[center][img]https://i.imgur.com/nUHOhla.png[/img] [img]https://i.imgur.com/dR6qzEP.png[/img][/center][img]https://i.imgur.com/4g5Uj7s.png[/img] [indent][indent][indent][indent][indent][color=gray]The First Era, [b][color=white]The Divine Age[/color][/b], started and ended with the [b][color=white]Second Blight[/color][/b]. An entire generation of people lived and died through it, not knowing what life without darkspawn was like. It had started in the Anderfels and spread across Thedas like fire. It ended in the [b][color=white]year of 1:95[/color][/b] at Starkhaven as a mostly human force led by the Grey Wardens struck the final blow. Divine Hortrensia I named the Second Era the [b][color=white]Glory Age[/color][/b], predicting a grand rebirth of the world after the devastation of the Blight. Yet, the rebirth of Thedas would be the upheaval of the social and political norms and a life of hardships more dramatic than the Blight. In the years to come, Orlais and the Dales would come to war. [b][color=white]Divine Renata I[/color][/b] called for a Holy War, leading to the [b][color=white]Exalted March of the Dales[/color][/b]. Orlais claimed the land, and the elvish people either escaped to alienages or took to nomadic traditions. In Ferelden, Teryrn Caedmon declared himself king which incited a civil war. At his death, fighting for power over the region began. This period in Ferelden would be called the [b][color=white]War of Crowns[/color][/b]. Further North, Starkhaven's King Fyruss would try to take over all of the [b][color=white]Free Marches under the Tevinter[/color][/b] banner. This was called the [b][color=white]Time of Rebuilding[/color][/b], but it was hard to say would what was truly being forged in the ashes left by the darkspawn. This all happened within the [b][color=white]forty years after[/color][/b] the end of the Second Blight. There were now inhabitants of Thedas growing into adulthood without the fear or knowledge of the Blight. Yet, that didn't stop the Grey Wardens from remaining vigilant. [b][color=white]Old God Zazikel[/color][/b] wouldn't be the last Archdemon, and they were sure of it. Still a branch of the [b][color=white]Chantry[/color][/b], they were given stipends and notoriety in most towns. They'd not fallen out of favor, yet. So, they took to Thedas to deal with roving bands of darkspawn along with other moral adversaries the Chantry might have. They became hunters of the [b][color=white]wicked and the profane[/color][/b]. Our story begins in [b][color=white]2:35[/color][/b], a newly formed squadron of Grey Wardens are sent from the [b][color=white]Fortress Weisshaupt[/color][/b] to deal with what is believed to be [b][color=white]a new emergence of the Blight[/color][/b]. There's a town in the Free Marches that went silent seemingly overnight. Those that investigated have not returned. No one dares to get close for fear that they'll be next. But those that remember the Second Blight and the darkspawn, swear they can hear them on the other side of the town's border. Your group has been tasked with [b][color=white]eradicating this threat[/color][/b] and saving anyone that [b][color=white]might be alive[/color][/b] within the confines of the town. You've been gifted a templar from the Starkhaven Circle to help. Yet, all the strange and scary aside, the land is in the midst of political upheaval. [b][color=white]There may be enemies in more forms than just those of darkspawn[/color][/b]. Are you ready to embark upon a tale where our lovely protagonists' lives and stories are lost to time? Where their blood is spilled only for their name to be removed from the Warden logs? Where their death will be a convenience to the powers that be? [b][color=white]If so, let us begin[/color][/b].[/color][/indent][/indent][/indent][/indent][/indent] [center][img]https://i.imgur.com/dR6qzEP.png[/img][/center][img]https://i.imgur.com/e33h4vG.png[/img][indent][indent][indent][indent][indent][color=gray][center][url=https://64.media.tumblr.com/b1b7def1802a9c2cfeb392a7515c7de4/tumblr_inline_ovxuruzWB81toz8gc_1280.jpg]A Color Coded Map[/url] | [url=https://www.deviantart.com/bardofrosenheim/art/Thedas-Ethnolinguistic-Map-503564439]Ethno-Linguistic Map[/url] [url=https://i.imgur.com/NSj6Dc1.jpg][img]https://i.imgur.com/uWceEsX.png[/img][/url][/center][hider=The Current State of the Countries of Thedas][color=white]๐€๐๐ƒ๐„๐‘๐…๐„๐‹๐’[/color] [indent][hider=A Kingdom in Northwestern Thedas][i]After the First Blight, Tevinter held on to the Anderfels for about 200 years, but abandoned it in an effort to protect central Tevinter when the Second Blight began in 1:5 Divine. The Anderfels was nearly destroyed by the Blight, but saved by Emperor Kordillus Drakon, starting with the lifting of the siege of Weisshaupt in 1:33 Divine. After that, they joined the Orlesian Empire as well as converted to the Chantry. But after the death of Drakon, his successor Kordillus II could not hold the empire together and the Anderfels broke free again in 1:65 Divine.[/i] Is currently a free country, but in severe disrepair from the damage of the Second Blight. It is slowly rebuilding. While mostly home to humans, there is a small qunari settlement in the Northern part of the country that has thrived for the past 100 years. It is home to the massive Grey Warden Fortress Weisshaupt.[/hider][/indent] [color=white]๐€๐๐“๐ˆ๐•๐€[/color] [indent][hider=A Kingdom in Eastern Thedas][i]Starting in 1:45 Divine, the Chantry spread east into Antiva, and the teachings of Andraste gained favor among the citizens, eventually becoming the main religion in Antiva. Antiva usually remained neutral in the conflicts of its neighbors, though it did ally with some city-states of the Free Marches from 2:15 Glory through the current year to stop the territorial advances of King Fyruss of Starkhaven. In 2:33 Glory, Antivan cities united under a common banner to better defend themselves.[/i] The Principality of Antiva, or simply Antiva, is a plutocratic nation in northeastern 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 in the middle of its coastline and is one of the wealthiest in Thedas.[/hider][/indent] [color=white]๐„๐’๐“๐–๐€๐“๐‚๐‡[/color] [indent][hider=An Island Stronghold East of the Free Marches] [i]During the Divine and Glory Ages, the island remained unoccupied and the emptiness coupled with the debris from shipwrecks that littered the coast bred in the Free Marches the belief that the island was haunted or cursed, and contributed to the failure of any Marcher state to claim a lasting foothold on the land.[/i][/hider][/indent] [color=white]๐…๐„๐‘๐„๐‹๐ƒ๐„๐[/color] [indent][hider=A Kingdom in Southeastern Thedas][i]When the Alamarri peoples first split from Neromenians, they migrated southeast and crossed the Frostback Mountains in -2415 Ancient. There, they found a new homeland that would eventually become "Ferelden", which means "fertile valley" in the Alamarri tongue. However, the fertile valley did not become a sovereign nation for almost 3000 years. This period of time is littered with numerous wars the Alamarri tribes waged, both with foreign powers such as the Tevinter Imperium and Orlais, as well as their fellow tribes. During that time the Alamarri developed their own political system which remains largely intact to this day. With time, powerful nobles would turn their land into bannorns, then arlings, and finally teyrnirs. The nobles continued the Alamarri tradition of infighting and continued to fight with each other over petty and personal matters in order to gain more power. That was until the Alamarri warrior Hafter united the tribes in Ferelden against the darkspawn during the Second Blight in 1:40 Divine. Ten years later he defeated combined Chasind and Avvar forces to hold the Ferelden Valley and was named the valley's first Teryn. Move to the current day when Hafter's grandson Teyrn Caedmon declared himself king, and a civil war broke out. He was then killed in 2:18 Glory at the Battle of Valmorn Hills. The fight for power over the region has begun. This period is now known as the War of Crowns.[/i] Ferelden is best known for the likely birthplace of Andraste and home to the communities of the dwarves of Orzammar and the Dalish Elves in the Brecilian Frest. Life and politics in Ferelden have been historically turbulent, defined by ages of tribal rule and invasions of foreign armies. In Ferelden strength and courage are set above heritage and wealth. Any Fereldan man or woman worth their salt can make something of themselves. Nobles are respected, even revered, but to the common person, they are not untouchable. Respect must be earned, and nowhere in the world is there a people as ready to demand their due as in Ferelden. Outside Ferelden, they are known as "dog lords." The importance of dogs in Fereldan cultures traces its roots to werewolves; mythical wolf-men who factor heavily into Ferelden lore. Many nobles believe their ancestry ties back to them.[/hider][/indent] [color=white]๐…๐‘๐„๐„ ๐Œ๐€๐‘๐‚๐‡๐„๐’[/color] [indent][hider=A Confederation of City-States in Eastern Thedas][i]In 1:95 Divine, the last battle of the Second Blight was fought at Starkhaven with a human army led by the Wardens. Both sides suffered heavy losses, but Zazikel was finally slain by the Grey Warden Corin. In 2:15 Glory, King Fyruss of Starkhaven attempted to unite the Free Marches under his banner and build his own empire with Tevinter's support.[/i] 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. They only recently managed to free themselves from Tevinter's grip after the First Blight when a slave rebellion rose up and reclaimed the city that would be known as Kirkwall. 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[/hider][/indent] [color=white]๐…๐‘๐Ž๐’๐“๐๐€๐‚๐Š ๐Œ๐Ž๐”๐๐“๐€๐ˆ๐๐’[/color] [indent][hider=Mountains Separating Ferelden from Orlais and Home to the Avaar][i]This mountain range forms Ferelden's natural western border with Orlais. Gherlen's Pass leading to Orlais is the only Frostback passage safe for year-round travel. The mountains are considered highly inhospitable, and yet they house the native Avvar tribes, and, beneath the northern foothills, most of the continent's dwarves. The entrance to the dwarven city of Orzammar lies in Gherlen's Pass, with its permanent shanty-town filled with traders and petitioners, making it of strategic importance.[/i][/hider][/indent] [color=white]๐Š๐Ž๐‚๐€๐‘๐ˆ ๐–๐ˆ๐‹๐ƒ๐’[/color] [indent][hider=A Forest in Southern Ferelden and Home to the Chasind][i]The Korcari Wilds is a cold southern expanse of forest and swamp, the extent of which is not truly known. Most northerners believe little of what the Chasind have to say. But the Chasind Wilders speak of a wasteland of snow and ice further to the south, filled only with desolate tundra and nomadic barbarians. South of the Wilds itself lies the mysterious region known as the Sunless Lands.[/i][/hider][/indent] [color=white]๐๐„๐•๐€๐‘๐‘๐€[/color] [indent][hider=A Kingdom in Central Thedas][i]By the Glory Age, rule of the Nevarran city-state had changed hands several times. Ineffectual leadership and infighting resulted in a poor populace lagging far behind other Free Marcher city-states. Ionas, the last ruler before the First Pentaghast Dynasty, ruled Nevarra for several decades and was in failing health. Many Nevarrans, including some of Ionas's closest advisers, felt that Nevarra could not survive on its own. Rumors swirled that some of these advisers had brokered deals with either Orlais or Stakhaven and would be rewarded if the cession of Nevarra's lands occurred. This never came to pass as Casper Pentaghast plotted to depose Ionas before he ran Nevarra into the ground or delivered it to its enemies. Pentaghast seized the Nevarran throne, and under his leadership, the city-state's fortunes turned around.[/i] Unlike most other Andrastians, Nevarrans do not burn their dead but instead carefully preserve the bodies and seal them in elaborate tombs. Each crypt is as unique as the family buried there. They believe that when a dead soul crosses the Fade it displaces a Fade spirit. In order to provide safe hosts for such spirits, they mummify their corpses and place them in elaborate crypts in the Grand Necropolis. This task is entrusted to a secretive order of mages known as Mortalitasi. Its gray-robed members enjoy wealth and political power as they often serve as advisers to Nevarran nobility, including the kings. Dragon hunting has only just begun in the country of Nevarra, and as such there are still plenty of them around. [/hider][/indent] [color=white]๐Ž๐‘๐‹๐€๐ˆ๐’[/color] [indent][hider=An Empire in Southwestern Thedas][i]In 2:5 Glory, the border skirmishes between the Dales and Orlais increased in number. In 2:9 Glory the elves attacked the Orlesian town of Red Crossing and quickly took it over. Orlais declared war, but the elves quickly managed to capture Montsimmard and besieged Val Royeaux. At this point, Divine Renata I called for an Exalted March against the attacking elves. Although the elves eventually sacked Val Royeaux and pushed well into human lands, Halamshiral was conquered and the elves were completely crushed by 2:20 Glory. The Dales were annexed to become part of the Orlesian Empire and alienages were created for the elven population who submitted. By decree of Divine Renata I, any Chantry art in Orlais depicting elves were destroyed save a single mural of Shartan (with his ears cropped.)[/i] The Orlesian Empire, or simply Orlais, is currently the largest and the most powerful nation in Thedas. It was founded by Kordillus Drakon I and its capital, Val Royeaux, serves as the Chantry's seat of power and home of the Divine. Orlais is ruled by an Emperor or Empress. Orlais has a large noble class famed for its excess, and in particular, the fashionable use of cosmetics and elaborate masks. Their clothing too tends to be complicated and colorful. Orlais is also home to spectacular architecture. The Grand Cathedral, as well as the University of Orlais, both in Val Royeaux, are noteworthy for their grandiose style and construction. The Cathedral, originally a fortress, was converted to a place of worship with ample gold and stained glass.[/hider][/indent] [color=white]๐Ž๐‘๐™๐€๐Œ๐Œ๐€๐‘[/color] [indent][hider=An Underground City Located Beneath the Frostback Mountains][i]Following the outbreak of the First Blight, the dwarven empire was crumbling. Paragon Aeducan assumed the leadership of Orzammar and managed to push back the darkspawn. Despite his victory, it was not enough and after the end of the First Blight the darkspawn kept pushing; by -15 Ancient (1180 TE), the kingdom of Orzammar was assumed to be the last one still standing. Since then, the kingdom was in a steady decline by losing most of its outlying thaigs.[/i] Orzammar is a great thaig and the only known remaining dwarven kingdoms in Thedas. An underground metropolis, the thaig is located deep beneath the Frostback Mountains and was once the capital of the dwarven empire. According to legend, the thaig's name derives from one of the seven brothers who founded the dwarven empire and his descendants formed the Mining caste. There they stay true to the old ways through Paragons and the Shaperate. They stick to their rigid caste system even if it seems antiquated in the current time.[/hider][/indent] [color=white]๐๐€๐‘ ๐•๐Ž๐‹๐‹๐„๐[/color] [indent][hider=An Island in Northeastern Thedas Loosely Controlled by Tevinter][i]Some scholars believe that the first humans in Thedas came from the rainforests of Par Vollen many thousands of years ago, migrating south from the archipelago. The pyramids they built still stand to this day and are regarded by travelers to the region as true wonders.[/i][/hider][/indent] [color=white]๐‘๐ˆ๐•๐€๐ˆ๐[/color] [indent][hider=A Kingdom in Northeastern Thedas][i]-203 Ancient (992 TE) the Rivaini participated in the Battle of the Silent Plains in the southern reaches of Tevinter. Their leader Dumat was brutally stabbed and the darkspawn forces were routed. -120 to -53 Ancient (1075โ€“1142 TE) the Rivaini rebel in an attempt to split off from the Tevinter Imperium. They were supported by the eastern cities in the Free Marches. Tevinter launched campaigns to stop the rebellion. After several losses that culminated in the disastrous Battle of Temerin in -53 Ancient (1142 TE), the Imperium finally abandoned the east. In -44 Ancient (1151 TE) the Kingdom of Rivain was founded.[/i] The Rivaini have skin tones ranging from dark tan to ebony. Social standing in Rivain is often marked by tattoos and body piercings. The more elaborate one's decorations, the higher one's rank. This is often accompanied by extravagant jewelry. The Rivaini, though possessing a currency-based economy as other nations do, place no real value on the accumulation of individual wealth and instead promote the idea of community welfare. As such, communities work together to support each other, sending supplies to other communities when needed. Though a Circle existed in Dairsmuid, it was merely a means to appease the Chantry. The mages of the Circle were allowed to see their families and the women were specifically trained to be seers, a position in Rivaini society that is revered as a matter of tradition. These local hedge witches converse with spirits and even allow themselves to be possessed for the benefit of their villages. The Rivaini are traditionally a matriarchal people and many believe that women are best suited to ruling. Most Rivaini communities are governed by elder women, the most senior of these women being the above-mentioned seers.[/hider][/indent] [color=white]๐’๐„๐‡๐„๐‘๐Ž๐[/color] [indent][hider=An Island in Northern Thedas Controlled by Tevinter][i]Seheron, the largest island in Thedas, is a humid jungle nation in the Boeric Ocean, directly north of the Tevinter Imperium. The largest city is also called Seheron. It has been in the possession of the Tevinter Imperium from its earliest days, and its architecture reflects the long occupation of the Imperium.[/i][/hider][/indent] [color=white]๐“๐„๐•๐ˆ๐๐“๐„๐‘ ๐ˆ๐Œ๐๐„๐‘๐ˆ๐”๐Œ[/color] [indent][hider=A Country in Northern Thedas][i]The Tevinter Kingdom was ruled by a dynasty of kings. The first Circles of Magi formed in Tevinter cities as closed societies of mages, presumably to train and study their talents. The Tevene Circles established a council of their most talented mages, known as the Court of Magisters, which convened in Minrathous and decided the mandate of magic in the kingdom. In the current years, it abandoned Anderfels during the Second Blight. They lost Rivain, the Free Marches, Ferelden, and have only submitted to the Chantry out of a show to keep peace with Orlais. Currently, they have thrown their lot in with the King of Starkhaven to begin reclaiming their lost lands.[/i] The Tevinter Imperium is the oldest extant human nation in Thedas and is ruled by a powerful magocracy. The leaders of the Imperium are called magisters, and are led by the Imperial Archon. 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. Tevinter society is notoriously decadent yet also takes great pride in its history and achievements. 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. Tevinter society is highly stratified, with citizens classified into one of three levels depending on their ancestry and magical ability, the soporati, the laetans, and the altus. Slavery is also born into the backbone of their society despite being outlawed throughout most of Thedas. [/hider][/indent][/hider] [center][sup][color=white]DISCLAIMER:[/color] Most of this text was taken from either the Dragon Age wiki or [I]"The World of Thedas: Volume I"[/i] in an attempt to paraphrase what state the world is in now. Timelines may have been moved up or down to help the narrative flow of the game, but everything is factual to the world and belongs to the creators.[/sup][/center][/color][/indent][/indent][/indent][/indent][/indent][center][img]https://i.imgur.com/dR6qzEP.png[/img][/center][img]https://i.imgur.com/HTcDDG0.png[/img] [indent][indent][indent][indent][indent][color=gray][img]https://i.imgur.com/cUdYFZx.png[/img] [sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Warriors, Rogues, and Mages[/sup] Humans are the most powerful and common of all races in Thedas. But wasn't always this way. While human history has a tendency to ignore or outright refute this, scholars believe there was a time when there wasn't a single human anywhere on the continent. While humans are the dominant race in Thedas, they are also the most fractured. The race's tribal roots led to the evolution of distinct groups with their own languages, customs, and beliefs. These distinctions have been at the heart of numerous conflicts between human nations and religious movements. Scholars wrestle to explain humanity's ability to maintain power over most of Thedas, given the infighting. [hider=Human Origins][list][*][color=white][u]๐€๐๐ƒ๐„๐‘๐’[/u] - [/color] Anderfels is a nation of survivors. One must be tough to see their adult years there. They are constantly beset upon by darkspawn and most of their land is blighted and useless. People say that one goes to the Anderfels to die. A surprising number of Anders choose to remain in this harsh environment. [b][color=white]+1 Constitution[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Constution (Stamina) OR Strength (Climbing)[/i][*][color=white][u]๐€๐๐“๐ˆ๐•๐€๐[/u] - [/color] It is said that Antivans are good at everything but chivlarous fighting. In fact, they excel at dirty fighting and Antiva is home to the most notorious goild of assassins, thieves, and spices in Thedas. They are valued for their skill, discretion, and professionalism. [b][color=white]+1 Communication[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Communication (Bargaining) OR Cunning (Navigation)[/i][*][color=white][u]๐€๐•๐•๐€๐‘[/u] - [/color] They are a rugged and massive human people who make their home in the Frostback Mountains. The Avvar are too independent, too proud, and too stubborn to pay homage to any king. Most people in Ferelden consider them uncivilized barbarians, while the Avvar think their old foes weak and corrupt. [b][color=white]+1 Strength[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Communication (Animal Handling) OR Strength (Climbing)[/i][*][color=white][u]๐‚๐‡๐€๐’๐ˆ๐๐ƒ ๐–๐ˆ๐‹๐ƒ๐„๐‘[/u] - [/color] Chasind are a barbarian folk that live in the south of Ferelden in the Korcari Wilds. There are many superstitions regarding them. They live in houses built on stilts and do some trading with Fereldens living in the South. [b][color=white]+1 Dexterity[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Dexterity (Stealth) OR Strength (Climbing)[/i][*][color=white][u]๐…๐„๐‘๐„๐‹๐ƒ๐„๐[/u] - [/color] The country is a wide and barbarous nation, populated by fiercely proud folk who've only just begun to "civilize" within the last few centuries. The Fereldans are a martial people who value loyalty and honor far more than mere material goods. [u]๐‚๐‘๐€๐…๐“๐’๐Œ๐€๐[/u] - [b][color=white]+1 Dexterity[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Dexterity (Crafting) OR Cunning (Religious Lore)[/i] [u]๐…๐‘๐„๐„๐Œ๐€๐[/u] - [b][color=white]+1 Constitution[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Constitution (Stamina) OR Willpower (Courage)[/i] [u]๐๐Ž๐๐‹๐„[/u] - [b][color=white]+1 Strength[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Cunning (Military Lore) OR Strength (Intimidation)[/i][*][color=white][u]๐…๐‘๐„๐„ ๐Œ๐€๐‘๐‚๐‡๐„๐‘[/u] - [/color] The Marchers are a dynamic people. They are great traders but also fierce defenders of their home cities. Some practice their martial skills to compete in the Grand Tourney, a traveling tournament and fair that moves from city to city. [b][color=white]+1 Cunning[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Cunning (Evaluation) OR Communication (Bargaining)[/i][*][color=white][u]๐๐„๐•๐€๐‘๐‘๐€๐[/u] - [/color] They are proud of their heroic tradition and this is celebrated with statuary throughout their country. The romance of such deeds exerts a strong pull on the young and many seek their own adventures throughout Thedas. They hope they too will be celebrated in song and statue in their homeland. [b][color=white]+1 Willpower[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Strength (Might) OR Willpower (Courage)[/i][*][color=white][u]๐Ž๐‘๐‹๐„๐’๐ˆ๐€๐[/u] - [/color] Orlais is the most powerful and cultured nation in Thedas. Most of the population consists of serfs with little to no social mobility. There are Nobles that are engaged in the Grand Game--a never-ending battle for power, prestige, and status. The Students of the University of Val Royeaux that are taught both the magical and secular. And those that have failed at all three, that have been exiled. [u]๐‚๐Ž๐Œ๐Œ๐Ž๐๐„๐‘[/u] - [b][color=white]+1 Dexterity[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Dexterity (Brawling) OR Willpower (Faith)[/i] [u]๐„๐—๐ˆ๐‹๐„[/u] - [b][color=white]+1 Communication[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Communication (Persuasion) OR Cunning (Cultural Lore)[/i] [u]๐๐Ž๐๐‹๐„[/u] - [b][color=white]+1 Communication[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Communication (Etiquette) OR Strength (Intimidation)[/i] [u]๐’๐“๐”๐ƒ๐„๐๐“[/u] - [b][color=white]+1 Cunning[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Communication (Persuasion) OR Cunning (Research)[/i][*][color=white][u]๐‘๐ˆ๐•๐€๐๐ˆ[/u] - [/color] Rivain is the main venture of trade. But where there is shipping there is smuggling and piracy, and sometimes the line between merchant and smuggler is blurry. They are used to being the underdogs but have a spirit no force in Thedas has been able to crush. [b][color=white]+1 Communication[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Communication (Seduction) OR Dexterity (Acrobatics)[/i][*][color=white][u]๐“๐„๐•๐ˆ๐๐“๐„๐‘[/u] - [/color] The Tevinter Imperium is one of the few places in Thedas where mages are not under the thumb of the Chantry. Mages form the majority of the ruling class but are diffused everywhere within society. The Atlus are the ruling mage class. The Laetan are mages that do not belong to the ruling class but are still considered higher than the non-magical. The Soporati are the magicless commoners who still don't have it bad as the Orlesians as Tevinter still employs slaves. [u]๐€๐“๐‹๐”๐’[/u] - [b][color=white]+1 Magic[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Communication (Leadership) OR Cunning (Arcane Lore)[/i] [u]๐‹๐€๐„๐“๐€๐[/u] - [b][color=white]+1 Cunning[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Communication (Deception) OR Cunning (Arcane Lore)[/i] [u]๐’๐Ž๐๐Ž๐‘๐€๐“๐ˆ[/u] - [b][color=white]+1 Strength[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Constitution (Stamina) OR Strength (Brawling)[/i][/list][/hider] [img]https://i.imgur.com/5Z81lhc.png[/img] [sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Warriors, Rogues, and Mages[/sup] The elves are a common race in Thedas, distinguished physically by their large eyes, willowy frames, and pointy ears. Their long history is colored by ages of human oppression, and so are a mere shadow of their ancestors. The proper name for elves is [i]elvhen[/i], meaning "the people." It is said that they were once immortal beings who lived by their own rules and beliefs. When the humans arrived, they lost their immortality and so they blamed humans for their "quickening." After the fall of their kingdom, and then their subsequent relocation and exile from the Dales, they have split apart. Some became wanderers known as the Dalish while other elves have bitterly resigned to their fate living among humankind in alienages. [hider=Elf Origins][list][*][color=white][u]๐‚๐ˆ๐“๐˜[/u] - [/color] The so-called "city elves" live as second-class citizens, mostly working as servants and laborers. They live in segregated sections of cities and towns known as alienages. Bitter and downtrodden, many city elves turn to crime. These rogues only reinforce the prejudice most humans have towards city elves. [b][color=white]+1 Dexterity[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Dexterity (Stealth) OR Perception (Seeing)[/i][*][color=white][u]๐ƒ๐€๐‹๐ˆ๐’๐‡[/u] - [/color] The remaining leadership of the Dales would not bend a knee to the humans. They chose a life of exile, becoming the Dalish elves. They are descended from some of the oldest elven families and have retained a strong sense of duty to their people. They have taken it upon themselves to preserve elven culture and lore. So when the day comes that the elves once again have a homeland, they can teach the ancient ways to their city elf brethren. Until that time the Dalish elves wander in ornately carved wagons called aravel. They also have tattoos on their face called vallaslin or "blood writing" to illustrate their commitment to the old ways in a permanent fashion. [b][color=white]+1 Willpoiwer[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Dexterity (Bows) OR Willpower (Courage)[/i][/list][/hider] [img]https://i.imgur.com/CYpF043.png[/img] [sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Warriors and Rogues[/sup] The dwarves are a race of stocky, robust builders who live in underground communities called thaigs. Their once strong numbers have been diminished by ages of war with the darkspawn. Most thaigs are now empty, and the vast network of tunnels known as the Deep Roads that connected the thaigs are mostly sealed and overrun with the darkspawn, even in the absence of a Blight. The dwarves now primarily inhabit Orzammar while others live in exile on the surface. Living underground, the dwarves have superior vision in the dark. The caves they live in are laced with lyrium which has given them a natural immunity to magic. On the downside, they are also not able to wield it. Surface dwarves lose this immunity the longer they are away from the lyrium but are still unable to perform magic. Within Orzammar, they live in a rigid caste system where the casteless are marked with facial tattoos. Surface dwarves, fortunately, are able to live their life as they please. [hider=Dwarf Origins][list][*][color=white][u]๐ƒ๐”๐’๐“๐„๐‘[/u] - [/color] The castless are known as dusters, after their neighborhood--Dust Town--in Orzammar. These dwarves lost their caste or are descended from those that did. They receive no protection under the law, and they are forbidden from doing any job controlled by a caste. Practically speaking, this means almost no legal work is open to them. So, many work for the Carta, a powerful organized crime syndicate that controls a virtual shadow economy. Dusters are the most likely to leave Orzammar. They have little to lose by going to the surface world since they are already casteless. [b][color=white]+1 Dexterity[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Communication (Deception) OR Dexterity (Legerdemain)[/i][*][color=white][u]๐‡๐ˆ๐†๐‡-๐๐Ž๐‘๐[/u] - [/color] The top of the dwarven society are the noble houses, whose feuds and fights go back many generations. The rest of the High-Borns belong to the Warrior Caste, Smith Caste, and the Artisan Caste. The Warrior Caste is the most prestigious caste as they fight the never-ending war against the darkspawn in the Deep Roads, as well as providing rank-and-file soldiers for the noble houses. The Smith Caste is the next most important - how would the warriors fight without arms and armor? Finally, there is the Artisan Caste. They, too, are highly esteemed in dwarf society, for they are the builders and makers that make Orzammar hum. [b][color=white]+1 Strength[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Dexterity (Crafting) OR Strength (Intimidation) OR Strength (Smithing)[/i][*][color=white][u]๐‹๐Ž๐–-๐๐Ž๐‘๐[/u] - [/color] The dwarves of the Miner, Merchant, and Servant Castes do the hard work, day after day, that keeps Orzammar functioning. The Miner Caste is the most prestigious of these three, particularly those that deal with lyrium. The Merchant Caste is the next most important, as they bring money into the city and arrange trade deals. The Servant Caste is the lowest, though even they rank above surface dwarves and dusters. Out of these, the Merchant Caste is the only one allowed to head to the surface without having their caste status revoked as trade deals with humans and surface dwarves are well looked upon. [b][color=white]+1 Communication[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Communication (Persuasion) OR Constitution (Stamina)[/i][*][color=white][u]๐’๐”๐‘๐…๐€๐‚๐„[/u] - [/color] They are largely merchants and middlemen, trading goods and raw materials to humans elves. They play a vital role in dwarven society, but curiously other dwarves look down on them. Dwarf adventurers and wanderers also belong to this caste. It is ironic that the most famous dwarf adventurers in human lands have little standing and no prestige in their homelands. [b][color=white]+1 Constitution[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Communication (Bargaining) OR Constitution (Stamina)[/i][/list][/hider] [img]https://i.imgur.com/k4GiRfe.png[/img] [sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Warriors and Rogues[/sup] A race relatively new to Thedas that most people call Qunari. This race is large and powerful, and they tower over humans by a foot or more on average. Most have horns growing from their heads. However, the label "Qunari" refers to a follower of the religious text known as the Qun, regardless of his or her race--hence the capitalization of the name in many writings. The horned race's ancient name is "kossith." This term is not widely used or even widely known outside scholarly circles. [hider=Qunari Origin][list][*][color=white][u]๐“๐€๐‹-๐•๐€๐’๐‡๐Ž๐“๐‡[/u] - [/color] These are members that were once of the Qunari society and have rebelled against traditions of the Qun. They are known as vashoth, or "grey ones," and they must leave Qunari lands before they are detected or face reeducation or punishment. Such exiles are not considered part of the Qunari society anymore. In the spirit of defiance, they call themselves Tal-Vashoth, or "true grey ones." They live in the Anderfels and get by as they can. Many work as mercenaries, while others become raiders, pirates, smugglers, or even slavers. [b][color=white]+1 Strength[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Constitution (Stamina) OR Strength (Intimidation)[/i][/list] [sup][color=white]GM NOTE:[/color] I am aware that the Qunari were not around in the Glory Age and would only come into prominence during the Storm Age. That being said, this is a fun and fundamental race, and I don't want anyone barred from playing it. So, I will curb the lore in a serious way to say that there is a small Tal-Vashoth colony in Northern Anderfels having escaped from Qundalon. They don't know much or anything about the Qun and do not follow the religion. That way we can have our horned cake and eat it too.[/sup][/hider] [center][sup][color=white]DISCLAIMER:[/color] Most of this text was taken from either the [I]"Dragon Age: Roleplaying Game Core Rulebook"[/i] or [I]"The World of Thedas: Volume I"[/i] in an attempt to paraphrase the variety of the peoples that live in Thedas. Everything is factual to the world and belongs to the creators.[/sup][/center][/color][/indent][/indent][/indent][/indent][/indent][center][img]https://i.imgur.com/dR6qzEP.png[/img][/center][img]https://i.imgur.com/EFr5ot5.png[/img] [indent][indent][indent][indent][indent][color=gray][img]https://i.imgur.com/UP64Ynp.png[/img] [sup][color=white]๐๐‘๐ˆ๐Œ๐€๐‘๐˜ ๐€๐๐ˆ๐‹๐ˆ๐“๐ˆ๐„๐’[/color] - Constitution, Dexterity, & Strength [color=white]๐’๐„๐‚๐Ž๐๐ƒ๐€๐‘๐˜ ๐€๐๐ˆ๐‹๐ˆ๐“๐ˆ๐„๐’[/color] - Communication, Cunning, Magic, Perception, & Willpower[/sup] Warriors permeate the world, but they aren't all the same. They can be ex-soldiers, caravan guards, mercenaries, members of the militia, or former blacksmiths turned adventurers. They can fight for honor, revenge, justice, money, or a better tomorrow. Some have received formal training and others fight by instinct, but all can handle themselves in a fight. They're always in the thick of combat, and it is often up to them to engage the hardest-hitting enemies so the other members of their group can focus on their own abilities. They are nigh undefeatable by those without any combat training. [hider=Specializations][list][*][u][color=white]๐๐„๐‘๐’๐„๐‘๐Š๐„๐‘๐’[/color][/u] - Warriors that first arose in the Warrior Caste of dwarves, but have since spread out. They tap into an inner bloodlust that can only be satiated by defeating their enemy, possibly their friends, or through their own death. [*][u][color=white]๐‚๐‡๐€๐Œ๐๐ˆ๐Ž๐[/color][/u] - They do not just fight; they are a palpable presence on the battlefield. Comrades in arms look to them for strength and courage in the chaos of battle. They command with ease and have been known to become legendary through their bravery. [*][u][color=white]๐‚๐‡๐„๐•๐€๐‹๐ˆ๐„๐‘[/color][/u] - They are the elite knights of the Orlesian Empire. They are a powerful force, both militarily and socially. They are used to getting their way in Orlais, but can press their importance in other countries even if they're greeted frostily. Though none would deny that they are powerful warriors and unrivaled on horseback. [*][u][color=white]๐†๐”๐€๐‘๐ƒ๐ˆ๐€๐[/color][/u] - These warriors are trained to consider not just their position on the battlefield but that of their allies. They can assess who needs protection and when, and their timely intervention often prevents situations from going out of control. They're the immovable force to the pressure of oncoming forces. They make excellent bodyguards and are often employed as such. [*][u][color=white]๐‘๐„๐€๐•๐„๐‘[/color][/u] (Qunari Only) - They have learned to channel blood magic internally, making them terrifying and deadly warriors. The dragon blood in the Qunari allows them to tap into this naturally. The nature of the Reavers means that no heroic individuals seek to join their ranks, but desperate times can push someone to take up the role. [*][u][color=white]๐“๐„๐Œ๐๐‹๐€๐‘[/color][/u] - These warriors are the militant arm of the Chantry. Their primary function is to watch over the Circle of Magi and hunt down apostates and maleficarum. They are given small amounts of lyrium to awaken and maintain their special powers.[/list][/hider] [img]https://i.imgur.com/RGWelV8.png[/img] [sup][color=white]๐๐‘๐ˆ๐Œ๐€๐‘๐˜ ๐€๐๐ˆ๐‹๐ˆ๐“๐ˆ๐„๐’[/color] - Communication, Dexterity, & Perception [color=white]๐’๐„๐‚๐Ž๐๐ƒ๐€๐‘๐˜ ๐€๐๐ˆ๐‹๐ˆ๐“๐ˆ๐„๐’[/color] - Constitution, Cunning, Magic, Strength, & Willpower[/sup] Rogues can be a thief, a scoundrel, a conman, a scout, an expert, or a spy. They have to get by on their quickness and cleverness. Whether engaging in witty repartee or slipping a dagger between an enemy's ribs, a rogue must be artful to win the day. They are the eyes and ears of the group. They are excellent at both and close and ranged combat, and can backstab friend or foe with ease. They're not as hardy as their warrior contemporaries, but they make up for it by being fast and deadly. [hider=Specializations][list][*][u][color=white]๐€๐’๐’๐€๐’๐’๐ˆ๐[/color][/u] - Masters of the art of death, they train to kill using weapons, poisons, and their wits. The most famous of these are the Antivan Crows. There are always those willing to kill for money, so assassins can be found all over Thedas. [*][u][color=white]๐๐€๐‘๐ƒ[/color][/u] - They may seem like simple minstrels and troubadours, but they are so much more. They can act as spies, saboteurs, and sometimes killers. Worldly people of all nations look twice at the traveling minstrels. [*][u][color=white]๐ƒ๐”๐„๐‹๐ˆ๐’๐“[/color][/u] - They rule the streets and alleys of cities like Denerim and Val Royeaux. In such conditions, the quick blades and wits of duelists count for more than raw strength. The classic duelist fights with rapier and either a main gauche or spiker buckler in their off-hand, though some pride themselves on more unusual combinations. [*][u][color=white]๐‹๐„๐†๐ˆ๐Ž๐๐๐€๐ˆ๐‘๐„ ๐’๐‚๐Ž๐”๐“[/color][/u] (Dwarves Only) - Members of the Legion of the Dead that is famed for their courage, and none more so than the Legionnaire Scout. They learn to suffer incredible hardship without the slightest complaint and hone their resolve into an armor that can protect them from pain, despair, and strife. [*][u][color=white]๐Œ๐€๐‘๐Š๐’๐Œ๐€๐[/color][/u] They are crack shots that can take down enemies at a distance. They can be a Dalish archer, a Fereldan scout, a Chasind raider, or an Antivan street tough. While marksmen can handle any ranged weapon, each has a favorite type and often a signature example that they have customized to their liking. [*][u][color=white]๐‘๐€๐๐†๐„๐‘[/color][/u] - They are skilled scouts who can use their knowledge of nature for their own benefit. They can lure animals, sometimes of frightening size, to fight for them. If the animals die in battle, that is not the rangers' concern as long as they fulfill their role in the fight. The Dalish call them cruel, but they call it practical. [*][u][color=white]๐’๐‡๐€๐ƒ๐Ž๐–[/color][/u] - These are your typical rogues that are masters of stealth. They excel in the arts of concealment and deception like no others. They can hide nearly anywhere and almost seem to be able to bend the darkness around them. They can fool opponents into attacking empty air while they position themselves for a lethal attack.[/list][/hider] [img]https://i.imgur.com/XF5AMTj.png[/img] [sup][color=white]๐๐‘๐ˆ๐Œ๐€๐‘๐˜ ๐€๐๐ˆ๐‹๐ˆ๐“๐ˆ๐„๐’[/color] - Cunning, Magic, & Willpower [color=white]๐’๐„๐‚๐Ž๐๐ƒ๐€๐‘๐˜ ๐€๐๐ˆ๐‹๐ˆ๐“๐ˆ๐„๐’[/color] - Communication, Constitution, Dexterity, Perception, & Strength[/sup] Mages have been gifted (or cursed, depending on your point of view) with the ability to absorb mana, the life force of living beings, and use it to cast magical spells. This sets them apart from normal people. In some times and places, mages have been honored for their power and wisdom. In others they have been feared and hunted, especially once the dangers of demonic possession were understood. They commonly are from the Circle of Magi, sometimes are renegade apostates, or from a culture that reveres them. They are capable of amazing feats but must be wary of demonic attacks when using powerful magic. The very gift that allows mages to use magic at all makes them vulnerable to possession. [hider=Specializations][list][*][u][color=white]๐…๐Ž๐‘๐‚๐„ ๐Œ๐€๐†๐„[/color][/u] - These mages love magic's raw power. They prefer to pummel their foes with barely restrained magical energy. Their telekinetic spells are potent and can toss enemies around like ragdolls while they remain unmovable on the battlefield. [*][u][color=white]๐Š๐๐ˆ๐†๐‡๐“ ๐„๐๐‚๐‡๐€๐๐“๐„๐‘[/color][/u] - A select few mages who can use melee attacks by summoning a sword from thin air, which is also capable of deflecting projectiles. Other powers that put these mages a cut above the rest are the abilities to debilitate opponents, strengthen and lengthen the duration of the party's barriers, and help warriors on the front line. [*][u][color=white]๐๐„๐‚๐‘๐Ž๐Œ๐€๐๐‚๐„๐‘[/color][/u] - These mages specialize in binding spirits drawn to the dead and dying and using them to increase their magic powers. They can cause crippling fear in opponents, summon spirits to fight for them, and can even control their enemies' spirits to fight for them. [*][u][color=white]๐’๐‡๐€๐๐„๐’๐‡๐ˆ๐…๐“๐„๐‘[/color][/u] - Only a few mages practice this art of magic. None are known to become massive creatures of legend. More typically they can transform themselves into creatures like wolves, bears, and even giant spiders. [*][u][color=white]๐’๐๐ˆ๐‘๐ˆ๐“ ๐‡๐„๐€๐‹๐„๐‘[/color][/u] - these are rare mages who learn to communicate and summon benevolent spirits from the Fade. There is danger in this path, as there always is when the Fade is involved. However, when the summoning is successful, a spirit healer is capable of healing feats beyond the bounds of normal magic. [*][u][color=white]๐๐‹๐Ž๐Ž๐ƒ ๐Œ๐€๐†๐„[/color][/u] (Blocked Unless Happens in IC) - Since the Grey Wardens are still a branch of the Chantry, this magic would not be allowed in their ranks.[/list][/hider] [hider= Optional Mage Origin]If your character is a Mage, you can choose one of these two origins if you wish, but it isn't required: [list][color=white][u]๐‚๐ˆ๐‘๐‚๐‹๐„[/u] - [/color] During the Second Blight the mages proved their worth and help[ed save humanity. This allowed them to gain a measure of autonomy, and thus was born the first Circle of Magi. While there are still Chantry templars stationed in every Circle tower, it is the mages who police those with magical powers. Circle mages find humans and elves with magical talent and bring them to their towers for training and supervision, and to teach them to defend themselves against demonic possession. [b][color=white]+1 Magic[/color][/b] & [b][color=white]Pick One Focus:[/color][/b][i] Cunning (Arcane Lore) OR Cunning (Historical Lore)[/i][*][color=white][u]๐€๐๐Ž๐’๐“๐€๐“๐„[/u] - [/color] While the law treats all apostates the same way, the category is a broad one. Some are self-taught mages who discovered how to use magic by trial and error. Some come from magical traditions that pre-date the formation of the Circle of Magie, like hedge mages and Avvar shamans. Others are rebels, opposed to the Circle of Magi, the Chantry, or both. [b][color=white]+1 Magic[/color][/b] & [b][color=white]Keep the Forcus of your Race Origin[/color][/b][/list][/hider] [center][sup][color=white]DISCLAIMER:[/color] Most of this text was taken from the [I]"Dragon Age: Roleplaying Game Core Rulebook"[/i] book and not from the actual games. Sorry if you're missing a beloved Specialization, some of them didn't make sense for the timeframe or the style of RP.[/sup][/center][/color][/indent][/indent][/indent][/indent][/indent][center][img]https://i.imgur.com/dR6qzEP.png[/img][/center][img]https://i.imgur.com/MD5ML1q.png[/img] [indent][indent][indent][indent][indent][color=gray][img]https://i.imgur.com/bhl7Km5.png[/img] [hider=Focuses][color=white]๐‚๐Ž๐Œ๐Œ๐”๐๐ˆ๐‚๐€๐“๐ˆ๐Ž๐ ๐…๐Ž๐‚๐”๐’๐„๐’[/color][hider=List][list] [*][b]Animal Handling:[/b] Interacting with and caring for animals. [*][b]Bargaining:[/b] Negotiating with others and making deals. [*][b]Deception:[/b] Lying to and tricking those less mentally adept than you. [*][b]Disguise:[/b] Making yourself look like someone else, or a different class of person. [*][b]Etiquette:[/b] Knowing the social niceties of various cultures. [*][b]Gambling:[/b] Playing games of chance and profiting from them. [*][b]Investigation:[/b] Interviewing people for information and finding and deciphering clues. [*][b]Leadership:[/b] Guiding, directing, and inspiring others. [*][b]Performance:[/b] Entertaining an audience with an artistic talent. [*][b]Persuasion:[/b] Convincing others to agree with you. [*][b]Seduction:[/b] Making winning moves in the game of love.[/list][/hider] [color=white]๐‚๐Ž๐๐’๐“๐ˆ๐“๐”๐“๐ˆ๐Ž๐ ๐…๐Ž๐‚๐”๐’๐„๐’[/color][hider=List][list] [*][b]Drinking:[/b] Consuming large quantities of alcohol and avoiding the aftereffects. [*][b]Rowing:[/b] Propelling a vessel with oars. [*][b]Running:[/b] Moving quickly in both short sprints and long-distance hauls. [*][b]Stamina:[/b] Enduring fatigue, disease, and privation. [*][b]Swimming:[/b] Moving through the water and staying afloat. [/list][/hider] [color=white]๐‚๐”๐๐๐ˆ๐๐† ๐…๐Ž๐‚๐”๐’๐„๐’[/color][hider=List][list] [*][b]Arcane Lore:[/b] Knowing about magic, its traditions, and the Fade. [*][b]Brewing:[/b] Making ales, wines, and other concoctions. [*][b]Cartography:[/b] Making and reading maps. [*][b]Cryptography:[/b] Creating and deciphering codes and ciphers. [*][b]Cultural Lore:[/b] Knowing the traditions and beliefs of various cultures. [*][b]Enchantment:[/b] Understanding the art and craft of enchanting magic items. Note to actually Enchant items one must be either a dwarf or one of the Tranquil. [*][b]Engineering:[/b] Knowing the practicalities of construction, building, and invention. [*][b]Evaluation:[/b] Determining the value of goods and objets dโ€™art. [*][b]Healing:[/b] Aiding the wounded and sick. [*][b]Heraldry:[/b] Knowing coats of arms and royal families. [*][b]Historical Lore:[/b] Knowing important events and personalities from the past. [*][b]Military Lore:[/b] Knowing strategy, tactics, and famous applications thereof. [*][b]Musical Lore:[/b] Knowing musical traditions and songs. [*][b]Natural Lore:[/b] Knowing the flora and fauna of Thedas. [*][b]Navigation:[/b] Planning and following a route from one place to another. [*][b]Poison Lore:[/b] Knowing about poisons, their uses, and their preparation. [*][b]Research:[/b] Making a systematic investigation, usually using records, archives, and books. [*][b]Religious Lore:[/b] Knowing religious traditions and practices, particularly those of the Chantry. [*][b]Writing:[/b] Expressing yourself with the written word.[/list][/hider] [color=white]๐ƒ๐„๐—๐“๐„๐‘๐ˆ๐“๐˜ ๐…๐Ž๐‚๐”๐’๐„๐’[/color][hider=List][list] [*][b]Acrobatics:[/b] Executing gymnastic, balancing, and tumbling maneuvers. [*][b]Bows:[/b] Fighting with weapons from the Bows Group. - [i]Crossbow, Long Bow, and Short Bow[/i] [*][b]Brawling:[/b] Fighting with weapons from the Brawling Group. - [i]First, Gauntlet, and Improvised Weapon[/i] [*][b]Calligraphy:[/b] Writing with artful penmanship. [*][b]Crafting:[/b] Making items with manual skills like woodworking, sculpting, glassblowing, etc. [*][b]Dueling:[/b] Fighting with weapons from the Dueling Group. - [i]Main Gauche, Rapier, and Spiked Buckler[/i] [*][b]Grenades:[/b] Making ranged attacks with grenades. [*][b]Initiative:[/b] Acting quickly in tense situations. [*][b]Legerdemain:[/b] Using sleight of hand to trick others, hide things, and pickpockets. [*][b]Light Blades:[/b] Fighting with weapons from the Light Blades. - [i]Dagger, Shortsword, and Throwing Knife[/i] [*][b]Lock Picking:[/b] Opening locks without using keys. [*][b]Riding:[/b] Directing a mount such as a horse or pony. [*][b]Staves: [/b]Fighting with weapons from the Staves Group. - [i]Club, Morningstar, and Quarterstaff[/i] [*][b]Stealth:[/b] Sneaking about quietly and out of sight. [*][b]Traps: [/b]Detecting and disarming traps and other mechanical devices.[/list][/hider] [color=white]๐Œ๐€๐†๐ˆ๐‚ ๐…๐Ž๐‚๐”๐’๐„๐’[/color][hider=List][list] [*][b]Arcane:[/b] Understanding the secrets of the Arcane school of magic. [*][b]Arcane Lance:[/b] Using the mageโ€™s class power of the same name. [*][b]Creation:[/b] Understanding the secrets of the Creation school of magic. [*][b]Elemental:[/b] Understanding the secrets of the Elemental school of magic. [*][b]Entropy:[/b] Understanding the secrets of the Entropy school of magic. [*][b]Primal:[/b] Understanding the secrets of the Primal school of magic. [*][b]Spirit:[/b] Understanding the secrets of the Spirit school of magic.[/list][/hider] [color=white]๐๐„๐‘๐‚๐„๐๐“๐ˆ๐Ž๐ ๐…๐Ž๐‚๐”๐’๐„๐’[/color][hider=List][list] [*][b]Empathy:[/b] Discerning the feelings and emotions of others. [*][b]Detect Darkspawn:[/b] A Grey Wardenโ€™s ability to sense nearby darkspawn. Only Grey Wardens can take this focus. [*][b]Hearing: [/b]Using your auditory sense. [*][b]Searching:[/b] Finding things that are hidden or obscured. [*][b]Seeing:[/b] Using your visual sense. [*][b]Smelling:[/b] Using your olfactory sense. [*][b]Tracking:[/b] Following tracks and other signs of passage.[/list][/hider] [color=white]๐’๐“๐‘๐„๐๐†๐“๐‡ ๐…๐Ž๐‚๐”๐’๐„๐’[/color][hider=List][list] [*][b]Axes:[/b] Fighting with weapons from the Axes Group. - [i]Battle Axe, Throwing Axe, and Two-Handed Axe[/i] [*][b]Bludgeons:[/b] Fighting with weapons from the Bludgeons Group. - [i]Mace, Maul and Two-Handed Maul [/i] [*][b]Climbing:[/b] Scaling walls and other vertical obstacles. [*][b]Driving:[/b] Directing and guiding carts, carriages, and other wheeled vehicles. [*][b]Heavy Blades:[/b] Fighting with weapons from the Heavy Blades Group. - [i]Bastard Sword, Longsword, and Two-Handed Sword[/i] [*][b]Intimidation:[/b] Overawing with physical presence and threats. [*][b]Jumping:[/b] Springing and leaping. [*][b]Lances:[/b] Fighting with weapons of the Lances Group. - [i]Heavy Lance, Jousting Lance, and Light Lance[/i] [*][b]Might:[/b] Performing feats of raw power, such as lifting or holding up heavy objects. [*][b]Polearms:[/b] Fighting with weapons of the Polearms Group. - [i]Glaive, Halberd, and Military Fork[/i] [*][b]Smithing:[/b] Forging metal items, from weapons to jewelry. [*][b]Spears: [/b]Fighting with weapons from the Spear Group. - [i]Short Spear, Throwing Spear, and Two-Handed Spear[/i][/list][/hider] [color=white]๐–๐ˆ๐‹๐‹๐๐Ž๐–๐„๐‘ ๐…๐Ž๐‚๐”๐’๐„๐’[/color][hider=List][list] [*][b]Courage:[/b] Overcoming fear in the face of adversity. [*][b]Faith:[/b] Deriving inner strength through spiritual or moral\belief. [*][b]Morale:[/b] Maintaining good spirits and confidence in yourself or your group. [*][b]Self-Discipline:[/b] Focusing your mental energy or controlling your impulses and emotions.[/list][/hider][/hider] [img]https://i.imgur.com/Rx3MOC5.png[/img] [hider=Talents][color=white]๐€๐๐ˆ๐Œ๐€๐‹ ๐“๐‘๐€๐ˆ๐๐ˆ๐๐†[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Warriors, Rogues, & Mages[/sup] [i]You know how to train animals. Fereldans commonly train dogs, while Avvar prefer falcons and other birds of prey.[/i] [b]Novice:[/b] You know the basics of dealing with animals. With a week of training, you can teach an animal to follow a simple one-word command like โ€œheel,โ€ โ€œfollow,โ€ or โ€œattack.โ€ You can teach a single animal a number of commands equal to your Communication. [b]Journeyman:[/b] You can train animals to follow more complex commands, like โ€œguard this placeโ€ or โ€œreturn to me when strangers approach.โ€ Teaching a complex command takes two weeks of training and the total number of commands a single animal can learn is equal to your Communication +2. [b]Master:[/b] Your training can turn animals into prime examples of their kind. With a month of training, you can communicate almost seemingly with your companion.[/hider] [color=white]๐€๐‘๐Œ๐Ž๐‘ ๐“๐‘๐€๐ˆ๐๐ˆ๐๐†[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Warriors[/sup] [i]You have learned to fight while wearing armor.[/i] [b]Novice:[/b] You can wear leather and mail armor without suffering a penalty. [b]Journeyman:[/b] You can wear plate armor without suffering a penalty. [b]Master:[/b] You can get the most out of your armor. You can use it to protect yourself from penetrating magical damage.[/hider] [color=white]๐‚๐€๐‘๐Ž๐”๐’๐ˆ๐๐†[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Warrior, and Rogue[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - Communication and Constitution 1 or higher[/sup] [i]You take your fun seriously.[/i] [b]Novice:[/b] You can drink other people under the table. [b]Journeyman:[/b] The tavern is your second home. Choose one of the following Communication focuses: [i]Gambling[/i] or [i]Seduction[/i]. If you fail using either of these methods, people find you interesting enough to give you another chance. [b]Master:[/b] When youโ€™re having a good time, (you think) youโ€™re invincible! You can fight without fatigue or feeling pain. It'll hurt later.[/hider] [color=white]๐‚๐‡๐ˆ๐‘๐”๐‘๐†๐˜[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Warrior, and Rogue[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - You need the Cunning (Healing) focus[/sup] [i]You can treat wounds and illnesses.[/i] [b]Novice:[/b] You have trained in the art of chirurgy and your aid is swift and sure. [b]Journeyman:[/b] You have the hands of a healer. You can provide life-saving healing at the moment. [b]Master:[/b] Your healing ability is legendary. Most ailments and diseases are within your scope of handling as long as you have the correct materials.[/hider] [color=white]๐‚๐Ž๐Œ๐Œ๐€๐๐ƒ[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - You need Communication 2 or higher[/sup] [i]You are a natural leader.[/i] [b]Novice:[/b] Your presence inspires your allies through battle cry, flag raising, or declaring a charge. [b]Journeyman:[/b] Your allies follow your lead. Not only are your allies are inspired, but those around you are also as well. [b]Master:[/b] When you stand firm, your allies stand with you. Your enemies begin to lose their morale and start to flee the battlefield.[/hider] [color=white]๐‚๐Ž๐๐“๐€๐‚๐“๐’[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Rogue, and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - You must have Communication 1 or higher[/sup] [i]You know people, sometimes in the unlikeliest places.[/i] [b]Novice: [/b]You can attempt to make a contact out of a NPC. The more distant the NPCโ€™s homeland or social class from yours, the harder it is. A contact will be friendly to you, but wonโ€™t go out of the way to help you without additional motivation. You canโ€™t make a contact out of a NPC who already dislikes you or is an enemy. [b]Journeyman:[/b] Once youโ€™ve established a contact, you can try to get a favor with them. How hard it is based on the nature of the favor and whether it puts the contact in any danger. [b]Master:[/b] You can turn an acquaintance into an ally with a show of loyalty. If you do a significant favor for a contact, they will treat you as a friend when you ask them for favors. They will go out of their way to help you and will be willing to put themselves in danger for you.[/hider] [color=white]๐‡๐Ž๐‘๐’๐„๐Œ๐€๐๐’๐‡๐ˆ๐[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Rogue, and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - You must have the Dexterity (Riding) focus[/sup] [i]You are a skilled rider and can handle horses and other beasts of burden with ease.[/i] [b]Novice:[/b] You can jump into the saddle quickly. Mounting a steed requires no effort. [b]Journeyman:[/b] You can ride like the wind. Youโ€™re faster than everyone else on horseback. [b]Master:[/b] You were born in the saddle. While riding, you practically have a second set of armor on and are more dextrous than you would be on foot.[/hider] [color=white]๐ˆ๐๐“๐‘๐ˆ๐†๐”๐„[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Rogue, and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - Communication 2 or higher[/sup] [i]You are a master of secrets.[/i] [b]Novice:[/b] You know how to play the Game. Choose one of the following Communication focuses: [i]Etiquette, Deception, or Seduction[/i]. [b]Journeyman:[/b] You always gain more information than you give out. Youโ€™re talented at performative espionage and gossip. [b]Master:[/b] You know how to end a conversation. In addition, you have the opportunity to change this immediately into a surprise attack that bolsters your allies.[/hider] [color=white]๐‹๐ˆ๐๐†๐”๐ˆ๐’๐“๐ˆ๐‚๐’[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Rogue, and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - You must have Cunning 1 or better[/sup] [i]You can learn new languages easily. Some of the listed languages are spoken in lands far from Ferelden and are not commonly heard there. When you learn a new language, you learn to both speak and read it, with two exceptions. Ancient Tevene is rarely, if ever, spoken outside Tevinter. Elven is only spoken because the Keepers keep it alive.[/i] [b]Novice:[/b] You learn an additional language from the following list: [i]Ancient Tevene, Ander, Antivan, Arcanum, Dwarven, Elven, Orlesian, Qunlat, Rivaini, Trade Tongue.[/i] [b]Journeyman:[/b] You learn an additional language from the previous list. You can also imitate a specific dialect. [b]Master:[/b] You learn two more languages from the previous list. You can also pick any one language you know and speak it like a nativeโ€”that is, without an accent.[/hider] [color=white]๐‹๐Ž๐‘๐„[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Rogue, and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - You must have Cunning 2 or better[/sup] [i]You have an inquisitive mind and absorb facts easily.[/i] [b]Novice:[/b] You have studied hard. Pick a Cunning focus with [i]Lore[/i] in the name. [b]Journeyman:[/b] You are an accomplished researcher. Take the focus Cunning (Research) if you donโ€™t have it or another focus with [i]Lore[/i] in the name. [b]Master:[/b] While your knowledge is vast, you have two areas of particular specialization. Pick any two of your lore focuses. These you are an unequivocal scholar on. Put a (*) next to them.[/hider] [color=white]๐Œ๐”๐’๐ˆ๐‚[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Rogue, and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - You must have the Communication (Performance) focus or the Cunning (Musical Lore) focus[/sup] [i]You have a natural talent for music.[/i] [b]Novice:[/b] You know how to play an instrument, sing, and write and read music. [b]Journeyman:[/b] Your musical journey continues as you learn to play more instruments. You know how to play a total number of instruments equal to your Communication. [b]Master:[/b] You are a true virtuoso. You can play all the instruments common to Thedas. If you come across a more exotic instrument, you can learn to play it with a few weeks of practice.[/hider] [color=white]๐Ž๐๐’๐„๐‘๐•๐€๐“๐ˆ๐Ž๐[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Rogue, and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - Perception 3 or higher[/sup] [i]You have an eye for detail.[/i] [b]Novice:[/b] You notice things others do not. Choose one of the following Perception focuses: [i]Empathy or Seeing[/i]. [b]Journeyman:[/b] Analysis of your observation often leads to insight. You can read people. [b]Master:[/b] Nothing escapes your scrutiny. You can not only read people, but also the surroundings. You canโ€™t be surprised.[/hider] [color=white]๐Ž๐‘๐€๐“๐Ž๐‘๐˜[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Rogue, and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - Communication (Persuasion) focus[/sup] [i]You are a skilled public speaker who can sway others with your words.[/i] [b]Novice:[/b] You know how to work a crowd. In a public setting, you can find your voice amongst the people. They wonโ€™t fall in line with you, but theyโ€™ll listen. [b]Journeyman:[/b] Your words are like magic. You can successfully rope in a few followers to whatever cause you wish. [b]Master:[/b] You can agitate a crowd. If you are successful, you rouse them to immediate action. You canโ€™t necessarily control what they do, though you can try with Communication (Leadership,) but they take your words to heart and act on them.[/hider] [color=white]๐๐Ž๐ˆ๐’๐Ž๐-๐Œ๐€๐Š๐ˆ๐๐†[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Rogue, and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - The Cunning (Poison Lore) focus[/sup] [i]Youโ€™ve managed to survive the dangerous training required to make and use poisons and other useful but dangerous compounds.[/i] [b]Novice:[/b] You know how to prepare poisons, and how to use them without danger to yourself. Choose two Novice poisons (Crow Poison, Deathroot Extract, Hale's Dust, and Spider Venom) you know how to make from memory. You can brew other Novice poisons as you find and learn their recipes. [b]Journeyman:[/b] You have learned how to prepare more effectiveโ€”and more dangerousโ€”poisons. You have also learned how to make grenades. Choose one Journeyman poison (Adder's Kiss, Concentrated Crow's Poison, Concentrated Spider Venom, Fleshrot, and Magebane) or one grenade you know how to make from memory. You can brew other Journeyman poisons, and make other grenades, as you find and learn their recipes. [b]Master:[/b] You have learned how to prepare the deadliest poisons known in Thedas. Choose one Master poison (Concentrated Magebane, Marrow Lock, Quiet Death, and Wyvern Venom) you know how to make from memory. You can brew other Master poisons as you find and learn their recipes.[/hider] [color=white]๐๐”๐ˆ๐‚๐Š ๐‘๐„๐…๐‹๐„๐—๐„๐’[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Rogue, and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - You must have Dexterity 2 or higher[/sup] [i]You react to threats speedily and instinctually.[/i] [b]Novice:[/b] You can prepare yourself for action in an instant. You can ready your weapon/magic without anyone noticing. [b]Journeyman:[/b] You can flip yourself up or drop down with lightning speed. If youโ€™re knocked down, you can get up quickly. [b]Master:[/b] It is hard to get the drop on you. If someone tries to surprise you, you can act first.[/hider] [color=white]๐‘๐”๐๐„๐‚๐‘๐€๐…๐“๐ˆ๐๐†[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage (Tranquil only), Rogue and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - Dwarf or Tranquil, Cunning 3 or higher and the Cunning (Enchantment) focus[/sup] [i]You are a trained enchanter, able to inscribe runes onto armor and weapons.[/i] [hider=Rune List]ARMOR: - Rune of Defense - Rune of Fortune - Rune of Protection - Rune of Valiance - Rune of Warding WEAPON: - Rune of Cold Iron - Rune of Devastation - Rune of Elements - Rune of Paralyzation - Rune of Silverite - Rune of Slowness - Rune of Striking[/hider] [b]Novice:[/b] You can inscribe a Novice rune onto a suit of armor or a weapon. A Novice rune takes 2 hours to inscribe. [b]Journeyman:[/b] You can inscribe a Journeyman rune onto a suit of armor or a weapon. A Journeyman rune takes 3 hours to inscribe. [b]Master:[/b] You can inscribe a Master rune onto a suit of armor or a weapon. A Master rune takes 4 hours to inscribe.[/hider] [color=white]๐’๐‚๐Ž๐”๐“๐ˆ๐๐†[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Rogue[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - You must have Dexterity 2 or higher[/sup] [i]You are skilled at the art of reconnaissance.[/i] [b]Novice:[/b] You can use the lay of the land to your advantage. Take Dexterity (Stealth) as a focus. [b]Journeyman:[/b] You know how to get the drop on your enemies. Take Perception (Tracking) as a focus. [b]Master:[/b] You are a skilled observer.Take [i]Perception (Seeing)[/i] as a focus.[/hider] [color=white]๐’๐‡๐ˆ๐„๐‹๐ƒ ๐“๐‘๐€๐ˆ๐๐ˆ๐๐†[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Warriors[/sup] [i]You;ve been trained to fight with a single-handed melee weapon and shield[/i] [b]Novice:[/b] You can wield shields of Small and Medium Size. [b]Journeyman:[/b] You can wield shields of the Large Size [b]Master:[/b] If you so wish, you can wield a two-handed large weapon in one and a shield in the other.[/hider] [color=white]๐“๐‡๐ˆ๐„๐•๐„๐‘๐˜[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Rogue[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - You must have Dexterity 3 or higher[/sup] [i]Whatโ€™s yours is yours and whatโ€™s theirs is yours too.[/i] [b]Novice:[/b] You donโ€™t let locks stand in your way. Take the Dexterity (Lockpicking) focus. [b]Journeyman:[/b] You are familiar with many types of traps. If you miss detecting them, you have a split second to react to fallout before youโ€™re hit with it. [b]Master:[/b] You know how to find whatโ€™s hidden. Take the Perception (Searching) test if you donโ€™t have it, and if you miss what you were looking for--you can search again without penalty.[/hider] [color=white]๐“๐‘๐€๐-๐Œ๐€๐Š๐ˆ๐๐†[/color] [hider=Information][sup][color=white]๐‚๐‹๐€๐’๐’๐„๐’[/color] - Mage, Rogue, and Warrior[/sup] [sup][color=white]๐‘๐„๐๐”๐ˆ๐‘๐„๐Œ๐„๐๐“๐’[/color] - You must have the Dexterity (Crafting) focus[/sup] [i]Youโ€™ve learned how to design and build devices to harm and ensnare your enemies.[/i] [b]Novice:[/b] You know how to set and disarm simple traps. Take the Dexterity (Traps) focus. [b]Journeyman:[/b] You know how to set and disarm more dangerous traps. [b]Master:[/b] You know how to set and disarm fiendish and lethal traps.[/hider][/hider][/color][/indent][/indent][/indent][/indent][/indent][center][img]https://i.imgur.com/dR6qzEP.png[/img][/center][img]https://i.imgur.com/rm7gVzM.png[/img] [indent][indent][indent][indent][indent][color=gray] During the [b][color=white]Glory Age[/color][/b], the Grey Wardens were not much diminished. Their fall would happen during the [b][color=white]Fourth Blight[/color][/b]. While the Grey Wardens were still an arm of [b][color=white]the Chantry[/color][/b], they refused to participate in the [b][color=white]Exalted March[/color][/b] against the Dales. Instead, they tended to the Blighted Lands of [b][color=white]Anderfels[/color][/b], and the [b][color=white]errant darkspawn[/color][/b] and other abominations across Thedas. The fortress of [b][color=white]Weisshaupt[/color][/b] that was built onto the edge of the jagged butte called Broken Tooth still stands strong and houses a couple of hundred Grey Wardens. The [b][color=white]First Warden[/color][/b] was the brother-in-arms to Corin of Tevinter, the Grey Warden that slew the Archdemon. A Tevinter Soporati himself, [b][color=white]Anodatus Kriehl[/color][/b], is quite skilled at handling the political machinations that require the Wardens to stay current and funded. Under him is the [b][color=white]High Constable, Iriah Shaewyn[/color][/b], a Dalish Ranger and friend of the griffons. There's also the [b][color=white]Chamberlain of the Grey[/color][/b], an ex-Shaper of Orzammar [b][color=white]Mirav Helsheld[/color][/b]. And while there are a handful of [b][color=white]Warden Commanders[/color][/b], the one overseeing our Wardens is a Free Marcher and Tourney winner, [b][color=white]Soren Granheimen[/color][/b]. You're either a [b][color=white]Warden[/color][/b] yourself, this having been between your first to third mission. Or you're a [b][color=white]Warden Recruit[/color][/b], not having taken part in the [b][color=white]Joining[/color][/b] as of yet, but still either a volunteer or conscripted. One amongst you is a [b][color=white]Senior Warden[/color][/b], that has been tasked to lead without much knowledge about it. The odd thing about these orders you have received is that you've been pulled apart from your usual traveling companions. Recruits are no longer with their Senior Wardens, and Acolytes are no longer being watched over by the templar volunteers. Instead, you've been thrown in with a hodgepodge of other Wardens on this journey, and a [b][color=white]templar[/color][/b] from the Starkhaven Chantry you've never met. You've been [b][color=white]traveling together for a week or so[/color][/b] now when you come across the Free Marches town of [b][color=white]Saltgraves[/color][/b]. A small farming town in the Northern Reaches close to the Tevinter border. There are a few smoldering campfires outside the parameter of the town, but the gray overhang of trees and the dismal weather hide any living presence. You swear, the true Wardens among you, you sense the presence of [b][color=white]darkspawn[/color][/b]. But you feel as if [b][color=white]something else dwells[/color][/b] here as well.[/color][/indent][/indent][/indent][/indent][/indent] [indent][indent][indent][indent][indent][img]https://i.imgur.com/uRKS9Ni.png[/img] [color=gray]The [b][color=white]Character Sheet[/color][/b] listed below is fairly self-explanatory minus the section about your character's class and abilities. Here I'll write out what to do in the sections, but feel free to ask me any [b][color=white]questions[/color][/b] you have.[/color][/indent][/indent][/indent][/indent][/indent] [indent][indent][indent][indent][indent][hider=Instructions][color=gray][list][*]Replace any [b][color=white]"color=white"[/color][/b] with the color that applies to your character.[*]Also fix the [b][color=white]["hr"][/color][/b] codes.[*]Upon choosing your class. Keep the box that applies and delete the other one. This is for your ease, and to be able to quickly glance at them. [color=white][b]PRIMARY ABILITY:[/b][/color] โ˜’ [color=white][b]SECONDARY ABILITY:[/b][/color] โ˜ [*][color=white][b]STAT ABILITIES:[/b][/color] Assign one of these numbers to each of your ability scores: [b][color=white]-2 ,-1, 0, 0, 0, +1, +2, +3[/color][/b] - [u][i]Communication:[/i][/u] covers your character's social skills, personal interactions, and ability to deal with others. - [u][i]Constitution:[/i][/u] is your character's fortitude and resistance to harm. - [u][i]Cunning:[/i][/u] is a measure of your character's intelligence, knowledge, and education. - [u][i]Dexterity:[/i][/u] encompasses agility, hand-eye coordination, and quickness. - [u][i]Magic:[/i][/u] determines your character's innate arcane power. - [u][i]Perception:[/i][/u] covers all the senses and the ability to interpret sensory data. - [u][i]Strength:[/i][/u] is your character's physical prowess. - [u][i]Willpower:[/i][/u] encompasses mental toughness. [*]Choose your [b][color=white]Origin[/color][/b] and add the ability score of +1 to what you've already assigned. And then give yourself one of the focuses. [*]Choose [b][color=white]three focuses[/color][/b] from your [b][color=white]Primary Abilities[/color][/b]. [*]Choose [b][color=white]three focuses[/color][/b] from your [b][color=white]Secondary Abilities[/color][/b]. [*] If you have gone through the Joining and become a [b][color=white]Warden[/color][/b], add [b][color=white]"Darkspawn Detection"[/color][/b] to your Peception Focuses for free. [*]You have [b][color=white]three talent points[/color][/b] to use. You can use them to purchase a talent at [b][color=white]Novice Level[/color][/b] or to [b][color=white]bump a talent up a level[/color][/b]. You also get to choose one [b][color=white]talent based on your class[/color][/b] for free: - [u][i]Warrior:[/i][/u] Armor Training, Shield Training, or Command. - [u][i]Rogue:[/i][/u] Contacts, Scouting, or Thievery. - [u][i]Mage:[/i][/u] Chirurgy, Linguistics, or Lore.[*]If you're a mage choose [b][color=white]two schools[/color][/b] to have studied in, and then [b][color=white]choose six spells between the two[/color][/b] to have. (Arcane Lance is a freebie.) - [url=https://dragonage.fandom.com/wiki/Arcane_spells_(Dragon_Age_II)]Arcane[/url], [url=https://dragonage.fandom.com/wiki/Creation_spells_(Dragon_Age_II)]Creation[/url], [url=https://dragonage.fandom.com/wiki/Elemental_spells]Elemental[/url], [url=https://dragonage.fandom.com/wiki/Entropy_spells_(Dragon_Age_II)]Entropy[/url], [url=https://dragonage.fandom.com/wiki/Primal_spells_(Dragon_Age_II)]Primal[/url], and [url=https://dragonage.fandom.com/wiki/Spirit_spells_(Dragon_Age_II)]Spirit[/url]. [*] For your [b][color=white]specialization spell[/color][/b], choose one that makes sense for your specialization. Like Spirit Blade for Knight Enchanter, or Spider Form for Shapeshifter. I'm giving you a bit of leeway here since warriors and rogues have full reign of their abilities. [*] If you're not a mage, just delete the spell area. [*] Your starting equipment is as follows: - [u][i]Everyone:[/i][/u] Backpack, Traveling Clothes, and a Waterskin. This also includes story items, clothes, etc. If you have the Horsemanship Talent, give yourself a simple riding horse. If you have the Animal Training Talent give yourself an animal (a small animal. Marbari is about as big as I will go.) - [u][i]Warrior:[/i][/u] Hard Leather Armor (or if you took the Armor Training Talent, what armor the talent level says you have proficiency in) & Three Weapons of your Choosing & a Shield if you have the Shield Training - [u][i]Rogue:[/i][/u] Leather Armor & Two Weapons of your Choosing & One Bow or Crossbow - [u][i]Mage:[/i][/u] One Weapon & a Staff [*]Leave the relationships empty for now. You'll fill them in after being accepted. [*] You may notice a lack of backstory on the character sheet. Well, after you [b][color=white]finish the CS and post it in the OOC[/color][/b] for review, send me your [b][color=white]character's backstory and goal in a PM listed[/color][/b] with your character's name.[/list][/color][/hider][/indent][/indent][/indent][/indent][/indent] [indent][indent][indent][indent][indent][img]https://i.imgur.com/RnYUa6M.png[/img] [hider=Character Sheet][center][h1][color=white] | [/color][color=gray]๐† ๐‘ ๐„ ๐˜ ๐– ๐€ ๐‘ ๐ƒ ๐„ ๐ ๐€ ๐‘ ๐‚ ๐‡ ๐ˆ ๐• ๐„[/color][color=white] | [/color][/h1][hr][sup][sub][h3][i]"Insert Character Quote Here."[/i][/h3][/sub][/sup][/center] [center][img]https://i.imgur.com/L9NBgia.png[/img][/center] [hr][sup][sub][h2]| [color=white]๐‚ ๐‡ ๐€ ๐‘ ๐€ ๐‚ ๐“ ๐„ ๐‘ ๐ˆ ๐ ๐… ๐Ž ๐‘ ๐Œ ๐€ ๐“ ๐ˆ ๐Ž ๐[/color] |[/h2][/sub][/sup] [indent][indent]๐๐€๐Œ๐„ [color=white]| [/color] [color=gray]Make sure it matches your race/origin.[/color] ๐€๐†๐„ [color=white]| [/color] [color=gray]18+[/color] ๐†๐„๐๐ƒ๐„๐‘ [color=white]| [/color] [color=gray]As it says, and include pronouns.[/color] ๐‘๐€๐‚๐„ [color=white]| [/color] [color=gray]Easy enough.[/color] ๐Ž๐‘๐ˆ๐†๐ˆ๐ [color=white]| [/color] [color=gray]Choose one from the list, but feel free to get more detailed if you wish.[/color] ๐‹๐€๐๐†๐”๐€๐†๐„๐’ [color=white]| [/color] [color=gray]Everyone knows Trade Tongue. If you're a native of an area, give yourself that language. Otherwise, languages are saved for someone who invested in linguistics.[/color] ๐–๐€๐‘๐ƒ๐„๐ ๐‘๐€๐๐Š [color=white]| [/color] [color=gray]Grey Warden (Acolyte for Mages) or Warden Recruit. I'll accept one Senior Warden as the group's leader.[/color] ๐‡๐„๐—๐‚๐Ž๐ƒ๐„ [color=white]| [/color] [color=gray]The color code you're using in this sheet.[/color][/indent][/indent][hr][sup][sub][h2]| [color=white]๐‚ ๐‡ ๐€ ๐‘ ๐€ ๐‚ ๐“ ๐„ ๐‘ ๐€ ๐ ๐ ๐„ ๐€ ๐‘ ๐€ ๐ ๐‚ ๐„[/color] |[/h2][/sub][/sup] [indent][indent]๐‡๐„๐ˆ๐†๐‡๐“ & ๐๐”๐ˆ๐‹๐ƒ [color=white]| [/color] [color=gray]As it says. Because asking for someone's weight is rude.[/color] ๐‚๐Ž๐Œ๐๐‹๐„๐—๐ˆ๐Ž๐, ๐„๐˜๐„ & ๐‡๐€๐ˆ๐‘ ๐‚๐Ž๐‹๐Ž๐‘ [color=white]| [/color] [color=gray]Just a brief run down.[/color] ๐ƒ๐ˆ๐’๐“๐ˆ๐๐†๐”๐ˆ๐’๐‡๐ˆ๐๐† ๐…๐„๐€๐“๐”๐‘๐„๐’ [color=white]| [/color] [color=gray]A place to put down scars, tattoos, and the lot. You can also include horn shape and ornaments if you're a Qunari. Vallaslin if you're Dalish. Casteless markings if you're dwarven. Etc.[/color] ๐–๐€๐‘๐ƒ๐„๐ ๐Ž๐”๐“๐…๐ˆ๐“ [color=white]| [/color] [color=gray]What do your character's clothes look like? I'm not mandating that they all be in matching Warden uniforms, but your character can wear one. As long as they have the symbol on them, somewhere. Incorporate your armor and weapons into this. You can use pictures but mostly use your words.[/color] ๐Œ๐€๐๐๐„๐‘๐ˆ๐’๐Œ๐’ [color=white]| [/color] [color=gray]If someone approached your character, what would they notice about their stance? Attitude? And the like? You can tell a lot about a character just by the way they hold themselves.[/color][/indent][/indent][hr][sup][sub][h2]| [color=white]๐‚ ๐‡ ๐€ ๐‘ ๐€ ๐‚ ๐“ ๐„ ๐‘ ๐ˆ ๐ ๐ ๐„ ๐‘ ๐– ๐Ž ๐‘ ๐Š ๐ˆ ๐ ๐† ๐’[/color] |[/h2][/sub][/sup] [indent][indent]๐Œ๐Ž๐“๐ˆ๐•๐€๐“๐ˆ๐Ž๐๐’ [color=white]| [/color] [color=gray]What drives your character? What leads them to fulfill their duties as a Grey Warden? Altruistic? Self-serving? Self-Sacrificing? Suicidal? Atonement? Etc. Why is your character here, and why will they continue to be here?[/color] ๐‚๐€๐๐€๐๐ˆ๐‹๐ˆ๐“๐ˆ๐„๐’ [color=white]| [/color] [color=gray][list][*]Consider these your positive traits. [*] [*] [/list][/color]๐…๐‹๐€๐–๐’ [color=white]| [/color] [color=gray][list][*]Consider these your negative traits. [*] [*] [/list][/color]๐•๐ˆ๐‚๐„๐’ [color=white]| [/color] [color=gray][list][*]At least one. Everyone has a "sweet tooth" so to say.[/list][/color]๐…๐ˆ๐๐€๐‹ ๐“๐‘๐”๐“๐‡ [color=white]| [/color] [color=gray]I'm not going to tell you what this means. Everyone's answer will be different. What is your character's lasting and final thing that is true to themselves? This is their line.[/color][/indent][/indent][hr][sup][sub][h2]| [color=white]๐– ๐€ ๐‘ ๐‘ ๐ˆ ๐Ž ๐‘ - ๐‘ ๐Ž ๐† ๐” ๐„ - ๐Œ ๐€ ๐† ๐„[/color] |[/h2][/sub][/sup] [indent][indent]โ˜โ˜’ ๐•ฎ๐–”๐–’๐–’๐–š๐–“๐–Ž๐–ˆ๐–†๐–™๐–Ž๐–”๐–“ [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐•ฎ๐–”๐–“๐–˜๐–™๐–Ž๐–™๐–š๐–™๐–Ž๐–”๐–“ [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐•ฎ๐–š๐–“๐–“๐–Ž๐–“๐–Œ [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐•ฏ๐–Š๐–๐–™๐–Š๐–—๐–Ž๐–™๐–ž [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐•ธ๐–†๐–Œ๐–Ž๐–ˆ [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐•ป๐–Š๐–—๐–ˆ๐–Š๐–•๐–™๐–Ž๐–”๐–“ [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐•พ๐–™๐–—๐–Š๐–“๐–Œ๐–™๐– [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐–‚๐–Ž๐–‘๐–‘๐–•๐–”๐–œ๐–Š๐–— [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] ๐’๐๐„๐‚๐ˆ๐€๐‹๐ˆ๐™๐€๐“๐ˆ๐Ž๐ [color=white]| [/color] [color=white][b]Name it Here[/b][/color] [color=gray][indent]Here tell me how your character has earned this specialization and use it in and out of battle.[/indent][/color] ๐“๐€๐‹๐„๐๐“๐’ [color=white]| [/color] [color=white][b]Name of Talent[/b][/color] [color=gray][indent]Novice [color=white]โ–บ[/color] Journeyman [color=white]โ–บ[/color] Master [hider=Description]Copy and Paste from the subtopic "Talents."[/hider][/indent][/color][color=white][b]Name of Talent[/b][/color] [color=gray][indent]Novice [color=white]โ–บ[/color] Journeyman [color=white]โ–บ[/color] Master [hider=Description]Copy and Paste from the subtopic "Talents."[/hider][/indent][/color][color=white][b]Name of Talent[/b][/color] [color=gray][indent]Novice [color=white]โ–บ[/color] Journeyman [color=white]โ–บ[/color] Master [hider=Description]Copy and Paste from the subtopic "Talents."[/hider][/indent][/color][color=white][b]Name of Talent[/b][/color] [color=gray][indent]Novice [color=white]โ–บ[/color] Journeyman [color=white]โ–บ[/color] Master [hider=Description]Copy and Paste from the subtopic "Talents."[/hider][/indent][/color] ๐’๐๐„๐‹๐‹๐’ [color=white]| [/color] [color=gray][list][*][u][b]Arcane Lance[/b][/u]: A bolt of arcane energy flung from your hands or staff. All mages have this ability.[/list][/color][color=white][b]Name of School[/b][/color] [color=gray][list][*]Spell Name[*]Spell Name[*]Spell Name[/list][/color][color=white][b]Name of School[/b][/color] [color=gray][list][*]Spell Name[*]Spell Name[*]Spell Name[/list][/color][color=white][b]Name of Specialization[/b][/color] [color=gray][list][*]Spell Name[/list][/color] [/indent][/indent][hr][sup][sub][h2]| [color=white]๐„ ๐ ๐” ๐ˆ ๐ ๐Œ ๐„ ๐ ๐“ & ๐ ๐„ ๐‹ ๐Ž ๐ ๐† ๐ˆ ๐ ๐† ๐’[/color] |[/h2][/sub][/sup] [indent][indent]๐„๐๐”๐ˆ๐๐๐„๐ƒ [color=white]| [/color] [color=gray][list][*]List Weapons, Armor, and Other that your character has at the ready.[/list][/color]๐’๐“๐€๐’๐‡๐„๐ƒ [color=white]| [/color] [color=gray][list][*]List Weapons, Armor, and Other that your character can use, but isn't at the ready.[/list][/color]๐๐€๐‚๐Š๐๐€๐‚๐Š [color=white]| [/color] [color=gray][list][*]Just a list of items your character would carry, these don't count against what you would have to think about hoisting around. They just tell us more about your character.[/list][/color][/indent][/indent][hr][sup][sub][h2]| [color=white]๐‘ ๐„ ๐‹ ๐€ ๐“ ๐ˆ ๐Ž ๐ ๐’ ๐‡ ๐ˆ ๐ ๐’[/color] |[/h2][/sub][/sup] [indent][indent][b]CHARACTER NAME[/b][color=their color]| [/color] [color=gray]Your character's opinion. Copy & Paste as many times as needed.[/color] [/indent][/indent][hr][/hider] [hider=CS Code][code][center][h1][color=white] | [/color][color=gray]๐† ๐‘ ๐„ ๐˜ ๐– ๐€ ๐‘ ๐ƒ ๐„ ๐ ๐€ ๐‘ ๐‚ ๐‡ ๐ˆ ๐• ๐„[/color][color=white] | [/color][/h1][hr ][sup][sub][h3][i]"Insert Character Quote Here."[/i][/h3][/sub][/sup][/center] [center][img]Character Image[/img][/center] [hr ][sup][sub][h2]| [color=white]๐‚ ๐‡ ๐€ ๐‘ ๐€ ๐‚ ๐“ ๐„ ๐‘ ๐ˆ ๐ ๐… ๐Ž ๐‘ ๐Œ ๐€ ๐“ ๐ˆ ๐Ž ๐[/color] |[/h2][/sub][/sup] [indent][indent]๐๐€๐Œ๐„ [color=white]| [/color] [color=gray]Make sure it matches your race/origin.[/color] ๐€๐†๐„ [color=white]| [/color] [color=gray]18+[/color] ๐†๐„๐๐ƒ๐„๐‘ [color=white]| [/color] [color=gray]As it says, and include pronouns.[/color] ๐‘๐€๐‚๐„ [color=white]| [/color] [color=gray]Easy enough.[/color] ๐Ž๐‘๐ˆ๐†๐ˆ๐ [color=white]| [/color] [color=gray]Choose one from the list, but feel free to get more detailed if you wish.[/color] ๐‹๐€๐๐†๐”๐€๐†๐„๐’ [color=white]| [/color] [color=gray]Everyone knows Trade Tongue. If you're a native of an area, give yourself that language. Otherwise, languages are saved for someone who invested in linguistics.[/color] ๐–๐€๐‘๐ƒ๐„๐ ๐‘๐€๐๐Š [color=white]| [/color] [color=gray]Grey Warden (Acolyte for Mages) or Warden Recruit. I'll accept one Senior Warden as the group's leader.[/color] ๐‡๐„๐—๐‚๐Ž๐ƒ๐„ [color=white]| [/color] [color=gray]The color code you're using in this sheet.[/color][/indent][/indent][hr ][sup][sub][h2]| [color=white]๐‚ ๐‡ ๐€ ๐‘ ๐€ ๐‚ ๐“ ๐„ ๐‘ ๐€ ๐ ๐ ๐„ ๐€ ๐‘ ๐€ ๐ ๐‚ ๐„[/color] |[/h2][/sub][/sup] [indent][indent]๐‡๐„๐ˆ๐†๐‡๐“ & ๐๐”๐ˆ๐‹๐ƒ [color=white]| [/color] [color=gray]As it says. Because asking for someone's weight is rude.[/color] ๐‚๐Ž๐Œ๐๐‹๐„๐—๐ˆ๐Ž๐, ๐„๐˜๐„ & ๐‡๐€๐ˆ๐‘ ๐‚๐Ž๐‹๐Ž๐‘ [color=white]| [/color] [color=gray]Just a brief run down.[/color] ๐ƒ๐ˆ๐’๐“๐ˆ๐๐†๐”๐ˆ๐’๐‡๐ˆ๐๐† ๐…๐„๐€๐“๐”๐‘๐„๐’ [color=white]| [/color] [color=gray]A place to put down scars, tattoos, and the lot. You can also include horn shape and ornaments if you're a Qunari. Vallaslin if you're Dalish. Casteless markings if you're dwarven. Etc.[/color] ๐–๐€๐‘๐ƒ๐„๐ ๐Ž๐”๐“๐…๐ˆ๐“ [color=white]| [/color] [color=gray]What do your character's clothes look like? I'm not mandating that they all be in matching Warden uniforms, but your character can wear one. As long as they have the symbol on them, somewhere. Incorporate your armor and weapons into this. You can use pictures but mostly use your words.[/color] ๐Œ๐€๐๐๐„๐‘๐ˆ๐’๐Œ๐’ [color=white]| [/color] [color=gray]If someone approached your character, what would they notice about their stance? Attitude? And the like? You can tell a lot about a character just by the way they hold themselves.[/color][/indent][/indent][hr ][sup][sub][h2]| [color=white]๐‚ ๐‡ ๐€ ๐‘ ๐€ ๐‚ ๐“ ๐„ ๐‘ ๐ˆ ๐ ๐ ๐„ ๐‘ ๐– ๐Ž ๐‘ ๐Š ๐ˆ ๐ ๐† ๐’[/color] |[/h2][/sub][/sup] [indent][indent]๐Œ๐Ž๐“๐ˆ๐•๐€๐“๐ˆ๐Ž๐๐’ [color=white]| [/color] [color=gray]What drives your character? What leads them to fulfill their duties as a Grey Warden? Altruistic? Self-serving? Self-Sacrificing? Suicidal? Atonement? Etc. Why is your character here, and why will they continue to be here?[/color] ๐‚๐€๐๐€๐๐ˆ๐‹๐ˆ๐“๐ˆ๐„๐’ [color=white]| [/color] [color=gray][list][*]Consider these your positive traits. [*] [*] [/list][/color]๐…๐‹๐€๐–๐’ [color=white]| [/color] [color=gray][list][*]Consider these your negative traits. [*] [*] [/list][/color]๐•๐ˆ๐‚๐„๐’ [color=white]| [/color] [color=gray][list][*]At least one. Everyone has a "sweet tooth" so to say.[/list][/color]๐…๐ˆ๐๐€๐‹ ๐“๐‘๐”๐“๐‡ [color=white]| [/color] [color=gray]I'm not going to tell you what this means. Everyone's answer will be different. What is your character's lasting and final thing that is true to themselves? This is their line.[/color][/indent][/indent][hr ][sup][sub][h2]| [color=white]๐– ๐€ ๐‘ ๐‘ ๐ˆ ๐Ž ๐‘ - ๐‘ ๐Ž ๐† ๐” ๐„ - ๐Œ ๐€ ๐† ๐„ (Just Leave your Character Class)[/color] |[/h2][/sub][/sup] [indent][indent]โ˜โ˜’ ๐•ฎ๐–”๐–’๐–’๐–š๐–“๐–Ž๐–ˆ๐–†๐–™๐–Ž๐–”๐–“ [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐•ฎ๐–”๐–“๐–˜๐–™๐–Ž๐–™๐–š๐–™๐–Ž๐–”๐–“ [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐•ฎ๐–š๐–“๐–“๐–Ž๐–“๐–Œ [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐•ฏ๐–Š๐–๐–™๐–Š๐–—๐–Ž๐–™๐–ž [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐•ธ๐–†๐–Œ๐–Ž๐–ˆ [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐•ป๐–Š๐–—๐–ˆ๐–Š๐–•๐–™๐–Ž๐–”๐–“ [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐•พ๐–™๐–—๐–Š๐–“๐–Œ๐–™๐– [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] โ˜โ˜’ ๐–‚๐–Ž๐–‘๐–‘๐–•๐–”๐–œ๐–Š๐–— [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] ๐’๐๐„๐‚๐ˆ๐€๐‹๐ˆ๐™๐€๐“๐ˆ๐Ž๐ [color=white]| [/color] [color=white][b]Name it Here[/b][/color] [color=gray][indent]Here tell me how your character has earned this specialization and use it in and out of battle.[/indent][/color] ๐“๐€๐‹๐„๐๐“๐’ [color=white]| [/color] [color=white][b]Name of Talent[/b][/color] [color=gray][indent]Novice [color=white]โ–บ[/color] Journeyman [color=white]โ–บ[/color] Master [hider=Description]Copy and Paste from the subtopic "Talents."[/hider][/indent][/color][color=white][b]Name of Talent[/b][/color] [color=gray][indent]Novice [color=white]โ–บ[/color] Journeyman [color=white]โ–บ[/color] Master [hider=Description]Copy and Paste from the subtopic "Talents."[/hider][/indent][/color][color=white][b]Name of Talent[/b][/color] [color=gray][indent]Novice [color=white]โ–บ[/color] Journeyman [color=white]โ–บ[/color] Master [hider=Description]Copy and Paste from the subtopic "Talents."[/hider][/indent][/color][color=white][b]Name of Talent[/b][/color] [color=gray][indent]Novice [color=white]โ–บ[/color] Journeyman [color=white]โ–บ[/color] Master [hider=Description]Copy and Paste from the subtopic "Talents."[/hider][/indent][/color] ๐’๐๐„๐‹๐‹๐’ [color=white]| [/color] [color=gray][list][*][u][b]Arcane Lance[/b][/u]: A bolt of arcane energy flung from your hands or staff. All mages have this ability.[/list][/color][color=white][b]Name of School[/b][/color] [color=gray][list][*]Spell Name[*]Spell Name[*]Spell Name[/list][/color][color=white][b]Name of School[/b][/color] [color=gray][list][*]Spell Name[*]Spell Name[*]Spell Name[/list][/color][color=white][b]Name of Specialization[/b][/color] [color=gray][list][*]Spell Name[/list][/color] [/indent][/indent][hr ][sup][sub][h2]| [color=white]๐„ ๐ ๐” ๐ˆ ๐ ๐Œ ๐„ ๐ ๐“ & ๐ ๐„ ๐‹ ๐Ž ๐ ๐† ๐ˆ ๐ ๐† ๐’[/color] |[/h2][/sub][/sup] [indent][indent]๐„๐๐”๐ˆ๐๐๐„๐ƒ [color=white]| [/color] [color=gray][list][*]List Weapons, Armor, and Other that your character has at the ready.[/list][/color]๐’๐“๐€๐’๐‡๐„๐ƒ [color=white]| [/color] [color=gray][list][*]List Weapons, Armor, and Other that your character can use, but isn't at the ready.[/list][/color]๐๐€๐‚๐Š๐๐€๐‚๐Š [color=white]| [/color] [color=gray][list][*]Just a list of items your character would carry, these don't count against what you would have to think about hoisting around. They just tell us more about your character.[/list][/color][/indent][/indent][hr ][sup][sub][h2]| [color=white]๐‘ ๐„ ๐‹ ๐€ ๐“ ๐ˆ ๐Ž ๐ ๐’ ๐‡ ๐ˆ ๐ ๐’[/color] |[/h2][/sub][/sup] [indent][indent][b]CHARACTER NAME[/b][color=their color]| [/color] [color=gray]Your character's opinion. Copy & Paste as many times as needed.[/color] [/indent][/indent][hr ][/code][/hider][/indent][/indent][/indent][/indent][/indent][center][img]https://i.imgur.com/dR6qzEP.png[/img][/center]