Name: Annwn
Race: Phantom
Age: 26
Birthdate: Glade 1st, 98
Height: 4'10
Birthplace: Otherwilds, the Second Deep of the Warrens
Languages:
Fluent - Common
Bloodline: Banshee
Race: Phantom
Age: 26
Birthdate: Glade 1st, 98
Height: 4'10
Birthplace: Otherwilds, the Second Deep of the Warrens
Languages:
Fluent - Common
Bloodline: Banshee
Personality
Annwn is shrewd and analytical, but easily falls prey to her own emotions when tensions are high. She is loyal, foremost to her family, and has yet to find another with whom her loyalties may lie. She is known for her short, explosive outbursts, but is a cunning strategist in her own right. She often assists her family in coordinating their hunts through the shifting Otherwilds, though she is endlessly curious about the "Other World" - Ransera.
Appearance
Annwn looks much like a Siltori, with grey skin and pale hair. Her eyes typically feature a black sclera and a green pupil, and when clothed, she is in loose fitting dresses, sometimes not even completely fastened. Her hair is loose and wild, and altogether it can be said that she does not put too much work into her physical appearance, though with good reason - as a phantom, she is frequently incorporeal, and as an animist, she is frequently not humanoid at all. Her most prominent feature are the Luna moth wings that sprout from her back, a remnant of her animus initiation.
History
Born into a nomadic family of Phantoms in the Otherwilds, who have existed there for hundreds of years, Annwn knows of little else than what she has gleaned from notes and journals left behind after her family hunts. The family, known by expeditions into the second deep as "The Wild Hunt", seems to take pride in their position as ghost stories of the Otherwilds. This family is skilled in a variety of magics< Animus chiefly among them, but to fully hunt the most dangerous game their collective skill lies in many runes.
Annwn is the youngest of her family. She grew up being carried by her mother on the back of her Animus-shifted father, hunting down lone, stupid travelers who delved too deep, too far from their expeditions. Until she could brave the initiation of rune magic, she learned to track, to fight, to flow unthinkingly to incorporeality when threatened, and to see the warning signs of the mages who could kill her if she wasn't careful. At the age of twenty she was initiated into Animus, and at the age of twenty-three she was initiated into Affliction, the magics of her father and mother, respectively.
Annwn was curious, too -- she poked around when she thought she would not be noticed, checking the campsites of the few mercenaries and adventurers who would cross her path long after they left. Sometimes she would find things, trinkets, from the Other World, and her desire to know only grew. It was not that she did not wish to partake in these hunts and in the endless pursuit of magical knowledge. It was that her curiosity grew to be overwhelming.
After years of waiting, she found an expedition that was leaving the Otherwilds, an expedition that had escaped the grasp of the Hunt, and she left.