Game: Sapphos
Area: Sapphos Weyr
Position: Dragonrider
Wing: King's Warriors
On-Site Profile: Nought
Dragon: Fighter-Gold Seraphith
Local Species:
Pets:
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Table of Contents
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Consise/Basics
Name: Nought
Nickname: Not
Position: Rider
Past Ranks: Trader, Captive, Raider, Wherhandler candidate, Wherhandler trainee, Wherhandler, wherlost, holdless, criminal, vandal, pickpocket, candidate, weyrling
Wing: King's Warriors
Gender: Female
Sexuality*: Pan
- Note that all sexualities are fluid or basically pansexual, due to ness's own sexual mindset. All characters are at base pansexual; they could go for anyone based on personality over gender. Some of them may lean, and have a gender preference. Some may be more bisexual. Bigenders, transgenders, and other genders may not be an issue on pern, so that aspect may not be an issue. Point: Personality over sexuality, which is why they will be listed as Pansexual with a potential lean.
Looks
Nought is not a big girl, and it's surprising how much strength she has— the secret is that she's learned to put her whole body into things and take advantage of momentum. She's 5'3" and fairskinned, though she tans in the light. Her frame is light, and would be delicate if not for covered in obvious lithe muscle: like a small human lion. Her facial features are deceptively delicate, with full lips, large lashes and large grey eyes, and a dainty little nose that's upturned at the bottom. She wears her black hair incredibly short. She doesn't look the kind of girl who wouldn't think twice to hit someone over hte head with a baseball bat, but wouldn't think twice if not for Seraphith. She favors form-fitting clothing which doesn't impede her movements.
Personality
Fire, Vinegar, Sadism and Survival: those things make up Nought.
She's antisocial, and she's not antisocial in that cute way that most people use it: she's the literal version. It's not a lack of social urge that characterizes this trait, but an almost violent antipathy for society. She doesn't really care about why society does things or why she should do things that way too, and she especially doesn't put much stock in the thought that it'll hurt society's feelings if she goes around and steals/breaks/vandalizes/kills things. :C The constraints of society have no bearings on her. She'll do whatever she wants, when she wants, and her only mind to the law or society's concepts of taboo will be making as big of a hole as possible, and avoiding the sorts of law-constraints that will prevent her from doing such things in the future. She won't go graffiti up a monument in front of a guard, for instance, but you better believe she'll draw the most obscene things on the thing when no one's looking. She might even add some explosives for kicks.
She's incredibly profane. incredibly profane. There's some kind of swear in almost every sentence she says, and she doesn't balk at the big words, either. "Fuck" is a required part of her lexicon. She uses the words like they're any other, with about as much meaning, and she'll direct them towards people who are technically superior to her (she's an independent, in her mind, she doesn't have superiors..) People who know her learn to go with it— being called a Fuckhead by Nought is just kind of normal. She'll curse at people she's fond of as much as she'll curse at someone she's not fond of- the words have no power except sentence flavoring to her. There are no filters on her language: she can and will say anything. (Assume threads with Nought in them will be rated T/M for language.)
Even before things "Went to shit" in her childhood, she was fun motivated and she liked to get attention. It's not a desperation for attention that drives her to do big, bright, noisy, and/or explosive things, but she does like to leave big marks. Vandalism is almost second nature to her- she likes to show where she's been, either by painting her names on things, or carving things into other things with nails that she keeps in her belt-purse with her marks. The bigger the mark the better. She'll be forever trying to convince Seraphith that it is a good idea to breathe a big burst of flame at that rock, so that the thing will have a big scorch mark, and no it's not just senseless violence… She likes to be noticed, and she likes people to know her name— or at least one of her names, the one that won't actually get her in trouble with the law.
She's violent, both physically and metaphorically. Everything she does is jerky and vicious, propelled forward with an intensity that's hard to be near. Her euphoria is violent, her words are violent, her tones are usually violent. Actual physical violence is only a means to an end for her. She finds it easier to solve problems with her fists, and she's a good fighter— she had plenty of street practice being holdless. Since Impressing Seraphith her violence has been toned down considerably, but she still spars in her spare time, and gets antsy and anxious when she hasn't given shit a good beating in awhile— she calls it an itching in her limbs. She enjoys the sound of breaking glass, and will frequently break glass bottles for funsies.
Wildly independent, Nought's desire to rely on herself is almost neurotic. It's borne of her history of people betraying her, and having to live on her own— she doesn't let walls down very easily, and she doesn't rely on other people any easier. She'll get actively offended when people offer her help, because she can handle things on her own. She won't ask for help, even when she's about to get eaten alive. She only let Seraphith in because of the unique nature of a dragonbond, and Seraphith is now her saving grace, who can ask for help when Nought won't, and more surprisingly, can convince her to ask when she doesn't want to, but really needs to.
Self control are two barely appear in Nought's lexicon. She's barely constraint: a wound-up ball of energy that explodes in strange ways. She's erratic and wild, and predictable only to people who posses the same sort of wild and explosive urges. She's potentially incredibly dangerous, because she won't think twice of attacking someone, and she keeps fighting like a wild animal until somebody is down— either her or her victim. She won't usually pull out the serious violence, though, unless provoked— she's not going to go randomly jumping on people. She sticks primarily to petty theft and vandalism when left to her own devices, and only resorts to violence when someone's really been prodding her with a stick. Seraphith is once again a calming presence here— she diminishes Nought's urge to do the petty stuff, and she also keeps Nought's violence in control with her soothing presence. The most Nought will usually do now is perhaps be verbally vicious or threaten people, though it's best not to push her. She can be easily provoked.
Why put up with Nought's behavior? Well, in addition to not wanting her to be her own entity with a dragon, Nought is surprisingly good at getting things done— when she wants to. She was such an effective criminal because it provided her with all the right incentives: doing things for her. For similar incentives she'll get the job done for a weyrleader or wingleader, especially if that weyrleader or wingleader earns her loyalty in addition to giving her incentives. Against thread, she would be absolutely vicious, having something to channel her violence into. She's got quick reactions, too, which would help there too. Need some information? She can get it for you- same with items or similar recon. Just don't ask how she did it. She can talk to rough sorts, though perhaps using her in a situation that requires finesse isn't the best idea. She'll make an effective searchrider, too, if an intimidating one. If Nought actually sets herself to a task, she's tenacious and hard to remove from it unless you pry her metaphorical jaws from the thing. You know, when the price is right- which is the reason all of her big projects thusfar have involved explosions and/or large amounts of paint on public places.
Nought thrives on chaos. Absolutely thrives on it. Even if the chaos is something going wrong, something blowing up on her face, she experiences this euphoric thrill- it pleases her knowing that the world is still as vibrant and vicious and clinging to it's independence as she is. It gives her a weird sort of euphoric energy, similar to an adrenaline rush. She seeks chaos out, deliberately and subconsciously- she couldn't stop if she tried. She always has, even before everything changed in her history. She's a thrill-seeker and a fun-chaser, and she does what she wants to do to feel alive, consequences be damned! She'll do things for the sake of doing them, and for this reason can seem hard to control. Seem being a deliberate word choice here- Nought, like anyone else, is human and manipulatable. It's just a matter of giving her the right incentive, which in her case is a little bit of rein and tolerance to do the shit she ordinarily wouldn't get away with, and stuff that she likes. A surprisingly good way to get on her good-side is to do things that aren't just for her, but for anyone who's managed to become one of HER people— doing something nice for Seraphith will get you in her good books faster then giving her things she wants.
Nought can be considered borderline psychotic, and there are several people who leave "Borderline" out of that phrase when describing her. She has reasons and thoughts behind everything she does— they just don't always make sense to people, and she doesn't bother sharing them. She has an energy about her— the energy that feeds and grows off of entropy and chaos— that can only be described as violently euphoric. Even when things with her are not literally violent, they are figuratively harsh and violent: it's a strength of intensity the euphoria has, and she seeks that euphoria like it's food. Sex and mind-altering chemicals are as natural to her as taking risks.
Nought is reactionary, and very complex. Her personality is layered, and all of the above is her most outermost shell— still very much part of her, but the parts she's comfortable sharing with the world: the hardened survival exoskeleton. There is more to her, of course- it's as reactionary, euphoric and barely-in-control as the rest of her, but she holds it more closely.
Nought is an incredibly emotional soul- violently emotional, like everything else about her. The euphoria is the emotion she seeks the most, and the one that pervades her actions the most. There are others, of course, and she keeps them progressively more hidden the more important there are. You can see a sullen anger in her actions almost as often as there's euphoria, but the fear, the lonliness, any pain, any worry, any affection- all of that stays waaaay inside. Emotions are things which can be grabbed, twisted, and used against you- she's learned this well, and thus she hides them. She is an incredibly vulnerable person, but she's found where the vulnerabilities are, and she curls up to hide them as a hedgehog might. If anyone shows emotion near her, she will at once experience two thoughts: that the person is being weak, and she will be jealous that shows of emotion come so easily.
She doesn't trust much, she keeps the world at bay. She does this casually, by being brash and being herself, and will only start actively keeping things out when they start trying to come in. She actively pushes things away when they try to get close to her- by being harsh, rude, brash, all of that. She's used to being betrayed or used or treated like trash, and the thing that will terrify her the most and make her push back the most is trying to break through her internal walls. It's a war to get close to her, and the closer you try to get, the stronger the walls are. Close friends and romantic interests will meet hte most resistance, loose friends and working relationships might deal with some wariness and brashness. The latter will get a somewhat comfortable and amiable working relationship, the former— after a long fight— might actually see an emotional side to Nought. She's terrified of getting hurt, though she won't admit it.
Interestingly, if you succeed in cultivating the patience to break these walls of hers and find some kind of meaningful emotional relationship, the resistance just stops. Her internal group with whom she is comfortable with— which usually includes just her (and Seraphith)— can expand to include more people. IF yuou get in this internal circle, she treats you as she does herself. She'll still curse heavily and even tell you off for doing stupid shit, but there's a level of proud comfort to the relationship. She will also be just as possessive and protective of people in these internal circle as she is of herself- they've just crawled underneath her hedgehog armor.
In most of her actions- outside and inside- she's shameless. If she does it, she probably meant to do it, and there's no use being all whiny and full of regret in her eyes anyway. What's done is done, deal with it. She's rough, and she's a survivor. It's important to note that she's not a bitter survivor— not very much, anyway. She thrives on chaos, and she gets the same sort of energy that she does from chaos from pushing through all kinds of crazy situations. She survived, which is proof, in her mind, that she is as badass as she claims to be, and as strongminded.
Nought is incredibly sexual, but sex to her is an odd set of extremes. In her mind, the only sex to have is casual sex, and she wants it to stay that way. It must always be meaningless. Any attempts to make it otherwise will bring down the reactioanry walls harder then they've ever been dropped before- it's almost a betrayal in it;s own right. She'll push people away harder then ever. She's very wary of relationships, because they leave her vulnerable and open. She's used to being used as a tool and abused. She will also seduce people when they start getting too close, partially as an excuse to do this. To cultivate an actually meaningful relationship with her, one would have to go around these triggers, which would mean teh secks until she already trusts them. It'd cause an internal conflict wherein she feels nervous, exposed and vulnerable.. but eventually they get past her walls and she's ecstatic and as protective and possessive of them as she is of herself.
Nought is a very physical person, and her body language speaks volumes even when her words do not. She is blunt and forward, and doesn't bother mincing words. She can and will be sadistic, and sometimes slightly masochistic. Much of her fear of getting close to people comes from survivor's guilt from loosing her wher.
When people learn how incredibly different Seraphith and Nought are, they have trouble, initially, figuring out how the relationship could possibly work. The two are opposites, and seem to be meant to be at odds. However, they find a balance. Nought needed someone she could trust, an emotional pillar of stability: Seraphith sensed that and knew she could do well there. The dragon balances her, giving her a safe port in her mental storm, someone to go to when things get too overwhelming— something that caused the worst of her explosions. Seraphith has effectively removed much of the edge of Nought's physical violence, though it's as sharp in the mental and euphoric sense as it ever has been. The key to their relationship is that Seraphith does not try to change Nought— she chose Nought the way she was, and she doesn't want her rider to stop being that person- just to be more comfortable in ways which she can provide. There is some give and take. Nought no longer steals [very often], because it upsets her dragon, though she's as much of a vandal as ever, and still has a fondness for big marks/explosions/drinking/mind altering chemicals/what have you. Similarly, she spars, rather then getting into honest to gods fights. Seraphith, who would not ordinarily tolerate any chaos, is content to expose herself to chaos in relatively small quantities, because Nought is a beast of chaos- without chaos, there is no Nought. Seraphith is one of the very few beings Nought actually trusts and respects, and though there might be light teasing from rider to dragon, Nought will never do anything to hurt her Seraphith.
History
Nought's early childhood wasn't particularly unusual. She was a member of a small but prosperous trading caravan with familial connections to northern traders. As such, they stayed mostly out of the politics— something that went right over Nought's head— but did a prosperous business because they had coveted northern goods cheaper then the other traders did. They kept their operation small, but they had a good reputation.
As such, Nought's early life was filled with travel. She was always a bit of hte odd one for her family, because she was never entirely interested in keeping up the trading— she was happier to play with the group's canines, and she especially enjoyed visits to the weyr- though these were always shorter then visits to the other nearby holds.
Things had started getting tense at the age of 10 and 11, when Nought- ever the tomboy- expressed the fact that she was more interested in perhaps trying to join the guard rather then continuing in the trading family. They had wanted her to follow in their footsteps, and she had no interest.
EVerything changed rather abruptly one night after she turned 11. Most of the traders were fairly proficient fighters who knew how to defend themselves, and their canines weren't just for show- they were guard dogs. They had turned away raiders successfully before. This night, however, they were attacked by an unusual group- one that had a pair of wherhandlers. Canines and human fighters were no match for the wher or the numbers of the raiders— Most of Nought's family was massacred, except the young ones who had shown fervor in fighting.
Nought, not one to be shown down, had fought viciously, like a wild animal— she'd been fighting for her life. They saw this and respected it, and kept herself and her younger brother alive: they could use a feisty new recruit. IT helped that she was female, too. Her brother was killed within weeks for trying to run away, and Nought beaten several times for the same transgression. She found herself in an odd situation- they abused her, treated her like crap, but they gave her an outlet for the rage this brought in. They brought out her viciousness, and trained her in fighting, but kept her in the dirt enough to think herself mostly at their mercy. Her only solace was the wherhandlers, who were at least friendly.
She stayed with them, reluctantly, until she was 14. The wherhandlers in their ranks had turned out to be mercenaries, and the green laid an egg three turns after Nought came to join them. Thinking it cheaper to give their new pet a wher and keep her tied to them for free, rather then continuing to pay the mercenaries, they bought the handlers out for the egg and nurtured it, eventually giving Nought the chance to Impress it. They went to great lengths to explain how generous they were to the confused and scared girl, to do so, and to let her live.
The wherhandlers stayed around to finish out their contract, which had been extended a turn so that they could train the hatchling wher that would be the first of the raider's intended wher army. Cheaper, more effective, and more vicious then the mercenaries, with more secure loyalty. That question of loyalty was beginning to worry the bandit leader— he was growing paranoid, and the wherhandlers had been with them a long time. They knew too much. They would have to be taken care of. By this time, Nought's wher egg had hatched and the baby was 9 months old: a big and strong blue.
The plan was to do it quietly, but Nought had learned of the plan, and she tipped them off. The wherhandlers had no intention of being done away with— they decided to fight back. The plan was to go into action that night, and when the bandits came to dispatch them, the wherhandlers were ready— armed to the teeth, with both the bronze and the green raring to fight. Nought joined the fight on their side, too, eager to support the only ones who had shown her and her Nosk kindness.
The fight was long, vicious and bloody. Every ounce of hatred and cruelty she repaid the raider for- every transgression on her body and her soul. It was not without great cost, however. They were successful- they killed the bandit leader and many of the raiders— those who survived scattered by morning. The greenhandler was killed, her beast gone wild, and both bronzehandler and beast had been killed. It wasn't till morning that Nought realized the worst casualty- Nosk had been fatally wounded.
Perhaps death could've been staved off if the wher had shown signs of it earlier, or perhaps it would've always been fatal. Regardless, teh puncture to his soft underbelly took hours to kill him, especially considering that he was a game beast— Nosk did begin weakening until well after the fighting was over and nothing could be done. From there it was a slow decline- the blue wher died in a distraught Nought's arms.
Nought moved on from there in a haze. She stumbled blindly into a hold, where— unknown as to who she was or what her history was, she was rushed to the healers, delirious and traumatized. She stayed with them only a week before leaving, never explaining who she was or where she'd come from. They did not release her by choice— she ran under the cover of night, uncomfortable with people who showed her kindness for no reason.
From there, she spent a few turns holdless. She became a criminal: stealing what she needed, and eventually what she wanted. She developed a fondness for vandalism: the bigger mark she could make on the world, the better. She was not afraid to employ the violence she'd learned with the raiders, and became a proficient mugger.
Everything changed when she tried to steal from a dragonrider, though. She was not so stupid as to try to mug him, but she figured she could get away with a quick pickpocketing of his purse. She didn't know that he also had a history from being holdless, and was surprised when he grabbed her wrist mid-theft— she thought the game was up, and she was going to feel the force of the law that had been dogging her heels for awhile now.
Her luck was different, though. He might've offered her a place at the weyr without the prompting from his blue, but the dragon informed him that Nought would make a great candidate— something that surprised the both of them. He offered to take her back to the weyr, and she accepted— she wasn't about to look this gift horse in the mouth. She didn't intend for it to be a permanent change of career— just a way of laying low for awhile.
She was surprised and uncomfortable at how quickly the weyr was willing to accept her as a candidate, and twice so when the day came that she stood on the sands with the rest of the group. It didn't seem entirely right, that she be actually given this chance: but nevertheless, there she was on the fateful day, facing down a clutch of eggs..
A clutch of eggs which, to her even greater surprise, held a dragon willing to impress her. Seraphith chose her from where she stood, to her great surprise: Greater, considering hte dragon was the opposite of everything she was. NEvertheless, it was ready and willing to accept her with a bond so strong not even Nought could push her away, and everything changed.
Theyv'e been together since.
Family
| Name | Relation | Location | Position | Dragon | PC/NPC/Adoptable? |
|---|---|---|---|---|---|
| x | x | x | x | x | x |
Dragon

Seraphith
Fighter gold F Dragon
Firelizards
Pets
Home
Active threads
- Threadfall (Threadfall / Yeskith Seahold's Proper / Everybody.)
Past Threads
- Animated first Steps (Hatching / Rock Flat / any interested parties)
- Sticks to Corpses (Weyrtown / [lucius])
- Strange Faces (Yeskith Seahold's Docks / Open)
OOC/Reference
An:
Es: jqjkm2sj0wbrdr
Theme:
Started as: Dragonrider
Starting Age: 26






