information
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 locket Angus archer's armguard leather pouch hunting knife cloak clasp compass sword sword #2 arrows hunting bow braided hawk feather |
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.
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. 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.
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INVENTORY →
→ map & locket upon arrival
→ hunting knife, replaced with the one given by Mako (
→ various dresses, nightgowns and cloaks either pilfered from her rooms in Caer Scima or tailored by the castle seamstress
→ the pelt and antlers of the White Hart, kept from the hunt of 2,700
→ metal horse necklace, given by Korra (
→ wrist guards, one given by Korra (
→ arrow pendant, given by Ariadne (
→ polar bear toy, handmade by Hiccup (
→ hand carved cloak clasp, given by Diarmuid (
→ compass, given by Korra (
→ a sword given by Diarmuid (
→ as of September 2,701, has received the key to a small cottage that belonged to Grainne (
→ as of September 2,701 has received Moryn the raven
→ handmade, gold tipped arrows and quiver, given by Gilgamesh (
→ hunting bow given by Wan (
→ leather armor, commissioned by Diarmuid (
→ cloak given by Berserker (
→ extended saddlebags (four times as much), given by an "anonymous person" (Waver,
→ a book on faerie tales from Hiro (
→ a sketch of Angus and Cerise's foal and earrings made from several baby feathers from Ariadne (
→ a braided hawk feather from Gilgamesh (
→ leather gloves, enchanted with hardening runes
→ disillusionment cloak from Hermione (
→ a music box from Lancer (
→ a blood necklace, enchanted for defense, from Gilgamesh (
Boons
→ Angus
→ mark of the white serpent - a magic tattoo that only appears on her arm in the moonlight and grants her access to the Midnight Court (quest boon)
→ two large, black feathered wings for Angus
→ a ring with a heart shaped stone that changes colour to show Lancer's mood
→ a fox pelt which will transform her into a fox
→ the sword from her November 2014 boon back, but gold and silver instead of black to reflect her court
→ the ability to transform into a will o the wisp and teleport to anywhere she's been before (Leathann, the Barrel, the Pool of Souls, the Catharon, the Cothromach, various lochs and forests)
Gold
→ currently 2,220 in gold coins
→ 50 gold swans from the May event, melted down into 50 gold marks
→ when traveling, selling meat, antlers and pelts at coppers and silvers a piece, depending on the quality
→ items carved from deer antlers selling higher
→ carries a pouch with up to 300 gold in it at a time
Documents
→ an anonymous letter on the Cult of the Fox, June 2,702
Learned Abilities
→ Fire magic - taught by Rin Tohsaka (
→ sub branch of that; firebending - taught by Korra (
→ Runes - taught by Cu Chulainn (
→ Blizzard magic - taught by Riku (
Weapon Skills
→ archery (duh)
→ swordsmanship
→ lances (less familiar than bow and arrow or a sword, but she can use them)
→ daggers
(frozen comment) COURT SWITCH →
Despite not a huge difference, having spent two years forming a better relationship and understanding with her mother, reconciling with her mother and beginning to see things her way likely had an impact on her personality. Not quite so rebellious as she was, she understands now that there must be order to things, otherwise the clans fall apart and the kingdom gets thrown into chaos, such as how they nearly went to war without her mother around to calm them down over Merida shooting for her own hand. Though she hasn't been entirely stomped out of her selfish ways, there's still a lot of leeway to suggest that she knows better than to suddenly uproot a system overnight and the fact that her own wants and needs have cause and effect on others.
Merida would have started taking on a little more around the household back home once she hit seventeen, starting to sit in on royal duties such as trades with other clans and villager's requests, perhaps even taken on a few herself and worked out compromises between those failing to see eye to eye with each other. Given that the marriage was a huge issue, Elinor would have understood the last issues and left it up to her daughter to decide when she was ready. As she became eighteen, she would likely have begun traveling to other clans as she started learning diplomacy, taking more consideration into her studies. Not quite so stubborn but willing to listen and hash things out if given enough reason to, she would have started corresponding with the Young Lords, knowing that any decision she made in the future would also impact their clans as well as hers.
CURRENT COURT ALLIANCE SECTION:
Like the Unseelie, Merida is impulsive and itching for change, valuing her freedom over the possibility of causing a war between four clans. She uses whatever means necessary to change her own fate, not believing her mother would listen to her and acting on her own accord without reason. She dislikes the traditions that have been heaped on her and the repressing nature of her mother's lessons and the dress that she was forced into for the games, struggling to keep her own ideals and freedom against the unmoving wall that is her mother's stubbornness that clashes with her own.
ALIGNMENT REQUEST:
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, learning that 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.
no subject
Height; 5'7"
Weight; roughly 140 pounds (she's athletic and keeps in shape despite all the food she consumes)
Visual; scar on her shoulder as of June 2,701, one on her left cheek as of July 2,701, four bear claw marks on her upper right arm due to canon update. As of May 2,702, there's a scar on her bow wrist, one on her forehead, and two large scars on the same arm. After the silver sickness of June 2,702, there is a silver triskelion on the back of her bow hand. As of October 2,702, there is a scar around her neck.
Rounder face due to age, big ears according to canon extras. upper arm and thigh muscles from years of archery and horseback, toned stomach, small in the bust big in the butt. blue eyes. bow and sword callouses on her hands. on her left arm is the Mark of the White Serpent, the tattoo that reflects her status as a member of the Midnight Court, but only comes out at night.
Fashion; Merida prefers loose clothing, and even though she rips the games dress her mum puts her in in canon, she likes dresses. I have a pin board here with some examples of what her basic aesthetic is, and most of what else she wears such as cloaks, skirts and more recently tunics, pants and boots. Leggins and stockings and boots cover the lower half of her body.
Demeanour; Like her clothing, Merida's very loose in the way she carries herself. Her hands focus themselves on her hips or her arms cross over her chest - one hip will almost always be cocked. When walking her arms will swing themselves at her sides; her arms are her biggest gesturing tool and I try to convey this but sometimes it's hard. She's very much body language.
Aural; interview with her voice actress | singing voice. As for educated...well, it depends on how well educated you'd expect a Scottish princess from the 9th century to be. She's quite vocal, loud but she can be quiet and thoughtful.
Olfactory; for a Scotswoman of the 9th century, Merida bathes fairly regularly, once every couple of days or something. Nothing fancy or anything. But sometimes, sometimes she'll smell of horse shit if she's been mucking out Angus' stall or like dog if she's been playing around with the pups. She has a very earthy scent to her otherwise.
Etc;