( information; ALWAYS IN PROGRESS )
May. 22nd, 2016 10:13 am
Charm — I'm charming. No one can resist me when I'm at my best. I know just what to say to lighten the mood or bolster courage.
Cycle of Dusk — Sylvari awakened at dusk are naturally curious and thoughtful. We love to learn and spend time reading and studying. We are intelligent and drawn toward the luscious complexities of magic.
Where life goes, so too, should you. — The world is a delicious and gorgeous place created for us to explore, enjoy, and protect. I will seek out the lessons in every experience, and as I grow, I will have more to offer in return.
Shield of the Moon — The moon is a powerful symbol of healing and magic. Any who dream they're protected by the moon shall know faith and fortitude. I hope I'm worthy of such a vision.
Morganna is a sylvari, a plantlike humanoid from the land of Tyria. Like many of her race, Morganna's defining trait is curiosity—almost overwhelmingly so. Wanting to understand the world around her is what drives her during her adventure; the more she learns, the more meaning she's able to give to her life. She tends to be blunt when voicing her opinions and observations, though she does it without malice; while they do exhibit thoughtful demeanors, sylvari often say the first thing that comes to mind. For example, upon seeing people grieving over a dead body, her first thought isn't "Oh, how sad," it's, "If you look at his wound, it looks like his neck snapped. He died painlessly and instantly, so he didn't suffer at all." She also has a habit of making jokes at inopportune times when trying to alleviate situations. (She's kind of bad at reading the mood, if it hasn't already been made obvious.) Nevertheless, her naivety can still be rather charming to some people, as talking to her further reveals a selfless sort of person who just wants to learn. She's a strange one, in that way.
Such curiosity extends toward her chosen profession: necromancy. Sylvari have a distinctly different view of death than most races do, as sylvari have never been known to die of old age; only mortal wounds and poisons have been known to kill a sylvari. As such, the natural concept of death fascinates the sylvari, who embrace the idea's place in the greater circle of life—that is, everyone will die at some point, and viewing death as a means to an end might bring them closer to understanding it. Morganna in particular, as someone who strives to understand her interests and surroundings, felt so drawn to explore death from this angle that she decided very early on to become a necromancer. The idea of "cheating death" as a necromancer appealed to her greatly, even if it kind of creeped out even her fellow sylvari.
As a long-range combatant, her specializations are plaguing skills (particularly poison) and minion summoning. Regarding the latter, Morganna usually has four undead creatures at her whim, whom she can summon and dispel as she pleases: a blood fiend, bone fiend, shadow fiend, and flesh golem. She doesn't think of her minions as mere servants; she loves each one individually, and thanks them for their companionship when they die once again in battle. "From the ground you have risen; to the ground you shall return." (She has a thing for coming up with meaningful sounding epitaphs. She's very dramatic like that.) Fittingly, she gives each of her minions a unique name upon summoning them for the first time; her current ones are, respectively: Sioda, Zinna, Vanora, and Mirain. Most people think they're terrifying abominations, but she genuinely thinks they're cute.
Sometimes, even though sylvari only have given names, she appends the surname "Glastheim1" to her own. The name comes from a human elementalist she had met shortly after awakening from the Pale Tree, who had come to the Grove during the course of her personal adventure. The two made fast friends: Morganna shared the knowledge she had been born with from generations upon generations of sylvari, while the girl regaled her with tales of her adventures in the world outside the Grove. From her did Morganna gain her playful nature. Her personal nickname for the young sylvari was "Morg;" when Morganna questioned the strange shortening of her name, her friend replied, "Because it sounds like 'morgue,' and you're studying to be a necromancer! ... Look, it was funny to me." (The joke was partially lost when she realized Morganna had no idea what a morgue was, as sylvari had no need for such a thing. There's not really much saving a death joke after you have to explain something like that.)
One day, a large jungle wurm had ambushed the two as they were exploring a patch of the forest they had never been to before. The girl, reacting before Morganna, had pushed the sylvari out of the creature's way before it bit her leg. As she lost her footing, the wurm drew back and clamped its jaws around her head, crushing her neck. Seeing her friend's lifeless body fall, Morganna curiously wondered—could she apply her teachings to bring the girl back to life? She had only raised rudimentary fiends created from monster remains, but never a human... Lifting her scepter and murmuring an incantation, the girl's body glowed briefly before rising to her feet; she was no longer Morganna's friend, however, but a husk of her former self. She jerked around almost inhumanly as Morganna controlled her body, making her cast spell after spell at the offending wurm.
Once it too had been vanquished, Morganna and her friend-turned-minion returned to the Grove; to see if there was anything a master necromancer could do to revive her friend more than she could, she went to visit her teacher, who reacted with shock at what the young sylvari had done. Creating minions from blood and bones was different from trying to bring back a dead person; couldn't she tell, from the way her friend's head hung impossibly from her neck, that it wasn't right? To let the dead rest when their time had come was to respect them. After Morganna had learned the importance of burying the dead, she took her friend's last name and her staff in her memory. Once she had begun her own personal journey and left the Grove, she took the staff with her; every now and then, people she met would ask why she carried a second staff if she never used to it in battle. Along with the quest she had been given by one of the firstborn, she was determined to find her friend's family and return the staff to them, thus completing her friend's journey where she herself could not.
( 1In reality, she has the name because Andie really wanted to name her GW2 character Morganna, but couldn't come up with a good alternative. She also really fuckin loves Ragnarok Online; Glast Heim is a map in RO plagued by undead and unholy monsters, hence choosing it for a necromancer character and coming up with this dumb and extremely detailed bullshit backstory to give it an in-universe reason for existing. Shut up let me do my ridiculous immersion stuff in peace )