Reina Lockwood
Age: 20
Occupation: Ex-Pirate and brawler
Enclave location: Therra Enclave
Personality:Reina is like a thunderstorm: unpredictable, wild, and dynamic. More than anything, it is her whims that drive her and passion that fuels her. She tends to get swept up in the moment and acts before thinking things through, a fatal flaw that is only exacerbated by her devil-may-care attitude. Reckless and heedless of consequences, she is flippant in the face of danger—it's the way of the (ex) pirate!—and trusts completely in her abilities to escape any predicaments she might get herself into. Suffice it to say, Reina is the type to live for the moment. She struts about like she has nary a care in the undead-ridden world, with a challenging grin on her lips and a spark of mischief ever-present in her eyes. She's charming when she wants to be, cunning when she has to be, and playful at all times.
But sometimes, there are cracks visible in her buoyant façade. A hint of loneliness and sadness that could have only come from heartbreak. It clouds her smile for a brief moment, then she's back to cracking jokes and spouting nonsense.
Likes: - Listening to stories
- Teasing
- Sweets
- The ocean
- Watching the stars
Dislikes: - The cold
- Having nothing to do
- Being alone
Deity:Vihm, the weather goddess, better known by the merchant navy and the pirates as the Sea Witch. She is said to be as mercurial as the tides, vengeful and fearsome one moment, magnanimous and indulging the next. Incurring her wrath means certain doom and a grave beneath the waves, while receiving her favor assures safe passage across the rough seas,
Abilities:The weather goddess has bestowed upon Reina the wind at her feet and lightning in her hands. With superhuman agility and lightning coursing through her veins, Reina becomes an unparalleled fighter able to run circles around the undead and knock them flat with her fists.
Skills: - Spatial and visual acuity, or in layman's terms, the ability to never get lost. Life at sea has honed Reina's navigational skills and she has become adept at gleaning pertinent information by surveying her surroundings.
- She can scale walls or trees or anything high with relative ease
- She's also pretty good at winning people over (and just as good at making enemies, it seems)
Background: A street urchin, a thief, a pirate, and now a paladin.
Reina never would have expected to live so many different lives.
Abandoned at an early age by desperate parents already struggling to survive, Reina grew up calling the streets of the port town Azmarin her home. It was there that she learned the value of a charming smile and quick fingers; no one ever accused the happy, little beggar girl of pilfering. For someone who grew up without four walls and a roof, Reina could say she lived rather comfortably. She had never wanted for anything; her meals were supplied by the generous townspeople (sometimes intentionally, as they invite her in their homes for supper, and sometimes not, as she uses their coin to purchase fresh food from the market) and she spent most of her time meandering about town in search of targets, or playing at the shores of the Blessed Sea.
Reina was eleven when the self-proclaimed pirate king took notice of her talents. She had bitten off more than she could chew when she tried stealing from one of the crates being loaded onto his infamous vessel, The Llyr-vihm, but the challenge had been too great to neglect. The pirate king Auran caught her just as she was about to slip away with a bagful of his trinkets. He only smiled as he grabbed her by the collar and dragged her back to the deck, cutting a menacing but somehow awe-inspiring figure as he brandished his falchion and pointed it at her.
She was given two options: pledge fealty to the pirate king or meet with the Sea Witch beneath the waves.
Piracy came surprisingly easy to her. The skills she obtained in the narrow streets of Azmarin turned out to be translatable. Charm, a quick tongue, and even quicker fingers made her an indispensable asset. She would be the bait, the one they sent out to lower guards, or the one they carried aboard other ships to ransack every tiny nook and cranny.
Reina had unexpectedly found a family in the Llyr-vihm's fearsome crew. It became apparent to her early on that they were not the vicious, cutthroats they were painted as, at least not entirely. Necessity had forced this hand on them—an ailing wife that needs medicine, two newborns that need financial support—and who was she to judge their means of survival? She had been doing the same thing. Besides, it was difficult not to get attached to the motley crew with their colorful personalities, and even harder not to admire their stalwart captain. In return, Auran had grown especially fond of her, as well. For the girl who reminded him of the daughter he lost at sea, he begged the Sea Witch for a blessing. He sacrificed relics to earn this favor and the Sea Witch, feeling magnanimous that day, obliged, but under one condition. The blessing will only take effect after the pirate king makes good on his final promise.
Word of the undead rising came months late in the sea, and the crew erupted in panic and fear once they knew. After they disembarked at a nearby port town, many rushed to visit their families and loved ones, but it was too late. The walking dead had done away with the smaller towns, sparing no one in their rampage.
Within a short year in the accursed land, the crew's number had dwindled to a handful. Auran thought it best to return to Llyr-vihm and escape to the waters, where the undead could not reach them, but before they could reach the vessel, hordes of the walking dead had surrounded them. Five became four, four became three, until finally, there was only Reina and Auran.
Reina was certain it was the end. She thanked the Sea Witch for her wonderful life and her wonderful captain and prepared herself for the worst. But it never came, at least not for her. Auran had protected her until the end, shielding her with his body, and this final sacrificial act had awakened the dormant blessing of the goddess Vihm.
As Auran fell, Reina felt a surge of power within her, taking over her body. She doesn't remember what happened next, but word has it that she had gone straight through the horde, defeating those that stood in her way. When she came to, she found herself at an Enclave, days later, with Auran and the rest of the crew all gone.
With nowhere else to go, Reina remained at the Enclave, learning the ways of the paladin. She heard from one of the paladins that those who have sinned were cursed with eternal punishment, and so Reina began focusing her efforts on making reparations for the whole crew. Surely, if she helps rid the world of the undead, the gods could grant her that favor?