Application for capeandcowl

Sep 08, 2010 21:11

[PLAYER INFO]
NAME: Nat
AGE: 23
JOURNAL: darthnat
IM: charaznable26
E-MAIL: darthnat at gmail.com
RETURNING: 2, batghoul, netinaminiskirt

[CHARACTER INFO]
CHARACTER NAME: Morrigan, Witch of the Wilds
FANDOM: Dragon Age
CHRONOLOGY: After Morrigan's companion quest, before the final battle.
CLASS: Anti-hero, with strong emphasis on the 'anti.' It's unlikely that she'll fight crime, so she'll probably go out on her own, at least to begin with. There's pretty much no way she'll keep the tags.
SUPERHERO NAME: Witch of the Wilds
ALTER EGO: When she realizes that she needs money, she may attempt to start up some dinky magic shop that never makes any money because she accosts her customers. Or she may try to join one of the more amoral superteams. We'll see how it plays out!

BACKGROUND:
In the world of Thedas, there are two main bodies that govern magic. There is the Circle of Magi, which is responsible for training young mages, and there is the Chantry, which oversees the Circle. Anyone with magical potential is taken from an early age by the Chantry and sent to the Circle Towers, where they study in isolation from the rest of the world. Magic is a dangerous gift in Thedas, and the Chantry believes that mages must be watched closely for their own good. Demons from the Fade, the realm that people go to when they dream, have a particular interest in mages and can easily possess inexperienced magic users, turning them into powerful abominations. The Chantry employees Templars, trained mage-killers, in order to police the Circle and hunt down apostates, those that practice magic outside of the Circle.

Little is known about Morrigan's birth. Her mother is an elderly woman believed to be the legendary Flemeth, a feared and immortal witch of the wilds who supposedly made a deal with a demon to get revenge on a former lover, which possessed her and granted her immortality in the process. Many versions of the story exist, and Morrigan doubts them all.

Morrigan was raised in the Korcari Wilds, isolated from civilization. Her mother raised her in the ways of magic as an apostate. On several occasions, the Chantry deployed their Templars to the wilds to slay Morrigan and her mother. None of the attempts were successful, and Flemeth often used Morrigan as bait for them, the young girl believing that it was a game. Morrigan was forbidden to associate with humans outside of the wilds, though she often slipped away to nearby villages to observe others, fascinated by the world outside of the wilds.

When Morrigan was grown, a new Blight threatened the land of Ferelden, where the Wilds were located. The Darkspawn, twisted, zombie-like warriors corrupted by a magical taint, threatened to overrun the land. Rallied by an Archdemon, a huge, evil dragon-god, only the Grey Wardens, a legendary fraternity tasked with stopping the Blight, stood between the Darkspawn and the rest of Ferelden. Morrigan encountered the Grey Warden when he was searching for several Warden documents that would allow the organization to call on oaths made by the dwarves, elves, and mages to help turn the tide of the Blight. Flemeth possessed the documents, and Morrigan took the Warden and his party to them, where she returned them.

In a later battle, the Warden was direly injured when a key ally of the Wardens, Teyrn Loghain, betrayed them. Flemeth rescued the Warden and Alistair, another Grey Warden, by using her shapeshifting powers to turn into a giant bird and snatch them from harm's way. She nursed them back to health, and revealed that the Warden and Alistair were the only two Grey Wardens left in Ferelden and must use the documents to raise an army to stop the Blight. She offered her help by sending Morrigan with them, who initially resisted, but finally accompanied them, secretly desiring to see the rest of the world.

The true motive for Morrigan joining the party was much more sinister, and she kept it a secret until the right time: she hoped to manipulate the Grey Warden into conceiving a child with her. Before the final battle against the Archdemon, she would perform a magical ritual to transfer the essence of the Archdemon into her child, allowing her to give birth to a baby with the spirit of an old god. No one else in the party suspected this, and she planned to reveal it only on the eve of the battle with the Archdemon.

During the course of their journey, Morrigan recovered Flemeth's grimoire, which turned out to be a fake but revealed the true nature of Flemeth's immortality: when she began to age, she sired a daughter and, when her daughter was grown, she would magically possess her, replacing her daughter's essence with her own. Morrigan was determined to prevent this from happening, and sent the Warden to kill her mother, stating that she could not participate in the battle because Flemeth could possess her body in the course of the battle. The Warden confronted Flemeth, who stated that Morrigan had her own agenda. Regardless, the Warden slayed her after a difficult battle where Flemeth transformed into a huge dragon. He recovered Flemeth's true grimoire and gave it to Morrigan, who was grateful and began studying it to determine the secret to Flemeth's power. It was never revealed whether Morrigan's story was actually true, or if she just wanted to get Flemeth out of the way in order to acquire her mother's power for her own. Only Morrigan knew the truth.

Morrigan will be coming into the game at this point.

PERSONALITY:

Few people would describe Morrigan as a nice person. She is amoral, sarcastic, and abrasive, often to the point of cruelty. She will not hesitate to manipulate others to achieve her own, often shadowy, goals. If she helps someone out, it can be guaranteed that she stands to personally gain from the outcome. This situation is rare, given that she tends to actively oppose altruism, thinking that others need to solve their own problems and attempts to help only distract from more important goals.

Morrigan's sole purpose in life appears to be the accumulation of power. She believes in a survival of the fittest philosophy, perhaps due to her time in relative isolation in the Wilds and her fondness toward animals instead of humans. Her worldview is that power is the only absolute, and thus acquiring more power is the only worthwhile pursuit. She actively attempts to gain the upper hand over those around her through fear, bullying, or seduction.

She has an intense dislike of authority, and by association tends to dislike others who do submit to someone else's authority. A lifetime of isolation in the wilderness has made her self-sufficient, and she expects the same from everyone else. She particularly hates Circle mages, since they allow the Chantry to control the use of their magic and sequester them in towers. She has no problems advocating killing these mages when the opportunity arises, believing that they are a waste of magical potential.

Morrigan is a loner, and will only associate with others if she has to. When she does mingle with other humans, she does not hide her dislike of them. She believes that she is more intelligent than pretty much everyone around her. She pokes fun at those around her, often cruelly. Unsurprisingly, she has had no friends in her lifetime, the exception being the Warden. She has a casual view of sex, and thinks that it should only be used for pleasure without any commitment. She is not above using it as a means to acquire leverage over a potential lover.

Despite her cold, uncaring demeanor, she has a love of jewelry and is very sensitive about her appearance. She cares deeply about how she looks, and being compared to her mother is a particular sore spot.

POWER:
Magic. Morrigan is a very powerful sorceress and heir to a potent magical legacy. She has a variety of spells at her command, from elemental manipulation to directly assaulting an opponent's mind. Her magical abilities include:

-Elemental control over the elements of earth, fire, lightning, and ice. Using fire as an example, these scale from small blasts of fire to localized firestorms.
-Creating force fields and crushing telekinetic prisons.
-Transforming weak-willed opponents into walking bombs.
-Creation of magical glyphs that can trap an opponent or nullify their abilities.
-Healing spells.
-Hexes that inflict penalties on an opponent, such as making them more susceptible to the elements or disorienting them.
-Spells that briefly weaken or paralyze a foe.
-Put a foe to sleep and give them horrifying nightmares.
-Shapeshifting, including transforming into a giant spider, bear, and swarm of insects.
-Blood magic, allowing her to power her spells with her own blood, take blood from other people to heal herself, inflict wounds on her enemies by manipulating their blood, and even take control of a weak-willed enemy's mind. Note that all of these abilities must be powered by Morrigan's own blood as opposed to mana, increasing their risk.

Morrigan's magic is limited by her supply of mana, and since there is no Lyrium in the city to replenish it, she will only be able to perform a limited number of spells before needing to rest.

[CHARACTER SAMPLES]
COMMUNITY POST (FIRST PERSON) SAMPLE: [A black-haired woman stares into the camera with yellow, catlike eyes. Her features are hard and angular, giving her a somewhat cruel, imposing look. She narrows her eyes and twists a lip into something resembling a snarl, but with a hint of haughty disgust.]

If this is indeed the Fade, then 'tis even less convincing than usual. No human beings would dress in such gaudy, ridiculous costumes, nor would they willingly go by such dimwitted titles. Truly, it boggles the mind.

[Her brow furrows in irritation.]

Show yourselves, demons. I am no witless Circle apprentice to be ensnared by your illusions. 'Twas unwise to attempt your trickery on one such as I.

LOGS POST (THIRD PERSON) SAMPLE: Morrigan could already tell that it wasn't going to be a good week. For one, she was in a city filled with something called 'superheroes,' which as far as she could tell were grown men and women who dressed up in garish costumes (who willingly wore their small clothes on the outside, truly?) and fought crime. The mere thought brought a sneer to her face. As insane as the bard was, these people must be even more addled, indeed.

Well, at least she no longer had to tolerate the foolishness of the Warden's other companions: Alistair's incessant whining, because truly, being the heir to wealth and power was such a horrible curse, Sten's personality that was less interesting than most rocks she had encountered on their journey, the assassin's sexual deviancy, the old woman's constant moralizing, the mere sight and smell of the dwarf, and the bard's screeching howl that could likely send the Archdemon itself into a retreat. And yet, she felt strangely alone. Even in the Wilds, she had her mother for a companion (such as she was, being distant and aloof at best). Here, she had the costumed buffoons who could hardly be described as intellectual equals, if their attire was any indication.

She hated to admit it, but even a bowl of Alistair's foul-smelling and worse-tasting soup would almost seem welcome at the moment. No, no, she would not stoop that low. There had to be something of worth in the city, the deafening and rancid place that it was.

She let out a sigh as she leapt from the edge of a rooftop, transforming into a black raven in mid-air. Denerim's population multiplied tenfold would not come close to the people scurrying about the streets beneath her, and she could sense powerful forces at work. Forces perhaps rivaling the Archdemon himself.

Perhaps she could find a use for it all.

FINAL NOTES ABOUT YOUR CHARACTER:
She's significantly more evil than your average anti-hero, but really isn't presented as a villain in her canon. She's just a... very evil and amoral protagonist.
Previous post
Up