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Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] 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
↠ OOC Mechanics
↠ 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:

  • Sir Baigan, an Orlesian chevalier
  • Finch Wicker, an Inquisition volunteer from the Marches
  • Wedge, a former Templar
  • Fulk Albin, a freakishly large Ander who fights with a massive club
  • Huget de Totenais, an Orlesian farmer who fights with a less-massive club
  • Evrion, an Inquisition volunteer formerly of the Ansburg Circle
  • Sir Bernardino de Ureña, an Antivan knight who wore a cloak covered in fresh peacock feathers into battle
  • Alan Fane, a Fereldan scout attempting to work behind enemy lines
  • Tello, a Tevinter dwarf who fights with a trident and is deathly afraid of horses
  • Emeric Vauquelin, an Orlesian lord leading his men
  • Louis Boissonade, an Orlesian farmer with an accent so thick even other Orlesians can't understand him
  • Rutilio Nenna, a Tevinter mage specializing in ice and disappointing her father with her recklessness
  • Cid Polenta, an artificer assisting the Orlesian army
  • Sir Lindner Goswin, an Ander knight who wears a helm shaped like a goose in flight
  • Margaux, an Orlesian scout attempting to work behind enemy lines
  • Biggs, a former Templar
  • Seoraj, an Inquisition soldier and smith from the Marches
  • periastron: (Default)

    [personal profile] periastron 2018-11-23 11:39 pm (UTC)(link)
    That totally makes sense, thanks for the speedy reply.