Approved by Tawny
Name: Tadia
Age: 38
Gender: Female
Sexual Orientation: Bisexual
Craft/Rank: Woodscraft/Journeywoman - General carpentry with a focus on repairs and rough, functional furniture.
History:
Tadia is the child of riders at Southern Weyr and despite going through candidacy herself from the moment she turned 12, she never follwed in their footsteps. Tadia wasn't the type to let that get her down. If she wasn't to be a dragonrider, she'd take the opportunity to find her place elsewhere. Tadia had some training with the local woodscrafters during her candidacy and when a Trader caravan passed through she negotiated a place among them, apprenticing to a Journeyman among their number.
Two turns later, well into her apprenticeship and settled into the nomadic life, Tadia gave birth to a son whom she named Dianno. She had a casual relationship with the boys father, but it had never been very serious and while he didn't take an active role in the raising of their child, he was never absent either. Eventually they drifted apart as a couple and Tadia came to think of Dianno as her son alone.
Dianno was around six turns old when Tadia decided to leave the Trader life behind and get her actual Journeyman's Knots. She and Dianno went to live at the minor woodscraft hall until she had completed her training at which point she jumped ship with another Traders caravan. She did mostly repair work on the wagons, while making smaller furnishings to sell whenever they stopped. On occasion she would do various repair work at the holds they passed. Whatever would bring in a couple marks.
The turns were fairly routine. With their location constantly changing, and the challenge of raising a young son in the middle of the jungles of Southern, Tadia was surprisingly satisfied with her life. Traveling through the south has it's dangers though. A pair of felines had stalked their caravan at a distance for a few days, making attempts at their draftbeasts at night. In an attempt to frighten them off for good, Tadia joined a hunting party aided by a guard wher.
The encounter was successful but with only a could experienced hunters and a green wher, they didn't emerge unscathed. Tadia's leg was torn open when one of the cornered felines tried to fight it's way through their group. She survived the attack, but the caravan had to leave her at the Healers hall to recupperate. It took several months of healing and therapy before she was ready to rejoin the traders.
When she finally did though, there was tension among the caravan. Rumors were spreading of trouble among some of the weyrs, in particular, Trine to their east. Their range of trade shrank as the caravan leaders shied away from the brewing trouble. Things got even worse after Thread returned. Their trade routes were cut almost completely, the caravan reduced to shuttling goods between Southern and the closest holds. No one wanted to leave the Weyr's protection in those first turns of fear, especially as the trouble they'd heard about erupted among the three warring weyrs.
Three turns later, their caravan under new leadership, they made the treck back east. Thread was still a danger, but the weyrs had proved their ability to protect their lands, and peace seemed to have settled for the time being. Drawn by the thought of new trade, their caravan sought out the smaller outlaying holds and their stories of a new weyr being formed.
Tadia herself has decided it might be time to leave the Trader life, both from the need of a new experience, and the desire to have her son encounter a wider range of people and crafts.
Description:Dia's lived with the Traders for quite some time now. She's used to questionable rations and hours of hard work and travel. As such, her body has little of what healthy men might desire. She's tall and wiry, with small curves and clearly defined muscles. Scars criss-cross her exposed skin, most small and straight such as might be caused by a knife. Her face is distinctly bare of all but one horizontal one across the apple of her left cheek.
She keeps her nails short and clean, her brown hair in long dreads bound on top her head, and her skin scrubbed clean of dirt. She doesn't bother with make up or pretty clothes, preferring function over fashion, nor does she wear jewelry of any sort. Even knots are iffy as she doesn't associate with any one location or another. If you can't tell what she is by looking at her so much the better in her opinion. Her marks are better spent elsewhere.
One thing to note, Dia walks with a limp. A mauling by a starved feline tore her leg open from the calf to the upper thigh. Careful healing and therapy allowed her to recover most of her movement, but she still gets stiff when the weather turns bad.
Personality:
Dia is pretty straightforward with what she wants out of life. Her father was a proud wingsecond, her mother an accomplished Glasscraft Journeywoman as well as greenrider. Tadia saw no reason why she should not be as accomplished or moreso than they were. As one of many children at Southern she knew her chances at Impressing were slim, and to become a Wingleader was as much a fantasy as Thread was. To be a ranked rider, or acknowledged for a skill was much more desirable in her eyes. Especially the last one.
Her attitude about it is less cocky self-importance, and more quiet confidence in her own abilities. At least, that's how she sees it. She doesn't brag or boast, but preforms to the best of her abilities. If someone else wants to get twisted up over it then they can just piss off. She's not interested in getting in a fight over it. She knows where her strengths lie and no one's mud slinging is going to cause her to doubt herself. Grumblings, mild insults, words spoken in the heat of the moment, she just lets roll off her back with no shaffs given. Secretly, she loves it when her lack of reaction pisses someone off even more.
Not that she's going to let people just slander her name left and right. She doesn't pick fights, doesn't like people who pick fights, and would frankly prefer to dismiss a person as not worth the energy rather than get into a heated altercation. Dia has her limit though and she's willing to stand up for herself. Whether with words or with fists, once it comes down to it she'll make sure her point is made.
Dia is social, but reserved when it comes to more personal interactions. She likes to keep her personal life and thoughts to herself, preferring to draw out information from others rather than volunteer up her own. She is mistrustful of most people, suspicious of their motives, and has a bad habit of believing a person guilty till proven innocent. This mistrust drives her to find out everything she can about someone to prove herself right. It's possible for her to be wrong... she doesn't like it but if the evidence is there she won't deny it. There will always be something else though.
Other:
Conversation: fishes for information - asks more questions than gives answers, would rather talk about others than herself, enjoys discussing crafts, doesn't respond well to prying individuals (other than herself)
Quirks: Limps (from past injury), stares/intense eye contact - can make people uncomfortable, light touches with conversation - shoulders, forearms, knee, ect. If she knows you better she might pick up and play with your hands/fingers. Also carries a bit of knotted rope and a small stone to fidget with.
Hobbies: Casual hunting, Dia enjoys setting snares for small prey.
Firelizard details: Brown, not picky on the details. Something subtle, swirly maybe? with blue eyes?
Dragonflight: An Alternative Pern (Old Guild)
A B/C Pern Roleplay