New Caledonia NPCs
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This page houses information regarding NPCs of New Caledonia, separate from the Character Directory.
All New Caledonia members may roleplay freely with these characters.
pNPC Guidelines
If you thread with or OOC assume something with a pack NPC it is highly courteous for you to edit that NPC's Wiki page or profile with this information, or post in our Maintenance Thread to let us know. Please try your best to help us keep their records up to date.
When utilizing a pNPC, make sure:
- To read over their profile information thoroughly and carefully.
- To use them in a way which makes sense for their profile information.
- To update their relevant Wiki profile with the thread where they appeared OR let us know about the thread.
- Not to cause extreme injury or death to an NPC without Leadership approval. Minor, treatable injuries are fine!
- Adhere to board-wide pNPC procedures.
Otherwise, have fun! We sincerely encourage you to make use of our pNPCs, and if you have any suggestions regarding them, please contact us.
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Hailing from England, Ambrose is a well-traveled gentleman with a keen eye for drink and debauchery. He sings for his supper and is often able to barter for passage using tales from his travels and the sparkle in his eyes. He was taught to play music by his father who passed away in a freak accident -- and though he says that he is traveling in search of his muse, perhaps this is a ruse? In Portland, he heard about the trials and tribulations of New Caledonia and decided to seek them out to offer his services as the Realm comes into its own. A lute-playing, singing chronicler, Ambrose often makes up songs about the goings-on in the pack -- much to his comrades' chagrin. |
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Originally from a small town called Glaenarm, Ridgewell (or Ridge to his friends or those who dare to goad him) was recruited at an early age to join a group of wolfdogs as a mercenary in the wild north of Ontario. He took a keen interest in herbalism while training with them, and became the group's medic some time into his third year. Ridgewell is not squeamish and can sometimes be too blunt, though this only adds to his rough-edged charm. He is a bulky animal, with a smattering of scars that announce him as a soldier and a gruff brow that is often gathered into a firm frown. He is missing his right eye; the one that remains is a fiery shade of orange. Now that he is in retirement he is looking for a place to settle down that is quieter than the battlefields that he is used to -- and somewhere he can raise his six cats in peace. |
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Few, if any, of Taur's clanspeople know this woman's true name; she is referred to only as the "Dark Strider." She speaks little and is neither social nor interested in the petty squabbles of the nobility and politics. A "lone wolf" by choice, she's an excellent hunter and prefers to hunt only the most dangerous game... as anything less would be a waste of her skill. She's quick to take on new challenges, and because of her reputation the High Druids of Taur were known to employ her services to end any potential threats to the clan. With her standoffish disposition, it's unclear whether or not the tales of her deeds are honest or simply rumor. The Dark Strider is not outright hostile, but her presence and visage are unsettling enough to put anyone on edge. A highly skilled hunter, the Dark Strider also knows how to butcher and tan the hides of her prey -- which were rumored to include the war's deserters. (Surely just a rumor?) |
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A Portland native, Pippa spent a majority of her life crafting clothing for her family's stall in the crowded city — and she wasn't half bad at it. However, one thing led to another, and she began to wonder what sort of lands lay beyond Maine. Over the years, she had been hearing talk of Nova Scotia and the various packs that lived there, and she figured it wouldn't hurt to check them out at least once. She found a caravan of other luperci that were in-bound for 'Soulsland and gave a tearful goodbye to her family, promising to send word back if she ended up settling over there. After meeting Coucilor Fennore, she was intrigued by New Caledonia's budding Dye Studio and decided to put her skills towards it and its people. While eager to embark on this new adventure, Pip may come off as a shy, yet quite driven woman. |
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Pilin was the sole survivor of his family. Young and full of fight the youth had fought hard against those that should have been allies, though it was all in vain. Having suffered against another falconer’s bird’s attack, his face was mauled by its talons, though he did not lose his eyesight. In the battles, he lost his own bird and withdrew from the fighting entirely. Pilin always seems afraid. Never the first to strike up a conversation, and a furrowed brow of worry or fear is always on his face. His tired eyes make him look years older than the seasons he has lived thus far. |
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Born and raised in Seabreeze Brink, Apostrophe Evergold grew up exploring the ocean coasts and the shorelines of inland tributaries with their equally-as-adventurous parents. Being skilled boat builders and knowledgeable mariners, Appa spent a number of years learning under their tutelage before finally striking off on their own with only their black-headed gull friend, Cornwallis, for company. Cheerful and outgoing, Appa is not especially chatty but they enjoy the company of others. A throwback to their distant Nova Scotia duck tolling retriever ancestors, Apostrophe's fur is thick, protective against wet and cold, and is rich in color. Except for their split face and white fringes, they are entirely red in color, with hues ranging from mahogany to copper. Courtesy of their largely pescatarian diet, their fur often appears shiny and hale. |
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Fleur keeps largely to herself, biding her days trading decorative carvings she makes for whatever she might need. Whenever Fleur does speak, it is usually in brief, primitive sentences. Having to hold a conversation seems to exhaust her and before long she seeks isolation, resorting to non-verbal communication, sometimes muttering to herself in French in exasperation. Some have joked that she says the most to herself. Though not as focused on other types of art besides her wood carving, she can also make small odds and ends. She knows how to make pinwheels, small toys or simple jewelry with but a bit of rope and whatever scraps happen to look good arranged together. She is rarely seen without her knife – itself at once an excellent tool and a work of art with a beautifully decorated handle. Few know of it, but she is quite fixated on this item. She even keeps it under her pillow at night. Whatever the history, Fleur’s grip on the handle is trained and steady, betraying familiarity with the sharp blade. |
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Hatch is a very earnest person and treats everyone as if they were his closest friends. He loves to swap stories and go riding with folks and is always game for a friendly sparring match. He considers himself a patron of the arts, seeking out painters and craftspeople to fill his home with pretty things. He places a premium on kindness and tries to take time out of each day to help someone else. When conflict arrives he prefers to try and seek a peaceful resolution before drawing his sword, relying on words before violence. His one real vice is his love of gambling. Prone to rolling the dice whenever he has the option Hatch is stuck in a cycle of finding fortune and then losing it within days. Any wager will entice him but ones pertaining to his talent with a rapier or crossbow are guaranteed to be taken. |
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