Tenebrous' primary Wiki page can be found on the Healercraft Wiki:
Tenebrous' Healercraft Wiki Page
The following data is out of date, and may no longer be accurate.
At A Glance
Tenebrous, sometimes called Fetch, is a wandering Journeyman healer, bound to no Weyr. It's rumored that, while he's a capable healer, he's also quite mad. His strange behavior in the presence of others has done nothing to slow the rumor's spread He specializes in forestry, general botany and herbal lore.
Rumors of conflict between Tenebrous and some of Xanadu Weyr's staff surround the fact that the man surrendered his Weyrknot to the Senior Weyrwoman herself some time ago, and recent times have seen a remarkable lack of the Journeyman around Xanadu's forests, where once he was known to prowl frequently.** Despite his absence, current events have kept him returning to the Weyr. Only recent, a massive fire broke out in the southeast section of the wood, destroying Stormhaven and its surrounds. Wounded while rescuing his former apprentice, Phylicia, from the blaze, he awoke in Xanadu's infirmary, one half of his face scarred and his right arm temporarily useless. Worse, the healers informed him that he suffered a blow to the head, and that it appeared to be affecting his memory. Indeed, much of the last turn's events appear to have vanished from his mind with only fragments of people and places remaining…
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[At A Glance] - [Description] - [History] - [Stormhaven] - [Family] - [Firelizards] - [Dragon] - [Logs And Stories] - [IC Notes] - [OOC Notes] - [Code Foo] - [Playlist] - [Explanations] - [People] - [Thanks]
Description
A creature of motion and stillness is Tenebrous. He appears to be around six feet tall, his frame lean and whipcord tight, like a coursing hound built for strength and endurance. Hair that is long in some places and shorter in others hangs in strands the color of new, fertile earth, parting somewhat unkemptly down the middle of his face. Light-sensitive eyes are blue with flecks of gray as garnish, shielded by a light brow. They don't appear to be looking at anything, staring ahead listlessly until engaged. Empty, unfocused. The tone of his skin on the left hand side of his face tells of more days out of the sun than in it, cheek bones pronounced, but not sharp or stark. The right is a different story with the flesh over that cheek appearing just a little red in certain places, tell-tale scars from his past. An ugly scar can barely be seen on his scalp, leading up from his right temple into his hair. His face is not unpleasant to look at if one can get beyond those odd markings, but it is blank, expressionless. A slightly tapered jaw holds up lips that don't appear used to smiling and a nose of unassuming size. Closer inspection reveals finer details.
His face is covered with the barest shadow of a beard, but only on the left side. A day's growth, perhaps? Too occupied to shave it, or too consumed to care? His expression is not unhappy, yet his face bears none of the marks of smiling or laughter. Though unfocused, those eyes are still aware, looking at nothing to see everything. An observer.
Utilitarian trousers the color of light grain cover his legs, the knees reinforced with wherhide patches. A faded cotton over shirt with a few undone buttons near the neck is tucked in, a nondescript belt at the waist. The keen eye will notice a strip of leather thong around his neck, disappearing into his shirt. The strap of a rucksack lies angled around his back. Nowhere on his person is a Weyrknot or an identifier of craft or rank. Over the top of all of this rests a broken in, but new-looking hide coat, nearly the same color as his hair. It's length nearly approaches his ankles, its sleeves full, but manageable. A low-hanging mantle hangs over the back of it as well as a deep, fully yoked hood, weighted to hold it into place no matter what its position. About him, the scent of spice and warm earth, herbs and rain and strange places that man rarely travels, mountain wind, and solitude. Wild.
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History
A brief history of Tenebrous' past, and his current doings at Xanadu.
An errand boy. That's what you'd hear if you asked after Tenebrous. They might not even know who you were talking about unless you called him by what might as well be his given name: Fetch. But perhaps that requires an explanation.
Meric and Therise were dead, and more than dead. They were slain. That's what people say, anyway. A trader and his wife, and a baby left behind for their trouble. They say the cats got the wife when she was out in the woods beyond the boundaries of the Weyr. Damn big cats, they said, spotted and wild. But she thought there was some flower in the deep wood that was worth it, some medical miracle, and he wasn't feeling up to getting it himself. That's all it takes sometimes. He was stunned, was Meric. The cats got him too. Tore his heart out from miles and miles away…swallowed it down right along with hers. When he wandered off a few days later and didn't come back, most assumed that they finished the job in person.
Records from Honshu called the boy Tenebrous. Xanadu didn't necessarily need another mouth, another waif, but they kept him, fostering his growth between many parents, and none. The healers were initially concerned that he was slow of wit. It wasn't until his third year that he began speaking, and even then, only in one or two word sentences. But he was quick and quiet, and out from under foot when it mattered, and that was smart enough for most.
At an early age, Tenebrous took an interest in the Healer craft, and began running simple errands for the journeymen and masters. Treated more as a gopher than anything, they would send him around to various gardens and the greenhouse to retrieve herbs and other plants, and thus began his education in botany and medicine. In time, his taskmasters stopped using his name, and simply called, Fetch! Tenebrous would wordlessly arrive moments later, and be sent on an errand. As he grew in age, his forays into the surrounding forests grew longer, his treks taking him farther from the protection of the weyr. Fraille, one of the master healers that he frequently ran errands for, began sending her fire lizard, Flop, with him for an added benefit of security, and soon the two were frequently seen in each other's company.
At 12 years of age, Tenebrous began his apprentiship in the healer's craft, spending more and more time under Fraille to learn herb lore and botany. Along with this knowledge, she shared with him him the more subtle techniques involved with traveling in the wild, where to look for which herb or spice, and what each was good for.
It was said that Tenebrous was ready to make the advancement to junior ourneyman by his 16th year, but the master healers were concerned. Tenebrous' forays into the wild had begun to take longer and longer, sometimes taking him from the craft hall for a day at a time, and sometimes two. When he spoke, it was softy, his words carefully chosen and enunciated, his sentences short. Questions quietly circulated about the state of Tenebrous' mind. His cognitive exams showed a normally functioning brain, but he was quiet and withdrawn, two traits not normally associated with a healer. As his mentor, Fraille assured the other masters that she would address their concerned, and at age 17, Tenebrous was made a junior journeyman.
It was a year later that their concerns were put to rest. In an announcement that surprised many, Tenebrous was Searched shortly thereafter. When not in the healers' hall or on errand in the mountains or forests, he could always be found at the Sands, kneeling next to random eggs, wordless and rapt with attention. When Fraille finally approached him to question his activities, he merely responded, I'm listening. It's what you do when someone is talking. For whatever reason, Tenebrous did not Impress at the next Hatching, but he seemed more than delighted to have simply been included in the process.
At 20 years of age, Tenebrous found himself a fully qualified journeyman, frequently assisting Fraille with her instructions of those younger. He still took long and frequent trips to the surrounding areas, as much at home in nature as he was in the Hall, and contributed portions of his spare time to lending a hand around the gardens and growing areas.
The truth of his strange intelligence has begun to spread to the Weyr and at least one nearby Hold, and while his sanity may still be in question, his skills in forestry and herbal lore are not. When Rubicon River Hold issued a call for healer-born assistance, Tenebrous was among the first to go, leaving before the masses and travelling on foot to the Hold itself. Rumors speculate about a strange friendship between the Fetch and the Lady Holder at Rubicon, but they remain rumors at best, with Tenebrous' comings and goings being mostly under cover of darkness.
On the recommendation of several healers at Xanadu, an apprentice healed named Phylicia sought Tenebrous out, asking that the strange Journeyman make her his student and show her the secrets that the forest had to offer. Tenebrous accepted after much consideration and her education began. Not long after, Master Fraille revoked her mentorship towards the Journeyman, stating only that she had nothing left to teach him. Perhaps in response to this, Tenebrous turned his Weyrknot in to the Senior Weyrwoman. His mentoring to his apprentice, however, remains active. Tenebrous found himself abroad on Pern, making appearances, albeit quiet ones, at Fort, Western, Rubicon and even Ista, to watch the hatching that his close friend, Hasha, impressed at.
After his apprentice was injured while on duty in the woods, Tenebrous remained behind at Xanadu to take care of some much-neglected visits with friends. It was during this time that the great fire sprang up in the southwestern portions of the deep woods. His apprentice, for reasons he had yet to discover, had found herself trapped in a section of the wood that was currently burning, and during her rescue, Tenebrous was injured. A burning tree, pushed past the point of its own endurance, collapsed, and while most of the considerable blow was absorbed elsewhere, Tenebrous still sustained wounds to his right arm, the right side of his face, and a blow to the head. The full extent of his injuries would not be discovered until later, when he awoke in Xanadu's infirmary with a non-functioning arm, a burned face, and a year of memories that had fled his mind, leaving only vague hints at the person he truly was.
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Stormhaven
Once Tenebrous' home, if ever he had one, Stormhaven rests in one of the deepest parts of the forest around Xanadu's lands, far from prying eyes, spying ears and clever tongues…
Behold, Stormhaven…
"How could I have possibly missed this?" Anyone who frequently travels the deep woods between Xanadu Weyr and the mountains to the west might ask themselves that question upon stumbling onto this place for the first time. A waterfall, easily a hundred feet tall, dominates the immediate area, commanding attention. Like something from a storybook, it stands before you, flanked on either side by sentinel trees and mountain brush mired in stone-spotted soil. Water cascades over a beaten rock face at its peak, flowing down in a white-capped torrent to crash into a small, crystal clear pond below.
The bottom of the pond itself appears to be mostly smoothed out rocks, possibly carried over the falls some time ago, and a light dusting of silt. The sides of the pond are steep, offering a good three foot drop to the glassy surface itself, and it appears to be quite deep in certain places. The occasional harmless-looking fish flickers through the water, being careful to avoid the more turbulent impact zone of the falls themselves. Someone appears to have moved several flat stones over to the lowest portion of the pond's shoreline, fashioning a makeshift set of stairs down to the pond itself and making a convenient exit for anyone who might want to swim.
Not content to remain where it is, the pond appears to have carved a great trench into the earth, through which a stream now flows, traveling further west towards a massive rock wall in the distance. The stream bisects the area, and a narrow point some 30 feet away from the pond itself makes for an easy jump to the other side. The shore around the pond's immediate edge appears to be mostly soil and large slabs of rock, but that gives way to a grass field after only a few feet, a touch that gives the entire area an idyllic feel. The air is fresh and clean with the bite of cool mountain water and the tang of forest life. It is alive, this place.
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OOC History
Stormhaven was originally concieved as part of something called the Deep Forest Expansion. Back in July of 2009, when I first started RPing on Pernworld, the forested areas around Xanadu were basically two rooms: The Forest and The Forest's Edge. As Tenebrous was designed to be a bit of a woodsman, that simply wouldn't do, and with Niva's blessing, I set off to remedy it. Initially, the expansion was only supposed to be a few odd rooms, certainly no more than eight, but as the thought of Xanadu's deep woods kept forming in my mind, I wasn't content to let those few rooms stand. Creations like Arbori Prime and the Clutch were born. The last major addition to the Expansion, however, was an area of the woods dominated by a waterfall, that idyllic clearing that you always read about in storybooks and always dream of visiting. Stormhaven was born. And where there's a cool waterfall and a cool pond, there is almost certain to be a really cool hidden cave. Because that's what fantasy waterfalls have. Hidden caves. Right?
Work with me here.
No sooner had I finished working on the cave, I began thinking about creationg lodging for Tenebrous. It only seemed fitting to me that he have a room for himself amidst the playground I was making. The more I thought about it, the more I kept thinking, 'Batman had a cave!' Which was followed closely by, 'Wait…I'm not Batman.' And then, 'Damn…' And finally, 'You know what, screw this. I built the damn thing, I'm going to use it! It'll be the ultimate bachelor pad, I'll have wine and women and…'
You're laughing at this point, but do you have any idea what went on in that cave for the first RL month I lived in it?!
The cave plays, baby. The cave plays.
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IC Notes
Stormhaven is located in one of the deepest parts of the forest to the north and west of Xanadu Weyr. It is only accessble from one point of entry on the ground, a steep and dangerous trail that is all but impassable during rains or after any ice has fallen to the ground. Failure to navigate the trail properly almost always results in injury of some kind, frequently severe. While Tenebrous has grown quite skilled at moving up and down this trail, even he moves slowly and carefully across it unless he's in a hurry.
The waterfall and its clearing are also accessible from the air, though few dragonriders even know that it exists, to say nothing of where to find it. It can be ICly assumed that Stormhaven is all but unreachable without having frequently visited it before or bringing along one of its occupants as a guide. In the winter time, the area is almost completely cut off from the Weyr because of snowfall. Draconic travel is by far the safest and most reliable way to get to and from Stormhaven, and Tenebrous has been known to stay in parts of the forest or even the Weyr itself during the most harsh of winter days.
As previously mentioned, there is a cave that lays hidden behind the waterfall itself. Getting to it, however, is difficult indeed without the proper instruction, or a generous helping of luck. Should one win their way through to the cave, they'll find it in various stages of habitation, ranging from barely touched to fully outfitted for long camping sessions.
Despite having surrendered his Weyrknot, Niva has graciously allowed him to continue haunting this part of the forest.
Please don't hesitate to @mail me with questions about Stormhaven or RP opportunities.
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Family
Name |
Relation |
Location |
Position |
Therise |
Mother |
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Deceased |
Meric |
Father |
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Deceased |
Firelizards
Lacking In A Pattern Green Truth
"I'm…sort of between homes, right now," Tenebrous murmurs. "You ask why I travel, what I'm so desparately trying to find?" He glances back at the younger woman. "Truth, Hasha. I was looking for truth. How wonderful it is that she has found me instead…"
Monochromatic; this word best describes this small female form, for while lush verdant color stains her hide there can be no argument that she is simply … green. The same hue — like bright green grass — that envelopes her small little muzzle and hugs about dainty little headknobs also trails down a short, slim neck and across plumply round girlish flanks down to the end of her little forked tail. And whilest her wingsails might well appear to be quasi-transluscent, it is merely an illusion for they are still of that spring grass-green hue. In all, she's small, dainty and gifted with a sense of grace and easy proportion. She's lovely to behold for sure; clearly a lady and everything that a green firelizard ought to be. But what she lacks is merely any patterning upon her hide; for she is indeed a singular hue across her entire being.
Dam: Gold Belle
Sire: Bronze Ruin
(Note: This is what I get for wandering around without an adult. Enka deserves heaps of praise for this, and my profuse thanks. I stumbled onto a hatching without even realizing it and she explained how the whole thing worked, from top to bottom. And I got Truth as a door prize, whose egg and flit descs are both gorgeous. Credit for the picture needs to go to Galina. She drew Truth for me while I was away for the holidays and seeing the little green completely made what was shaping up to be a very bad day. Luffs.)
Snowy Day Gold Reconciliation
When the little queen locks eyes with Tenebrous, something clicks within the man and he begins to speak in hushed tones. "Behold," he intones quietly. "Witness this creation before you, and know that it is my doing. Never again will you bear so great a hurt as you have endured before. Let that deepest of shadows never again touch your world…this, my promise to you." One finger reaches out to touch one of the Gold's headknobs. "My Reconciliation," he breaths.
This gold appears as frail and fragile as a wraith, snout narrow and delicate as it slopes back towards gently rounded headknobs. Her body seems to be composed entirely of sinew and wiry curves, appearing almost emaciated when the lighting is particularly dim. In actuality, it is all an elaborate trompe l'oeil, something her hide is wont to do. Pale gold, the color of reflected sunlight off the deep piles of fresh snow, glitters upon this gold's hide, entrancing hues containing shimmers of orange and silver as well as richer ambers as they dance over haunches. Her tail is a darker, more antiquated shade of gold, as are her dainty limbs, a soft blue undertint glinting beneath yellow. Snowy shadows gather in turn on each sail. Soft apricot spars criss-cross, while delicately frosted crystals collect on headknobs and eyeridges, catching the light and setting her aglow.
Dam: Gold Belle
Sire: Bronze Ruin
(Note: A crazy amount of thanks to Niva, Sigam and Thea for this. Niva and Sigam desced what has to be one of THE most incredible Gold flits I have ever seen, and Thea helped them give it to me as an OOC birthday present. Credit for the picture needs to go to Galina, along with nearly tearful thanks for an incredible Christmas present.)
Just A Bit Inglourious Bronze Consequence
Tenebrous bends low then, the green and gold at his shoulders framing his hooded face. "I will name him Consequence, of course. Fitting, as that is exactly what he is. A consequence of my presence here, both past and present…" He glances up into Galina's face and offers her one of his lopsided smiles. "…and a consequence of friendship, though that word scarecely does it justice."
Not terribly large for a bronze, this firelizard nonetheless carries himself with all the cocksure pride that even the largest of their kind can possibly bear. His blunted muzzle seems to bear a nigh permanent smirk, oft-gaping in the equivalent of a smile and he moves with a bit of a swagger, unhurried. Battered, unpolished bronze coats his entire, rough-and-tumble frame in relative purity, appearing scratched in places and scuffed in others with the odd smidge of rust for color. The straightforward bronze is broken only at his neck — there, the color takes on a ragged appearance, raw like a burn that encircles his neck. His wings are only slightly better off, being a few shades lighter and with hints of rust along his spars. Only his talons are truly polished and bright, steely scythes meant to cut and carve with abandon.
Dam: Gold Meribell
Sire: Bronze Heather
(Note: Epic. This flit is epic. And his writer is also epic. And tasting of syrup. And sweet cuppin' cakes. Seriously.)
Dragon
Logs And Stories
Here are several logs that involve Tenebrous as well as some backstory that the User has written for him. A warning, some of the logs and stories are full of spoilers about Tenebrous' life.
- Cleared to Leave - Dec 01, 2009
- What is, What Was, and What Will Be - Dec 04, 2009
- An Odd Visitor - Dec 07, 2009
- No One's Nightmare - Dec 08, 2009
- Wake Me When It's Morning - Dec 10, 2009
- Breakfast at Tenebrous' - Dec 11, 2009
- Echoes of an Epiphany - Dec 13, 2009
- Healing Touch - Dec 15, 2009
- Birch and Oak - Dec 16, 2009
- Not At All Complicated - Dec 17, 2009
- Unexpected Visitation - Dec 27, 2009
- The Price Of Failure - Dec 30, 2009
- Weyrlings and Water - Oct 1, 2009
- Spring Cleaning - Oct 06, 2009
- A Pain In The Neck - Oct 12, 2009
- Traders Night - Oct 13, 2009
- Silver and the Twilight of Solace - Oct 15, 2009
- Climb It Like You Stole It - Oct 19, 2009
- Felines in the Forest - Oct 20, 2009
- Keep an Eye on It - Oct 20, 2009
- Healing Bruises - Oct 21, 2009
- Felines on the Prowl - Oct 21, 2009
- A Bad Idea - Oct 22, 2009
- At the End of the Day - Oct 22, 2009
- Rubber Ducky, You're The One - Sept 02, 2009
- Socks and Sighing - Sept 04, 2009
- Going on a Field Trip - Sept 04, 2009
- A Glasscrafter's Request - Sept 04, 2009
- The Worthier Part - Sept 06, 2009
- Pile Up - Sept 06, 2009
- Plans Never Last - Sept 08, 2009
- Lizardly Flizzen - Sept 10, 2009
- Firestone Competition - Sept 11, 2009
- A Good Neighbor - Sept 12, 2009
- Diplomatic Liability - Sept 13, 2009
- At Wits' End - Sept 14, 2009
- A Frayed Knot - Sept 16, 2009
- Of Journeymen and Journeys - Sept 17, 2009
- Time for a Swim - Sept 23, 2009
- Warm up by the Fire - Sept 25, 2009
- Herb Lore Homework - Sept 27, 2009
- Water and a Bath - Aug 03, 2009
- Summons - Aug 05, 2009
- Two Hands - Aug 06, 2009
- Rubicon River: A Healer Ambassador Arrives - Aug 7, 2009
- I Wanna Hold Your Hand - Aug 08, 2009
- Rubicon River: An Unsettling Meeting - Aug 08, 2009
- Turbulence - Aug 09, 2009
- Scuffed Noses and Skinned Knees - Aug 10th, 2009
- Rubicon River Hold: A Healer's Gift - Aug 11, 2009
- A Leap of Faith - Aug 11, 2009
- Surreal - Aug 14, 2009
- 24 Hours - Aug 15, 2009
- Tabula Rasa - Aug 16, 2009
- Not Just a Walk in the Park - Aug 16, 2009
- I'm Not a MindHealer, But... - Aug 17, 2009
- Welcome to Xanadu? - Aug 17, 2009
- Crossing Lines - Aug 17, 2009
- Night Rescue - Aug 20, 2009
- I can't stop the rain... - Aug 20. 2009
- Easier, but not as good - Aug 23, 2009
- We need to talk... - Aug 23, 2009
- Dawn Heckling - Aug 23, 2009
- Junior Check-Up - Aug 23, 2009
- Damn You, Fraille... - Aug 23, 2009
- Breakfast To Go - Aug 24, 2009
- Come Into My Tree, Sir - Aug 24, 2009
- Rain Is a Wonderful Diagnostic Tool - Aug 24, 2009
- One More Day - Aug 25, 2009
- Reconciliation - Aug 26, 2009
- Awkward Miners - Aug 27, 2009
- Lean On Me - Aug 28, 2009
- A Fern, a Fern, My Kingdom for a Fern! - Aug 29, 2009
In addition to the logs listed above, more can be found at:
http://tenebrous.wikidot.com
Notes About The Character
Tenebrous' background places him as a quasi-known entity, if not a very visible one, at Xanadu over the last 10 years or so, though hsi recent absence will not be noticed by any new faces. For those that he has run errands for, feel free to use the name Fetch, as Tenebrous almost never speaks his real name to anyone.
No one's exactly sure how solvent his mind is, and he's frequently nervous in the company of any person that sports a high standing in Weyr society or who he perceives to have a great deal of power. Jr. Weyrwomen, holders and any senior officials will always put him on his heels. This is usually manifested by him speaking in frequently in their presence, if ever. His voice is a bit rough and quiet, more from disuse than any malformation.
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Notes About The Player
I've got a visual impairment, so bear with me on pose times and spelling. It also means that I'll be more apt to duck out of large scenes. There's just too much going on for my eyeballs to keep up with.
Code Ahoy!!
A primer about MUSH Code
After a conversation with Thea and a trip to a Space Ship, we both had the thought that players might benefit from knowing some basic MUSH code. Even if you never use it, it's nice to know how the little things work. Below, you'll find a listing of useful commands and an explanation of what they do. As always, please be sure to ask GameStaff before you just start whipping code out.
First, try to think of a MUSH as a big bunch of blocks. Each block has a number assigned to it to help the game keep track of everything. Each block is called an 'Object'. Everything in the game has an object assigned to it. You, your dragon, your fire lizard, all of you have object assigned to you.
Second, those numbers that the game assigns to objects to keep track of them? Those numbers are called Database Reference Numbers, or dbrefs for short. You'll hear that term thrown around quite a bit. Dbrefs are represented as a pound sign, followed by the reference number, like so: #1234
Third, MUSH code usually conforms to a specific structure, not unlike a spoken language, like English or Spanish. You can usually look at a line of code and see the various parts of it, like verbs and nouns. Take this snippet of code:
@set me=enter_ok
Some people call lines of code 'expressions'. This particular expression is divided up into three segments. I'm sure they all have technical names, but I like to think of each section as three questions:
1. What are you trying to do? In the case of the expression above, you're trying to change a setting on something.
2. What are you trying to do it to? Well, in this case, you're trying to change a setting on YOU. Yourself. Because YOU are an object, you can make those changes. Targetting yourself is accomplished by telling the system that 'me' is the target.
3. What setting are you going to try and apply? In the expression above, you're trying to apply a setting called 'ENTER_OK' to yourself.
Here's an easy expression to understand:
@sex me=male
What are you trying to do? You're trying to set the gender attribute. On what? Well, yourself. And what attribute are you trying to set? Male! This expression tells the system that, whenever anyone looks at your info, it can identify you as male!
And that's it! That's the basis for most code in the game. It may look hard, but most of it breaks down into those little parts. The game's Help Files are fairly thorough and the internet is a wonderful resource for learning MUSH Code. There are probably even people on PernWorld who would be willing to step you through some code of your own, if you ask nicely!
Examples of useful, everyday code!
Below are several strings of code that most people will eventually find a use for in their Day To Day on a MUSH. This is basic code. Again, if you're not comfortable with code or have concerns, please be sure to check with Staff before running any of it.
SELF CODE:
Note: Putting an exclamation point to the left of a setting will turn that option (called a 'Switch'.) off. Ie: @set me=!enter_ok would do the opposide of what is listed below. To clear a setting, simply @set me= and leave the area after the = blank.
@set me=enter_ok — This makes it so that your player's object can accept things when given, and pick things up. Usually set at CharGen.
@sex me=x — Where x is Male or Female. Usually set at Chargen
@link me=here — Every object in the game has a 'home'. If you've ever typed 'home', you'll know what I'm talking about. This command links whatever object you target to whatever DBREF you choose, so that when the object is sent 'Home', it goes there.
[At A Glance] - [Description] - [History] - [Stormhaven] - [Family] - [Firelizards] - [Dragon] - [Logs And Stories] - [IC Notes] - [OOC Notes] - [Code Foo] - [Playlist] - [Explinations] - [People] - [Thanks]
Playlist
Explinations
I'm building another playlist for another game, so this one's been trimmed down, just for you. :)
A few have asked what, specifically, songs on Tenebrous' playlist were for, what they were supposed to represent. Some of them are simply songs that fit him, and some are songs that I hear in my head when I think about him doing certain things, like having a flashback. Some songs don't have a meaning, or not one that I can verbally articulate. Some just remind me of Tenebrous. Regardless, here's a list:
Find the River - This is the quintessential Tenebrous themesong. The way the song sounds, most of the lyrics, the emotions it evokes. This is Tenebrous in a nutshell, right down to most people listening to it and going, "…What did he say?"
Boulevard of Broken Dreams - Because Phylicia kicks uber-abundant amounts of ass, and suggested that it be here, and that it was fitting.
Still Alive - Before he left Master Fraille's service as her student, Fraille taught him that all things have opposites, and that all dark things must be experienced in order to appreciate the light. Grief and heartache were two of the last things for Tenebrous to experience, and while they make appreciation for happines and love difficult, the sun always comes up. As John Mayer says, "When you're a kid and you get a tennis ball to the nuts, it's one of the worst feelings in the world…but as all men will tell you, there's no better feeling than when it STOPS hurting."
You Can't Always Get What You Want - Well duh. You can't.
Fire on High - While the latter half of the song is arguably more cool, the former half is a decent aural representation of chaos, something that swam at the core of Tenebrous' mind until very recently in his life.
Mad World - Tenebrous spends most of his time in the forests or in the Healers' Hall, learning, teaching and running errands for people. Rarely does he go into the Weyr. It serves as a quiet reminder that, though he's known some of these people for most of his life, they're all strangers. And every one of them has two hands.
Epiphany - This is the perfect Tenebrous/Thea song. For such a long time, she tried to understand why he was the way he was, and after a confrontation between Fraille and Thea, he finally managed to communicate how it felt about things, and why the first and the last thing he thought about in regards to Thea were her hands.
Not Myself - It turns out, Master Fraille was right to be concerned about a crush. In a way.
Sumiregusa - After the incident that occured *between*, Tenebrous frequently found himself alone at Stormhaven, staring out into the woods, wondering if his recovery was worth the effort.
High Charity - Beautiful, lifting, haunting, maybe a little sad… After his recovery from the accident *between*, Tenebrous frequently relived or remembered some part of his past, and I frequently play this song when I'm RPing that.
When the rain comes - Thea's promise to Tenebrous.
Somewhere in between - "Pain is a wonderful diagnostic tool." This is the result.
Letting the cables sleep - A huge theme in Tenebrous' life is the maintenance of relationships. A loner himself, he's a firm believer that there's nothing wrong with giving someone a little bit of space to think. But more and more, his best friend is showing him that there are definetly times that 'Silence is not the way…'
Trying - In pursuit of Solace, a request is made.
You can close your eyes - "It's not perfect. It can't last. But it's what we have right now. It's what we have to cling to…"
That's all I've got to say - First loves are clumsy, even if they are genuine…
Lord is it mine - They say parents hate to see their children fly from the nest. Some healers hate to see their patients fly from their caves.
Inner Light - While he frequently insists that he doesn't play the flute, several people have witnessed Tenebrous not only playing, but playing well. It's the one article that he chose to keep when he learned of his parents' death and was offered their effects. It belonged to his mother. It's one of his only outlets of expression, recently given to someone who may have needed it even more than he.
Take me Home - Home is a strange thing for Tenebrous. People keep telling him that 'Home is where the heart is." Tenebrous is curious to know whose heart that statement is talking about. Like all things, it's only after it's lost that he realized where it really was. And who it was with.
A Thousand Years - Some truths cannot be denied, regardless of how badly we might want it to be otherwise.
People
Despite spending most of his time in the forest, Tenebrous has managed to meet a few people and make a few friends.
Janelle: A quiet wherhandling apprentice, Tenebrous ran into her while working in the woods, no small wonder there. Like him, Janelle was quite and reserved, and while their relationship was nervous at first, the two soon realized that the other would never judge. For Tenebrous, the thought of having someone that he could always be honest with was hugely appealing, and she soon became one of his first friends. Their friendship might seem strangely intimate, simply because neither lies to the other, and their questions are always open.
Phylicia: Tenebrous' former apprentice in botany and herb lore, Phylicia is two parts student, one part friend and three parts healer. While her tenure under the Fetch has not been a long one, her performance has been remarkable, and Tenebrous finds himself respecting the young woman a great deal, to say nothing of valuing her company. Their relationship defies definition at the moment, and Tenebrous, if asked, will remark only that he cares for her a great deal, and that she makes him happy. Phylicia stands as a bridge between the man before the fire, and the man that survived it.
Master Fraille: As Phylicia is mentored to Tenebrous, so is he to Fraille. Joined to the woman by more than common interest, Fraille helped raise Tenebrous from childhood after she found him severely injured. Their relationship is equal parts Student/Master and Mother/Son. While neither of them have ever openly expressed their affection for the other, anyone who has ever threatened Tenebrous' way of life has quickly found themselves on the the receiving end of her barbed wire tongue. While Fraille no longer serves as Tenebrous' mentor, only the foolish believe that she no longer watches out for him.
Thea: Tenebrous' memories surrounding the Junior Weyrwoman are sketchy at best, as their relationship took place mostly during the part of his life that he can no longer remember. He believes her to be a decent person, but he also knows that there's a history between the two that may have involved love, and ended poorly for reasons unknown to him. His closest friends have urged him to leave sleeping canine lay, and Thea's polite nervousness around him has led him to believe that this may be a part of his past better left unexplored.
Hasha: An unfortunate victom of Tenebrous' memory loss, he's been told that he was close to this green rider of Ista, that it was very possible that they loved one another a great deal. Some even speculated that he turned in his knot at Xanadu to be with her, though Tenebrous suspects otherwise. Regardless, the man that survived the fire remembered nothing of this woman, and while their friendship has been quick to rekindle, it is only a shadow of what it once was.
Galina: A Senior Apprentice healer that has found herself posted at Ista, Tenebrous ran into her almost completely by accident. A one time invitation that he offered her for swimming lessons rapidly turned into a closer relationship, and while neither of them has taken the time to put a label on what, exactly they are, they both agree that they're comfortable around the other. Tenebrous finds his time around Galina trouble-free, without his mind trying to figure out what place she holds in his past.
Thanks To….
For my personal thanks, I have to mention Niva, first and foremost. She was all over me from the second I started chargen at Pernworld and held my hand the entire way, even humoring my sudden request to insert an extra 14 rooms into Xanadu for a playground of sorts. Everyone at Xanadu has made me feel insanely welcome, chief among them Thea, Janelle, Phylicia, M'nol and the Siggy. And of course, I'd be remiss if I didn't thank Moria, for convincing me to play in the first place.
As far as the code on this page is concerned, Thea and Moria have constructed more of it than I have. What I did build was scraped together and stolen from other pages. Thea tells me that Siggy's responsible for some of the UberCode on her page, so he gets a cookie too. :)
Code Monkey likes you!
[At A Glance] - [Description] - [History] - [Stormhaven] - [Family] - [Firelizards] - [Dragon] - [Logs And Stories] - [IC Notes] - [OOC Notes] - [Code Foo] - [Playlist] - [Explinations] - [People] - [Thanks]
* Much of this was lifted or adapted from a wonderful scene out of 'Instinct' with Anthony Hopkins and Cuba Gooding, Jr.
** Special thanks to Niva. Despite being knotless, she's letting me keep my page here on Xanadu's Wiki, cause she's cool like that.