faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote2017-04-24 09:52 pm

Rifter Applications


RIFTER APPLICATIONS

"Rifters" refers to characters who are from outside of the canon Dragon Age setting and arrive via rift, including canon characters and fandom OCs from other canons as well as fully original characters from their own native worlds. Because rifters arrive via specific events—and because we need to time those based on other events happening in game—apps are open approximately every three months but may be timed differently depending on plot needs.

You can find the most up-to-date information on rifter app periods by checking the dates at the top of the most recent mod post! During arrival months, rifter applications are open from the 1st (12:01 a.m. Eastern) to the end of the 5th (11:59 p.m. Eastern).

Fade Rift has a cast cap for rifters. The cast cap is currently six characters per canon/franchise. Canons/franchises currently at the cast cap are: None. Any changes to the cap and to cast totals will be finalized one week before each application period.

Before applying, please read the FAQ and the Rules. In addition to a lot of other useful information, the Rules page details the caps and restrictions in place for certain character types.

APPLICATION FORM

Please link to your application rather than pasting it into the comment. The subject line of your comment should include your character's name and canon. If you need help with samples, check the the test drive meme for prompts. And note that we do enforce our word count limits, even if you're only a little over!

PLAYER

Name:
Age:
Contact:
Other Characters:
Interests: What sort of RP are you hoping for in Fade Rift? Are there particular aspects of the world you're hoping to dig into? Types of plots or threads you're excited about? Do you love action scenes? Political intrigue? Rescuing lost animals? This doesn't have to be long or complex and there is no right answer—it's to help us make sure our plots stay in line with people's interests.

CHARACTER

Name:
Canon/OC:
Canon Point:
Journal:
Age:

Canon World

In no more than 500 words, please describe the world your character comes from. Don't try to cover everything, just focus on the key points that an unfamiliar reviewer would absolutely have to know in order to understand your character and their abilities.

History

Please provide a summary of key points in your character's history in no more than 500 words. Bullet points are fine. If there is a wiki history for your character available, please also provide a link in addition to your summary.

Personality

Please describe your character's personality in 300-500 words. No need to touch on every aspect of their being, but do hit the key traits and motivations (as you see them) and demonstrate balance.

Strengths & Weaknesses

Basically, what are they best at, and what are they worst at? Where can they help and where will they be a liability? Give us a general idea of areas of expertise and level of ability. While this needn't be 100% exhaustive, any powers/magic/significant areas of expertise not listed here cannot later be used in game.

If your character has superhuman abilities, please describe these abilities in plain terms. Although Fade Rift is based on a video game, we don't write about abilities or attacks as if they are occurring in a video game. For example, characters will not have an ability called "Whirlwind" that enables them to spin in a circle and strike things with a sword. Just tell us they can use a greatsword and they're agile.

Suggested Nerfs

Many (if not most) abilities from other canons will be nerfed or adapted to place them on par with native abilities -- we want rifters to be unique and retain what makes them fun to play, but not so overpowered that they render native characters superfluous to missions. A list of universally applied power limits is in the FAQ (http://faderifting.dreamwidth.org/966.html#nerfs). These nerfs will apply to all rifters unless we discuss a specific exception with you. Additionally, we may place other limits on rifters' abilities to prevent them from being too powerful compared to natives. If you have a high-powered character, we encourage you to use this section of the app to suggest your own nerfs or let us know what's most and least important to you about their powerset so we can take it into consideration when we establish limits.

Arrival Inventory

What will your character have with them in the dream they arrive from? Please go ahead and list weapons, technology, and magical artifacts, though they may disappear in the passage through the Fade. And please note that we do mean what they have with them in their dream; they can arrive in plainclothes with their usual belongings from a dream about buying groceries, or they can arrive in a gorilla suit with a deflated hot air balloon from a dream that was a little less mundane.

'Human'ization

Please describe any ways that your character differs from a normal real world human. Characters who don't closely resemble humans/dwarves/elves/Qunari will be shifted into one of those forms by their passage through the Fade, so if the rules require that your character exit the rift in a different form, what form would you like that to be?

Fit

Is there a reason you think this character would be particularly interesting in this setting? Are there particular aspects of the world you're hoping to dig into? Things about your character you think Thedas will help you explore? Will they have a personal connection to an issue, or act as a foil to another character/group/opinion? Give us a sense of what you think your character will bring to the game world and what you think they might take away from it. Basically, why did you choose this character in this game? This shouldn't be more than 300 words.

SAMPLES

Please provide 2 samples. It doesn't matter if they're written or linked and we don't care if you prefer brackets or normal punctuation, but at least one must take place in the game world, and at least one must be a log rather than network tags (or their setting-appropriate equivalent). They can be of any length, as long as they provide a sense of your character's voice and internal narrative. If we feel they aren't sufficient, we'll ask you for more.



CANON UPDATES

Once in Thedas, rifters don't return to their home universes unless they are dropped and later reapped by the same person. However, your character may acquire new memories from time after their originally apped canon point while asleep and traveling in the Fade. (If your character is a dwarf, please contact us for alternate options.) Your character will not change physically--no new scars, no overnight aging--but the memories will feel as real as if they've experienced them directly. This option is available to both canon and original rifter characters.

If you would like to use this mechanism to update your character, you can do so by submitting the following form as a comment during the rifter application period.



APPING PREVIOUSLY PLAYED CHARACTERS

We allow reapps of dropped characters by both the previous player and new players. Unless killed off by their players prior to dropping, dropped rifters will have disappeared mysteriously from Thedas. Previously played rifters may be reapped by their previous players with their in-game memories intact, or by both previous and new players with a clean slate.

disfavouring: ᴀʟʟ ɪᴄᴏɴs ʙʏ BATHAUS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)

NUADA | HELLBOY II: THE GOLDEN ARMY | RESERVED

[personal profile] disfavouring 2018-06-04 07:16 am (UTC)(link)
notacrow: (Default)

Myira ♠ Original Character ♠ Not reserved

[personal profile] notacrow 2018-06-04 02:49 pm (UTC)(link)
ipseite: (Default)

[personal profile] ipseite 2018-06-05 06:18 am (UTC)(link)
cheers! will take those on board and look into working with lyrium, ty mods
thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)

[personal profile] thunderproof 2018-06-05 07:59 am (UTC)(link)
Here's the revised ability list! My apologies for the extra work, mods.
PRESTIDIGITATION — Adalia can do one of the following: cause an instantaneous, harmless sensory effect such as sparkling fingers or a loud noise; light or snuff out a fire no bigger than a campfire; instantaneously clean or soil a small object; chill, warm, or flavor food for an hour; make a color, small mark, or symbol appear on an object or surface for an hour; create a nonmagical trinket or illusory image that can fit in her hand, which lasts for six seconds.

MENDING — This spell repairs a single break or tear in an object no bigger than one foot in any dimension that Adalia touches, such as reapiring broken glasses, mending a tear in a garment, or repairing a lightly damaged wagon wheel. It can physically repair a magic item or construct, such as a mage's staff, but can't restore magic to such an object.

TELEKINESIS — Adalia can exert her will on one creature or object that she can see within ten meters of her, telekinetically moving them. She can switch targets mid-spell, but if she does so, the prior target is no longer affected.

Additionally, since when I apped Adalia I wasn't thinking of things that would work well in terms of written rp as opposed to just plain porting her character sheet over wholesale with no edits, I was hoping I could switch out an element of her design poorly suited for written rp for one that works better. Specifically, I would like to switch her Empowered Spell ability (in D&D used to reroll damage dice, in written rp pretty much useless) for Careful Spell (used to avoid damaging five people with AoE spells). If I'd been thinking more clearly about how ability choices would be useful in written rp, this is a change I would have made when apping her, but since I apped her in with the Empowered Spell I wasn't about to change it just because I wanted to.
swordproof: (Default)

Re: REVISIONS

[personal profile] swordproof 2018-06-05 07:16 pm (UTC)(link)
That's no problem at all! Please excuse how sincerely long this is!

PALADIN ABILITIES
DIVINE HEALTH The divine magic flowing through Six makes her immune to disease. This does not include the Darkspawn taint or magical disease, just your run of the mill sicknesses.

DIVINE SENSE: Six can sense "strong evil and good" when she focusses hard, but only a number of times a day (six, with her canon update!) This essentially means she can sense strong evil and powerful good, with evil registering like an odour and good like music in her ears. In a Thedas setting, since there aren't really any celestial good creatures for her to sense this would be nerfed immediately. In the case of evil creatures she would be able to pick up on the undead (like the Redcliffe zombies). She would not be able to pick up on Darkspawn, because that's a Grey Warden thing and it should stay that way. Attempting to use this ability more times than she can with her daily limit will cause severe head pain/migraines, and using it up to the limit and a bit before her limit will tire her out and make her head ache in a way that cannot be cured by magical means.

LAY ON HANDS Her blessed touch can heal wounds. Six can use a special pool of her magic to heal people, but only a limited amount each day before she gets tired/exhausted and cannot do it anymore. This is 40HP, which would translate to being able to stabilise, but not completely heal, someone, or heal a series of smaller wounds rather than one big one. It's not an unlimited pool and she has to rest before she can use it again after she's 'spent'.

DIVINE SMITE When Six hits an enemy with her weapon she can use her Paladin powers to deal specialised radiant damage. For this to work transferred into a Thedas-type setting with the Dragon age world damage types (where radiant doesn't exist) and with Six's powers coming from a spirit, it would mean she can use her Paladin magic to add a little extra Spirit-type damage power to her attacks rather than it being radiant. As this smite counts as using a Paladin spell slot, she wouldn't be able to use it constantly with every attack - she has a limited amount of magic she can use and this power would draw on that.

AURA OF PROTECTION People around her/in her aura are able to better dodge the effects of spells, but only within ten feet of her and not always successfully - it's an ability that protects people passively in D&D, but transferring this into Thedas might make it better used as a limited, active ability. This would mean that if Six concentrates with her magic she can help protect her allies with a thin barrier as long as they stay within ten feet and in eye line with her, otherwise the aura falters and fails.

AURA OF DEVOTION People around Six as less susceptible to being charmed by magical means. As this isn't something that's a natural occurrence in Thedas it won't really have much of an effect unless someone she's near is being specifically targeted by some magic that might control their mind.

SACRED WEAPON Whatever weapon Six is using can be imbued with her energy, making her attacks a little bit stronger for one minute. The weapon also lights up (in a 20ft radius) and becomes a magical weapon for the period of time. If she goes unconscious or loses the weapon the magic ends. She can only have the weapon "enchanted" like this for a minute at a time and the fact that the sword lights up is a disadvantage in most cases as it makes her a glaring target.

TURN THE UNHOLY Using her magic and when holding her holy symbol, Six can force fiends or undead (zombies/etc in Thedas) to run away from her. This frightens the creatures she prays against and makes them want to get away from her as quickly as possible. As there aren't really a huge amount of undead creatures for Six to fight in Thedas this naturally isn't going to be as useful to her as it might be canonly, and is generally a means of escape, as any damage done to these creatures will make her spell on them end.
LEVEL ONE SPELLS
PROTECTION FROM EVIL AND GOOD One person Six enchants is protected against her choice of creature (which, in Thedas, would be limited to the undead). It makes them harder to be seen by these creatures and they cannot be frightened by them. If they're already frightened then they're no longer scared. The spell also includes effects like charming and possession, but those effects won't or be relevant in the context of undead creatures in Thedas so will be nerfed immediately. She can also only use this spell if the person she wants to protect is within touching distance. It also only last ten minutes and as a concentration spell she cannot use it with any other spell that requires her to concentrate on it.

SANCTUARY Using her magic, Six can ward an ally within eye line of her from attack. It makes them slightly more difficult to hit by ranged and magical spells, but in Thedas won't be particularly effective against melee attacks. It will act as a kind of magical shield to help deflect attacks. It lasts a minute and once one attack has been defended against it ends.

CURE WOUNDS Like her Lay on Hands ability, Six can use cure wounds to heal injuries. She can use this spell to heal minor wounds, like deep cuts or fractures, or use more of her magical power to heal a more dangerous wound. She cannot use it constantly, however, as her pool of magic will exhaust her eventually and she will run out of strength to do it. The person she is curing must be within touching distance of her and it won't work on anything with undead elements or spirits.

SEARING SMITE Using this spell Six can make her blade incredibly hot to the touch and deal fire damage to her target where, in rare cases, she can set the target on fire as a result. If the person she sets on fire is on fire then... They take more fire damage until her spell ends or they put out the fire themselves. The spell itself lasts for only a minute and is a concentration spell, meaning she can't use it with any other spell that requires her to concentrate.

THUNDEROUS SMITE The first time (and only the first time) Six hits a target with a melee weapon it makes a cracking noise like thunder echoing around her. The use of her magic like this means that the target takes damage from a thunderous shock to their body and is pushed away from her, but only by ten feet.

SHIELD OF FAITH For up to ten minutes Six can put a barrier around a person to protect them from damage. It will not survive an onslaught of attacks and will eventually falter. It is a concentration spell, so she can't use it with any other magical ability that requires her to concentrate and the person must be in within eyesight for her to be able to use it.
SECOND LEVEL SPELLS:
FIND STEED Essentially, Six can summon a magical mount. While in D&D this is expended to a list of different animals, in Thedas it would be limited to only a horse, and only one that is big enough to carry her. It's not a very clever animal and can only understand one language (Trade/Common). It takes Six ten minutes to cast this spell and if the horse takes damage it disappears. Since fey/fiend/celestial isn't a thing in Thedas, the horse should appear as a kind of spirit animal. She also won't be able to communicate with it telepathically anymore and will have to use her words. It's not necessarily a useful spell in as part of the Inquisition as she's going to have some access to live horses, but can be used if she needs to travel somewhere alone.

BRANDING SMITE Six can imbue her sword with radiant (now Spirit) damage, dealing extra pain to someone she's attacking. If they're invisible, she can turn them visible as a result. This spell lasts for one minute only and as a concentration spell she cannot use any other concentration spell at the same time of it or she will lose the effects.

LESSER RESTORATION She can touch a creature and can end either one disease or one condition afflicting it. The condition can be something like being blinded, deafened, paralyzed, or poisoned by magical/herbal means. The condition has to be something from a poison/spell and it can't be a long-lasting medical effect like a disability.

ZONE OF TRUTH Six can create a 15 foot sphere centred where she chooses. Until the spell ends creatures cannot speak a deliberate lie while within the sphere. If the person knows the sphere is there they can avoid answering questions by being deliberately obtuse and talking around the topic. This would require opt-in from players and it can "fail" on those that don't want it to work on them for IC/OOC reasons in order to make this workable in an ingame setting. It only lasts for ten minutes, on people within those fifteen feet of her.

PROTECTION FROM POISON She can touch a creature and if they're is poisoned, she can neutralize the poison. If there's more than one poison, she neutralizes one she knows is present, or one at random. For one hour, the person is more resistant to poisons and less able to be made sick because of them.
Six has seven spell slots, which means she can only cast seven spells a day (four of her first level and three at second level). In the Thedas setting this would be a limited pool of magical strength that, when she's used all the magic she can, would exhaust her mentally and leave her with her still decent physical fighting abilities. A good deal of her spells are concentration spells, meaning she can't use two of them at a time without one or the other breaking/ending. Her magical healing abilities aren't at the level of a spirit healer or someone with specific training in magic, but she can work well instead as a quick-healing combat field medic, healing a handful of small wounds or one big wound. All her spells would also require the target to be at least in eye line with her and in the case of anything to do with healing/poison they have to be within touching distance.
Edited 2018-06-05 19:47 (UTC)
swordproof: (050)

[personal profile] swordproof 2018-06-06 05:23 pm (UTC)(link)
Hey guys! This is all really awesome and this might be tl;dr as I try to pin down all of what it means for Six!

As I didn't discuss what level she might get to in FR in her app, I thought it might be a good idea to expand on that now so you have a good idea of what she could reach in about 12 months of FR time! I would expect straight off that anything that is Paladin specific (so Paladin-based abilities) will require the use of a Specialisation to upgrade/bring them to Thedas. Since I doubt she'll get higher than Paladin level 14 in the span of 1-1.5 years (and anything more than that would require another canon update!), this would be the following:
AURA OF COURAGE Six and people around you are less likely to be frightened by the enemies attacks, including spells that cause fear/frighten the target. They still work, it's just harder/takes more mana/effort!

IMPROVED DIVINE SMITE Her Divine Smite ability just gets a little bit stronger (it deals more damage when she uses it as a 'spell' rather than as a normal ability) and all her weapon attacks include an element of 'smite' to them, powering up her melee strength.

CLEANSING TOUCH Six can use her magic to end a spell on herself or a willing target she touches.
I'm not sure how you'd like to handle spells, on the other hand, as they're abilities she just learns levelling up but since they're not 'Dragon Age' spells they might also come with the necessity of a specialisation. When she hits her highest level she'll learn four extra spells, three at third and one at fourth level:
3RD: BLINDING SMITE The next creature Six attacks is blinded and takes extra radiant (spirit) damage from her attack. This is a concentration spell that lasts for a minute.

3RD: REMOVE CURSE As it says on the tin - Six can remove a curse affecting an object or a creature she touches.

3RD: ELEMENTAL WEAPON Six can pick from acid, cold, fire, lightning and thunder damage. For up to an hour a non magical weapon deals damage of her chosen type.

4TH: STAGGERING SMITE When she attacks with a melee weapon for one minute her sword does psychic damage to the target. This would mean that the person she hits would get horrendous head pain, almost as if they've been cleaved, and would suffer from that pain for a minute or until something knocks Six's concentration. It makes the target less likely to attack because the pain is strong, but strong-willed people can of course overcome it.
She also gets four new oath spells (first two soonest, 9th level, the last two at the end, 14th level):
3RD: DISPEL MAGIC Six can attempt to dispel a spell or enchantment on a creature within touching distance of her. The stronger the spell the less likely it is to work and if the spell is more magically powerful than she is then it doesn't work at all.

3RD: BEACON OF HOPE Any people within range of her (30ft / eye line in Thedas) get bestowed with hope and vitality. They're healed from some of their wounds and anytime someone casts a healing spell on them it works a little better than it might have before.

4TH: FREEDOM OF MOVEMENT For an hour, someone Six touches can move through difficult terrain (snow, desert, etc) with ease and spells that slow them aren't as effective. They are also better able to escape from magical restraints.

4TH: GUARDIAN OF FAITH For eight hours Six can summon a spectral/spirit guardian in a space that she can see within range (30ft / eye line). It carries a sword and shield emblazened with Sarenrae's symbol. Anyone that gets within 10ft of the guardian takes radiant damage as they're attacked by the guardian; after three attacks it disappears.
She'd also get D&D 'constitution' upgrades for her ability score upgrades which just means she's a little bit hardier and less difficult to cut into ribbons.

I'm happy for any of these future abilities to cost a Specialization upgrade and if Six needs to use one of her slots to come in from her canon update with the above listed abilities (with the eye line / DA-Thedas version of being able to use them as much as a native mage might) that's also fine with me! Just let me know.

Thank you for working with me and I'm sorry for the horrific drama that is the D&D canon!
Edited (I FORGOT HER OATH SPELLS I'M SORRY) 2018-06-08 19:18 (UTC)
notacrow: (Default)

Re: QUESTIONS

[personal profile] notacrow 2018-06-11 06:24 am (UTC)(link)
For typical warding she requires:

-Material of or related to the creature or thing being warded against (i.e. the wings of locusts or the whole body of a locust, a deer tooth or a piece of deer fur or skin, etc.). For fortunes, the best material is bone from any creature or blood, preferably her own.

-Clean, clear water. Rain water is the best but water from any natural flowing or running source such as a stream or river will do in a pinch

-A piece of what's being warded. If it's a field of crops, a seed or a leaf will do. A tree needs a piece of bark or a leaf from the tree, or a lock of hair from a person or a feather from a raven. If she wants to hex or curse someone, she absolutely needs some piece of them, like hair or feathers. Blood or flesh is even better. The more intimately connected something is, the stronger the effects tend to be. Possessions work for this purpose, but the spells using possessions tend to be weaker. Typically she has a harder time warding human structures/things that are not living. Partially because she doesn't understand them well and partially because her magic is centered on nature and living things.

Length wise, the effects are temporary and are strongest for the first week or so after being cast, with the effects gradually waning until a month has passed, when the effects cease. This can be avoided through renewing of the wards through repetition of the spell/rituals in question.

For fortunes, they tend to be fairly mild for the effect one gets. Someone blessed with good fortune would simply find minor things breaking their way. They don't miss a step on treacherous ground. The pair of scissors they thought they'd lost turns up when they're cleaning the house. A particularly strong spell might result in an exceptional harvest, but that requires lots of time and effort and multiple rituals. Bad fortunes are similar. You misplace a tool, your shoe lace breaks, the pot boils over because you get distracted, etc. The more time and materials that are available, the stronger these become. These fortunes can be escaped through the use of protective charms or any form of ward or protection against magical effects and getting hold of such things would cancel any ongoing effects as well.

Effects on fortune also tend to last for a shorter time do the mercurial nature of the fortunes. Typically lasting no more than a week, Myira's curses/hexes are not very strong as it is not a form of magic she has practiced much.
Edited 2018-06-11 13:34 (UTC)
rk80051: (Default)

Connor | Detroit: Become Human

[personal profile] rk80051 2018-08-01 04:33 am (UTC)(link)
Would've posted this half an hour ago but I was trying to catch escaped rabbits.
Edited (even harder to remember to add title when posting from mobile) 2018-08-01 05:33 (UTC)
tofindthesun: (ɪ ʜᴀᴛᴇ ᴛʜᴇ ᴡᴏʀʟᴅ.)

legolas | the lord of the rings / tolkien

[personal profile] tofindthesun 2018-08-01 05:23 pm (UTC)(link)
earthbones: (Default)

canon update; Brónach

[personal profile] earthbones 2018-08-02 06:15 pm (UTC)(link)
Character: Brónach
New Canon Point: post-Dawnguard and Dragonborn DLCs, post-Civil War (Stormcloak victory)
Synopsis:
Civil War
Stormcloaks
Dawnguard; sided with the Vampires
Dragonborn


  • Joined the Stormcloaks after defeating Alduin as the ceasefire negotiated to deal with Alduin ended. Stormcloaks due to the Imperials being too involved with the Thalmor. She fought in multiple battles to liberate regions and holds, leading the men into battle from Whiterun all the way to the final battle at Solitude where General Tullius was slain at her hand.
  • Fate was very much not done with her, and upon returning to Whiterun an orc asked her to join the Dawnguard, an ancient order of vampire hunters. She went with him to their fort, even went off on a quest to ask what a group of vampires in Dimhollow Crypt were after.
  • She found Serana there, an ancient pure-blood vampire, and an Elder Scroll. They left to Castle Volkihar and Serana's father Harkon.
  • Brónach accepted the gift of his blood to become a vampire and all that followed including locating a Bloodstone Chalice that had her attacked by those who wished to overthrow Harkon as well as abducting a Moth Priest so he could read Serana's Elder Scroll.
  • The Elder Scroll revealed visions of a weapon called Auriel's Bow and that two more Scrolls were required, Dragon (already possessed by Brónach) and Blood.
  • The Blood Scroll was found in Oblivion, in the hands of Serana's mother Valerica, in the Soul Cairn. They fought a dragon to reach Valerica who named Brónach Vanquisher, but they did gain the Scroll and learnt that Valerica wouldn't leave Oblivion until Harkon was dealt with.
  • Unfortunately reading the first Scroll had blinded the Moth Priest, so Brónach left to the Ancestor Glade to figure out another way, experiencing visions herself of the Bow and that she must complete the Tyranny of the Sun - a prophecy of day and night becoming one - before Harkon. The Tyranny was revealed to have been created as revenge on Auriel by one of the last living snow elves (who themselves became the Falmer) since Auriel rebuked him when he was turned into a vampire. Possessing Auriel's bow, he only needed the blood of a pure vampire to complete the Tyranny.
  • Serana, of course, was in danger thanks to him, so Brónach killed him and took the bow.
  • Returning to the castle, the pair killed Harkon together.
  • (Brónach very much cured her vampirism after this.)
  • Instead of retiring, enter: the cultists.
  • Shouting about Miraak and pretenders, Brónach killed them, took a letter about all that business, and set sail for Solstheim where the Dunmer lived amongst the ash and the local Skaal people were building a great temple to Miraak, completely lost to his will.
  • Alongside a local woman, Frea, they searched his temple and found a strange book that transported Brónach elsewhere where Miraak bent her to her knees to show he was alive and that he would return soon. They took the book back to Frea's village in hopes of stopping him.
  • As she set about freeing the people of Miraak's influence, Brónach sought the help of a Dunmer wizard to find more of the strange books in ruins. Books belonging to the Daedric Prince Hermaus Mora. He of forbidden knowledge. Eventually upon reading them she was transported to Apocrypha where she found the counterpart to one of the books she had read and Hermaus Mora himself appeared to teach her the second Word of Power to the Bend Will shout that she had started to learn after finding the first on her travels. She would only learn the third in exchange for the 'secrets of the Skaal'.
  • The Skaal shaman (Frea's father) agreed. He read the book when Brónach returned. Hermaeus Mora killed him. But he did teach Brónach the third Word of Power so…
  • Knowing all the Bend Will shout, Brónach tamed Miraak's own dragon and flew to his temple where she fought and killed him, and at last the Last Dragonborn was dead, unable to threaten Solstheim again.
  • (Also there was her, roaming Apocrypha to gain hidden knowledge because one would think she would know better but no, she does not.)

    Key Character Developments:
  • More paranoid than she was before given that there's a hell of a lot more she's been exposed to, sorry about that. She knows truths about her world that aren't commonly known such as the Falmer were once snow elves since the Falmer are literally considered to be a beast race, and that's hard for her to accept and to deal with. She was a vampire for a while and even if that hasn't physically happened to this body, knowing that she did it is going to be difficult for her to accept and deal with.
  • There was that time she strolled through a place worse than the Fade so she might be screaming more than a little about it because how does one deal with Apocrypha?
  • Learnt more about the nature of what it is to be the Dragonborn from the supposed last Dragonborn before her who happened to be a dragon priest which...does things to a person's mental state, and really, she wasn't that great to begin with. When the killing blow was struck, she claimed his soul and since a violent shout is taken into a person, and that you certainly don't claim Alduin's soul, knowing that somewhere she has Miraak, the Last Dragonborn and a Dragon Priest's soul and understanding within her is going to be a terribly bitter thing for her to swallow in all honesty.
  • Currently she has nine shouts, I'd like (if possible) for her to learn a tenth/final shout which is learnt as part of the Dragonborn quest; Bend Will. Having limits on it is totally cool, especially with dragons since Thedas dragons and Skyrim dragons are both extremely different creatures.
  • Guess what Thedas did you think the deranged philosophy chats were bad before, oh just you wait, they get much much worse now.
  • Auriel's Bow! Auriel's Bow carried by Auri-El aka King of the Aldmer aka Infinite Looping Time. The bow carried into battle against Lorkhan in the ancient and mythic times! She held it! The most important bow ever to be fired in the whole of history! No equal in craftsmanship and the comfort and honour she will take in knowing that she has this bow is enormous, I think it'll settle so much inside her, honestly, even not physically having the bow but just the knowing. (This bow is the bow that fired Lorkhan's traitor trickster heart right off and away to form a goddamn mountain so I mean...this bow is basically the most revered bow you could ever imagine to an elf.)
  • She really does have more reason to sit down and prove that she can be part of getting this whole war thing done because look she fought in a civil war and won it so maybe listen to her? (Or not, whatever floats your boat.) But it'd probably be a good thing for her to have been part of these other fights where she's had real tangible wins rather than just the chewtoy of destiny as much as she's been previously, at least as far at the civil war goes.
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