Noelle Lapineau (Walpurgis)

junijwi

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3 years, 2 months ago
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junijwi
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"You're kind of cute, so I'm not mad."

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Name Noelle Lapineau
Race Fae
Age 512 / July 16th
Gender Female
Height 5'3"
Occupation Butcher

direct ✦ passionate ✦ expressive ✦ open-minded ✦ greedy

Noelle is hot headed and loud, a fighter in mind, body, and soul. She likes to speak her mind, and likes when others speak their mind. She doesn't care as much about what others think of her-- only that she stays true to her own feelings and others do the same to theirs.

Her respect for others is built when she can find determination, passion, or willpower in others- it has nothing to do with their actual skill or strength, just their guts. She likes to follow her instinct and though this can manifest as recklessness, when the going gets serious, Noelle will buckle down and roll up her sleeves.

Her biggest fault is her anger, but she doesn't hold grudges and she will own up to it if she makes a misstep. She feels emotions very strongly, including fear, but can push herself through it for others... most of the time. She is protective and hates flakiness.

She doesn't view faults as flaws-- everyone has faults, including herself, and sometimes it's what makes people precious in the same ways as their talents.

I, the undersigned, hereby agree to follow the charter of walpurgis and all rules therein:

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Magic

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Finesse
Knowledge
Resolve
Talent

Area of Expertise


Noelle's magic is aligned with the nature of the hunt, and involves the senses, tracking, pursuit, and strength. She can spread her magic among any who she considers to be 'pack' with her in a designated hunt- this is normally limited to creatures of more animalistic nature (werewolves, merfolk, harpies, etc), to people who consider themselves hunters (archers, trackers, etc), and cannot be applied to any fae who are not of the hunt as their affiliation with their other courts (spring, flowers, etc) prevents them from attuning to her mindset. Noelle must have met a hunter before for them to join her pack, and both parties must concede. She can create a pack of up to 3 individuals, herself included.

Abilities


Marked: Noelle's magic is activated when a target is marked. To mark a target, she must have seen, smelled, or touched them before.

Marking a target allows all of the following abilities to be used in relation to said target. In addition, the more distance that is crossed in pursuit of the target, the stronger Noelle's abilities affect the pack as the thrill of the hunt seizes them.

All marks vanish on the new moon.

What Big Eyes: Pack members gain lowlight vision. After ten miles, the tracks of a mark glows gently in their vision and eyesight is expanded to darkvision.

Shared Senses: Aside from vision, all park members' senses (hearing, smell, taste) are synced to the level of the pack members with the sharpest senses.

Pack Minded: Pack members can get a general feel of the direction of other members. After ten miles, they can get a feeling/vibe from the others, which includes their intent (ex: going to attack vs going to wait) or hunt-related emotions (joy, anticipation, excitement, pain, frustration).

New Skin: This doesn't require activation by a mark/hunt. Noelle can grant someone the form of a different creature by casting that animal's pelt over them. If performed as a blessing, the affected can willingly transform back whenever they want. If performed as a curse, they must must roll against it (SPIRIT roll vs Noelle's SPIRIT roll), and if afflicted, it lasts the same number of minutes equal to the difference in rolls (ex: The target rolls a 3 and Noelle rolls a 5, it lasts 2 minutes). Animalistic creatures (werewolves, merfolk, harpies, etc) are immune, already being tied to a creature's form. Noelle must have the pelt beforehand to work the magic, and normally has access to rabbits, foxes, and deer.

If a pack member is granted a new skin, after ten miles, their physical prowess is increased, granting them extended stamina and strength against the mark.

Pull of the Hunt: If 3 pack members are not met, Noelle may unconsciously summon other hunting animals in the area (hawks, dogs, wolves) if available.

Limitations


Targets Only: Anyone who harms a target not included as a mark in the hunt is immediately ejected from the pack and loses all benefits. In addition to this, their strength is weakened until they take a long rest.

No Prey, No Hunt: There must be a marked target to initiate a pack-- she cannot start a hunt without a target, and cannot use any ability aside from marking and new skin without a target. Marks can only be living things- Noelle cannot initiate a hunt to find an inanimate object, a piece of information, or any other non-living thing.

Failure and Fatigue: Quitting a hunt without finding the mark, or failing to find a mark before the new moon, affects all members of the pack. They are fatigued for a few days, moonsickness causing them to have disadvantage on blood rolls.

Singleminded: The hunt and survival are the two only desires of those engaged in a hunt. It is almost impossible to concentrate on actions outside of this.

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Personal Lore

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History

Born as a fae in Europe, Noelle came to the Americas in her exploration before the conflict of war drove her into hiding in Walpurgis. She has been in town since 1777, and offers her expertise in processing animal products from both hunt and domestic ranching for the townsfolk.

Early Life


Noelle was born as the steam of rabbit's blood on a wolf's tongue, the gift of life in the winter. Manifesting as a fae, she was born into the court of the Wild Hunt and moved across all seasons in the pursuit of the ultimate chase with her fellows. She can't say exactly where she has all been in her time with her court-- her first several centuries are bleary, as her thoughts were consumed by the hunt and the simplicity of living life in the present.

Moving to Walpurgis


The first time she took the prize herself in the hunt was the first time she really gained a fraction of full self awareness. Less of a concept and more of a person, the expansion of her mind was both a blessing and a curse. Life was brighter, sharper, more interesting, but falling in step alongside the rest of her pack was more difficult to do with autonomy. So she left, becoming a lone wolf and travelling for travelling's sake across the continent, across oceans, and across the mountains that she would later learn were the Appalachian peaks, shortly before the American Revolution.

Though the rugged and desperate survival of humans along the coast had drawn her at first, the conflict sent her into hiding in the haven of Walpurgis. War wasn't a hunt, not properly, and the senseless and joyless killing has rather put Noelle off from the concept of humans. At first she tried to fit in among the wolves and wild life near the Arcadian fields, but partaking in the hunt was a bittersweet thing and she eventually found herself just working as a butcher in the town. She worked out of her home for a few decades, before opening a shop front for the butcher's counter The Wild Hunt on Casterly Ct.

Present Day


Noelle still runs The Wild Hunt, taking in prizes from local hunters and converting them into sellable goods. She'll also assist with the butchering of larger livestock, or teaching new homesteaders how to process poultry and other vital skills.


Race Lore

Fae are magical creatures closely tied to the forces of nature. They come in a large variety of shapes, sizes, and temperments depending on where they originated, but all are innately magical in their existence.

They are usually charismatic and often seen by others as mischevious or even malicious, but in truth they usually operate by a strict code of rules amongst themselves. They have their own complex heirarchy of both the Seelie (Spring and Summer) and Unseelie (Autumn and Winter) courts, which have their own distinct subcultures. Still others choose to live a solitary life and have no allegience to any court.

Fae are naturally gifted with magic, since it is a large part of their being, and many are adept with illusory magic in particular. Iron and any alloys containing iron will burn them, often leading to them using other precious metals as a replacement.

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Miscellaneous

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relationships

Character Relationships [ feel free to req a link ]


Business [ The Wild Hunt ]

The Wild Hunt is a butcher's shop in Casterly Court which brings animal products from the Arcadian Fields closer to town. Fresh cuts can be found here, as well as various byproducts (bones, pelts, claws, etc) on request. Noelle is also skilled in processing the parts for magical creatures into components while preserving their magical conductive properties, though she won't do this for any sentient prey unless given express permission from that creature's body before death. Lastly, The Wild Hunt also provides workshops and lessons on processing animal goods for homesteaders looking to be a little more self reliant.

Items

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