Garrett Hawke (
bloodmagics) wrote2015-09-06 02:11 pm
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Character Name: Garrett Hawke
Series: Dragon Age
Timeline: Dragon Age 2 - after giving Carver to the Grey Wardens
Canon Resource Link: Hawke @ the Dragon Age wiki | Summary of choices in journal here and here.
Character History: For reference, Hawke has a choice of three key personalities, Diplomatic/Helpful, Sarcastic/Charming and Aggressive/Direct, for purposes of the application and roleplaying, Hawke is primarily Diplomatic/Helpful.
Born to Malcolm, an apostate mage, and Leandra, a former noble from the city of Kirkwall, Garrett spent the first 12-13 years of his life constantly on the move, where they were eventually joined by his twin siblings Bethany and Carver. Both Bethany and Garrett inherited their father's magical ability, which he taught them to both utilize and keep a secret, as he didn't want them to be outed as mages. Years later, they settled on the outskirts of a small town called Lothering where they live peacefully. Garrett continues to refine his magical ability and becomes a popular figure amongst the villagers, if only for his physique, while Carver begins to grow resentful of his older brother.
In 9:27 Dragon, Malcolm passes away and Garrett assumes a leadership role among the family, along with his mother. Three years later, the Fifth Blight begins and Lothering is beseiged by Darkspawn, creatures from beneath the ground who want nothing more than to wipe out everything on the surface world. The Hawke family is among the last to flee, barely able to outrun the Darkspawn with no idea where to go. Garrett attempts to keep the peace in the face of rising tempers and despair over the hopelessness of the situation, and eventually they decide to flee to Kirkwall, as Leandra's family is still there. Along they way, they meet Aveline Vallen and her husband Wesley, a templar who is immediately suspicious of both mage siblings, though Garrett is quick to defend his sister. They work together to stay alive, but Bethany is eventually killed by ogre, something both Leandra and Carver blame Garrett for as he was supposed to protect the family.
Surrounded on all sides by Darkspawn with no escape, the traveling party is rescued in time by a High Dragon who kills the remaining Darkspawn and reveals itself to be Flemeth, the fabled Witch of the Wilds. She explains that she was curious about the man who defeated an ogre minutes previously, and turns to leave. Garrett requests her help escaping the Darkspawn, and after deferring to his brother in an attempt to keep the peace, eventually agrees to her deal of delivering an amulet to an Elven clan on Sundermount, with the added condition of putting Wesley out of his misery, as he had contracted the Darkspawn Taint and there would be no point saving his life only for him to die later. Flemeth tries to pressure Garrett into doing it, but he leaves it up to Aveline, as Wesley is her husband and it wouldn't be right.
With Wesley dead, Flemeth escorts those remaining to the city of Gwaren, where they board a ship for the port city of Kirkwall. Upon arrival, they find the city flooded with refugees and the City Guard turning them away, as Kirkwall is "full." They also find that Leandra's brother Gamlen had gambled away what remained of the family fortune and estate. Despite Garrett's attempts to get Leandra into the city without the rest of them, he and Carver are forced to agree to Gamlen's plan of a year of indentured servitude under either Meeran's mercenary company or Athenril's smuggling company. Garrett chooses to work with Meeran, and they're finally allowed into the city. For the next year, Garrett and Carver do jobs for Meeran while they live with Gamlen, who has nothing but contempt for the family.
After the year passes (during which the Fifth Blight is ended,) the contract is finished but Garrett is desperate to earn more money so he can take care of his family. To this end, he and Carver inquire about joining an expedition into the Deep Roads, but are turned down by Bartrand, the dwarf leading it, as they already have enough hired hands. As they walk away, trying to figure out what to do next, Garrett's coin purse is stolen, but the thief is stopped by Bartrand's brother, Varric, who manages to convince Garrett to instead become a joint partner in the expedition, provided he can earn the money necessary to buy in, as well as find a map they can use.
As he sets about earning the money, Garrett finally fulfills his end of the deal with Flemeth and delivers the amulet to the elves on Sundermount, who request that he takes an elf named Merrill to Kirkwall with him when he leaves. He agrees, and as they climb the mountain, Merrill reveals herself to be a mage as well as a dabbler in blood magic, something Garrett massively disapproves of. When the ritual is complete, Flemeth appears and mentions that he may well have saved her life in return for saving his, delivers cryptic warnings about their futures to Merrill and Garrett and flies away. Garrett safely delivers Merrill to the Alienage in Kirkwall, the space reserved for elves who had submitted to human rule, and promises to visit her soon.
Along the way, Garrett helps an escaped elven slave named Fenris seek revenge on his former master, though they have a conflict of opinion when it comes to mages. Fenris thinks they're Satan, Garrett obviously doesn't. Despite this, Garrett earns Fenris' respect and the offer of help if he needs it in the future. He also helps Aveline uncover corruption within the ranks of the City Guard, an act that leads to Aveline being promoted to Guard Captain.
The search for a map of the Deep Roads leads them to Lirene's Ferelden Imports, a business that helps fund relief efforts for Ferelden refugees displaced by the Blight, having heard rumours of a Grey Warden in town. Lirene refuses to help at first, only giving up the information when Garrett reassures her that he has no intention of harming the Grey Warden and that they only want his help. As they leave with the information, a group of refugees is waiting outside to "deal with them" to protect the Grey Warden, thankfully, Garrett is able to diffuse the situation by revealing that he's also from Ferelden, and that again, he has no intentions of harming the Warden and the group peacefully disbands.
Traveling to Darktown, the even seedier underbelly of an already seedy town with a seedy underbelly that is Lowtown, they find the Grey Warden mage named Anders running a clinic and working as a healer for those unable to find care anywhere else. Despite initial misgivings, Anders agrees to hand over the maps if Garrett and company help him free his mage friend Karl from the templars. Garrett agrees, so that night they head to the Chantry to rescue Karl, only for it to be revealed that Karl has been made Tranquil, that is, cut off from the Fade and therefore his magic, as well as made unable to feel emotions, as part of a trap for Anders. Garrett is forced to watch as Anders reveals himself to be possessed by a spirit of Justice, who manifests with Anders' rage and forces a battle against the templars.
When the templars are killed, the presence of Justice briefly brings Karl back to himself, long enough to beg Anders to kill him. Knowing that the worst fear of many mages is to live as a Tranquil, Garrett advises Anders to fulfil Karl's request and kill him. Anders does, and they go back to his clinic so he can explain the situation and fulfil his end of the deal. Garrett takes the time to list to Anders' explanations and offers an understanding ear, earning him the promise of future help if he needs it.
Shortly afterwards, Garrett meets the pirate captain Isabela, who requests backup for a duel from Garrett, who agrees. The two win the duel, and Isabela offers her assistance while she looks for an important relic she needs to get someone off her back. He also takes a job from one Sebastian Vael, to hunt down and kill the thugs responsible for the murder of his family, as he is unable to do it himself, having devoted himself to the Chantry. Garrett also helps clear out the Bone Pit, a mine that had been forced to shut down due to an infestation of dragons. Once that's done, Garrett is offered a share of the mine, making him an equal partner, which he uses to convince the workers to return to the mine so business can resume, promising to protect them from any future dangers.
While fulfilling his promise to visit Merrill in her new home, Garrett comes across an elven woman trying to get help from Ser Thrask, a templar, as her son has run away in light of his magical abilities revealing themselves. Eventually, Garrett and co are directed to a private dock normally used by slavers, where they find the lead they need, as well as a letter addressed to Thrask from his daughter. Feynriel, the runaway, is eventually rescued from the slavers who are all killed, and instead of returning him to his mother to be sent to the Circle to be under the thumb of the templars, Garrett offers to take him to the Dalish clan Merrill had been part of, so he can learn there. He also takes the time to deliver the letter to Thrask, before reassuring him that his secret about his daughter having been an apostate is safe.
Thrask later contacts Garrett again to request his help tracking down a group of apostates who had escaped from the Starkhaven Circle of Magi. He agrees and after fighting their way through a large amount of undead and one of the apostates who had turned to blood magic, Garrett is forced to kill the apostate's leader after he too reveals himself to have turned to blood magic. Another of the apostates, Grace, begs Garrett for mercy going as far to ask him to kill the templars so they can escape. Unwilling to hurt innocent people, Garrett instead tricks the templars into believing that the mages escaped long before they arrived, convincing them to take their search elsewhere so the mages can actually escape. As Garrett is a mage himself, the templars express surprise that he would be willing to work with the templars in the first place and leave to continue their search.
Still trying to earn enough money to both buy into the expedition and keep his family afloat, Garrett is drawn into yet another mystery. This time, a woman is trying to find her brother, Keran, who had gone missing after joining the templar order. Investigating, Garrett is that told that it isn't the first disappearance, and while several recruits think it's part of Knight-Commander Meredith's new initiation rituals, one of the more sensible recruits, Ruvena, informs him that another of the victims, Wilmod, had recently returned and left the city to clear his head. Tracking Wilmod down, Garrett and co arrive in time to find him being terrorised by Knight-Captain Cullen, who is demanding information and goes as far as drawing his sword. Intervening, Cullen orders Garrett to stay out of templar business, before they're surprised by Wilmod suddenly changing, declaring it'll be the last time Cullen threatens him and turns into a demon. After they slay the demon, Cullen defends his actions as simply trying to prove he was serious about getting information, as Wilmod had been acting strange. He directs Garrett to the Blooming Rose, the city's brothel, and mentions he's uncomfortable questioning the workers.
Fortunately, Garrett isn't.
Unfortunately, the woman, Idunna, Wilmod had been seeing regularly, reveals herself to be a blood mage when she ensnares Garrett and nearly gets him to cut his own throat, until Garrett uses his own magic to break the compulsion and force her to stand down. Furious about being turned into her puppet, Garrett kills Idunna and searches her room for the information. Tracking Keran down to an apostate stronghold in Darktown, they find him being held captive as part of a plot to wipe out the templars. By kidnapping recruits and forcing demons to take possession of them and then returning the recruits to the order, eventually it will be too late to stop them and the order will be destroyed. The blood mages are eventually killed and Keran, fortunately not possessed, is returned to the order and although Cullen wants to dismiss him, Garrett vouches for his possession-free status and claims he should be allowed to stay, Cullen eventually agrees and puts Keran on probation instead.
On a trip outside of Kirkwall, Garrett and his party rescue a dwarven merchant named Javaris from some giant spiders, who then asks Garrett to track down information on a Qunari powder that explodes without magic or lyrium, with the promise of future profits. Garrett agrees, and after tracking down and killing a rebel group of Qunari, known as Tal-Vashoth, Garrett informs the leader of the Qunari stationed in Kirkwall, the Arishok, of their deaths and inquires about Javaris' deal. When the Arishok points out that Javaris misunderstood and that there was no deal, Garrett manages to earn some respect with the Arishok by claiming Javaris owed him future profits, the fact the dwarf had been making deals on his behalf angering the Arishok, who orders Javaris to pay out of his own pocket.
A few nights later in Lowtown, Garrett encounters a Chantry Sister, Petrice, setting herself up for a mugging and later saves her. Having been rescued, she asks Garrett to meet her at a safehouse, as she has a job he might be interested in. There, the job is revealed to be an escort, smuggling a Qunari mage named Ketojan out of the city, to freedom. Forced to go through underground tunnels, the group is beset by a pack of thugs, and when the leader tries to stab Hawke, Ketojan unleashes his magic and the rest of the thugs attack. After the battle, Hawke tries to question Ketojan, but gets nothing but growls as his lips have been sewn together.
On the other side of the tunnels, more Qunari show up, having been lead to their location by a trail of corpses belonging to Ketojan's group. Because of how the Qunari handle mages, the leader proclaims that since Ketojan has spent time without his handler, he's at risk of demonic possession so he needs to be put down. Enraged, Garrett tries to reason with them but they're forced to fight and kill the group to ensure Ketojan's freedom. Despite now being free to choose his own path, Ketojan wishes to die, not wanting to be returned to Sister Petrice as he's afraid of her templar guard, and not wishing to join the Tal-Vashoth as he doesn't want to abandon the Qun, the system that dictates how Qunari, of the species or otherwise, live. Ketojan admits that Hawke is worth following and immolates himself with fire magic.
Garrett then returns to Lowtown to confront Petrice, who has begun packing up her things. She states that if Hawke had died, she would have used the events to turn the Chantry against the Qunari. Before he leaves, Garrett points out that he should kill her for the way they were used, but accepts payment and leaves. Surely she won't be a problem later.
With his debt to Flemeth repaid, maps retrieved from Anders and enough money to buy into the expedition, they finally intend to set off. Before they can, Leandra arrives and begs Garrett not to take Carver with him, as he'd been intending to bring Carver and Anders along, as she fears something happening to both of them. Garrett assures her they'll be okay, which does nothing to assuage her fears, but she lets them go. Not long into the Deep Roads, Garrett and company are forced to find an alternate route as their path is blocked, Bodahn, a merchant who came with them, asks him to find his son Sandal, who had wandered off. Fighting through Darkspawn and giant spiders, they find both Sandal and an alternate route, after killing the dragon guarding it.
Days pass as they explore, and eventually they discover a Thaig, the remnants of a dwarven settlement from before they were forced out by the Darkspawn, years ago. The only thing of interest is an odd idol, made of pure lyrium, the dangerous mineral that once refined, has a number of uses including giving Templars their abilities but getting them addicted, and temporarily provided a boost to a mage, though the idol is red instead of the usual blue. Unwilling to cut the profits three ways, Bartrand seals the door, trapping them inside.
Fighting off animated rock creatures as they search for an exit, a Hunger Demon eventually offers a deal: kill a rock wraith nesting up ahead, and the demon will lead them to a key. Garrett refuses, angering the demon and they kill it and its little rock friends. They eventually kill the rock wraith anyway, and loot its treasure stocks, where the key happens to be.
Although they manage to make it back to the original camp without issue, as they begin to make their way out of the Deep Roads, Carver collapses and begins showing symptoms of the taint. As the only known cure is to become a Grey Warden through a process known as the Joining, things don't look good until Anders reveals that the Warden he stole the maps from might be in the Deep Roads as well. Since Carver is unable to, Garrett is forced to make the decision for him, telling Anders to take them to Stroud, the Warden, who eventually agrees to take Carver, but not before telling Garrett he may never see his brother again.
Abilities/Special Powers:
♦ Entropy. Hawke is to able twist the chaotic nature of the Fade to his advantage, using it to alter a foe's probability or trap them with horrifying visions. This includes sending someone to sleep, blinding an enemy, or increasing their vulnerability to damage. In particularly extreme cases, Hawke is able to curse a target with every entropic spell at once.
♦ Primal. Hawke's other favourite school of magic, with which he can command the earth and sky. Though he hasn't quite mastered Rock Armor, a spell that encases the mage in stone armor for added defence, he's more than capable of using massive boulders as projectiles and encasing foes in stone. On the sky side of things, he favours chain lightning and summoning tempests to cause lightning storms in a given area.
♦ Magic in general. As a mage, Hawke isn't limited to these two areas of magic, they're simply ones he's learned more about. Mages are capable of using their magic for smaller, basic things like lightning fires, spell casting, etc. They also use their staves as something of a focus, channeling their magic through it during battle to create projectiles and even shockwaves.
Third-Person Sample: He isn't sure when it happened; when the oddly-lit halls of the Deep Roads gave way to the rough caverns he's seeing now. Too caught up in the push to get home, to tell his mother about what had happened to Carver, to survive to pay attention to something like that. But now, as the silence that should be filled with the sounds of Varric spinning a tale to keep them awake as exhaustion fills their bones makes itself apparent, he begins to worry. It's possible he wandered off the beaten path, but someone would have noticed and stopped him. It's enough to have him grabbing his staff off his back, ready for battle in case Darkspawn - or worse - come out of the darkness as he tries to find his way back to the Deep Roads. "Varric? Anders?" he calls into the darkness, creating a small flame in the palm of his hand to light the way.
His voice echoes and nothing answers, putting him further on the defensive. It isn't possible that they just disappeared, it can't be. He calls out again, voice echoing once more. It's sheer luck that he manages to find an exit in the darkness, the flame in his hand doing very little to actually show him where he's going. Unsure of what he'll find on the other side, he exits the caverns without looking back... only to be blinded by the sudden intensity of daylight, narrowly avoiding setting his face on fire as he hurries to cover his eyes. When his eyes adjust to the light, he spins around, trying to figure out where he is. It's certainly not the entrance to the Deep Roads they were looking for, and it's definitely nowhere near Kirkwall, it's too colourful for that.
"Oh, Maker's balls, I'm in the Fade, aren't I?" he mutters to nobody in particular. Because that's clearly what this is, the colours? The fact it looks like nowhere he's ever seen before? It's definitely not the Free Marches, so the most logical assumption is that he'd passed out and now he's dreaming before he dies. "I'm sorry, mother," he whispers to himself, regret filling his bones as he makes his way down the nearest path in search of something, anything that might help. He can't die in the Deep Roads, someone needs to tell Leandra what happened, she can't lose the rest of her family.
If it's the last thing he does, he's getting home to Kirkwall.
First-Person Sample: [When the feed clicks on, all it shows is a view of the sky as Hawke pokes at it, completely new to any sort of communication device that isn't pen and paper. In the background is some muffled grumbling as it moves, eventually capturing Hawke's face, complete with that strange streak of blood across his nose that we will never understand. What's important is that he's frowning and clearly looks a little confused about something.]
So, Wonderland is it? Ignoring the insanity of the situation, [and then under his breath he adds:] I'm still not entirely sure I'm not in the Fade, I have... an unusual question.
[Unusual in that even for someone who comes from a place where demonic possession, magic civil wars and occasional blights finds it weird.]
I met someone who claims to know me, even though I've never met him in my life, but that's not what I'm asking about. [Though it's still weird, considering he'd been called the Champion of Kirkwall and that is decidedly not something that's happened to him.] He seems to remember me having certain assets I clearly don't. [A beat.] He remembers me as a woman and with a different first name, obviously, [He frowns again, a little put out by this.] but same basic history. There's just that one massive change.
So, Wonderland, if you aren't all just the incredibly involved dream of a slowly dying man, has something like this ever happened to any of you?