Ryslig App

Feb. 8th, 2016 12:12 am
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OOC INFORMATION
Name: Ilana
Contact: [plurk.com profile] ltmutiny
Other Characters: N/A

CHARACTER INFORMATION
Character Name: Reynir Árnason
Age: 20
Canon: Stand Still Stay Silent
Canon Point: Chapter 11, Page 546
Character Information: A wiki link to cover Reynir's background before he meets up with the rest of the crew (and some early events), but basically he's a dumb, adventure-loving boy who made some terrible decisions about adventure, which has landed him in the middle of a pretty unsafe situation. There's an apocalypse. There are monsters. He knows how to herd sheep.

Picking up where the wiki leaves off: After Reynir manages to penetrate the dream-world barriers of both Lalli and Onni, the crew settle down for the night in the courtyard of the abandoned building (well, the abandoned winter home of the Danish royal family to be precise.) Reynir spots something moving inside the building. Sigrun and Mikkel investigate and find...nothing living. Some skeletons, though. When Reynir is beckoned over to the building, he states that what he's seeing are in fact ghosts, though they don't appear hostile, just "unhappy". Sigrun and Mikkel do not believe him, which is a little weird considering that this is a post-apocalyptic world where both monstrosities and mages actually exist. But whatever.

After that, the crew settles in for the night but Reynir is still curious about the ghosts, since he's never seen anything like them before. He talks to Tuuri about asking Lalli, but Lalli is unfortunately unconscious. Reynir then makes the conscious effort to make it into mage dreamspace, hoping to talk to Onni. Instead of finding Onni's dreamspace, he finds dream sheepdog instead, who leads him to a dream version of the tank the crew is traveling in. That's when the ghosts make their reappearance. Only this time, a little less unhappy and a little more actively violent, as it turns out. One of the ghosts appears to attack Reynir. And the sheepdog talks, telling Reynir to "remember this". He wakes up frightened, but then...rolls over and goes back to sleep. (Don't worry he does kind of end up remembering later.)

The next day, Mikkel (kinda stupidly) leaves Reynir and Tuuri alone in the tank to follow up on a lead about a potential vaccine for the Plague. Tuuri and Reynir, like the smart and excitement-seeking children they are, find a reason to follow them. Once they reach their destination, they once again encounter a bunch of skeletons. And ghosts. This time, Reynir freaks out a little, and rightly so, since the ghosts we see are actually terrifying human-esque shapes, and not the black smears from before.

...And then as the sun sets, the ghosts follow our intrepid explorers back to the tank. When Reynir sees them a third time, he really freaks out, asking Tuuri to ask Sigrun if they can drive away. When she refuses (because it's approaching dark and dark time is troll-time), Reynir actually insists that Tuuri disregard Sigrun's orders, which tells you how terrified he is, finally really asserting himself. Sigrun and Mikkel unexpectedly pass out, and Reynir accidentally does magic because of extreme stress, apparently. He's able to create a barrier around the tank, and then he accidentally calls on Onni, who manages to magically help them all the way from Sweden. The cattank and crew are saved.

Kind of anyway. Saved from ghosts, but not from trolls, but the team deals with that too, in short order, and it doesn't actually involve Reynir. The next day, he gets to talk to Onni over the radio, and they discuss what the ghosts might actually be (turns out that, surprise surprise, they are the warped souls of humans unable to find their way to the afterlife) as well as Reynir's magic. Talking about the latter prompts him to (very timidly) pray to his gods, but more importantly it seems to get him to be a little more proactive with trying to use magic, as evidenced by the canon point he comes from, just after he hands out runes he designed to the crew.

Personality:
Somebody save this boy.

Reynir is, basically, the perfect Cinnamon Roll archetype. The fact that he has lived for the first 20 years of his life basically secluded away from the outside world makes him pretty naive. However, it hasn't made him unsociable, just the opposite. (It probably helps that though he has likely had few friends outside his family, he's the youngest of like, 6 children.) One of Reynir's key defining traits is actually his friendliness. He doesn't really let the fact that most of the people he's currently traveling with view him as kind of burden stop him from interacting with them in a wholly positive manner. He even calls them his friends, after only knowing them about a day or two. He also appears to really CARE about being friends with them, after only a few days. (He kind of beats himself up briefly over the idea that he's been a bad friend because he didn't ask how one of them was doing, being out on the mission.)

Another defining trait that goes hand in hand with this is his drive to be useful. This may be something that is a little more specific to his interaction with the rest of the adventuring team (but then again, we see so little of him interacting with anyone else anyway), but throughout the entire comic, we see him trying to help out as much as he possibly can, offering to do whatever he can to whoever he can. While this trait might not be as heightened in situations where he doesn't feel indebted to the people he's around (as he does to the members of the team) the rest of his friendly, open personality would suggest that he's the kind of guy who would readily offer his help up to anyone who needs it. He appears to generally be pretty eager to please. Be kind to him, and you'll totally have his devotion.

For all that Reynir seems to be very much into proving to the team that he's Useful, damn it, he actually doesn't appear to let it bother him (much) that he's mostly dismissed by him. It's just another facet of his outgoing, robust, friendly personality. For example, there are multiple times where one of the team members, Tuuri, kind of shuts him down. The first time, she doesn't believe him when he tells her he thinks he's a mage. (Although to be fair, he literally doesn't know how to do anything when he tells her, so her disbelief isn't unwarranted.) The second time, he sees ghosts that look decidedly dangerous, and Tuuri brushes off his concern. In both these instances, Reynir responds calmly, and (at least a little) positively. Both times, he tells her that it's fine that she doesn't believe him. The first time, he even says it with a smile on his face. (The second time is slightly less positive, but still resolved.) He can take rejection and keep on trucking, keep on being friendly to the people rejecting him, keep on trying.

Beyond this, Reynir has a hankering for adventure and experience. Aside from his willingness to please, he's also very enthusiastic about everything and anything new. Part of his being so friendly likely has to do with the fact that he GETS TO MEET NEW PEOPLE. AND DO NEW THINGS for once in his life.

So. That's how Reynir is kind of great. However, he definitely is a little bit naive, and tends not to think ahead too much in his eagerness for adventure (or assumes that everything's just going to work out). This pretty much leads to him ending up with the team in the first place, which - let's be honest - is sort of troublesome for the team. Reynir doesn't make things difficult for other people out of malice, but it's still something that can negatively impact those around him. Also let's not forget that in his lust for adventure, he snuck away from home and from his family, which probably has been pretty terrifying for them. There's also documented places in canon where his brain-to-mouth filter is less than stellar. (When he first talks to Onni on the radio, he initially blurts out that his his Icelandic is "bad", before quickly backtracking and calling it "special" instead.)

His naivety (and friendliness) also has another downside: Reynir really is an overeager puppy. He wants to help, so he gets up in people's business, thinking that helping is what he should be doing. However, based on the reactions from the rest of the crew, this can clearly be annoying rather than actually helpful. Reynir doesn't always know when it's a good time to be quiet and sit in a corner. There's also the chance that his friendliness and urge to be useful could be manipulated. We don't really see too much of this in canon, although there is an example where Tuuri kind of cajoles him into doing something that they both know they shouldn't (and then Reynir completely takes the fall for it when they're confronted). However, it's something that could definitely be exploited by characters in the game, given the right circumstances, and to negative effects. That being said, Reynir is mostly just the fluffiest of fluffballs, and definitely too good for this world, and too pure.

5-10 Key Character Traits:
Friendly
Impulsive
Naive
Curious
Eager
Resilient
Oblivious
Caring

Would you prefer a monster that FITS your character's personality, CONFLICTS with it, EITHER, or opt for 100% RANDOMIZATION? Fits
Opt-Outs: Goblin, Troll, Faerie, Merperson

Roleplay Sample: Game sample

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Reynir Árnason

February 2016

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