notyetlegend: ([251])
мerιda oғ dυnвrocн ([personal profile] notyetlegend) wrote2014-09-29 06:22 am
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MERIDA
TITLES Friend of the Dead | Hartslayer | Brave Heart | Aingeal
AGE 21, 24 June 1048
STAR SIGN Cancer
HOMETOWN DunBroch
SPECIES Human
FAMILY King Fergus (father), Queen Elinor (mother), Hamish, Hubert and Harris (brothers)
DRABFAMILY Diarmuid, Gilgamesh
LANGUAGE Scottish Gaelic, Drabbish
OCCUPATION Spear of Leathann
COURT shardless, aligned with Amethyst
RESIDENCE Leathann

RELATIONSHIPS


CR Chart

INVENTORY

on hand at all times

map
given upon arrival [ ]

locket
given upon arrival [ ]

Angus
boon #1: Angus, her faithful steed from home
[ ]

archer's armguard
arrived with from home [ ]

leather pouch
procured from the Station to hold gold [ ]

hunting knife
given by Mako for Yule 2,700 [ ]

cloak clasp
given by Diarmuid for Yule 2,700 [ ]

compass
given by Korra and made by Hermione [ ]

sword
a sword with sapphires in the pommel and the guard, given by Diarmuid for her 20th, 2,701
[ ]

sword #2
a gold and silver sword that covers her in armor, boon June 2,702
[ ]

arrows
handmade, gold tipped arrows, capable of striking any target with absolute accuracy, given by Gilgamesh for Yule 2,701 [ ]

hunting bow
hunting bow, given by Wan for Yule 2,701
[ ]

braided hawk feather
rests in her hair behind her right ear, given by Gilgamesh [ ]


When you first meet Merida, you instantly know what she's like. Just like her wild hair, she's unruly, defiant and incapable of compromise. Neither elegant nor graceful, she's not exactly someone who looks like they fit the role of a princess. It's not that she's defiant for defiance's sake, but rather that she's more comfortable being less than lady-like and more of the type to enjoy things like archery and horseback riding to any sort of home making. While she can come off as highly aggressive, competitive and stubborn, it's rarely any sort of challenge, but more that she has trouble seeing things other people's way.

Her stubbornness comes out when something happens that she perceives as unfair or not her fault. She doesn't care about the consequences of her actions, or who gets hurt, as long as it ends up in her favor. She's cunning and resourceful, and it takes losing someone close to her to make her realize her actions weren't the best thing ever. She's generous towards those she cares about, but if she needs to get out of a situation she's willing to blame someone else.

In spite of these flaws, Merida is selfless and brave when the time calls for it, putting herself at risk to protect her mother, for instance, both between her and her father and again between her and the clansmen. She has a good heart, it's just that sometimes it takes her a while to realize that things aren't always going to go the way she wants them to. She's prideful but also brave enough to face her father, her clansmen, Mor'du and even her own past selfishness to get her mother back.

Merida rebels against tradition that defines her role as a princess. Instead of prim and proper like her mother wants, she is brash and loud, hardly graceful in her mannerisms and attitude. Her personality greatly resembles her father's, with a healthy dose of curiosity that leads her to following wisps and believing in magic, something that seems to have stemmed from her mother encouraging her to believe in it when she was a little girl. She's likely been told stories of faeries and fae folk alike, whether directly from her mother or from castle workers like Maudie and other handmaidens, giving her a wide eyed view of how the world works and explaining her readiness in believing the 'woodcarver' was in fact a witch, despite the witch's attempt in convincing her otherwise.

She views her lessons as strict, tedious and feeling like her mother expects far too much from her. Before the games when she was being dressed, she looked at her mother for comfort, only to hear a usual lesson ("Remember to smile"). This coupled with the dress Elinor had put her daughter in (restraining, tight and form fitting), shows just how far apart they are in terms of thinking, as Merida vastly prefers her riding dress that she made herself (free flowing, non restricting, not too tight). Despite wanting her mother to get on her level, she hardly tries to understand Elinor's own feelings, failing to understand how her desires could devastate the kingdom (even though she jokingly says "We'll expect your declaration of war in the morning" when mucking out Angus' stall after her lecture from her mother in her room while both are roleplaying in separate locations but unknowingly echoing the same thing).

Merida is sneaky, selfish and impulsive in her worst times, but has been shown to be able to keep a calm head in dangerous situations, such as when Elinor briefly gave over to the bear in her after the morning they spent fishing in the river and when Elinor desperately tried to catch a wisp. She's quick witted, showing initiative and cunning when entering herself in the contest for her own hand, as the rules just stated that "the first born of each of the great leaders will compete for the hand of the princess of DunBroch" (it didn't say that there was anything stopping said princess from entering herself as the first born of clan DunBroch, a loophole Merida realized through her mother's words, but would prove disastrous).

At her first entry point, she is still coming to terms with the fact that the whole incident is, indeed, her own fault, having nagged the witch into giving her a spell for a quick escape from marriage without specifying exactly what she wanted changed in her mother, and giving the cake to her mother in the hopes that it would change her mind without sitting down to discuss the way she felt. She's also from a highly desperate point, having recently discovered that Mor'du was the prince from the legend her mother tells her, and the discovery of the two sunrise limit, racing against time to save her mother from being a bear forever.

Being canon updated to two years after the battle with Mor'du, Merida has developed a healthier relationship with her mother, having admitted her guilt and fault in the destruction of everything they both held dear in a desperate plea to bring Elinor back to human form. A tapestry was in the process of being made in the memory and honor of that time, presumably to keep their minds clear and remind them of what it took to not only break their bond, but bring them back together.

In the Drabwurld, Merida has started learning that she can be both a political figure and a warrior, simply from the people that she's been meeting and the contacts she's made, starting to think about putting her lessons to good use, given the fact that she's caused a war back home. She's also started learning (through a rather misguided attempt at advice by Korra, who should not give advice ever, but also backed by advice from Grainne) that if she wants something, she should go for it. Something she's always done but with the situation back home, she was starting to withdraw a bit from the idea. Every decision she's made in this world has been of her own violation however, whether it be to make Seelie friends or, indeed, find love, which was what her problem was with the sudden announcement of her betrothal - that it hadn't been her own choice. She's taken it in mind that every choice from here on out is her own, and she needs to be careful where she steps in the Drabwurld.

Having become more compassionate and kind by having friends, willing to listen to the advice of those who give it, stopping and thinking about how her actions will affect those around her, Merida is just starting to come into her own away from her mother's shadow. Finding a new option and looking for a new angle that wasn't available to her before has helped her improve immensely in her general overall attitude, no longer feeling trapped. In a way, the Drabwurld has helped her with the lessons her mother tried to plant in her, helped her come to understand putting the wants and needs of others ahead of her own.

BOONS
  • October 2014: Angus her horse from home
  • November 2014: a black sword which will cover her in armor when drawn
  • lost during court transition
  • December 2014: wings two large black feathered wings for Angus
  • February 2015: a ring with a stone set in it that changes colour to show Lancer's mood
  • April 2015: a bright red fox pelt that lets her transform into a fox
  • June 2015: her sword returned to her, but now white and gold instead of black to reflect her court
  • August 2015: the ability to transform into a will o the wisp and teleport to places she's been
ABILITIES
  • archery taught archery
  • swordsmanship taught sword fighting
  • knowledge of myths told stories as a child
  • Fire magic - taught by Rin Tohsaka ([personal profile] gandere) (Dec 2014)
  • runes - taught by Cu Chulainn ([profile] thelancer) (Feb 2015)
  • blizzard - taught by Riku ([personal profile] midnighthero) (July 2015)