revise: dnt (Default)
ᴀʟᴀɴ ᴡᴀᴋᴇ ([personal profile] revise) wrote in [personal profile] faderifting 2020-11-27 07:33 am (UTC)

miriam smythe | native oc

PLAYER

Name: Abby
Age: Old
Contact: PM; [plurk.com profile] prosodi
Other Characters: Flint, Wysteria, Fitcher (side character) + Marcoulf (side character)
Interests: Interested in writing a moderate mage who participated in the rebellion less because she believed in the cause and more because it was necessary for her immediate survival, and who has subsequently become attached to little freedoms but ultimately hopes for a reconciliation and a reformed Circle system. A homebody masquerading as a cool rebel.

CHARACTER

Name: Miriam Smythe
Canon/OC: Canon-ish; OC built off canon reference.
Journal: [personal profile] revise
Race: Human
Nationality: Free Marcher (Markham)
Occupation: Until recently, Inquisition Battlemage
Division: Forces
Mage or Not: Mage
Age: 43

History

  • Miriam and Joselyn Smythe are identical twins born on the outskirts of Markham. They are inseparable, share a secret twin sign language, and frequently pass themselves off as one another. Their own parents have extreme difficulty telling them apart.
  • At eleven, Miriam shows signs of being a mage. She's surrendered to the Templars. For a year, Miriam learns to become a person without a sister. She is smart and clever and loves books and the academia of magic. She makes friends that aren't good, but are just hers.
  • Not long after their twelfth birthday, Joselyn arrives at the Markham Circle having falsified her mage abilities.
  • To keep up the ruse, Miriam plays Joselyn during any lessons which require the practical demonstration of magical ability. In an effort to distinguish herself more clearly from her sister, Miriam throws herself into learning elemental and practical magic.
  • In their mid-teens, their scheme is discovered by a young Templar named Kendrick. He keeps their secret, providing enough information that the sisters can arrange to be sure that--
  • Miriam is harrowed twice, first as Joselyn and then as herself. It's unpleasant.
  • They get away with it. Afterward, with Joselyn declaring her intentions to never practice magic and to instead focus entirely on alchemical work, Miriam becomes the Practicing Smythe Sister. No one ever has to know.
  • Miriam touches Kendrick on the hand.
  • He touches her other places, and he knows her name all the time. It's pleasant.
  • When the Mage-Templar War reaches Markham, the twins attempt to escape with several young apprentice mages. They're aided by Kendrick, who insists he can get them to safety. He instead leads them directly into a trap, intending to sacrifice Joselyn and the apprentices so that he and Miriam might escape and run off to live in relative obscurity together. Given the choice between him and her sister, Miriam chooses Joselyn; while attempting to escape, Kendrick and a number of other Templars are killed.
  • Miriam flourishes during the war; when she, her sister, and their young charges eventually find themselves in the Inquisition, she makes an excellent field agent. The diversity of the work appeals to her. She loves the camaraderie, and her young apprentice mages, and how it's easy to seem like a normal person instead of a mage on the run.
  • Joselyn gets a rift shard.
  • Joselyn makes for Riftwatch; Miriam stays behind with the guarantee that once she's finished with her current assignment - working with a strike team in Orlais to weaken the position of the Tevinter-Ander front line - that she'll be free to follow. It's the first time she's been without her sister since she was twelve. It's strange. She doesn't hate it.
  • The line breaks and Montfort is recaptured.
  • "Are you sure you won't stay to win Ghislain?"



  • But she made a promise and a long time ago, Joselyn came for her.

    Personality

    Miriam is a caretaker. Despite a lifetime that has in many ways been defined by getting knocked in the teeth for it, Miriam wants to trust and support people more than she can will herself to be suspicious or cold. She was passionate about her teaching in the Circle, she was protective of her apprentices in the war (and in a lot of ways they feel like younger siblings or her own children), and has long been so protective of her sister that it might be more fairly described as a fault rather than a virtue. While she acts tough (and physically and intellectually she is a hard nut to crack), she's quick to sacrifice her own ambitions and desires if they're an obstacle to someone else.

    To an extent, this self-sacrifice extends to the persona she's molded for herself. Miriam is naturally fairly sweet and good-tempered, who if left to her own devices would have likely been a big ol' nerd and not a battlemage. She likes puzzles, and arcane theory, and would have made a respectable healer. But it would have been a lot harder to pass off the subtler differences between two bookish dweebs than it was to play to expectations between being a scholar and a rough and tumble jock, and Joselyn's lack of actual mage ability quickly forced Miriam to spend the bulk of her time playing at the latter category. She's made a brand of being rougher around the edges and less sharp than her sister, and now for better or worse that's pretty much just who she is.

    Miriam has spent her life sharing things, and giving things away, and it's only recently - notably, in the time she's been away from her sister yet has remained working with people she's become so familiar with over the course of the war - that she's begun to realize how lopsided that is. Which isn't to say she resents her sister (maybe just a little). She loves Joselyn (so much). And it's not like she wants to be two entire countries away from her (even if that's where it seems like she could do the most good). It just turns out when you spend so much of your life keeping up a lie that you chose to go along with at twelve (because your sister wants it so much, and you were scared too), that it sort of stunts everything else and that a little space here and there might not actually be a bad thing.

    Opinions & Affiliations

    MAGE REBELLION: An unfortunate necessity, but has long harbored feelings that reconciliation and a reformed Circle system might be possible. If properly overseen, Circles might mean safety and security and a home. With the Election of Divine Beatrix, her belief in the Chantry's involvement in any would-be reform has been shaken, but she also isn't sure what her ideal alternative looks like either.
    TEMPLARS: Intensely fallible; individuals who have struggled with and ultimately failed to uphold themselves to the demands of the work which the Chantry forces them into. It isn't always their fault when they fail, but that doesn't change the fact that they snap into awful, jagged pieces more often than they bend.
    THE CHANTRY: An out of touch institution whose higher ups are used to letting others do their dirty work to the detriment of everyone. It would be great if it worked, but that would require the Chantry to look past their own nose.
    THE INQUISITION: A surprisingly even handed institution in the wake of Justinia's death and the loss of the Herald. Concerned that its effectiveness may be hamstrung as it's folded in under the wing of the Exalted March, but then again mages working in tandem with Templars and foot soldiers raised up from the countryside seems like as fair a way as any to build some trust so maybe that's just paranoia creeping in.
    RIFTWATCH: The redheaded step child of the Inquisition, and rightfully so.

    Strengths & Weaknesses

    MAGE: Miriam's talents lie in primal magic; she has a particular affinity for cold elemental casting and she's been a practicing combatant for over five years. Despite her focus in types of magic with largely offensive combat applications, Miriam is a team player more than she is an individualist in the field. If there are ways to use her skills to protect and defend at critical points, she'll take that opportunity even if it means sacrificing a finishing blow on an enemy.

    CUSTOM SPEC: If possible, I'd like to bring Miriam in with the following custom spells:
    ROLLING FOG
    Miriam summons a bank of fog, reducing visibility of those inside the area of effect. Anyone outside the fog will similarly struggle to see within in. The default area of effect is 60ft, which slightly reduces visibility. With concentration, Miriam is able to consolidate the summoned fog within a 30ft area to greatly reduce visibility. Miriam is not immune to the effects of the fog bank, but can choose to widen or narrow the area of effect at will. If left unattended, the fog will slowly extend to its 60ft radius and then eventually dissipate entirely.

    ILLUSORY FORMS
    Miriam can summon or manipulate existing fog/mist into distinct shapes. The forms are obviously fog and can't hold fine detail, and are best used in combination with low visibility environments. Good for distraction and disorienting enemies in the field. Miriam can control up to two illusory forms.

    COLD CONSTRUCT
    An evolution of 'Wall of Ice,' Miriam can manipulate summoned ice into various forms. The less time she has, the more crude. Come to Miriam for your next swan ice sculpture.

    VERGLASS
    Miriam creates a sheet of ice on any (relatively) flat plane. Cast as a cone effect, and extends roughly 20 feet from Miriam's casting position. Good for forcing enemies to confront difficult terrain or for building summer ice skating rings. Magically maintains for about five minutes, then will begin to melt as usual.

    DIAMOND BOLT
    Miriam creates and projects an arrow-sized icicle at a single enemy target.


    TEACHER: Miriam may have modeled herself off a cool battlemage to distance herself from her sister's academic brand, but really all that means is that Miriam has spent a number of years in a Circle teaching young mages elemental magic. She's a good teacher and is forgiving of challenging personalities. Conversely, her comfort is reliant on a familiar group and routine.

    FOLLOWER: Miriam works great in a group; while she's capable of making her own decisions and excels at teaching and instructing individuals below her skill level, she finds being the head honcho stressful and would prefer to work collaboratively rather than giving orders. Liable to choke under pressure if she feels exposed and cut off from people on her side. However, she thrives in a setting where she's getting to work with a tight knit group of people. Great at building on the ideas of others; bad at coming up with her own. Excellent small group leader, bad big picture commander.

    TWO FACED: Miriam spent half her child pretending to be someone else. These days she and Joselyn might not be faking one another's personas (often), but Miriam's still capable of deception and trickery. She has a talent for playing to the expectations of others to get what she needs.

    Inventory

  • A mage staff, with a hammer like section on the end.
  • Clothes, an all purpose knife, and a leather bracelet with a series of small metal charms. A keepsake, but ultimately not worth much.
  • A not insignificant chunk of change saved out of her Inquisition pay.
  • A mule named Harvey.

    Motivation

    Miriam made a promise to join her twin sister, Joselyn, who came to Riftwatch after catching an anchor shard in her hand.

    SAMPLES


    Diplomatic Relations
    Now apocryphal, but.

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