Should we split into two groups? Or should we reduce the character limit to one?

  • 17 characters, 2 groups.

    Votes: 5 45.5%
  • 11 characters, 1 group.

    Votes: 6 54.5%

  • Total voters
    11
  • Poll closed .
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Bears

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Original poster
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Nearly a century ago, the Fifth Blight ravaged the southern continent of Thedas. Darkspawn armies marched from underneath the earth and laid siege about all sentient life above ground. Lead by the Archdemon, a corrupted old god turned into a vicious and beastly dragon, the sickening creatures tore their way through Ferelden, scarring and corrupting the land as they passed. Anything that was in their way was slaughtered. Regardless of race, age, or status, the darkspawn spared no one.

Were it not for the Gray Wardens, an order of skilled warriors, rogues and mages dedicated to stopping the Blights, the Archdemon and its armies would've likely marched forward and conquered the rest of the Thedas after they almost won the war waged throughout Ferelden.

But time has passed and the people of Thedas survived once more. Like the four times a Blight had been ended before, the Gray Wardens' actions were slowly forgotten as the order disappeared without a trace. But now, deep underground the Darkspawn have uncovered another one of the old gods and a new Archdemon is slowly rising, along with its army of fiendish monsters.

The Gray Wardens are needed once more but unlike previous years, none have reappeared at the signs of a Blight and consequently, Thedas is in a state of panic. With the Sixth Blight nipping at their heels and with no Wardens to stop it, Thedas's fate is uncertain.

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OPENING REMARKS

Hello! I'm BearEnthusiast and this is a roleplay based on the universe of the medieval fantasy video game series Dragon Age. The roleplay itself does not require any prior experience with the series as it's a completely standalone story, but I do need you to read over some of the info/lore below as it covers what you ought to know about Thedas. If you have any questions, feel free to ask! It's quite a lot of information, I know. :3

For those who have played the series (specifically the latest game) this RP takes place in an alternate universe in which the events of the Inquisition did not happen.

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CURRENT CAST
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CHARACTER VAULT
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PLOT

As signs of another blight begin to appear all over southern Orlais, the Orlesian empire and it's Empress Victoria is growing more and more troubled with each report of darkspawn scouts razing farms and villages along the country side. The occasional Darkspawn skirmish becomes more common the further south you travel in Thedas, but the sheer number and almost synchronized timing of the most recent waves of Darkspawn attacks allude to something more devious than normal.

Fearing they are witnessing the beginning of a new Blight, the Empire sent missives to Weisshaupt, the headquarters of the Grey Warden stationed deep in the Anderfels, but have received neither a response nor any acknowledgment their messages were even read. The other nations have reported that the Order as a whole slowly disappeared over the past century and that no grey wardens remain. With each day the Wardens have been gone, the attacks got worse and things are beginning to look grim once more for the southern nations of Thedas.

Most of the northern and central continent have given up on the Order returning, instead they've chosen to amass a force capable of defending their home from the Darkspawn threat. Due to their absence in this time of need, the term Grey Warden has been reduced to a coward's title as many of the ignorant nation leaders forgot what the Wardens has done for them throughout history. Without any response from Weisshaupt and with their country slowly falling from the south up, Orlais is the most recent nation to have given up hope on the Wardens returning.

But the people and royalty of Ferelden, the nation where the fifth Blight had begun and ended, know that without the wardens Thedas will not survive against the Darkspawn onslaught. Their queen, Alexandria Theirin who is the daughter of the two wardens who lead Ferelden against the Blight all those years ago, now calls for the bravest warriors, rogues, and mages willing to join an expedition into the harsh and arid lands of the Anderfels. The expedition has one goal in exchange for promises of riches, glory and adventure - find the Grey Wardens before the Blight consumes Thedas.​
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HUMANS
Humans are the most numerous and most powerful race in Thedas. All The leading kingdoms explored in the Dragon Age universe are human – Orlais, Ferelden, as well as others. Compared to the other races of Thedas, Humans are recognized for their adaptability, ingenuity and flexibility in terms of morals and beliefs. They are capable of being rogues, warriors and mages.
Long ago humans worshipped a draconic pantheon of Old Gods which it is considered that they now slumber beneath the earth. The magister rulers of the ancient Tevinter Imperium who regularly talked to the Old Gods, engaged a series of invasions in which they defeated the elven kingdom of Elvhenan and enslaved the race. Boosted by the sheer number of slaves, the Imperium conquered almost the entirety of Thedas in the next centuries.

Eventually, the Imperium was challenged from the south by a barbarian uprising, the armies led by Maferath and his wife, the prophet Andraste.

Andraste brought the teachings of a new god, the Maker, and her word spread quickly. The oppressed masses of the Imperium rose up in rebellion to support the invading barbarians and eventually most of the south fell to their might. Andraste was not stopped in her Exalted March until she was betrayed by her husband: jealous of her power, Maferath turned Andraste over to the Tevinter archon and she was burned at the stake. The Chant of Light would say that the Maker turned his back on humanity when she died. He would only return and make the world into a paradise when the Chant of Light was sung from all corners of the world, and so the Chantry began to spread. In modern times, the Chantry has spread throughout the known world, its power unquestioned even as it begins to give way to internal strife.
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ELVES

The elves are a physically-weaker version of humans with a slender build, pointed ears and astronger affinity for nature and magic. Long ago, the elves were the dominant race on Thedas, and their advanced civilization was based on nature, the Fade and magic. After the fall of their great city of Arlathan, and its following plunder by the human mages of the Tevinter Imperium and the subsequent generations of slavery that followed, the elves lost most of their cultural heritage and identity.

Since then, their few numbers have been scattered all over Thedas in either forests as illusive but dangerous nomads known as the Dalish, or as "city elves": impoverished outcasts, the lowest of the low in human society with little hope of recovery for their culture or their race. They're now a people associated with poverty, crime, barbarism, and are often used as scapegoats for humanity's difficulties.
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DWARVES
Dwarves are a short, stocky, and physically-strong race. The dwarves are skilled builders and boast a long tradition of courage and martial skill that has served them well in their millennia-long battle against the darkspawn. They are a race in decline, once developed a huge, great empire which spread across vast underground networks of twelve great thaigs (or underground cities) that spanned the breadth of Thedas. However, their world was all but destroyed during the First Blight.

In addition to the loss of nearly all thaigs and the majority of the Deep Roads to darkspawn, dwarves are known to be increasingly infertile due to their proximity to the darkspawn taint, a situation which has given rise to anxiety for the future of the race, as well as the invention of noble hunters to bolster the children born to noble houses.

Unlike elves and humans, dwarves do not naturally enter the Fade, as they do not dream. Dwarves who spend too much time above ground are labeled as Surfacers and are shunned as well as prevented entry into the few remaining Thaigs.

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QUNARI

Qunari - The Qunari is the name most commonly known for the mysterious, illusive and gigantic race that governs the island nations of Par Vollen and Seheron. Qunari are taller and considered to be more physically robust than humans. They have skin of varying metallic colors (such as gold, bronze, and silver), white hair, pointed ears, and vivid eyes with colors like violet, red, silver, or yellow. They follow a harsh but respectable code of honor known as the Qun.

Any Qunari who does not follow the Qun are titled Vashoth and are shunned by the Qunari, the latter going so far as to consider Vashoth a race entirely different from theirs. They tower over the other races, averaging seven feet and are incredibly physically capable. Qunari born with magic are called Sarebaas and are bound, with their lips stitched together in order to keep them from inflicting chaos on the people of the Qun.
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DARKSPAWN

The darkspawn, are a race of humanoid tainted creatures that mostly dwell in the underground of Thedas. When the darkspawn uncover one of the Old Gods rumored to be asleep deep underground, they expose it to the taint, changing it into an Archdemon, which then leads them in an attack against the surface world called a Blight. The darkspawn are perhaps the greatest single threat to all of Thedas; they are bloodthirsty, exceptionally numerous and willing to indiscriminately kill or corrupt all in their path.

Darkspawn exist solely for one purpose - war against all sentient beings in Thedas. As a rule, they are completely hostile to outsiders. Anyone caught venturing underground will be attacked, and anything caught in their path during a raid or a Blight will be mercilessly slaughtered. Surrendering to darkspawn is generally foolish; even if they spare a prisoner's life, they will still drag them back to the Deep Roads.

Males are devoured and tortured for entertainment once their effective labor is used up, while females are turned into broodmothers, disgusting abominations used to birth more and more darkspawn in order to fill their armies.
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  • Ferelden is a relatively temperate nation in the far southeast of Thedas, historically populated by a simple militaristic culture that has only begun to "civilize" in the last few centuries. The Fereldan desire for freedom has engendered a cultural mistrust of law enforcement, and 'laissez-faire' attitudes in general. While the worst offenses are quickly put down, many others are ignored and citizens are often left to make their own justice. Petty theft is common, as guardsmen will only go out of their way to deal with serious disruptions. Commerce is given little official scrutiny as long as taxes are paid; businesses such as brothels and gambling halls are not only tolerated, but expected.
  • The Orlesian Empire, or simply Orlais is currently the largest and the most powerful nation in Thedas.. Orlais is currently ruled by Empress Victoria, a cutthroat and unnervingly bold international figure. Orlais is a nation where class and social politics frequently rule the day. As such, the concerns and lives of the various classes can differ greatly. Aristocratic society is vicious and marked by fawning envy to the powerful. Bards often entertain nobles in their courts despite their roles as spies, assassins and saboteurs for their employers who are usually other nobles. Nobles welcome such entertainers with full knowledge that any could be a bard; the thrill of outwitting a spy is a notion the Orlesian aristocracy can hardly resist.
  • The Free Marches encompass a group of city-states situated in eastern Thedas. The three real cities with any semblance of power in the Marches are Kirkwall, Starkhaven and Tantervale, each led by a titled official with the special right to name their city's Champion.
    The "Marchers" are independent-minded descendants of tough barbarians. Their cities have formed a loose confederation that rarely unites on any matter. In the event of aggression from larger neighbors, however, the Marchers can assemble a joint military front that even the greatest powers cannot dismiss.
  • The Tevinter Imperium is the longest existing human country in Thedas and is ruled by a powerful magocracy. The leaders of the Imperium are called magisters, and are led by the Imperial Archon. Tevinter society is notoriously decadent yet also takes great pride in their history and culture. The Imperium treasures their past and preserves it, as indicated that everything they've built has been carefully preserved and renovated. Ambition and magical ability are the hallmarks of its ruling elite, the magisters. In ancient times, the Imperium's power was unrivaled and its borders stretched across nearly the entire continent. In modern times, while Tevinter is a shadow of its former self in both size and power, it is still relatively powerful, and a major nation of Thedas
  • Antiva is a plutocratic nation in north eastern Thedas. Although it possesses few resources of its own, Antiva's location makes it a center for trade in the north. Antiva's wine trade, buoyed by its fruitful vineyards and an aggressive approach to trading practices with other nations, is one of the country's main resources, allowing for a relatively prosperous life for its citizens. Its capital is Antiva City, which lies on the middle of its coastline and is one of the wealthiest in Thedas. Antiva is also home to Thedas' best assassins guilds, the most prominent of which being The Crows.
 

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FACTIONS
The Chantry
The Chantry is the dominant religious organization in Thedas. It is based on the Chant of Light, a series of teachings written by Andraste, the prophet of the Maker, and was founded by, the first emperor of Orlais. The Chantry's followers are known as Andrastians.

The Chantry's goal is to spread the Chant of Light to all four corners of the world and to all races. The view of the Chantry on non-humans is that they need saving—they have turned even further from the Maker's grace than humanity has. Once all peoples have accepted the Chant and practice its teachings, the Maker will return and restore the world to its former glory.

Circle of Magi
The Circle of Magi is the dominant organization for the training of mages within nations of Thedas. In the south, it had traditionally been governed and monitored by the Chantry, and also guarded and supervised by the Templar Order. The Circle is allowed to take any child (usually age six to twelve) from their families as soon as they show signs of magical ability, including those from royals and nobility. As such, they are taken from their families while still children, and highborn children who are able to use magic will lose all claims to their family's estates and titles when they are taken.

The child is then raised and trained by the Circle until they reach adulthood, at which time they must either undergo the Harrowing or be made Tranquil. If they pass the harrowing, a test which has them enter the fade – the place where mages draw power and where demons tempt them with power, the mage's apprenticeship is completed, though they are still not allowed to leave the tower. If the test is failed, the mages are mentally neutered by having their connection to the fade severed, leaving them without magic and without emotions.

The Templar Order
The Templar Order is a military order of the Chantry that hunts apostates and maleficar and watches over the mages from the Circle of Magi. While templars are officially deemed a force of defenders by the Chantry, established to protect the communities of the faithful from magical threats, they are in fact an army unto themselves; well-equipped, highly disciplined and devoted to their duties.

All templars are addicted to lyrium, which is officially used to help develop their anti-mage skills and unofficially used as a control mechanism by the Chantry. A lack of lyrium causes the templar to start to feel withdrawal symptoms within a week and to lose touch with reality and suffer from delusions within 1-2 months. The effects of lyrium addiction for templars include paranoia, obsession, and dementia. Symptoms of lyrium hunger pangs include fatigue, forgetfulness, an unquenchable thirst, headaches, and cold hands. They frequently become paranoid as their worst memories and nightmares haunt their waking hours.

Grey Wardens
The Grey Wardens are an order of various races and nationalities all of which possess exceptional ability as well as a dedication to fighting darkspawn throughout Thedas. With the right to conscript anyone to their order, regardless of rank or reputation as well as their history of saving Thedas during all five Blights, they are a renowned group of mages, rogues and warriors. No one knows what one must endure in order to join the Warden Ranks however, and the order keeps a tight hold on its secrets.


The Werewolves
During the events of the fifth blight, The hero of Ferelden was assisted by the werewolves and not the elves. This means that lycanthropy curse was not lifted by Zatharian and the werewolves still exist. Even though the werewolves played a pivotal part in the Battle of Denerim and have shown signs of evolution, they are still considered by the masses as mindless beasts despite evidence to the contrary. Throughout the century the werewolves have been forced to migrate to the Kocari Wilds by vengeful Dalish clansmen.
 
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RULES
I. Each member of the RP is obligated to post in the OCC. Discuss things, ask questions, be active!

II. In accordance to the rule above, all discussions should be civil and friendly.

III. A minimum of a post per week is required if you want your character to remain alive and healthy~

IV. I don't have an exact requirement for post length, but I'd definitely prefer 1-2 paragraph per post. It gives others more to work with, you know?


V. At the moment there is no limit on the amount of characters you may make, I just ask you keep up with them all equally. c:

VI. Inform the GM ahead of time about prolong absences and such.

VII. If you have any questions or concerns don't be afraid to send me a PM! I'll gladly answer the best to my abilities.

VIII. Romance is allowed and definitely encouraged! Just remember that if things get steamy either fade to black or move to PMs (provided you are both in the same age group.) -w-

IX. All of Iwaku's general forum rules also apply of course!

X. Most importantly, remember to have fun~
 
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CLASSES

WARRIORS
Warriors are the front-line fighters and the backbone of any party under assault. They rely on melee weapons, as well as heavy armor and must pull from deep reserves of stamina to function. The warriors of Thedas come in two different varieties - two handed and sword and board.

Two handed warriors are a wave of destruction in the battlefield, either wielding broadswords or giant axes, they are more offensive form of warriors. Sword and shield warriors are the epitome of defense, they can withstand a great deal of punishment. Both varieties usually have a strong understanding of tactics. All races can be warriors, though Qunari and Dwarven warriors are usually a cut above the rest.

Specializations: Reaver, Templar, Berserker, Champion, Guardian

ROGUES
Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger. Rogues can pick locks with great skill, incapacitate enemies with ease, or sneak up on targets to deliver a devious and crippling backstab. They usually wear light armor and skirt around the outskirts of a fight, looking for the opportune moment to strike.

Rogues usually dual wield daggers or practice archery. All races can be rogues, but Dalish archers are a renowned hunting force and city elves are usually comfortable with daggers considering their upbringing.

Specializations: Bard, Duelist, Ranger, Assassin, Shadow, Artificer, Tempest

MAGES
In Thedas, magic is a natural physical phenomenon such as gravity or magnetism. Some people are born with the ability to interact with, control, and shape it, these people are Mages. Conventional magic originates from the Fade, the realm where spirits dwell and humans, qunari, and elves visit when they dream. Mana is a measurement of one's ability to channel energy from the Fade, and this energy is expended in the practice of magic. Just as the Fade can be reshaped by those who have grasped its nature, so can the world of Thedas be manipulated by magic via willing things into being. In combat, mages utilize staffs from a safe distance if they aren't casting spells to wreak havoc on the battlefield.

Specializations: Arcane Warrior, Shapeshifter, Spirit Healer, Blood Mage, Battlemage, Keeper, Force Mage, Necromancer, Knight Enchanter.

CHARACTER SHEET

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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: Each race treats trans characters differently however~)
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 I'll tell you what you need to know!)
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.)

Appearance: (Picture, description or both. I'd prefer realistic artwork if you choose to use an image however.)

Biography: (What was your character's upbringing? How and why did they end up joining the expedition to find the Wardens? Doesn't have to be too long, just enough to give me a good idea about your character and their intentions)

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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I'm interested, but cautious.

So the events of Inquisition didn't happen? Is there a particular reason for that plot wise?

And what can we expect from the plot in general? Any more info there?
 
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My main reason for leaving out the events of the Inquisition so I could retain the dynamic between templars, mages and the chantry which was more or less resolved during the war in the Inquisition, also with how everything went down with Solas it'd be incredibly unfortunate for Thedas if they had both Solas and a sixth blight around. I'm not dead set on keeping it this way so if you have any insights on the matter that might change my mind, I'd love to hear it.

@Lysander I updated the first post with a section detailing the plot of the roleplay in it's entirety. I had forgotten to earlier as I was half-asleep and eager to get the it up. My apologies!

I appreciate the interest and questions though~
 
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Personally, I found Inquisition's plot to be the most interesting.

So what year is this taking place in? And did Hawke's storyline still happen? And where is this taking place?

Right now I'm still not sure if I want to take part. I'll wait until I see more of the plot and/or if more people are interested.

Edit: Maybe it would be possible to take some elements from Inquisition into this...

Also, how true to the established lore do you want to keep it?
 
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Personally, I found Inquisition's plot to be the most interesting.

So what year is this taking place in? And did Hawke's storyline still happen? And where is this taking place?

Right now I'm still not sure if I want to take part. I'll wait until I see more of the plot and/or if more people are interested.

Edit: Maybe it would be possible to take some elements from Inquisition into this...

Also, how true to the established lore do you want to keep it?
I don't disagree with your first point! Inquisition plot was fantastic but it did require a lot of beforehand knowledge about the universe, which is something I wanted to avoid with the RP in order to make it easier for those who are curious (but haven't gotten the opportunity to play the games) to jump in. In the earlier revisions of this, it was about hunting down Solas rather than another blight but I realized that kinda limited it to those who have played Inquistion, though I do not know the exact number of people on Iwaku who have.

Well the events of DA:Origins take place through 9:10 Dragon and it's nearly a century after that so I'd say 9:88 Dragon, twelve years before the Dragon Age ends. Hawke's events did take place, he was a mage and with Anders he started a liberation effort after escaping Kirkwall. Though he and Anders have passed by this time, the Anti-Chantry/Templar group they created still thrives and the Free Marches is home to many apostates., leading to relations with the neighboring Imperium growing. The people who join the expedition into the Anderfels will be running into this group during the story.

The roleplay setting will be changing throughout. It'll start of in Denerim, go through the Free Marches, then the Tevinter Imperium, and into the generally undeveloped nation of the Anderfels where the merry little band must seek the Wardens and figure out why they've disappeared.

I'm interested in hearing what elements you think could be added, though it'd probably be best to just PM me them~

I'm not the strictest person about lore and it'll be a mixture of the already established lore as well as new bits and bobs like Empress Victoria and Hawke and Anders's anti-circle movement.
 
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I can't really say no to an interesting looking Dragon Age roleplay.

Color me interested.
 
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Character sheet is up~

I'm looking for a small-medium amount of writers for the beginning. 6-8 people including myself.

I'll consider you two reserved as of now unless you decide to not participate in the end. I already have one other person reserved so that brings it to a total of four I believe!

Thanks for the interest. :3
 
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Name: Solavir Da'hanin
Sex: Female
Age: 24
Race: Elf
Class and Specialization: Mage, Fade Mage (Rift Mage sans Rift)
Origin: Dalish, the clan is typically found near the Emerald Graves and the Dales.
Biography:
The occurrence of magic amongst the Dalish can be sporadic, which is, at times, difficult. There are tales of clans who, having too many gifted children, would send them into the wilds on their own at a young age and leave them to their fate. Other times, as in the case of Solavir, a clan can find itself with none at all and in the position to receive gifted children from another with an abundance.

The memories from the time before are faint to Solavir, hardly more than shadows at the back of her mind when she strains to remember her birth home. If she had a family in her old clan, there are no traces of it left to her. She was, after all, very young when she was given to the keeper of this clan to become the First. Her first memories of the keeper are fond to her still, however, and it is the earliest thing she can clearly recall.

They knelt down to look her in the face and asked her to show him the trick that she had learned. She had been nervous at first, shy, but through his gentle encouragement had been persuaded to show off. Focusing as hard as she could, she grasped the threads of energy swirling around her and willed them to freeze the ground as she had before. Unlike the last time, when everyone seemed to become upset, this man had praised her endlessly and told her how talented she was to do such a thing. From then on, she had lived with his clan instead and began instruction as his first.

Lately, something has been stirring. Some of the reports from their scouts tell of a worrying number of encounters with Darkspawn of late. The final straw came when the Darkspawn managed to ambush and kill Paivel, a young scout that Solavir had befriended. With the keeper's blessing, Solavir had ventured out into the wider world to speak about the rising Darkspawn threat.

Defining Strength:
Fade Touched -
The bond that Solavir feels with the fade has been her source of strength in life. She does not see herself as separate from the fade but rather part of both worlds at once. She is confident and calm in her magic.

Other Strengths:
Lorekeeper - The clan and keeper that Solavir studied under have taken painstaking care to preserve as much of their past as possible. While things are lost to time inevitably, she is still among one of the most versed in the history and language.


Brave - Darkspawn, giants, gurgut, the list of enemies that Solavir has faced only grows longer with every adventure. She is fiercely determined in the face of danger and new challenges is only an opportunity for new strategy.

Greatest Weakness:
Hubris
- A tendency to be a little reckless. Reasonable restrictions seem to fly right past her and she can be hotheaded. Boldness is not always the best strategy but she is more likely to bite off more than she can chew before anyone can convince her that she cannot do everything, fix every situation, vanquish any enemy.

Other Weaknesses:
Sheltered - A life cloistered in her clan has been kind to her studies but she can be naive about many aspects of the real world. Her clan had no need to fear stealing from one another and doors are meant to be opened.

Part of the team - It was always just Solavir and the keeper, working together to study new magic and solve the problems of the clan. At times, Solavir partnered with the warriors and scouts to clear the path of particularly dangerous enemies but for the most part, she has remained at arm's length and worked more alongside than with others. The team mentality is foreign to her and she has little idea of how to harmonise her abilities with others.
 
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[spoili]


Name:
Oze Gilarr

Sex:
Female

Age:
25

Race:
Dwarf

Origin:
Orlais
The Orlesian Empire, or simply Orlais is currently the largest and the most powerful nation in Thedas.. Orlais is currently ruled by Empress Victoria, a cutthroat and unnervingly bold international figure. Orlais is a nation where class and social politics frequently rule the day. As such, the concerns and lives of the various classes can differ greatly. Aristocratic society is vicious and marked by fawning envy to the powerful. Bards often entertain nobles in their courts despite their roles as spies, assassins and saboteurs for their employers who are usually other nobles. Nobles welcome such entertainers with full knowledge that any could be a bard; the thrill of outwitting a spy is a notion the Orlesian aristocracy can hardly resist.

Appearance:
Oze looks like your typical female dwarf; short, but hardly weak. (WIP until further notice---If characters are reduced to one <3)

Biography:


Class and specialization:
Rogue
Specializes in Artificer

Defining Strength:
Blacksmithing:

Other Strengths:
Passionate:

Vitality: Contrary to popular belief, she's actually full energy and she has the tendency to always be doing something. Be it walking, picking fights, or whatever else she finds interesting.

Greatest Weakness:
Hot headed:

Other Weaknesses:
Stubborn:

Reckless:

[/spoili]​
[spoili]
[/spoili]
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Name:
Ur'gari

Sex:
Male

Age:
10

Race:

Half blood
Qunari
and elf
Dominant side is Qunari

Origin:
Ferelden
Ferelden is a relatively temperate nation in the far southeast of Thedas, historically populated by a simple militaristic culture that has only begun to "civilize" in the last few centuries. The Fereldan desire for freedom has engendered a cultural mistrust of law enforcement, and 'laissez-faire' attitudes in general. While the worst offenses are quickly put down, many others are ignored and citizens are often left to make their own justice. Petty theft is common, as guardsmen will only go out of their way to deal with serious disruptions. Commerce is given little official scrutiny as long as taxes are paid; businesses such as brothels and gambling halls are not only tolerated, but expected.

Appearance:
Ur'gari has hair as white as snow, with two black horns forming atop his head and slightly tilting to the back- Clearly still being developed. His eyes are a deep burgundy, usually revealing his innocence. He stands at barely five foot and barely has any muscle, his body remaining lean and easy to slip out of someone's hands. His skin is a very light grey,with even lighter streaks on his face, arms, legs, and chest.

Biography:


Class and specialization:
Sarebaas, one so young his mouth hasn't been sewn shut quite yet. Nor does he have a class or specialization.

Defining Strength:
Strength: Even as a child, he's still strong. No, he can't just randomly pick people up, but he can do certain things that other kids can't.

Other strengths:
Sneaky:
Meticulous:

Greatest Weakness:
Age: Because he's so young, he hasn't been taught how to control himself.

Other Weaknesses:
Compulsive liar:
Naive:

 
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Name: Valora Suranis
Sex: Female
Age: 25
Race: Elf
Origin: City Elf, Denerim Alienage.
Biography:
Valora's the child of Lady Elissa's most favored lady in waiting and so was raised within the castle and prepared to be Princess Alexandria's personal attendee. Alexandria treated Valora well but due to her condition was often bedridden, and Valora often spent many days without being allowed to see her. During these vacant hours she'd instead be with Fergus, listening intently to each of his excited stories of grand warriors and duelists and playing around the courtyard with him when no one was watching.

As they grew up, playing eventually turned into intense sparring matches that lasted hours on end. Fergus's parents and sister would come to watch and later at King Alistair's request, their matches became a source of entertainment for visiting guests and dignitaries. It was scandalous but Valora and Fergus always paid more attention to the duel itself rather than what everyone thought of it.

But after the King and Queen departed due to their Calling many things changed. Valora became Queen Alexandria's personal agent and confidant rather than her lady in waiting and Fergus became an honored and respected knight of Ferelden. The sparring matches faded away as they both grew into more adult roles and with Fergus constantly leaving the castle on duty, so did their friendship.

But now, four years since their last sparring match, Queen Alexandria has tasked Valora with one thing: make sure Fergus returns from the expedition safe.

Class and Specialization: Dual Wield Rogue, Duelist.

Defining Strength:
Grand Duelist - A natural with two blades in her hands, Valora dispatches of foes in a quick, calculated manner with such speed and grace it's almost like she's dancing. Where she got her abilities not many know as her own form of training had been her daily matches with Fergus. But for the past four years, many warriors and rogues have come to Ferelden to face her, none of which have succeeded.

Other Strengths:
Confidence - Even before she was dueling Fergus in front of all the Ferelden royalty, Valora has always held her head high. Valora is unafraid and almost even eager to face conflict head on, though preferably just one at a time.

Swiftness - If there was anything that Fergus could not match during his duels with Valora, was her speed. Due to both her race and a natural affinity towards it, Valora moves quick and sharply in the battlefield.

Greatest Weakness:
Pride - Hand in hand with her high amounts of confidence, Valora holds a lot of pride in herself and what she's accomplished. This can lead to her often to coming off as stubborn and even difficult to work with. She isn't experienced working with a team in the slightest.

Other Weaknesses:
Multiple Foes - Valora is a grand duelist, engaging foes one at a time and dispatching of them with quick precision and finesse, though she has been in battles involving her fighting more than just one enemy in front of her, duels are her specialties and there are plenty of rogues who operate in an open-field battle better than her.

Light - Like stated earlier, Valora relies on her speed and pinpoint accuracy to kill. She is not all that physically strong, were she to misstep in a fight a strong low from a shield or broadsword could easily overpower her parry and knock her down.
 
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Name: Fergus Alexander Theirin
Sex: Male
Age: 26
Race: Human
Origin: Ferelden, Denerim.
Biography:
Unlike his father, King Alistair, Fergus grew up as both a prince but also with his parents to guide him. Unlike his elder sister who was born frail and sickly, Fergus was an active little runt who often got scolded by his mother for acting so much like his father. His excitable nature and innocence lead him to befriending an elven servant girl, Valora, who would remain his closest friend as he grew into adulthood.

As a young man, Fergus calmed down but managed to retain his humorous and witty tongue. Due to his sister's state he had always been groomed to succeed the throne and some of those lessons are observable in his personality today. He holds a strong sense of justice and is happy to accept a challenge.

When his parents left due to the Calling however, his sister was determined to take the throne and she did with Fergus' blessing. He always felt that his sister would make a better ruler as he'd never be able to trust himself to lead an entire nation.

When the threat of the Darkspawn and the whispers of another blight found the Ferelden court however, he knew he wouldn't be able to stand by. His parents were wardens and though they didn't reveal much from that time of their lives he knows of the Order's importance in defeating a blight. With his sister's blessing he began and will lead the expedition into the Anderfels.

Class and Specialization: Two Handed Warrior, Champion.

Defining Strength:
Ferelden Knight - With both of his parents being fabled warriors, it made sense that Fergus took up arms and trained to become a warrior worthy of his upbringing. He began training for knighthood early and was by all means, a natural. While his sister lead the nation, he lead his own band of knights on the frontlines.


Other Strengths:
Charismatic - Fergus never had trouble making friends or found himself in a position in which people didn't want to be around him. With quick wit and a sharp tongue he's done his fair share of charming the Ferelden court and it's politicians.

Swordplay - Fergus has always been naturally gifted in the art of sword play, whether this is due to both his parents being renowned warriors or his own dedication to the blade, even he isn't sure.

Greatest Weakness:
Ignorance - Growing up behind the protection of the royal castle walls and due to the fact he's never left Ferelden, Fergus actually knows little about the world beyond local politics and the plight of city elves (thanks to Valora). As natural as the sword and tongue might come to him, he still has much to learn about the world and how it works.

Other Weaknesses:
Compassion - The prince always had a soft spot for the unfortunate or misguided. Even as an adult he's retained this almost gullible ideal that everyone has some goodness somewhere in them and that most deserve a second chance. His idealistic nature is sure to bite him in the ass in the long run.

Weak Stomach - Though he was definitely more active than his elder sister who got sick often, Fergus still has his share of ailments believed to be caused by the taint in their parent's blood. The most prominent of which is his stomach which has historically been easy to disrupt.
 
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Uhmm... So I think I might be interested in this, but have a question: Will our characters be able to take on specializations? i.e. Blood Mage/Bard/etc.
 
I'm interested. I love the Dragon Age series! I'll include a character in a separate post.
 
Uhmm... So I think I might be interested in this, but have a question: Will our characters be able to take on specializations? i.e. Blood Mage/Bard/etc.
Yes. I'll be putting a little blurb underneath each class section with a list of the specializations you may choose from. I'll be including the specializations from all three games.

Secondary specializations will likely be achieved in game however.
I'm interested. I love the Dragon Age series! I'll include a character in a separate post.
I look forward to it~

Also, I'll be editing the sheet to include a section for class/specializations seeing as I forgot to when I first made it. -w-
 
Said blurb is up and character sheet is updated~
 
Awesome! I'll start working on something later tonight when I get back home ^_^
 
I normally don't do fandom RPs as a rule, or work outside my age group, but this seems pretty interesting. Got room for a Qunari Warrior?
 
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