Name: Arnora Skadidottir
Darke Name: Aronra
Age: 34
Birthday: December 23rd
Birthplace: Fljotshverfi The Land of Long Nights
Residence: Temporary Quarters on the Aricie
Gender: Female
Culture: Land of Long Nights
Education: Hunter, leather armor worker
Position: Northern Trader
Alignment: Chaotic Neutral
Height: 5'7
Weight: 136lbs
Build: Athletic, with muscle
Eyes: Dark blue
Hair: Dirty Blonde
Skin Tone: Pale
Tattoos/Scars/Piercings: Various scars across her arms and legs as well as her back, from various fights, to fighting against a few wild animals. She also has a
Yggdrasil tattoo on her lower right arm.
Personal Style: When you first meet Arnora she usually is seen wearing animal furs of some kind, or usually seen wearing some kind of leather armor under that for protection. She tends to take very good care at least as best she can to tend to them. If she is somewhere that is a lot warmer then Arnora will usually be seen wearing lighter clothing. Or at least some kind of armor somewhere on her body as well and will always be seen wearing boots no matter the season. Her hair is usually seen in various braids in size and length, one side of her head however is shaved preferring that look over anything else. Arnora doesn't really own any jewelry except for a
necklace that was given to her by her mother and will never leave without it.
Freethinking * Compulsive * Fun-loving * Greedy * Courageous * Undisciplined
Sexuality: Bisexual (leans more towards women)
Relationship Status: Single
Personality: Whenever you first meet Arnora she is usually seen as a free spirited person, she likes to have fun no matter what she does. Or whether people like it or not, she wouldn't really care what others think of her. She is very compulsive and will usually do something without to much thought into it really. Arnora doesn't really care all that much for authority unless it was from someone that she personally knows and respects.
Arnora is sometimes very greedy when it comes to making money and will usually end up trading something at a higher price and able to get what she wants. Arnora doesn't really care if she steals from someone either and usually gets a kick out of stealing it. Arnora is also a very undisciplined person, and doesn't really take things to seriously, but she is very courageous and wont really back out from a fight and will do her best to protect her friends or those that she cares for.
Habits: Whenever Arnora is bored she is usually seen messing around with one of her hair braids, if she is annoyed she will give just about anyone a death stare, and if she is bored Arnora will be seen picking out the dirt from her nails.
Hobbies: Hunting, drinking
Fears: Likes:- Snow
- Winter
- Hunting
- Trading
- Drinking
- Having fun
Dislikes:- Warm weather
- Thunderstorms
- Losing a fight
- Nobles or Royals
- Cowards
- Smart people
General Skills:- Ice Transmutation: the ability to transform matter and objects, including living beings, into ice.
- Enhanced Tracking: the ability to track others down easily via various means, ranging from scents to footprints. With enough experience, the user can follow tracks that are days or even weeks old
Cultural Skills: - New Nordic - The user has complete fluency, able to read, write, and communicate in the language of the Land of Long Nights. This skill can be used as a makeshift oral storytelling skill, as most of the traditions of the Land of Long Nights are told through stories.
- Olde Tongue - The user has complete fluency, able to read, write, and communicate in the Olde Tongue of the Land of Long Nights. This skill can be used as a makeshift mythos skill, as the user will be familiar with famous texts written in the Olde Tongue, such as the Prose Edda.
- Spirit-Seer - The power to see a ghost, even if they do not choose to Appear to you. This ability cannot be turned off - it is involuntary. Ghosts will not realize that you can see them unless you tell them so.
Occupational Skills: - Boating - The ability to pilot a small water craft, such as a rowboat or canoe, without capsizing.
- Sailing - The ability to sail a vessel across great distances. With a large or medium vessel, the assistance of a crew is needed but it is not required for a small vessel.
- Navigation - The ability to monitor and control the movement of a craft from one place to another across expanses of water.
- Trading - Skill in the transfer of goods or services from one person or entity to another, often in exchange for money.
- Deception - The ability to lie to another person and successfully deceive them.
- Fast - The ability to go extended periods of time without eating and still be able to perform required tasks.
- Knots - The knowledge of a great variety of knots, such as survival knots and knots used for rigging on vessels.
- Basic Asgardian Magic
What Is On Your Person: Residence: - Warmer outfit
- Spare sword
- Spare shield
- Few extra furs she was going to sell
- Wet stone
- Leather armor she was going to sell
Your Path: Arnora's father was a Land of Long Nights tradesman as she grew up she would watch him make transactions and would follow him around on many of his trips as well. Arnora would also help run his stand if he ever did need help. As she got older Arnora took up hunting as well and helped make the furs that would easily be sold on the markets with him. She learned most of her skills from her father and intends on continuing to work for her father's craft.
General History: Arnora's father met her mother when he was younger in his early twenties, her mother being the Norse Goddess Skadi. Growing up Arnora didn't really see her mother all that much, so she was raised mainly by her father growing up in the Land of Long Nights capital of Fljotshverfi. When she was fifteen she went on her first trip with her father where he traded various goods that her father had made for the year. Which she enjoyed doing and started to do some more work with him, going out on hunting trips with her father's family and friends.
When she turned twenty her father ended up dying due to an illness, she took his death rather hard even her mother came as well. She didn't see her all that often, but she did know that her mother would watch over her no matter what happened. Using what her father had taught her over the years Arnora took up her father's stand, and did sold his wares in Fljotshverfi as well as other countries around the world.
But Arnora always did end up getting into some kind of trouble with the wrong group of people stealing something off of their trading stand. They ended up getting into a fight with her, her father's trading stand ended up getting destroyed and she decided to then head out on her own. Arnora then got on the next ship out of the capital of Fljotshverfi. And decided to go to the Small Wet Country Across the Sea, using what money and things she had and left her home.
Thoughts on the Sickenesse: Arnora doesn't know to much about the
Sickenesse that is going on around the world. She wasn't raised as a healer of any kind and has no real physik skills that she could do to help out. Arnora though would be willing to supply whatever she can get her hands on and trade it off to the people who need it the most. Of course she is willing to make whatever money off of it that she can get from.
Character Quote: "Theres always money somewhere to make whether it's for furs or something else."
Theme Song: Gallows - Katie Garfield - SingleAnything Else: Jaina Proudmore World of Warcraft,
Another Demigod*By submitting this CS in its completion I am stating I have read all the rules for this Rp and am agreeing to follow them to the fullest with respect and courtesy. I acknowledge that I can and will be removed from the RP without warning if I break a rule or cause problems with my fellow Rpers or the GM.