
ABOUT
⤛ Name: Christine Delacroix
⤛ Nickname: Chris
⤛ Race: Half human, half elf
⤛ Age: 32
⤛ Identity: F
⤛ Eyes: blue
⤛ Hair: blonde
⤛ Skin: peaches & cream

DETAILS
⤛ Allegiance: Reason
⤛ Living: An enchanted hollow tree⤛ Profession: healer & alchemist
⤛ Racial trait: Wildlander & Cultivator
I awoke in the marshes. it used to be a battlefield.
ABILITIES
alchemical magic, mainly in the form of medical potions
wild, elemental magic, both to heal and as protection.
SKILLS
a healer, and beyond what she can do with alchemy, she has knowledge of how to treat injuries and illnesses that don't require invasive surgery to correct or cure
anything too specialized or requiring surgery is outside her area of expertise. PERSONALITY+ HONESTChristine has a no nonsense attitude. Usually if she has a problem with something or someone, she is not afraid to state so. Speaking her mind is natural for her, so if she feels compassion for someone, she'll show it, and if she feels proud of herself for something she's done, she'll brag about it and not apologize for it.
+ COMPASSIONATEShe also has a caring bedside manner, and Christine is sympathetic towards the ill or injured, wanting to do all she can for them to help them become well again.
+ PASSIONATEChristine throws herself into things full force. She loves mastering/conquering challenges and being passionate about what she's doing. If she wasn't this way, she would see herself as a quitter, and that's something she would hate to be. She doesn't accept defeat easily. .
+ SELF-RELIANTChristine tends to depend on herself for things, not wanting to rely on others. Not letting herself rely on others means there's no opportunity for them to let her down, as well as the fact that her accomplishments are hers alone.
- WORKAHOLICAs a healer, Christine carries a drive to succeed and prove herself to be the best. Her career is the most important thing to her, and she throws herself into her work. She's open and friendly, but is also very serious and dedicated to her work for her age.
- PERFECTIONISTHer perfectionist nature is her main flaw. She doesn't like to trust others to do things because she thinks she can do the best job. Her arrogance is something she is well aware of, but doesn't easily strive to control. She doesn't see anything wrong with wanting to be the best at what she does.
- AFRAID OF FAILUREWhen she can't control things, such as when a patient dies despite her best efforts, she locks it away in her head and throws herself into other things, sometimes even completely unnecessary tasks, just so she doesn't have a breakdown where she feels that she's failed someone as well as herself. It's unhealthy to not confront the things she can't control, but if she did, she would have to admit to herself that she can't control everything and that she does occasionally fail. Bottling things up is something she does because she wants to appear perfect, in control, steady and sure.
+/- CAUTIOUSA great way to describe Christine is as a worrywart, a mama bear, or a mother hen. She always tries to be the voice of reason and cautions people against behaviors and actions she thinks might lead to a bad end because she cares and wants people to be healthy and happy. And also because she prefers safety and security over chaos.
the world's gone on without me, but i'm determined to catch up.
KEY HISTORY EVENTS
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Christine's early years involved her being as sheltered by her parents as she could be from the elves of Thalassa, as she was half elf and half human. But eventually all children have to experience life lessons and learn that the world isn't always kind, and for her, it came while she was still quite young, out with her father. Elven children saw her with her human father, noticed the slight point to her ears, and began mocking her. Though her father scolded the children, they were unfazed, and it was her first taste of what it meant to be a child of two races. She had already experienced the human side of things, and they were generally accepting of who she was. However, she knew little of the elven side. Her mother was always a hypochondriac and often stayed at home, feigning illness, though she was generally in poor health anyway and that fed into her claims. Therefore, Christine had little experience with the elven community that her mother might have introduced her to, though if she had there's little chance Christine would have been welcome. The experience taught Christine to appreciate others for their differences, but to also feel anger that she wasn't welcome among those with whom she shared racial ties.
As she entered adulthood, Christine already had a sense of how to be a healer from dealing with her mother, though that was mainly learning how to deal with someone who wasn't always sick and merely though she was. On occasions where her mother was actually unwell, Christine was there for her, quickly diagnosing the problem and brewing the appropriate potion to aid her. In going to university to further her studies as a healer and alchemist, Christine gained hands on experience with patients besides her mother and the first time she correctly diagnosed a patient on her own and applied the correct cure was life changing for her. She knew she had chosen the right path and that she could make a difference in people's lives — maybe even save their lives.
On graduating, Christine knew she needed experience for people to trust her with their lives, but she didn't want to be stuck in an apprenticeship for too long for her liking. Being the way she was, she strived to be in control of things because she was sure she could do the best job. Finding work with an old eccentric alchemist seemed perfect for her. She assumed she could easily do most of the work, making a name for herself as a reliable healer in the city. Her confidence, however, was shaken with the loss of her first patient. It always has to come sometime and be someone, but Christine had such faith in her abilities that the loss despite all the remedies she tried shook her. Failure was her ultimate fear, and it was only the wise words of that eccentric alchemist that got her to see past herself at the bigger picture: "The more tightly you try to hold on to control, the more control you'll lose as it slips through the gaps between your fingers." The lesson stuck with her, but at the same time it's something she doesn't always remember to do. Being in control is safe and comfortable for her, and it's only through putting trust in others that she can let go of it from time to time.
The Great War had been going a few years, and though Christine felt for those out on the battlefield, she stayed at her practice in Thalassa in safety. Her father, however, joined the fight for the white dragon and was slain in one of the many battles. Christine took the loss hard, as did her mother. Christine wondered at the healers who were at that battle, and why they couldn't save her father. She began to wonder if she shouldn't join the fight herself, but her mother begged her not to leave her too. In the year that followed, her mother's health deteriorated rapidly, and as Christine cured her body time and time again, she could see that her mother's soul could not be healed. She was giving up, and it hurt that her mother wouldn't try to rally for her daughter's sake. Eventually her mother slipped away after a lengthy illness that Christine couldn't treat, as it was not wholly of the body. Without her parents — her only family — Christine joined the war effort as a battlefield medic.
Don't worry, mother. Your daughter is a soldier.

APPEARANCE
Around 5'10", long blonde hair, blue eyes, and light skin. Christine looks almost entirely human, except for having slightly pointed ears. She's able to mostly hide them behind her hair if she chooses. Her ears are also pierced once. She has a
tattoo above her left hip. Her bearing is proud, with a mothering aspect. Often times she'll wear a dress with an apron to mix potions, or a long tunic belted over leggings. In colder weather she'll wear a hooded cloak or a scarf around her head.
🜙 Animas⤛ Name: Azoth
⤛ Species: peregrine falcon
⤛ Identity: F
⤛ Eyes: gold
⤛ Body: dark gray, white, with touches of brown and black;
{ image 1 };
{ image 2 }⤛ Size: 3 lbs., about 14 in. long.
{ size comparison }⤛ Features: N/A
⤛ Alterations: TBD
inventory clothes
everyday clothes and a blue and silver uniform
satchel
containing a leather journal and piece of writing charcoal
gold
enough to buy a small home
a purse of rare multi-colored pearls
coastal herbs and ocean ingredients
item
Someone needs to be the voice of reason here. it may as well be me.

OPT OUT
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Please note that if any player chooses to opt-out of interacting with another player or their characters,
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CODE BY TESSISAMESS
{ animas alterations }
ALTERATIONS:
They are created from a piece of a character's 'soul' or essence mixed with their blood. Once created they share a link with the character who made them. Their appearance, physiology, and abilities will change throughout the game as a direct correlation to your character's decisions and actions.
They are fiercely protective of the character that created them and share that character's impulses and thoughts. Animas act on their own and develop in their own way. Despite being born of magic they are unremarkable at first: nothing more than a fragile animal. If a character is hurt, physically or mentally, their animas shares their pain and discomfort. When a character dies their animas disappears into a cloud of red or blue dust and returns with them when they are resurrected.
Characters can sense their animas' emotions and physical presence through a bond like an emphatic link and can attempt to control their actions through this. A character can sense when their animas have been injured or are in emotional distress but cannot feel their pain. The more injured an animas is, the more energy they drain from the character. This can cause illness, emotional numbing, or exhaustion if the injury is great. If an animas is killed it will return after a week. During this time the character's ability to feel emotions, remorse, or guilt will be gone. Animas cannot be permanently killed unless the essence in the character's soul vial is drained completely. This only happens when the character has left the game through a drop or their final death.