Salome de la Croix

This character is a former pNPC of Krokar!

Girls like her were born in a storm

Art by San

On this page... (hide)

  1.   1.  Appearance
    1.   1.1  Essentials
    2.   1.2  Images
    3.   1.3  Alterations
  2.   2.  Personality
    1.   2.1  Ideals
  3.   3.  Relationships
  4.   4.  Skills
    1.   4.1  Medicine
  5.   5.  Residence
    1.   5.1  Inventory
  6.   6.  History
    1.   6.1  Threads

Salome de la Croix is a witch medicine woman who lives in the swamp of Krokar. Well-studied in herbs, medicinal remedies, potions and hexes, Salome is a strange and solitary creature with a soft spot for nature and baby birds.

Originally hailing from Portland (where she was teased for being different by her family), Salome learned of Krokar through Tybalt Cormier. After her cousin Marla and Jonah Leomaris burned down Salome's house on a dare, Salome she put a curse upon them and dragged the two guilty parties along when she left Portland and came upon Old Ironsides, where she was reunited with Tybalt. Accompanying Hazel, Salome traveled to Krokar proper as a new home and took up residence in a house located in the pack's little-visited swamp, where she is presently working to become another medic to the pack.




Pack Info



Player Info

  • Date of Birth: 13 December 2014
  • Gender: Female
  • Luperci: Ortus
  • Mate: —
  • Etymology:
    • Salome: Peaceful (French)
    • de la Croix: of the Cross (French)
  • Nicknames: May
  • Pronunciation: sah-low-may
  • Epithet: Swamp Witch

1.  Appearance

1.1  Essentials


  • Species: Primarily dog with little evidence of anything else.
  • Fur: Coarse, thick and wavy.
  • Optime Hair: Thick, wavy, and long. Likely pulled away from her face and tied with various plant material.
  • Build and Size: Willowy and thin in all forms.
    • Lupus: 34 in (86.3 cm) — 86 lb (39 kg)
    • Secui: 43 in (109.2 cm) — 150 lbs (68 kg)
    • Optime 6ft 1in (72 in) (182.8 cm) — 188 lbs (85.2 kg)
  • Humanization: Though less concerned with appearances than others, Salome has an eye for clothing with texture, movement and utility. She dresses with a willowy, even ragged look that compliments her form. She ties back the fur of her floppy ears from her face and garnishes herself with the subtle scent and color from various flowers and herbs.


 Eternity (#251C10)
 Black Marlin (#3C2B18)
 West Coast (#6A471D)
 Old Copper (#7A5830)
 Harvest Gold (#E2B772)
 Cameo (#DDC6A2)
 Avocado (#959D64)
 Mikado (#2E2111)

Color Distribution

  • Fur:
    • Base coat of Black Marlin and West Coast.
  • Patterns:
    • Black Marlin dotting below the eyes and darkening her forelimbs.
    • Cameo on her nuzzle, beneath her tail, and on her back toes.
    • Harvest Gold along her nose and dotting above her eyes.
  • Optime Hair: Eternity, with lighter and darker streaks.
  • Eyes: Avocado.
  • Nose and Paw Pads: Mikado

1.2  Images

By San! By Mandi!

hover over for credits

1.3  Alterations


  • A few minor burns along her fingertips, likely from potions gone wrong

2.  Personality

Solitary Sorceress, The Hermit, Maddened into Misanthropy, Misunderstood Loner with a Heart of Gold

Salome is an apple that fell far from the tree. Unlike the rest of the de la Croix family, she prefers to live by her own rules and do exactly as she pleases, the obligations of family be damned. She is a notorious hermit who is known to love only two things: hideous baby birds and crazy concoctions. She will fix you up if you're hurt, free of charge of course, but the experience is said to be deeply unsettling. Also, painful. She's self taught in medicine, and always seeking ways to improve on her craft.

She certainly has her oddities, but Salome is mostly well-meaning and thought to be compassionate. When those hooligans came and burned down her house, did she kill them? No! She simply cursed them (she's a dabbler in sorcery, specifically hexes and potions), and even allowed a couple of them to come along with her to Krokar (not that they had a choice). On a completely unrelated note, it's generally considered a good call not to get on her bad side.

  • Speech: Deep, feminine tones with an unnatural cadence
  • Scent: rosemary, witch hazel, lavender, de la Croix, Krokar
  • General Posture and Body Language: Highly animated and expressive. Always walks the cusp of intimidating and loony in body language, as the occasional chant, dance or outburst flows into her behavior as captured by her mood. Surprisingly imposing when angry.
  • Traits: Independent, individualistic, playful, vindictive
  • Outlook: Pessimistic
  • Sociability: Introverted, dominant
  • Alignment: True Neutral
    • "Does what seems to be a good idea."
    • "Sees good, evil, law, and chaos as prejudices and dangerous extremes."
    • "Concerned with their own well-being and that of the group which aids them."
    • "Will only act maliciously against those who have tried to injure them."

2.1  Ideals


  • Knowledge, experimentation: Motivated by and convinced that Mother Nature has everything a man could need if they got creative, Salome is constantly putting together herbs and natural substances with intent of becoming an expert. She constantly researches through potions, remedies and medicine, and dabbles in witchcraft and the power of words and hexes, finding they too to be as organic and full of potential as nature itself.
  • Freedom, privacy: Likes in semi-isolation so as to practice and experiment uninterrupted, but is not unfriendly towards the occasional guest.
  • Debt: Technically indebted to Krokar for allowing her the space she needs to freely continue research in the swamp, Salome seeks to "give back" by helping out primarily as a medic for the pack.
  • Individuality: Given her experience with the de la Croix family, Salome is one not one to preach blood tithes and familial obligations. Individuality and following one's own path, dreams and desires is part of growing up and remaining true to oneself.


  • Loss of progress: There's a reason Salome virtually dragged Marla and Jonah with her after they burnt down her hut by mistake: She lost all notes and resources she had, including years of trading for rare and foreign herbs. But seriously, if Marla wasn't goddamn family, things would be different...


  • de la Croix: The obvious black sheep, Salome has never been particularly kind with or close to her family members. Most have teased and dismissed her as a loon without ever truly trying to understand what she does, and for that she is critical and sharp with them.
  • Krokar: Salome can be wary with outsiders and short with strangers, but she generally tries to play nice with Krokarans. They're simple, focused folk, and she enjoys their free way of life — and can be vicious if she needs to defend it.


Apparently a very tender subject.


Alcohol and cigarettes have their place and purposes, but hallucinogenics? Those are Salome's favorite, and she uses them often for insight and opening her mind.


  • Likes: organic products, herbs, aromatherapy, medicine, spirituality, birds
  • Dislikes: teenagers, disrespect, people who ask too many questions, interruptions, intrusive noise or visits

3.  Relationships

Key Relationships

  • Marla de la Croix is one of Salome's cousins and a real pain in her side. Marla has the tendency to get under her skin, particularly when the younger woman cracks jokes or pulls pranks on her and her beloved bird, Moche.
  • Jonah Leomaris is the love-sick idiot for Marla who helped burned Salome's old swamp house down in Portland. After putting a curse on he and Marla, Salome dragged them back to Krokar and calls on him for tasks she doesn't want to do.
  • Tybalt Cormier is a member of Krokar's trading depot, Old Ironsides. She first met him in Portland, where she healed his burns following the Red Star's fall. She later reunited with him in Old Ironsides after being exiled from Portland. She has a good relationship with Ty.
  • Hazel: Salome met the hyperactive dog at Old Ironsides and joined her when she returned to Krokar proper.

Family Tree: de la Croix

4.  Skills

4.1  Medicine

Salome has always appreciated the healing power of plants and put these interests to use early in her life. She is currently learning more about this skill from Pepper.

  • Herbalism (Journeyman)
  • Healing (Apprentice)

5.  Residence

by farm8 @ flickr

Salome lives alone in a small, ramshackle cottage in the heart of the swamp of Krokar. The swamp is challenging and dangerous at times to navigate, with treacherous footing and tar-like water that sticks in fur and weighs it down. A curse supposedly surrounds the swamp, as does a "nauseous gas" that seems to lighten up around the cottage thanks to aromatherapeutic herbs.

Warning: It is highly discouraged to navigate the path to Salome's cottage during the night (extremely dark and easy to become lost) or during periods of rain (flooding, slippery footholds).

Navigation: As an alternative to traversing the swamp, a very obvious and rusting bell hangs from a tree at the edge of the swamp facing the nearest bridge over the Miramichi, hung by Salome with aid of feral cats; if one rings it loud enough, they can expect she will respond to it. Footing is treacherous and difficult in the swamp, and in concern visitors might put themselves in danger trying to communicate with her, Salome has scratched a very long series of arrows into and across trees both standing and fallen to navigate to her home. The path through the swamp includes spans of flat, solid ground; climbing over and along fallen trees; jumping stone to stone (or walking the ankle-high shallows around them); and walking over expertly laid sheets of rusting tin.

Fauna: A number of small birds fed and beloved to Salome (and, consequently, several of the feral cats from the nearby Ail Po Barn) tend to hang out in or around the cottage. They don't mind Salome, but will generally spook upon guests arriving. A few more common feline haunts are Arnaque, Myrtle and Patchouli. Moche, a common crane and a longtime companion to Salome, can also be seen throughout the swamp but generally wants little to do with visitors.

Cottage: Salome's "cottage" (read: shack) once belonged to a recluse much like herself, likely prior to the apocalypse or not long after. After moving into the one-room shack in January of 2017, Salome spent a couple months cleaning it out into a somewhat livable condition and has since taken on much of the look one might expect from a swamp witch's hut. Half the roof is caved in in the back and was replaced by a number of thick tree limbs, but snow and rain leaks through easily. A number of scavenged jars of odd smells and colors litter nearly every flat surface, including the floor. There is a firepit out front along the water. In messy piles and along the walls are things like bells, bones, books, dishes, a chest tied shut with a knot of rope litter the floor, as does one very old, soggy mattress covered in straw in a corner.

Outhouse: Salome uses what was once an outhouse as additional storage space, like a closet for her less valuable of herbs and baubles. She ties the door shut with a knot of rope.

5.1  Inventory

Medicine Cabinet

Dried Herbs

Potions & Lotions


  • Item: Description
  • Item: Description
  • Item: Description
  • Tinctures: Description
  • Elixirs: Description
  • Vinegars: Description
  • Syrups: Description
  • Oils: Description
  • Teas: Description
  • Balms: Description
  • Salves: Description
  • Lotions: Description
  • Item: Description
  • Item: Description
  • Item: Description

6.  History

6.1  Threads


  1. pNPC There is a life about to start (~1 Jan)
    Krokar, with Milos Parhelion, Lucille. Hazel returns from Old Ironsides with four new faces: Salome de la Croix, Marla de la Croix, Jonah Leomaris, and Zoe Cormier.

March 2017

Salome begins restocking her stores of herbs after losing most to them in the fire in Portland. Cats from the Ail Po Barn are attracted to her cottage by the influx of the birds there she feeds or takes care of and becomes a problem. After two months' withdrawing, Greenhorn Salome finally begins to meet some of the other faces around Krokar.


April 2017

Salome leaves the swamp more often to begin collecting the fresh flowers and herbs of spring. Problems with the cats from the Ail Po Barn continue.

  1. pain for painless
    With Samual Dean Menue.