[h2]RP Info[/h2] [b]In-Character Information[/b] Eight years have passed since the end of the Fifth Blight. Archdemon dead and The Mother's darkspawn routed, Ferelden has had some time to breathe. Cities and villages have been rebuilt, and life has slowly returned to normal. King Alistair has reigned fairly and justly, loved by his people. Celica, his wife, now leads the country's Gray Wardens from Highever Castle. Ferelden is looking toward a future full of hope. Dark clouds are gathering again, however, and it reaches far further than just Ferelden this time around. Stories are coming in from all over. A rogue mage destroying a Circle of Magi tower in the Free Marches. Reports of corruption from deep within the Orlesian Chantry. Political enemies of the King, loyal to Loghain even in death, lurk in the shadows of Denerim. Waiting for the opportune chance to strike. And three months ago, an almighty hole appeared in the center of The Bannorn. An earthquake split the ground apart, revealing a spiraling dwarven thaig, one that doesn't appear on any map in Orzammar. From the depths, darkspawn surge up in droves. Every Gray Warden in Ferelden is present at the site, attempting to hold back the horde. The darkspawn numbers are too great even for them, however. People from all over are gathering. Wardens from Orlais. Mercenaries hired by the Wardens. Dwarven scholars and their guards. Mages, circle and apostate. Treasure hunters and thieves. Each group eager to profit in one way or another, be it lining their pockets or broadening their minds. So, adventurer. Why are you there? [b]Out-of-Character Information[/b] This RP takes place after the events of DA:O and DA:A, and because of that, several choices from those games are reflected in this RP. For the most part, Alistair is king, and a female noble warrior is his wife, and Warden-Commander of Ferelden. Needless to say, they accepted Morrigan's ritual. Prior knowledge of the setting isn't needed, although one plot point from the games is used to some extent here. I'm aiming for a group of 3-6 players, and this will be my first public RP which i have GMed. That said, I have done a lot of RP stuff with my friend, who will be assisting me here. Magic will work quite differently from the games, being far broader in scope. If you have read the Dresden Files, it's that kind of thing. PCs can do pretty much anything they want, I'm not going to restrict you in any sense. Follow the plot if you feel like it. Make your own if you don't. Have fun either way. [b]Rules[/b] 1. No God-modding, naturally. Attacks won't auto-hit other players or particularly nasty NPCs, but the regular guys I don't care about. 2. Don't start with abilities you wouldn't have. No warriors using Templar abilities who aren't Templars, no mages using specialised magic like Arcane Warriors or Spirit Healers. You'll have the chance to develop those skills later. 3. Be creative. If you are attacking an enemy, why settle from simply cutting them down? Go hard or go home, as they say. The better the narrative you give me to work with, the better IC quality I can pump out in return. Let's escalate this ad infinitum! 4. This is as much your RP as much as mine. Do whatever you feel like, providing it meets the other rules. I'll routinely throw out rewards to people who write well, or are simply active. No idea what they'll be, yet, but we can find that out together. [b]Magic-specific rules[/b] 1. Emotions affect spellcasting. Anger will give a more powerful, less controlled spell. Being calm will do the opposite. 2.Energy can be channeled from outwith the body. Storms, and the like. Think less about producing lightning and fire, and more about converting energy. 3.Words can be used or ignored as you see fit. 4.Magic circles can serve as focuses to increase power or set up various magical traps and webs. 5.Thaumaturgy is incredibly powerful, and gives a proper reason for blood magic to be outlawed. 6.Some magic is forbidden. I won’t stop you using it, but some characters may take offense. The list is raising the dead using necromancy, controlling or altering the thoughts of another living creature and the usual, blood related stuff. [b]Character Sheet[/b] Name: Age: Race: (Human/Elf/Dwarf/Qunari) Mage?: (yes or no, will determine whether or not you can use magic. Dwarves can't be mages, in case you haven't played the source material before.) Place of Origin: (country, city. Put as much or as little thought into this as you want) Appearance: (picture or description, whatever floats your boat) Personality: (at least 2 paragraphs, but as long as you want) Backstory: (again, at least 2 paragraphs, but as long as you want) Notable items: (weapons, armour or curios that are significant in some form)