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  • Old Guild Username: MMGiru
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    1. MMGiru 11 yrs ago

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If ever I happen to disappear, it's my own issues at play.

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I am also interested to see the whole 'bas saarebas' dynamic play out, but bear in mind the Sten from DA, and how he did not go ape-shit and kill Morrigan, Wynn, or mage!Warden. I could see the Wardens-as-avaraad dynamic, and it does jive with both a military order and their Right of Conscription.

Also, I believe I get to donate some of my blood too, tomorrow. Amusing irony if that's when we get this started.
Hmm.... Wouldn't wanna tread on what anyone did with their particular Warden. Personally I let him go and research.

He helped enlighten Darkspawn, yes? That's a trend that would probably spread, so unless we want a drastically different climate with high-sentience Darkspawn running around, maybe it'd be best to have his group either have gone off somewhere or been exterminated a century or so previously.

Maybe they went through the torn Rift in the Inquisition to find the Black City and puzzle out their own existence? Or maybe they sailed off to find a continent/island they could own? In either case, they still have descendants who can come back and try to influence the Blight to their will. The alternative being they were killed, either by the Warden in Amaranthine, or someone else.

I'm curious to hear everyone else's thoughts on the issue.

Other things: Perhaps Levine and Scout were the ones at the Circle Tower, after the last batch of recruits died, including the mage who healed Scout? Would add to the reasoning for their visit, and still be compliant with LetterE's CS for Val. Granted: she couldn't enter Scout's dreams, since that's not a thing for dwarves.

Also, Pyro, is that adorable-ass thing a bat? I've been curious.
Whoo! Well, hopefully Dredigan returns from wherever before too many days, what with the plot being stored in that vessel.

Unrelated: finally caught up to where I was before restarting Pokemon Reborn. Only took me... 50 hours. Yay for adulthood.
This position is distinctly superior to too few. And one great facet of play-by-post is being able to introduce NPCs, where appropriate. :D

I'm eager to see who you bring out, and hope we can get another enthusiastic person in on this, and get the ball rolling.
I'm sure the GM will be pleased as I be, to have a new entrant. Any thoughts on a character?
Seemed about time to bump this, since prospective PCs have apparently slowed down.
Well, not a lot can be done with one party member, but I'm still here. Hopefully it works out. I'll bump the Interest Check for good measure.
Sweet. I realize Advanced isn't exactly lightning speed, but I was beginning to grow concerned after a couple days. Happy to see more of the surface's primary race, as well; was threatening to be disproportionate.
So, here be this thing.
Name: "Scout"
Race: Dwarf
Age: 26
Faction Loyalty: Legion of the Dead

Appearance: In his developing years, Scout was one of the better-looking dwarves, by dwarven standards. His time with the Legion, however, left him with more than a few scars from blades, arrows, and claws, as well as a burn from his left cheek down his torso, from a Hurlock mage. The auburn hair on his head is kept shaved, and his beard is kept at a finger's length, to prevent it being grabbed.

Class: Legion Scout
Class Description: Having served as picket and reconnoiter of the famed Legion of the Dead, he moves quietly, sees clearly, and knows his way around traps, and years of death have only somewhat dulled his Merchant-born skill with words. Fighting the Darkspawn regularly has given him both the Taint and a good deal more physical strength and endurance than similarly sneaky types enjoy.

Weapons: He typically carries twin knives and a crossbow, the former to weave through armor, the latter to pierce it.
Armor: With his own, sophisticated Legion Scout armor badly damaged, he had to wear a human smith's paltry attempt at repairs, and sacrificed protection for quiet. The mail still looks like the lighter Legion stuff -- white skull emblazoned on the middle of the chest -- but does not perform nearly so well as it used to. His old helmet remains inside an ogre's corpse, and he now settles for half-helms, to allow for his vision and hearing.

Special Skills: Bartering
Personality: While open to friendly banter, Scout does not need it to sustain himself. He derives a sense of purpose from hunting Darkspawn, and security from his mobility. Scout grows restless if he stays in one place for too long, but has earned a respect for the import of commanding officers, and will only complain when he sees it vital.

Biography: "Scout" was not born as such, instead being fathered by one of the Merchant Caste in Kal'Hirol. Trade with the Surface being officially cut for some time, the Merchant Caste became more riddled with crime and corruption than any time previously. Goods were smuggled in and out of Kal'Hirol especially, due to it being directly beneath the bustling trade hub of the Amaranthine. Kal'Hirol officials had largely remained part of this corruption, but pressure from Orzammar only ever increased, and the occasional punishment was demanded.

Scout, in his youth, ended up being one such sacrifice. While moving lyrium to the Surface at his father's behest, Scout was captured by dwarven soldiers. He was, of course, captured after the successful delivery, which had the benefit for the officials of not interrupting their pay, and Scout of not officially losing his caste by being spotted on the Surface. The punishment proved to be imprisonment, but anyone savvy enough to smuggle lyrium was of value to the Legion of the Dead. As the Legion had the same sort of autonomy as the diminishing Grey Wardens, Scout was allowed to join their number, which he eagerly accepted.

His years with the legion were some of the most purposeful of his life, and Scout took to his new identity vigorously. In the years of Blight, the Legion were nearly the only dwarva still fighting the Darkspawn, seeing it as an opportunity to press forward, rather than a holiday. While the relative peace of the Deep Roads lent itself to Scout living years longer than most of his discipline, he did sustain many injuries, but regarded them with pride. One day though, Scout sustained the wound that kills everyone as surely as time: the Taint.

They were near the Surface at the time, striking at a group of Darkspawn who'd had the wits to travel underground in day, to sneak beyond Human defenses. It was there that Scout stumbled on an ogre in battle armor. Such a creature would prove an unwelcome surprise to whatever Human settlement the Darkspawn were attacking, and Scout attempted to escape and warn the Legion. The ogre was pet to a hurlock mage, as it turned out, and Scout's exit was blocked. Having already had his funeral some years before, Scout settled himself on killing the ogre. The beast had other plans, and even as Scout slit its giant wrist, that hand forced his torso to the great maw, where his entire torso was taken as a matter of course. Armor rent and bones broken, it nearly killed Scout when the ogre fell to its death with him still in the mouth. The Wardens, it seemed, had noticed the same group the Legion had.

The Wardens were few at the time -- a Commander and Recruits -- but with the aid and distraction of the badly-damaged but still quite-violent Scout, forced the Darkspawn into retreat. When the battle was done, a young mage recruit was able to repair the wounded dwarf. The same could not be said for either his Legion Scout armor or the Taint the ogre's blood and slobber had given him. With no contact from the Legion, Scout was given a choice by the Wardens and Fate: search for a path back to his unit and die of the Taint while the Darkspawn ravaged the surface, or help restore the dwindling Blight-enders. It wasn't really a choice at all, he'd later decided.
So, quick point: virtually the entire lyrium trade stems from trade with the dwarves. That's needed by Mages, Templars, and various others. I'd imagine there are a few different solutions to the problem that surface-dwellers come up with, like trying to mine it themselves and having a black market trade with smugglers from Dwarven cities. The Blight lends itself to anyone wishing to dungeon delve for the stuff, but surface-dwellers are still susceptible to lyrium poisoning.

Just a thing that occurred to me while thinking up a plausible dwarf character. Thoughts, great and powerful GM?
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