sigrun (
roguishpast) wrote2015-10-16 10:13 pm
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Fade Rift Application
PLAYER
Name: Rissa
Age: 23
Contact:
Other Characters: None, currently
Interests: Grey Warden things! Dwarf things! There is no shortage of Grey Wardens, I see, but the shortage of dwarves is a darn shame. And yes, shortage was used intentionally. Sigrun's fresh perspective on the world can make anything interesting, though. I think she has a lot of potential to explore many options beyond those listed, which is why I figured she would be a good choice for my foray back into DW RP after a long break.
CHARACTER
Name: Sigrun
Canon/OC: Canon
Journal:
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Race: Dwarf
Nationality: Orzammar
Occupation: Legionnaire, Grey Warden
Mage or Non-Mage: Non-Mage
Age: Mid thirties
History
Wiki link here, World of Thedas link here.
Sigrun’s primary objective is killing darkspawn, so that is precisely what she set her mind to after the events of Awakening. She stayed behind to help with repairs at Vigil’s keep for a time, keeping her companions company and dealing with the leftover remains of darkspawn in the area, but when the threat moved on, so did she. Unfortunately for her, she just so happened to be in Orlais when the false Calling began. Her experience with Amaranthine and the Architect made her more close-minded to the whole demon army thing than most of her fellow wardens, apparently, so she wound up in hiding for a while. Lucky her.
Her fortune did not improve during the events that followed. Not long after settling in at Skyhold, Sigrun was called away on an urgent mission by the Legion of the Dead, tasked to lead a new unit of Legionnaires in an investigation of strange darkspawn activity uncomfortably near the surface. The reported sighting claimed that the darkspawn were behaving abnormally, and looked unlike any darkspawn the spectator had seen before. Sigrun suspected this meant the Architect was involved, somehow, and this only cemented her dedication to serving her sworn duty both to the Legion and the Wardens. She accepted the mission and left.
Unsuprisingly, it did not go well. What Sigrun and her inexperienced unit discovered were not darkspawn at all, but numerous rock wraiths at various stages of progression, driven to the surface by the corrupting spread of red lyrium. Worse, if left unchecked, they would soon make their way out of the tunnels and onto the surface proper, threatening the lives of many in the process. Outnumbered and outclassed, Sigrun was forced to make a choice: escape with her life and come back to face the wraiths with a larger force later, at the cost of who knows how many innocent civilians in the mean time, or collapse the tunnels she came in through, spelling her own doom in the process.
Except she's Sigrun, so it wasn't much of a choice at all. She chose doom. The resulting cave-in killed many of the rock wraiths, in addition to a number of her comrades. But she lived, somehow, bruised and bleeding and breathing still. She was stranded in the Deep Roads, yes, but she was alive. Small victories. The next year was a continuation of her tendency to defy the odds, searching for a way out of her pocket of the Deep Roads that wasn't destroyed and struggling to survive all the while. More of her unit fell during their journey. By the time they made it out, only a handful remained. It wasn't a total loss, however, and given that they'd undertaken what was essentially a suicide mission, scraping by with the skin of their teeth was more than enough.
Now Sigrun is set to return to Skyhold, unaware of what she's missed on the surface. All in due time.
Personality
Sigrun is, by and large, a product of circumstance. She’s lived a difficult life, and her personality has developed around it, built to let her endure the hardships that always seem to come her way. Her sense of humor is a defense mechanism that’s always present, meant to make the walls crumbling around her that much more bearable. More than that, it’s... Unusual, to put it bluntly. Her jokes have the tendency to revolve around death, or, failing that, run on the darker side. That’s what happens when you join the Legion of the Dead. Or, prior to that, grow up on the streets of Dust Town. Her arsenal is full of snide remarks and smart aleck retort, always ready and waiting.
For someone with such a bleak outlook, she remains remarkably perky. Her behavior is a mess of contradictions. She’ll wise-crack about inevitable doom with a cheery smile, maintain a chipper attitude when going through the worst of it. Her way of speaking is an odd assortment of the formality that dwarves are prone to and the crude words of a casteless dwarf that wouldn’t know good manners if they hit her in the face. She takes great pride in her status as a Grey Warden and Legionnaire of the Dead, and yet she struggles with her own self-worth. Most noticeably, she claims that she is always ready for death— But she keeps fighting, anyway. Sigrun is an anomaly of clashing traits that by all rights should not mesh together, but somehow she makes it work.
Her approach to the surface is even more unusual than everything else. Dwarves that have spent their entire lives underground tend to be terrified of the surface, but to Sigrun? It’s fascinating. She’s enamored by the curiosities of the surface world, taking interest in anything new and out of the ordinary, often things that humans overlook or take for granted. Her attraction to such baubles is outweighed only by items that look particularly shiny or expensive. Getting by as a pickpocket for so much of her life has left her easily distracted by valuables. Old habits die hard.
Opinions & Affiliations
Sigrun's fascination with the surface world extends to its various races. Elves? Fascinating. Qunari? Fascinating. And tall. Humans? ... Okay, so humans are less fascinating, just because they're everywhere. But they always find new ways of surprising her. She doesn't care about the Chantry, doesn't have much of an opinion on the Mage-Templar war except that she thinks it should stop, and generally doesn't bother with anything that reeks of politics. She grew up underground, what do you expect?
What she does think highly of is the Legion of the Dead. And the Grey Wardens, previously. Since the false calling, however... She's not sure what to think. Still working that one out.
Strengths & Weaknesses
COMBAT //
Sigrun’s contradictory nature carries over to her style of fighting. Simply put, she is a rogue that does not seem to realize she is a rogue. Instead, she has the strength and constitution of a tank, preferring to face any danger head-on with a sword in each hand. This puts her in a unique position, giving her advantages and disadvantages alike that are usually exclusive to either warriors or rogues. She is faster than your average front-line fighter, but slower than a crafty combatant with lighter weapons and armor that keeps them agile on their feet. She can take a beating better than your average sneak thief, but two swords does not a shield make. In short (hah), she is versatile.
Given her background, it should also come as no surprise that she fights dirty. She does what it takes to come out on top, and the end result typically involves creative tactics and cheap shots. At least the enemy can usually be sure that her attacks will be up close and personal—She lacks proper training with a bow, so long range is definitely not her forte.
SKILLS //
Outside of combat, Sigrun’s talents align much more closely with that of a traditional rogue. She can stealth, pick locks, and even dabbles in poison-making. Most importantly, she can steal. Thieving is how she made a living during her days in Dust Town, and while her time with the Legion and Wardens has taught her that she does not have to take people’s things without permission in order to survive, it is still something she is very much capable of doing. And tempting. Oh, so tempting.
DARKSPAWN KILLER //
As a member of both the Legion of the Dead and the Grey Wardens, Sigrun’s lifeblood is basically slaying all the darkspawn she can get her grubby little hands on. And she’s good at it. In exchange for her abilities in tracking and murdering them, she gets to put up with a short lifespan, nightmares, a symbolic death, and most recently a false Calling. Living the dream.
Inventory
- Two swords
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- Lock-picking kit
- Basic poison-making supplies
- Bare-bones camping gear, fit for a dwarf on the run
Motivation
Still interested in getting things sorted out with the Architect. And finding out what she's missed. All she knows is that the false calling has stopped, and she can imagine a hundred reasons why, with as many of them being good as they are bad. It doesn't hurt that the Inquisition probably has people researching the effects of red lyrium that she can share her new concerns with. The Inquisition makes things happen. That's reason enough.
SAMPLES
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