Rehsif "Res" Thrawl
Name:
Rehsif "Res" Thrawl
Age:
87
Race:
Elf
HP:
❇❇❇
SP:
❇❇❇❇
Job:
Spearfisher lvl 3
Magical Affinity:
Wood lvl 3
Curse:
Curse of Brangog lvl 2
Appearance
Res is shorter than most elves due to her experience with the plague as a child. Although she made a full recovery, she was unable to thrive physically like other elven children.
Although she dresses in very worn out clothing, she is always impeccably clean, often bathing and washing her clothes a few times every day, especially while fishing.
Her body is covered in small scars, and her teeth are yellow and cracked, all from her time with the plague. She could pay to have them fixed but she enjoys the way people shift uncomfortably around her when she smiles.
Although she dresses in very worn out clothing, she is always impeccably clean, often bathing and washing her clothes a few times every day, especially while fishing.
Her body is covered in small scars, and her teeth are yellow and cracked, all from her time with the plague. She could pay to have them fixed but she enjoys the way people shift uncomfortably around her when she smiles.
Personality
Although she likes to pretend she is well adjusted, she is a germophobe and has nightmares about her experience with the plague. She fears illness above anything else, which contributes to her loner nature.
She is a reserved and dry person, and does not tend to venture outside of her comfort zone. It takes her long periods of time to make any major changes. She has been content as a sailor and fisherman for the last 77 years and had not planned on making any life changes prior to the Behemoth’s arrival.
She prefers to avoid conflict if possible and has frequently disappeared on employers and
friends whens she felt things were getting too complicated. She keeps her connections surface level and pleasant. She has no real friendships or family left, except for her Uncle and his family. She personally does not consider them true relatives, and prefers it that way.
She hates working with others and prefers to get things done on her own at her own pace.
With all of that said, she is not afraid of fighting with people, and will do so if she has to, she would just rather take the path of least resistance.
She is a reserved and dry person, and does not tend to venture outside of her comfort zone. It takes her long periods of time to make any major changes. She has been content as a sailor and fisherman for the last 77 years and had not planned on making any life changes prior to the Behemoth’s arrival.
She prefers to avoid conflict if possible and has frequently disappeared on employers and
friends whens she felt things were getting too complicated. She keeps her connections surface level and pleasant. She has no real friendships or family left, except for her Uncle and his family. She personally does not consider them true relatives, and prefers it that way.
She hates working with others and prefers to get things done on her own at her own pace.
With all of that said, she is not afraid of fighting with people, and will do so if she has to, she would just rather take the path of least resistance.
Background
Rehsif “Res” Thrawl was born and raised in a small coastal village near Siren’s Bay. Her family, known for their spearfishing business, were quite successful. All of the Thrawls and their children learned to fish at a young age, with the older children catching trickier prey with spears. All contributed to the family business as soon as they were able.
When Rehsif was 7 years old, a starved and sickly traveler stumbled into their village. The town folk quickly ushered the traveler to the healer, the fear of plague on their mind. Some far away cities in the human lands had been entirely wiped out, and this fellow looked human. He was diagnosed with nothing more than a head cold and sent away with some herbs to soothe him.
Although the man was deemed harmless, the others were still wary of him. Rehsif’s parents, taking pity on the man, plucked him off the streets and invited him to stay at their home while he recovered.
For their kindness, they were rewarded with misfortune. The traveler was indeed a carrier of the Yersinia Plague, a nasty illness that mimicked the cold for a few days before turning most into a bloated bag of sores. He had been ousted by his own people, their healer being far smarter than their own, but the man foolishly denied his condition. Chased away from his home, he unwittingly spread the illness to the kind family that took him in.
Rehsif and her parents were the first to fall ill, followed by their customers, and many others. The human traveler recovered, realizing what he had done he ran away under cover of darkness, leaving the Thrawls to die.
Rehsif’s extended family, sure she would succumb like her parents and siblings, had already begun planning her funeral. Hearing the plans of her family, who were unaware she could hear them, was disturbing to the young girl. She began counting and fantasizing to drown them out, humming to herself of pretending she was somewhere else. It would become a habit that she would use to help her cope with stress.
It came as a shock to her uncle when the healer proclaimed she was improving.
A few others in the town also survived the illness, but the majority were not so lucky. After the initial happiness subsided, people began to whisper. Someone heard that just because a person looked fine, didn’t mean they actually were. Their own healer, trying to deflect blame away from his failure to identify the plague, encouraged the rumor. Proclaiming that indeed it was true, the disease could hide in plain sight! Just as it did with the human traveler. A total lie as the man was quite obviously sick with something more than a head cold.
People began to distance themselves from the girl, and the other survivors too.
Her ‘loving’ Uncle, more upset about the whispers than his niece's safety, sent her to live in a small colony dedicated to carriers of the plague.
Located just outside of Chanel Town, the colony was little more than a collection of tents and shacks. Crime infested and ridden with rats, the environment was a stark contrast to the prosperous world outside. At the age of 15, Res left the orphanage, the neglectful caretakers never realizing she had gone. Setting up by the river, she grabbed a stick and sharpened it, she could barely remember how her Mother did it, or was it her Father?
Either way, she began fishing to supply her own food and soon realized she was pretty good at it. She enjoyed the silence and time alone, often finding herself zoning out to the flow of the river.
Scraping together a living by trading fish for supplies, she realized she needn’t remain in the colony any longer. Just as she was planning her escape, and after a decade of scrounging a living in the colony, healers from the capital were dispatched to dismantle the “backward, shameful remnant of a time gone by.”
Apparently, the rumors of people being able to spread Yersinia as carriers was just that, a rumor.
At the age of 17, Res was free.
The hundreds of people who had languished for decades in the rotten camp rejoiced, reuniting with family and friends as they one by one were retrieved by their loved ones.
Rehsif waited and waited. Her Uncle never arriving. Instead, she was given a letter by a Flandysrian aid worker and sent on her way.
Apparently, in her absence, Uncle had absorbed her inheritance as his own. Selling off her family home, and claiming rights to the business for himself. He apologized and assured her she would always have a place with his family in their home if she chose to come back.
Bitter, Rehsif tucked the letter away. She would pay her Uncle a visit someday, and he’d be sorry.
Hitchhiking her way to Chanel Town, she was able to secure a job on a fishing vessel, a trade she honed for many decades. Traveling around the coast, she would hop from vessel to vessel, never staying too long in one place. Her Uncle’s letter always in her pocket as a reminder.
At the age of 67, Rehsif finally felt ready to confront her thieving Uncle.
As luck would have it, and her Uncle was always lucky, the Behemoth fell. A bright light in the sky so far away, her crewmates were not worried about their imminent safety, but they all knew that it was far too bright to be a shooting star.
It was not long later when the waves came, along with the rush of wind.
The ship, finishing one last round off the coast of Lacerta, was nearly tipped over, throwing Rehsif and many others overboard.
Dizzy from being tossed around in the ocean, she watched in horror as her crewmates were thrown and pulled under by all manner of horrors. Metal, smoke, tentacles, she couldn’t tell if it was one creature or many, all she could do was attempt to swim away from the chaos, but she wasn’t entirely lucky. Perhaps it was something in the water, or perhaps it was just the proximity of one of the beasts, but Rehsif soon found herself suffering from a strange ailment.
She was eventually discovered by the city garrison after her curse manifested, rather inconveniently, during a busy day in the market. Trying to sell the last of her catch, some customers began to argue. One man shoved another and the next thing Rehsif knew, an all-out brawl had ensued. Before she could step out, someone had grabbed her by the collar and was about to land a punch before she sent the stranger flying.
It was all very dramatic, and aside from a few broken bones, the man was not seriously injured.
Rehsif felt lightheaded after the incident, crumpling to the ground as she tried to keep the curse under control. When the garrison arrived, she was too tired to fight back.
When Rehsif was 7 years old, a starved and sickly traveler stumbled into their village. The town folk quickly ushered the traveler to the healer, the fear of plague on their mind. Some far away cities in the human lands had been entirely wiped out, and this fellow looked human. He was diagnosed with nothing more than a head cold and sent away with some herbs to soothe him.
Although the man was deemed harmless, the others were still wary of him. Rehsif’s parents, taking pity on the man, plucked him off the streets and invited him to stay at their home while he recovered.
For their kindness, they were rewarded with misfortune. The traveler was indeed a carrier of the Yersinia Plague, a nasty illness that mimicked the cold for a few days before turning most into a bloated bag of sores. He had been ousted by his own people, their healer being far smarter than their own, but the man foolishly denied his condition. Chased away from his home, he unwittingly spread the illness to the kind family that took him in.
Rehsif and her parents were the first to fall ill, followed by their customers, and many others. The human traveler recovered, realizing what he had done he ran away under cover of darkness, leaving the Thrawls to die.
Rehsif’s extended family, sure she would succumb like her parents and siblings, had already begun planning her funeral. Hearing the plans of her family, who were unaware she could hear them, was disturbing to the young girl. She began counting and fantasizing to drown them out, humming to herself of pretending she was somewhere else. It would become a habit that she would use to help her cope with stress.
It came as a shock to her uncle when the healer proclaimed she was improving.
A few others in the town also survived the illness, but the majority were not so lucky. After the initial happiness subsided, people began to whisper. Someone heard that just because a person looked fine, didn’t mean they actually were. Their own healer, trying to deflect blame away from his failure to identify the plague, encouraged the rumor. Proclaiming that indeed it was true, the disease could hide in plain sight! Just as it did with the human traveler. A total lie as the man was quite obviously sick with something more than a head cold.
People began to distance themselves from the girl, and the other survivors too.
Her ‘loving’ Uncle, more upset about the whispers than his niece's safety, sent her to live in a small colony dedicated to carriers of the plague.
Located just outside of Chanel Town, the colony was little more than a collection of tents and shacks. Crime infested and ridden with rats, the environment was a stark contrast to the prosperous world outside. At the age of 15, Res left the orphanage, the neglectful caretakers never realizing she had gone. Setting up by the river, she grabbed a stick and sharpened it, she could barely remember how her Mother did it, or was it her Father?
Either way, she began fishing to supply her own food and soon realized she was pretty good at it. She enjoyed the silence and time alone, often finding herself zoning out to the flow of the river.
Scraping together a living by trading fish for supplies, she realized she needn’t remain in the colony any longer. Just as she was planning her escape, and after a decade of scrounging a living in the colony, healers from the capital were dispatched to dismantle the “backward, shameful remnant of a time gone by.”
Apparently, the rumors of people being able to spread Yersinia as carriers was just that, a rumor.
At the age of 17, Res was free.
The hundreds of people who had languished for decades in the rotten camp rejoiced, reuniting with family and friends as they one by one were retrieved by their loved ones.
Rehsif waited and waited. Her Uncle never arriving. Instead, she was given a letter by a Flandysrian aid worker and sent on her way.
Apparently, in her absence, Uncle had absorbed her inheritance as his own. Selling off her family home, and claiming rights to the business for himself. He apologized and assured her she would always have a place with his family in their home if she chose to come back.
Bitter, Rehsif tucked the letter away. She would pay her Uncle a visit someday, and he’d be sorry.
Hitchhiking her way to Chanel Town, she was able to secure a job on a fishing vessel, a trade she honed for many decades. Traveling around the coast, she would hop from vessel to vessel, never staying too long in one place. Her Uncle’s letter always in her pocket as a reminder.
At the age of 67, Rehsif finally felt ready to confront her thieving Uncle.
As luck would have it, and her Uncle was always lucky, the Behemoth fell. A bright light in the sky so far away, her crewmates were not worried about their imminent safety, but they all knew that it was far too bright to be a shooting star.
It was not long later when the waves came, along with the rush of wind.
The ship, finishing one last round off the coast of Lacerta, was nearly tipped over, throwing Rehsif and many others overboard.
Dizzy from being tossed around in the ocean, she watched in horror as her crewmates were thrown and pulled under by all manner of horrors. Metal, smoke, tentacles, she couldn’t tell if it was one creature or many, all she could do was attempt to swim away from the chaos, but she wasn’t entirely lucky. Perhaps it was something in the water, or perhaps it was just the proximity of one of the beasts, but Rehsif soon found herself suffering from a strange ailment.
She was eventually discovered by the city garrison after her curse manifested, rather inconveniently, during a busy day in the market. Trying to sell the last of her catch, some customers began to argue. One man shoved another and the next thing Rehsif knew, an all-out brawl had ensued. Before she could step out, someone had grabbed her by the collar and was about to land a punch before she sent the stranger flying.
It was all very dramatic, and aside from a few broken bones, the man was not seriously injured.
Rehsif felt lightheaded after the incident, crumpling to the ground as she tried to keep the curse under control. When the garrison arrived, she was too tired to fight back.
Coping Mechanism
Every sanity point spent causes Rehsif to think she is displaying plague like symptoms, the lower her SP the more contagious (in her mind) she becomes. At 0SP she perceives herself to be a walking plague, and acts as if she has the symptoms (madness, scratching her skin, panic.) When using her curse, if Rehsif is able to roll a high enough number she avoids losing a sanity point, if the number is low she loses a sanity point. Rehsif must take a short rest to recover sanity points, while resting she cannot interact with other characters or help with the plot, she must roll for how many turns she will rest.
She recovers 1 SP after a successful short rest.
She recovers 1 SP after a successful short rest.