Entry tags:
- -event,
- -tdm,
- aether,
- alucard emery,
- ashelia b'nargin dalmasca,
- ashi,
- astarion,
- balthier,
- barnabas tharmr,
- benedikta harman,
- cidolfus telamon,
- clive rosfield,
- cloud strife,
- dion lesage,
- eizen,
- eustace,
- faris scherwiz,
- fenris,
- graha tia,
- jarlaxe baenre,
- jill warrick,
- joshua rosfield,
- kotori iida,
- ky kiske,
- lyney,
- march 7th,
- miriam,
- nanaki,
- nimona,
- professor turo,
- reaper,
- reno,
- rikku,
- roxas,
- sorey,
- tifa lockhart,
- toge inumaki,
- velvet crowe,
- xenk yendar,
- zack fair
« test sail »
Welcome to the first Test Drive Meme for
escordvi! Anyone can participate in the test drive, regardless of invite eligibility. Just keep in mind that only those who have received invitations from the mods can actually reserve on August 25th and apply on September 1st. Our Interest Check can be found here.
For your toplevel, please include the following: Character Name | Canon | Armada Choice. If undecided, put "Undecided" for the Armada.
For everyone's convenience, TDM threads can be carried over in game if you wish! If you are still unsure which armada to place your character, you can play it a bit loose and vague in the TDM and make retroactive changes if you carryover the threads. We'll have more armada focused prompts in the opening log in September. The log itself is set to cover the next two weeks, until the end of the month. Characters will appear at random intervals during this time rather than all at once, so players have some more flexibility on how much more adjusted they are for someone else.
IMPORTANT REMINDER FOR MAGIC USERS!! All magic abilities will be "sealed" until characters get their tattoo from the Inkwave parlor in Eltrut. That means no magic on the starter ships before docking.
We do require TDM threads for samples for our application!
If you have any question about the TDM, comment here. If you have questions about the game in general, please comment to the Game Info.
Avatar: The Last Airbender - Mai | Undecided
Azur Lane - Bremerton | Paladin
Azur Lane - Enterprise | Paladin
Baldur’s Gate 3 - Astarion | Corsair
Bloodstained: Ritual of the Night - Miriam | Paladin
Critical Role - Percy DeRolo | Paladin
Dragon Age 2 - Fenris | Corsair
Dungeons and Dragons: Honour Among Thieves - Xenk Yendar | Paladin
Fate/Grand Order - Edward Teach | Corsair
Final Fantasy V - Faris Scherwiz | Corsair
Final Fantasy VII - Aerith Gainsborough | Undecided
Final Fantasy VII - Cloud Strife | Paladin
Final Fantasy VII - Nanaki/Red XIII | Paladin
Final Fantasy VII - Reno | Corsair
Final Fantasy VII - Zack Fair | Paladin
Final Fantasy VIII - Laguna Loire | Paladin
Final Fantasy X-2 - Rikku | Undecided
Final Fantasy XII - Ashe | Corsair
Final Fantasy XIV - G’raha Tia | Corsair
Final Fantasy XVI - Benedikta Harman | Corsair
Final Fantasy XVI - Cidolfus Telamon | Corsair
Final Fantasy XVI - Clive Rosfield | Corsair
Final Fantasy XVI - Dion Lesage | Paladin
Final Fantasy XVI - Gav | Undecided
Final Fantasy XVI - Midadol Telamon | Corsair
Final Fantasy: Type-0 - Rem | Corsair
Forgotten Realms - Jarlaxle Baenre | Corsair
Friends at the Table: Twilight Mirage - Morning’s Observation | Corsair
Genshin Impact - Lyney | Corsair
Genshin Impact - Wanderer | Undecided
Good Omens - Aziraphale | Undecided
Granblue Fantasy - Eustace | Corsair
Guilty Gear - Ky Kiske | Corsair
Honkai Star Rail - March 7th | Paladin
Jujutsu Kaisen - Toge Inumaki | Corsair
Kingdom Hearts - Roxas | Paladin
The Legend of Zelda: Wind Waker - Tetra | Paladin
Nimona - Nimona | Paladin
One Piece - Roronoa Zoro | Corsair
Overwatch - Reaper | Corsair
The Owl House - Gus Porter | Undecided
Pokemon - Professor Turo | Paladin
Samurai Jack - Ashi | Paladin
Shades of Magic - Alucard Emery | Paladin
Skies of Arcadia - Fina | Corsair
Star Wars Jedi: Survivor - Cal Kestis | Undecided
Stormlight Archive - Shallan Davar | Corsair
Sweetness and Lightning - Kotori Iida | Paladin
Tales of Berseria - Eizen | Corsair
Tales of Berseria - Velvet Crow | Corsair
Tales of Zestiria - Sorey | Undecided
Welcome Home - Julie Joyful | Corsair
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
For your toplevel, please include the following: Character Name | Canon | Armada Choice. If undecided, put "Undecided" for the Armada.
For everyone's convenience, TDM threads can be carried over in game if you wish! If you are still unsure which armada to place your character, you can play it a bit loose and vague in the TDM and make retroactive changes if you carryover the threads. We'll have more armada focused prompts in the opening log in September. The log itself is set to cover the next two weeks, until the end of the month. Characters will appear at random intervals during this time rather than all at once, so players have some more flexibility on how much more adjusted they are for someone else.
IMPORTANT REMINDER FOR MAGIC USERS!! All magic abilities will be "sealed" until characters get their tattoo from the Inkwave parlor in Eltrut. That means no magic on the starter ships before docking.
We do require TDM threads for samples for our application!
If you have any question about the TDM, comment here. If you have questions about the game in general, please comment to the Game Info.
TOPLEVEL DIRECTORY (Updated August 28)
Avatar: The Last Airbender - Mai | Undecided
Azur Lane - Bremerton | Paladin
Azur Lane - Enterprise | Paladin
Baldur’s Gate 3 - Astarion | Corsair
Bloodstained: Ritual of the Night - Miriam | Paladin
Critical Role - Percy DeRolo | Paladin
Dragon Age 2 - Fenris | Corsair
Dungeons and Dragons: Honour Among Thieves - Xenk Yendar | Paladin
Fate/Grand Order - Edward Teach | Corsair
Final Fantasy V - Faris Scherwiz | Corsair
Final Fantasy VII - Aerith Gainsborough | Undecided
Final Fantasy VII - Cloud Strife | Paladin
Final Fantasy VII - Nanaki/Red XIII | Paladin
Final Fantasy VII - Reno | Corsair
Final Fantasy VII - Zack Fair | Paladin
Final Fantasy VIII - Laguna Loire | Paladin
Final Fantasy X-2 - Rikku | Undecided
Final Fantasy XII - Ashe | Corsair
Final Fantasy XIV - G’raha Tia | Corsair
Final Fantasy XVI - Benedikta Harman | Corsair
Final Fantasy XVI - Cidolfus Telamon | Corsair
Final Fantasy XVI - Clive Rosfield | Corsair
Final Fantasy XVI - Dion Lesage | Paladin
Final Fantasy XVI - Gav | Undecided
Final Fantasy XVI - Midadol Telamon | Corsair
Final Fantasy: Type-0 - Rem | Corsair
Forgotten Realms - Jarlaxle Baenre | Corsair
Friends at the Table: Twilight Mirage - Morning’s Observation | Corsair
Genshin Impact - Lyney | Corsair
Genshin Impact - Wanderer | Undecided
Good Omens - Aziraphale | Undecided
Granblue Fantasy - Eustace | Corsair
Guilty Gear - Ky Kiske | Corsair
Honkai Star Rail - March 7th | Paladin
Jujutsu Kaisen - Toge Inumaki | Corsair
Kingdom Hearts - Roxas | Paladin
The Legend of Zelda: Wind Waker - Tetra | Paladin
Nimona - Nimona | Paladin
One Piece - Roronoa Zoro | Corsair
Overwatch - Reaper | Corsair
The Owl House - Gus Porter | Undecided
Pokemon - Professor Turo | Paladin
Samurai Jack - Ashi | Paladin
Shades of Magic - Alucard Emery | Paladin
Skies of Arcadia - Fina | Corsair
Star Wars Jedi: Survivor - Cal Kestis | Undecided
Stormlight Archive - Shallan Davar | Corsair
Sweetness and Lightning - Kotori Iida | Paladin
Tales of Berseria - Eizen | Corsair
Tales of Berseria - Velvet Crow | Corsair
Tales of Zestiria - Sorey | Undecided
Welcome Home - Julie Joyful | Corsair
STARTER SHIPS: ORIENTATION
There are two ships that serve as starting ships for each armada: Stormbringer for the Corsairs, and Royal Fortune for the Paladins. There are various ways new arrivals—or riftfarers as they will be called, among other creative names—will appear on or by these ships.
However the new riftfarers arrive, they will be poorly clothed, practically rags or loose uniforms depending on the ship. Fortunately, veteran crewmates will guide them, escorting them to a room with a strange typewriter in it. After typing their name, the typewriter will magically continue and type by itself at a fast pace until it dings and rolls out the paper. This paper will have the following information:
After that, the crewmate will do their best to explain the basics of how they got here, what's going on, and what they'll need to do to live in Escordvi while they are here, giving them a small leather pouch with money. They will be reaching Eltrut soon, so the crewmate will suggest they look around, meet the others who have arrived. Even from their distance, they will be able to see the giant sea turtle that serves as Eltrut's leviathan.
🚪 Random room. It could be empty, filled with crates or supplies; down in the hull where the livestock are kept; have the luck to awaken in a bed...or the misfortune of that bed already occupied; somewhere in the kitchens; in the bathroom—any room! Now let's hope the doors can open or someone may have to try and ask for help. Or jump through the porthole if there is one and it's above water.
⛵ On deck. If not in the ship itself, another possible spot to wake up to is somewhere on the maindeck. If they're lucky, they're on the deck itself. More unfortunate souls may find themselves caught in the sails or netting, the crow's nest, or on the top of the masts. Someone should be able to help, right? Or catch.
🌊 In the water. The most unlucky sods will find themselves appearing in mid-air just past the ship and plummeting straight into the water. Good news, there's always someone on the look out for such a thing and calls for help to throw a lifesaver get the rowboat will be made. Are there sharks? Well... ...Are there?
⛵ On deck. If not in the ship itself, another possible spot to wake up to is somewhere on the maindeck. If they're lucky, they're on the deck itself. More unfortunate souls may find themselves caught in the sails or netting, the crow's nest, or on the top of the masts. Someone should be able to help, right? Or catch.
🌊 In the water. The most unlucky sods will find themselves appearing in mid-air just past the ship and plummeting straight into the water. Good news, there's always someone on the look out for such a thing and calls for help to throw a lifesaver get the rowboat will be made. Are there sharks? Well... ...Are there?
However the new riftfarers arrive, they will be poorly clothed, practically rags or loose uniforms depending on the ship. Fortunately, veteran crewmates will guide them, escorting them to a room with a strange typewriter in it. After typing their name, the typewriter will magically continue and type by itself at a fast pace until it dings and rolls out the paper. This paper will have the following information:
• Name and Shellphone ID (journalname)
• Armada (Corsair or Paladin, will match the starter ship)
• Cabin Number for their personal cabin on the starter ship
• Apartment Address for their personal address at their base armada location
• A basic map of the starting locations in Eltrut, including written directions (continued in the Eltrut section)
• A basic map of where they can find a chest with their original clothes and belongings (this will be different for every person and will be anywhere either on the starter ship or on Eltrut—players can be creative here).
• Armada (Corsair or Paladin, will match the starter ship)
• Cabin Number for their personal cabin on the starter ship
• Apartment Address for their personal address at their base armada location
• A basic map of the starting locations in Eltrut, including written directions (continued in the Eltrut section)
• A basic map of where they can find a chest with their original clothes and belongings (this will be different for every person and will be anywhere either on the starter ship or on Eltrut—players can be creative here).
After that, the crewmate will do their best to explain the basics of how they got here, what's going on, and what they'll need to do to live in Escordvi while they are here, giving them a small leather pouch with money. They will be reaching Eltrut soon, so the crewmate will suggest they look around, meet the others who have arrived. Even from their distance, they will be able to see the giant sea turtle that serves as Eltrut's leviathan.
ELTRUT: FIRST GLIMPSE
After reaching the port of Eltrut, several birdfolk will appear and happily greet all the new arrivals from both starter ships. Here it doesn't matter which side they are affiliated with, as long as they keep those swords and weapons sheathed and not pointed at each other's throats. The birdfolk will even act as guides, showing them the main places they should visit and give them a visitor's map to help guide them.
It's a lot to take in for sure, with the port city bustling with all walks of life. Not only do they have both armadas mingling with each other, there are different races and species from all over Escordvi gathered here. It's not just humans, which many riftfarers always seem to be surprised about. There are also plenty of veteran riftfarers who will gladly give some advice and even share stories of their world. Maybe some are familiar.
After finding their belongings, exploring the town, and meeting other people, being able to just sit back and enjoy a drink and warm meal will be in order. While there are plenty of places to choose from, the Minstrel and Cask will be the top recommended tavern for all newcomers to visit at least once. Great drinks, great food, and can learn a lot from the patrons or meet more people.
Of course, as expected of a highly popular tavern, it's not always peaceful. A man will ask travelers what they want to do with their life. Clearly drunk, he only accepts answers that hint at wanting to find riches. If told this he will give out a treasure map. But if told anything else, he'll put up a fight, hoping to deliver a black eye. Those who do receive the map will be sorely disappointed—it will lead them down a long, winding, circuitous path around town and end at a random outhouse, likely occupied and certainly stinking to high heavens. There's likely some kind of moral here, but at some point, others who have been duped will return to the tavern to sling their fists around.
Looks like another tavern brawl for the night.
🐚 Microshell. The first stop that is encouraged will be Microshell, the main store to acquire their own personal Shellphone. The paper they received on their starter ship will have their ID and the staff at the store will set them up, explaining how the device and the network works.
✒️ Inkwave, Tattoo Parlor. The next stop is Inkwave, a tattoo parlor run by a very burly but friendly octopus, Knistej. Here everyone receives their own unique magic tattoo, allowing anyone to cast specific single element spells and other magic. Note: tattoos are required before anyone will be able to use their original magical abilities.
📜 MANTA office. The final stop is the MANTA office, where all the request, mission, and task notices are posted. Each armada has their own branch office for armada specific notices as well. A great place to find jobs to earn some cash so they don't stay a hobo forever.
✒️ Inkwave, Tattoo Parlor. The next stop is Inkwave, a tattoo parlor run by a very burly but friendly octopus, Knistej. Here everyone receives their own unique magic tattoo, allowing anyone to cast specific single element spells and other magic. Note: tattoos are required before anyone will be able to use their original magical abilities.
📜 MANTA office. The final stop is the MANTA office, where all the request, mission, and task notices are posted. Each armada has their own branch office for armada specific notices as well. A great place to find jobs to earn some cash so they don't stay a hobo forever.
It's a lot to take in for sure, with the port city bustling with all walks of life. Not only do they have both armadas mingling with each other, there are different races and species from all over Escordvi gathered here. It's not just humans, which many riftfarers always seem to be surprised about. There are also plenty of veteran riftfarers who will gladly give some advice and even share stories of their world. Maybe some are familiar.
After finding their belongings, exploring the town, and meeting other people, being able to just sit back and enjoy a drink and warm meal will be in order. While there are plenty of places to choose from, the Minstrel and Cask will be the top recommended tavern for all newcomers to visit at least once. Great drinks, great food, and can learn a lot from the patrons or meet more people.
Of course, as expected of a highly popular tavern, it's not always peaceful. A man will ask travelers what they want to do with their life. Clearly drunk, he only accepts answers that hint at wanting to find riches. If told this he will give out a treasure map. But if told anything else, he'll put up a fight, hoping to deliver a black eye. Those who do receive the map will be sorely disappointed—it will lead them down a long, winding, circuitous path around town and end at a random outhouse, likely occupied and certainly stinking to high heavens. There's likely some kind of moral here, but at some point, others who have been duped will return to the tavern to sling their fists around.
Looks like another tavern brawl for the night.
QUESTS
For those who want to try their hand at some quests, there are a few that would do well for newcomers. Teaming up is of course encouraged, no matter what the affiliation. You can assume they acquired some kind of ship for the quests out at sea, either the starter ship or some other ship heading out there.
There is a traveling food ship (think food truck but on the water) that has been going around challenging ships to their extraordinary Hornswaggle's Spicy Squid Eating Challenge. If participants can scarf down a prepared three-pound bowl of exceptionally spicy ghost pepper squid and rice, they will win their meal for free as well as a crate of dried spicy squid for their ship's stores. If participants fail, they will have to pay for the meal and the crate.
...Careful, are some of the squid tentacles still moving?
Rumour has it that certain types of coral reefs contain unique properties that can make you more alluring to the one you desire, but no one is sure what the side effects are. Test this out by trying to crunch into chunks of coral reef pieces to see if there are any added effects on your body. Hopefully, they don't ruin your teeth in the meantime.
Oh, and you have to find the correct coral reef too! Red chunks seem to make you more affectionate towards others, while blue chunks seem to make you more volatile towards others. Eaters, beware!
Giant sea slugs tend to only attack ships if they feel threatened but are otherwise peaceful creatures. They're about the size of a large wild cat. They also secrete a slime that contains strong disinfectant properties. This thick slime is highly sought after for its ability to heal wounds cleanly, so kill them and collect as much slime as possible.
Seagulls can be a pain to most ships. Yet, seagulls that have evolved to be violently carnivorous can be even worse. These new birds, effectively named sharkgulls, have been seen attacking ships and ports alike. They are big enough to eat small children in one gulp or will do their best to eat full-grown humans after they've ripped them to bite-sized shreds. Beware and kill them before they can kill you!
A merchant's ship has crashed upon an outcropping of rocks after being lured in by a group of rogue sirens. These captivating creatures possess the power to ensnare their prey with their enchanting voices, luring unsuspecting souls into the depths to meet the grim fate of drowning.
Search for the missing ship and help rescue the captive sailors before it's too late! You will be supplied with special earplugs to muffle out the siren's voices so be careful to keep your ears effectively plugged. You don't want to succumb to the siren's bloodlust yourself.
Any sailors or rescuers affected by the siren's song can be treated with a harpy's potion that can reverse the song's effect. Or tie up the afflicted for twenty-four hours to wait out the effects.

Spicy Squid Eating Challenge
Eltrut PortThere is a traveling food ship (think food truck but on the water) that has been going around challenging ships to their extraordinary Hornswaggle's Spicy Squid Eating Challenge. If participants can scarf down a prepared three-pound bowl of exceptionally spicy ghost pepper squid and rice, they will win their meal for free as well as a crate of dried spicy squid for their ship's stores. If participants fail, they will have to pay for the meal and the crate.
...Careful, are some of the squid tentacles still moving?

Coral Reef Snacks
Eltrut Rumour has it that certain types of coral reefs contain unique properties that can make you more alluring to the one you desire, but no one is sure what the side effects are. Test this out by trying to crunch into chunks of coral reef pieces to see if there are any added effects on your body. Hopefully, they don't ruin your teeth in the meantime.
Oh, and you have to find the correct coral reef too! Red chunks seem to make you more affectionate towards others, while blue chunks seem to make you more volatile towards others. Eaters, beware!

Giant Sea Slugs
Starter ShipsGiant sea slugs tend to only attack ships if they feel threatened but are otherwise peaceful creatures. They're about the size of a large wild cat. They also secrete a slime that contains strong disinfectant properties. This thick slime is highly sought after for its ability to heal wounds cleanly, so kill them and collect as much slime as possible.

Killer Sharkgulls
Eltrut port and shipsSeagulls can be a pain to most ships. Yet, seagulls that have evolved to be violently carnivorous can be even worse. These new birds, effectively named sharkgulls, have been seen attacking ships and ports alike. They are big enough to eat small children in one gulp or will do their best to eat full-grown humans after they've ripped them to bite-sized shreds. Beware and kill them before they can kill you!

Siren's Serenade
Out at SeaA merchant's ship has crashed upon an outcropping of rocks after being lured in by a group of rogue sirens. These captivating creatures possess the power to ensnare their prey with their enchanting voices, luring unsuspecting souls into the depths to meet the grim fate of drowning.
Search for the missing ship and help rescue the captive sailors before it's too late! You will be supplied with special earplugs to muffle out the siren's voices so be careful to keep your ears effectively plugged. You don't want to succumb to the siren's bloodlust yourself.
Any sailors or rescuers affected by the siren's song can be treated with a harpy's potion that can reverse the song's effect. Or tie up the afflicted for twenty-four hours to wait out the effects.
no subject
He finds himself lucky to be with someone so willing to help, and nonthreatening. There is honestly something about him that reminds him of Hawke, of their helpful nature and can do attitude.]
Ah, and I am Fenris. [Fenris was not great at small talk, so this should be interesting.]
Magic I would presume. For them to bring us here in such a manner, take away our abilities, and then make us hunt for our belongings, I would not put magecraft beyond whomever brought us here.
no subject
Indeed! A magical glyph or seal would explain it.
[ He speaks of magic with no disdain, simply the way one might talk about the weather. ]
I presume the magic in this land draws from a different source than that of our respective homes. Perhaps this is why tattoos are required to draw out our full strength... [ He shrugs. ] All my own conjecture, of course.
[ It's not too long a walk to the crew quarters, naturally. ]
For now, we must find your chest. It lies beneath the third set of bunks, if my map-reading skills speak true.
[ They do. His skills somehow always do. ]
no subject
At first he thought himself on a slaver ship, then in a fade dream, but now he doesn't know what to make of this strange place and it's magics. How it brought him here, why it was playing these games with his belongings, why his markings would not light up--]
You speak of tattoos, have you gotten one? [Fenris is super sus of the tattoos, he thinks of them as another collar, finds himself almost unwilling to get one, but if Xenk has gotten one, perhaps he could enlighten Fenris.
They make it to the crew quarters as Fenris looks over at the map to see the corresponding place.]
Here we are. [He steps in after Xenk.]
no subject
[ He raises his left hand and peels back his gauntlet, revealing a tattoo on the back of his palm. It's. It's a simple set of balanced scales. Really on the nose for a guy who swore an oath to the god of justice, but there's nothing subtle about Xenk Yendar. ]
I sensed no deception from Knistej, the proprietor of the establishment, and it was thus that I committed myself to the procedure.
[ Dude that had to hurt though? And maybe he didn't sense any deception because he didn't have his magic? But Xenk is literally only suspicious of things that look Very Evil, so his naivete should come as little surprise.
Easily, he steps back to allow Fenris access. He's always willing to lend a hand if the elf looks like he needs it, but he'll allow the man his privacy in retrieving his valuables. He's not a snoop. ]
I am gladdened to see you reunited with your belongings.
no subject
[He doesn't trust this tattoo.
Fenris moves forward and does his best to count, finding the right set of bunks and pulling a chest out from under it with ease of a man who's got more strength in his body than he initially looks to.
There is nothing to hide, once he opens the chest, the first thing he retrieves is his Blade of Mercy, a great sword that is nearly as tall and wide as he is, yet he handles it with complete ease. He tests the weight and looks it over, making sure it's in proper condition before pulling his armour out.
With no shame, he starts to undress and redress in his armour. His body did not always belong to himself, so he finds himself without the same modesty most others would have.]
And I thank you for your help, it was invaluable.
no subject
[ Which is generous, but if Fenris is worried about it, then he won't totally invalidate his worries. At least not on purpose!
Regardless, Xenk turns away once it's clear Fenris has this well in hand. With the ease he used to lift his sword, it's obvious the man has great martial prowess, so that's good that he's been reunited with his weapons and armor. A fighter without his sword is like a bard without his lute. ]
It was my honor to offer up my assistance. I am ever willing to aid those in need, arriving in this strange place makes that no different.
[ In other words, if you need anything else, he's your guy! ]
no subject
Fully armoured again, great sword slung on his back, he exits the crew quarters once more, barefoot and ready to go.]
Might I trouble you for help once more?
[He had a second map, this one for the whole port city and he has no idea how to read it still. He holds it out.]
I can likely eventually find my way, but if you could point me in the direction to the first of these locations, I would be most grateful.
no subject
Of course, it is no trouble.
[ An immediate response. Xenk will never answer 'no' to this question. He sees that Fenris has a second map, and quickly focuses on the task at hand. ]
This is where we are now. [ He hovers a finger over the docks. It's labeled "docks" but he assumes Fenris can't make sense of the words. Illiteracy isn't particularly uncommon in Faerun either, so he makes no judgement. ] Therefore, we can orient the map like so.
[ He turns the map again, this time so that North is facing forward essentially. What's that thing about teaching a man to fish? ]
Is there anywhere in particular you wish to go in the city?
no subject
No offense to them.]
They mentioned a "communication device".. where will I go for that? I will wander after that.
[He found most things in life by just wandering around and finding what he needed, so he would do that, but for this first bit, if he has someone willing to show him where on the map it was, then he would take that opportunity.]
no subject
[ He gives the map a quick once-over and finally spots the place labeled "Microshell." Xenk committed all of it to memory, of course. His finger lands on the spot on the map. ]
You seek a proprietor of shellphones, in a store called Microshell. The people there should be well-versed in explaining the device.
[ Though in all honesty, Xenk doesn't see why the device is such a big deal? It's like a long-term sending stone, which is quite useful, but why would he need it on his person constantly? Oh, well. ]
I believe if you go down this road, past several blocks, then turn left and continue until you encounter a perpendicular street, then turn right and continue on, it shall be on the left.
[ Oh.... Xenk is absolutely horrible at giving directions, Fenris doesn't deserve this. ]
no subject
He watches where he is pointed to and kind of understands what he's looking at with what Xenk explains.
Does he really understand? This boy is about to get so lost, but hey! he has his sword.]
Then I shall go get this... shellphone. [He doesn't know what it is yet, but he's not gonna really get it when he gets it, even when they explain everything and turn on the accessibility settings for this poor illiterate boy.]
Again, my thanks. [He nods and takes the map back, looking it over.
If he can navigate the nightmare that is Kirkwall, he.. should be fine?]
no subject
I can join you, if you wish.
[ More to keep him from getting lost on his way. He would feel responsible now, and it seems like the right thing to do, which is all it takes for Xenk to do anything really. ]
Though I do not mean to impose, should you you wish to make your way alone, Sir Fenris.
no subject
Your offer of help is quite welcome and I would gladly accept it if you have the time.
[He doesn't want to be an imposition either, but also, if the man is offering then he's not about to turn him down.]
And please, just Fenris.
no subject
Very well, Fenris. As I am without a quest at present, it would be my honor to guide the way.
[ He turns to start to get them out of this ship, first. Just get ready to walk in a lot of straight lines, Xenk has incredible posture. ]
Come, that we may exchange tales of our homes as we venture forth.
[ This is how you do small-talk, right? He's getting so good at this. ]
no subject
And what would you like to know of Thedas?
[He's not sure where to start so his question is honest, he will gladly tell the man whatever he likes to know.
Not that he thinks Xenk and Kirkwall would mix well.. he gets the feeling the man would want to fix it.. and possibly kill Anders for what he did. But that's not really here nor there.]
no subject
A name to start. Thedas. I am from Faerûn.
[ Xenk would be so miserable in Kirkwall, what do you mean the templars are corrupt and the church is corrupt and everyone is miserable?? ]
What is it like, to live in Thedas?
[ If that question is a mine field, Xenk will gladly wade through it. ]
no subject
And yeah, Xenk and Kirkwall wouldn't mix, Fenris is sure of it. The man seemed too good hearted and upstanding to handle a place like Kirkwall.]
I do not know how it is to live anywhere else.. but I would say difficult. Blights, wars, magistars who resort to blood magic and slavery, mages who allow themselves to be lured by demons, templars who are corrupt, but there is good there too.
[He's sure of it, though he does not know if he can pinpoint any of it.]
And what of your Faerûn?
no subject
Yet Xenk listens with sincerity, and he means everything he says when he answers. ]
It seems your Thedas suffer from a great many terrors. I am sorry to hear it. But I am glad to hear that there is good, despite it. It is in the face of great adversity that those who are good must steel themselves, in order to triumph.
[ He speaks of people like himself, of course. But he knows the world for what it is. ]
Faerûn is not so dissimilar. There is great magic, and great corruption. Those who seek power have been known to rise as gods, enslaving their own people with dark magic. [ He raises a hand to his hairline, touching the mark there. ] I speak of Thay, my own country of origin, though such disasters are wont to occur centennially, throughout the land.
[ Despite the tale, he sounds hopeful as he says it. You got him to exposit, and now he's going off. ]
Yet, I have no doubt that good will triumph. For every disaster has its inevitable resolution, and mankind is not one to suffer such sorrow for long. Outside of Thay, the world is not so bleak. The gods watch over the lands, through they unable to intervene directly, and heroes and adventurers make do with thwarting bandits or cults, or at times great plots to unravel the Material Plane.
[ He does actually smile at that. Look, he never said it was perfect! But it's home.
And that's not even the Underdark.]no subject
It was messy and imperfect, but thinking about Hawke--
Fenris smiles lightly, just a curl of his lip.]
Yes, I was fortunate enough to travel with one such hero, though the world now sees him as the cause of that misfortune.
[He wishes that weren't true, but not many know the true story that are still alive.]
Such is the way of being at the center of trying to fix tragedy is how one might then look as if the cause of it.
no subject
Public opinion so rarely validates those who toil for good.
[ It sounds like a platitude, but he means every word. One must never fight for fame and fortune, that way lies dissatisfaction and misery (even if Xenk has plenty of fame, back in Faerun, but he's an outlier who should not be counted.) ]
I am sorry to hear that your friend is so wrongly reviled. I hope he can take peace in knowing that his actions were just, and that those who fought by his side know the truth. Often times, that is all one can ask for.
no subject
[Hawke was a good man, he carries enough guilt for what happened that it did not matter what others think, he was already thinking the worst of himself.
But Fenris cannot and will not speak for him, only give his best opinion on the matter.]
Tell me more about your Faerûn, it does not sound so different from Thedas if it has magic. Your Thay sounds similar to Tevinter in some ways. [Great magic? Corruption? Dark Magic? Enslavement? Sounds similar.] Though they see fit to enslaved the elves, not their own.
no subject
Indeed. Thay was a largely human nation. Now it bears only the trapped souls of the dead, and the creatures they have become.
[ He nods. Talk of Thay always makes him pensive, and to hear of people enslaved even more so. ]
Words cannot suffice to express the injustice of those who are forced into slavery. Yet I am sorry to hear of this Tevinter. Such powers should not exist.
[ And that explains too why Fenris has the look of a man plagued by hardships. It's no life fit for anyone, never mind a gentle soul like him. ]
Faerûn has magic, as you described. It is widespread -- most are able to use it in some fashion, though true aptitude is limited among the very talented or the very dangerous.
[ He's thinking about you, Red Wizards. ]
In addition to humans, we have elves, drow, tieflings, half-orcs, dragonborn, tabaxi, along with smaller races like halflings, dwarves, and gnomes.
[ Did I miss any? Eh, it's fine. ]
Travel is largely done by carriage. There are islands and other lands beyond the sea, but I have not traveled there myself. I hope to, one day. Once I feel I have given Faerûn all that I can give.
no subject
He can't suppress the frown that comes to his face when the man mentions that magic is also in the hands of the very dangerous, he understands that, been the victim of a dangerous magistar. Yet, he's also been friend to and unendingly loyal to Hawke, who is also a talented mage. He knows not all magic users are weak and susceptible, but most are. Most should not have magic.
So he's not a fan of hearing most can do it in this Faerûn... well..] Magic should not be in the hands of the many, it is dangerous enough in the hands of the few..
[Look he's traumatized okay? He really thinks magic is bad in most hands.]
Ah, while we do not have the same variety of people, we do have humans, elves, and dwarves in common. Though you did not speak of Qunari, perhaps you do not have them?
no subject
It is a common practice, in Faerûn. More uncommon to lack any aptitude for it, though that is dependent on one's home and its connection to the gods or the Weave. But many races find their origins through magical means, perhaps this is the difference between our respective worlds.
[ He's dense. He can kinda tell Fenris hates magic, but it doesn't make sense to him, as someone from a world that is so heavily steeped in it. ]
What are your Qunari like? I have not heard such a term before.
no subject
[And to him most were weak or greedy. The strong and resilient were few and far between. He has seen too much evil done with magic to see it in a good light, it was hard for him to wrap his mind around everyone having some and that being common place that it was strange to meet someone who did not have magic.
Luckily, the next question is a safer topic.]
The Qunari are a very large with horns most often and eerie eyes. Many see them as monsters, because they are formidable and not to be taken lightly.
[He finds them and their society interesting, though he would never want to convert to it, he likes his individuality and freedom too much.]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)