Post by Benzo on Nov 2, 2016 7:06:30 GMT -4
"It has been a year of little more than chaos. Yes, the mages voted to dissolve the Circles of Magi- but I will point out; This vote came only after increased restrictions were placed upon them following the unfortunate events in Kirkwall. What other choice did they have? Yes, the Templar Order abandoned their duties and elected to pursue the Mages, but after a thousand years in which their sole role was the Mages' keepers, what else could one expect? They envisioned the war over quickly; A single battle that would see the Mages' resolve crumble. That did not happen. Instead, we are left with a war that could stretch on forever with no advantage on either side. Both the Mages and Templars see this, and thus, have agreed to come to the Conclave.
This is our chance. The Maker has seen fit to give me another chance, and I will not squander it. Words need to be said which have not been, and a comprise must be reached because we have no other option. Together, we will make history at the Temple of Sacred Ashes and, Maker willing, let us be remembered kindly for it." - Divine Justinia V
As citizens across Thedas flock to the Temple of Sacred ashes, speculations and theories for the outcome were as numerous as the attendees. Though The Conclave was the first chance for peace between Mages and Templars, they instead got the precursor to an even bloodier war.
As the Conclave began to meet, a catastrophic explosion of raw energy erupts from the heart of the Temple of Sacred Ashes, killing everyone in attendance, including Divine Justinia V and the majority of Chantry hierarchy. Lying in the center of the wreckage, you awaken for a moment to find yourself surrounded by soldiers and Templars with blades pointed at you, then quickly fading away to darkness as you fall unconscious again.
CODEX: (More to be added during progression of RP or upon participant's request.)
1) Groups
2) History/Recent Events
3) Locations
4) Races
5) Classes
6) Character Sheets
Groups:
1) The Qun/Tal-Vashoth - Though founded and primarily consisting of Qunari, The Qun's ultimate goal is to spread its influence across all of Thedas.
Followers of the Qun often view their society as a single living entity, the members of which are all responsible for maintaining the health and stability of. Everyone under the Qun has a role and knows their place.
Rebels and those who have abandoned the Qun are labeled as Tal-Vashoth. (Not to be confused with the Vashoth; Qunari who have never lived under the Qun in their life.)
2) Andrastian Chantry - In -15 Ancient, young king Drakon of the Orlais city-state began construction of a great temple dedicated to the Maker and Andraste, The Maker's Bride. By -3 Ancient, Drakon had completed the temple in the heart of Orlais, vowing it to be the unification of all the warring city-states as he declared the Chantry as the established Andrastian religion of the Empire.
Today, Chantry hierarchy is made up of the elected Divine, with Grand Clerics and Mothers following.
3) (Ex-) Circles of Magi - Formed centuries ago, for each location of power in humankind, there is also a Circle. The Circles of Magi, which each managed differently, were formed not only as a safe location for magical study, but also as a way to keep a watchful eye on the dangers mages posed on society. After the events in Kirkwall, however, the Circles of Magi have been disbanded.
4) The Templar Order - Often portrayed as serious and grim, the Templar Order was founded as the militant arm of the Andrastian Chantry. Their resistance and ability to dispel magic makes them more than qualified to serve as enforcers of the Circles of Magi, often tasked with the retrieval of apostates (Mages who refuse to submit to the Circle of Magi's/Chantry's laws) and elimination of dangerous blood mages.
Because of their role in the Circles, Templars are often viewed by the mages as physical evidence of the Andrastian Chantry's control over magic, causing much resentment among the two groups.
5) Darkspawn - At the height of its power, the Trevinter Imperium stretched over a majority of Thedas, ruled by a council of powerful and tyrannical Magisters, their rule cemented by blood magic revealed by the Old Gods they worshipped.
Enticed by promises by the Old Gods, these Magisters entered into a race to open a portal into the Maker's Golden City resting in the Fade, hopes of usurping the throne left unattended after turning his back upon his creations.
The Magisters were successful, but in reaching where no man was meant to tread, they corrupted and turned it into the Black City. Scorned by the Maker for their treachery, the Magisters were cursed and cast from Heaven, returned to Thedas in forms of darkness, bringing birth to the Darkspawn.
Darkspawn thrive in the darkest reaches of Thedas, where they grow in number as a plague of locusts will. During raids, many unfortunate victims are often dragged alive back into the Deep Roads, presumably to be eaten alive. A Blight occurs when Darkspawn hordes in the Deep Roads are able to find and corrupt an Old God, though only five instances of this have happened in history.
Those fortunate enough to survive a Darkspawn encounter are not safe from the dangers, however, as plague can spread and cause men to twist into these demented creatures.
6) The Grey Wardens - In war, strength. In peace, vigilance. In death, sacrifice. The Grey Wardens, often made up of convicted criminals with no where else to go, are the bulwark between humanity and the Darkspawn. Almost as old as the Darkspawn themselves, only a Grey Warden, having a portion of the Darkspawn corruption inside of them, are able to slay an archdemon (Corrupt Old God) and end a Blight. Because of this, only about a quarter of those looking to join survive the Joining, the process in which the Darkspawn corruption is induced.
While they are the heroes of mankind, they are rarely seen unless something horrible is about to happen, causing a slight sense of dread upon their arrival.
History/Recent Events:
1) The Destruction of Kirkwall - "Lyrium is often thought to be the essence of pure creation, being used by mages for arcane abilities as well as digested by Templars for arcane immunity. The red stuff though? That's pure evil."
Before discovery of red lyrium in an ancient Thaig beneath Kirkwall, it had never been heard of by anyone of Thedas. Upon being exposed to the city, it caused a mental corruption in the city's citizens similar to that of a Darkspawn plague. Madness and chaos quickly spread through the city, ending with a mage's destruction of Kirkwall's Chantry and hundreds of lost lives; Giving everyone a painful reminder as to just how dangerous mages, especially those wielding blood magic, can be.
2) Dissolving of the Circles and the Mage Rebellion - Following the unfortunate events of Kirkwall, it is no surprise that the Chantry, and their Templar Order, began placing heaving restrictions upon Circles across Thedas. In response, it was voted by the Circles to dissolve themselves, all mages in Thedas officially becoming apostates.
After the dissolving of the Circles, the apostates fled across the nations of Thedas, the Templar Order abandoning the Andrastian Chantry to give chase, thus sparking the Mage Rebellion and the beginning of a bloody war.
3) The Conclave - The first meeting of peace talks between Mages and Templars since the Circles of Magi dissolved. Instead of peace, the Conclave ended with the assassination of Divine Justinia V. and a majority of Chantry hierarchy.
Locations:
1) Ferelden - Once conquered by Orlais, torn by civil war and ravaged by the Fifth Blight, Ferelden is no stranger to hardship. Currently ruled by King Alistair.
1a. Ferelden Hinterlands - Resting in the heart of Ferelden are the forests and farmsteads of the Ferelden Hinterlands. This hilly gateway to Redcliffe (and birthplace of King Alistair) has fallen into chaos with the Mage-Templar war forcing many off their lands, even as demons stalk the hills.
1b. Crestwood - The village of Crestwood lies on the road between Val Royeaux and Denerim, the villagers making a living off crops and herding animals. While bandits and wyverns complicate an otherwise peaceful life, most concerning is the dragon that's made its nest nearby.
1c. Storm Coast - Sparsely-populated stretch of shoreline along the Waking Sea. Ancient Dwarven ruins abandoned before the Divine Age still line the coast.
1d. The Fallow Mire - Sprawling stretch of isolated marshland in southwestern Ferelden. This bog was once home to a small fishing community called Fisher's End, though it was wiped out a few years prior by a plague that swept through.
1e. Denerim - Anyone doubting Ferelden's resistance to hardship need only stroll through their capital, Denerim. Knowing that the city was recently sieged by the Fifth Blight, Fereldans have done well to repair the damage. Considered a holy city due to being Andraste's birth place, Denerim was also the location of the Hero of Ferelden's victory over the archdemon of the Fifth Blight.
2) Orlais - Known for its culture of extravagant nobility and also birthplace of the chantry. Most powerful human nation of Orlais, currently ruled by Empress Celene, though she is locked in a civil war with usurper Grand Duke Gaspard.
2a. The Emerald Graves - Once called The Emerald March, a tree grows here for every Elven Knight who died in the Dales protecting against the human Exalted March on the Dales.
2b. Emprise du Lion - The ancient and modern coexist in the frozen highlands where relics of lost Elven nations are scattered among bustling Human villages. These hills are home to Sahrnia, known throughout Orlais for its azure granite-producing quarry.
2c. Exalted Plains - Currently steeped in conflict as a major battleground for the Orlesian civil war, these fragilly beautiful plains were once the final standing ground for ancient Elves of the Dales.
2d. The Western Approach - Desolate badlands as massive as they are barren. Bordered to the west by steppes and crawling with monsters, the Approach is a place from which few return and most avoid. The Grey Warden fortress Adamant sits of the edge of a great chasm, being one of the last remaining signs of the Second Blight being fought here.
2e. The Hissing Wastes - Stretch of sandy desert north of The Western Approach, wildlife here tends to be hungry and hostile, including the dragons that make their nest here. The rare adventurer may make his way out here in hopes of hunting prized hides or uncovering evidence of a lost civilization amongst the dunes.
2f. Val Royeaux - Capital of Orlais and home to the Andrastian Chantry, Val Royeaux houses the Grand Cathedral which, in turn, houses the seat of the Divine. Denizens of Val Royeaux often refer to themselves as 'Royans', perfectly reflecting their clinging to the intricate system of nobility. Often hiding behind masks, all nobles in Orlais compete in a war of gossip and rumor otherwise referred to as 'The Game', whether they wish to or not. Though given a light-hearted name, many will say more blood has been spilt on account to The Game than any war in Orlais.
3) Trevinter Imperium - The northernmost nation of Thedas, the Trevinter Imperium once stretched across a majority of Ferelden and Orlais in Pre-Divine ages. Ruled by a council of Magisters, the Trevinter Imperium lost much of it's land upon the foundation of the Andrastian Chantry; There are many who harbor fantasies of a restored Trevinter in their dreams.
4) The Deep Roads/Orzammar - Once, all Dwarves lived underground, multiple Thaigs stretching across Thedas all connected by the Deep Roads. Lost to time and several Blights/Darkspawn attacks, Orzammar is the last of these known Thaigs remaining, much of the ancient underground roads lying in ruins and collapsed caverns.
4a. Orzammar - Dwarven city located under Ferelden, currently ruled by King Brann. While access to the city is often severely limited to outsiders, exceptions are made if the reason is right. Dwarven society consists of a Caste system, determining profession and social rank among the city.
5) The Free Marches - Separated from Ferelden by The Waking Sea, the Free Marches are a landmass that primarily consist of several city-states such as Kirkwall, each having their own system of government and rule. The Free Marches are considered by most to be a wild and savage land, the Chant of Light having little effect as denizens of the Marches cling to old customs, or that of the neighboring Qun.
6) The Fade - For as long as men have dreamed, so too have we walked and studied its twisting paths, the corrupted Black City always visible in the distance, though never growing near.
The relationship of dreamers to the Fade is complex. Even when entering the Fade through use of Lyrium, mortals are not able to control or affect it. The spirits who dwell there, however, can. They create what they see through their sleeping visitors, building elaborate copies of cities, people and events, though lacking context or life of their own. Even the most powerful of demons in the Fade merely plagiarize the worst thoughts and fears of mortals to build their realms with no other ambition than to taste life.
Races:
1) Human - The most widely spread and numerous of the races found in Thedas, Human-controlled nations make up the majority of Thedas.
2) Dwarf - Denizens of ancient Thaigs in the Deep Roads, all but Orzammar have long been lost to time. Due to Dwarves inability to dream, they are granted a high resistance to lyrium and magic; Rendering Dwarves unable to cast magic, but also as being the only race capable of mining raw lyrium without casualty.
3) Dalish Elf - Before the arrival of Man, Elves controlled the entirety of Thedas. After several Exalted Marches and ancient wars, the majority of Elves are referred to Dalish, wandering the lands of Thedas as a nomadic people.
4) Qunari/Vashoth - The people of the Qun are, perhaps, the least understood group in Thedas. Nature has given them fierce horns and strange eyes, earning them nicknames such as 'oxmen' or, among the ignorant, 'monsters'.
Classes:
1) Warrior - A veteran of fighting front and center, warriors are able to withstand incredible punishment in heavy armor.
Weapon Capability - Two Handed or sword and shield.
2) Rogue - Fighters who rely on speed and agility rather than heavy armor, using skill and advantageous position to deal incredible damage.
Weapon Capability - Dual daggers and a bow
3) Mage - Mages channel magical power into spells capable of a wide range of effects, from debilitating enemies and protecting allies to unleashing devastating elemental energy.
Weapon Capability - Staff
Inquisitor Sheet: *Main Character
Name -
Age -
Gender -
Race -
Appearance - (Be detailed, unless you aren't worried about seeing images of your character and/or NPCs)
Class -
Weapon(s)/Specialty - Ex specialty: Pyromagic for mages, ect.
Bio -
Champion of Kirkwall Sheet: *Optional
Name - _____ Hawke (Default last name, if unaltered/no Champion created)
Age -
Gender -
Race - Human (Default, cannot be changed)
Appearance -
Class -
Bio - Will be filled by me depending upon your design, or lack of.
I will most likely only be accepting one role, thus I have a couple requests; If you intend to join, I would prefer you have little to no experience with Dragon Age... I want a virgin making these gut-wrenching decisions, not someone who knows what is going to happen. I'd also request you try to be active, since I'm basically going to be doing a game run-through whilst converting the plot into written form for you. That said, I don't want to be stuck waiting on you to continue the game for too long.
This is our chance. The Maker has seen fit to give me another chance, and I will not squander it. Words need to be said which have not been, and a comprise must be reached because we have no other option. Together, we will make history at the Temple of Sacred Ashes and, Maker willing, let us be remembered kindly for it." - Divine Justinia V
As citizens across Thedas flock to the Temple of Sacred ashes, speculations and theories for the outcome were as numerous as the attendees. Though The Conclave was the first chance for peace between Mages and Templars, they instead got the precursor to an even bloodier war.
As the Conclave began to meet, a catastrophic explosion of raw energy erupts from the heart of the Temple of Sacred Ashes, killing everyone in attendance, including Divine Justinia V and the majority of Chantry hierarchy. Lying in the center of the wreckage, you awaken for a moment to find yourself surrounded by soldiers and Templars with blades pointed at you, then quickly fading away to darkness as you fall unconscious again.
CODEX: (More to be added during progression of RP or upon participant's request.)
1) Groups
2) History/Recent Events
3) Locations
4) Races
5) Classes
6) Character Sheets
Groups:
1) The Qun/Tal-Vashoth - Though founded and primarily consisting of Qunari, The Qun's ultimate goal is to spread its influence across all of Thedas.
Followers of the Qun often view their society as a single living entity, the members of which are all responsible for maintaining the health and stability of. Everyone under the Qun has a role and knows their place.
Rebels and those who have abandoned the Qun are labeled as Tal-Vashoth. (Not to be confused with the Vashoth; Qunari who have never lived under the Qun in their life.)
2) Andrastian Chantry - In -15 Ancient, young king Drakon of the Orlais city-state began construction of a great temple dedicated to the Maker and Andraste, The Maker's Bride. By -3 Ancient, Drakon had completed the temple in the heart of Orlais, vowing it to be the unification of all the warring city-states as he declared the Chantry as the established Andrastian religion of the Empire.
Today, Chantry hierarchy is made up of the elected Divine, with Grand Clerics and Mothers following.
3) (Ex-) Circles of Magi - Formed centuries ago, for each location of power in humankind, there is also a Circle. The Circles of Magi, which each managed differently, were formed not only as a safe location for magical study, but also as a way to keep a watchful eye on the dangers mages posed on society. After the events in Kirkwall, however, the Circles of Magi have been disbanded.
4) The Templar Order - Often portrayed as serious and grim, the Templar Order was founded as the militant arm of the Andrastian Chantry. Their resistance and ability to dispel magic makes them more than qualified to serve as enforcers of the Circles of Magi, often tasked with the retrieval of apostates (Mages who refuse to submit to the Circle of Magi's/Chantry's laws) and elimination of dangerous blood mages.
Because of their role in the Circles, Templars are often viewed by the mages as physical evidence of the Andrastian Chantry's control over magic, causing much resentment among the two groups.
5) Darkspawn - At the height of its power, the Trevinter Imperium stretched over a majority of Thedas, ruled by a council of powerful and tyrannical Magisters, their rule cemented by blood magic revealed by the Old Gods they worshipped.
Enticed by promises by the Old Gods, these Magisters entered into a race to open a portal into the Maker's Golden City resting in the Fade, hopes of usurping the throne left unattended after turning his back upon his creations.
The Magisters were successful, but in reaching where no man was meant to tread, they corrupted and turned it into the Black City. Scorned by the Maker for their treachery, the Magisters were cursed and cast from Heaven, returned to Thedas in forms of darkness, bringing birth to the Darkspawn.
Darkspawn thrive in the darkest reaches of Thedas, where they grow in number as a plague of locusts will. During raids, many unfortunate victims are often dragged alive back into the Deep Roads, presumably to be eaten alive. A Blight occurs when Darkspawn hordes in the Deep Roads are able to find and corrupt an Old God, though only five instances of this have happened in history.
Those fortunate enough to survive a Darkspawn encounter are not safe from the dangers, however, as plague can spread and cause men to twist into these demented creatures.
6) The Grey Wardens - In war, strength. In peace, vigilance. In death, sacrifice. The Grey Wardens, often made up of convicted criminals with no where else to go, are the bulwark between humanity and the Darkspawn. Almost as old as the Darkspawn themselves, only a Grey Warden, having a portion of the Darkspawn corruption inside of them, are able to slay an archdemon (Corrupt Old God) and end a Blight. Because of this, only about a quarter of those looking to join survive the Joining, the process in which the Darkspawn corruption is induced.
While they are the heroes of mankind, they are rarely seen unless something horrible is about to happen, causing a slight sense of dread upon their arrival.
History/Recent Events:
1) The Destruction of Kirkwall - "Lyrium is often thought to be the essence of pure creation, being used by mages for arcane abilities as well as digested by Templars for arcane immunity. The red stuff though? That's pure evil."
Before discovery of red lyrium in an ancient Thaig beneath Kirkwall, it had never been heard of by anyone of Thedas. Upon being exposed to the city, it caused a mental corruption in the city's citizens similar to that of a Darkspawn plague. Madness and chaos quickly spread through the city, ending with a mage's destruction of Kirkwall's Chantry and hundreds of lost lives; Giving everyone a painful reminder as to just how dangerous mages, especially those wielding blood magic, can be.
2) Dissolving of the Circles and the Mage Rebellion - Following the unfortunate events of Kirkwall, it is no surprise that the Chantry, and their Templar Order, began placing heaving restrictions upon Circles across Thedas. In response, it was voted by the Circles to dissolve themselves, all mages in Thedas officially becoming apostates.
After the dissolving of the Circles, the apostates fled across the nations of Thedas, the Templar Order abandoning the Andrastian Chantry to give chase, thus sparking the Mage Rebellion and the beginning of a bloody war.
3) The Conclave - The first meeting of peace talks between Mages and Templars since the Circles of Magi dissolved. Instead of peace, the Conclave ended with the assassination of Divine Justinia V. and a majority of Chantry hierarchy.
Locations:
1) Ferelden - Once conquered by Orlais, torn by civil war and ravaged by the Fifth Blight, Ferelden is no stranger to hardship. Currently ruled by King Alistair.
1a. Ferelden Hinterlands - Resting in the heart of Ferelden are the forests and farmsteads of the Ferelden Hinterlands. This hilly gateway to Redcliffe (and birthplace of King Alistair) has fallen into chaos with the Mage-Templar war forcing many off their lands, even as demons stalk the hills.
1b. Crestwood - The village of Crestwood lies on the road between Val Royeaux and Denerim, the villagers making a living off crops and herding animals. While bandits and wyverns complicate an otherwise peaceful life, most concerning is the dragon that's made its nest nearby.
1c. Storm Coast - Sparsely-populated stretch of shoreline along the Waking Sea. Ancient Dwarven ruins abandoned before the Divine Age still line the coast.
1d. The Fallow Mire - Sprawling stretch of isolated marshland in southwestern Ferelden. This bog was once home to a small fishing community called Fisher's End, though it was wiped out a few years prior by a plague that swept through.
1e. Denerim - Anyone doubting Ferelden's resistance to hardship need only stroll through their capital, Denerim. Knowing that the city was recently sieged by the Fifth Blight, Fereldans have done well to repair the damage. Considered a holy city due to being Andraste's birth place, Denerim was also the location of the Hero of Ferelden's victory over the archdemon of the Fifth Blight.
2) Orlais - Known for its culture of extravagant nobility and also birthplace of the chantry. Most powerful human nation of Orlais, currently ruled by Empress Celene, though she is locked in a civil war with usurper Grand Duke Gaspard.
2a. The Emerald Graves - Once called The Emerald March, a tree grows here for every Elven Knight who died in the Dales protecting against the human Exalted March on the Dales.
2b. Emprise du Lion - The ancient and modern coexist in the frozen highlands where relics of lost Elven nations are scattered among bustling Human villages. These hills are home to Sahrnia, known throughout Orlais for its azure granite-producing quarry.
2c. Exalted Plains - Currently steeped in conflict as a major battleground for the Orlesian civil war, these fragilly beautiful plains were once the final standing ground for ancient Elves of the Dales.
2d. The Western Approach - Desolate badlands as massive as they are barren. Bordered to the west by steppes and crawling with monsters, the Approach is a place from which few return and most avoid. The Grey Warden fortress Adamant sits of the edge of a great chasm, being one of the last remaining signs of the Second Blight being fought here.
2e. The Hissing Wastes - Stretch of sandy desert north of The Western Approach, wildlife here tends to be hungry and hostile, including the dragons that make their nest here. The rare adventurer may make his way out here in hopes of hunting prized hides or uncovering evidence of a lost civilization amongst the dunes.
2f. Val Royeaux - Capital of Orlais and home to the Andrastian Chantry, Val Royeaux houses the Grand Cathedral which, in turn, houses the seat of the Divine. Denizens of Val Royeaux often refer to themselves as 'Royans', perfectly reflecting their clinging to the intricate system of nobility. Often hiding behind masks, all nobles in Orlais compete in a war of gossip and rumor otherwise referred to as 'The Game', whether they wish to or not. Though given a light-hearted name, many will say more blood has been spilt on account to The Game than any war in Orlais.
3) Trevinter Imperium - The northernmost nation of Thedas, the Trevinter Imperium once stretched across a majority of Ferelden and Orlais in Pre-Divine ages. Ruled by a council of Magisters, the Trevinter Imperium lost much of it's land upon the foundation of the Andrastian Chantry; There are many who harbor fantasies of a restored Trevinter in their dreams.
4) The Deep Roads/Orzammar - Once, all Dwarves lived underground, multiple Thaigs stretching across Thedas all connected by the Deep Roads. Lost to time and several Blights/Darkspawn attacks, Orzammar is the last of these known Thaigs remaining, much of the ancient underground roads lying in ruins and collapsed caverns.
4a. Orzammar - Dwarven city located under Ferelden, currently ruled by King Brann. While access to the city is often severely limited to outsiders, exceptions are made if the reason is right. Dwarven society consists of a Caste system, determining profession and social rank among the city.
5) The Free Marches - Separated from Ferelden by The Waking Sea, the Free Marches are a landmass that primarily consist of several city-states such as Kirkwall, each having their own system of government and rule. The Free Marches are considered by most to be a wild and savage land, the Chant of Light having little effect as denizens of the Marches cling to old customs, or that of the neighboring Qun.
6) The Fade - For as long as men have dreamed, so too have we walked and studied its twisting paths, the corrupted Black City always visible in the distance, though never growing near.
The relationship of dreamers to the Fade is complex. Even when entering the Fade through use of Lyrium, mortals are not able to control or affect it. The spirits who dwell there, however, can. They create what they see through their sleeping visitors, building elaborate copies of cities, people and events, though lacking context or life of their own. Even the most powerful of demons in the Fade merely plagiarize the worst thoughts and fears of mortals to build their realms with no other ambition than to taste life.
Races:
1) Human - The most widely spread and numerous of the races found in Thedas, Human-controlled nations make up the majority of Thedas.
2) Dwarf - Denizens of ancient Thaigs in the Deep Roads, all but Orzammar have long been lost to time. Due to Dwarves inability to dream, they are granted a high resistance to lyrium and magic; Rendering Dwarves unable to cast magic, but also as being the only race capable of mining raw lyrium without casualty.
3) Dalish Elf - Before the arrival of Man, Elves controlled the entirety of Thedas. After several Exalted Marches and ancient wars, the majority of Elves are referred to Dalish, wandering the lands of Thedas as a nomadic people.
4) Qunari/Vashoth - The people of the Qun are, perhaps, the least understood group in Thedas. Nature has given them fierce horns and strange eyes, earning them nicknames such as 'oxmen' or, among the ignorant, 'monsters'.
Classes:
1) Warrior - A veteran of fighting front and center, warriors are able to withstand incredible punishment in heavy armor.
Weapon Capability - Two Handed or sword and shield.
2) Rogue - Fighters who rely on speed and agility rather than heavy armor, using skill and advantageous position to deal incredible damage.
Weapon Capability - Dual daggers and a bow
3) Mage - Mages channel magical power into spells capable of a wide range of effects, from debilitating enemies and protecting allies to unleashing devastating elemental energy.
Weapon Capability - Staff
Inquisitor Sheet: *Main Character
Name -
Age -
Gender -
Race -
Appearance - (Be detailed, unless you aren't worried about seeing images of your character and/or NPCs)
Class -
Weapon(s)/Specialty - Ex specialty: Pyromagic for mages, ect.
Bio -
Champion of Kirkwall Sheet: *Optional
Name - _____ Hawke (Default last name, if unaltered/no Champion created)
Age -
Gender -
Race - Human (Default, cannot be changed)
Appearance -
Class -
Bio - Will be filled by me depending upon your design, or lack of.
I will most likely only be accepting one role, thus I have a couple requests; If you intend to join, I would prefer you have little to no experience with Dragon Age... I want a virgin making these gut-wrenching decisions, not someone who knows what is going to happen. I'd also request you try to be active, since I'm basically going to be doing a game run-through whilst converting the plot into written form for you. That said, I don't want to be stuck waiting on you to continue the game for too long.