H'kon
Contents
Description
The early onset of grey has been most successful in the man's short beard; his more youthful browns still manage to claim the bulk of short-cut hair, except just above a forehead wont to show furrows. Green eyes are softened by the beginnings of crows' feet at their corners, but still stand out against pale skin and a simple, straight nose. His are the callused and scarred hands of a worker, though the marks of punctures, scrapes and cuts are only well visible on the rare occasions when they're held still. He stands shorter than most men, with toned, if not overly broad, shoulders held back in a strict, though not strictly proud, posture.
WYSK
H'kon is from Tillek originally.
He rides brown Arekoth, who has a bum leg from an accident in weyrlinghood.
Arekoth's catch of Iesaryth left H'kon as one of two acting weyrleaders in the wake of a dual gold flight. He managed only one (belated?) show of actual leadership before Brieli (Aishani) declared herself acting WW, and Taikrin acting WL.
He's got a bit of a reputation for having a grumpy face all the time.
History
Halikon was the second-born of fisherman Haeron and his wife Kallia. He has an older brother, Kairek, three years his senior, and a younger sister (decidedly 'simple' from birth), Naelli, five years his junior. Kairek, every bit the rakish, outgoing, charming son that first-born sons aren't necessarily conceived of being, went to join the Harpers when he was sixteen. Halikon never had such ambition - or perhaps, more rightly, never thought such ambition appropriate. His quasi-hero-worship devotion to his father and his intense love and sense of duty toward his younger sister set his life plan, from a young age, to staying at the hold to help his father and the other fishermen, and care for his sister.
Despite some tension at home with his mother (whom he suspected of an affair, which he saw as black and white, never mind Haeron's emotional distance - a good deal of which Halikon himself inherited), and continued lack of sympathy for and from his brother (whom he thought to have abandoned the family), it was a content enough life for him. Toward the end of his eighteenth turn, he started to consider starting his own family in the hold (not that there was any girl who'd caught his eye, but that it seemed the right thing to do), staying near his parents and sister.
These considerations never properly developed into stated intention; Halikon was searched by a late-coming rider (and went along on an old sense of duty that had been instilled by his conservative father from an early age). He was at the Weyr not even a full night and day before he impressed to brown Arekoth.
Their life since impression has been unremarkable for any great deeds (unless Arekoth's frequent transgressions in early weyrlinghood, including a flight-and-landing attempt that tweaked his front left leg for life, count). What, if anything, may have been noticed is H'kon's tenacity in doing things by the book, his devotion to duty, and Arekoth's fierce loyalty to his Weyr.
A failed attempt at befriending a brownrider from Monaco has brought H'kon and Arekoth a bit more into the spotlight, so far as Weyr affairs go. It's left H'kon feeling dissatisfied and uncertain; he's anxious to get back to the safer, less noticeable corners of a basic wingrider's duties. (Arekoth, of course, has been enjoying the attention from others, and his own roller coaster of emotions, immensely.)
Relationships
- Aishani cannot be trusted. H'kon was relieved at her stepping down, but remains wary of her in general.
- H'kon believes Azaylia truly has the Weyr's interests at heart. His ruffled feathers have been mostly smoothed now that she is taking action.
- H'kon is both wary and generally disapproving of Barnabas. He knows vaguely of the man's past, has little trust of his intentions, distinctly dislikes his constant presence around Azaylia, and has yet to determine if he has any use at the Weyr (though he suspects not).
- H'kon knows little of D'kan, but Arekoth has certainly made Kazavoth a favourite. H'kon is relatively certain this does not bode well for anyone.
- Ebeny made weyrlinghood a little bit more bearable for H'kon. It's a close distance, really.
- H'kon liked I'kris, and then he murdered the weyrwoman for no reason, blamed H'kon, and went home and died. To say H'kon is conflicted in his thoughts about the boy is to downplay it a little.
- Jo's one jump to a conclusion has led H'kon to believe she's unstable.
- K'del seems to have gotten over his enmity toward H'kon, and H'kon is ready enough to accept him as Weyrleader. It was never the man's policies he had trouble with after all, just how personal things got.
- H'kon has known Leova pretty much since coming to the Weyr. It could be the Tillek in her accent, or that she was one of his weyrlingmasters, but he tends more toward trusting her than not. Which is not to say he understands her motivations, questions, or comments all that well.
- Madilla actually hears H'kon when he speaks. She's beginning to feel like home, though that of course is wrought with all sorts of conflicting emotions in itself. Still, he'd rather be with her than not.
- N'ky is trying way to hard. H'kon is uncertain as to whether the boy will grow into himself anytime soon.
- Taikrin was a usurper. Now that she and Aishani are no longer in leadership positions, H'kon hopes to see the Weyr heal itself from the division she brought on. All by herself. Without any help from him.
- Telavi has much to learn, but seems to be earnestly trying - at least, from H'kon's limited interaction with her. He does not know the girl well.
- Vienne is familiar now, but the relationship is strained. Stupid dragon.
- H'kon's trusts Z'ian's intentions, but is displeased with the increasing degree of autonomy Boreal seems to be trying for. He hopes the wing will set itself aright now that proper leadership is in place, but is not entirely confident or optimistic.
Soundtrack
H'kon
Foo Fighters - My Hero
There goes my hero,
Watch him as he goes.
There goes my hero,
He's ordinary
The Tragically Hip - Springtime in Vienna
Men here of the secret
They pass in upholstered silence
They only exist in crisis
They only exist in silence
USS - NA/OK
Working through the shame of this relapse
The mirror doesn't lie while it's scolding me
I'd love a little faith with this afternoon
Come quickly
Chris Robison - Big Red Heart
I'll do the thinking with my mind
You'll do the thinking with your heart
Your big red heart
You'll do all your thinking with your big red heart
Arekoth
Blur - Song 2
Woohoo!
Queen - Don't Stop Me Now
Whole damn song.
RP Logs
Mentioned In... Logs
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Other Things
TV Tropes
D&D Character
Lawful Good Dwarf Paladin/Monk
Alignment: Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race: Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4.5 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven men value their beards highly.
Primary Class: Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.
Secondary Class: Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
D&D Charater: Arekoth
Chaotic Good Human Rogue
Alignment: Chaotic Good- A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment when it disrupts the order of society and punishes those who do well for themselves.
Race: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class: Rogues- Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
Quiz here.
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