Annalynne

Player: Lurker
Race
: Human
Age: 19
Class: Green Whisperer (Ranger/Bard), VMC Horizon Walker
Deity: Shaundakul
Alignment: CG
Height: 5’4”
Weight: 130
Eyes: Blue
Hair: Sandy Blond

Description: This young woman is quite apparently of human blood, still in the cusp of adulthood. She bears the tan of someone who has spent many hours in the blazing sun outdoors. Her body is fit, but accentuated with ample curves at her hips.

A cascade of flaxen blond hair falls past her shoulders, framing a face that is pleasant, a bit shy of “beautiful” standards. But her eyes of brightest blue are large, and always bear a wonder and curiosity for anything she sees. Her voice carries in a soft, gentle alto with a perfect pitch when she sings.

Her clothing is usually simple and utilitarian, geared more toward the open paths than a dining hall or ballroom. Around her neck hangs a hand carved pendant bearing the symbol of the god of wanderers, Shaundakul, and another bearing a symbol of a deity unknown to the realms — one of a crescent over a horizon.

Background

Annalynne was the adopted daughter of two Faerunian rangers. Her mother was an explorer and mapmaker. Her father was a Sword of Selune and lycan hunter who once patrolled the forests of Cormanthor, who ended up being a Warden in the forests of the Moonshae Isles where they settled. Annalynne was brought to the couple’s doorstep by a former lover of her father, as a dying wish for him to raise her as his own. The letter that accompanied the six year old child claimed she was the lover’s younger sister. However, Annalynne looks strikingly like her much elder sister, with the exception of sandy blond hair similar to that of her father.

The youngling grew under the watchful eye and teaching of her adoptive parents. Her father taught her the cycle of nature and balance, and how to track and defend herself, while her mother imparted her skill with the bow and her love for travel and exploration, and she continues to sing the tunes that her mother once sang to her as a child.

Annalynne cut her teeth on planeswalking through her parents taking her to see the planes through a planar fulcrum on the islands that her father had a part in constructing. And at the age of sixteen, she set about on her own to explore the lands her parents had once roamed and beyond, taking with her cherished gifts: a symbol of hers and her mother’s patron Shaundakul, carved by her mother’s hand, along with another symbol, of whose she was told was the god of travellers in another world. In addition, she carries her father’s journal recording his days as a guardian of the wylds, and a traveler of the planes. Honoring her father’s request, she does not share her family name, so that old enemies might not seek to get to her father, through her.

Her father had once lived among the elves of Cormanthor as Sha’Quessir, elf-friend, and so she set out from the Sword Coast eastward, making her way to find her father’s once treading grounds, which has brought her to Cormyr.

Personality

Annalynne is reclusive and seclusive, traits handed down from her growing up in the deep woods cabin where her parents made their retirement home. She’s slow to trust and open up, but once out of her shell, there is nothing but kindness toward those of seeming well intentions. As reserved and shy as she is toward other people, she’s a true animal whisperer to the creatures of the wylds, easily befriending them, and even claims to be able to communicate with them.

Relationships

Her seclusive nature hasn’t yielded her many friends since her arrival in Cormyr, though she has forged a couple close relationships in the persons of two fey, Ferasyl and Lasairfthonia. The three became fast friends and companions, given Anna’s near-fey-like affinity with the forest.

Goals

Annalynne desires to retrace all of the grounds where her parents once tread — together and separately. This will take her to not only several lands of Faerun, but beyond the Prime, as her father’s later years took him down the path of the Horizon Walker, into the realms of Arborea, the Beastlands and other planar realms. Anna seeks to learn the means to make these journeys on her own. And even to reach other crystal spheres if she can — particularly the one from which the alien holy symbol comes from. She also keeps to heart the teachings of her father to respect the wilds, and keep them safe.

Plot Hooks

  • For her duration in Cormyr, Anna will be in the lands where her father served the Moonmaiden as a hunter of lycanthropes. This could land her on the wrong end of a grudge, should old enemies be able to figure out whose child she is.
  • The second holy symbol is that of Fharlagnn, the deity of travel upon Oerth; it was given to her by her parents from their own travels, and she was told of the god it stood for; Anna has curiosity if the power so called on this other prime, is the same as hers and her mother’s by a different name.
  • Any situation where she might seize opportunity to explore terrain beyond the prime, is going to draw her like a moth to a flame. Her ultimate goal is to one day be worthy of the term Horizon Walker.