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faderiftooc2018-11-22 01:53 am
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MOD PLOT ↠ BLAZING LIKE STAR-SHINE
MOD PLOT: BLAZING LIKE STAR-SHINE
It’s time!
We’ve put up two forward-dated plot posts. The first post focuses on the battle—this is where you're going to go to RP scenes from your character's specific combat assignment with your assigned teams, as well as the battle's end, which will be a free-for-all where characters from all teams can interact with each other to RP combat or (spoilers) fleeing. The second post focuses on the immediate aftermath of the battle, as people receive medical treatment, take stock, and prepare to move out. The last essential link is this spreadsheet, which has everyone's assigned teams and some randomized injuries (see below for more on that).
In this post, we've provided an overview of what happens during the engagement as a whole, including what each team was ordered to do and roughly how well they did at it. Please read carefully! We'll provide a top-level on this post for questions, as always, but we're doing our best to address likely questions here and/or in the log posts, so make sure you read them.
If you're left with question about what happens next, hold onto those for a little bit. The battle itself is forward-dated, so no one needs to start playing past it for a while, and in a few days we'll also provide an overview of the state of the world post-battle so everyone knows how Thedas responds and can use that information to play through December and our mod hiatus.
Because this post has so much in it, we've provided this handy Table of Contents for future reference.
↠ IC Events
↠ Questions
↠ Plotting
IC EVENTS
Preparations
First: everyone going to Orlais to participate in the battle in any capacity will be required to turn in their crystal in Kirkwall before leaving the city. Bringing a sending crystal with you on this mission is strictly forbidden because the possibility that they might fall into enemy hands if Inquisition agents are captured or killed is simply too high. Please keep this in mind during your threads: there will be no crystal access at all until returning to Kirkwall post-battle.
The Allies (as we're going to call the combined army of Orlais + the Inquisition + the others the Inquisition has recruited) chose a particular spot along the enemy's path to Ghislain to make their stand. It is a narrower section of plain, bordered by woods to the north and a hill to the south. The Inquisition chose this spot because it gives them the slightly higher ground, and because the narrower field will help to somewhat mitigate the enemy's advantage in numbers. Once Corypheus's army arrived and saw that the Inquisition forces blocked their path, they made camp in an area of lower ground to the northeast to prepare for battle.
When the battle begins, the armies will be arranged like this:

Intelligence acquired by the Inquisition means it's no surprise to those on the field when the Ander force that's been pushing into Orlais is larger than it previously appeared, but one thing that may be surprising is how little the reinforcements do to hide their Tevinter origins. The apparent alliance causes especially loud murmuring among the Orlesian forces, many of whom had previously thought of their enemy as the Anderfels rather than Corypheus. But a thorough reevaluation of the situation among the rank and file will have to wait.
Battle
Corypheus's army will attack just before dawn, but the Allies are prepared for this mildly underhanded move and already in formation.
The first attack is a charge by Tevinter's famed celeres, elite warriors in black armor mounted on dracolisks, with leather dragon wings flapping at the mens’ backs. They make a fearsome sight emerging out of the grey morning mist with the sun at their backs, and their unusually long lances and swords are uniquely suited to cutting through infantry, even the pikemen normally capable of breaking a cavalry charge. The celeres crack through the Allies' front line, and then rapidly retreat to make way for their own infantry to attempt to pour through the gaps ahead of them and break the lines open further. But instead, the Allied lines are quick to regroup and reform, and although the close-quarters fighting will be brutal, after a while the Allies will successfully repel the enemy attack. Teams 1, 2, and 7 will be directly involved in this fighting, along with the Antivan volunteers assisting Teams 1 and 2.
As the enemy center falls back, the Allied center—with Team 1 as the point of the spear—will push forward in counter-attack. At first they'll successfully gain ground, driving the enemy back ahead of them. But then the Tevinter elephant cavalry joins the fray, pinching in from the flanks. The Orlesian troops directly behind Team 1, demoralized by the recent murder of their commander and dissension in the ranks, and feeling no great love for the Inquisition after their involvement in the matter, will fall back rather than try their luck against the thundering herd of war-elephants with their sharpened tusks and spear-throwing riders. When they retreat, Team 1 will be temporarily cut off from the rest of the Allied force, completely encircled by the enemy.
At the same time as Team 1 is being cut off by elephants and the retreat of reluctant allies, Team 2 will be betrayed by its own. While defending against enemy attack from the front, they will suddenly find themselves under fire (literally) from behind as well, and will discover that the source is not a sneak-attack by Venatori, but a party of Inquisition mages from Skyhold revealing that they have changed sides and joined the enemy. They will wreak havoc on the surprised soldiers around them before Team 2 is able to kill most of the group and one of the leaders, sending the last few turncoats fleeing across to join the enemy force. Team 6, tasked with driving an ambulance wagon to collect wounded and deliver them back to the healing tents, will happen to be picking up injured in the vicinity of Team 2 when the betrayal occurs, and will find themselves caught in the crossfire. Despite being abruptly caught up in a battle for which they are woefully under-equipped in nearly every way, they will manage to rescue a substantial number of wounded from amid the fray, get them loaded into the wagon, and get the wagon back on the road to the healing tents, without either them or their horses being killed.
There's little success for Team 4, posted atop the hill overlooking the field from the south. Supported by the Comte Chantral de Velun's men, this team is tasked with assembling and operating three mangonel—small traction trebuchet where manpower pulls the arm back, smuggled into the area in advance disguised as spare wagon parts—and using them to launch rocks and pots of Antivan fire down onto the enemy. But the enemy wants this hill and those weapons for itself, and it comes in greater force than anticipated, so not only must they scramble to get the weapons built, but they also have to fend off near-constant attack at the same time. Only one weapon is successfully built, and that operated for only a few minutes before the enemy overruns Team 4 and forces them to retreat. To add insult to injury, efforts to retake or harry the position will fail, and the enemy assembles the weapons themselves and uses them—along with several larger wheeled models of their own—to rain rocks, fire pots, and other magical and alchemical bombs down onto the Allied forces.
Meanwhile, in the forested area to the north, Team 3, armed primarily with bows, and a party of archers and guardsmen provided by the Comte de Val Firmin will have taken up positions in trees and behind rocks, preparing to ambush the inevitable stealthy flanking attack and stick them full of arrows. They are partially successful: the enemy arrives later and in greater strength than expected, but despite stiff limbs and unpromising numbers, there is no choice but to attack. Roughly half of the enemy force survives and succeeds in either retreating back to their camp or getting through the forest to attack the Allied forces from behind, and succeed in exploding several pots of Antivan fire near the main healing tents, setting both aflame.
Team 5 attempts a similar maneuver on the Allies' behalf, creeping through the edge of the woods to come up behind enemy lines, near their encampment. They successfully kill a patrol and locate several areas where Orlesian and Inquisition prisoners (both from this battle and those previous) are being held. They succeed in freeing the prisoners, but quickly find themselves and the newly-escaped prisoners in a battle through the enemy camp. They succeed in causing some havoc behind the lines, destroying some supplies, and ultimately escaping back to their own side, but about half of the freed prisoners are killed or recaptured in the process.
At the same time, on the opposite end of the battle, enemy saboteurs successfully sneak behind the lines, disguised as support staff delivering wounded to the healing tents. In fact, they deliver pots of Antivan fire hidden beneath a couple corpses, and when the fuse burns down and the cart explodes, both main healing tents go up in flame, and a number of healers, helpers, and patients are killed or injured.
Hoping to regain the momentum now that the Allied counterattack has been stalled by the elephants and internal issues, Ander reinforcements will charge into battle, led by Warden-King Vidal himself, conspicuous in a fabulously sculpted helm shaped like the head of a crowned, shrieking griffon. Team 1 will find themselves within striking distance of the king and succeed in cutting him down.
His death stalls the enemy's forward progress, and Team 1 is able to fight its way back to rejoin the rest of the army. The commander that takes the Warden-King's place is a Tevinter centurion on a fire-breathing dracolisk, and with a few shouts he rallies the enemy to redouble their effort. But when this attack too is narrowly repelled by the Allies, it appears to break the attackers' spirits. Abruptly, a retreat is called, and the enemy forces turn tail and run for the safety of their camp, breaking lines and failing to retreat in an orderly fashion. Determined not to waste this opportunity to win a decisive victory and perhaps repel the invaders altogether, the Allied commanders urge the army forward. All (including Teams 1-5, 7, and 8) give chase, attacking the fleeing enemy, whose rearguard is unable to fend off the furious pursuit. The Allies harry the enemy all the way back to their encampment and then beyond it, charging down the hill and through the mess of tents and supplies, killing enemy soldiers left and right as they go.
But just as it begins to seem that not only the battle but perhaps this war has been won, the trap is sprung. From the trees and tall grass on either side suddenly emerge enemy reinforcements: darkspawn, some bristling with red crystals, and demons, urged onward by the Warden mages to whom they are bound. They surround the Allied pursuers on three sides, and in a matter of moments turn the tide.
Retreat
To call it a retreat is generous. Now it's the Allies who flee, frantic, as they are cut down by the score by claw and blade and magic. The enemy army that had seemed broken rapidly forms back up to help box the Allies in, and it is all they can do to fight clear of the killing field and run. They scatter, some companies attempting to maintain order as they run back to camp, some breaking ranks and simply running off into the fields and forest as far as they can get from the horrors the enemy has unleashed. The darkspawn and demons come after them, sweeping across the fields, bent on killing anyone who gets in their path.
Those who make it back to the Allied encampment will find it being hurriedly evacuated, taken apart and packed up. Wounded are loaded into wagons, carts, even tied to horses or physically carried where necessary. Vital supplies are loaded with them, and everything else is set to the torch. There is no time to go back and search the field for wounded that might yet be saved, or to tend to the dead.
Some of those dead are put back to work, as several enterprising necromancers raise a force of some fifty or so corpses, inhabited by angry, vengeful wisps of spirits, and turn them on the enemy. There's no chance to be choosy, and the undead are as likely to be Orlesian as Ander--a fact that clearly does not sit well with the Orlesians and Antivans that remain among the living, several of whom even try to intervene and stop it once they realize what's happening--but without fear of the Blight the undead are more effective against the darkspawn than most, and buy crucial time for the retreating force to put distance between themselves and the battlefield.
Rather than continue to pursue, the darkspawn, demons, and remaining enemy army move quickly to block the path west, turning the retreat away from Ghislain, forcing them to flee south away from the city instead.
Regroup
An emergency rendezvous point was chosen in advance in case of disaster, and most who are able return there, to a camp off the Imperial Highway some miles south. There, wounded are moved back into healing tents to be treated, food is distributed to those more able-bodied, and commanders meet in secret to determine the next move.
However, the choice about how to proceed is taken away by the next morning. Though the weather has been growing chilly, overnight the temperature drops precipitously, bringing an unusually early--and unusually fierce--snowstorm. By mid-morning there are several inches of snow on the ground already and it shows no sign of stopping, and those in command give the order to move out before the storm grows any worse and the army risks being trapped where it is, unprepared and without suitable shelter or supplies for an extended winter stay. The bulk of the force retreats toward Montfort, but the Inquisition's Kirkwall detachment is ordered to return to base. It will be a long, slow slog through blizzard conditions, over flash-frozen roads in hastily-covered wagons, or on foot or horseback. The river is frozen over halfway to Val Chevin, and only once they reach the Cumberland road will the weather warm back to more normal degrees of early-winter chill. From there, it is a quick sail over choppy seas back to the Gallows.
Next Week on This Is Us
Given the hasty retreat and then the intervention of the weather, it will take some time for accurate information to spread about the enemy's movements after the battle, the fate of Ghislain, the total damage to the Allied force, the reactions of other nations to the news of what's happened, and so on. We'll be posting more information about all of this soon, to make sure you have info about the state of the world post-battle to work with as you play through December and our hiatus. Both players and characters are of course welcome to speculate, and rumors will be flying, but we ask that until that next batch of info is posted, you refrain from making up anything definitive about the results or impact of the battle other than what's described in this post (i.e., they lost badly).
Appendix: Who's Who
Other than the info provided above and in the individual team write ups in the log posts, we're not going to write up a detailed order of battle about this company of this type on that flank under that commander, etc., because oh my god. But to help you flesh out your scenes if desired, here's a little more info about the makeup of the two armies and the types of troops found in each. You can basically put at least some of any of them anywhere in your logs, with the exception of the elephants, because we can't just have 2000 elephants all over the place all the time. That would be ridiculous.
ENEMIES: The enemy force is made up primarily of Anders, but they are a surprisingly diverse force of professionals, volunteers, and conscripts drawn from all corners of the (gigantic) Anderfels. Few have fancy gear or extensive formal training, but even the average farmer has experience fighting darkspawn, and they are renowned for their grit and ferocity. Unlike in previous engagements with the Orlesian army, the Anders are now joined by forces from Tevinter, those currently loyal either to Corypheus or to the new Archon. Its commanders are a mix of Ander and Tevinter generals, Venatori, and Templars, but at its head rides Vidal, the former-First-Warden-turned-King of the Anderfels.
CAVALRY
- Ander cavalry with medium leather and mail armor. Mostly armed with short bows and spears or swords, some with small round shields. Light but fast, and highly mobile. (Think Cossack or Mongol cavalry.)
- Tevinter celeres, dracolisk cavalry with heavy armor, dark but heavily decorated, and faux dragon wings, carrying extra-long lances and swords, except for a few with mages with bladed staves. Powerful and highly trained, capable of fighting in formation. Some dracolisks can breathe ice/fire/poison. (Think: Polish winged hussars.)
- A limited number of Tevinter war elephants, heavily armored and with sharpened or metal-capped tusks. Each is ridden by two soldiers. One drives, and has a quiver of light javelins to throw. The other has a shortbow and/or similar short spears.
INFANTRY
- Grey Wardens, a few hardcore veterans of Weisshaupt's inner circle. They are heavily armored and fight in a variety of styles, but for the intial attack lack mages, all of whom have been held back with their demon partners to spring the final trap.
- Anders, a number of professionals among a much greater number of conscripts, but unusually hardened conscripts, many already accustomed to fighting off darkspawn in their blasted home. They are armed and armored in a variety of styles, from full plate and broadsword to mismatched leather and pitchforks.
- Tevinter legionnaires, highly-trained slave infantry with shining medium armor, fighting with spears and round shields. (Think: GoT's Unsullied.)
- Some normal infantry soldiers, in medium-to-heavy armor, fighting with a variety of weapons. Most are veterans of the Qunari wars on Seheron, fierce and battle-hardened. (Think: Krem.)
- Orth, a few of the hill people of the Hunterhorns, recognizable by the patterns of scarification on their faces. Most wear leather armor and carry heavy weapons like axes or hammers.
- Red Templars, mostly clad in heavy armor and armed with sword and shield, although some carry bows or other weapons. The progress of their lyrium poisoning varies, with some marked only by the red sigil on their armor and a glow in their eyes, while others have visible crystals erupted out of their skin.
- Red Lyrium Behemoths, inhumanly tall masses of weaponized red lyrium. They appear to be mindless killing machines formed entirely out of lyrium, and only when killed can the Templar-that-was be briefly glimpsed before the entire body collapses into dust.
- Venatori mages, you know these assholes by now. They fight with all different sorts of magic from all the major schools, and don't scruple at the vicious, gruesome kinds. A few may even use blood magic.
- Warden mages. Appearing only in the final trap and the retreat, these mages have undergone a ritual that binds demons (of various sorts) to their will, and they and those demons fight together.
- Darkspawn. Also appearing only at the battle's end, springing the trap and chasing the Allies into retreat. Some are visibly infected with red lyrium.
ALLIES: The allied force is primarily Orlesian, a mix of professional soldiers, chevalier, and conscripts. The Inquisition army, cobbled together over the last few years from mages, Templars, and volunteers of all kinds, origins, and experiences levels, makes up about a fifth of the force. There are also a number of newly-recruited allies, including some knights and guardsmen from Antiva.
CAVALRY
- Chevalier, the elite knights of Orlais. Usually heavily armored, and equipped with sword and shield.
- Antivan knights, a smattering of tourney knights and mercenaries, generally in heavy armor and fighting with sword and shield, though it can vary.
- Templars, although not the norm—some Templars prefer to fight mounted, armed and armored like the other knights.
INFANTRY
- Professional foot-soldiers, Orlesians employed by the crown or various nobles, generally in reinforced leather and mail, armed with pikes, swords, or bows.
- Orlesian conscripts, foot-soldiers assembled from all corners of the empire. Many fought in the Civil War, but few have much formal training. Outfitting varies depending on the wealth of their lord, from mail and shield to leather and spear. Many are pikemen or archers, since those are the easiest to teach.
- Templars, Inquisition allies or members. Most in heavy or medium armor and fighting with sword and shield, but some archers as well.
- Inquisition infantry, trained soldiers typically equipped in medium Inquisition armor, and armed with a variety of weapons. To make up numbers, green recruits and volunteers who generally serve in other capacities have been folded into the force with whatever armor and weapons they can manage.
- Inquisition mages, a force of mages with varying degrees of combat training and experience, though many fought in the mage rebellion. Some still insist on wearing robes, while others have adopted light-to-medium armor. They utilize every different type of magic available, except for blood magic.
OOC MECHANICS
Thread Logistics
The overall outcome of the battle and the general success or failure of individual teams was all determined beforehand to allow greater freedom to pick and choose what to RP. IC, the battle will take place on November/Firstfall 28, and those who participated will be back in Kirkwall on December/Haring 1. There's no hard OOC date for when you can start RPing your characters' returns or reunions with characters who stayed behind, but try not to play the aftermath of things that haven't actually been decided yet and so on.
If you're wondering what to play where, read on. There are two IC logs. Post 1 deals with the battle itself, and Post 2 with its aftermath.
Post 1 contains two sections:
- Top-levels for each team with a more detailed description of what that team did and what it faced in the process. Because that information is already provided, it's not necessary to do a big group log to figure out what they do and how it goes like usual. You're absolutely welcome to do a group thread if you want to! But you're also welcome to do individual top-levels focused on your character's individual experience of the battle within the context of the team experience described.
For instance, some Team 3 members may want to play a tense whispered conversation while hiding in trees waiting for the enemy to arrive, while others might want to RP the moment they leap down from the tree Robin-Hood-style to knock an enemy off his horse, and someone else might want to focus on their character getting punched in the foot somehow and treated for this unexpectedly grievous wound. You can do all those things, and anything else you want, as long as it sticks within the parameters of what's described for your team. You can have prompts closed to specific team members, or open to all team members, or both, but you can't crossover with other teams (with the exception of those, like 2&6 or 7-9 who have joint comments). - A single top-level for the retreat, under which anyone can post a top-level. Because it's mayhem, there are no team restrictions during the retreat: any character who was assigned to participate in the battle in some way, whether Focus or Background, may participate here and can interact with any other character, regardless of team assignment. Essentially, everyone is just running for their lives, so there's no effort to keep the force organized and any combat character (Teams 1-5, 7, & 8) might end up fighting off a demon next to any other.
Support characters (Teams 6 and 9) would not have participated in the charge into the trap, but once the situation becomes clear and those retreating manage to run back into the vicinity of the Allied camp, pursued by darkspawn and demons, they will get swept up in the effort to pack up the wounded and the supplies and run off before they're all blighted and/or killed, and with the efforts to fend off the enemy long enough to make this possible, including the sudden undead assistance. Officially, all support characters will have orders to prioritize helping evacuate the injured, but if you're desperate to let your healer stab something, a few darkspawn may get close enough to the healing tents to need fending off.
Post 2 is open to all characters participating in the battle (i.e. anyone listed in a team) and has no structure at all. It's just a sad, cold, bloody mingle log. We've provided information about the aftermath and have highlighted some potential prompts in the text for you, which you can use to inspire top-levels if you need more for your character to do than sit around being sad, cold, and bloody. The only restriction is that you shouldn't play beyond the journey back to Kirkwall here in this post (and remember that we're forward-dating this, so no character who went to the battle should be RPing back in Kirkwall or anywhere else prior to December/Haring 1).
Rollin' Rollin' Rollin'
In case anyone is curious, we rolled for a few things on Discord, starting with the relative success/failure of each team, with most of those rolls modified by the presence of additional allies (or the lack of them) from player plots. For those of you whose teams rolled poorly, don't worry—it doesn't mean that your characters are incompetent. You can make them screw up if you want, in the course of things, but the roll itself means that things beyond their control will go poorly for them and their overall effectiveness as a unit will be less as a result. On the flip side, a good team roll means that the team is luckier than it could have been and isn't experiencing all of the obstacles we could have thrown at them, and will overall do well at their task as a result.
We also randomized injuries by rolling for an overall injury score for each team, to determine how beat up they were as a unit, then generating random injuries and causes to "spend" those points for each individual. More on that below.
Injuries
Your character's injuries have been rolled as discussed above, and you can see what they are in their team tab here.
Injuries do have some flexibility. When and in what order they occur is entirely up to you. If one sounds implausible—like getting a severe foot injury caused by a punch—we encourage you to treat it as a creative writing exercise. Maybe your character is somehow actually punched in the foot that badly, or maybe they’re punched and staggering back causes them to step into a spike trap. But if it’s important to you, it’s fine to move injuries to different extremities (a hand injury to a foot or vice versa) or adjust the causes for the sake of RPability. If your character is supposed to get stabbed and someone else is supposed to get burned but you want to RP your character trying to save theirs, you can switch to a burn injury, etc., but we do ask that you avoid downgrading or upgrading assigned severities. We used a random generator to allow us to create a tone (i.e., of serious but not overwhelming pain) while keeping things fair to everyone, so while some mixing and matching of the details is fine, the essence of the injuries your characters have been assigned should remain the same.
(Exception: Team 9. For Team 9 only, all of the injuries listed in the spreadsheet are optional, and if you'd like to play them escaping unscathed except for a little singing from the fire, that's fine. It's also fine for them to incur the listed injuries during the retreat if you like them. We just ask that you don't have something worse than the injuries in the sheet happen to your character.)
We recognize that the severity categories we've used are vague, and that it could cause weird situations where one person interprets a "moderate" leg injury to mean they sprained their ankle and another person thinks the same injury meant their bone was sticking out. So to help you all interpret just what "severe" vs. "serious" vs. "moderate" and so on means and keep everyone on roughly the same page, we've also prepared lists of injuries that fall into each severity category. These include a broad range of the types of injuries your characters are most likely to suffer, so please use them to choose your specific wound, and be mindful of whether the injury you're playing matches the category you were assigned.
Healing
That said, this is a world where magical healing exists, and despite the fact that the main PC healer group rolled a bunch of absolutely abysmal numbers, they are not all dead and characters will be able to receive magic healing after (or in some cases during) the battle. If your character received an injury that you don't want to deal with, or is more beat up overall than sounds fun to you, you are of course able to have them get healed so that you don't have to RP that injury if you don't want to. The only thing you can't do is claim that the injuries never happened at all and that your character has miraculously escaped the battle unscathed.
On the flipside, players who want to RP their characters being injured are welcome to do so, and there will be plenty of IC reasons that they might not be good as new again the next morning if you don't want them to be. Remember that these armies are huge, and that everybody in them is roughly as fucked up as the PCs are. Healers, both mundane and magical, will be inundated with patients and forced to prioritize the most life-threatening cases. There simply aren't enough healers to mend everyone's minor injuries right away, not when there are grievously wounded soldiers who will die if those healers run out of energy or time or poultices or potions before getting to them.
Remember also that even spirit healing is not an instant cure-all. If you'd like your character to get some magical healing to avoid coma or possible death from massive blood loss and internal trauma, but not be 100% good as new afterwards, that's absolutely possible. It may be that a healer only has the time and energy to fix the worst of the damage and once your PC is out of danger of dying the rest will require...rest. It could be that they heal your leg and get called away before they can heal your arm. Maybe your character has just broken their ankle too many times, and even with magical healing, it's never going to be 100% again. The point is that you have lots of options that are all plausible, so play what's fun for you and let other people play what's fun for them.
Casualties
We won't be providing hard numbers for the overall death-toll, for the same reason we haven't provided numbers for the overall size of the armies, which is the same reason we don't talk about travel times: numbers are the worst and trying to estimate them in this setting is a slippery slope to madness and you can't make us do it.
What we will tell you is that the casualty rate for the Allied army is bad, and that more information about just how bad (on a scale of badness, not numbers!!) will become clearer in a later update. Right now, it's difficult for anyone IC to say with any precision anyway, given that some parts of the army scattered post-battle, there's uncertainty about how many wounded will survive to return to the fight, no one knows how this loss will impact the willingness of allies to participate, and the state of the enemy force is unknown.
In the coming days and weeks, casualty rolls will be prepared, which list—as accurately as possible given the many constraints—those believed to be dead or captured. Among the many dead are a few names that may be familiar to some:
QUESTIONS
Re: QUESTIONS
I figure it's probs a no since a lot of swapping around could make things confusing and hard to keep track of, but on the off-chance it might be workable I wanted to check.
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a ) During the course of the battle could people group together to chase down an elephant and then ride said elephant after killing its rider and hijack said elephant for the remainder of the fight.
WHICH, A RISKY PART B) CAN I THEN EXPEND POINTS TO KEEP SAID ELEPHANT? a more sensible b ) If not, I am okay with it dying in battle. I am also happy to spend points to allow this to happen.
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PLOTTING
Christine and Tessa
TEAM: 9
GENERAL NOTES:
— Fighting style: She's a Knight-Enchanter, so both spells and a spirit blade for close combat fighting. She recently obtained a real sword (Rime) in case of Templars dispelling her magic, but she's not proficient yet.
— Impression: The impression she gives is a caregiver, worrier, and someone who warns people to err on the side of caution.
— Contributions: Working as a spirit healer, protecting those in the healing tents, and evacuating them when the tents are set on fire. To any patient who is conscious, she'll ask if they've seen Church out there, because she has to check on the boyfriend. She'll work tirelessly to treat the injured and will have to be convinced to stop or she'll collapse from exhaustion.
RP DESIRES: I'm open to things! This is your opportunity to have your character fussed over as she treats their injuries. She could also use some help remembering to take care of herself. I'll probably give her one of the optional injuries (either to her shoulder or arm; I haven't decided yet). RPing out the fire to the tents or the evacuation sounds fun, but also sitting and taking a breather after the retreat.
HANDWAVE DESIRES: Anything, really. Like I want to get some threads out of this, but if you just need a healer to attend to your character and send them on their way, just let me know that you'd like it to be Christine.
CHARACTER: Tessa MacKenzie
TEAM: 4
GENERAL NOTES:
— Fighting style: Very raw and angry. Her weapons are a one-handed crossbow, hand axe, and a shield. I'll have her lose the shield in battle. Her experience fighting zombies means she gets very messy and tends to keep attacking until they stop moving. Overall, she's better at small skirmishes. This will overwhelm her and she'll be badly injured right before the enemy does their fake retreat.
— Impression: Her fighting gives the impression that she's not very strong and is putting her entire body into attacking. She lets out guttural yells and has a desperation that suggests she's not all there (which she isn't, because she'll be having flashbacks to zombie hordes).
— Contributions: She's part of the team that failed to hold the hill, and there's not much she does to distinguish herself on the battlefield. Maybe it's noted that she's savage with an axe? But not much else.
RP DESIRES: Up for anything! Tessa's getting a serious head wound in the form of a poisoned arrow gashing the side of her head (but thankfully not lodging itself through her skull), so she'll have to be carried to the healers. If anyone wants to have a thread of them fighting side by side, it'll have to be before that push forward into enemy territory where they get trapped, because her injury occurs before everyone runs that way. I'm also up for someone helping her to the healers, but that could go under handwaved too. Checking on her after they've made camp for the night is also possible.
HANDWAVE DESIRES: Possibly taking Tessa to the healers as she starts to convulse from the poison? Unless someone wants to deal with that by playing it out.
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Kylo Ren
TEAM: 2
GENERAL NOTES: As far as fighting style goes - Kylo is kind of a hack and slash type and always has his lightsaber with him. Want to see enemies get bisected and their wounds cauterized at the same time? He's your guy. Want to see mere mortals fly to and from his vicinity? The Force sure is cool like that! He's pretty wild and all over the place as far as fighting goes. As a former Commander and Leader of a military group he's also comfortable giving orders and such. As far as personality goes he's kind of a standoffish jerk but otherwise will be all business in this kind of setting. As long as he doesn't have anyone in his way he's good. He won't be stealing any creatures or anything but you're welcome to note his heavy handed use of the Force and the glowing sword. Those two things will make him stand out like a sore thumb.
RP DESIRES: Fighting buddies! Injured people! People trying to get him to get his injuries checked! I dunno. His two injuries are a gash to the shoulder (moderate injury) and a minor injury from a horse hitting him in the abdomen. I'd also be happy to rp evacuation things and regrouping things.
HANDWAVE DESIRES: I'm going to handwave that Kylo alternates between riding back part of the journey in a cart and walking when they start making the trip back. If anyone else wants to assume something either as a group member or otherwise please feel free to hit me up.
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Inessa and Skadi
TEAM: 3
GENERAL NOTES: She's a mage, so long-range with staves is her thing. She's usually calm and collected in combat and will cast supportive spells as well as offense ones. She also fights with a mabari who does his best to aggro enemies and keep them away from her, and he'll try to help out others in need if they're close enough.
RP DESIRES: Getting wounded, that 'oh shit' moment when they realized their side is fucked, all the painful aftermath.
HANDWAVE DESIRES: Inessa will have a little healing to spare, if anyone wants to claim it. She won't be an endless font, though, and there'll be a point where she's too drained/hurt to do more.
CHARACTER: Skadi Iceblade
TEAM: 9
GENERAL NOTES: She's a tall, loud Avvar woman with a greatsword and some strange abilities (spirit warrior stuff) that aren't quite magic, along with her anchor. She's one for crazy stunts, getting the enemies' attention and less so on things like following plans exactly. When the going gets tough, she'll keep going out of pure spite.
RP DESIRES: That moment where she gets slammed in the head with ice magic, maybe? She could have taken a hit meant for someone else.
HANDWAVE DESIRES: I'd like to know who ends up carrying her off, because a serious head wound will mean she won't be conscious enough to retreat by herself.
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Fingon
TEAM: 4
GENERAL NOTES: Fingon is primarily an archer, but he's a trained and experienced swordsman and will switch to that when the enemy begins to take the hill. Either way, he's fast, graceful, and deadly, and should be able to cover some of the more injured parties' retreats at the enemy bears down on them.
Or, at least, he will until a mage manages to get in a good shot with electricity to his hip, and walking becomes
one hell ofa bit of a problem. He'll try to stay up, because he's a stubborn idiot, but before long someone is going to have to carry him out.When it becomes obvious that the enemy is going to retake the hill, Fingon will advocate destroying the mangonel so at least they're not used on them. Either he loses this argument or it's in trying that he gets hit with the lightning bolt.
RP DESIRES: I'm up for anything, but Fingon is really going to need someone to help him get out at the end. I'd also be interested in anyone who wants to help fail with the mangonel and any other frustrated wounded warriors waiting in the healers' tents at the end.
HANDWAVE DESIRES: He's available for any handwaved group thing, just let me know.
Kain
TEAM: 2
GENERAL NOTES: Kain is a Reaver, so he fights like a madman. He also has a Dragon Warrior specialization, which is basically 'Thedas Dragoon,' and uses heavy, two-handed swords. He's a steady force in battle and can competently do whatever has to be done. There are times when he can get a little too intense about fighting, leading to recklessness. He's just one of those overly courageous sorts who likes to charge right in and be right in the middle of things, which is how he'll be in this battle.
As for the injuries he's sustaining:
He's getting punched up a lot, so, broken bones are definitely happening. The shoulder wound will slow him considerably, especially since that's his dominant arm, but that neck wound will fully lay him out and he'll need to be dragged off at that point. I was thinking the injuries might make most sense during the mage betrayal, but I could change the timing as needed.
RP DESIRES: Fighting! Just general fighting, bonding in battle, defending each other, and so on would be great. He's the sort who'll jump in to defend allies whenever it's needed, so him leaping in during a tough spot is always likely. I would be especially interested in playing out the dramatic moment that Team 2 gets turned on by the traitors. Also, injuries! I'm all for playing out any of those, which will happen time-wise in the order I've listed (hip/shoulder/neck), getting dragged to healers, getting treated and so on. The neck thing will need the most immediate attention when it happens: I'm assuming the healing can fix up the soft tissue pretty well to keep him alive, but he'll have a fracture to still deal with afterward.
In the battle aftermath thread, he'll be pretty bad off and forced to stay still (a majorly bad break in the shoulder, plus a small fracture in the lower neck along with some scary bruising/swelling causing leg weakness initially = Not Fun, he'll be in some kind of fashionable Thedasian neck brace for a while for sure), so moments of healing, or just talking with others after getting stabilized works good there too. Maybe he and a healer or even someone else who's also hurt end up chatting as they're riding along in a cart or something during the retreat.
HANDWAVE DESIRES: Anything! I'd like to RP the things mentioned above, but obviously if we don't get to it all, I'm good assuming things happened too.
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Myr and the Priest
TEAM: 4
GENERAL NOTES: Myr's a knight-enchanter who'll use both his staff blade and spirit blade when it comes to melee combat, preferring to close with opponents and get physical. If they can get through a minefield of glyphs first; given a little time to set up he'll have ice and fire mines along with paralysis and nullification glyphs all over the damn place. His work with barriers is solid but he tends to let things hit them a little too much--because he's used to using them to feel out where opponents were when he was unable to see them.
Since his gifts are not in assembling fiddly wet things under pressure he'll be on the perimeter for Team 4 trying to buy their siege engineers time and getting hit with Antivan fire somewhere in there (and then getting stabbed later on). So long as entropy magic doesn't come into play he will generally be collected and focused before getting injured aaaand then probably go to pieces much later once the adrenaline wears off and it sinks in they lost people!!
He may telefrag a living human being with fade cloak (decloaking blast) at some point during all of this. It'll be awful. And/or put up a grease fire to cover their retreat, which would also be awful.
RP DESIRES: I'm easy, tbh; I'll probably be tagging other people's top-levels. But if someone really wants to play out that telefrag and/or grease fire I'm there. Grim commiseration/Andrastians dealin' with death post-battle would also be gr8.
HANDWAVE DESIRES: Myr is capable of very limited spot healing + is used to acting as a buffbot (haste -- the creation version, not the necromancer focus spell --, heroic aura, barriers, spellbloom) so if you'd like him chucking a beneficial spell your away, he is there for you! He'll also need someone to put him just enough back together after getting his arm mangled that he's not bleeding to death from a nicked artery--but that's also something I'm willing to play out!!
CHARACTER: The Priest
TEAM: 7
GENERAL NOTES: If only the severe punches to the foot were happening to the other side, Priest would be the one responsible; Priest specializes in unarmed-though-apparently-magic-assisted martial arts (think typical RPG monk but with something flavored like Thedosian entropy magic powering it all) and summoning Raw Terror out of the Fade to frighten enemies. Priest has a particular animus for dracolisks, horses, and any other animals that might be fielded, and will definitely get bit by a fire-breathing dracolisk while kicking its face in. Also shows a knack for noticing who any given group of combatants is following and tends to go right for those to cut off the head of the problem.
Notably will come to the assistance of allies but will not attempt to shield them from any inbound harm even if it's something Priest could easily do.
RP DESIRES: Anything you might want a large bald alien that punches things to death for. 8] Priest will be looming over and oddly solicitous of existing CR (and new CR, if you wanna make some!) post-battle.
HANDWAVE DESIRES: Likely needs healing after taking an arrow to the face and miraculously not losing an eye. Will be very patient (or downright inert) about any fussing; please just fix the problem so Priest can go back out there.
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now in the right place
TEAM: 1
GENERAL NOTES:
Isaac has been in combat before, but he isn't a fighter, and will be very on-edge about having been stuck in front. He's a creation healer with apothecary experience.
RP DESIRES:
TEAM ONE LET'S WRECK SOME SHIT!! Most of my wishes have been met tbh, but I'd love to expand his CR some through all this, especially during the aftermath.
HANDWAVE DESIRES:
Someone to see him seriously consider running when the battle starts.
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finch
TEAM: 2
GENERAL NOTES:
Finch is largely untrained, and has never seen a battle. He has a basic polearm, and will get some lucky shots in despite being badly outmatched.
RP DESIRES:
Ideally, I'd like to murder an elf in a way that helps further another character's story, so just lmk if it would be useful to yours, and we'll work something out.
HANDWAVE DESIRES:
Nervous chatter about how we're all going to get through this, right? We're the good guys.
church
TEAM: 2
GENERAL NOTES: Church is pretty adept with a sword, usually one-handed while using his shard hand as a shield. He's surprisingly coordinated and is always willing to stick to a plan, whatever the plan might be. He can give some orders and isn't afraid to, but he dooooesn't actually expect people to listen?
He's gonna take a sword to the shoulder, but it'll be okay. He'll bleed plenty but keep going. What's really gonna suck is the 3rd degree burns he'll take to the neck from Antivan fire. This part I intend to happen right around the Betrayal, involving a bottle of the stuff broken right before it's lobbed for Max Chaos, but I can work with others for plans on that. He'll probably have to be taken off the field. Or, let me put it this way, he should be taken off the field, and whether that actually happens or not.../shrug!
RP DESIRES: Betrayal at the house on the hill--I mean team 2's surprise magical betrayal and terrible fight. Probably general fighting, too, like, dang yo, dracolisks and elephants and all kindsa crazy shit. I wouldn't mind rping out some stuff with healers later? During the retreat in the snow, he's gonna be walking. And would like company while he tries to keep spirits up in the face of awful defeat?
HANDWAVE DESIRES: I don't really have anything I'm not up for rping, but if someone else has stuff they wanna wave with Church, I am down...
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TEAM: 1
GENERAL NOTES:
(Also Wow, does she just, not get tired, Lakshmi don't you care that you're bleeding? No that's dumb, anyway here's a knife. )
RP DESIRES:
( she is not keeping the elephant, it is going back into the army lines for Orlais because Kirkwall ain't able to look after so majestic a beastie, but you know, FOR NOW, ELEPHANT )
But more seriously, I really love writing combat and fighting, in all capacities. SO, FINGER GUNS. Want to pose dramatically on the back of the elephant she's capturing? GO AHEAD. Want her to swing by and pick you up from a serious injury? She's got some super strength to spare. Just want to have them posing back to back in combat and going hell for leather at it. LET ME AT.
In the retreat, when she finally gets back to camp, she is going to be a) noticeably injured on her face and hand, but b ) won't notice that something is wrong really until someone points it out, so if that's your jam, I would love someone to strong-arm her into a healing tent as she tries to dodge questions about why she really doesn't want that.
HANDWAVE DESIRES:
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six / solas / hanzo / sidony
TEAM: One
GENERAL NOTES: Six uses a huge (60+ inch) greatsword that is usually strapped to her back! She will be in full Paladin armour (with the mark of Sarenrae on the chest). She's generally a tankish kind of person; she will go in and throw herself into the fray as much as possible and do what she can to make sure that people are protected and taken care of. She's kind of in the middle of things in team one, so she'll be there to take a few blows and defend anyone if they need it! It's all part of her oath.
RP DESIRES: Defending your character, killing some stuff together, some lowkey remorse about not being able to redeem people and missing Sarenrae, that kind of thing. If you want someone to physically carry your character from the fight at some point she will do it!
HANDWAVE DESIRES: Anything at all! Just hit me up about it if you want Six to do something with your person.
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CHARACTER: Solas
TEAM: 3
GENERAL NOTES: Protective fighter! He will be casting barriers, be using his rift magic to draw enemies together, be casting ice and fire and so on and so forth! He has his Rift magic specialisation and he's got his fair share of spirit magic, so he's there mostly to protect people. He'll be careful and particular around people, but he will take care of people if they need it and do what he can to get people out of the way.
RP DESIRES: Everything! I have no real plans set in place for Solas, so I'm down to do practically anything with him.
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CHARACTER: Hanzo Shimada
TEAM: 8
GENERAL NOTES: Long-range archer with spirits that he will be using in this fight! This will be the time that other people are going to notice two spirits in the shape of dragons that Hanzo is using during the battle (curtesy of his Spirit Archer specialisation). He's going to be sniping and keeping people as safe as he can, but he could get involved with hand to hand combat if it proves necessary.
RP DESIRES: There are some vague plans for Hanzo to ult (rip) during the battle, but otherwise just him getting the crap beaten out of him. He's getting a pretty awful back injury from a trap, so he'll be out of commission near the end if anyone wants to help him out.
HANDWAVE DESIRES: Want an archer to snipe someone coming at you? He'll do it!
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CHARACTER: Sidony Venaras
TEAM: 9
GENERAL NOTES: She will not be fighting! Sidony is working as your battlefield doctor/surgeon for this fight. She's hanging at the healer's tents before they get burned and she'll be around to stitch up and medicate anyone that needs it - without magic, of course. She'll come across as professional and sure of herself, but anyone who's looking too closely (or anyone she vaguely knows!) will recognise that she might not be as sure of herself as she is trying to pretend.
RP DESIRES: I'd really like to RP some healing/stitching and general "oh shit, this is a real battle" type situations. If your character has a serious wound that needs some stitches she'll do it for you! Otherwise, anyone she knows/anyone who has seen panic attacks will probably realise she's getting a bit over her head. She's also breaking her ribs and getting some second degree burns, so if you want to help her during the escape that would be fab.
HANDWAVE DESIRES: Feel free to say she helped heal/stitch you! She's here for it.
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Nell
TEAM: Team 1
GENERAL NOTES: She's an experienced force mage + knight-enchanter and this is far from her first battle so even if it is the biggest, she's going to be taking it in stride and very much in her element. She fights with a staff that has a metal blade on one end and her spirit blade on the other end (instead of using a spirit sword with a sword hilt like is traditional). Her fighting style is viciously aggressive, power over finesse, but never out of control. It's focused far more on attack than defense, and she typically relies on Kostos to provide the barriers and buffs while she flings people around like rag dolls and lights them on fire.
She'll be killing the Warden-King with Evie, which anybody is welcome to've noticed if they want. She might be doing some discreet blood magic during the retreat (by which time she will have gotten magebaned, I think) but it will be pretty discreet, and I'd prefer not to have it witnessed by anyone who's going to throw her under the bus for it this time, so that others can keep it as a secret to hold over her instead.
RP DESIRES: I think my main RP desires with her are already being fulfilled, but if YOU have RP desires that include her, let me know!! I might put an open or wildcard prompt on her top-level, and will probably tag out in the retreat. A couple sorta-specifics:
HANDWAVE DESIRES: Team 1, if we don't have time to all thread with everyone, let's make up some cool things they did together mid-battle that we can then use as a springboard for CR in the aftermath or later.
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marcoulf
TEAM: Team 2
GENERAL NOTES: Marcoulf fights with a sword and parrying dagger and it general gives the impression of being a slippery weasel of a human being; he's quick and deadly and somehow is that person you keep catching glances of who should be dead (dude, put some chainmail on or something) and somehow hasn't gotten stabbed yet. The Inquisition's #1 cockroach. Similarly, he's not the type to swan in for heroics but if it's convenient for him to stab an infantryman before an ally gets piked and he's not currently in the process of evading being murdered, then he'll absolutely do that. This isn't his first rodeo.
RP DESIRES: I really enjoy writing combat and action and would love to write some hacking and slashing. Would like to write Team 2's dramatic moment of getting betrayed, but otherwise I'm up for anything. Generally speaking, I'm interested in expanding his CR.
In the aftermath, Marcoulf will be dealing with a serious injury to his dominant hand aka "the moneymaker" and I'd like to have him get shirty with a healer about making sure it gets fixed. So if you have a healer (magical or otherwise) for him to have a meltdown at/with, holler at me!
HANDWAVE DESIRES: Nothing specific, but grab me if you need a sentient pool noodle of a human at hand for anything.
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flint
TEAM: Team 5
GENERAL NOTES: Flint's a jack of all trades, by-any-means-necessary fighter that relies on a combination of skill and sheer aggression to get things done. He's that guy who has blood on his face and you're pretty sure it's partly his but it's also definitely someone else's too. He primarily fights with a sword, but also carries a dirk and a hand crossbow
which he's probably going to misplace; look, these things happenand is all too happy to re-purpose pretty much anything into a bludgeon if push comes to shove.RP DESIRES: Mostly just looking to build CR with other members of Team 5 and write some sneaky and/or chaotic action. I'm going to be top-leveling with a few options and I'm all for group threads if we want to pile a couple of people in for maximum efficiency, but if you want him for something specific definitely don't hesitate to grab me.
HANDWAVE DESIRES: Team 5 especially, but generally speaking - if we don't have time to thread something and you want a thing, let's come up with something they did together for CR building purposes in the future.
Yseult
TEAM: Team 5
GENERAL NOTES: She's an assassin, and will be in full-on silent sudden acrobatic throat-slitting mode during the first phase of their mission as they ambush the patrol and sneak through the camp quietly killing as many enemy as possible and sneaking into the stockade. Once they're discovered, she'll trade one dagger for a short sword.
She's clearly been in battle before, but will be most comfortable in areas that are less open, where she can use the surroundings against her enemy, like getting people tangled up in tents, or being able to run up some crates and leap down onto her foes, etc. She's extremely cool under pressure despite the chaos, and highly focused on their goal, maybe to the point of single-mindedly forgetting about teammates at times, but willing to risk herself to help others when she sees them in need. She's ruthless in a fight, and not at all squeamish.
RP DESIRES:
HANDWAVE DESIRES: I'd love to make up some stealthy shit characters on Team 5 did in the battle together. Simultaneous assassinations? Tag-teaming a target? More generally and less stealthy, fighting back to back? Doing something strategically effective but morally questionable? A magical healer will probably be required to save her from dying from the combination of a severe spear wound to the side and a severe + poisoned arrow in the shoulder, so if you'd like to say that was your character let's talk.
Byerly
TEAM: 5
GENERAL NOTES:
Impression: Byerly will be definitely pretty scared, because this is not his element, so probably his teammates might get worried that he's going to shit himself. But he will (surprisingly) actually show some real mettle on the battlefield - no cowardice here.
Fighting style: Really dirty. One would expect a Fancy Gentleman of Ferelden to be an honorable fighter, but Byerly is assassin-like and brutal in his style - a combination of hand-to-hand and daggers. Feel free to have your character take note of that, if they care enough about Byerly to note that he's a better fighter than you'd expect.
Specific contributions: If no one protests from team 5, I'd love to have Byerly be the one to lure the patrol into the woods for the murdering! He also frees a fair number of prisoners and takes a blow for Helena. He's going to get fairly severely injured, receiving a head wound.
RP DESIRES: I would love for someone to thread out with me:
-Combat threads! I would love to have a couple of threads writing out fighting.
-Injury/post-injury! He's getting concussed, and so I want to do some cliche-ass threads of "you need to stop this person from falling asleep." Tell Byerly stories to keep him awake!
-Should we do a thread of "our two characters got caught by guards on their stealth mission and need to talk their way out of it"? Yes please!
HANDWAVE DESIRES: Someone save him after he gets hurt?
wysteria
TEAM: Team 9
GENERAL NOTES: Wysteria is helping out around the support tent, but is emphatically not a healer. She'll be running around helping to organize triage, fetching water, helping people off ambulances and making sure people who should be lying down continue to do so. She is extremely talkative and seems to cope with stress by chatting ears off and being aggressively cheerful.
RP DESIRES: I'm planning to focus on aftermath things with her, but am very for having her assist with medical things or if you have a character who gets injured early and you need to have someone talk to them at length before the Inquisition's lines are over run. She has some minor magic abilities that she's largely been hiding and it might be fun to give her a reason to use them more actively in the presence of strangers. She's also getting banged up a bit during the retreat, but is going to be rather cavalier about most of it until she can cry on her own time thank you very much.
HANDWAVE DESIRES: If you have a healer or an injured character that was near the support tent (or....where the support effort moved after the tent went to hell), Wysteria was probably weirdly resourceful at some point. Strangely quick about refilling water buckets? Oddly prepared with spare bandages despite clearly being a frazzled wreck of a human being? etc.
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JESTER and DARRAS plus sidelined Nikos and Val
TEAM: 4
GENERAL NOTES: Jester fights with magic and a lot of trickery!! her big weapon is her spiritual weapon which is a giant floating spectral lollipop that she can move around. she can also create a double of herself for distraction purposes. her healing magic is semi small but useful and she can stabilize someone who is on the brink of death so!!! hit me for that healing
RP DESIRES: Using giant muscles to pick people up and carry them to safety. ALSO I really want her to use her Charm Person on an enemy to either rescue someone OR forestall some major push or smthn. I’d like a witness or two but it IS going to look like blood magic so 😬 tolerance pls
HANDWAVE DESIRES: happy to handwave a carry off rescue for anyone lmk
CHARACTER: Darras Rivain
TEAM: 5
GENERAL NOTES: Darras fights with his falchion, which is a large broad sword w a slight curve. he’s good with it and a seasoned fighter tho he’s done most of his battling on the sea. he can take on a few foes at a time and is also good at dispensing a passing blow to assist someone in trouble as he’s running past. he’s used to giving commands (bc he’s a captain tnks) and might start with that by default as stuff starts to go tits up. he’s also a risk taker and would rather run at danger.
RP DESIRES: he’s paying close attention to another pc, Yseult, and he will absolutely sacrifice someone else to assist her. she’s getting fucked up so there’s def an opportunity for that to happen so pls a volunteer would be amazing. some back to back fighting would be cool. also he’s afraid of horses, plenty of opportunities for disaster
HANDWAVE DESIRES: any instances of him chopping someone’s head off for u and giving u a hand up is fine to assume 😘
I also have NIKOS (team 8, serious leg wounds) and VAL (team 9, mild wounds) who are backgrounded but available for handwaving and aftermath stuff!!! maybe one or two battle things too idk.
Re: JESTER and DARRAS plus sidelined Nikos and Val
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Ilias
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Kostos
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Clarke
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Bella
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Magni
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Rey
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Geneviève De La Fontaine
Audra and Elias
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LEGLAS / team 3
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long john silver
lux
Julius