Dragon Age: The Sixth Blight Sign-Ups

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AceSorcerer

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Writing Levels
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Preferred Character Gender
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  2. Primarily Prefer Male

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Name: (Self explanatory. Note: Qunari don't have proper names under the Qun, so while away from Seheron they make up a name or title to go by with other races, like Iron Bull. )
Sex: (Male, female or trans. Note: Only the Qunari has a true sense of trans individuals.)
Age: (How old your character is in years. )
Race: (Human, Elf, Qunari, Dwarf. If you want to do a halfblood notify me ahead of time and we'll discuss it.)
Origin: (Where your character hails from, please refer to the map above. There are nations that haven't been listed beneath map yet, but feel free to make a character from there provided you do some research on your part.)
Willing to be a Grey Warden?:

Appearance: (Picture, description or both.)

Biography: (What was your character's upbringing? How and why did they end up joining the expedition to find the Wardens? At least three paragraphs, please.)

Class and Specialization: (Simply choose a class and what specialization they start of with. Characters will have the option of having obtaining a second specialization during the story.)

Defining Strength: (What sets your character apart from the rest?)

Other Strengths: (Other strengths your character may have. Required is two. Max of four.)

Greatest Weakness: (What is your character's fatal flaw?)

Other Weaknesses: (Other weakness your character may have. You must have the same amount of weakness as you do strengths.)
 
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Name: Arrahel the White, Warden-Commander of Ferelden
Sex: Male
Age: 28
Race: Elf
Origin: The Circle of Magi (Ferelden), later the Grey Wardens

Appearance:
main-qimg-0017b7b039706a26ad04799aeba8155c-jpg.113143

As a mage, Arrahel has a satchel wherein he carries ingredients for herbalism as well as vials of lyrium for rituals and magic. He also has his trusted staff, which was designed for his personal use. His combat magic mainly focuses on lightning-based attacks, as well as some healing spells.
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As a Warden, Arrahel carries his trusty targe carrying the Wardens' sigil in addition to his trusty longsword. He also wears his Warden's Oath pendant at all times, a reminder of his Warden brethren. More importantly, Arrahel carries the equipment needed to perform the Joining and turn others into Wardens. Otherwise, he carries what little correspondence he has received from other Wardens as well as a record of his personal observations. But perhaps most importantly of all, he has a copy of the Grey Warden's treaties.
Biography:
Arrahel's parentage is unknown. All he ever had of his parents was a small Chantry talisman that was used as a prayer stone, from which he speculates his birth mother may have been a Chantry lay-sister.

Regardless, he was brought to Fereldan's Circle of Magi as an infant and was raised by a married elvish healer and human elementalist who could not conceive. They are the one who named him "Arrahel," after a famous mage who made great strides in researching the Fade relative to his time, and Arrahel still considers them to be his true parents. As a child in their care, the young mage showed a large innate aptitude for magic of the magic of his father, favoring lightning magic. He also showed potential in the field of his mother, and did some training in that as well. However, did not come to specialize in either form.

It was about the time when his training began that he was tormented by some of more despicable Templars of his Circle, especially because he was raised by both a human and an elf. It was also about this time he took up "the White" as the suffix to his name, due to the fact the other young mages marveled at his unusual white hair.

When he came to be seventeen and deemed ready, the elf passed his Harrowing with flying colors, being made a full member of the Circle. It would be two years later that the Warden-Commander before him came to the Circle and recruited Arrahel to the Wardens.

Arrahel then joined the Warden-Commander, two Senior Wardens, and eight other Warden-Recruits on the path to the Joining, after which Arrahel and two other of the recruits became apprentice Wardens. It was during this period of apprentice-hood that he rediscovered the lost teachings of the Arcane Warriors and committed to their study, which included learning far more written Elvish than he had in the Circle.

By the time he was twenty-three, Arrahel became one the Senior Wardens in Ferelden after one of the two before him perished. Likewise, by the time he was twenty-five, there were only three Wardens remaining in Fereldan, the other Senior Warden and the previous Warden-Commander. It was during this time that the other Senior Warden became sick with the Calling, leaving for the Deep Roads. From there, the Warden-Commander and Arrahel divided so as to search for recruits and conscripts.

During their time apart, Arrahel came across a Dalish clan that was beset by Darkspawn. Upon request from their Keeper, Arrahel tracked and killed the group of Darkspawn that was pursuing them, specifically near the ruins of Ostagar. It was here that Arrahel fell to an ill curse upon the land, perhaps one that had been resting since the last Blight. Irregardless, the Warden fell into a comatose state and was kept safe by the Dalish until he awoke three years later.

By the time he awoke, the world was in chaos.

As such, he learned everything that he could from the Dalish up to the point that there had no longer been any Wardens seen in Fereldan, Orlais, or even the Anderfels. As such, an internally frightened Arrahel was forced to take up the mantle of Warden-Commander of Fereldan. With supplies from the Dalish, along with a promise of aid, Arrahel turned to pursue news of an expedition set to find the remaining Grey Wardens. Though he likely would not meet the initial group, he would meet up with them.

Perhaps, he thought, they could be the first to bring hope back to Thedas.


Class and Specialization: Mage ---> Arcane Warrior

Defining Strength: Natural Leader
Some would say that Arrahel was born to lead. Though he isn't exactly the most charismatic individual, many find him trustworthy and knowledgeable enough to wait for his direction.

Other Strengths:
Arcane Warrior- Arrahel rediscovered the lost teachings of the Arcane Warriors during his time as an apprentice Warden. Committing to the study of the extinct Order, Arrahel undertook the teaching of combat with blade and shield. In time, Arrahel achieved a mastery in the ways of the Arcane Warrior to the point he can even instruct others.

Grey Warden Knowledge- Arrahel is one of the few remaining Wardens, and is therefore one of the few remaining individuals with knowledge of the Order and how to combat the Darkspawn and slay an Archdemon. Arrahel himself knows well enough how to perform the Joining, and has the equipment necessary.

Greatest Weakness: Self-Doubt
Arrahel was one of the most constantly demonized mages in his Circle by the Templars given his desire to research further into some of the elder magics. On one occasion he was almost sentenced to be made Tranquil by some of the Templars, but the First Enchanter knew otherwise. Somewhat traumatized from this bullying, Arrahel rarely has full confidence and finds himself needing the support of others.

Other Weaknesses:
Inexperience-
Arrahel does not have formal experience as a leader among Wardens, especially in the fight against the Darkspawn.


Overthinker- In part due to his inexperience and lack of confidence, Arrahel has a tendency to overthink and overplan his actions. Sometimes this can get to such an extent that he needs to be reigned in by his companions.

Random Fact:
Arrahel is ambidextrous!​
 
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Name: Athala Wulff
Sex: Female
Age: 23
Race: Human
Origin: Ferelden (West Hills Bannorn)
Willing to be a Grey Warden?: With convincing

Appearance: [spoili]
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[/spoili]


Biography: Born as the niece of the arl of West Hills, Athala was never expected to be called upon for any duty to the arling. At the time of her birth, her uncle and his wife had a son of their own, Bren. Her father and mother stayed at the manor, her father serving as the captain of his brother's personal guard.

From her earliest memories, Athala idolized her father and no one could deter the stubborn little girl from tailing after him to swing her little wooden sword at hay bales while he practiced. After several months of trying to coax her into anything else a little girl might rather be doing, he relented and began to train her himself. He would neither go easy on her for being the arl's niece, which was the reason he insisted to all that he had to train her himself, but he was also afraid that she might be tormented for being a girl and he could not have stood for that either.

Years pass as peacefully as they ever have in West Hills, tucked away as it is. The paths of Athala and Bren were split as he studied maps and history alongside his father and Athala learned to saddle a horse. Neither could have guessed, though, how far apart they would become.

In the spring of Bren's thirteenth year, the boy told his mother about a dream he had of a black city. Wary of the implications and fearful, she forbade him to speak of it to anyone else. Within the next few weeks, however, it became impossible to keep the rumors from flying as the boy cried of burning forests in his sleep and woke with the curtains on fire.


Before winter, Bren had been taken to the Circle of Magi and a hush fell across the house, as though everyone was holding their breath and waiting for someone else to break the silence. Athala was suddenly expected to stay indoors with her mother during the days to study maps and learn the names of former kings while her father spent what seemed to be his every waking minute training.

For a few years, Athala struggled to fulfill the new role that she was thrust into but she missed the weight of a sword and would sneak out at night to practice alone. When the loneliness and silence of the manor became too great to bear, she tried to run away and was caught by her father. On the condition that she wouldn't try anything else stupid, he promised Athala that there would be time again to spar.

When the word reached West Hills that the king and queen were assembling a force of warriors in the noble cause of tracking the Grey Wardens, Athala was determined that she would be a part. The reception from her uncle, father, aunt, and mother was not warm but after tireless arguing, a heavy-handed reminder of "duty to the king in the service of the crown", and waxing poetic about the loyalty of the arls in the kingdom's time of need, they agree to allow her to go on the condition that she return ready to serve her own duty to the bannorn.


Class and Specialization: Warrior - Champion

Defining Strength:
Steadfast
A staunch ally who will stand for what she believes, even if she stands in the face of insurmountable odds. Athala has an indomitable will that has been tested but never broken.

Other Strengths:
Warrior's upbringing
: From childhood, Athala has trained as a warrior. Long hours spent training means that she could probably parry a sword in her sleep (but she'd rather not test that).

Forest feast: Practical and cheap, Athala has a good knowledge of what mushrooms, berries, and more are safe to eat and isn't bad at whipping up something that is at least edible in a pinch. Rumor has it she can cook a swamp crab seven different ways.

Greatest Weakness:
Deliberate
Traditionally-minded and resistant to haste, Athala is not one to rush and "snap decision" is a completely alien concept. She'll take an hour to deliberate on the pros and cons of having a glass of mead so don't expect her to reach a decision about tactics within a day. Don't expect her to lead the charge - unless it's been thoroughly debated and planned first.

Other Weaknesses:
Superstitious
: Maybe you can't blame her for this one, having grown up on what is practically the doorstep of the Kocari Wilds, but Athala is deeply superstitious. Mages, magic, the fade... all those things are unnerving and she doesn't care for it one bit.

Unrefined: Despite the lineage of an arl, little of high society makes its way to the West Hills bannorn. Athala has never slept in a bed with less than two mabari on it and her idea of impressing company is taking a bath before they arrive.
 
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Name: Mavera
Sex: Female
Age: 27
Race: Elf
Origin: Ferelden (Brecilian Forest)
Willing to be a Grey Warden?: No

Appearance: Light skinned and golden-haired, Mavera stands average height for an elf. Her hair is kept away from her face by usually intricate braids; she finds cutting it off far more irritating than simply re-braiding. Green eyes are lined by thick black strokes, and tattooed on her face is the complex vallaslin of Andruil, colored black. Her armor is a dark grey, nearly black traditionally male Dalish set, as she finds the female version ridiculously revealing. The belt around her waist holds most of her poisons and ingredients. It also carries her quiver hooked on the left side and a hunting knife on the right.. When she is not using her bow, it is found over her back.

Biography: Mavera grew up in the clan Alhavenlan, one who masters the wild. The clan itself was home to many great hunters that traded their places in the clan willingly for herbalists and mages, rarely skilled and born were the ones in Alhavenlan. She was the lone child of her parents, a quiet one from the start who preferred her own company over those of the other children.

Her parents were killed when she was but eight years of age. They had gone hunting as a pair, a rare luxury with their daughter at home, and were found by humans also hunting in the forest. The humans outnumbered and overcame Mavera's parents, leaving their bodies and stealing their belongings. Mavera's aunt, the sister of her father, hunted down those responsible and slit their throats silently, one by one, and returned to the clan with their blood drying on her hands.

The clan quickly relocated in the wake of the murders. Mavera's aunt was ostracized and her custody of Mavera was questioned. Unfortunately, no others were willing or able to take on a child. The matter was dropped.

Mavera showed great promise as a hunter as she grew. She was not taught the Vir Tanadhal first. Instead, her aunt spoke to her at night of the Vir Banal'ras. Mavera learned quickly, and only once her aunt was satisified was she allowed to learn the Vir Tanadhal. Archery spoke to her in a way that little else did, keeping her attention with a focus that made most of the tribe wary.

Aunt and niece slowly found their home on the outskirts of camps. Time was spent more and more on their own in the forest, stalking their prey and bringing it down swiftly. So the years passed until the two were of Alhavenlan in name only by the time Mavera was old enough to receive her vallaslin. She took it in the silence required and disappeared the next day with her aunt.

They traveled together for three more years. The pelts of their prey were traded for necessities such as vials, blankets, and even food on the rare occasions they had not brought in sufficient hunts. Unbeknownst to her aunt, Mavera had also taken several killing contracts. A few of them took longer than others simply because the cities were far and she did not wish her aunt to know. When her aunt did find out, it was not a pleasant confrontation.

Later, with the blood washed from her, Mavera set out to commit herself completely to assassinating. She worked to set up contacts in cities that would send word to her when a contract was available. They were also the ones that brought her news of the new Blight and disappearance of the Wardens. Mavera herself found it hard to believe all the Grey Wardens had died, though she acknowledged that the Blight would be bad for business.

Joining the expedition was not a selfless move. Mavera joined so that the Blight could be ended and she could continue with her work uninterrupted. After all, politicians dying of mysterious causes were far more entertaining than battling darkspawn.

Class and Specialization: Rogue ---> Assassin

Defining Strength
Coercive - Her silver tongue can spin saccharine lies, profess heartfelt gratitude, and snarl threats that are difficult to doubt.

Other Strengths:
Hunter - She has no trouble tracking her prey and bringing it down. Every bit is put to use... for the animals, that is.
Even-tempered - It is hard to make her lose her cool, even in situations that are unfavorable.

Greatest Weakness
Amorality - There is nothing that she will not do if it can benefit her in any way, thus making it far more likely for her to gain enemies than allies.

Other Weaknesses:
Judgmental - The first meeting is the most important with her. Her judgement is made swiftly and rarely ever changed.
Loner - Used to working exclusively on her own, she rarely bothers to stay with large groups. Even while travelling with others, she has a tendency to disappear for hours if not days.

Random Fact: She is cross dominant - right hand dominant, left eye dominant. As such, she trained to shoot left-handed.
 
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Name: Jerus Heron

Sex: Male

Age: 26

Race: Human

Origin: Ferelden (Redcliffe)

Willing to be a Grey Warden?: Not even a little


Appearance

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Biography: Having grown up in Redcliffe, a town whose Earl cared deeply for his subjects, you would think that an enterprising young lad such as Jerus would have become a knight or a Templar, but that was not the case, as his parents used their lakeside home to smuggle various things in and out of the town, including unsavory types the guards might not mind catching.


Jerus knew a lot of it was wrong, but his parents were able to make ends meet and keep food on the table, where as some of his friends had parents who struggled to despite the Earl's best efforts to ensure everyone could be and was happy and healthy. However, one particular smuggling job changed Jerus' fate from that of the average son of a smuggler to that of a roguish assassin. An assassin passing through Redcliffe had needed a route of escape after completing a job. His parents had offered their services, and started preparations. Unbeknownst to the family, the assassin had been followed and three men, two with swords, one with a crossbow, burst into their home.


It was short and bloody, with his father pushing a 13 year-old Jerus into a crate to hide him before trying to fight off the men. Five minutes later, he poked his head out to see the assassin finishing off the last of the attackers, but his parents were already dead, his mother's heart pierced by a bolt and his father gutted by a sword. After apologizing for bringing trouble to his home, knocked the young boy out. He awoke hours later to a face full of cold water and his training to become an assassin began. Since his finishing the training, he's been a very successful assassin, but wanted more from his life and so he joined the expedition hoping to make more of himself than a blade for hire.


Class and Specialization: Rogue---->Assassin


Defining Strength: Killer Instinct

Having spent so much of his life killing and avoiding being killed, Jerus has an almost sixth sense for whether or not he should kill someone or avoid doing the deed for another time.


Other Strengths: Negotiator- Despite taking the lives of others for a living, he's rather good and haggling prices into a more agreeable range or convincing that native aiming a fireball at you that you WON'T kill him if he doesn't try to kill you.


Quiet- Everything Jerus does is strangely quiet, from walking to getting up in the morning. It often allows him to hear things others wouldn't want him to.


Greatest Weakness: Mistrusting

Because of the nature of his job, and the cause of his parents's deaths, he distrusts everyone and has a hard time getting close to them as a result. In his eyes, they can either betray him or accidently get him killed at any second.


Other Weaknesses: Mild Social Awkwardness- Despite being a rather persuasive person, he's not much of a small talk kind of person, so don't expect much conversation from him.


Blunt- What little you can get Jerus to say outside of negotiations and mission related conversation is brutal honesty, which he puts so bluntly he's been accused of leaving bruises with his words.
 
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Name: Cerendil Ua Fenwyvern (Ferelden name)
Louisnolt Clovi Charlei de Chanton (Real Name)

Sex: Male

Age: 35

Race: Human

Origin: Orlais, Val Fontaine

Willing to be a Grey Warden?: 'Tis an Honor such a noble and legendary order

Appearance:
elendil_by_kimberly80-d6yhmu0.jpg

Old yet fair is he, O'Carendil of Val Fontaine
With eyes the shine with the beauty of Lake Celestine
With a stern face chiseled like the Frostback Mountains
With a smile that reminds of the music of Nobles at Val Royeaux
With all our love, we crown his noble brown with our hopes
- Fedina Folsat de Kafka when describing the Mercenary-King

His armor is copied of the Armor of the Commander of the Grey, but with a black coloring and gold trim, and the insignia of Carendil's mercenary group, the Forlorn Grey, the one winged Griffon in its chest

Biography: Louisnolt was born in the lands of Val Fontaine with his family, the only child of a young noble and his wife, at a young age he was pampered by his parents of dreams of grandeur and told stories of heroism and legends by his mother (Whom taught him to love people and help them in their needs, to be good to them so that the Maker will love him) whom said this to him when he was still a child:

"My dearest son, O' Pride of my womanhood, my heart and thy father's is with thee, but thou wilt see dead on thy feet rather commit a sin against our Maker!"

The tale he loved the most till this very day was the Legend of the Grey Wardens, their tales on how they ride majestic griffons into battle against the black horde of the darkspawn, with kings and heroes slaying the false old gods, the Archdemons.
From the stories was the catalyst that set Louisnolt on his destiny and this (and his Mother's words) continued to have a strong influence on him till this day.

After reaching a young age he joined the grueling and brutal training of the Orleasian Chevalier at the Academie des Chevaliers at Val Royeaux, the rigorous and daunting regime training of the Chevalier molded him into the Warrior he is today, but the thing he learned from the Chevaliers was to prize Honor, Absolute loyalty to the Empire and to be fearless, but Louisnolt was a different kind of Chevalier, he didn't abused his power but he used it to help the people of his country and empire, and for that he was earned the nickname "Le chevalier du peuple" or the "Knight of the People".

But due to the corruption of within his order and a certain incident, Louisnolt was forced to leave Orlais and into Ferelden, where he became a Sellsword, keeping and modifying his Chevalier armor, he quickly made a name of himself as a formidable yet honorable mercenary, many up and coming mercs flock to him for guidance but instead Louisnolt, now known as Cerendil Ua Fenwyvern, made up the Merc group the "Forlorn Grey" and was crowned by the Mercenaries as the "Mercenary-King" for his unrivaled prowess.

After hearing the disappearance of all Grey Wardens, Cerendil utilized the Forlorn Grey into a fighting force dedicated for the defense of the Thedas, making them as a relief force for the beaten and battered combatants and defenders of the common people, while He alone went on a search for the Grey Wardens, hoping to bring them back and end the blight and joined them in this fight.


Class and Specialization: Warrior > Champion

Defining Strength: Thou kept the light when none hath extinguished theirs (H O P E)
Cerendil is an Optimist, an unwavering optimist who even the threat of a Blight cannot extinguished, and his unwavering faith in the Maker and see that they (the people) will triumph manifests into an "Indomitable Will" and even the deadliest of blows cannot deter him to see Victory to the end.
Other Strengths:
Chevalier - The harsh and brutal training regime that Cerendil had to go through molded him into a very formidable and powerful opponent in combat, not to mention due to the pain endurance, Cerendil can continue combat even after suffering a fatal wound.

People Person - Cerendil is a extroverted people pleaser/people person who can make and forge bonds and friendship with people rather easily.


Greatest Weakness: Depression

The Mercenary-King is plagued with Depression, over the incident which lead to the massacre of an entire village during his time back as a official Chevalier in Val Royeaux takes a heavy toll in his psyche and soul (+Blood Curse/Vengeance), not to also mention that every death that has happened under him as "Merc-King" takes a heavy toll on him, adding to the heavy load of the people dying around him and he couldn't even do anything, for he knows he cannot save everyone . . . even if he wanted too.


Other Weaknesses:
Blood Curse/ Vengeance - The massacre of innocents manifest as into a spirit of vengeance and hatred, who heard the cries of the slain in the Fade, this spirit attached itself to him and wages a spiritual struggle over his body, the Spirit of Vengeance/Blood curses is more of a weakness than a strength for if the spirit ever takes hold of him it will go on a rampage on everyone and everything.

Honor - Cerendil was trained by the Chevalier to prize his honor no matter what and as such, he will answer any call for combat even if its unfair and/or the opponent is outright cheating
 
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Name: Daniel "Dan" Green
Sex:
Male
Age: 29
Race: Qunari,
Origin: Born: Free marches (found) Raised Fereldan (Coastal lands)


Appearance:
20150313_215732_by_sandalisthemaker-d8llc9n.jpg


Biography: Found as a new born with no horns by an older couple, a former Templar and a herbalist, there was little doubt what to do with the boy. Marker knew what would happen to him if they handed him to the chantry. The two picked him up, raised him as there own.

Life was rough for Daniel at the start. While his mom and dad loved him like blood, the people in the town took time. His Father, Jacob, was well respect man. Being a former Templar, the towns people went to him if "something wasn't right." Thieves, wild animals, any issue, his dad handled it. Daniel would come with him as his helper, along with other men in town willing to help. When he was ten he fought his first demon. Of course his mom not too happy about that, but he was his father's son.

The town folk came around in time. "Your one of the good oxmen" or, "It's like your human, your so well spoken." Is what Daniel was told , and is own way, he liked it. He had to a better person than most. That's the only way to make life easier. He could not afford to be seen as a "oxmen.'


In time, he left his town around adulthood. Being trained as a template and having their skill and knowledge was useful. He soon joined a mercenary group. There he made his name as a great fighter, and a natural leader. At the age of twenty two, he had a career switch. His name was now regard as someone you could trust and and great fighter. He and his close friend, a brilliant but stoic rouge names Rob LaRue became guards for higher. The two mostly dealt with the high clientele looking from protection from groups like the Crows. The two, while out numbered most of he time came out on top. The usually in one place for some time, depending on the client. On on long term mission, they guarding a young lady from a powerful family from Orlais. Veronica, the lady and Dan became rather close. The young lady was very lovely and every hand beckoning for her. Dan and Veronica both new that, and it never went further than a close friendship.

The years went on and Rob's skill for innovation was gaining, and he was of royal blood. Falling for Elven woman who was given Ladyship from an Ferladen house, Rob retired from the front line.

Now partner less, Dan was hired for this journey, more than willing to join


Class and Specialization: Warrior Templar

While not classically trained by the order, Dan is just as skilled.

Defining Strength: Keen instincts and natural leadership


Other strengths

Magical knowledge

Trained by his Father and first hand experience all these years, his knowledge is on par with a experienced Templar.

Expert herbalists

While his father taught him the way of the Templar, his mother taught him the way of a healer. while not as good his mother. he's not shabby at having to patch someone up.


Greatest Weakness: Distrust of magic

Magic is to serve man, not rule over him. Those worlds are cliché's but true. While he has worked with mages and they don't bother him, magic is always wild card. he seen what has happen went it's abused. it's not good.


Other Weaknesses:

Dislike of Qunari culture/ being treated as Quanri/ treated other

He's not Vashoth or Qunari or whatever in his eyes his Dan Green. Son of Jacob and Eliza Green. All his life he tried to be "human", he's worked on been seen as an equal. He's not going back.






 
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Name: Kani Gavorn
Sex: Female
Age: 32
Race: Dwarf
Origin: Orzammar
Willing to be a Grey Warden: With a good pitch.

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Biography: Born as the youngest daughter to House Gavorn of the Noble Caste, Kani was familiar with privilege where others were not. Privilege to 'dream', as impossible of a concept as that was to a dwarf, but yes, Kani was afforded the privilege to think great thoughts and plans. In particular, it was her ambition to become Paragon, to become revered for ingenuity, a beacon for her people. And so, from a very early age, the spark struck her and ignited.

Her focus revolved around the lost works of Paragon Caridin, of the war golems and the anvil of the void - particularly, to rediscover and rebuild them. Her journey throughout the practical and academic minutiae of it all was enthralling, and Kani learned much in the way of artificing. She soon found, however, that the inexorable void existed, of lost knowledge. Of the unfathomable that made the once possible, possible. And it was beyond her.

So, she abandoned Orzammar in order to find it, believing that the magics of the surface-dwellers would light the way. Now casteless, she found solace in the fact that once she found it, she would be re-invited back into the fold. Tragically, however, she found that away from the Stone, her mind fell into a mire of confusion and unfocus. For years now, her work has stalled, plagued by mental blocks and the creeping feeling that she has abandoned her home for nothing.

Her joining of the expedition is little more than a shot in the dark, a hope that something as monumental as this could perhaps re-inspire her and set her on the path once more.

Class and Specialization: Rogue -- Artificer

Defining Strength:
The Spark: Kani is mercurial, which would be wholly unacceptable if she wasn't also brilliant. What Kani offers is not the consistent, unwavering grifting of hardened warriors, but a singular spark that could turn into the tide-shifting moment.

Other Strengths:
Artificer: A brilliant engineer, Kani Gavorn is able to handle contraptions of both allied and enemy make, and formulate clever designs of her own.

Archivist: Kani is an endless repository of information, specifically because she never forgets. Not a face, not a name, not a single stray tidbit uttered in whispers.

Greatest Weakness:
The Unfocused: As said before, Kani is mercurial and perpetually unfocused, whether that be due to her lost connection with the Stone, and just an overall existential angst.

Other Weaknesses:
The Uncoordinated: Kani deals in explosives, which is just as well, because she can't aim for shit. Furthermore, she is far from adequate when it comes to close quarters, and will likely need a savior if she falls into such a predicament.

Social Anathema: There is no quicker way to ruin the mood than by inviting Kani, who is adept at a variety of ways to kill the setting; through moanings of her lost home, through excessive descriptions of the mundane.
 
Name: Zephyr Thantous

Sex: Male

Age: 24 (almost 25)

Race: Human

Origin: Tevinter Imperium

Willing to be a Grey Warden?: Kinda

Appearance:
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This is the outfit he is seen wearing all the time and prefers to keep himself under wearing all of this no matter the weather there may be. On his back is a wood staff (sadly he didn't bring his family staff with him when he ran away, so he is stuck with a low tier staff till he can get enough money to buy a better one). Always on his shoulder his a satchel that carries his book which is filled with recipes. A map, a compass, some herbs, a few bits of coin, oh and an insignia that belongs to the Thantous family, which is a sign of proof of his heritage (though he fears his father for the time, he is still proud of his family and his family name)

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Biography: Zephyr was born into the high society of the Tevinter Imperium. For his father was a powerful blood mage, one that was an Atlus. Despite the fact he was born one of the best families possible, with a powerful father and just as powerful mother, he was never quite right. He had magic, really he showed a great amount of it at a young age. But his mentality was something that his father looked down upon. Zephyr didn't have a disability that could be seen, but to say he was rather odd would be about right. He never played with other kids and often was found talking to himself while just sitting outside. He seemed slow when it came to reacting to things, he wasn't like any of the other children that lived in his caste system.

Despite his father's personal dislike to his son's mentality, he still attempted to raise the child so he could hopefully take on the name. After all he was still his son and therefore would be the next heir of the family. He did apply heavy restrictions on the boy, one he wasn't allowed in public except to make appearances during the parties they either hosted or were invited to. Even then he wasn't to cause any scenes and remain close to either the father or the mother during these parties. These were only two of the many rules and restrictions that his father had placed up to protect his son and the family image.

The mother on the other did love her son oh so much, but not for the reasons one would think. She loved her son for he was the child that could achieve her dream, one she knew she was no longer capable due to her hand in blood magic. Or at least it wasn't an easy feat anymore, too many tricksters.

For years his mother trained him to be a spirit mage in secret, fooling the father into thinking that Zephyr was learning blood magic from her. As time went on Zephyr did improve in his magic having learned ice magic and other things on the side, but never once did the main focus falter. He kept learning studying day after day without rest due to his mother insistence. He got rather proficient in the class, as he learned how to communicate with spirits while making sure to weed out those that lie.

Long before he could complete his training however, his mother had been declared insane by doctors and was forced to remain in her room. With his teacher and mother no longer capable of teaching him he learned himself, though he did make sure to spend time with the woman even as he studied. Sadly merely two weeks after she was declared insane, his mother passed away, supposedly having passed peacefully in her sleep. Though anyone with half a brain knew the truth of what happened.

With her now gone, Zephyr struggled communicating to people, and he no longer was capable of tricking his father into believing he was learning blood magic. When his father learned the truth of what had been happening behind his back he was furious to say the least. He felt so much potential had been wasted on the boy. He was also furious that Zephyr didn't tell him sooner. The man's fury was something to behold, and it was certainly something that frightened his son, even though he was 20 at this time.

Though he wasn't sure, he felt like his father would end his life and just find a successor to the name of the Thantous family. Not wanting to find out the hard way, he ran away from home with the help of several of his most trusted slaves. It wasn't any easy thing, for as soon as it was learned he had left the house, there was a manhunt out for him. If it wasn't for a female Qunari, he would have been captured as he simply wasn't able to handle himself on his own. She got him a ride to the free marches on a ship.

With her has his companion the two were nomads always on the move with no true end or purpose in sight. Sadly despite their attempts hunters, kidnappers, hired men were almost always after them. For it turns out its not that easy to run away from a powerful magister. Zephyr had hoped that his father would just train someone to take his place, but alas, it wasn't that simple. As the man didn't want outsider blood to take on the family. Zephyr was his only child, and there fore his only chance to keep the blood line pure. Nothing was stopping the an from getting his son back.

Many years passed, Zephyr now 24 almost 25 and his qunari friend, who went by the name of Maple (he had long since freed her but none the less she remained by her side) were still on the run. The purist despite the years did anything but slow down. If anything it seemed to increase, and it was getting harder and harder for them to run and hide. They were sure they would get caught eventually, that was until they heard a rumor of the wardens being sought out. Though this meant nothing to Zephyr, Maple saw this as an opportunity.

She knew if they helped in the search, and if by some means were able to join the wardens. Then Zephyr's father would have no choice but to give up. For not even the magister could go against the wardens surely. It took little convincing before Zephyr agreed to do this. With that the two once more started to roam but with a new purpose in mind. To join the expedition to find the wardens.

Going solely by rumors they gathered the two kept on. It was hard to find truth to the words that were circling about, but after taking in what they could. Maple learned a vast majority pointed to the Brecellian Forest. Though there was no massive amount of proof these words were true, they went none the less, heading to the rather large forest. As they began to near their destination they were ambushed by a rather large group of slavers that had been tasked with capturing Zephyr. This quickly escalated into a fight as Maple grabbed Zephyr and lead him away from them, deep into the forest. Though this only did so much. She knew that they would likely get caught if nothing was done. So taking Zephyr she forced him to hide in a thicket, while she ran off to distract the slavers.

There Zephyr waited for hours and hours, letting time go by rather swiftly as he closed his time to enter the fade and speak with benevolences. By the time he opened his eyes, he realized it was the next day as dew was now on every blade of grass and tree leaf. But despite this...Maple had yet to return.

No longer able to stay and wait, Zephyr got up and started to walk around. He wanted to go search for Maple, however her words were stern when she told him. "If I don't come back before the morn, search for the Grey Wardens, i'll do what I can to meet you there."

Class and Specialization: Mage, Spirit Healer

Defining Strength: Communicating with Spirits to a high degree
His connection the to the spirits around him. Due to his years of training he has learned a lot about spirits and is capable of finding and speaking to kind spirits. He is also very aware of the fade and the tricks it may hold. His magic is quite powerful and when it comes to healing he has yet to meet a mage that can outclass him. His connection is quite powerful for he has the habit of seeing and hearing spirits talk, even when no one else around can hear them.

Other Strengths:

High Stamina
He has a good deal of stamina despite his nature and can run climb and do other impressive feats. Thanks to Maple's constant training and all the running he's been having to do over the past several years. This also helps him cast spells for longer amount of time before getting exhausted.

Great Cook.
Having lived as a Nomad for the past several years he has picked up several recipes from different places and has learned how to cook. If given enough time he can make food found in the forest something that taste really amazing (he's a picky eater so he had to learn how to cook to make sure he didn't end up starving to death. He has a book of just recipes with him at all times)

Fast learner/speed reader
Zephyr has taught himself to take in knowledge from a book at impressive speeds. He can easily read a full book in a days time and retain a lot of the information that is one it.


Greatest Weakness: Gullible
Though he isn't one that can get tricked my a demon in the fade, Zephyr is very and I mean very gullible. Soft words and empty promises are something he believes rather easily due to his upbringing and simply how he is. He isn't capable of sensing lies from a human or a non fade entity, and this can get him in a lot of trouble. (If it weren't for Maple he would have been caught on his first day after running away).

Other Weaknesses:

Lack of training
Zephyr may be a knowledgeable mage who can cast spells for healing and for battle if need be. His lack of training is obvious to anyone. He has gained a little experience in fighting for the past five years, but that was with his magic only. He can not use any other weapon, not a dagger or a bow should be placed in his hands as he would only end up hurting himself or someone that is his ally. If someone has a resistance to magic and can get by his defenses he is utterly helpless as he has no experience in hand to hand combat and simply doesn't have the reaction time to do something like that.

Not accustom to death
Though he is of Tevinter heritage he isn't good when it comes to blood, and death. He had been sheltered for a majority of his life and honestly hadn't seen that many rituals all in all. Death is something he isn't used to and in the face of it he will likely freeze up. Not to mention when someone dies be it enemy or ally he wouldn't know how to fully handle it. He would try to help, even if the person is long gone, or if its an enemy that should be slain.

Not accustomed to people, though heavily relies on them
He is a rather oddball to say the least. He has the habit of trailing off conversation and randomly start talking to himself or start talking to something no one else can see. He isn't used to reacting to people so he is often awkward in situations like that, and if he is ever put on the spot to talk to a large group or anything of that matter he would panic and only start talking to himself to calm down. He isn't capable of leading, nor should he be placed to negotiate anything as he will not only end up not getting anything out of it, he may even end up with less items than what he started with.

Though he is not used to others, he still relies on them for his basic survival. He isn't capable of many things despite his genius level ability with magic. Without help he couldn't get food, find shelter, among other things. He needs someone, other wise he just cant function right at times.

Other notes
His mother was a Schizophrenic, he also has the symptoms for it, however due to his particular magic the condition isn't growing as swiftly as it would with most people.
He loves shiny things
He also really loves sour things, and considers this a better snack than any sweets he could be given
 
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