thenine: (Default)
The Nine ([personal profile] thenine) wrote2016-11-03 01:29 am

Applications

APPLICATIONS




Since the game is in the closing process, applications are permanently CLOSED.
Reserves are currently CLOSED.

Please be sure to review our FAQ, rules, and taken page!

Player Cap: 38/60

Please note that reserves only hold the character for you to apply with. Should all player slots be filled before the end of the scheduled application round, applications will close at that time. Due to the limited number of player slots, revision requests will be given a 24 hour window for re-submission.

To submit your application during an open round, copy and paste it directly in a comment here. If your application exceeds the character length, please only use one top-level and reply to it with as many comments as needed.

Please title your comments in the following format:

CHARACTER NAME | CANON | RESERVED/NOT RESERVED

Player



Name:

Age:

Contact:

Preferred Pronouns:

Other Characters: If this is your second character, please list your first here.

Character



Name: Please include any known aliases as well.

Age:

Memory Option: (1, 2, 3 -- see HERE for more information).

Established Status
: Y/N. If yes, please state for how long (up to five years, more information can be found here) and detail briefly what they've been doing since they've come to Overjoyed. Please note that no memory regains will be possible prior to game-start: this option is only available to allow you to better establish your character and their potential organizations/business/etc.

Canon:

Canon Point:

Citizenship: Please review the settings guide and job guide, as not all characters will have citizenship. This will be very important for plot events and will not be easily changed once accepted, so consider your options carefully.

Job: See our jobs, FAQ, and culture pages for more information. Who they work for--whether it's The Company, The RAC, or another option, will have a significant impact on their daily lives. The most important thing to bear in mind is that the job should make sense for the character--we probably wouldn't have Gundam Wing's Heero become a pastry chef (though that would be its own level of awesome), and likewise, Ash Ketchum probably isn't suited for biomedical engineering.

* Level: For characters who are applying as members of the RAC, please state the level you believe is the most logical starting point for them. Keep in mind that no one begins higher than a level 4.

Abilities: For an overview of how your character's canon powers can translate to Overjoyed, please review the FAQ, powers guide and/or hit up the brainstorming meme where a mod will be happy to work with you. In short, we will only be nerfing those abilities deemed game-breaking, but will require that magical abilities translate into more scifi iterations of themselves. Additionally, you will need to classify your abilities between minor and major and explain why you chose that classification. Minor abilities will be available from day one, but major abilities can only be regained through AC purchases.

This section should also include any standard physical or mental abilities that are noteworthy about your character.

Personality: We expect this section to be thorough and as comprehensive as possible. While we understand that the nature of an AU-bending game will skew a canon personality, we ask that you refrain from heavy use of headcanon and, in the instances where you do use it, provide your logic and reference canon to back it up. Things to consider in this section: How do they react to conflict? What are their strongest traits and their weakest points? In their worst moments, what are they like? How about when they're at their best? We want to see well-rounded characters--no one is perfect and no one is completely flawed.

CRAU: Yes or no. If yes, please provide a brief summary of the world setting they're coming from, the developments and/or formative experiences that occurred during the time they were there, and a link to the game's main navigation page.

AU History: This is the section where you will blend the world setting with your character's original history. Because we realize that this isn't the easiest task, we want to make it as painless--and as fun--as possible. If you're struggling for ideas, please don't hesitate to hit up the brainstorming meme. Your history does not need to mirror canon precisely--some things just won't translate well at all, but try to stay as true to the original path as you can. The people tasked with rewriting your character's memory would try to align it as closely to true experiences as they could.

Original History:
If canon: A wiki link is sufficient as long as it covers the pertinent details and pertains to the specific universe in which you're pulling your character from (anime, manga, game, etc).

If OC: Please provide a detailed account of their life and general world setting of their original universe. If possible, try to limit this section to no more than 1000 words, but know that this is more of a general guideline for your moderators' sanity than unbending rule (so if you feel that you need to write more to convey important details, we understand).

Inventory: Items that your character had on their person at the time of leaving their universe will be permitted, though some may change form when entering Overjoyed to suit the environment (i.e., if you had a magical pocketwatch, it would probably look slightly different now.) For application purposes, please list any items within their possession at the canon point you'll be taking them from, and describe any changes the items will undergo.

Samples: Please provide either (A) a sample written within the game verse or (B) two threads, only one of which may be network, wherein at least one is set within game verse (i.e., tdm).

Miscellaneous Notes: Is there anything you would like the mods to consider that didn't quite fit into the above sections? For original characters, please note your PB here. Otherwise, feel free to add anything pertinent that didn't quite fall into the above categories.

Template





kirkwalled: (Default)

marian hawke | dragon age | reserved

[personal profile] kirkwalled 2017-02-04 03:29 am (UTC)(link)

Player



Name: Squee

Age: 23

Contact: [plurk.com profile] claptrap / chinhands (aim) / bonerfart#6874 (discord)

Preferred Pronouns: She/Her

Character



Name: Marian Hawke

Age: 35ish, most likely!

Memory Option: 1!

Established Status: Yes! She'll have her AU memories though more clearly are the ones of her past five years in the Quad. Just a sort of intense lingering of "I hate everything about my life, what the fuck" when she thinks of Kirkwall.

Canon: Dragon Age

Canon Point: Right after Here Lies the Abyss, after she heads out to Weisshaupt at the end of the quest.

Citizenship: She's not from the Quad and therefore has her citizenship via the RAC.

Job: Hawke will be a RAC Agent!

* Level: Hawke will be a Level 3 Agent on the cusp of becoming a Level 4. She most likely has the qualifications but hasn't yet pursued it because of her own hesitations to commit to the job.
kirkwalled: (Default)

marian hawke | dragon age | reserved

[personal profile] kirkwalled 2017-02-04 03:31 am (UTC)(link)
Abilities Hawke's a warrior which means most of her strength is pretty much every day physical work but! She is specialized in the Reaver class for warriors. This means essentially that at one point in her life, Hawke drank a bunch of dragon blood and so when she bleeds during a fight, she grows stronger. Now, of course, there aren't any dragons here to drink from -- so a more natural hardiness might work better here. As in, even though she might not look it, she can take a beating and she can give a beating. Hawke, of course, is the type of character to not really question this sort of thing. "Wow, I can take on ten dudes with no problem?? Haha, must be luck." - Hawke, probably.

Personality:
❝ I'm really not trying to make a stand. I just keep ending up in these situations. ❞

In most Bioware games, the main character is left entirely up to the player. Their choices, personality, appearance and even their species are defined by what the player wants. After that, most characters are sent along the same route give or take a quest or two. Hawke is the main character of Dragon Age 2, the second installment in the franchise and unlike the other protagonists, her personality is much more laid out. Dragon Age 2 tells the story of Hawke as her and her family travel from Lothering during the events of the first game to Kirkwall, a city across the sea and with enough problems of its own. It covers the course of a decade, broken up into three Acts and is given in the frame of Varric Tethras telling Hawke's story to Cassandra Pentaghast as she questions him about Hawke's life in her search for Hawke. This is important because it colors all of Hawke's experiences, from the happy to sad ones in a dark light as the story asks -- what happened to Hawke?

Hawke's personality is chosen by the player at the very beginning of the game, shaping the entire tone of Hawke's interactions with other characters from then on. There's three choices to choose from -- a Diplomatic/Helpful Hawke (Blue), a Sarcastic/Charming Hawke (Purple), and a Aggressive/Direct Hawke (Red). For the purposes of this app, I'll be talking about a purple Hawke who has made primarily purple dialogue choices in her interactions. Some dialogue choices overlap because at her core Hawke is pretty much the same, but the tone and general packaging comes off slightly different depending on the chosen personality.

The thing about Hawke is Hawke only ever wanted to help her family, throughout the game that's her major goal -- to provide stability and comfort for her family. Being the eldest child of the Hawke family and with their father gone, Hawke was looked to as the one who would shoulder the family's burdens. This is pretty obvious from even the start of the game when the family is escaping Lothering just after Hawke and Carver escape the battle at Ostagar to reunite with them. Most decisions made in that sequence about the family's fate have the final say made by Hawke and while a lot of that is because Hawke's the main character of the game, it does factor into Hawke's personality. Hawke's the one who agrees they should go to Kirkwall, Hawke's the one who leads them outside of Lothering and through the Wilds, Hawke's the one who makes the deal with Flemeth to get them to Kirkwall. Even when they arrive at Kirkwall, Hawke's the one who decides whether they should spend a year working with the mercenaries or smugglers. Hawke has the final say in her family and amongst her group of friends and this gives an enormous sense of responsibility to a person who might not want it.

From there on out, this responsibility is what leads Hawke through the game and Kirkwall. Hawke shapes Kirkwall, and the whole world, because she spends most of her time trying to make decisions that will help her family. She chooses to go to the Deep Roads to get her mother and sister out of the slums, she saves the city from the Arishok because she's the only one who can and she chooses to side with the mages or templars in the end because the choice is forced upon her and no one else is stepping up the plate. Hawke, especially a Hawke with a sarcastic personality, has shown time and time again that she does not want to be a hero but she keeps ending up in situations that call for someone to do the right thing so she does. That's Hawke's major downfall, the fact that she just wants to do the right thing. Everything else comes secondary and there was no way for Hawke to predict that her choices had a hand in helping Kirkwall, and the rest of Thedas, spiral out of control.

At the beginning of the game, it's easy to see that Hawke does a lot of things for kind of self-serving reasons. Her goals are simply to make enough coin to help her family out. She'll take any odd job that's presented and do it for pay and if those jobs spiral out of control sometimes -- she'll do her best to resolve it anyway. Hawke's a good person, fundamentally, but she's not looking to save the world. Hawke's main priority is the well-being of her mother and sister and herself. Everything else is secondary to that, even far later in the game when Hawke becomes someone the city looks to in times of crisis. It's obvious, through the way Hawke dismisses it, that Hawke isn't entirely pleased with being that figure but knows it's the right thing to do. The game continuously puts her in the way of events that lead Hawke into the path of becoming "Champion of Kirkwall" and when you look at it, it's obvious none of these events were in Hawke's control. The game spans ten years and a few random happenstances of Hawke being at the right place at the right time (or the wrong place at the wrong time) is what brings everything to the climax -- in which Hawke becomes partly responsible for inciting the Mage-Templar War that spreads through all of Thedas and is a major catalyst for the events of Dragon Age: Inquisition. This is why Varric is questioned by Cassandra Pentaghast because if Hawke started it, maybe Hawke could also stop it.

This though, just explains the burden of responsibility that builds over the course of the game and is part of what Hawke carries on her shoulders. Hawke without this burden, just her personality and how she interacts with others is pretty simple. She's a nice person but approaches most things with a good humor that doesn't let things go beyond the surface level. This is necessary when you've lived a life like Hawke -- moving around all the time in an effort to protect the apostates in her family. She's personable, always with a clever quip in response and a ridiculous idea on how to get something out of someone else. Hawke's the type of person who if you promise her one thing, she'll trick you into doubling it. It doesn't make her a bad person, she's just too clever for her own good. This type of behavior gets Hawke into trouble a lot and is probably what helps Hawke's rather infamous reputation build in Kirkwall.

A sarcastic Hawke is much less antagonizing than an aggressive one but this doesn't mean Hawke isn't inappropriate in way too many a situation. It's actually pretty obvious during a purple Hawke's interactions that she isn't entirely comfortable with heavy emotion or situations that require sensitivity. Even at the death of her brother, she tries to rush along the situation and tries not to dwell in the grief. This is even more blatant when Saemus is killed during Act Two and Hawke's response to the Viscount's grief is an ill-timed joke that makes the Viscount bite back sharply at her. She really makes a terrible hero because of that since sure, she saves people quite regularly but those looking for sensitive words or a shoulder to cry on will not get it from Hawke. It's not an odd thing when compared to the responsibility pressed upon her because if Hawke's supposed to be the stable one, the one who makes the hard calls, she has to be the one to pull back from a situation. So, she makes jokes. The jokes help.

Still, Hawke isn't entirely selfless. She's quite ambitious and while most of it revolves around dragging her family out of the slums, Hawke likes the reputation she's acquired. To be considered the most feared, the most sharp, the most cunning person in all of Kirkwall -- that's something Hawke approves of a lot. She doesn't want the responsibility, but the infamy is something that Hawke relishes in. It helps stroke her ego and gives her a kind of confidence to keep moving forward. If she can be as big as the legend about her is, what can go wrong? Even back in Act One, when Hawke's still relatively unknown by the city -- if she's confronted by either Athenril or Meeran at night for possibly betraying them, she tells them how stupid the move is because she's "carved her way through half of Kirkwall" to get where she is. Hawke has no problems owning that. Hawke's confident about her abilities, assuming she can outfox whatever nefarious ne'er do well crosses her path. She's still confident when she moves higher up in the world and has to outfox politicians and Arishoks. There's a thrill Hawke gets out of it, being able to be so untouchable that even those in power can't touch her. It makes Hawke a lot of enemies throughout the game, especially when she comes back from the Deep Roads wealthy beyond her dreams.

Her ambition is obvious when Hawke's first move after coming back is to purchase the Amell estate and restore the old name of her family. She still has the bone deep loyalty to them and for her, helping her mother is jut part of rising to the top in Kirkwall. If she can provide stability, security for her family that makes what she's done to earn her reputation all the more worth it. It probably makes sense then, that Hawke's rise to power ends up taking her family from her along the way. She might be untouchable by the people in power, but Hawke isn't untouchable by fate. At the beginning of the game, Carver or Bethany die depending on class choice. Later on, bringing the sibling to the Deep Roads causes them to be plagued with the darkspawn taint and forced into the Grey Wardens or die. If they're not brought, the sibling still leaves -- either Bethany to the Circle or Carver to the Templars -- and then after that, when she's lost two out of three of her family members, her mother is murdered by an insane blood mage trying to resurrect his dead wife. Nothing about Hawke's reputation could have stopped this. Not a blade, not a spell, not one piece of coin. Hawke's life was doomed from the start and Hawke just has to deal with it.

This all brings a lot of darkness to Hawke's life and after Hawke's mother is killed, it's the beginning of the end for Hawke. There's a subtle shift in her personality from the good humored lowlife mercenary who just cared about getting her next drink to the respected and wealthy Champion that has lost so, so much. Hawke doesn't dwell on emotions and for good reason but there's an odd dissonance in the game after these tragic events happen where Hawke still approaches things with the light, insensitive humor that she approaches everything else. There's no real conversation about her grief given and it can only be assumed that Hawke's just... burying it which isn't terribly odd when it's implied that Hawke blames herself for everything that's happened. None of these circumstances she could have stopped but because Hawke carries the burden for everyone else, she feels responsible for each bad thing that happens. All of this combined with the general chaos building in Kirkwall during Act Two and Act Three, is all part of Hawke's fall from glory.

One of the sadder things about Hawke is how perpetually unlucky she is. Every decision she makes has good outcomes and bad outcomes and usually the bad outcomes come back to bite her in the ass years later. It's like stated above, Hawke just wants to do the right thing but there's no right thing for Hawke in this story. Hawke will always spiral slowly into Kirkwall's madness, always lose her family, and always end up running from Kirkwall in the end. All these events are important to Hawke's personality though because the lack of control on Hawke's part is so vital. Hawke doesn't make things happen, Hawke has things happen to her and she just deals with the mess she's left with. Her simple need to care for her family and shoulder their burdens extends through the game with her shouldering the needs of Kirkwall and trying to fix them. Hawke never wanted that role, but it's the one she's been given.

Hawke cares deeply for her family, she cares deeply for her friends, and in the end she cares deeply for her city too. She's not the type to wax poetic about her care but it's through her actions that she shows it, from dueling the Arishok for Isabela's life and saving Fenris from his old Master, this is how she shows what they mean to her. Hawke prefers action over anything else and while Hawke's actions usually throw her right into some really bad situations, if she thinks she's doing the right thing she'll keep going. She might show hesitation or mild regret for the what she's been put in, but she pushes through anyway because she's not the type to give up. She's resilient and undeterred when given a goal and while sometimes that goal might just be "make some coin to feed her mother and sister tonight" and at others it might be "save all of Kirkwall from the wrath of a crazy templar" she'll do them both. Hawke will always follow through, even at the cost of her own safety and one day, maybe Hawke will learn how to say no. That day's just not today.

Also, Hawke's maybe a little tiny bit crazy too.
kirkwalled: (Default)

marian hawke | dragon age | reserved

[personal profile] kirkwalled 2017-02-04 03:33 am (UTC)(link)
AU History:

Brainstorming Meme Link | Somewhere far outside the Quad exists a space station, built deep into a rather large asteroid and floating peacefully in space. It's sustainable, open to anyone and everyone who would wish to visit (though why would you want to is the real mystery) and even host to a variety of natives -- people born on the station dating a few generations back. Initially the station was called "Emerius" by whoever put it there but over it's long and strange history, the station has picked up the name "Kirkwall" and even less favorably, "The Chained Satellite" referencing the giant chains tethering the station into the asteroid and making it impossible to separate.

Kirkwall has a pretty storied past, the station itself dividing itself up from the top of the station (Hightown, they refer to this area as, where the rich live in decadence and without worry) to the bottom (Lowtown, where the criminally poor and poorly criminal live, where those who aren't native to the station are sent until they "earn" a place among those who already live there). Even worse is Darktown, buried deep among the maintenance tunnels of the station and where the dark and twisted underbelly of the station can be found. Now, aside from the geography of the station itself -- there is it's history. Kirkwall was originally founded as a place to barter and trade slaves, a neutral ground to sell your "goods" as you wanted without interference from the laws of other planets and systems. It went on for decades and never quite exactly stopped so much as people used the station less for trade and more for living. Too many families, rich and poor, too many travelers, too much attention on the station as an actual place rather than a stop made the location fall out of favor with the wider known of slavers across the galaxy.

Instead, Kirkwall was just Kirkwall. A very messed up place that had a history no one quite knew what to do with. Thus, they ignored it and turned the station into a real place to live, a city of sorts. At least, that's what the natives call it.

Hawke is one such native, though she wouldn't quite know how to explain it. One day, Malcolm Hawke, a man with a rather complicated history himself, fell in love and tried to married, Leandra Amell, the daughter of a rather long line of native Kirkwallers who thought their station ought to go back to how it was before -- shuffling slaves along and independent to everyone outside of it. Naturally, this didn't fly too well with the Amells and Leandra picked love over lineage and left. She left-slash-was exiled along with Malcolm for his not being quite politically "right" for the Amells and their newborn daughter, Marian.

Of course, this left them a little... not so well off. The Amells were rich, the Hawkes weren't. Tie that into twins being born a few years later, the Hawke family ended up leaning a little too much on the not quite legal side of things -- Malcolm and Marian becoming near partners in crime when it came to finding things to keep their family warm and safe and happy. They ended up living most of their early years on a ship that Malcolm acquired at one point before eventually settling on an agriculture based planet called Ferelden. They stayed there for quite a while, until Hawke and the twins grew up, until Malcolm passed happily in his sleep and surrounded by loved ones, until Hawke and her brother, Carver, joined the local "King's" army to protect their lands from an attack from a nearby planet.

It didn't help though and the initial wave of destruction was... brutal. It caught them all by surprise and when their "King" (who wasn't quite a king, formally, since it was a little odd to call it such, but he was in spirit) fell, it was all Hawke and Carver could do to run and find their family. They caught up to them eventually, fleeing to the south and trying to find where exactly they could go when Leandra suggested returning to Kirkwall. It was a hard decision to make, an even harder decision to do, but in the end they made it back to Kirkwall.

One would think that would be enough for Hawke but that, unfortunately, was only the beginning. Her life began to take severe turns from there. First, she spent a year as a slave to pay off a man who helped to allow her and her family back into the station in the first place. After that, it was digging into one of the caves in the asteroid, further than anyone else had before in order to find some riches that would help keep her family back on track. She found the riches, but at the same time unleashed a sort of disease that made people on the station act more unhinged than usual.

Eventually that passed too but in the process, Hawke ended up not as close anymore to her siblings -- both wanting to stay far away from her after what had happened. It was fair, she presumed, but then after that things began to get worse. A passing ruthless general from another planet unleashed an attack on the station in other to take Kirkwall as his own. Hawke, somehow, ended up dueling the man for the rights to the station entirely. She won the duel, the respect of the station, and was proclaimed the "Champion of Kirkwall". She didn't quite like the title.

But things just kept happening for Hawke. Now that her family was back in favor, she thought it would be a good thing, good for her mother. That wasn't to last when a lone madman who thought the idea of killing those on the upper floors of the station would allow him to pass came after her mother. Leandra was killed, drained of blood, and body found by Hawke. Hawke wasn't quite the same after that. Nothing really matches up to cradling your dead mother's body in your arms.

Yet, the politicians still asked her for things. Hawke was in a unique position where while she wasn't exactly a Kirkwall native, she had enough sway to convince the people one way or another. She was known as a force of goodness, as someone who got things done. The pressure was insurmountable. The people of Lowtown wanted Hawke to get those in Hightown to treat them more like people. The people of Hightown wanted Hawke to convince those in Lowtown that they were best where they were. The local law enforcement wanted her to wanted her to be stricter while the "rebels" wanted her to spit in their faces. Hawke spent every day wanting out of that, just wanting to be left alone.

It all came to a head when one of the rebels blew up a place of worship in Hightown, leaving hundreds dead. Hawke hadn't quite expected that and when the blame for the deaths and destruction was starting to land firmly on Hawke's shoulders -- she left. Her mother was dead. Her siblings were who knows where. She was being pulled into a political shitstorm and viewed both as guilty for doing it and guilty for not stopping it. She couldn't win.

So, she left. She heard about the Quad, the RAC. She thought it wasn't quite different from Kirkwall but the anonymity was tempting. She had nothing but a lonely house and a solid fortune sitting in a bank for her in Kirkwall. She didn't need the money. She didn't need the house.

Fast forward to five years later, Hawke has settled into an apartment in Westerley and a strange sort of routine for herself. She takes warrants and completes them, does the odd job here and there, loses and finds and loses her dog again and again. She feels lighter, with Kirkwall out and sight and out of mind -- the only real hiccup being a warrant gone wrong a few months back, where she tried to help out these two agents and nearly left to die when the plan went to shit. A last minute decision and while two still made it out of there alive, she wasn't the one left behind.

She's being more careful now, about who she works with and what sort of jobs she takes. She has a bit of a name for herself, always getting out of dangerous situations with slim odds and lucky breaks. Hawke doesn't quite like it, of course, wishing people would just leave her alone entirely but there isn't much for her to do about her own reputation. Instead, she tries very hard not to think about it and very hard not to think about Kirkwall either. It's working, kind of.
kirkwalled: (Default)

marian hawke | dragon age | reserved

[personal profile] kirkwalled 2017-02-04 03:34 am (UTC)(link)
CRAU: Nope!

Original History: Here is a link! And some specific choices from Hawke's personal world state as dictated by Dragon Age Keep:

Hawke
Sarcastic/Charming Personality (Purple)
Two-Handed Warrior
Owns a Mabari Hound
Was In Ostagar With Carver
Carver Died On The Way To Lothering
Joined Mercenaries
High Friendship With All Companions
Romance Neutral

Companions
Anders Alive & Well
Aveline Married Donnic
Aveline Stayed With Hawke
Bartrand Killed
Bethany Became a Circle Mage
Bethany Did Not Die In Final Battle
Carver Died Leaving Lothering
Didn't Appove of Anders' Actions at Chantry
Didn't Give Isabela to Arishok
Didn't Make Tallis Angry
Fenris Alive & Well
Friends With Varric
Helped Varric Discover Cause of Haunting
Isabela Returned to Hawke
Kissed Tallis
Merrill's Clan Was Not Killed
Merrill Alive & Well
Merrill Destroyed Eluvian
Merril Stayed With Hawke
Recruited Isabela
Recruited Sebastian
Varric Did Not Keep Red Lyrium Idol

Act One
Defended Ketojan from the Qunari
Didn't Blackmail Ser Thrask
Didn't Tell Truth About Gyslain's Wife's Death
Fought Against Templars
Ginnis Died
Idunna Killed
Karras Killed
Kelder Killed
Keran Reinstated With Templars
Killed Danzig
Returned Cargo to Martin
Returned Seamus to Viscount
Sent Feynriel to the Dalish
Solved Myster of Missing Miners

Act Two
Didn't Encounter Yevhen
Didn't Side With Petrice
Didn't Side With Varnell Against Qunari
Discovered Looter of Hubert's Caravans
Feynriel Freed & Left for Tevinter
Fought Alongside the Guardsman
Javaris Alive & Well
Killed Arishok
Killed Gascard

Act Three
Allowed Emile to go Free
Handed Conspirators to Orsino
Hawke offered to help Nuncio
Killed Dragon At Bone Pit
Let Keran Go
Let Zevran go
Rescued Nathaniel
Reunited Charade and Gamlen
Sided With Mages

Legacy DLC
Found Malcolm's Will
Sided With Larius

Inventory: Hawke's not coming in with anything! She only had her sword and armor at her canon point and neither of them quite work for the setting. She'll just buy/steal a bunch of new stuff as she needs it. She's a winner like that.

Samples: A wild TDM link appears!

Miscellaneous Notes: Nothing to note!
kirkwalled: ➝ COMMISSION DO NOT TAKE (pic#10114847)

[personal profile] kirkwalled 2017-02-04 06:38 am (UTC)(link)
y'all are scholars and saints, my dudes