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Randvi
full name:
Randvi
canon:
Assassin's Creed: Valhalla
pronouns:
she/her
age:
31
height:
5'4"
canon year:
874
housing:
10 Bear's Bend, Milton/Silverpoint Inn
first impressions
Randvi has pale skin, green eyes, and red hair that is always tied in a braid with a leather cord. She's not tall, but she's sturdily built, muscular from doing the work of building a village up from nothing. She wears a mixture of her clothing from home with modern additions for extra warmth. The right half of her face is heavily scarred and she wears a patch over her right eye after a bear attack in May 2015.
personality
Pros:
-Organized: For someone who had a bit of a crazy youth, Randvi has a talent for planning and organizing alliances and events, and understanding and managing the relationships between people in close quarters (she's the one who lets you know which buildings you can build in the settlement, and at one point you can find a note she's written of various villager complaints to manage). She's good at reading and drawing maps and can manage correspondence in two languages.

-Kind Hearted: Randvi takes young Ceolbert under her wing almost immediately, and tries to manage disputes between villagers and other issues they may have (such as Tove grieving after her mentor's death). Randvi deals with a lot of important people and various types of political tensions, and has learned how to manage people to try and turn situations in her favour without conflict. When Magni mentions that his horse was stolen, Randvi is the first to be concerned about helping him get her back. Later in the game when Sigurd returns injured, she does her best to take care of him despite his cruelty towards her. Also Eivor adopts a giant wolf she found in a basement and Randvi lets her (the wolf) sleep in the longhouse.

-Creative: Randvi is a talented storyteller, and makes all the little pawns used on her map table herself. She's interested in history - particularly Roman history in England - and comes up with stories about the ruins she hears about from the scouts. She's clearly got a romantic streak and a lot of her problems (and risks it's kind of shocking to see her taking considering how reserved she is the rest of the time!) later on come from her big dreams about a love match.

Cons:
-Repression: Randvi puts her duty above everything else, which leads to her suppressing most of her natural personality, which is more carefree and fun-loving, in favour of what she describes as a "staunch and stoic woman". In a later mission Eivor agrees to take her on a small tour outside the settlement and during this less than one day long adventure she volunteers to slaughter a camp full of bandits, flirts with a random guy for fun, bullies Eivor into a drinking contest and declares herself the "Mead Queen", jokes about how she would have slept with Soma, the jarlskona of Grantebridge, and makes Eivor race her to climb a sunken ruin. All this repression has her kind of tense and upset the rest of the time, and her default "relaxed" standing animation is hunched over with clenched fists.

-Bitterness: This is also something that she hides well, but Randvi's lot in life isn't what she'd dreamed it would be. Even married life isn't quite what she'd imagined, considering that she's been married for five years and only spent one of those with her husband. She's lonely but also doesn't actually like spending time with Sigurd (Eivor asks her if she's excited that he's returning and her immediate response is essentially "he's going to fart in my bed"), and can't talk about it with anyone because he's the jarl and outranks everyone. Not to mention that all of this misery is basically for nothing since the two clans united another way three years later anyway. There's a simmering anger there that doesn't come out much but can come across as surprisingly mean when it does.

-Indecisive: The negative side of the 'organized' trait is that she's very good at listing the pros and cons of everything, overwhelming herself with them, and not doing anything. She doesn't actually even need to still be married since the peace treaty was annulled when both clans were absorbed into Harald's kingdom, divorce is legal for Norse and Sigurd has all but abandoned her at this point, but she's paralyzed by all the possibilities (what happens to her in the Raven Clan if she's not attached to Sigurd anymore? Who would be the advisor if she couldn't do it? What would happen with Eivor? Would she be able to return to Norway?) so she doesn't do anything. She's good at advising other people and steering the development of the settlement, but terrible at making decisions for herself.
skills
• Cold weather survival - when she was young she spent a lot of time roaming in the mountains by herself
• Hunting and preparing game
• Drawing maps from verbal descriptions by scouts and scraps they found in different places
• Building up an abandoned place to be livable - Ravensthorpe started out as an abandoned war camp and she's the one who advises you on what buildings you can make and the materials required
• Navigating the interpersonal side of living with a small group of disparate people in a not always super safe situation
aurora feats
Lightbringer: The power of flame at your fingertips. You master the light, life, but like nature, your powers are wild. Essentially: pyromancy. Interlopers have the ability to conjure fire, perhaps the most useful and the most dangerous of the Aurora Feats available. Lightbringers run a little hotter, literally. They're pleasantly warmer to the touch, but may be a little prone to being more hot-blooded at times. This ability will also be difficult to control, and will require time and discipline in order to gain skill and efficiency in it. They will likely accidentally start fires of objects, buildings, or even people around them. Accidentally burning themselves is more likely, especially if emotions are running high. Anger, fear, even joy might just trigger a fiery explosion.

Old Bear's Blessing: The Old Bear is a powerful, ancient beast of primal rage. A true force of nature. And you have been given its blessing: raw strength and fury. You can carry great weights unencumbered in your travels, lift once impossible weights for you and hit harder than before. Those with the Old Bear’s Blessing will find themselves easily prone to anger and be fiercely protective over what is important to them: people, resources, shelter or even territory. At times they may be unreasonable and require a calming presence to bring them back from this anger — Interlopers with Aurora Call will be particularly gifted at this with their more empathic natures and telepathic abilities. During Auroras, you are able to enter a kind of primal state, like a kind of berserker, allowing you to fight wild animals and enemies with your bare hands with ease, avoiding injury. However, you will need to sleep for 48 hours following this, often leading to collapse — leaving you vulnerable and in danger if appropriate planning is not done.

The Old Bear's claw grants the ability Armoured, a form of protection. Old Bear was known for its particularly thick hide which couldn't be penetrated by arrows or bullets in its story. With its Claw, while not completely immune, the Interloper will find themselves less vulnerable to projectile weapons and puncture wounds, along with any slashing injuries. What might be a fatal wound sinking deep into the body will be only shallow thanks to the Claw. In addition to this, any wounds sustained will less likely to bleed, meaning they will survive wounds which can potentially cause a huge amount of blood loss and keep standing for longer until they can find medical assistance.
ooc info:
Tess . AST . [plurk.com profile] nonhoration

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