His skin is bark, his bones are wooden, and golden sap runs through his place place of blood. Because of their unique biology, sylvari have the ability to regenerate limbs, though this is a long process as their healing rate is around the same as human's.
Trahearne is also a necromancer, a mage profession based on drawing energy, otherwise known as life force, from enemies. In addition to this, necromancers have the ability to summon bone minions of different abilities and sizes. Trahearne proved himself not only able to summon minions, but summon a greater amount of them than the average user. He wielded a scepter and focus prior to taking up Caladbolg. These practices are based on Tyrian magic, and will likely not transfer over into Empatheias.
Caladbolg is a greatsword with a restricted set of magic abilities, which can be found here. These skills are not unique to him, but as its wielder, he utilizes them in battle. Caladbolg is shattered in Heart of Thorns, consequently reduced to a simple sword.
Trahearne performed the Ritual of Purification, cleansing Orr of dragon influence on its spirits. This is done with Caladbolg, but whether or not it could be done with or without the weapon is unclear.
In Heart of Thorns (Hearts and Minds), Trahearne acts as an mediator between the commander and Mordremoth's mind, though how exactly he has the ability to access that portion of the Dream is also unclear. It is assumed that it came with his forced link to the dragon.
During his time in Orr, Trahearne learned how to gather both information and food quite proficiently. He has a keen eye and picks up on physical and spiritual things very quickly, though the same cannot be said for his interaction with other living beings (see personality).
Alignment: Thras: fear and bravery. With his Wyld Hunt, Trahearne had to overcome many crippling fears in Orr. Faced with the Elder Dragon, he displayed bravery by setting aside years of doubt to help establish the Pact complete his Hunt. In Empatheias it is a new land to discover as he has done in Tyria, with many new challenges he must be wary of and push through.
Other: Trahearne's weapon/memento from the previous world, with approval, would be the broken Caladbolg as it is when he is struck down.
Sample: Revised as of 1/07/2016.
Since his homeland was nothing but plant, this did not strike him as odd at first. It was when he proceeded to push himself up into sitting position did the first sign something was amiss did strike him. There was an amulet around his neck, and it emit an aura he was not familiar with. Trahearne looked down as he recognized the weight against his collar, hesitantly going to take the crystal and hold it out to inspect further.
With a single touch came a wave of questions that sent him reeling back into the memories of his last moments. The memory of the urgency, panic, regret, and ultimately fear invaded his mind, both clear and all at once. His hands began to tremble, and his chest rose and fell with quickened breaths. A previous still air became whipping wind around him, though he was too lost in his loss too pay it any mind. He ducked his head and clamped his eyes shut.
Despite his attempts, he could not sense the Dream at all. He could not feel the Mother Tree's presence. He did not know the status of his Pact and the dragon they had given everything to defeat. This was nothing like waking from the Dream again, it was a Nightmare in its worst form: reality. He knew nothing. He could do nothing.
He didn't even know where he was.
A delicate touch of the crystal had turned to a tight grasp in his hand, and his legs were brought up in an unconscious attempt to make himself smaller. He slowly brought his fist down against his chest, where he was sure if his biology had allowed it, he would have had a racing heart. He squeezed the amulet as tightly as he could without breaking it, gradually steadying his breath and lessening his grip. The wind caused by his recollections slowed to a breeze, and died as he started to take a more logical take on his situation.
He pieced together that if he could discover where he was, he would find answers to the many other questions swimming in his mind. He rose his head to see if he could inspect the flowers he had awakened in.
Only to find that any plant within yards of him was sapped of life, and the petals were scattered to the wind.
Questions: