Note: This roleplay is set in an alternative universe of Dragon Age, inspired primarily by Dragon Age: Origins. This roleplay does not contain canon characters, and instead takes use of its lore essential to the Dragon Age world itself. I.eYou do not have to be a fan of Dragon Age to join, as we have hit the reset button, but it does help.
“The Wardens were supposed to be our salvation. Now, some whisper they are its heralds.”
Across Thedas, signs of The Sixth Blight fester like old wounds: blight-touched beasts stir in lands untouched by past Blights, crops rot overnight in fertile soil, and dreams carry the scent of decay. Strange plagues bloom where none should, and in the far reaches of the Anderfels, Weisshaupt Fortress has gone silent.
Travelers speak of gaunt knights in tarnished silver, their eyes hollow, their presence withering. ”The Blooming Rot!” They chant. This is not the Blight as we remember it. This is something else.
Whether you are a mage marked by troubling visions, a Warden with questions no one dares answer, or a soldier who survived what should have killed you, your path leads you to The Rethari Blades. A mercenary band led by a Qunari named Delilah, battling the blight alongside a lone Grey Warden, named Dean. Regardless of your sole motivations, The Rethari Blades goal is to find the missing Wardens and help fight against the Blight.
Welcome to Dragon Age: Dark Scion! This game will utilize a mission based system to progress the main story, and advance your character. In-between missions, you can spend time freely interacting with other player characters and NPCs alike. This gives you a chance to build relationships, alliances for The Rethari Blades, and further pursue personal goals or gains of power.
This roleplay will feature a mixture of both combat and politics, and as such, every action you take impacts the story. A failed mission will dampen relations with the kingdom who requested it, a broken promise will be remembered, and blatantly using blood magic in front of Templars will give probable cause to put you down. In turn, positive relationships will benefit you down the road. Honorable actions will be remembered, and information from your backstory alone will be used, etc. You get the gist. This is to make the world feel as alive as possible.
This is a Dark Fantasy Roleplay, and as such contains violent and sexual themes. The rules of the site still apply, so nothing explicit, but this is fully intended to be a mature game. If that gives you pause or makes you uncomfortable, I would highly suggest turning away now. I do not hold hands in my games, and such, death of your character is a possibility otherwise the threat of the Blight has no validity. I’m not looking to slaughter the entire cast, but as stated before, this world is alive and consequences do exist. I implore you to play smart both in combat and in political situations, while I also suggest not being afraid to take risks in both situations. We’re here to have fun, and create a compelling narrative influenced by character’s actions regardless of the outcome.
The maximum number of players I’m seeking is (5) Five. However, if more interest is shown and we (My Co-Gm @Shu) determine that a character is too good to pass up or would help the narrative, we can make the exception for one or two more players. There is no first come first serve, as we will judge every applicant at once in order to give a fair shot to everyone in case we exceed the maximum number of interests.
If this interests you, then check out the Class and Stats systems below! I would prefer you thoroughly read over these before I finalize, and hand out, the character sheet.
Classes are taken primarily from Origins and Dragon Age: 2. They offer both a passive ability used to all those in Thedas, as well as social and political aspects that come with said specializations. Players and NPCs alike adhere to these policies.
“Warriors are the front-line fighters, the backbone of any party under assault. They rely on melee and ranged weapons. They can withstand and deliver a great deal of punishment, and have a strong understanding of tactics.”
Templar - “Templars are the ideal foils for mages, having been trained specifically to counter and deny magic. This is done by a unique method of reinforcing the reality and immutability of the world. Templar abilities to dispel magic and inhibit spellcasting, as well as develop a considerable immunity to magic, come primarily through ingesting lyrium.”
(Passive: Those who choose this specialization naturally receive resistance to magical effects, both beneficial and harmful) | (NPCs are generally in favor of this, though if you aren’t apart of the Chantry/Templar Order then your access to lyrium may come into question)
Champion - “Champions call upon the legacy of the greatest champions in history. These powerful defenders protect their allies from harm, standing strong against devastating blows with expert training and fierce determination.”
(Passive: Champions can automatically save those nearby from one fatal blow. They also have a Last Stand, being able to survive one fatal blow per mission) | (NPCs are in high favor of this specialization, with little to no social disadvantages)
Reaver - “Reavers are warriors who unlock powerful abilities through the ritual drinking of draconic blood. It is believed that like blood magic, humanity learned how to harness this ability through Demons.”
(Passive: Reavers may self-heal wounds by absorbing the energy of the dead. Reavers become more resistant to damage the more hurt they become) | (Rare specialization, most knowledge regarding Reavers are old stories and rumors passed down from centuries ago, before dragons were driven to near extinction. NPCs will be cautious, or even akin it to blood magic)
“Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger.”
Bard - “Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles.”
(Passive: Bards have an advantage in deception, manipulation, and persuasive activities) (The Grand Game will find its way to you, or back to you, so be wary)
Duelist - “Unlike their stealthier counterparts, followers of this specialization will often announce their intent, inviting attention with bravado and insult.”
(Passive: Duelists are the most acrobatic rogues and as such can fight on uneven ground with zero penalty, as well as disengage freely from any close range engagements) | (NPCs are in high favor of this specialization, with little to no social disadvantages)
Assassin - “Assassins are professional killers who usually eliminate their targets for money.”
(Passive: Assassins have advantage in techniques relating to stealth) | (NPCs will generally distance themselves from known Assassins or keep a watchful eye on them, for their own safety and concern)
“Mages are able to use, control and interact with magic. Only elves, humans, or Qunari can be mages. Dwarves cannot be mages, as they are unable to connect with the Fade.”
Blood Mage - “Every mage can feel the dark lure of blood magic. Known as "maleficarum," blood mages are feared not only for the incredible power of their spells, but also their ability to control minds.”
(Passive: Blood Mages can attempt to control others via blood) | (Templars hunt blood mages relentlessly, NPCs will generally regard with disdain or caution)
Force Mage - “Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes.”
(Passive: Force Mages can utilize telekinesis without weaving spells) | (NPCs are generally neutral to this specialization)
Shapeshifter: “Allows a person to transform their body into the form of an animal.”
(Passive: Shapeshifters may be able to use an aspect of their animal forms while in human form. I.e sight of an eagle) | (NPCs are generally neutral to this specialization)
This Roleplay will be using a behind-the-scenes dice system for combat purposes, in order to assure fair risk to players, enemies, and NPCs alike. This helps keep an air of randomness that mitigates railroading from the GM team, and adds more emphasis on playing smart and playing together. While stats aren’t the end all be all, they are important in establishing a character’s identity and ensuring continuity within combat. I.e: A warrior that dumps 20 into all Heavy will not be consistently sneaking around successfully. As such, a mage that wants to min-max magic won't survive too many blows from an attack if they have 0 Perseverance and 0 Defender. While it can happen, chances are, they won't get lucky that amount of times.
Once again, I implore you to read thoroughly and ask any questions if you don’t have a full understanding. There are no dumb questions, as long as it helps you get a full understanding of the system. (Seriously, this is a lot of information you may want to go over more than once)
Players start with 100 points to upgrade Stats. They are invested in increments of five, with five points equating to one point in the Parent Trait. For example, five points in Defender gives a (+1) in Heavy. Therefore, ten points in Defender gives a (+2) to Heavy.
Points invested will be maxed out at 20 to begin with, to actually avoid min-maxing at the start and allow room for growth throughout the story-experience. Points will be awarded via level up after every mission, as well as good RP moments both in and out of missions.
Heavy:
Defender: [0/20] The ability to take hits without sustaining wounds Perseverance: [0/20] The ability to persevere after sustaining wounds Hard Hitter: [0/20] The ability to dish out damage with physical weaponry (ranged weaponry included) Combat Sense: [0/20] The efficiency of keeping track of multiple opponents (The higher this skill gets, the less enemies will benefit from engaging you in groups.)
Physical:
Reflexes: [0/20] The ability to effectively react to situations around them (Dodging, avoiding traps, etc) Stealth: [0/20] The efficiency of stealth technique use (sneaking, sleight of hand, etc.) Rapid Blows: [0/20] How quickly your character can attack using melee weapons or reloading ranged weaponry Perception: [0/20] The ability to notice chinks in enemy defense, and notice things out of place. (Including conversations)
Magic:
Power: [0/20] The ability to dish damage and be accurate with magic Pattern Weaving: [0/20] How quickly you cast spells and recognize enemy spells before casted Mana Pool: [0/20] The ability to continue casting spells without becoming exhausted Fortitude: [0/20] Defense AGAINST magic (including friendly spells)
I'm just putting this here to formally show my interest and excitement and all those other fun good things :) The juices are flowing and the thoughts are cooking! I can't wait to see everyone's ideas. And I can't wait to work on my application :D
Funny, I thought this might be the route you'd take
I was thinking along the lines of a rogue assassin, like the Antivan Crows.
Antivan Crows are an existing faction within this game. If you would like to go this route, I can PM you relative information and we can brainstorm further on your relations within said faction. Up to you, of course.
@Mjolnir@PatientBean@WhiteAngel25@Theyra@Randomguy (and lukers @CaliforniaState) The CS is here! No need to rush, as the ooc is still in progress at the moment (and it may contain additional information not provided already). But it's good to get a headstart, and brainstorm. You may use a custom template or copy-paste this one using the Raw feature at the top right, so long as the required information is provided.
Name Goes Here
- Image and/or Appearance description here -
Age - Gender - Race
Class + Specialization:
Custom Traits:
(Your custom traits, in which you create these! These can range from spells, to physical skills, racial traits, or unique magical heirlooms. This is where I encourage creativity to set yourself apart from the rest of the cast and class features) (No need to follow the order below, do as you see fit, as they are only examples)
(Leave this empty for now. These are rewards granted via story progression)
Stats:
(No need to copy and paste the entire list, just whichever stats you choose to invest points in)
Biography:
(A mixture of both history and personality)
Homeland:
(Where your character comes from. This may affect interactions with NPCs)
Motivation:
(Aside from stopping the blight, what is your character hoping to achieve?)
Relations:
(Are you open to romance? Are there any relations between GM NPCs, player NPCs, or player PCs? It’s all highlighted here, otherwise, leave empty)
Equipment List:
(Basic equipment is assumed. You can list as many items as you like, but anything magical requires using a Custom Trait slot)
Signature: (Type “Your Username Here” to agree to the rules of the RP, including giving me permission kill off your character (within reason) in order to avoid any misconceptions down the line)
Mage Staff - An ornate ebony staff with gold plating and purple gemstones. A decorative piece that is also sturdy enough to be used as a blunt instrument in an emergency. Imbued with lighting magic.
Soulbound Part of a set of rings forged Archon Lovias to simultaneously command the physical realm and the Fade. The two rings were lost, but Soulbound was excavated from Ferelden and eventually made its way to Cadmu as a gift when he was a magister. Technically a form of gratification, but in politics, dabbling in such thing was unavoidable. Increased resistance against spirit damage and potency of spells causing spirit damage.
| {Skills} |
Arcane Lore - A Laetan who has managed to join the upper echelon of the Imperium partly due to his magical talents, Cadmus boasts an impressive resume of magical knowledge and research capability.
Diplomacy - If one-half of what allowed Cadmus to rise to high status was his magical ability, the other half was the ability to navigate the murky waters of Imperium political intrigue, making him an adept diplomat.
Cooking - Born to a family of Soporati that has a tavern business from his mother's side of the family, Cadmus learned to cook from a young age and still considers it a relaxing hobby to indulge in from time to time.
| {Talents} |
Marksmanship - After being conscripted as a warden, Cadmus often found himself running out of stamina during missions due to him being more used as part of the Imperium elite. Eventually, he asked a fellow recruit to help him train with a crossbow to conserve his energy. Four years later, now a more seasoned warden with better endurance, Cadmus still continues practising his marksmanship with his crossbow as a practical skill to conserve energy on the field.
Quarterstaff Proficiency - Whacking an opponent with one's staff is considered inelegant and beneath the elite mages of the Imperium. Ask anyone actually serving in the war against the Qunari, though, they will tell you that the ability to use a staff as a blunt quarterstaff can be the difference between being dead or alive. Cadmus' father, who was an Imperium soldier had asked a mage friend he met in the army to teach Cadmus how to use his staff as a pole weapon, just in case.
| {Spells} |
Proficient in Spirit and Entropy Schools. Adept in Creation School.
Story traits:
(Leave this empty for now. These are rewards granted via story progression)
Stats:
Perseverance 10 Hard Hitter 5 Combat Sense 5
Reflexes 5 Rapid Blows 5 Perception 15
Power 20 Pattern Weaving 15 Mana Pool 10 Fortitude 10
Biography:
Cadmus was born in Minrathous, the heart of the Tevinter Imperium, to a family of Soporati—commoners with no magic—his father was a soldier in the Tevinter Military and his mother worked in a family-owned tavern business alongside his uncle and cousins. He was a second child, with an older sister five years older than he was. Though born a Soporati, when Cadmus was 7 years old, he manifested magical ability and was then sponsored into the Circle, unlike the Southern part of Thedas, in Tevinter what would typically be a cause for distress was instead a cause for celebration, magical ability being highly valued and the Circles in the Imperium more akin to prestigious learning institutions. Due to his work ethic and magical talent, he eventually found himself in the position of a minor official in the Imperium. He eventually became disillusioned with the way Imperium’s government was run and threw himself deeper into politics, hoping to rise to a higher station to enact a reformation.
After being elevated as a Laetan from a Soporati, Cadmus eventually managed to ingratiate himself with the upper echelons of the Imperium, eventually managing to earn a seat in the magisterium as part of the seats held by the Circle. An inspirational figure as being a case of someone from humble origin rising to the ranks of magister, he gained momentum among the reformist faction and became the rising star in Magister Maevaris Tilani’s faction. Through his newly attained influence and financial capability, he helped his family’s tavern expand and paid for his sister’s tuition at the University of Orlais in Val Royeaux, where she now stayed as a lecturer.
By 9:56 Dragon, Cadmus was influential enough to be considered for an arranged marriage with one of Tevinter’s Great Houses, whose daughter was in line to be a Magister succeeding her father. It was more a marriage of convenience than actual love—though Cadmus did consider his fiancée a friend—that would cement Cadmus as a prominent figure in the Imperium’s politics. Unfortunately, he was outmanoeuvred, throughout his career, he had made many enemies, most of them people he deemed incompetent and replaced them with competent people, many of whom deemed to be of lower ranks. The culmination of Cadmus’ political adversary’s plot saw him arrested by Imperial Templars for blood magic usage. While he was a blood mage, mages of the Imperium using blood magic were a public secret, and the only mages arrested by Imperial Templars were those targeted for political purposes, such as the case with Cadmus. Cadmus was only spared after a Gray Warden who had been a war buddy of Cadmus’ father before he joined the Wardens invoked the rite of conscription to recruit Cadmus to the Grey Wardens instead.
Though he was sullen and angry the first few months the joining, both due to still not accepting what had happened to him and that his life was now cut short due to the taint—exacerbated by his Father’s passing in Seheron on duty shortly after his conscription to the wardens—he eventually accepted his place within the wardens both to ‘repay’ their help in sparing him execution and his personal adage of ‘if one were to do something, then that something must be done to the best of their ability’. He was now a warden, whether he liked it or not, so why not make the most of it rather than sulking until he eventually dies either from darkspawns or the joining?
Homeland:
Tevinter Imperium
Motivation:
(Aside from stopping the blight, what is your character hoping to achieve?)
Relations:
Yes. Used to be engaged to a magister's daughter, but it was mostly political, though they were good friends (At least from his perspective)
Equipment List:
Courtier Outfit - An ornate mage robe with gold trim, styled in a classic style of the Imperium so as to still be fashionably acceptable with little regard to the fashion cycles. Used only for official functions.
Travelling outfit - A practical and comfortable plain black robe with a belt and various pockets to store things.
Dagger - A sharp dagger worn in the belt for easy access. While it can be used as a self-defence tool in an emergency, its primary use is to cut open skin for blood magic.
Crossbow - A light Crossbow kept as an alternative ranged weapon to conserve mana—and blood—it has no special properties but does its job decently enough.
Ritewine - A custom of the Grey Wardens, as a wine enjoyer, the bottle's content has become a mixture of wines from various origins and bottle ages. Rumour among his colleagues has it that the bottle has never been emptied to the last drop, and thus still contains traces of the Imperium's finest wine he bought just before being conscripted. The bottle is marked with "Vintage: Warden Cadmus. Last drop reserved for the Calling."
Spells: Telekinetic Barrage - Keten uses his force magic to rip large rocks from the ground and sends them flying at a fast speed at an enemy target.
Fist of the Maker - Keten uses his force magic to slam down enemies in an area with force magic. Pinning them to the ground and causing damage in the process.
Tidal Wave - Keten uses his force magic to create a wave of force energy that sweeps across the battlefield. Knocking down anyone in its range and causing damage in the process.
Talents: Staff Fighter - Keten has learned how to fight with his staff and thus can more easily fight and be more effective in close quarters.
Items
Magical necklace he always wears around his neck, and a gift from his teacher. It increases his resistance to magical damage.
Story traits:
(Leave this empty for now. These are rewards granted via story progression)
Stats:
Heavy: +7
Defender: [10/20] Perseverance: [5/20] Hard Hitter: [10/20] Combat Sense: [10/20]
Power: [15/20] Pattern Weaving: [10/20] Mana Pool: [10/20] Fortitude: [5/20]
Biography:
Keten was born on the road somewhere in Ferelden. His parents were Tal-Vashoth who managed to escape the Ben-Hassrath and fled as far south as possible. Eventually settling in the capital city of Ferelden, Denerim, after six years of traveling. Growing up for Keten was different, to say the least. His father worked as a mercenary while his mother stayed home to take care of Keten. His only friends growing up were two city elves, Carcen and Firana, who with three would often spent time together. He was more open about learning and adapting to human culture than his parents and was curious to learn about humans and elves. Then, when he was eight, the Fifth Blight started and when it came to Denerim a year later. They tried to flee that city during the battle, and in the end, they did but, only when Keten mother sacrificed herself to give them time to escape. They would return after the dust settled and everything they had was gone, including Keten's only friends.
After the fifth Blight, Keten traveled with his father with his mercenary company and showed that he could use magic. His father had his friend and one of the company's mages to teach him on how to use magic. His teacher, a middle-aged Antivan human mage named Sofia Avonal. She taught him how to protect himself from being possessed by demons and everything else she knew about magic. Becoming a proper mage and loved to get in the thick of battle. Later in life, Keten from what he was told about the Qun and the Qunari from his parents. He would come to hate the Qun, and in order to establish an identity for himself, far from the Qun. Keten got himself several tattoos on his body and would use a surname. Rather than take a random human surname, Keten created one by combining the names of his parents, Jarok and Ozul into Jarul. When he became an adult, Keten would officially join his father's mercenary company and went along on many jobs for them.
Keten, during his time as a mercenary, he became rather tired of fighting for gold. He would rather he would fight for a cause that he believed in. When he heard of the Inquisition and their goals, he thought that was a cause worth fighting for. Keten as soon as he was ready, he ventured out to find them and later joined the Inquisition.
After the crisis was settled, Keten would later leave the Inquisition and spend time travelling around Thedas. While content with himself at first. He started to feel like he was missing something in his life, but did not know what. He would ponder this, and despite fighting for a right cause with the Inquisition, he still did not feel complete.
But, as he thought about this, did the signs of another Blight appear around the continent. Keten expected the Grey Wardens to appear and combat the threat, but when he noticed that the Grey Wardens were seemingly missing. This made him very worried and concerned for the future of Thedas when he heard of a mercenary group that was fighting the Blight. Keten knew what had to do and joined up with the band. To both fight the Blight and maybe figure out what happened to the Grey Wardens in the process.
Homeland:
Ferelden
Motivation:
To figure out what happened to the Grey Wardens and help save the world that he fought hard to save during his time with the Inquisition. Along with finding what is missing in his life.
Relations:
Yes, Keten had some lovers during his life, his last one, a Dalish elf named Lahra. She was killed during a mission with the Inquisition, and it was hard for Keten when he learned of her death.
Along with his father Jarok, who is still alive and the mercenary band his father belongs to that Keten used to be in, the Iron Claws is still active.
Equipment List: Steel Staff with a blade on the bottom end One waterskin Coin purse with 4 gold Battlemage Mail 2 Lyrium potions 2 health potions Casual clothes
Signature: (Type “Theyra” to agree to the rules of the RP, including giving me permission kill off your character (within reason) in order to avoid any misconceptions down the line)
(Your custom traits, in which you create these! These can range from spells, to physical skills, racial traits, or unique magical heirlooms. This is where I encourage creativity to set yourself apart from the rest of the cast and class features) (No need to follow the order below, do as you see fit, as they are only examples)
1. Daggers of Falon'Din Obtained on an excursion within the ancient temple deep within the Lava Ruins, Rae seemed to bond with daggers. When she returned home, she applied her trademark red floral etchings on the blades and handles. These daggers siphon energy from her opponents once nicked. When fully charged, the red inscriptions begin to glow and then she can throw them to explode within her targets.
2. Falon'Din's Fury Rae's Valislin begins to glow as she embraces her calm fury, using whichever weapon is most expendable at the moment, either daggers (normal daggers, not her special ones) or arrows, she unleashes rapid-fire projectiles treating her targets like pin cushions until she deals a deadly blow.
3. Murder of Roses (similar to Murder of Crow) Using her advanced agility and her poison concoction of Cave Adder venom, Deepstalker Claws, and Blood Lotus, Rae's enemies believe she vanishes in a rain of dark red rose petals, she leaps rapidly between nearby targets, dealing damage with each strike. The final leap deals significant damage to any enemies near the strike zone.
4. Poison Blades Rae has a keen fascination with plants for both healing and poisoning purposes, she uses her poisons to create Poisoned Blades with her daggers and the tips of her arrows.
5. Passion of Mythal Rae is extremely talented with a bow- similar to her daggers. Her bow, etched with red foral markings, aptly named Passion of Mythal, as Mythal was the mother of all things. The bow is made of what appears to be a mix of charcoaled wood with an obsidian inlay. The bow and her Valsilin connect in combat to allow her to tap into the Elven connection of nature. This allows her to use some elemental effects such as Rain of Decay, Reeling Bolt, and Exploding Arrow, applying one effect to a single arrow when her bow is charged.
Story traits:
(Leave this empty for now. These are rewards granted via story progression)
Some where in an eclectic scholar’s library, shoved way in the back behind other books lies the vague history of the Falon’Din’sil
“Falon’Din’sil” – “Ghosts of the Forgotten”
(Falon’Din = the elven god of death and the beyond - Sil = ghosts/shades/echoes)
Dalish Folklore Terms:
“The Hollow Kin” - A humanized term Dalish use among themselves, implying elves in form, but spiritually empty.
“Blood-Sung” - Those “sung” or shaped by blood magic.
“The Sunless” - A reference to their subterranean life.
(A cautionary tale—what becomes of elves who delve too far into the old magics)
“We do not speak of the Falon’Din’sil. They walked too deep and listened too long. Now they are only echoes beneath the earth.”
Before the fall of Arlathan, the elven empire was vast and fractured into many castes and sects. One such sect, known as the Falon’Din’sil, followed an esoteric and extreme interpretation of Falon'Din’s teachings. They practiced early, now-forbidden blood magic rituals, claiming they were divine in origin and allowed direct communion with the gods.
When Arlathan fell and the Dalish scattered, this dark sect retreated northward, crossing the sea to the lands that would eventually become Par Vollen. There, they established hidden enclaves within the volcanic caves and jungle-covered ruins. They avoided contact with humans, and later, with the Qunari, blending into myth and fearsome rumor.
Their society is matriarchal, with power held by seer-queens known as Night-Mothers (Vir Daelen). These women are feared and revered as both blood mages and visionaries who can "see" through the Fade. They do not follow the Qun and live as an isolated, spiritualist culture with strict taboos around outsiders. Official Qunari history describes them as extinct, wiped out during the conquest.
Born to an alchemist father and a mother who owned a tailor shop, Rae lived in the Fani’Orair’Inon District, to humans this would be similar to a Merchants’ market. While it was nothing like the Fani’Ortaor Barastena'las, the Noble District, it was more comfortable than the Slums. Her family still struggled to make ends meet as supplies were always in short supply living underground. Only those who lived in the Noble District could afford to have consistent food to keep their bellies full. Rae learned her mother’s techniques of appliqué and other methods of embroidery to help further the business while her father worked for the Temple of Falon’Din’sil as a senior healer and chemist, teaching her the importance of give and take with ingredients. Being kind people, there were many times that Rae helped her parents make healing packages for those in the Slums.
At the age of twelve, young Elven attend the Academy at the Temple, taught by the priests and priestesses. If they show promise in furthering the Clan’s mission, the young ones are removed from their families and placed in the dormitories to be instructed day and night. It was during her first confession with High Priestess Asalandiva, when the priestess had a vision of Rae walking on the Surface. Keeping this knowledge to herself, Asalandiva had Rae taken from her home and kept in the Temple to try and change the vision she saw. Raeretha was assigned to the Espionage Command taught in the many ways of hand to hand combat and spying.
After one graduates the Academy, they are sent into the Deep Roads to journey to the Lava Ruins (an ancient Elvhen temple said to have collapse within the sky during the Fall of Elvhenan) for their Vallaslin. In the Chamber of Visions, one must offer a drop of life (blood) into the Pool of Gold, then they will receive their markings by the priests and priestesses. Common elves who aren’t taken from their families receive the traditional Vallaslin with either charcoal or volcanic ash. Those like Rae, who show promise, obtain theirs with a powdered form of red lyrium, carefully crafted by the High Priest and Priestess who know how to properly stabilize it.
When she returned home with the red inking her skin, she was assigned to the intelligence and espionage unit for the clan. Rae’s parents were also allowed to join the Noble District now that they had a daughter with a higher position in the clan. Rae still wasn’t allowed to rejoin her parents as she now belonged to the Temple.
Raeretha, being a constantly curious person, has an affinity for flora and fauna. This trait didn’t make her very many friends in the Academy. In fact, she was constantly harassed for being too entranced with her experiments. Being underground wasn’t ideal for ingredients to grow and thrive. So, Rae paid top dollar for any interesting specimens she found on the trade market. Although, by the time the Dwarves got to Falon’Din’sil, many ingredients had perished or were sold to other Dwarves. Making friends with the Dwarves that traded with them, Raeretha learned of the Surface and all the kinds of ingredients they had available to them. Since Rae’s clan refused to contact the Surface, she settled for purchasing books from the Dwarves, dreaming of what the surface may look like. It was during this time that Rae figured out how to apply the stabilized red lyrium to thread, allowing her to embed her clothing with enhanced properties. She also enjoys music and singing, and while she was tasked to learn how to play the lyre as a part of her upbringing, she keeps such enjoyment to herself since she took up the mantle of assassin and spy, not of the bard.
During her last travels within the Deep Roads for the Clan, Raeretha and her troop began to notice signs that the Blight was different than normal. Rae told the Night Mother, the leader of the Clan, of her troop’s findings of the mutating Blight. Instead of being taken seriously, she was told to take a brief leave as the Night Mother and the Head Priest and Priestess knew of how stubborn Rae could be. Soon, one of her troop members and fellow Academy graduate, Anise, who was nicked by a darkspawn in a skirmish became sick with the mutated blight and was sent into Forced Isolation in the Lava Ruins. Anise was a Elvhen from the Slums. He was proud to have been chosen and further his family out of the desperate streets of the Slums. Proudly boasting that he would bring honor to the Clan by finding lost artifacts from Elvhenan. He was always recanting the tales of the Grey Wardens of old, how he modeled himself after them even though they hadn’t had contact since the First Blight.
Anise’s former enthusiasm and belief in the tales of old encouraged Rae to implore the Night Mother to allow her to go find aid, whether it was from the Dwarves or the Grey Wardens. The situation was clear that Falon’Din’sil needed help. The Night Mother and other elders denied Raeretha such a request, forbidding her to even leave her home until her leave of absence was over. Rae followed orders for a while until she caught word of the new blight spreading in the Slums. The Night Mother ordered the Slums to be blocked off, having food and water delivered over the wall that was built. That was the tipping point for Raeretha to pursue help from the Surface on her own, even if it meant exile afterwards. After all, once one ‘abandons’ the Clan, they are considered a traitor to Falon’Din.
Rae gathered what she could, grabbed her weapons, and headed to Kal-Sharok to get herself to the surface. She managed to get through the Deep Roads barely by covering herself in the guts of a darkspawn she killed, knowing that she wouldn’t be able to fight a large number of them at once without her troop. A Dwarf warrior almost mistook her for a ghoul until she proved that she was healthy and well. After a brief cleansing from the Kal-Sharok Shaperates, who believe that she is a scholar who got separated from her group, they sent her to the surface.
Homeland:
The volcanic catacombs of Par Vollen, known as Anor’or’iseth i’nisathe, the Land of Heat and Ash.
Motivation:
She hopes to strengthen relations with the surface similar to the Dwarves.
Relations:
Raeretha hasn’t yet considered a relationship as her people usually wait until their forties to get married and start a family. But the surface is different than the Below, who knows what could develop?
Equipment List:
-A set of dark leather-bound journals to record her findings.
-A set of charcoal sticks -A traveling alchemist set to create healing elixirs and/or poisons -Her lyre if it strikes her fancy to play -Her mission attire is made of black leather and expertly decorated with red floral embroidery.
-Her casual clothes are a white embroidered blouse and a black corset and trousers.
-A small sewing and embroidery kit from her time at the Academy.
Signature: (Type “WhiteAngel25” to agree to the rules of the RP, including giving me permission kill off your character (within reason) in order to avoid any misconceptions down the line)
So, here is an example of how I would like the character sheets approached both in terms of custom abilities as well as the Stat system. The math for the point system is provided below.
Minerva Vale
26 - Female - Human
Class + Specialization: Duelist Rogue
Custom Traits:
1. Minerva can charm and persuade like a bard, given her upbringing in the Orlesian Court. 2. With practice, Minerva has learned to take any advantage she can get in a fight. (A powerful strike made when a target cannot defend against it, is nearly guaranteed to maim) 3. Minerva is highly experienced with her arm shield and gains a bonus to blocking or reflecting ranged attacks. 4. Minerva has a unique way of provoking an enemy to focus on her by shouting insults or, just, yelling. (Pulls a target to where she is most comfortable in one on one combat) 5. Et cetera.
Story traits:
(Leave this empty for now. These are rewards granted via story progression)
Born to a minor Orlesian noble house known for its fencers and assassins-for-hire, Minerva was trained in the art of courtly murder from the age of seven. At sixteen, gained fame in the Grand Tourney for defeating a Chevalier in a non-lethal duel. A rival house, backed by corrupt templars, accused House Vale of consorting with blood mages. Their estate was razed. The left side of her face bears deep scars, twisted by flame. The right remained untouched—still beautiful, still deadly. The Orlesian courts whispered she had become La Belle Balafrée - a ghost of vengeance.
Homeland: Orlais
Motivation:
Relations:
(Are you open to romance? Are there any relations between GM NPCs, player NPCs, or player PCs? It’s all highlighted here, otherwise, leave empty)
Equipment List:
-Sword -Shield -Light Armor
Signature: (Type “Expllo” to agree to the rules of the RP, including giving me permission kill off your character (within reason) in order to avoid any misconceptions down the line)
So, to further emphasize: The lowest a point can be invested into a stat is (5) Five as shown in the example.
Magic: +1 Fortitude: [5/20]
(5 points invested)
In order to upgrade further, you have to add (5) Five more points. This is for every level, so in layman's terms the only numbers that should be on the CS are 0, 5, 10, 15, or 20 as shown here:
Your overall points invested should equal up to a whopping (100) One Hundred. No more, no less. So, 65 + 5 = 70. That means I have 30 more points available to spend. This is how I decided to tally them up, in order to further emphasize Minerva’s fighting style:
Butterfly Mask An item Fleur found on one of her jobs. Stolen from a dark mage, it allows Fleur to blend in with the shadows more easily. It almost feels to Fleur that she can take flight, allowing free movement and the ability to withstand a fall from a great height.
MAsks and Mirrors Being a Bard means Fleur is used to the stage and performing for others. As such she is able to use her bardic abilities to creft entire personas, assuming false identities with ease - accents, histories, and mannerisms. From the seediest underbellies to the highest courts, Fleur is able to maneuver her way in.
Honeyed Barbs Fleur is able to use her musical abilities to disarm and/or unravel an opponent, turning allies against each other with nothing but veiled insults, flattery, and suggestion.
Seduction Fleur knows how to wind up a mark and make them feel good. No gender is safe from Fleur's honeyed words. Fleur is able to coax information she may need from someone she has enraptured and it makes them an easier target in the end.
Lockpicking Fleur is able to pick locks with ease. Chests and doors bend to her will when she uses her lockpicking tool.
Story traits:
(Leave this empty for now. These are rewards granted via story progression)
Heavy - 6 Perseverence: 15 Hard Hitter: 10 Combat Sense: 5
Magic - 2 Fortitude: 10
Biography:
Fleur was born under a different name amongst a Dalish clan that lived in Orlais. Fleur was too young to remember what her family looked like since at the age of three her clan was attacked, her village razed, and she, along with a few other children, were taken and sold off as servants.
The family Fleur was sold to was one of some prominence in Orlais, the Duvaincourt's. She was taught how to read and write and showed an aptitude for it. The family treated her fairly and respected her despite her elven heritage. When she was 12 years old the family was attacked by another rival noble family with every Duvaincourt member being slain. Fleur was taken and forced into indentured servitude. The family consisted of four brothers, each more vile than the last, and they often took turns forcing Fleur to entertain them.
A Grey Warden traveling through stopped by, noticing Fleur who was now 16, and saw her plight. The Grey Warden promised to get her out and distracted the family, allowing Fleur to flee. Fleur did not wish to join the Grey Wardens and did not wait around for her. Instead, Fleur fled to another city and stole to survive. It was here she met with a performer at a popular tavern. The performer noticed the young girl who was swiftly picking pockets and brought her to the back. Rather than scold or rat her out, the performer introduced herself as Rosalyn and spoke about a group of them that performed and took on rather unconventional jobs. Fleur, with not much else to lose, asked to join.
Fleur worked her way, earning praise and respect amongst the other bards, showing a knack for performance as well as thievery. During one such heist, Fleur came upon a mask in the shape of a butterfly, almost as if calling her. She took it and hid it.
Rosalyn along with a few others began to change and shift, stealing more and more and hurting innocent people. Fleur called them out and was attacked. Fleur managed to hold her own and left the group. Rumors spiraled that they disbanded shortly after.
Now on her own, Fluer decided to do for herself, donning the mask of the butterfly during her missions. She coined the name Madame Btterfly, hoping to strike fear to those deserving of justice.
Homeland:
Fleur knows very little about her home before she was swept up into servitude. Accounts she has heard tell of her born in a Dalish tribe that moved throughout Orlais before her clan was wiped out and she was taken. To her, Orlais was always home, but that never meant she felt at home amongst its gilded towers.
Motivation:
To kill the four brothers who killed the only family she really knew and cared for. To make a name for herself as Madame Butterfly.
Relations:
Fleur is open to relationships, though she is immediately distrustful of men. She has not had any romance.
Fleur does not know the first names of the four brothers in the family, but knows of their family name, de Rouxschile. She despises the entire family.
Fleur quite possibly has some Dalish clan members out there, she does not know.
Rosalyn was the bard who introduced her to the role she now has, but they ended on bad terms.