singillatim; app & sundries.

PLAYER INFO
Player Name: Anna
• Player Contact: DM or
• Player Age: 18+
• Permissions: Here.
CHARACTER INFO
• Character Name: Sansa Stark
• Character Age: 18 years old at her canon point.
• Character Canon: HBO's Game of Thrones
• Canon Point: Between seasons 5 and 6, when she escapes from Castle Winterfell with Theon Greyjoy.
• Character History: Wiki page.
• Character Personality:
"If I am ever a queen, I'll make them love me."
(+) Kind | Despite having been held hostage for several years by different powerful men, Sansa has remained kindhearted, though tempered by the trauma of her experiences. She still wants to be the good and dutiful daughter her parents raised her to be and is always willing to help as much as possible.(+) Clever | Having had to adapt to severely traumatic situations as a political hostage, Sansa has developed a clever mind that can keep up with some of the bigger players for the Iron Throne. She pays attention to people and adjusts how she presents herself to them, often to make them underestimate or ignore her, or at least leave her in peace. Eventually, this cleverness will make her a queen, using her wits to protect the people in the North. To use a quote from later on in the show, "I'm a slow learner. It's true. But I learn."
(+) Loyal | Despite appearances to the contrary, loyalty is a fundamental trait of Sansa's personality. A much younger Sansa had pled for her father's life and her brother's peaceful surrender in thinking that loyalty to the oaths made to her family would remain sacred. Unfortunately, her faith in other people would be quickly shattered by many betrayals and deaths over the years. Now, Sansa remains loyal to two things: her survival, and seeing the North and the Starks restored.
(-) Distrustful | In great part due to trauma, Sansa does not easily trust. She's been a political prisoner for most of her adolescence, and subjected to horrific situations that include a brutal marriage to a truly evil man. It's made Sansa slow to trust people, even though she accepts that not everyone is a terrible person.
(-) Cynical | While Sansa's distrustful of people in general, she's quick to accept that people have ulterior motives for nearly everything they do, no matter how seemingly innocent or benign these motives may be. She doesn't believe in selflessness anymore, and feels some resentment toward it, believing altruism, loyalty, and honour to be what ultimately killed many of her family members. (Hypocritically, Sansa upholds the morals she was raised with, further complicating her worldview.)
(-) Childish | Sansa is still an eighteen-year-old girl, and she hasn't fully shed the youthful instinct of judging other people's characters with the certainty and sense of invincibility that all teenagers possess. She still occasionally entertains girlish thoughts and still finds herself drawn to the pretty things that she loved as a child, though these days her fondness for shallow things comes from a place of melancholy rather than joy.
• Character Skills:
"We heard she killed the king with a spell."
• Clothesmaking — Sansa's greatest practical skill is making clothes; she's been complimented many times for her craftsmanship and sewing skills, and is seen throughout the series either making or mending clothes, or wearing dresses of her own make.• Bedside Manner - Sansa is good at comforting people, whether it's calming a room of terrified noblewomen or looking after people recovering from injury or humiliation. She takes her responsibilities as a highborn seriously, especially when it comes to maintaining morale and keeping people in order during stressful situations.
• Political Tradecraft - While not yet as honed as in later seasons, Sansa already has a strong foundation in either convincing others to do things for her or maneuvering herself into positions in her favour, since she can with people who listen to reason.
• Stewardship - Having been raised in nobility, Sansa knows how to manage multiple households, as this would have been her main duty as a lady to whichever house she married into. She was also groomed to be a queen-wife during her time in King's Landing and thus understands the expectations and demands of the role.
• Learned Adaptability - Not only is Sansa well-educated in the disciplines and behaviours expected of her, but she is also the most receptive to learning cultural standards of whichever place she's in, largely because it's been necessary for her survival.
• Character Inventory:
— ITEM ONE: A chained dagger, disguised as a necklace.
— ITEM TWO: Lady, her direwolf.
— ITEM THREE: Her winter cloak.
• Important Notes:
Given Sansa's canon point, it's likely that mentions of SA will come up in threads with her, though I promise to keep these mentions as vague or implied as possible. Game of Thrones also heavily features graphic depictions of extreme violence and gore, which will be downplayed if they're brought up in a thread unless explicitly OK'ed with other players.
• Writing Samples:
— SAMPLE ONE: Test Drive top level
— SAMPLE TWO: TDM Thread with
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
— SAMPLE THREE: TDM Thread with
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
revisions.
Save him if you can, and gentle the rage inside him.
The following are canon examples of the following traits.
(+) Kind & Clever
→ Early on in the show, Joffrey torments a jester, Ser Dontos, who is not performing to Joffrey's liking. Sensing that Joffrey's volatile mood might lead to Ser Dontos being executed, Sansa gently manipulates Joffrey to spare the jester's life instead.
She nudges Joffrey towards the more humiliating but ultimately more survivable punishment of making Ser Dontos beg for forgiveness. Ser Dontos will later repay Sansa's kindness by helping her escape after Joffrey's wedding and subsequent death.
(+) Kind
→ Additionally, during the attack on Blackwater Bay (Stannis Baratheon attacking his nephew Joffrey's stronghold for the throne), Sansa was sequestered with Queen Cersei and the other highborn women and their ladies-in-waiting for their protection.
When it appears that the men defending Blackwater Bay are about to lose, and the women's hiding place is about to be ransacked (Cersei heavily implies that they would be violated first before being violently killed by Stannis's men), Sansa takes it upon herself to lead the women in prayer to keep everyone calm and from spiralling into panic, even though she was terrified for her life.
(+) Clever
→ While hiding in the Eyrie, where Sansa's maternal cousin Robin holds stewardship of The Vale, Sansa convinces the lords of the Vale that Petyr's murder of Sansa's aunt Lysa was committed in Sansa's defence. She manages this by carefully wording her confession of what had happened, bringing up Lysa's increasing paranoia (not helped by years of Lysa's erratic and mercurial behaviour) and Petyr's widely-known devotion to Sansa's mother Catelyn (implying he wouldn't betray Lysa in Catelyn's memory).
(+) Clever, (-) Cynical
→ By convincing the men of the Vale that Petyr had truly stayed loyal to Sansa's mother, Sansa gains both the sympathy of the lords of the Vale and Petyr's trust, telling him in particular that while she doesn't know what the lords of the Vale might want from her, she knows exactly what Petyr wants from her, convincing Petyr that he finally has her on his side.
Sansa at this point recognizes that his protectiveness over her is ultimately motivated by sexual desire, and is using it to manipulate him.
(-) Cynical
→ Later on in the show, though past the canon point Sansa will be pulled from, she and her sister Arya orchestrate Petyr's death, accounting for his crimes in front of the lords of Winterfell.
When Petyr begs for his life, Sansa recounts his own words: "Sometimes when I'm trying to understand a person's motives, I play a little game. I assume the worst." Petyr had made this remark to Sansa right before he handed her over to the Boltons. In repeating Petyr's words back to him, Sansa shows him that he's finally been outmaneuvered by his erstwhile captive.
(+) Loyal
→ After her marriage to Ramsay Bolton, Sansa remains steadfast in upholding her values as a Stark, going so far as to antagonize Ramsay's mistress Myranda by telling her on no uncertain terms that Ramsay will never marry Myranda, and that she is "Sansa Stark of Winterfell; this is my home, and you can't frighten me."
(+) Loyal
→ Much later on in the show as well, Sansa advocates for The North's secession from the seven kingdoms, arguing on behalf of the northerners that they have suffered so much to ever bow to a southern king or queen again.
With the help of her brother Bran, she wins back the North and returns power to House Stark, successfully doing what her brothers had failed to do.
One could also argue that with her brothers Robb and Jon both blinded by their love for a woman, Sansa never lost sight of what they had been fighting for from the beginning due to her distrust of other men. Be that as it may, Sansa's loyalty to the North and her family's values remain the strongest out of the surviving Starks.
(-) Distrustful & Cynical
→ Sansa refuses to accept Theon's attempts at kindness during their mutual captivity in Winterfell, thinking that Theon is only acting as Ramsay intends him to act so that she could be further upset or angered.
She only changes her mind about Theon, whom she had grown up with as a child, when he admits that her brothers Bran and Rickon might still be alive, something Theon himself hadn't told Ramsay. Sansa realizes that Theon feels guilt for betraying her brothers, and she uses this to gain Theon's trust even while she doesn't entirely trust him yet.
(-) Distrustful
→ Memorably, though this is also past Sansa's current canon point, she tells her brother Jon that "No one can protect me; No one can protect anyone."
This is after Jon emphatically tells Sansa that he will protect her; Sansa turns the sentiment around to Jon not to hurt him, but because for her, honest promises cannot be trusted; in her experience thus far, such promises have only led to more people dying.
She doesn't trust Jon to protect her, because she believes most people's greed and ulterior motives are often more powerful than altruistic sentiments like Jon's.
(-) Childish
→ While hiding in The Eyrie, Sansa slaps her cousin Robin on the mouth after he destroys her snow castle in a fit of pique. This is both childish and foolish because while they are maternal cousins, Robin is both a lord and the future Warden of the East (a similar position to Sansa's father before he became Hand of The King), outranking Sansa.
She's also still within reach of the Southern kingdoms; behaving so poorly as to hit her cousin when her family has seemingly fallen out of favor could have had her returned to Cersei's grasp and executed for her unwitting involvement in Joffrey's death.
(-) Childish
→ Much earlier, Sansa found herself breaking down in tears in front of Lady Olenna and Lady Margaery of House Tyrell, after they plied her with her favourite cakes and urged her to confess her honest opinions on Joffrey.
Had either Tyrell been less kind to her, they could've allowed Sansa's confessions to reach Cersei, which would have led to Sansa's further torment.
aurora feat, july 2024 round: MOON TOUCHED.
Wolves are supposed to be brave, aren't they?
from the write-up:
MOON TOUCHED
The colours of the Aurora dance around you in your dreamscape. You dream of running through the silent woods at night. The moon is full above you, the air is calm and still. Hunger draws you forward, everything is so sharp and vivid in your senses, even in this dreamscape. You hear the crispness of the snow beneath your feet, smell the scent of the pines on the air, feel how warm you are against the coldness around you.
The snuffling of a rabbit catches your attention, and you swiftly leap after it, jaws opening and closing around its neck as you capture it. You bite down hard, feeling the crunch of its bones as they break, the sweet coppery taste of blood filling your mouth and nose. You lift your head towards the stars, blood on your tongue. You realise you are not a person at all, but a beast on all fours: a wolf, content and filling your belly with meat.
You wonder, for a brief moment: were you ever a person at all?
You do not know the answer to the question. You do not seem to worry about such a thing but there’s a flash of warning on the air. Something you cannot quite place, but you know that you should not forget it.
When you awaken, you feel… different, somehow. Everything seems a little sharper, as if the world around you had been dull, or behind some pane of frosted glass. With it comes a strange balance of calmness and chaos, tameness and wildness, fear and bravery. You find yourself looking for the moon in the skies and when you finally find it, it hits you — this is what it means to be Moon Touched.
Moon Touched: Only available during the July 2024 Event.
→ Lycanthropy, of a sort. You have the ability to shift into a wolf at will, and with it all the abilities of wolves whilst in this form: heightened senses, a slight resistance to the cold due to your warm fur, sharp teeth and claws.
→ Interlopers can appear as any kind of wolf in the natural world in size and fur colour. They’re able to understand spoken word from anyone, but cannot speak themselves. Instead, they have their unique way of communicating with other Moon Touched Interlopers in wolf form — based off instinct rather than language.
→ Staying in this form for too long, however, will cause Interlopers to lose their sense of self and will forget how to change back to human form — struggling after 24 hours and completely forgetting their human form after 48 hours.
→ During the Aurora, if you are this form your mind will be warped into a frenzy and you may attack anything you come across. Foe, or friend.
activity.
aurora feat, march 2025 round: OLD BEAR'S BLESSING.
The North knows no king but the King in The North whose name is Stark.
from the write-up:
OLD BEAR'S BLESSING
The colours of the Aurora dance around you in your dreamscape. You dream of kneeling in thick woods, one you recognise to be Lakeside. You hold a weapon close to you: your gun, your knife, your bow, whatever it is you use to arm yourself in waking life. The air is alive with breathing, your heart thunders in your chest.
You feel... warm, with blood. You are injured. Sharp claws have torn your flesh, fangs have punctured you, mangled your bones. The pain is overwhelming, and you look up to a shadow of a great and terrible beast.
The Old Bear. Impossibly big in this dream, more so than the phantom that’s haunted you the past several weeks. It towers over you. You cannot win this fight. You are tired, weak and injured.
But you will not be afraid. And you keep your weapon ready.
The bear approaches you, weighted and purposeful steps to your kneeling form.
Its giant muzzle is level with your face. The moment is fraught. Its jaws open wide into a ferocious roar, and you don’t flinch away — even as you feel its hot breath against your face. In reply, you scream back. You will not be afraid.
Old Bear falls silent, salivating jaws dripping onto you. You gaze at the Old Bear’s huge, black eyes: intelligent and fearsome. The darkness in those black pools feels endless. And yet you feel... seen. The Old Bear sees something in you.
You will not be afraid.
When you awaken, you feel... strong. Hale. Perhaps the best you’ve felt since you came here, perhaps for the first time in your life. But there’s something else, too. Something that rolls in slow waves in the pit of your stomach. Rage, some old kind of fury that warms your bones. The Old Bear has granted you a boon, a blessing. May you use it well.
Old Bear's Blessing: Only available during the March 2025 Event.
→ The Old Bear is a powerful, ancient beast of primal rage. A true force of nature. And you have been given its blessing: raw strength and fury. You can carry great weights unencumbered in your travels, lift once impossible weights for you and hit harder than before.
→ Those with the Old Bear’s Blessing will find themselves easily prone to anger and be fiercely protective over what is important to them: people, resources, shelter or even territory. At times they may be unreasonable and require a calming presence to bring them back from this anger — Interlopers with Aurora Call will be particularly gifted at this with their more empathic natures and telepathic abilities.
→ During Auroras, you are able to enter a kind of primal state, like a kind of berserker, allowing you to fight wild animals and enemies with your bare hands with ease, avoiding injury.
→ However, you will need to sleep for 48 hours following this, often leading to collapse — leaving you vulnerable and in danger if appropriate planning is not done.