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Title: Lymira Rithson


Veran - March 3, 2004 05:17 AM (GMT)
Character's Name: Lymira Rithson

Race: Elven

Age: 20

Height: 5'9"

Weight: 130

Eye Color: dark brown

Hair Color: black

Element: earth

Physical Description: Most people's first impression of Lymira is that she is very dark: black hair, dark brown eyes, dusky skin. She adds to this by wearing dark clothes, usually serviceable blacks, browns, or dark blues, and high boots. She does have the typical elven pointy ears, but these are usually hidden under her hair, which she wears loose and falling to her shoulders. In fact, at first sight, most people would not believe that she's an elf at all. She typically appears somewhat aloof, as if she's not quite sure how to deal with people.

Personality: Lymira is usually fairly reserved, even when talking to people, and rarely shows her emotions. Sometimes, she can even seem uncomfortable around people, preferring instead to be in the company of plants and animals. When meeting new people, she is often suspicious of them, and refuses to trust them until they have proven their "worthiness." She prides herself on having an iron will, and therefore doggedly pursues whatever task has been set for her, long past the time she should have given up.

Class: Beast Tamer

Level: 1

Equipment:
Hunter's Bow
Jade Green Cloak
Leather Gloves
Leather Breastplate
Leather Boots

Gold: 3,000

Items: Bandage Kit

Skills: Tame Woodlands

Background:
Lymira grew up in a small cottage in the woods with her parents and her younger sister (by three years), Cleo. Since her family was fairly secluded, she had no friends her own age. However, she knew no other life, and so she was pleased with what she had. Even as a child, though, she rejected typical womens' work and instead loved to be out-of-doors: swimming, climbing trees, or just sitting on the ground and feeling the sun on her face. By the time she was five years old, she'd discovered that if she took a handful of birdseed outside and sat very still, birds would come and eat out of her hand. By the time she was six, her family had realized that she had a green thumb--her skill with plants was just short of magic, they thought--and relinquished care of the family garden to her. Some of her favorite memories of her childhood include the long hours she spent caring for the plants in the garden.

But as Lymira started to get older, she became restless. She began to wander further and further from home on her walks in the woods. Sometimes, she stayed out so late that she had to set up camp for the night and return home the next day. This seemed perfectly natural to her, but worried her family to no end. When she was twelve, she once stayed away for three full days--she'd discovered a hidden waterfall in the woods, and families of chipmunks and birds living nearby, and she'd been so entranced that she'd forgotten to leave. When she returned home, her mother put her foot down. No more walks in the woods, unless she took one of her parents or her little sister Cleo with her.

Unfortunately, this didn't work out at all. Lymira tried to obey her mother at first, but following this order proved to be beyond even her self-discipline. Two weeks after her mother made the rule, she crept out of the house while the rest of the family was sleeping. She intended only to visit some of her favorite haunts and make sure her animal friends hadn't forgotten her, but of course, things went wrong.

Ordinarily, Lymira would never have lost her way in the forest. After all, it was her home. But she'd been out for only fifteen minutes when suddenly everything went as black as pitch. She couldn't see her hand when she held it in front of her face; the full moon had suddenly disappeared! She cried out in terror, and someone grabbed her arm. "Stay quiet, you stupid child," hissed a voice. Lymira squeaked in fright, but obeyed the voice and didn't say a word as she was dragged along.

She was dragged into a cave--she could taste the moist, enclosed air on her tongue, though she could see nothing--and then further, deep down underground, through a long, winding tunnel. She was too terrified to make any more noise, though she once tried to pull away. Her captor only hissed at her and clutched at her arm more tightly. After that, she was afraid to try anything else.

Eventually, they came out into a cave filled with strange, subterranean plants. Stranger still, though, was the light that seemed to be generated by the plants. It was dim, of course, but there was enough light for Lymira to get a glimpse of her captor for the first time. The person was a woman; she vaguely resembled an elf, except that her hair, eyes, and even her skin, was pitch black.

"Who are you?" Lymira demanded, a little less afraid now that she could at least see.

"None of your business, child," growled the woman. She snapped her fingers, and an electric shock seemed to run through the girl. Lymira cried out. "And there's more where that came from, if you keep acting so impertinent! All you need to know is that I'm a sorceress. A powerful one, too. So don't try to get away with anything with me. You're my slave now, and you're here to take care of these plants. Don't try to run away," she ordered.

Lymira couldn't believe it at first. She thought maybe this was all a nightmare, and she would wake up safe and warm in her bed at home. But if it was a nightmare, it lasted far longer than a nightmare should. She lived in the caves underground for six years, tending to the sorceress's plants. They flourished immediately. It occurred to her, eventually, that the sorceress must not be able to take care of plants on her own; otherwise, why would she bother to kidnap Lymira?

And she went to a great deal of trouble to keep Lymira there, too. Another slave came each day with food and water, and each of the several times Lymira tried to escape, the sorceress caught her and tortured her with electric shocks till Lymira promised she would never attempt to escape again. But with so much free time--tending plants was not a 24-7 job--she couldn't help but think, and her thoughts frequently turned to escape plans. She tried to involve the young slave who brought her food and water, but the boy never seemed interested. Lymira began to wonder if he was even human. Eventually, she began to wonder if she was even human anymore. When she looked at her reflection in the water, now, she was nearly as dark-haired and dark-skinned as the sorceress. She wondered if she'd turned evil, if the place had poisoned her, or if maybe this was natural when one lived for too long without the light.

Of course, since she had so much time to ponder her escape plans--and since she absolutely refused to give up on the idea of one day returning home--one day she finally made it back aboveground. Far from greeting the sun with joy, though, it was over an hour before she'd become accustomed to its rays enough to fully open her eyes. But still, she hurried away from the entrance to the sorceress's lair as quickly as she could.

Little did she know that she was watched as she hurried back toward her childhood home.

The house had long been empty; its residents had all died or moved away at least a year ago. As soon as Lymira approached, she suddenly fell unconscious and collapsed in a heap on the ground. When she woke, she knew with certainty that her family had been killed, and that the perpetrator had been an evil demon named Lars. She had forgotten all about her six-year imprisonment at the hand of the sorceress. For the sorceress, far from losing her by accident, had simply realized that the girl was too much trouble--constantly trying to escape the way she did!--and had decided to let her go. Provided she forgot everything. Now, to Lymira, it seemed as if she had lived with her family all her life, and they had only recently been murdered by the "demon."

So, completely ignorant of her true past, she gathered supplies and set out on a quest to kill this Lars...

Elither Daegovad - March 3, 2004 05:33 AM (GMT)
Welcome to Dark Isles! Since you're an elven Beast tamer, you start off in Outer-Rim. If there isn't a quest already open, an admin or myself will make one for you.




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