Post by Benzo on Nov 3, 2016 17:10:06 GMT -4
CODEX: (More to be added during progression of RP.)
1) Groups
2) History/Recent Events
3) Locations
4) Races and Creatures
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.
7) The First Inquisition - Predating the Divine Age and the Andrastian Chantry, the areas now known as Orlais and Ferelden were reigned by chaos and fear as blood magic and cults ran rampant. Over 800 years ago, men and women united under a single banner, The Inquisition, and brought peace to a mad land through brutal extermination. Striking without fear and without mercy, the First Inquisition ended as it laid down its arms to serve the newly formed Chantry, slowly dissolving to become the Seekers and Truth and the Templar Order as we know them today.
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'.
5) Creature: Shade Demon
It has often been suggested that the only way for a demon to affect the living world is by possessing a living (or once living) body, but this is not always true. Indeed, a Shade demon is one such creature; A demon in it's true form that has adapted to affect the world around it.
These demons watch, they lurk, and they envy. After enough time in the living world, a Shade demon will begin to learn to drain energy from those it encounters, just as it had done in the Fade. Some believe these creatures think themselves to still be in the Fade whilst stalking prey.
6) Creature: Pride Demon
The most powerful demons yet encountered are the Pride demons. Perhaps this is because they, among all their kind, most resemble men; As clever and manipulative as the Desire demon, with a penchant for cruel irony that is almost human. The Pride demon will use mortals' own best nature against them; Drive clever men insane, crush strong men, make humble men forget themselves. They turn corruption and ruin into an art.
Most, if not all Pride Demons were once passive spirits of Wisdom and Knowledge, twisted far beyond their original form and purpose.
Name - Azalin Drex
Age - 22
Gender - Male
Race - Human
Appearance - Azalin stands at 5'1, having to look up at most of those he talks to.. except dwarves, of course. His bright orange eyes stare into those he converses with, most often making them feel uneasy. His long, black hair is tied into a messy bun but he occassionally lets it down to cover his face. Someone might mistake him for a woman if the hair wasn't so dirty and encrusted with various crud. His face is clearly defined; stubbly, but never able to grow a full beard, or even a partial one. His nose and lips are small, and cheekbones show. Small scars show here and there along his cheek and neck from the various backalley and bar fights he has engaged in. Azalin's posture is rather poor, always somewhat hunched over, not helping him much in convincing someone his frame isn't small. Perhaps if he stood up straight he would look more formidable, but with his current state it just looks like pale skin and bones.
He wears a loose robe and a tattered tunic underneath it, the robe being a mismatch of patched together darker colors. His pants are a tighter, the leather being concealed all the way to his upper thigh thanks to his robe. It is a fact that the Royans would be truly disgusted to meet such a creature as Azalin; dirty and, more importantly, no fashion sense!
Class - Rogue
Weapon(s)/Specialty - Rapier/guard (defensive dagger/sword breaker/whatever)
Bio - Azalin lived a childhood as good as one born to a whore and a drunk could. Born in a city of a sin within The Free Marches (Kirkwall could be fine too), Azalin quickly learned to spend more time on the streets than his home. At home was nothing by hunger and beatings, which is a partial reason to his terrible posture. He lived the average street rat life; stealing what he needs and fending off those who want to get easy pickings for a puny boy. Due to this, he had to learn how to run and outmaneuver.. due to his limited size and strength, he didn't have much other options. He was able to scavenge a rapier from the body of a minor noble who had been jumped in the alleyway.. funny enough, he wasn't the one who killed him, and as the bandits were looting his body Azalin swept in there and took the rapier before they could retrieve it! He self-taught himself with the nobleman's sword, a style that noble's would snivel their nose in distaste. He later took up another dagger to help fend off sword attacks or a dirty attack to the gut.. after all, in the streets you would have to learn how to fight dirty.
Wanting to make sense of his existence other than just sitting around the same city which hosted painful memories of his parents, Azalin decided to begin traveling. After a host of small settlements and close encounters with highwaymen, he ended up at the Conclave.. not for any particular reasoning other than everyone else seemed to want to be there so he might as well check out on what's it's all about. It was one of the first things he did upon arrival (he had only been travelling in total for two months).
1) Groups
2) History/Recent Events
3) Locations
4) Races and Creatures
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.
7) The First Inquisition - Predating the Divine Age and the Andrastian Chantry, the areas now known as Orlais and Ferelden were reigned by chaos and fear as blood magic and cults ran rampant. Over 800 years ago, men and women united under a single banner, The Inquisition, and brought peace to a mad land through brutal extermination. Striking without fear and without mercy, the First Inquisition ended as it laid down its arms to serve the newly formed Chantry, slowly dissolving to become the Seekers and Truth and the Templar Order as we know them today.
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'.
5) Creature: Shade Demon
It has often been suggested that the only way for a demon to affect the living world is by possessing a living (or once living) body, but this is not always true. Indeed, a Shade demon is one such creature; A demon in it's true form that has adapted to affect the world around it.
These demons watch, they lurk, and they envy. After enough time in the living world, a Shade demon will begin to learn to drain energy from those it encounters, just as it had done in the Fade. Some believe these creatures think themselves to still be in the Fade whilst stalking prey.
6) Creature: Pride Demon
The most powerful demons yet encountered are the Pride demons. Perhaps this is because they, among all their kind, most resemble men; As clever and manipulative as the Desire demon, with a penchant for cruel irony that is almost human. The Pride demon will use mortals' own best nature against them; Drive clever men insane, crush strong men, make humble men forget themselves. They turn corruption and ruin into an art.
Most, if not all Pride Demons were once passive spirits of Wisdom and Knowledge, twisted far beyond their original form and purpose.
Name - Azalin Drex
Age - 22
Gender - Male
Race - Human
Appearance - Azalin stands at 5'1, having to look up at most of those he talks to.. except dwarves, of course. His bright orange eyes stare into those he converses with, most often making them feel uneasy. His long, black hair is tied into a messy bun but he occassionally lets it down to cover his face. Someone might mistake him for a woman if the hair wasn't so dirty and encrusted with various crud. His face is clearly defined; stubbly, but never able to grow a full beard, or even a partial one. His nose and lips are small, and cheekbones show. Small scars show here and there along his cheek and neck from the various backalley and bar fights he has engaged in. Azalin's posture is rather poor, always somewhat hunched over, not helping him much in convincing someone his frame isn't small. Perhaps if he stood up straight he would look more formidable, but with his current state it just looks like pale skin and bones.
He wears a loose robe and a tattered tunic underneath it, the robe being a mismatch of patched together darker colors. His pants are a tighter, the leather being concealed all the way to his upper thigh thanks to his robe. It is a fact that the Royans would be truly disgusted to meet such a creature as Azalin; dirty and, more importantly, no fashion sense!
Class - Rogue
Weapon(s)/Specialty - Rapier/guard (defensive dagger/sword breaker/whatever)
Bio - Azalin lived a childhood as good as one born to a whore and a drunk could. Born in a city of a sin within The Free Marches (Kirkwall could be fine too), Azalin quickly learned to spend more time on the streets than his home. At home was nothing by hunger and beatings, which is a partial reason to his terrible posture. He lived the average street rat life; stealing what he needs and fending off those who want to get easy pickings for a puny boy. Due to this, he had to learn how to run and outmaneuver.. due to his limited size and strength, he didn't have much other options. He was able to scavenge a rapier from the body of a minor noble who had been jumped in the alleyway.. funny enough, he wasn't the one who killed him, and as the bandits were looting his body Azalin swept in there and took the rapier before they could retrieve it! He self-taught himself with the nobleman's sword, a style that noble's would snivel their nose in distaste. He later took up another dagger to help fend off sword attacks or a dirty attack to the gut.. after all, in the streets you would have to learn how to fight dirty.
Wanting to make sense of his existence other than just sitting around the same city which hosted painful memories of his parents, Azalin decided to begin traveling. After a host of small settlements and close encounters with highwaymen, he ended up at the Conclave.. not for any particular reasoning other than everyone else seemed to want to be there so he might as well check out on what's it's all about. It was one of the first things he did upon arrival (he had only been travelling in total for two months).