Entry tags:
Entry tags:
open season — golden peacock

OPEN SEASON

@idlemaiden
24 25/ female / m, f, * / 7 of Clubs ♣
Entry tags:
— peaock application v2
APPLICATION
NAME: Terra.
AGE: 30.
CONTACT: Journal DM,
timescars (although I am on a bit of a hiatus, folks are welcome to add me regardless), or Discord @ cardialloyed
CHARACTER(S): N/A.
INVITED BY: Taylor.
NAME: Hilda Goneril.
AGE: 24.
CANON: Fire Emblem: Three Houses.
CANON POINT: Crimson Flower Chapter 14 - The Master Tactician
CRAU: N/A.
OTHER: N/A.
SUITABILITY: Hilda is famously known for saying that no matter how someone dies, it's over, hence her mentality to enjoy life while she still can. I've only ever played a version of her during the Verdant Wind route which is a fulfilling character arc in and of itself, but I specifically chose to take her from Crimson Flower where she dies (or at the very least has strong reason to believe that she's dead) in order to really put some added pressure on her time here. Most of her storyline revolves a lot around what she perceives she's capable of versus what she's actually capable of doing but I'd like to see her tackle not only her guilt and perceived "failure" on the losing side of a war, but what possibilities she might have closed off to herself due to growing up in Fodlan and how that affects how she approaches the resort and Game 52.
HISTORY: Born the youngest and only daughter of House Goneril, Hilda's life and most things in it were destined to be handed to her on a silver platter. Hilda grew up spoiled and doted upon by everyone in her family and she truly never wanted for more. And the cherry on top of it all? In spite of the fact that she was born with the Crest of Goneril, nothing was expected of her because the Goddess had been so fortunate as to gift the first born son, her brother Holst, all the talent, strength, and competency in the world. For anyone else who aspired for more, that would have been the worst possible outcome, but for Hilda it was a fatal arrow dodged. The crux of Hilda's laziness has less to do with coddling and more to do with the fact that early on in life she had seen Holst fail at something and the subsequent disappointment from everyone around him that followed. Terrified of that happening to her, Hilda loudly resolved never to try again and shirk every responsibility and expectation that might even blink in her direction.
This is how we find her at the beginning of White Clouds: spoiled, lazy, and determined to have fun in the way that she dictates it. There's no interest in her to pursue anything academic and there's no passion for warfare despite being terrifyingly handy with an axe. Most of her energy is spent avoiding chores and pawning them off on others. That being said, she's looped into plenty of shenanigans along with the rest of the students during this very eventful year upon the arrival of Byleth who ends up picking the Black Eagles. This includes being involved in discovering more about the mysterious Fourth House - the Ashen Wolves - that operate and live out of the Abyss, a set of tunnels and structures beneath Garreg Mach. Hilda ends up recognizing an old friend of Holst's, Balthus, which makes them realize that they aren't enemies after all and results in them agreeing to assist the Wolves in protecting the Abyss from the recent attacks they've been experiencing.
Most of the Cindered Shadows DLC is focused around learning more about the Wolves, Byleth's parents, Jeralt and Sitri, trying to unearth why the Abyss has been targeted by thieves and mercenaries in the first place and finding out that the Church is hiding some terrible, awful secrets (surprise!). Eventually they'll learn that there's rumours of an extremely powerful artifact called the Chalice of Beginnings that supposedly has the power to resurrect the dead. Eventually it comes to light that it was Aelfric, a Cardinal tasked with looking after the Abyss who had been after the Chalice all along. He kidnaps the members of the Wolves who are all descendants of the Four Apostles who once upon a time tried to resurrect the Progenitor God; in order to complete the ritual, the blood of those descendants are required. Contrary to popular belief however, Aelfric is not trying to resurrect some dead god, but Byleth's mother, Sirti who he had been in love with before her passing 21 years ago. Needless to say it ends horrifically and we learn that Sitri had sacrificed herself so that Byleth may live.
While Hilda is not present for most of the following events due to her being unable to be recruited during this route, she likely would have heard talk of the major beats during White Clouds.
When news breaks out about a rebellion against the church lead by Lord Lonato, students from the Black Eagles house are sent to dispatch of them alongside the Knights of Seiros. Stopping the rebellion is what leads them to find a plot to target Rhea, the Archbishop. On the night of the Goddess' Rite of Rebirth, the Dark Knight makes his very first appearance in the Holy Mausoleum. Byleth's class is successfully able to send the Dark Knight running no thanks in part to Byleth discovering the Sword of the Creator, a Hero's Relic that had been placed in the Holy Mausoleum.
More news begins to emerge about the Relics from there on out. Byleth's class is sent to retrieve the Lance of Ruin, another Hero's Relic from a group of thieves led by Miklan, a disowned son of House Gautier and Sylvain's brother. The truth of the Relics begins to emerge. They're not only powerful weapons, but if someone who doesn't possess a Crest attempts to use one, they turn into a beast ultimately ending with them having to be killed. Hilda also comes into possession of a Hero's Relic passed down through her family: Freikugel, a powerful axe that can only be wielded by someone with the Crest of Goneril.
Rumours of a reaper appearing and kidnapping students at night begins to spread and culminates when Flayn and another student, Monica are taken. The students eventually manage to locate and rescue them from the Dark Knight and the Flame Emperor. In an effort to protect Flayn, she ends up joining Byleth's house. After saving them, Byleth's house is given orders to go to Remire Village and aid the villagers there. They're horrified to discover that the villagers have gone mad and are slaughtering one another - meaning that the only way to save them is to subdue them and spare those villagers that hadn't lost their minds. Not only do they have to deal with slaughtering innocent villages, the Dark Knight makes another appearance along with the reveal of the leader of the faction who turns out to be Tomas (aka: Solon), the librarian of Garreg Mach. The Flame Emperor also makes an appearance. It's reveled that while they're working with Solon, they hadn't dictated the attack on the village. They ask Byleth to join them to help achieve their goals but Byleth refuses.
Continuing along the same vein of the class of Garreg Mach 1180 don't get to have nice things, a ball comes to a less than joyful end with reports of Demonic Beasts near the chapel. To make matters worse, the beasts had been former Academy students that had been forcibly turned into Demoninc Beasts. Jeralt is unfortunately killed by Monica, one of the previously rescued students and is whisked away before Byleth can pursue them. Still in their grief, an opportunity emerges for Byleth to pursue Solon who's been hiding in a placed called the Sealed Forest. It turns out to be a trap set for Byleth. While they're able to break out of it, they're transformed and infused with the power of the Goddess, Sothis.
At the request of Rhea, Byleth sits on the throne inside of the Holy Tomb where the Flame Emperor appears to steal the Crest Stones. This is where it's revealed that Edelgard is actually the Flame Emperor. This interaction ultimately results in Byleth siding with Edelgard and the Black Eagles over Rhea and the Church after information about them comes to light. All of this culminates with the Black Eagles leading an attack on Garreg Mach where she is ultimately successful in driving Rhea and the Knights of Seiros out of the monastery. Before Rhea escapes however, she turns into The Immaculate One (aka a giant dragon) collapsing part of the monastery on Byleth.
Hilda's part in Crimson Flower is a short one. Since Hilda is one of the only units from the Golden Deer that can't be recruited, we can assume that she stayed by Claude's side from the beginning of the war to when we last see her. After the Black Eagles Strike Force manage to secure Myrddin, they turn their gaze towards the Alliance. By taking the Alliance who acts as a neutral ground of sorts between Pro-Church and Pro-Empire factions, they'd be able to start turning the tide of the war in the Empire's favour. When the battle descends on Derdriu and is inevitably taken during this route, Hilda is there standing by Claude until the end.
ABILITIES:
SAMPLES:
OOC
NAME: Terra.
AGE: 30.
CONTACT: Journal DM,
CHARACTER(S): N/A.
INVITED BY: Taylor.
IC
NAME: Hilda Goneril.
AGE: 24.
CANON: Fire Emblem: Three Houses.
CANON POINT: Crimson Flower Chapter 14 - The Master Tactician
CRAU: N/A.
OTHER: N/A.
SUITABILITY: Hilda is famously known for saying that no matter how someone dies, it's over, hence her mentality to enjoy life while she still can. I've only ever played a version of her during the Verdant Wind route which is a fulfilling character arc in and of itself, but I specifically chose to take her from Crimson Flower where she dies (or at the very least has strong reason to believe that she's dead) in order to really put some added pressure on her time here. Most of her storyline revolves a lot around what she perceives she's capable of versus what she's actually capable of doing but I'd like to see her tackle not only her guilt and perceived "failure" on the losing side of a war, but what possibilities she might have closed off to herself due to growing up in Fodlan and how that affects how she approaches the resort and Game 52.
HISTORY: Born the youngest and only daughter of House Goneril, Hilda's life and most things in it were destined to be handed to her on a silver platter. Hilda grew up spoiled and doted upon by everyone in her family and she truly never wanted for more. And the cherry on top of it all? In spite of the fact that she was born with the Crest of Goneril, nothing was expected of her because the Goddess had been so fortunate as to gift the first born son, her brother Holst, all the talent, strength, and competency in the world. For anyone else who aspired for more, that would have been the worst possible outcome, but for Hilda it was a fatal arrow dodged. The crux of Hilda's laziness has less to do with coddling and more to do with the fact that early on in life she had seen Holst fail at something and the subsequent disappointment from everyone around him that followed. Terrified of that happening to her, Hilda loudly resolved never to try again and shirk every responsibility and expectation that might even blink in her direction.
This is how we find her at the beginning of White Clouds: spoiled, lazy, and determined to have fun in the way that she dictates it. There's no interest in her to pursue anything academic and there's no passion for warfare despite being terrifyingly handy with an axe. Most of her energy is spent avoiding chores and pawning them off on others. That being said, she's looped into plenty of shenanigans along with the rest of the students during this very eventful year upon the arrival of Byleth who ends up picking the Black Eagles. This includes being involved in discovering more about the mysterious Fourth House - the Ashen Wolves - that operate and live out of the Abyss, a set of tunnels and structures beneath Garreg Mach. Hilda ends up recognizing an old friend of Holst's, Balthus, which makes them realize that they aren't enemies after all and results in them agreeing to assist the Wolves in protecting the Abyss from the recent attacks they've been experiencing.
Most of the Cindered Shadows DLC is focused around learning more about the Wolves, Byleth's parents, Jeralt and Sitri, trying to unearth why the Abyss has been targeted by thieves and mercenaries in the first place and finding out that the Church is hiding some terrible, awful secrets (surprise!). Eventually they'll learn that there's rumours of an extremely powerful artifact called the Chalice of Beginnings that supposedly has the power to resurrect the dead. Eventually it comes to light that it was Aelfric, a Cardinal tasked with looking after the Abyss who had been after the Chalice all along. He kidnaps the members of the Wolves who are all descendants of the Four Apostles who once upon a time tried to resurrect the Progenitor God; in order to complete the ritual, the blood of those descendants are required. Contrary to popular belief however, Aelfric is not trying to resurrect some dead god, but Byleth's mother, Sirti who he had been in love with before her passing 21 years ago. Needless to say it ends horrifically and we learn that Sitri had sacrificed herself so that Byleth may live.
While Hilda is not present for most of the following events due to her being unable to be recruited during this route, she likely would have heard talk of the major beats during White Clouds.
When news breaks out about a rebellion against the church lead by Lord Lonato, students from the Black Eagles house are sent to dispatch of them alongside the Knights of Seiros. Stopping the rebellion is what leads them to find a plot to target Rhea, the Archbishop. On the night of the Goddess' Rite of Rebirth, the Dark Knight makes his very first appearance in the Holy Mausoleum. Byleth's class is successfully able to send the Dark Knight running no thanks in part to Byleth discovering the Sword of the Creator, a Hero's Relic that had been placed in the Holy Mausoleum.
More news begins to emerge about the Relics from there on out. Byleth's class is sent to retrieve the Lance of Ruin, another Hero's Relic from a group of thieves led by Miklan, a disowned son of House Gautier and Sylvain's brother. The truth of the Relics begins to emerge. They're not only powerful weapons, but if someone who doesn't possess a Crest attempts to use one, they turn into a beast ultimately ending with them having to be killed. Hilda also comes into possession of a Hero's Relic passed down through her family: Freikugel, a powerful axe that can only be wielded by someone with the Crest of Goneril.
Rumours of a reaper appearing and kidnapping students at night begins to spread and culminates when Flayn and another student, Monica are taken. The students eventually manage to locate and rescue them from the Dark Knight and the Flame Emperor. In an effort to protect Flayn, she ends up joining Byleth's house. After saving them, Byleth's house is given orders to go to Remire Village and aid the villagers there. They're horrified to discover that the villagers have gone mad and are slaughtering one another - meaning that the only way to save them is to subdue them and spare those villagers that hadn't lost their minds. Not only do they have to deal with slaughtering innocent villages, the Dark Knight makes another appearance along with the reveal of the leader of the faction who turns out to be Tomas (aka: Solon), the librarian of Garreg Mach. The Flame Emperor also makes an appearance. It's reveled that while they're working with Solon, they hadn't dictated the attack on the village. They ask Byleth to join them to help achieve their goals but Byleth refuses.
Continuing along the same vein of the class of Garreg Mach 1180 don't get to have nice things, a ball comes to a less than joyful end with reports of Demonic Beasts near the chapel. To make matters worse, the beasts had been former Academy students that had been forcibly turned into Demoninc Beasts. Jeralt is unfortunately killed by Monica, one of the previously rescued students and is whisked away before Byleth can pursue them. Still in their grief, an opportunity emerges for Byleth to pursue Solon who's been hiding in a placed called the Sealed Forest. It turns out to be a trap set for Byleth. While they're able to break out of it, they're transformed and infused with the power of the Goddess, Sothis.
At the request of Rhea, Byleth sits on the throne inside of the Holy Tomb where the Flame Emperor appears to steal the Crest Stones. This is where it's revealed that Edelgard is actually the Flame Emperor. This interaction ultimately results in Byleth siding with Edelgard and the Black Eagles over Rhea and the Church after information about them comes to light. All of this culminates with the Black Eagles leading an attack on Garreg Mach where she is ultimately successful in driving Rhea and the Knights of Seiros out of the monastery. Before Rhea escapes however, she turns into The Immaculate One (aka a giant dragon) collapsing part of the monastery on Byleth.
Hilda's part in Crimson Flower is a short one. Since Hilda is one of the only units from the Golden Deer that can't be recruited, we can assume that she stayed by Claude's side from the beginning of the war to when we last see her. After the Black Eagles Strike Force manage to secure Myrddin, they turn their gaze towards the Alliance. By taking the Alliance who acts as a neutral ground of sorts between Pro-Church and Pro-Empire factions, they'd be able to start turning the tide of the war in the Empire's favour. When the battle descends on Derdriu and is inevitably taken during this route, Hilda is there standing by Claude until the end.
ABILITIES:
- COMBAT | Hilda is a force of nature and a terror with an axe (mastery; she grew up learning how to use axes because they were House Goneril's weapon of choice) or lance in her hands furthered by her time at Garreg Mach and under Byleth's tutelage. She'll be joining the game as a wyvern rider which means she'll be skilled in combat with lances, axes, and adept with swords and at handling winged mounts.
- MAGIC | Hilda was never the most diligent student and magic was definitely not her forte. She learned the bare minimum to pass as her time as a student, but she's forgotten most of them or they've fallen out of use. Using magic takes a lot out of Hilda so she isn't quick on the uptake to use it. Faith magic in the Fire Emblem universe is most aligned with healing yourself or an ally. It isn't something that will fix a person fully or bring them back to life, but it would be enough to stabilize them until proper medical attention could be given. Hilda knows:
- Heal (Basic light magic, lightly heals an adjacent ally and cannot be used from a distance) and
- Thunder (A moderately ranged spell. Deals thunder damage to one opponent)
- MINOR CREST OF GONERIL | In Fódlan, crests are believed to have been a blessing from the Goddess, bestowing powers to those that hold them like enhanced magic or strength. More info for FE3H crests can be found here. Mechanically, Hilda's crest sometimes allows combat arts to prevent enemy counterattacks. This will help her sense particular movements of any enemies she can see, but is by no means a guarantee that she'll dodge them successfully every time.
- POLITICALLY SAVVY | Being born and raised in a noble household and later on taking part of war tables, Hilda knows the in's and out's of dealing with high society and politicians fairly well. She doesn't like doing it, but she's got the gift of gab, powers of observation and her looks on her side to aid her when those situations do arise.
- DIY QUEEN | Hilda loves all the finer things in life that sparkle and shine and she's pretty good at making them too. She's creative and has an eye for fashion that she puts to good use when it comes to any of the creative pursuits that strike her. We see her make a necklace out of resin for Raphael's sister, Byleth is able to pick up an incomplete hair accessory of hers, and if she has her end card with Setheth, she's the one responsible for illustrating his children's books. Some people are blessed with a green thumb but Hilda is blessed with uncanny ability to be good at most artistic or creative things she tries after the first go around.
- LAZY | The life of House Goneril's youngest daughter is a charmed one. Thanks to her noble upbringing, there was little that Hilda wanted or needed thanks to a plethora of servants, a doting brother and a loving family. She so rarely ever needed to lift a finger and very few people expected anything from her so she never bothered to rise to the occasion. Why do that when the world could be delivered to her on a silver platter after all? There are plenty of social supports where we see Hilda trying to dodge any unncessary effort or work, and she has no problem trying to lie about her "delicate" body or faking an illness to beg out of training. There's more to this laziness of course. Most of her laziness stems from the belief that if she tries, she'll fail whatever she's been tasked with or somehow manage to disappoint those around her. With that said, she isn't keen to do many chores even if it means cleaning her own room. After all work and chores means less time to do as she pleases so she can live her one and only life to its fullest.
- MANIPULATIVE | What better way to feed her laziness than by getting others to do things for her? While Hilda doesn't outright say that she's manipulative, the way she goes about getting others to do things for her however roundabout is very much that - especially pre-timeskip. There's plenty of evidence to show this like in her supports like in her C and B support with Sylvain when he ends up returning her books for her because she makes it seem like she isn't able to herself. It becomes evident after the fact that the reason she didn't want to return them wasn't because she couldn't it was because the books were late and she didn't want to face the consequences of it. She has little qualms about putting on a show of being hapless and helpless if it means that someone will come to her aid and do the chore or the work that she's trying to avoid for her and even goes as far to admit to Ignatz that she likes delegating tasks as much as she possibly can. Her motivations aren't necessarily ill-intentioned. Rather, her tactics are just a way of being able to do the things she likes whether that's napping or making accessories.
- SELFISH | To some degree it's difficult to escape a spoiled, pampered life and not come out a little bit selfish. Hilda's selfishness is far less about profits however and more to do with her time and those around her. Early on pre-timeskip, there's a conversation between herself and Byleth where she claims that she doesn't understand why anyone would risk their life for another - even if it were a friend. She could care less for money or possessions because she's never really been driven by needing to have those things thanks to her upbringing. Rather, it's the time left that she perceives she has on Fodlan that is the main driving force behind her selfishness.
- LOYAL | Hilda is infamously known for saying, "I don't understand why anyone would want to risk their life for someone else. To me, it's more important to enjoy life. We only live once, after all." While I think she genuinely means this, over the course of the game we see that Hilda isn't just the selfish, spoiled nobleman's daughter that she paints herself to be. She cares deeply for her friends and is always looking out for them in small, Hilda-esque ways. What starts out as her trying to get Annette to help her clean her room ends with her coaxing the Blue Lion into taking a nap with her after the fact because she notices how hard Annette works. Finally, Hilda realizes that there is something to risk her life for and that's for her loved ones. During the Crimson Flower route specifically, Hilda is the only character from the Deer that can't be recruited and the only time the player runs into her again is in Derdriu. Her loyalty to Claude keeps her staying where she is until the very end.
- CHARMING | Another way to look at Hilda's manipulative mannerisms is that she can be incredibly charming. In the same conversation with Ignatz, she's quick to add that the help she does get from people never goes without thanks or praise. While she may use her wiles to get her way, it's always quickly followed by gratitude. We can surmise that she's got plenty of friends regardless of the house or where allegiances lie thanks to the number of supports she has and the comment that she makes to Byleth: "Oh, I know! I'll let you join me for dinner in the city! Everyone would be jealous, you know. They'd all love to spend time with me."
- PERCEPTIVE | As airheaded as she may come across Hilda is shown to be more perceptive than meets the eye. Despite not being the head of a household, Hilda was still privy to plenty of ongoings in Goneril. With it being the border between Fodlan and Almyra, she learned arguably more by observing her family, the soldiers, and their people than she did during her schooling. Not that she used that to help out her father and Holst all the time, or often, but the art of watching and learning how to read others certainly came in handy when it came to fulfilling her own whims and worming out of chores she didn't want to do. It's a skill that became more useful as she grew older. For example, as the Relics were being uncovered during White Clouds she's one of the few characters to notice that there's something off about them - namely that they seem to breathe.
- Clubs would be my first choice for Hilda. Despite her insistence that she's a delicate flower and that she has nothing of real substance between those ears of hers, there's a lot more internal dialogue and themes of insecurity when it comes to her abilities that we have to assume happen during the game. There's clues and allusions here and there because Hilda has no problem admitting that she doesn't try because she doesn't want to disappoint anybody but we don't really dig much deeper into it. I think it would be interesting to explore those challenging inner thoughts, especially given her canon point from CF where she believes to have essentially done the thing that she fears most: failing someone incredibly important to her.
- Hearts is the most obvious choice for her considering how much she tends to lead her with heart instead of her head. She's probably one of the friendliest characters amongst the FE3H cast, especially during White Clouds and she has no problem expressing her emotions (for the most part). She feels deeply as is evidenced during the Verdant Wind route after the fight in Gronder Field; upon witnessing Dimitri's death she bursts into tears both in shock and in grief of seeing someone that she knew dying in such a violent way. Hearts would be an appropriate choice for her because it would just continue to layer on top of all the emotions that she already feels.
SAMPLES:
- Thread one
- Thread two (slowly getting to nsfw!), but here is an alt spicy sample if that's not enough.
- Thread three
Entry tags:
Entry tags:
— abraxas horizon
Garreg Mach Monestary

Garreg Mach Monastery is a large fortress where Hilda attended the Officer's Academy with many other nobles and commoners alike, from all three kingdoms in Fodlan. Sylvain created a lot of this domain and was generous enough to invite Hilda and Claude to share it with him.
Their Horizon is a work in progress still, forming new rooms and sections with each visit there and time spent recreating them. Visitors are most likely to find only the front section complete with other portions cordoned off, an armored knight standing guard and warning them away from those areas of the building. For now, feel free to explore anywhere on the first level, although the bridge Cathedral is still closed off. The second floor is also currently inaccessible with the exception of the library. And the entrance to the Abyss beneath the castle may be hidden somewhere, but it's not obvious to anyone who doesn't already know it's there. GARREG MACH MAP
Their Horizon is a work in progress still, forming new rooms and sections with each visit there and time spent recreating them. Visitors are most likely to find only the front section complete with other portions cordoned off, an armored knight standing guard and warning them away from those areas of the building. For now, feel free to explore anywhere on the first level, although the bridge Cathedral is still closed off. The second floor is also currently inaccessible with the exception of the library. And the entrance to the Abyss beneath the castle may be hidden somewhere, but it's not obvious to anyone who doesn't already know it's there. GARREG MACH MAP
Goneril & Fodlan's Throat



After the Anomalies event, those visiting Garreg Mach will notice that the pastures near the stables have since extended out into gentle, rolling hills that dip into a valley in full bloom. At the bottom of the valley a little cottage is nestled in front of a serene lake fed by the glacier melt from the surrounding mountains. Off in the far distance, imposing snow-capped mountains keep the valley and the distant duchy safe. The weather here is always pleasant. The sun peeks in and out from behind the clouds and there's a gentle breeze in the air.
The two-floor cottage itself is quaint on the outside and even cozier (and bigger!) on the inside. The door is always open for visitors to come and go. Afternoon tea always seems to be available and ready in the kitchen, or even set outside the front door on a little table overlooking the lake. Visitors may also encounter an adorable creature named Mogwry who insists that you take your shoes off upon entry.
As cute and cuddly as he is, Mogwry seems to have a bit of...personality on him and is either carrying around a metal rod or a deck of cards. If he's not being a total asshole to you, he might ask you to play Triple Triad with him. Those familiar with a certain red-haired Turk might feel like the spirit of him has been stuffed into the moogle. Mogwry resides in the cottage with Hilda protecting it, tending to it, and from time to time will float in the lake outside the cottage when he's feeling particularly lazy. Her wyvern, Waffenzahn (aka Waffle) can be seen overhead or snoozing in the plush grass nearby keeping a watchful eye over her domain.
The two-floor cottage itself is quaint on the outside and even cozier (and bigger!) on the inside. The door is always open for visitors to come and go. Afternoon tea always seems to be available and ready in the kitchen, or even set outside the front door on a little table overlooking the lake. Visitors may also encounter an adorable creature named Mogwry who insists that you take your shoes off upon entry.
As cute and cuddly as he is, Mogwry seems to have a bit of...personality on him and is either carrying around a metal rod or a deck of cards. If he's not being a total asshole to you, he might ask you to play Triple Triad with him. Those familiar with a certain red-haired Turk might feel like the spirit of him has been stuffed into the moogle. Mogwry resides in the cottage with Hilda protecting it, tending to it, and from time to time will float in the lake outside the cottage when he's feeling particularly lazy. Her wyvern, Waffenzahn (aka Waffle) can be seen overhead or snoozing in the plush grass nearby keeping a watchful eye over her domain.
ENTRANCE HALL & MARKETPLACE

A marketplace with several merchant stalls graces the front entrance of the monastery itself, set just outside the gates. Here, a few merchants can be found hawking simple wares, armor, weapons and other necessities and miscellaneous goods like tea or small gifts. It's a simple place, but colorful and welcoming and resembles very much a simple medieval market.
Mounting the stone steps to the entry, one can find a gate and portcullis which is almost always open. A cheerful guard is always stationed here and will happily greet any visitors and engage in a bit of simple friendly chats, or perhaps gossip a bit about whatever he seems to think has been happening about the monastery of late. Passing through the gate leads into the large Entrance Hall, which connects many of the wings off of the main building. Corridors to the Dining Hall, the Reception Hall and an exit to the Stables can be found here.
Mounting the stone steps to the entry, one can find a gate and portcullis which is almost always open. A cheerful guard is always stationed here and will happily greet any visitors and engage in a bit of simple friendly chats, or perhaps gossip a bit about whatever he seems to think has been happening about the monastery of late. Passing through the gate leads into the large Entrance Hall, which connects many of the wings off of the main building. Corridors to the Dining Hall, the Reception Hall and an exit to the Stables can be found here.
Dining Hall


The Dining Hall is directly adjacent to the Entrance Hall, through which residents of the monastery regularly eat meals at any time throughout the day. Long tables provide plenty of space for mingling during meals, or perhaps just a place to sit, gather, and socialize outside of class. A few servants can be found bustling here, around the kitchens or behind the counter to offer food to visiting guests. Meals differ from day to day, but the dishes found most often seem to be among those Sylvain favors, and those he knows his friends are particularly fond of.
DINING HALL MENU
Fishing Docks & Greenhouse


The Greenhouse hosts a variety of plants found from all over Fodlan. Inside, flowers and greenery from the exotic to the mundane can be found, as well as a large collection of herbs and vegetables, many of which are used in the meals prepared in the Dining Hall.
The Docks extend out beside the Greenhouse and stretch partially into a canal that connects with those that travel through CLAUDE'S DOMAIN. A variety of fish can be found swimming in these waters, many of them native to Fodlan. Fishing equipment can be found at the start of the dock so that anyone that wishes to try their luck are welcome to! It's not uncommon to find stray cats and dogs wandering around the area hoping for a free meal or pats for being good boys and girls.
The Docks extend out beside the Greenhouse and stretch partially into a canal that connects with those that travel through CLAUDE'S DOMAIN. A variety of fish can be found swimming in these waters, many of them native to Fodlan. Fishing equipment can be found at the start of the dock so that anyone that wishes to try their luck are welcome to! It's not uncommon to find stray cats and dogs wandering around the area hoping for a free meal or pats for being good boys and girls.
Dormitories


A two-floor facility that functions as a residence for students of the Officers Academy. Habitually, most of the commoners have rooms on the first floor and the nobles on the second, and the decorations of the rooms in each location reflect the divide to some extent. Those on the first floor are often simple and comfortable, although still very homey and welcoming, often with a bed, wardrobe, desk, and cupboards to store the occupant's supplies. The upper rooms, however, tend to be more richly furnished and vibrantly decorated - often with the house colors of the student residing within. Claude and Sylvain also have rooms on the second floor, decorated however they want them to be, while Petra's room currently remains on the first floor.
Hilda's room resides on the second floor. It has several other pieces of furniture apart from the standard ones and seems to be less yellow than some of her friends may remember because she's combined her room in Goneril, her home town, with her room at Garreg Mach.
The hardwood floor is covered with a soft rug. Her bed is a swath of various shades of pink from the sheets to the alarming amount of pillows. A brown teddy bear with a pink bow around its neck sits nestled amongst the them. A full length mirror stands in the corner of the room along with a chaise lounge; the desk and bookshelf by the window don't see much use. There is a small portrait on the desk however that shows a tall, pink haired man (Holst, her older brother) and herself when they were younger.
The vanity is a gorgeous Bocote wood, with various cosmetics and bottles neatly arranged on top alongside a jewelry box. There's a large wardrobe at the foot of her bed along with another tucked behind the door to house her various clothes and (former) school uniforms. A Golden Deer flag hands on the wall above her bed - one of the only clear signs of yellow in her room.
Unless someone is particularly close to Hilda, her room typically remains locked when she isn't there.
Hilda's room resides on the second floor. It has several other pieces of furniture apart from the standard ones and seems to be less yellow than some of her friends may remember because she's combined her room in Goneril, her home town, with her room at Garreg Mach.
The hardwood floor is covered with a soft rug. Her bed is a swath of various shades of pink from the sheets to the alarming amount of pillows. A brown teddy bear with a pink bow around its neck sits nestled amongst the them. A full length mirror stands in the corner of the room along with a chaise lounge; the desk and bookshelf by the window don't see much use. There is a small portrait on the desk however that shows a tall, pink haired man (Holst, her older brother) and herself when they were younger.
The vanity is a gorgeous Bocote wood, with various cosmetics and bottles neatly arranged on top alongside a jewelry box. There's a large wardrobe at the foot of her bed along with another tucked behind the door to house her various clothes and (former) school uniforms. A Golden Deer flag hands on the wall above her bed - one of the only clear signs of yellow in her room.
Unless someone is particularly close to Hilda, her room typically remains locked when she isn't there.
Courtyard & Classrooms



Stretching out between the Dormitories and the Reception Hall is a long lush length of Courtyard with well-maintained lawns, shrubberies and small trees. Hilda has spent some time building out the plant life and topiary in the courtyard. Several outdoor seating areas like benches and gazebos dot the gardens. The gazebos are equipped with chairs and tables under them that look ready for tea at any time of the day.
The Classrooms stretch off these green grounds, connected by stone walkways and shaded beneath looping arches. Each House has their own primary classroom where they gather and study together and each chamber is decorated to reflect the House that occupies it.
The Classrooms stretch off these green grounds, connected by stone walkways and shaded beneath looping arches. Each House has their own primary classroom where they gather and study together and each chamber is decorated to reflect the House that occupies it.
The Training Grounds


The Training Grounds is a place where knights and students alike come to hone their combat skills - often sparring against one another to improve their abilities. An open courtyard with the grounds made of hard-packed dirt, there's ample room for multiple people to practice without getting in anyone's way. The far side of the courtyard is lined with archery targets for ranged practice.
There are a variety of training weapons to be found here as well as targets, dummies and anything you can imagine that would come in handy for those looking to better themselves physically. While there are many practice weapons set out and ready on racks, there is an attached armory with a selection of real weapons, all sharpened and honed for battle, as well as a variety of armor in all makes and sizes - from heavy plate mail to much lighter leather sets.
There are a variety of training weapons to be found here as well as targets, dummies and anything you can imagine that would come in handy for those looking to better themselves physically. While there are many practice weapons set out and ready on racks, there is an attached armory with a selection of real weapons, all sharpened and honed for battle, as well as a variety of armor in all makes and sizes - from heavy plate mail to much lighter leather sets.
The Stables


The Stable, on the far side of the monastery, is a long building that houses the horses and pegasi frequently used by the students and knights who favor mounted combat. There's a green paddock behind them for the animals to graze and stretch their legs, as well as a riding ring with jumps and hurdles for riders to practice on.
Visitors stopping here will find around half a dozen horses stabled here, well looked after and most of them mild-mannered. Two large horses are set aside in an adjoining section of the stable, a large white gelding (Nova) and a black stallion (Erebus), both a little more temperamental and picky in who they allow to approach, unless you're with Sylvain himself. Or you come prepared to bribe them with treats. A dark brown stallion (Dorte) is also a recent addition to the horses. Corresponding armor for them is set up on a rack outside each of their roomy stalls, gleaming silver and ebony to match each steed.
Visitors stopping here will find around half a dozen horses stabled here, well looked after and most of them mild-mannered. Two large horses are set aside in an adjoining section of the stable, a large white gelding (Nova) and a black stallion (Erebus), both a little more temperamental and picky in who they allow to approach, unless you're with Sylvain himself. Or you come prepared to bribe them with treats. A dark brown stallion (Dorte) is also a recent addition to the horses. Corresponding armor for them is set up on a rack outside each of their roomy stalls, gleaming silver and ebony to match each steed.
The Aerie


The Aerie are two towers that stand above the stable housing half a dozen wyvern between them. Their arched windows are large enough to allow wyvern to launch to and from them with their riders. All the wyvern are relatively well-trained not to harm familiar faces (ie. Sylvain, Hilda, Claude) but have varying temperaments. Much like their horse counterparts, be prepared to come bearing some kind of treat or gift (they like raw pieces of meat) in order to get on their good sides. Various armour and saddles are set up in their stalls.
Hilda's wyvern is brown (Waffenzahn or Waffle for short, and yes she knows that they don't mean the same thing, name your own wyvern) and distinguishable because of the pink bows around his horns. He's particularly protective of Hilda and not as receptive to men as he is women.
Hilda's wyvern is brown (Waffenzahn or Waffle for short, and yes she knows that they don't mean the same thing, name your own wyvern) and distinguishable because of the pink bows around his horns. He's particularly protective of Hilda and not as receptive to men as he is women.
Reception Hall & Cathedral


The Reception Hall is a long, ornate chamber on the first floor of the main building, just off the Entrance Hall. This is where social events (such as the Ball during the Ethereal Moon) are held. It is often lined with benches and tables but sometimes these are cleared away to empty the massive space with ornate marble-tiled floor and large arching windows.
At the most rear point of the Monastery, connected to the remainder of Garreg Mach via a bridge, is the Cathedral where devout believers worship the goddess Sothis and the saints. The bridge itself is currently blocked off, disallowing any passage beyond the main building itself.
At the most rear point of the Monastery, connected to the remainder of Garreg Mach via a bridge, is the Cathedral where devout believers worship the goddess Sothis and the saints. The bridge itself is currently blocked off, disallowing any passage beyond the main building itself.
Library & Offices


Numerous books and historical texts can be found in the Library on the Second Floor. This room is often used as a study space for members of the Officers Academy.
The instructors for the school each have Offices on the Second Floor as well, each one decorated to their preferences and according to their specialties. This includes an Infirmary and an office equipped for Crest study.
The instructors for the school each have Offices on the Second Floor as well, each one decorated to their preferences and according to their specialties. This includes an Infirmary and an office equipped for Crest study.
The Sauna


The Saunas are located between the dormitories and the training grounds. Students and faculty of the Officer's Academy were encouraged to use it post-training or battles and it's particularly popular during the colder months.
The interior is all wood with low candlelight (it's an enclosed flame, chill out guys) to help people relax (and/or forget the heat if they don't have high heat tolerance). There's the faint smell of cedar and eucalyptus in the air upon entering. The sauna features a large coal stove and water that can be poured over it to increase the heat. Wooden headrests are also provided for those that wish to lie down during their time in the sauna.
Before entering, the Sauna Boss, encourages you to change into the provided sauna clothing, but towels are also provided if that's more comfortable for visitors.
The interior is all wood with low candlelight (it's an enclosed flame, chill out guys) to help people relax (and/or forget the heat if they don't have high heat tolerance). There's the faint smell of cedar and eucalyptus in the air upon entering. The sauna features a large coal stove and water that can be poured over it to increase the heat. Wooden headrests are also provided for those that wish to lie down during their time in the sauna.
Before entering, the Sauna Boss, encourages you to change into the provided sauna clothing, but towels are also provided if that's more comfortable for visitors.
Entry tags:
— abraxas horizon v1
Garreg Mach Monastery
Garreg Mach Monastery is a large fortress where Hilda attended the Officer's Academy with many other nobles and commoners alike, from all three kingdoms in Fodlan. Sylvain created a lot of this domain and was generous enough to invite Hilda, Petra, Claude, and Felix to share it with him.
Their Horizon is a work in progress still, forming new rooms and sections with each visit there and time spent recreating them. Visitors are most likely to find only the front section complete with other portions cordoned off, an armored knight standing guard and warning them away from those areas of the building. For now, feel free to explore areas such as the Marketplace and Entry, the Stables, the Greenhouse and Fishing Docks, and the Dining Hall.
Their Horizon is a work in progress still, forming new rooms and sections with each visit there and time spent recreating them. Visitors are most likely to find only the front section complete with other portions cordoned off, an armored knight standing guard and warning them away from those areas of the building. For now, feel free to explore areas such as the Marketplace and Entry, the Stables, the Greenhouse and Fishing Docks, and the Dining Hall.

First Floor • A. Maketplace • B. Entrance Hall • C. Dining Hall • D. Greenhouse • E. Fishing Pond • F. Dormitories • G. Classrooms • H. Training Grounds • I. Reception Hall • J. Stables • K. Cathedral |
Second Floor • L. Audience Chamber • M. Professors' Offices • N. Infirmary • O. Library |
Entrance Hall and Marketplace
A marketplace with several merchant stalls graces the front entrance of the Monastery itself, set just outside the gates. Here, a few merchants can be found hawking simple wares, armor, weapons and other necessities. It's a simple place, but colorful and welcoming and resembles very much a simple medieval market.
Mounting the stone steps to the entry, one can find a gate and portcullis which is almost always open. A cheerful guard is always stationed here and will happily greet any visitors and engage in a bit of simple friendly chats, or perhaps gossip a bit about whatever he seems to think has been happening about the Monastery of late. Passing through the gate leads into the large Entrance Hall, which connects many of the wings off of the main building. Corridors to the Dining Hall, the Reception Hall and an exit to the Stables can be found here.
Mounting the stone steps to the entry, one can find a gate and portcullis which is almost always open. A cheerful guard is always stationed here and will happily greet any visitors and engage in a bit of simple friendly chats, or perhaps gossip a bit about whatever he seems to think has been happening about the Monastery of late. Passing through the gate leads into the large Entrance Hall, which connects many of the wings off of the main building. Corridors to the Dining Hall, the Reception Hall and an exit to the Stables can be found here.
Dining Hall
The Dining Hall is directly adjacent to the Entrance Hall, through which residents of the monastery regularly eat meals at any time throughout the day. Long tables provide plenty of space for mingling during meals, or perhaps just a place to sit, gather, and socialize outside of class. A few servants can be found bustling here, around the kitchens or behind the counter to offer food to visiting guests. Meals differ from day to day, but the dishes found most often seem to be among those Sylvain favors, and those he knows his friends are particularly fond of.
Some of the dishes served here are:
Some of the dishes served here are:
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Fishing Docks and Greenhouse
The Greenhouse hosts a variety of plants found from all over Fodlan. Inside, flowers and greenery from the exotic to the mundane can be found, as well as a large collection of herbs and vegetables, many of which are used in the meals prepared in the Dining Hall.
The Docks extend out beside the Greenhouse and stretch partially into a canal that connects with those that travel through CLAUDE'S DOMAIN. A variety of fish can be found swimming in these waters, many of them native to Fodlan.
The Docks extend out beside the Greenhouse and stretch partially into a canal that connects with those that travel through CLAUDE'S DOMAIN. A variety of fish can be found swimming in these waters, many of them native to Fodlan.
Dormitories
A two-floor facility that functions as a residence for students of the Officers Academy. Habitually, most of the commoners have rooms on the first floor and the nobles on the second, and the decorations of the rooms in each location reflect the divide to some extent. Those on the first floor are often simple and comfortable, although still very homey and welcoming, often with a bed, wardrobe, desk, and cupboards to store the occupant's supplies. The upper rooms, however, tend to be more richly furnished and vibrantly decorated - often with the house colors of the student residing within.
Courtyard and Classrooms
Stretching out between the Dormitories and the Reception Hall is a long lush length of Courtyard with well-maintained lawns, shrubberies and small trees. The Classrooms stretch off these green grounds, connected by stone walkways and shaded beneath looping arches. Each House has their own primary classroom where they gather and study together and each chamber is decorated to reflect the House that occupies it.
Stables and Training Grounds
The Training Grounds is a place where knights and students alike come to hone their combat skills - often sparring against one another to improve their abilities. There are a variety of training weapons to be found here as well as targets, dummies and anything you can imagine that would come in handy for those looking to better themselves physically.
The Stable, on the far side of the Monastery, is a long building that houses the horses and pegasi frequently used by the students and knights who favor mounted combat. There's a green paddock behind them for the animals to graze and stretch their legs, as well as a riding ring with jumps and hurdles for riders to practice on.
Visitors stopping here will find around half a dozen horses stabled here, well looked after and most of them mild-mannered. Two large horses are set aside in an adjoining section of the stable, a large white gelding (Nova) and a black stallion (Erebus), both a little more temperamental and picky in who they allow to approach, unless you're with Sylvain himself. Or you come prepared to bribe them with treats. Corresponding armor for them is set up on a rack outside each of their roomy stalls, gleaming silver and ebony to match each steed.
The Stable, on the far side of the Monastery, is a long building that houses the horses and pegasi frequently used by the students and knights who favor mounted combat. There's a green paddock behind them for the animals to graze and stretch their legs, as well as a riding ring with jumps and hurdles for riders to practice on.
Visitors stopping here will find around half a dozen horses stabled here, well looked after and most of them mild-mannered. Two large horses are set aside in an adjoining section of the stable, a large white gelding (Nova) and a black stallion (Erebus), both a little more temperamental and picky in who they allow to approach, unless you're with Sylvain himself. Or you come prepared to bribe them with treats. Corresponding armor for them is set up on a rack outside each of their roomy stalls, gleaming silver and ebony to match each steed.
Reception Hall and Cathedral
The Reception Hall is a long, ornate chamber on the first floor of the main building, just off the Entrance Hall. This is where social events (such as the Ball during the Ethereal Moon) are held. It is often lined with benches and tables but sometimes these are cleared away to empty the massive space with ornate marble-tiled floor and large arching windows.
At the most rear point of the Monastery, connected to the remainder of Garreg Mach via a bridge, is the Cathedral where devout believers worship the goddess Sothis and the saints. The bridge itself is currently blocked off, disallowing any passage beyond the main building itself.
At the most rear point of the Monastery, connected to the remainder of Garreg Mach via a bridge, is the Cathedral where devout believers worship the goddess Sothis and the saints. The bridge itself is currently blocked off, disallowing any passage beyond the main building itself.
Library and Offices
Numerous books and historical texts can be found in the Library on the Second Floor. This room is often used as a study space for members of the Officers Academy.
The instructors for the school each have Offices on the Second Floor as well, each one decorated to their preferences and according to their specialties. This includes an Infirmary and an office equipped for Crest study.
The instructors for the school each have Offices on the Second Floor as well, each one decorated to their preferences and according to their specialties. This includes an Infirmary and an office equipped for Crest study.
Entry tags:
Entry tags:
info — abraxas
Hilda Goneril
Fire Emblem: Three Houses
— BASICS —
Hilda Valentine Goneril
FULL NAME
AGE
Fire Emblem: Three Houses
CANON
Verdant Wind Chapter 17: Blood of the Eagle and Lion
CANON POINT
Terra
PLAYED BY
— FIRST IMPRESSIONS —
APPEARANCE Hilda is a tiny, pink dream standing at a staggering 5'0". At a glance she doesn't look like she can do much harm to anyone; her pink hair is glossy and is usually tied up into two high pigtails falling to her mid-back, her make-up is always in place, with a reserved (e.g. hands clasped on the table or held in front of her) but otherwise friendly body language.
If someone took a closer look, they'd notice that her arms and back are incredibly well-built from years of training and combat. Whenever her hands aren't gloved, people would be able to spot the callouses on her palms from wielding axes and lances despite her best efforts to keep them at bay. There are faint scars that pepper her skin but they're normally (and tactfully) covered by clothing.
If someone took a closer look, they'd notice that her arms and back are incredibly well-built from years of training and combat. Whenever her hands aren't gloved, people would be able to spot the callouses on her palms from wielding axes and lances despite her best efforts to keep them at bay. There are faint scars that pepper her skin but they're normally (and tactfully) covered by clothing.
- As of September 2023, she's got a myriad of ugly scars across her throat thanks to a run in with a dragon. These will mostly always be covered up by clothing or make-up.
- In December 2023, Hilda got a tattoo thanks to some coaxing from a friend. A colourful, tiny bouquet of flowers sits by her shoulder bone comprised of a black dahila (Sylvain), a sunflower (Claude), an anemone (Hilda). A small pink bat nestled amongst the buds (representing Eddie).
- As of July 2024, Hilda has received a strange sort of physical blessing from their times as gods: wyvern claws that are thankfully the retractable sort.
CLOTHINGHilda loves the finer things in life, and now that she's got a respectful living wage from her work at the Old Public Hall, she's typically seen in nice fabrics some designed by her own hand. When she's working at the forge or doing anything that might be considered dirty work she can be seen in simple skirts and shirts similar to this or this that have been tailored by her own hand to better suit her body type.
Hilda loves accessories and there's never a shortage of them on her from rings, earrings and necklaces that she's made herself. If she's out in the sun, she'll make a point to wear a stylish hat to protect her skin from the sun. Her colour palettes tend to lean into pinks, neutrals and blacks and she doesn't mind showing a little skin but not all of her clothes will be in that vein.
Hilda loves accessories and there's never a shortage of them on her from rings, earrings and necklaces that she's made herself. If she's out in the sun, she'll make a point to wear a stylish hat to protect her skin from the sun. Her colour palettes tend to lean into pinks, neutrals and blacks and she doesn't mind showing a little skin but not all of her clothes will be in that vein.
DEMEANOR Friendly and coy with big doe eyes. A little mischievous. Looks like she could wrap you around her finger if she wanted to. An untrained eye would never know she's more aware of her surroundings than they'd assume. She carries herself with a posture denoting someone who was raised to hold herself a certain way and to appear as unassuming but delicate as possible. There's a warmth and genuineness to her even if she's in the middle of convincing someone to do something for her.
AURAL Voice samples here! Hilda has a bright, sweet tone that can sound musical at times which really amps up when she's trying to wiggle her way out of something she doesn't want to do. Her voice can dip into a whiny, almost teary voice when she isn't getting her way or has to do something she doesn't want to do.
OLFACTORY Tends to switch up her perfume depending on how she feels, but will always default to her personal blend of peonies, red apples, jasmine, rose and gillyflower.
— SKILLS —
COMBAT Hilda is a force of nature and a terror with an axe (mastery; she grew up learning how to use axes because they were House Goneril's weapon of choice) or lance in her hands furthered by her time at Garreg Mach and under Byleth's tutelage. She'll be joining the game as a wyvern rider which means she'll be skilled in combat with lances, axes, and adept with swords and at handling winged mounts.
MAGIC Hilda was never the most diligent student and magic was definitely not her forte. She learned the bare minimum to pass as her time as a student, but she's forgotten most of them or they've fallen out of use. Using magic takes a lot out of Hilda so she isn't quick on the uptake to use it.
Faith magic in the Fire Emblem universe is most aligned with healing yourself or an ally. It isn't something that will fix a person fully or bring them back to life, but it would be enough to stabilize them until proper medical attention could be given.
Hilda knows:
- Heal: Basic light magic, lightly heals an adjacent ally and cannot be used from a distance.
- Thunder: A moderately ranged spell. Deals thunder damage to one opponent.
Hilda knows:
- Heal: Basic light magic, lightly heals an adjacent ally and cannot be used from a distance.
- Thunder: A moderately ranged spell. Deals thunder damage to one opponent.
MINOR CREST OF GONERIL In Fódlan, crests are believed to have been a blessing from the bestow powers to those that hold them like enhanced magic or strength. More info for FE3H crests can be found here. Mechanically, Hilda's crest sometimes allows combat arts to prevent enemy counterattacks. In Abraxas it'll help her sense particular movements of any enemies she can see, but is by no means a guarantee that she'll dodge them successfully every time.
POLITCALLY SAVVY Being born and raised in a noble household and later on taking part of war tables, Hilda knows the in's and out's of dealing with high society and politicians fairly well. She doesn't like doing it, but she's got the gift of gab, powers of observation and her looks on her side to aid her when those situations do arise.
— RUMORS —
- A big flirt; doesn't seem to have a preference for gender as long as she can get something from them.
- Has appeared on the arm of several different soldiers around town.
- Looks sweet but definitely has a salty side. I heard she kicked some asses just because she could!
- PINK
- Rides dragons. I mean wyverns...
- Can split a skull with an axe
— HAUNTS —
- The Sarstina (Mag's Inn)
- Various orphanages in Libertas and Cadens
- The jewelry and fashion districts in Aquila
- Working out of Cyprian Leyes's workshop
- Managing the Old Public Hall alongside a small team of the Arts Restoration Committee
— ITEMS —
- AXE — Gifted to her by Claude & Sylvain, crafted by Jayce Teller
- GEOMETRIC PAPER SHAPES — Gifted to her by Wanda on board the The Arcanis. They currently live strung up above her vanity.
- CRYSTAL JELLYFISH STATUE — A reward for helping rescue beached electric jellyfish. Gives off ambient light; might shock you from time to time. Lives on her bedside table.
- JEWELRY BOX & JEWELRY TOOLS — Gifted to her by Claude for her 25th birthday. The box has since been polished and is now painted with various flowers. The jewelry tools are housed inside and well cared for.
- SUCCULENT ARRANGEMENT — A thank you gift that Hilda and Jayden received for assisting with delivering water to certain areas of Cadens.
- AMULET OF PROTECTION — USED SEPTEMBER 2023 TO SAVE HILDA FROM A DRAGON ATTACK. This amulet, when worn, will deflect a single killing blow or spell. The amulet will shatter upon being expended. It will not otherwise prevent injuries and cannot be used to heal or cure the dying, only to shield from a physical or magical strike. One time use.
- ASSORTED NOTEBOOKS - Inherited when Dan Heng left Abraxas in September 2024. Most of the journals and notebooks are filled with sketches of various places, animals and plant-life around Abraxas. Some of the notebooks also include sketches of various Summoned some of which include Hilda.
- SPEAR - Inherited when Dan Heng left Abraxas in September 2024. The spearhead was acquired from their time with the Draconae and was paid for with a combination of their spit in a jar. The shaft was gifted to Dan Heng by Hilda and has a number of intricate swirling cloud patterns carved into it. She doesn't use it but keeps it safe in her room and sharpens it every once in a while in case the owner ever returns.
- SIX PEARLS - Inherited when Dan Heng left Abraxas in September 2024. A bag containing six pearls of high quality and shine. While Hilda could use them for jewelry, she keeps them tucked away in her jewelry box for safe keeping.
— MAGIC —
- HEAL — Known magic
- THUNDER — Known magic
- UNSEEN SERVANT — Horizon Gain
- THUNDEROUS SMITE — Event Gain
- FEAR — Event Gain; when overcome by intense anger or rage, an illusion of a demogorgon head will appear where Hilda's is.
— OUT OF CHARACTER —
Terra · She/Her · PST ·
timescars
Entry tags:
— abraxas application
OOC INFORMATION
Player Name: Terra
Are you over 18?: Yup!
Contact: Journal PM or Discord is terranova#7957
Other Characters in Game: N/A
IC INFORMATION
Character Name: Hilda Valentine Goneril
Canon: Fire Emblem: Three Houses
Canon Point: Verdant Wind Chapter 17: Blood of the Eagle and Lion
Age: 24
Background: Wiki link here!
Arrival Scenario: Free Cities
Suitability:
Despite her laziness, Hilda has a pretty decent moral compass and wants to see things done right. Done right is a subjective term of course, but she wants the best for others and would prefer to do it with as little bloodshed as possible. She'd be an interesting character to play against a backdrop of another war that she doesn't have real stake in, but she's a friendly enough character with a big heart that she'd help out where she thinks she can. A couple of routes I could see for Hilda right off the bat are:
Despite Hilda's claims to be a delicate flower there's more to her than meets the eye. Like all the other characters in FE3H, she spent her formative years at the monastery (half) listening to lectures about tactical warfare, learning about hand-to-hand combat, and battle strategy. it's not so much a power per say, but Hilda is perceptive for someone that acts like she can be a bit of an airhead sometimes. Growing up as a noble means that she's versed in the ways of high society and is adept at the ways of reading between the lines.
On the battle field she's a force of nature and a terror with an axe (mastery; she grew up learning how to use axes because they were House Goneril's weapon of choice) or lance in her hands. She'll be joining the game as a wyvern rider which means she'll be skilled in combat with lances, axes, and adept at handling winged mounts. Her knowledge of magic isn't as extensive as it should be (she never really applied herself) but she gets by with a basic healing spell. There's opportunity in her skill tree to learn magic, particularly black magic (Reason) which would be a fun option down the line if the opportunity presented itself.
Finally, Hilda has a minor Crest of Goneril. Crests bestow powers to those that hold them like enhanced magic or strength. More info for FE3H crests can be found here. Mechanically, Hilda's crest sometimes allows combat arts to prevent enemy counterattacks but if she gets accepted into the game and that isn't allowed we can call it a cool looking tattoo.
PERSONALITY QUESTIONS
Describe an important event in your character's life and how it impacted them.
Hilda would be the first to admit that she's lived a charmed life. As the youngest daughter of her family she was doted on and fiercely protected by her older brother Holst and the rest of their family. Very few expectations were placed on her save for being married off to a great match and carrying on the family lineage, so Hilda lapsed into a laziness that was only encouraged by her upbringing and seeing Holst excel at well...everything. A negative voice took root in her mind about how she couldn't possibly live up to her big brother. The moment that really stuck with her though was seeing Holst fail at something for the first time and the ensuing disappointment that came with it. Holst's reaction had been to bounce back better than before, but unable to get everyone's initial reaction out of her head, Hilda resolved never to try her best at anything because she couldn't bear the thought of disappointing anyone.
Does your character have a moral code, or other set of standards they try to live by?
She is infamously quoted to think that it doesn't make much sense to risk your life for someone else's and thinks living life to the fullest is more important than how you died. Hilda would rather have a good time and bring people along for that ride because who knows what tomorrow can bring? Stuffy, boring things like politics don't interest her and neither does fighting or the things that are associated with that. She dislikes being sweaty and dirty, preferring the finer things in life. Hilda is an unstoppable force when it comes to finding a way out of doing anything she deems boring or a lot of effort. It's why most of her chores or tasks are pawned off on someone else or she's nowhere to be found when it comes time to do said thing.
What quality or qualities do they admire most?
Hilda admires qualities that she doesn't feel like she possesses or doesn't have. People that live outside of predetermined boxes and those that are unabashedly themselves are the types of people that she finds admirable. With the way that Fodlan is currently, there's a certain level of expectation placed on the characters, especially those that are of noble birth. There's several characters that Hilda expresses admiration to over the course of the game and they all share similar headstrong and brave qualities to break through the status quo or simply follow their heart because they think it's the right thing to do.
Do they have a part of themselves they dislike?
Growing up as the youngest daughter of House Goneril, Hilda was in a unique position to be both pampered and inadvertently learn what it would mean if she were in a position of power or spotlight. It isn't explored deeply in the games, but I'd like to think that she hates that she's so negative about herself and her ability to be anything but a pretty little thing or become someone that isn't associated with her family name. She yearns to be able to be able to set herself apart to some degree from her family and the politics that she thinks are boring an drab. The idea of responsibility doesn't seem appealing to her and she'd avoid it at all costs no matter how small or large it is but this might also have to do with her lack of self-confidence in her ability to do said thing. Because FE3H touches on plenty of unpleasant topics including racism, Hilda does have her own set of prejudices specifically against Almyran people. I'd like to think that she eventually unlearns those incorrect assumptions post-time skip, but regardless it's not something she's particularly proud of.
What is their sign, and why?
The Lovers. Hilda isn't the first person to come across as devoted to any particular cause; in fact, she can come across as flighty and selfish to those that don't know her very well or are on the receiving end of her laziness. But if there's anything that shines through in the majority of the routes that you play through in FE3H is that her loyalty and care for her friends rings true. She'd defend Claude and her friends to her dying breath despite her thoughts about never wanting to risk her life for someone else and if that doesn't scream loyalty, I don't know what does.
SAMPLES & ARRIVAL
Samples:
Player Name: Terra
Are you over 18?: Yup!
Contact: Journal PM or Discord is terranova#7957
Other Characters in Game: N/A
IC INFORMATION
Character Name: Hilda Valentine Goneril
Canon: Fire Emblem: Three Houses
Canon Point: Verdant Wind Chapter 17: Blood of the Eagle and Lion
Age: 24
Background: Wiki link here!
Arrival Scenario: Free Cities
Suitability:
Despite her laziness, Hilda has a pretty decent moral compass and wants to see things done right. Done right is a subjective term of course, but she wants the best for others and would prefer to do it with as little bloodshed as possible. She'd be an interesting character to play against a backdrop of another war that she doesn't have real stake in, but she's a friendly enough character with a big heart that she'd help out where she thinks she can. A couple of routes I could see for Hilda right off the bat are:
- Working her way into opening a small jewelry/accessories business to earn some cash and do what she loves.
- Settle into a world that doesn't care that she's the youngest and only daughter of House Goneril and discovering what just being 'Hilda' means.
- Exploring more of her penchant for the political side of things (the only ending of FE3H this is explored in is her ending with Claude) because she would actually have a pretty successful career as a politician if she wanted it.
Despite Hilda's claims to be a delicate flower there's more to her than meets the eye. Like all the other characters in FE3H, she spent her formative years at the monastery (half) listening to lectures about tactical warfare, learning about hand-to-hand combat, and battle strategy. it's not so much a power per say, but Hilda is perceptive for someone that acts like she can be a bit of an airhead sometimes. Growing up as a noble means that she's versed in the ways of high society and is adept at the ways of reading between the lines.
On the battle field she's a force of nature and a terror with an axe (mastery; she grew up learning how to use axes because they were House Goneril's weapon of choice) or lance in her hands. She'll be joining the game as a wyvern rider which means she'll be skilled in combat with lances, axes, and adept at handling winged mounts. Her knowledge of magic isn't as extensive as it should be (she never really applied herself) but she gets by with a basic healing spell. There's opportunity in her skill tree to learn magic, particularly black magic (Reason) which would be a fun option down the line if the opportunity presented itself.
Finally, Hilda has a minor Crest of Goneril. Crests bestow powers to those that hold them like enhanced magic or strength. More info for FE3H crests can be found here. Mechanically, Hilda's crest sometimes allows combat arts to prevent enemy counterattacks but if she gets accepted into the game and that isn't allowed we can call it a cool looking tattoo.
Describe an important event in your character's life and how it impacted them.
Hilda would be the first to admit that she's lived a charmed life. As the youngest daughter of her family she was doted on and fiercely protected by her older brother Holst and the rest of their family. Very few expectations were placed on her save for being married off to a great match and carrying on the family lineage, so Hilda lapsed into a laziness that was only encouraged by her upbringing and seeing Holst excel at well...everything. A negative voice took root in her mind about how she couldn't possibly live up to her big brother. The moment that really stuck with her though was seeing Holst fail at something for the first time and the ensuing disappointment that came with it. Holst's reaction had been to bounce back better than before, but unable to get everyone's initial reaction out of her head, Hilda resolved never to try her best at anything because she couldn't bear the thought of disappointing anyone.
Does your character have a moral code, or other set of standards they try to live by?
She is infamously quoted to think that it doesn't make much sense to risk your life for someone else's and thinks living life to the fullest is more important than how you died. Hilda would rather have a good time and bring people along for that ride because who knows what tomorrow can bring? Stuffy, boring things like politics don't interest her and neither does fighting or the things that are associated with that. She dislikes being sweaty and dirty, preferring the finer things in life. Hilda is an unstoppable force when it comes to finding a way out of doing anything she deems boring or a lot of effort. It's why most of her chores or tasks are pawned off on someone else or she's nowhere to be found when it comes time to do said thing.
What quality or qualities do they admire most?
Hilda admires qualities that she doesn't feel like she possesses or doesn't have. People that live outside of predetermined boxes and those that are unabashedly themselves are the types of people that she finds admirable. With the way that Fodlan is currently, there's a certain level of expectation placed on the characters, especially those that are of noble birth. There's several characters that Hilda expresses admiration to over the course of the game and they all share similar headstrong and brave qualities to break through the status quo or simply follow their heart because they think it's the right thing to do.
Do they have a part of themselves they dislike?
Growing up as the youngest daughter of House Goneril, Hilda was in a unique position to be both pampered and inadvertently learn what it would mean if she were in a position of power or spotlight. It isn't explored deeply in the games, but I'd like to think that she hates that she's so negative about herself and her ability to be anything but a pretty little thing or become someone that isn't associated with her family name. She yearns to be able to be able to set herself apart to some degree from her family and the politics that she thinks are boring an drab. The idea of responsibility doesn't seem appealing to her and she'd avoid it at all costs no matter how small or large it is but this might also have to do with her lack of self-confidence in her ability to do said thing. Because FE3H touches on plenty of unpleasant topics including racism, Hilda does have her own set of prejudices specifically against Almyran people. I'd like to think that she eventually unlearns those incorrect assumptions post-time skip, but regardless it's not something she's particularly proud of.
What is their sign, and why?
The Lovers. Hilda isn't the first person to come across as devoted to any particular cause; in fact, she can come across as flighty and selfish to those that don't know her very well or are on the receiving end of her laziness. But if there's anything that shines through in the majority of the routes that you play through in FE3H is that her loyalty and care for her friends rings true. She'd defend Claude and her friends to her dying breath despite her thoughts about never wanting to risk her life for someone else and if that doesn't scream loyalty, I don't know what does.
SAMPLES & ARRIVAL
Samples:
— open post

open rp post + meme overflow | cross-canon/assumed cr welcome | will match prose or brackets!
( art by norue67 @ tumblr )