ESOTERICA FROM THEDAS

VOLUME 4: ORGANISATIONS

E soterica from T hedas
V olume 4: O rganisations
By
Doug Newton-Walters

With
Jenni Creagh

Thanks to
Anthony Jurd, Eric Oliver, Kim Reid and Alex Rogers

Dragon Age PnP is Copyright © 2000 – 2010 Green Ronin Publishing, LLC. All Rights Reserved
http://greenronin.com/dragon_age/
Dragon Age: Origins and Dragon Age: Awakenings are Copyright Bioware and EA Games
http://dragonage.bioware.com/

Art
Esoterica Covers by Doug Newton-Walters
Screen Captures and Runes by Jenni Creagh
Griffon by Teleprod
Dragon and item art by Bioware, Paizo Publishing and shamelessly plundered from the internet (used without
permission). If this is cause for concern, let me know and I’ll remove them.

The following are additions and amendments to the Dragon Age RPG by Green Ronin. These will help fill out the equipment
available to players as well as provide alternate rules. The materials used are those from the computer game and like that
game should probably be used in concert for all types of equipment as the PCs increase in level. The Fatigue rules give
more realistic consequences to play and open up a new area for spells and abilities to affect. Hopefully this will be the first
amongst many additions to the game.
NOTE: None of these are set in stone. If you want a Veridium +3 Damage sword then you should go for it. These are just
the material levels found in the computer game and are used to make it simple.

 D r a g o n A ge CONTENTS CONTENTS 2 Beginnings 5 Backgrounds 6 Dalish Mage Crow Initiate Thedosian Noble Red Sister Foundling Seheron Dissident Secret societies 6 7 8 9 10 11 Organisations 12 Joining an Organisation Leaving an Organisation Breaking the Rules 12 13 13 Ash Warriors 14 Blackstone Irregulars 16 Blood Takers 18 Chevaliers 20 Circle of Magi 22 Dragon Hunters 24 Emerald Brotherhood 26 Legion of the Dead 28 Lowland Bandits 30 Mages’ Collective 32 Merchant Guild 34 Mist Stalkers 36 Qunari Beresaad 38 Sanguine Ministry 40 Seekers of Truth 42 Templar Order 44 The Carta 46 The Crows of Antiva 48 The Dread Wolf’s Gift of Blood Vengeance 50 The Order of the White Lotus 52 The Sisterhood 54 Waking Sea Pirates 56 2 Myriad Masteries 58 Specialisations 59 Taking Specialisations Existing Specialisations New Specialisations Mage Specialisations Rogue Specialisations Warrior Specialisations The Populace New Talents Additional Enchantments Additional Spells NPC Creation 59 60 61 61 64 67 71 72 74 75 76 Starting Attributes 76 Classes and Ranks 76 Civilian 77 Health 79 Mana 79 Rank Increase 80 New Focuses 80 Civilians 81 Advisor 81 Beggar 82 Charcoal Burner 82 Chirurgeon 83 Coachman 83 Crafter 84 Enchanter 84 Farmer 85 Mabari Trainer 85 Merchant 86 Noble 86 Minstrel 87 Mysterious Hermit 88 Ratcatcher 89 Scholar 89 Revered Mother 90 Servant 91 Smith 91 Street Urchin 92 Whore 92 .

Mages 93 Apostate 93 Apostate Observer 94 Blood Mage 94 Blood Priest 95 Circle Mage 96 Dalish Acolyte 96 Dalish Keeper 97 First Enchanter 98 Hedge Wizard 99 Necromancer 99 Saarebas 100 Shadow Mage 101 Spirit Healer 101 Tevinter Magister 102 Witch 102 Rogues 103 Assassin 103 Beresaad Skirmisher 104 Buccaneer 104 Chasind Stalker 105 Criminal Mastermind 106 Dalish Hunter 107 Deep Watcher 107 Mage Hunter 108 Outlaw 108 Professional Duellist 109 Racketeer 109 Scout 110 Seeker 111 Spy 112 Thief 112 Warriors 113 Ash Warrior 113 Beresaad Warrior 114 Bodyguard 115 Brawler 115 Commander 116 Dalish Warrior 116 Dragon Cultist 117 Guard 117 Knight-Commander 118 Knight 119 Legionnaire 119 Mercenary 120 Templar 120 Thug 121 Warrior Caste 122 D r a g o n A ge  Accoutrements 123 Weapons 124 Gear 125 Loot Tables 137 3 .

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. ..P art I BEGINNINGS O rigins and B ackgrounds .

whilst usable on their own. In most clans there are only every two mages. • You can speak and read the Trade Tongue. the Keeper and their apprentice ‘The First’. each with the spark of magic in the veins. It is thought that long ago during the warm days of timeless Arlathan all Elves felt the flow of magic throughout their eternal lives. re-roll until you get something different. • Pick one of the following ability focuses: Magic (Arcane Lance) or Cunning (Natural Lore). D alish M age Amongst the Dalish magic is seen as a blessing rather than the curse the Chantry decrees it to be. are prerequisites for taking some Specialisations and joining Organisations detailed later. • Take the mage class. claiming no clan as their own. but some choose to wander the world. The following are additional backgrounds that. This is but one more reason to loathe the Shemlen invaders. Every Dalish Clan is led by a Keeper. keeping the Dalish clans from harm. They can commune with nature and befriend the wild creatures of the woods. Most often all Dalish Mages find their place in a clan. A Dalish Mage is seen as blessed by the gods and in tune with the world around them. This represents the lore and training you have received from your Keeper. drives and goals.B ackgrounds D r a g o n A ge B ackgrounds Dragon Age provides a wide variety of origins for your characters. P laying a D alish M age If you choose to play a Dalish Mage modify your character as follows: • Add 1 to your Cunning ability. 6 D alish M age 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benefit +1 Willpower Focus: Communication (Animal Handling) Focus: Cunning (Arcane Lore) Focus: Willpower (Self-Discipline) +1 Magic Focus: Perception (Tracking) Focus: Dexterity (Stealth) +1 Dexterity . Roll twice on the following table for additional benefits. You can speak and read Elven. the life force of everything flowing through their soul. These help to flesh out a character’s personality. They hold true to the beliefs and traditions of the Dalish and seek out forgotten knowledge and lost artefacts to further enrich their people. Before a Keeper chooses an apprentice there may be several candidates. Should they not be taken as their Keeper’s First they are often sent to another clan to join those candidates. Roll 2D6 and add the results together. If you get the same result twice. a mage steeped in the recovered lore of their people and wise beyond their years.

Such a day job is hardly for the faint of heart and so the overwhelming majority of the Crows are orphans and slaves bought like cattle. • Pick one of the following ability focuses: Dexterity (Stealth) or Willpower (Self Discipline). elf or dwarf. but no matter the power they will always be a Crow. Crow initiates are owned by the organisation and spend their entire lives enacting its will. • Add 1 to your Dexterity ability. every day could be their last as they are put through rigorous and deadly exercises to prepare them for a life of murder. until only a few hardened killers remain. Most succumb to their brutal training or are killed by other Initiates during the weeding out process. They can dictate the organisation’s direction and goals. Dwarves are rare but valuable as they can access the lucrative Orzammar market. D r a g o n A ge B ackgrounds • Take the rogue class. re-roll until you get something different. C row I nitiate 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Elf Dwarf Human +1 Willpower +1 Strength +1 Communication Focus: Perception (Searching) Focus: Communication (Deception) Focus: Dexterity (Stealth) +1 Perception +1 Willpower +1 Cunning Focus: Perception (Tracking) Focus: Willpower (Self-Discipline) +1 Dexterity +1 Constitution +1 Willpower 7 . A childhood of violence breeds a singularly efficient killing machine. If you get the same result twice. You have to be quick to survive Initiation into the Crows. If you choose to play a Crow Initiate modify your character as follows: To be a Crow Initiate is a harrowing experience. Roll twice on the following table for additional benefits. Roll 2D6 and add the results together. • Choose whether your character is a human.C row I nitiate P laying a C row I nitiate The Antivan Crows are one of the most infamous organisations in Thedas. renown throughout the lands as ruthless assassins and remorseless manipulators. gaining power and prestige. forever trapped on an endless path soaked in blood. • You can speak and read the Trade Tongue and Antivan. The most a Crow can hope for is to rise through the ranks.

content to wile away their days in excess and debauchery. Members of the Nobility own large amounts of land. warrior. Rivaini. Others are expected to put their lives on the line in defence of their people. You can play either a rogue. re-roll until you get something different. Schemers add 1 to their Cunning and Leaders add 1 to their Strength. • Choose a class. Antivan. T hedosian N oble 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 8 a Fop Schemer Leader +1 Constitution +1 Dexterity +1 Cunning Focus: F ocus: Strength Focus: Cunning Communication (Intimidation) (Historical Lore) (Leadership) Focus: Focus: Cunning Focus: Cunning (Cultural Lore) (Cultural Lore) Communication (Leadership) Focus: Dexterity (Riding) +1 Dexterity +1 Communication +1 Constitution Focus: Cunning (Heraldry) Focus: Focus: Focus: Communication Communication Communication (Persuasion) (Deception) (Etiquette) +1 Cunning +1 Perception +1 Dexterity .B ackgrounds D r a g o n A ge T hedosian N oble Thedosian history is awash with blood spilt in the name of self proclaimed nobility. • Pick one of the following ability focuses: Communication (Leadership or Etiquette). Fops add 1 to their Communication. or civilian. Fereldan. It is rare but not unheard of for a commoner to be raised to the peerage for great deeds. • Choose whether your character is an Anderfel. To secure their status most nobility is hereditary. If you get the same result twice. Orlesian. However being a noble can mean different things in different lands. You can speak and read the Trade Tongue and your Mother Tongue. P laying T hedosian N oble If you choose to play a Thedosian Noble modify your character as follows: • Choose whether you are a Fop. Cunning (Evaluation or Military Lore). upholding martial traditions handed down for centuries. Roll twice on the following table for additional benefits. They are above other social classes and enjoy a finer life. Free Marcher. or Strength (Intimidation). Schemer or Leader. Roll 2D6 and add the results together. and subsequently become rich off the taxes and rent they levy against those that work it. Some are even voted into office and take on governing responsibilities and the perks associated with the job. They will often bring an unconventional perspective to noble circles and are often hated or resented for their presence and ideas. Almost every country in the continent is a monarchy with noble lines established as the rulers of the land. Navarran. Some nobles are spineless puppets controlled by shadowy interests. or Tevinter. simultaneously preventing others from becoming nobles and ensuring their kith and kin always hold preeminent power.

• Choose whether your character is a human. • Pick one of the following ability focuses: Cunning (Natural Lore) or Dexterity (Tracking). R ed S ister F oundling 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Elf Dwarf Human +1 Perception +1 Willpower +1 Communication Focus: Communication (Animal Handling) Focus: Cunning (Navigation) Focus: Dexterity (Stealth) +1 Dexterity +1 Constitution +1 Cunning Focus: Perception (Tracking) Focus: Willpower (Searching) +1 Willpower +1 Perception +1 Dexterity 9 . but young boys are also recruited. In honour of their founding. Roll 2D6 and add the results together. Their reach. a lethal weapon that requires years of practice to master. For the Red Sisters they gain recruits for their endless struggle. flexibility and brutality make them perfect weapons against the speed and resilience of a werewolf. wars and natural disasters in Thedas it is awash with the destitute. for the foundlings they gain a family and a purpose. begging anf stealing where they can. Each Foundling is trained with the Seheron chain axe. Roll twice on the following table for additional benefits. Many of these are children. Most often these are girls. If you get the same result twice. for the sole purpose of taking the fight to the dark places of Thedas. elf or dwarf. They are taken into the forests and raised as trackers and hunters. P laying a F oundling If you choose to play a Red Sister Foundling modify your character as follows: • Add 1 to your Cunning ability. the Red Sisters take in any orphans or urchins willing to join their cause. If they aren’t taken in by the Chantry they spend their lives in the gutter. D r a g o n A ge B ackgrounds • You can speak and read the Trade Tongue and one other language of your choosing. re-roll until you get something different. Foundlings are trained to rely on their wits.Red Sister Foundling Due to the many plagues. • Take the rogue or warrior class.

Roll 2D6 and add the results together. However a small proportion of them. • Your character is a human. Although they failed in their attempts at converting the mainland. modify your character as follows: Before anyone on the mainland had realised. Since that time. • Add 1 to your Perception ability. • Pick one of the following ability focuses: Dexterity (Stealth) or Cunning (Qun). have maintained a continual guerilla war against the invaders. the majority of its population live as Qunari. Seheron and Qunari. infiltrate their organisations and de-stabilise the system. • You can speak and read the Trade Tongue. Par Vollen and Seheron had been completely taken over. S eheron D issident 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 10 Benefit +1 Dexterity Focus: Dexterity (Legerdemain) Focus: Cunning (Navigation) Focus: Willpower (Courage) +1 Perception Focus: Perception (Tracking) Focus: Dexterity (Stealth) +1 Cunning . Seheron was effectively made Qunari.B ackgrounds D r a g o n A ge S eheron D issident P laying a Seheron Dissident When the Qunari first appeared in Thedas. If you get the same result twice. re-roll until you get something different. If you choose to play a Seheron Dissident. These dissidents sabotage Qunari works. escaping to the remotest parts of the island. they came from the North. It was from there that the Quanri launched their attempt to enlighten the lost of Thedas. • Take the rogue or warrior class. Your senses become honed as a dissident. Roll twice on the following table for additional benefits.

. ..P art 2 SECRET SOCIETIES O rganisations of T hedas .

bringing together disparate people under a common cause and tying them together with bonds of brotherhood.. Antivan Crows and Qunari Beresaad. Within these societies however exists ideals and beliefs that go beyond simple community or race. only accepting those they believe to be suitable and with the correct disposition. especially as you can hold off on granting organisational bonuses to players until later in the game (see below). To join one of these organisations is no simple task. This represents you either being raised in the organisation or coming to it very early. Criminal gangs. Each organisation has its own unique hierarchy and customs which all members are expected to honour. Concepts of honour. You can however start as part of an organisation from level 1 if you have the correct prerequisites. These organisations are either publicly decried by the authorities and therefore hated by the populace or are secretive enough to slip under the notice of those that would harm them.. slave traders and apostates have all formed their own organisations for mutual protection and the company of their own. race and nation become labels to identify and revile. If the GM wishes to incorporate organisations into play then it’s important to decide when and how. It’s unusual for level 1 or 2 characters to be selected on merit alone. Organisations are insular and exclusionary. performing rituals.O rganisations D r a g o n A ge O rganisations The peoples and kingdoms of Thedas are as varied as they are many. There is no level limitation on when you can join an organisation so long as you have the mechanical prerequisites. Under these rules the Grey Wardens are an organisation and the bonuses they get are considered to be organisational bonuses as seen in the following entries. or a knife in the dark. Examples of this include the Circle of Mages. This is how the organisations of Thedas have formed. These are presented in a table like this one: O rganisational S tructure Areas Particulars Affiliates Assets Expertise Enemies Leaders Status J oining an O rganisation Organisations aren’t something you just receive when you reach a certain level. . Desperate people have also formed organisations to help protect and facilitate illegal activities. PRE-EXISTING ORGANISATIONS If you wish to incorporate organisations into your games then there are several notes to take into account. swear vengeance or commit genocide. If you do not share at least a passing similarity in outlook to the group you intend to join you’ll very quickly find doors close in your face. Ideology. Normally organisations either raise their members (like the Crows) or only accept experienced ones. or simple faith and survival resonate amongst the populace. 12 In the following pages you will find information on many organisations found in Thedas as well as facts on their structure. With their own unique cultures and beliefs they divide themselves from one another and many bitter rivalries have formed as a result. The Free Marches Merchant Guild is not particularly popular amongst the people but it is undeniably successful in its endeavours and is one of the single largest organisations in Thedas outside the Chantry divisions. Such concepts can cut across social rank and ideology. goals and so on. A character with the Circle Mage or Qunari Beresaad backgrounds is considered to be a member of those same organisations unless you specifically wish to have left those organisations at the beginning of play. They will inevitably form whether the authorities officially sanction them or not. If a player wishes to start in an organisation then it is best for all players to start in one to ensure they are all on an even footing. As with everything so long as the players are having fun it doesn’t matter what you ultimately do. tasks or assignments and swearing oaths of allegiance. The romanticism inherent in these ideals has made them popular throughout the lands. They require contacts with members. fighting under strict codes of chivalric behaviour and honourable combat. The most famous are martial organisations like the Orlesian Chevaliers and Ash Warriors. Each organisation within Thedas exists as a social institution under its own specific ideals. In some cases they can even bridge the gap between races and religions. Secretive and illegal organisations are even harder to get into as they value their privacy highly in order to avoid unwanted attention by local authorities. justice. Some organisations however are built upon far more prosaic concepts like the accumulation of wealth.

If you roll a triple the character has met with some kind of misfortune and died. On the other hand this does lend itself to some fun roleplaying scenarios. Whether through secret life-threatening rituals. Whenever you do join an organisation roll 3D6. presenting the character with difficult tasks rather than a test or die scenario. However you can just as easily spread these bonuses across levels or hand them out based on significant milestones overcome during play. Some organisations lend themselves to this more than others. Alternatively you can ignore some or all of these bonuses and treat the organisation as merely a part of the character’s background and roleplaying aspects. 13 . You suffer -2 to all interaction tests with the organisation and its allies if you leave it (see the bonus in each entry. A sense of challenge can still be generated by inflicting penalties on a character’s tests or reducing Health for a certain number of days due to the side effects of said ritual/hangover/post traumatic stress from committing your first murder etc. joining any organisation is risky. However life isn’t quite that black and white and many of the most famous fantasy heroes are those that broke the mould and joined elite warrior brotherhoods they wouldn’t normally be able to join. if you don’t see the point in threatening characters with death if you don’t want to actually kill them. Record this in parentheses next to the attribute. • Gain 1 focus. It is up to the GM to decide when. These are found in each organisation entry listed later in this section. it would be extremely hard for a human to join the Dalish Gift extremists for example.Each organisation provides bonuses to its members. reflecting the exclusive training and singular mindset of the organisation in question. This puts them in line with becoming a Grey Warden. Many organisations expect eternal loyalty and take a dim view on deserters. THE RISK OF JOINING As an optional rule you can incorporate risk into joining any organisation. Similarly. As soon as they sever ties with the organisation they lose that training as well. This is not true of specialisations they may have learned whilst joined to an organisation. L eaving an O rganisation Once joined a character cannot leave an organisation easily. The organisational bonuses a player receives aren’t permanent. If the GM allows and the player has a particularly compelling roleplaying reason for their character to join an organisation (or the GM has planned it that way) then a character can join any organisation. A particularly honourable and valiant human warrior that saved the lives of a party of dwarves might be allowed to join the Legion of the Dead. how or even if a player receives these organisational bonuses. B reaking the R ules If you want to make things easy you can limit players to those organisations they have the prerequisites to join. although leaving with the trade secrets of an organisation is a dangerous proposition and may incur retaliation. hazing gone wrong or botched initiation mission. A character that flits from organisation to organisation will lose all the bonuses from each one but accumulate a growing number of interaction penalties reflecting the trail of angry organisations left in their wake. A player may never be part of more than one organisation at a time. If you wish to join another organisation you must leave the one you are currently in. The lead up to the joining of an organisation can also be arduous. despite its ostensibly being a dwarf only organisation. such a test need not be taken for any character joining any organisation. • Gain 1 degree in a talent. Even if you do manage to extricate yourself from an organisation you may find that you have a hard time dealing with anyone from or associated with the organisation. The simplest option is to give them all to the player as soon as they go through whatever esoteric joining ritual is required. you effectively reverse this). • Gain an organisation specific bonus. as they reflect the exclusive training afforded the player by their association. D r a g o n A ge O rganisations This functions the same way as the Grey Warden joining ritual and should only be used if such a ritual is also being employed. • Gain 1 attribute bonus.

not necessarily because their honour codes forbid it. but because they are worked into such a frenzied state that they can become oblivious to the changing tide of battle. their historical love of dogs and their close bond to the dwarves. That they all must have the trust of a mabari also goes along way to increase their popularity. marking their allies from their foes. Since that time the Ash Warriors continue the tradition of the berserker. In addition to the dwarven traditions of the berserker. The Ash Warriors are much respected in Ferelden for their age and great deeds. Once you have been accepted into the Ash Warriors you are expected to show deference to dwarves as the originators of your tradition. As their cultures grew distinct they developed their own fighting styles and traditions. the Ash Warriors fought by his side. the daughter of the king in Orzammar. but you will be fighting at the forefront of battle in the very jaws of death. Man and mabari howling as they charge into battle. With this powerful battle technique he rose to the highest levels of his tribe. One of the oldest recognised warrior orders amongst the Fereldeners is the brotherhood of Ash Warriors. He fled back to his tribe with her and it was from their union that the earliest traditions of the Ash Warriors began. When King Calenhad united the warring tribes of Ferelden. You will not only be joining an honoured brotherhood stretching back before Calenhad. The emblem of the Ash Warriors is a stylised mabari head drawn in the swirling pattern used in kaddis marking. Mabari are highly valued not only as animals but as companions so the Ash Warriors will often employ formarii herbalists to create magical balms mixed into kaddis to protect them. although they have less respect for Elves and non Ferelden humans. the reek of kaddis following them and the scent of death on the air. During the time of strife between the early Fereldeners and the Avvars legend says that the adopted son of a Ferelden chieftain Luthias the Dwarfson became enamoured with Scaea. their ferocity and loyalty helping tip the tide of war. Scaea taught Luthias the battle wrath that her people had learned. They utilise a pungent paste known as kaddis to ritually mark themselves and their hounds. When they get into melee the only sound to drown out their growls and warcries is the screams of their enemies as they are hacked and torn to pieces.A sh W arriors D r a g o n A ge A sh W arriors The ancient Alamarri tribesmen have fought each other for thousands of years. That is one part of the blood trials that you must undergo. It is rare for the Ash Warriors to retreat from battle. They embody two distinct and important aspects of Ferelden culture. The importance of dogs can never be overestimated in Ferelden and so the Ash Warriors incorporated mabari battle companions into their philosophy. Thus as they enter battle they are without fear. but there still remains long days ahead full of violence and blood as you are initiated into the darker aspects of the berserker. Ash Warriors have also adopted other ritualistic philosophies into their warcraft. enabling them to fight without pain in a berserker state. It goes without saying that to become an ash warrior you must already possess a mabari companion. Before battle as part of their kaddis marking and berserk inducing rituals the Ash Warriors also undergo a symbolic death in a similar manner to dwarves that join the legion of the dead. acting as both an intimidating war paint and to distinguish themselves from their fellows. They gash themselves repeatedly and rub salt into the wounds before applying ash and kaddis. they will not give you one. The Ash Warriors will take anyone worthy. . A mabari’s sense of smell is wolfkeen and the kaddis helps prevent them being disoriented in the roar and blood of battle. for they are already dead. If you already have a companion then you have proven your worth in the eyes of the mabari. 14 To see the Ash Warriors on the battlefield is to see a force of nature unleashed. Dwarves would be honoured if they joined. Joining the Ash Warriors requires a certain toughness of personality. eventually becoming its chief. and to answer the call to arms when it is made.

kennels and training grounds Expertise War. • Ash Warriors on the hunt for traitors to Ferelden mistake the party for their prey. 15 . Kaddis has an extremely strong smell but the Ash Warriors have long since become accustomed to it.O rganisational S tructure Areas Particulars Affiliates Ferelden military. dark creatures Leaders Ash Commander and Kennel Master Status Renown throughout Ferelden R equirements To join the Ash Warriors you must have the Animal Companion Talent (see Section 4) and either have or are going to take the Berserker Specialisation. • Gain 1 point in Willpower or Constitution to represent the resilience you need to become an ash warrior. • Berserker. They don’t stand on ceremony but will be polite and respectful of dwarves and at least mildly dismissive of elves. D r a g o n A ge A sh W arriors As they are an officially recognised warrior order they can be called upon by the state in times of need. You gain +2 to any interaction tests with dwarven groups that know you are an ash warrior (and actually care). Ash Warriors are bound to answer this call which can sometimes put a damper on the goals of their friends. lawful organisations Assets Keeps. • Ash Warriors respect the culture of dwarves more than most Chantry worshippers. O rganisational B onuses • Someone is killing mabari and the Ash Warriors are out for blood. this is not necessarily true for their travelling companions. P laying as an A sh W arrior Ash Warriors stick to their traditions and have distinct priorities. Caring for their mabari is a central part of their identity and they won’t take kindly to being separated from them. mabari training Enemies Illegal institutions. A dventure H ooks C lasses Primary Classes Secondary Classes Warrior - F avoured S pecialisations • A local Bann has called for aid from the Ash Warriors and they have requested a player member help. • Gain 1 Strength focus. • Blight tainted mabari have been unleashed into small towns. Unfortunately the Bann is someone the players have recently disagreed with and can’t stand. The only clue is that they possess the emblem of the Ash Warriors. killing and infecting everyone. • Gain 1 degree in a talent.

The Captain as he is known to history was believed to have been enamoured with the freedom and skill of the mercenary and set about creating his own company. was killed by assassins and his manor burned to the ground with Irregular heraldry conveniently found within. Furious at this betrayal the Captain cut ties with Ferelden. Little of the disgrace they suffered survived this transitional period. even working for the Orlesians on more than one occasions. However there remained one sticking point that the leader of the Irregulars could not overcome. Over the following decades the Blackstone Irregulars were seen rarely near the borders of Ferelden. Founded as the Ferelden Irregulars several generations ago by the younger son of a Bann whose name has been lost. renaming it the Blackstone Irregulars in mourning for his men and to represent weight of the treachery done them. rival of the Captain’s father. vowing never to return. Being as he was the son of minor nobility it rankled that despite their clear skill and many successes the Irregulars were not granted official sanction by the crown. Fighting for coin rather than country they are a necessary if unpleasant part of warfare. although in truth they disliked the thought of elevating commoners to a more esteemed position within Ferelden society. The Blackstone Irregulars currently hire anyone with a strong backbone willing to take orders. He repainted the company’s heraldry black. Now under the command of the honourable Raelnor Hawkwind. These skirmishes solidified their reputation as a dependable force and soon their ranks had swollen with new recruits from the freemen and their purses overflowed. His son Taoran however wished to continue the unscrupulous methods that had made them rich in the past. fighting mostly in the Free Marches along the Orlesian border. the point of legitimacy. Many companies are little more than legalised brigands. Once a war has been won these reavers will almost certainly turn back to a life of banditry having lost any winnings they may have received on drink and women. Yet for all this the nobles of Ferelden opposed any call for the irregulars to take their place as an officially sanctioned warrior brotherhood like the Ash Warriors. Both the Captain’s father and the Irregulars were disgraced in the eyes of the public. This ill will eventually led to a conspiracy to destroy the reputation of the Irregulars permanently. However the split between Raelnor and Taoran has been reflected in the composition of the organisation where honourable warriors rub shoulders with nefarious rogues one step above thieves. The rebellion against Orlesian occupation lasted a long time and the Irregulars passed from leader to leader. . However gone were the days of patriotic loyalty. protecting caravans and small villages. sometimes where the army could not. until the money runs out. Later they fought for the crown. They cited the monetary motives of the mercenary force as dark and dishonourable. specifically against incursions by the Korcari Wilders and Avvaran raids. Eventually Ferelden succeeded in expelling their conquerors and the Blackstone Irregulars lost their main source of income. With little ceremony these soldiers were rounded up and executed for murder and pillage. Early on his Irregulars undertook contracts for squabbling Banns. The Irregulars were on campaign in the Korcari at 16 the time and the only members in the area were men on extended leave due to injury. they have existed as a cohesive force since then. They had served alongside the state army and had won many battles. After several generations the traditions of the founder of the Irregulars were abandoned and they began taking money from the highest bidder. now they demanded a high price for their services in recompense for the wrongs of the nobility. They immediately took up employment with the exiled King. seeking revenge against their enemies.B lackstone I rregulars D r a g o n A ge Blackstone Irregulars Mercenary companies are a common sight in the strife afflicted lands of Thedas. The organisation changed hands during this time and the Captain’s vow was forgotten. Some whispered they worked for Tevinter slavers during the occupation as Ferelden provided a rich hunting ground for the endless slave markets in Tevinter. When news came of an Orlesian invasion of Ferelden they returned to find their homeland ruled by Orleisians supported by the nobility that had vindictively destroyed their reputation. given legal dispensation to vent their aggressive tendencies on enemies of the state. The Blackstone Irregulars are one of the few exceptions to this rule. undisciplined and violent. A minor Bann. the Irregulars have returned to the noble ideals under which they were founded.

• Gain 1 degree in a talent. Associating with barely legal riffraff or being constrained under restrictive orders. liaisons. You aren’t required to be with the company at all times but are expected to jump when the Captain orders. P laying as an I rregular Blackstone Irregulars follow a disciplined lifestyle. quick assaults Enemies Brigands. corrupt nobles Leaders Captain Raelnor. Free Marches R equirements To join the Blackstone Irregulars you must have 2 or more in Communication and be willing to follow orders. The lapsed discipline comes at a cost though as Taoran takes shady deals and a cut of his men’s profits.O rganisational S tructure Areas Particulars Affiliates Mercenaries. Ferelden military. stables. However one of you is also an Irregular. • Two soldiers both claiming to be Irregulars ask the party to help them fight off a band of brigands led by the other soldier. D r a g o n A ge B lackstone I rregulars Depending on who you side with in the Irregulars you will affect your party members in different ways. • Gain 1 Strength focus. • A town recently attacked by darkspawn is now being held hostage by Blackstone Irregulars demanding payment for the protection they provided. You gain +2 to any interaction tests with the Ferelden military. Failure to fulfil your obligations can have you executed for mutiny. 17 . employment under the corrupt official they were chasing. guilds Assets Armoury. However under Taoran’s command things are far more relaxed. The group may find themselves diverted from their goal because you were ordered on a job. messenger network Expertise Guard. • The Blackstone Irregulars have contacts within the military of Fereldan. • A liaison in the next town approaches a player Irregular with a job. defence. • The shady merchant you have been investigating has hired Taoran’s thugs to protect his merchandise. Second Taoran Status Renown in Ferelden. thieves. A dventure H ooks C lasses Primary Classes Secondary Classes Warrior Rogue F avoured S pecialisations • Champion • Guardian • Ranger O rganisational B onuses • Gain 1 point in Strength or Constitution to represent the physical training of the Irregulars.

Legend of dragon power and virility spread throughout the land until it reached the ears of three sword brothers. the supernatural powers granted by the Noldr always revolve around the use of blood. Seeking glory like all those that had gone before they trekked deep into the mountains to find a dragon. During the early years of their violent migration into the mountains as Ferelden formed. Only the Chasind Wilders and the Avvars resisted conversion and indeed assimilation with their fellow Alamari into the burgeoning kingdom of Ferelden. They have taken to the path of the Berserker with what some would call gleeful abandon. demi-gods in the dreaming called Noldr. Whether through skill. However despite being seen as quaint customs. the brothers drank deeply. so to take it from your foe is to take their very essence from them. The Avvars maintained their mountainous strongholds and their equally bleak practices. Blood Takers are not a clan in the traditional sense. these brothers brought down the dragon ‘blightfang’ in a mighty battle. A blade creating a gash from which three blood drops leak. consuming their blood in order to fortify their strength against the coming battle. and the Avvars respect only strength and resourcefulness. With enemies on either side of the Frostbacks the Avvars are not short of battles to fight or heads to take. whether the warrior’s or their victim’s. Weapons designed to cut and slice flesh are favoured as a means to do this. Worship of the Mountain Father and Lady of the Skies remains common amongst these hardy people even to this day and it is one of many reasons the Andrastians of Thedas regularly attempt the invasion of their lands. The coming of Andraste and the rapid rise of the Chant of Light saw most tribesmen converted to the worship of the Maker. Its heart still pumping as its life blood gushed forth. Many a warrior party set out to challenge the dragons but none returned. Legends says that the power coursing through them caught the attention of darker forces within the Fade and the Blood Takers were born from that union. their bloodletting increases tenfold as a violent veneration and payment for their dark power.B lood T akers D r a g o n A ge B lood T akers Amongst the descendants of the Alamarri tribesmen. One of the oldest and darkest aspects to Avvar culture is bloodletting. Their power was breathtaking to behold and many Avvar warriors wished to gain their power directly. During their journey they slaughtered many bears and wolves. being bound by blood spilt rather than blood borne. 18 sustaining deep lacerations and burns that marked them as dragonslayers. The visage of a warrior in the grip of his blood frenzy is terrible to behold and many stalwart veterans have . Every member attempts to use their blood rite to attract the attention of the Noldr just as the founders of the clan did centuries passed. luck or the power of the blood they had consumed. Each warrior takes on the blood power in a different way. few still hold to the old ways. As part of their traditions they routinely drink the blood of their defeated foes as a means to gain their power. the dragons. It consists of a black field with stark red symbols representing the origins of the clan. Clansmen of the Blood Takers put battle and death above all other pursuits and count only the heads they have taken in battle as a measure of their prowess. seeing it as the most direct way to glory in the eyes of the gods. Each representing one of the three brothers that founded the clan and the power blood grants those who seek it. the blood rites practiced amongst the Blood Takers do not bear the stigma and condemnation found amongst Andrastian cultures. Their gods are equally dispassionate. Many of their warrior traditions revolve around the sharing of blood to form bonds and this is where the Blood Takers originated. Once they have their shadowy patron. The unforgiving landscape and the gods that rule it have influence the Avvars in unique ways. only showing favour to the most powerful warriors and the keenest craftsmen. It is these dark powers the brothers allegedly attracted and bound in blood pact and later taught to those who wished to join their clan. Blood is seen as the energy of life. However regardless of style. depending on their natural predilections. The harsh lands breed an equally harsh people. the Avvars came across the mightiest beasts in Thedas. Modern Avvar culture practices blood rites less and less. so those seeking out the Blood Takers are considered conservatives and traditionalists. In Avvar religion there exist many different minor deities. The Blood Takers use a fairly simple image as their emblem in keeping with their direct philosophies. The blood-letting and drinking rituals of the clan are integral to their identiy and they firmly believe there is power found within blood.

C lasses Primary Classes Secondary Classes Warrior Rogue F avoured S pecialisations • Reaver • Reaper P laying as a B lood T aker To be a Blood Taker is to give in to your inner beast. neither being created nor destroyed. then they are content with their opponent absorbing their own power. Battle and blood are your friends and the Blood Taker clan your family. those whose prowess can be added to the clansman’s. • A player Blood Taker decides that the most powerful NPC ally of the party looks particularly delicious. infamous in Ferelden and Orlais R equirements To join the Blood Takers you must be Avvar and have 2 or more in Constitution to survive the perils of Blood. 19 . O rganisational B onuses • Gain 1 point in Constitution or Willpower to represent fortitude of those seeking Blood. As such it takes quite a show of prowess to convince them to grant membership into the clan. Blood Takers are atavistic warriors who put victory in battle and the reward of the foe’s blood over all other earthly things.. • Whilst adventuring through the Frostbacks the party must partake in blood rituals to gain the trust of the local Avaars. attempting to drain their blood. Only through conquering death and consuming the foe’s power will they better themselves and should they eventually die themselves. sacred caves. stores Expertise War and terror tactics Enemies Orlesian and Fereldan militaries Leaders Crimson Blade Alef. murder is a way of life for them. O rganisational S tructure Areas Particulars Affiliates Avvar clans Assets Meeting lodges. Bloodletters Status Renown amongst Avvars. To the warriors of the clan however. D r a g o n A ge B lood T akers Blood Takers have no qualms about killing anyone who gets in their way. • Gain 1 Strength focus.been known to turn tail and run at the mere sight of a Blood Taker. • The Blood Taker clan is an ancient and honoured Avaar organisation. • Gain 1 degree in a talent. Gain +2 to all interaction tests with Avaars. They are the enemy and their blood is forfeit. Avvars consider the people of other lands weakwilled and indolent. Blood Takers are fatalistic. it matters not whether their foe faces them or turns and runs. The power of blood is thus the power of the world. merely changing from one creature to another in a never ending cycle of violence. This can often get the clansman and their allies in trouble when they suddenly attack a local knightly hero to eat his heart and drink his blood. as one would expect for such a violent organisation. A dventure H ooks • Crazed warriors assault the party.. However they much prefer to take on skilled opponents. • Blood Taker heraldry is found on the drained corpses of children and the infirm in a massacre at a Chantry orphanage and hospital.

His virtue and strength was respected by the Grey Wardens that had taken up residence in Weisshaupt and they eventually turned to Andrastian worship themselves. In an effort to prevent such a possibility the Emperor parleyed with the Chantry and proposed a compromise. However there is one brotherhood of warriors that has stood above all others save perhaps the Grey Wardens themselves.C hevaliers D r a g o n A ge C hevaliers Martial traditions have a long and glorious history amongst the warlike populations of Thedas. Still the Chevaliers gained social considerations previously unheard of. Into these spaces many an ambitious warlord stepped. Loyal Andrastians flocked to his banner and within a few years Drakon had crowned himself Emperor Kordillus Drakon I. They would send them on missions chasing apostate mages. However it wouldn’t be a Blight that upset the order of things. the Chantry Templars and Seekers of Truth. The Chantry began abusing the trust and goodwill they had with Orlais. themselves deeply devout. they became paladins of Andraste. Discord turned into bloodshed and the Orlesian Empire grew dangerously close to civil war. host an election to produce the first Divine and produce a new calendar that all Andrastian Kingdoms in Thedas use to this day. it would be from within the Chantry itself. The Chevaliers would stay a wholly Orlesian entity and the Chantry could raise its own military forces. Drakon II. Their shining armour was seen as a beacon of hope to all that saw them and they never wavered in their duties. they had complete freedom to deal with the peasantry as they saw fit. given land and titles. They place this honour . Still the Blight was ended and peace reigned throughout most of Thedas. unable to draw direct support from the Chantry who were now entirely happy with the military forces they controlled. the Orlesian Chevaliers. The Emperor began to object to his own knights being used as the Chantry’s own militant arm and the Chevaliers became torn between the oaths to their Emperor and their faith in the Chantry. a power vacuum was left in the surrounding areas. Throughout the following decades the Blight raged on and Drakon never lived to see it end. Drakon led his Chevaliers in another bloody campaign at the head of an Andrastian host to drive the darkspawn from the lands of men. This directly led to the Nevarran Accords with the infamous Inquisition. daring anyone to object. During the strife of the time these armsmen became more than warriors. fighting to carve out a kingdom alongside dozens of others. From this point on the temptation to abuse that power hung over the shoulder of every Chevalier and not all stood up to the challenge. In so doing he extended his own borders until they incorporated the Anderfels and all of the Free Marches. Since then they have been for good or ill the emblem of Orlesian power in Thedas. His successor. ruler of the Orlesian Empire. The Chevaliers can trace their history not only to the earliest days of Orlais but of the Chantry itself. After the uprising against the Tevinter Imperium and subsequent victory. Their brightly snapping pennons and banners depicting the symbols of the Chant were visibly on display. was unable to keep control of the lands he had taken and the Empire shrank to a more modern size. They became known as Chevaliers or ‘The Honourable’ and they took on almost a holy aspect amongst the Andrastians. although it wouldn’t last long. Chevalier recruits are put through a gruelling training regime and are instilled with the highest codes of honour and chivalry. combining their forces and creating their own military arms. using the Chevaliers as their own personal knightly order. governing their lands and people however they wished. It took the appearance of a truly remarkable man for such a feat to be accomplished. When Drakon created the Orlesian Empire and then adopted the reformed Chantry as the state religion. fighting in her name alongside Drakon. From this point on the Chevaliers lost some face. Only three years after this did he reorganise the Andrastian faith. The order had no time 20 to rest on its laurels however as the second Bight precipitated by the appearance of Zazikel flooded into Thedas from the Anderfels. or anyone that refused the Chant of Light. Noble sons clamoured to join this exclusive brotherhood and the Chantry delighted in having what amounted to their own armed force. these armsmen were hailed as champions of light. At his side through all this were his loyal armsmen. He had converted to the worship of Andraste’s Chant and rode at the head of a chosen band of mounted armsmen. Their faith in the Maker and belief in the righteousness of their cause resulted in sweeping victories across a great majority of central Thedas. When Kordillus Drakon appeared in Thedas he did so in great style.

A Chevalier is a highly desirable marriage proposition. infamous in Ferelden R equirements To join the Chevaliers you must be of Orlesian nobility and must have 2 or more in Willpower to face death head on. This harsh training and mental conditioning results in one of the greatest warrior orders in all of Thedas. However the Prima Cheval. Beneath this fearsome symbol lies the wreath of peace. Orlesian military Assets Armoury. P laying as a C hevalier To join the Chevaliers is to accept a life of discipline and honour. the freedom of the Chevalier to act as he sees fit can be an awful temptation to those with a weaker will and creating both fear and awe in the average person. You gain +2 to any interaction tests with Orlesians. O rganisational S tructure Areas Particulars Affiliates Mercenaries. thieves. • The Chevaliers have complete power over the masses in Orlais.above their own lives and will gladly receive death as a punishment if they’ve failed to uphold their duties. The Chevaliers use the Orlesian lion as their heraldry. symbolically displaying the dual role of the Chevaliers as both fearless warriors and Orlais’ peace makers. 21 . A dventure H ooks • An Orlesian emissary requests a player Chevalier champion him in an honour duel. a fact the Orlesian Empire has exploited many times in the past. • Gain 1 Willpower focus. including intimidation. rampant with a sword gripped in both hands. • A player Chevalier becomes embroiled in an Orlesian plot due to his distant relationship to the family. enemies of Orlais Leaders First Knight Alonso. Many an Orlesian exile has joined the Chevaliers to regain the honour they have lost. Keeps. C lasses Primary Classes Secondary Classes Warrior - D r a g o n A ge C hevaliers F avoured S pecialisations • Champion • Weapon Master O rganisational B onuses • Gain 1 point in Strength or Willpower to represent the strength of mind and body of a Chevalier. It goes without saying that only the nobility of Oralis can join the Chevaliers and doing so is a quick way to bring honour to your family and increase your own social standing. • An NPC killed by the players turns out to be a Chevalier and the law is now after them for their crimes. • Gain 1 degree in a talent. to be held up to the highest standards. The subjugation of Ferelden and rumoured atrocities committed therein was led by the Chevaliers. • A Chevalier is accused of abusing his power over the people. Castellan Odette Status Renown across Thedas. treasury Expertise Total War Enemies Brigands.

Should their body become possessed a Templar standing watch will kill them without hesitation. train in the Circle or be made Tranquil. their family 22 and community. To the average person it is a place where potential mages can be protected. centred on the Grand Cathedral itself. enslaving what remained. This rankled with the magi who detested being glorified servants and unrest swelled across the Chantry’s domains. Divine Ambrosia. Some have temporarily reverted to their normal state and begged for death before becoming Tranquil again. In the earliest stages of the Chantry all mages under its control were kept confined within all Thedosian Chantries. To be revealed as a mage has long lasting consequences for a person. Each kingdom in Thedas possesses a Circle of Magi. Yet magic has been part of the culture of all the peoples of Thedas since time immemorial. In fact the oldest circle of magi in Thedas is found in Tevinter. These early templars convinced her to segregate the magi into their own organisation where they could practice magic under the chantry’s watch. More reviled than the Apostate is the Maleficarum. dissuading thoughts of escape. the representative of magi as a whole to the Divine. Over time as the Chantry established its power and centralised its control from within Emperor Drakon’s Orlesian empire. The College of Magi consisting of representatives from all the Circles (except those in Tevinter) convene in Cumberland Nevara regularly to discuss policy and elect a new Grand Enchanter. Mages are taken as children. under the command of the Imperium’s own Divine. The Templars were officially invested as invigilators of all Thedas’ magi and the Circle of Magi was formed. usually before puberty. Those with the gift are given only two choices. All mages within the Circle have a phylactery of their blood that a Templar can use to track them. Over time several fraternities have developed within all the Circles. who legend claims wielded the blood magic of the old gods. Most magi belong . mages were regulated and controlled by the Chantry itself. Over the ages each Circle has developed its own unique culture and traditions. even the nobility are not exempt from this law. a mage that has delved into the forbidden art of blood magic. This terrifying experience is supposed to harden their mind to demonic influence.C ircle D r a g o n A ge C ircle of of M agi M agi No force in Thedas is as misunderstood and feared as magic. whether they understood it as such or not. so abhorrent and feared are they. Then came the time of the Tevinter magi led by Archon Thalsian. He tore down the elven homeland and scattered the people to the winds. reflecting certain philosophical leanings and scholarly methods. Many a noble family has lost its heir apparent to the Circle. even the Tevinter. influenced by the lands it recruits from and the ideologies of the leaders it elects. Templars tend to capture Apostates but will almost always kill Maleficar on sight. The Circle of Magi’s main goal is the regulation of magic in Thedas. Ancient shamanistic practices involving the taking of animal forms or conversing with the dead all have their roots in the same magical processes that modern mages use. After this magic was seen as abhorrent and unnatural and mages were persecuted for the crimes of their Tevinter fellows. fearing a rebellion. It is said that the earliest true practitioners of magic where the Elves of Elvenhan and that perhaps their purported immortality was a result of this craft. They travel into the Fade and confront the demons that dwell there. The Tranquil are cut from their magic and lose their emotions as a result. Only the intervention of the soldiers trained to guard the magi prevented her from doing this. It is the irony of the Circle that fear of the Templars may drive Apostates to learn blood magic in an effort to protect themselves from their hunters. They rarely if ever see their families again. However there is some suggestion that being made Tranquil is a horrible fate. almost ordered an Exalted March on her own cathedral. making them excellent craftsmen. Once an Apprentice Mage has been through all the training they can receive they must undergo their Harrowing. A mage’s life is not his own so even one that has never encountered the Chantry or the Circle is considered an Apostate by default. or kill them in the attempt. Mages cannot inherent land or wealth from their family. They are inhumanly patient and calm. Any mage not part of the Circle is declared Apostate and actively hunted by the Templars. but to many with the gift it is merely a gilded prison with an executioner at every corner. forced to use their power to keep the eternal flame alight. The reign of the Tevinter magisters lasted hundreds of years until the Imperium’s downfall at the hands of a combined force led by Andraste.

. • Gain 1 Magic focus. • A local farmer is accused of witchcraft despite never showing any magical aptitude previously. A dventure H ooks • A runaway child seeks sanctuary with the players for unknown reasons. The Circle consists of several ranks that a mage will ascend as their experience increases. Forced into servitude as soon as they are discovered. hubris and philosophy. Templars Assets Circle Towers. Some do not consider the four schools ‘pure’ expressions of magic so much as the basis of all magic. • Mysterious deaths follow a travelling circle mage offering miraculous cures to the desperate. This leads into the philosophies underpinning magical academia in Thedas. but they look after their own. • Gain 1 degree in a talent. It is important to note that neither elven Keeper magic nor forbidden blood magic appears within the heraldry. All potential magi start as Apprentices and are taught to control and harness their power. They gain +2 to interaction tests with other Circle members. By extension other magical forms are merely versions of these four fundamental principles. 23 . Just as fire is hot. Using magic from one of these schools is tapping into the fundamental essences that make up magic. entropy and Spirit. they are expected to use their skills for others. Primal. First Enchanters commonly favour the policies and philosophy of the Fraternity they belong to. or Templars may capture one and force them to join. The most powerful of Enchanters become Senior Enchanters and form a council to oversee Circle policy. Only the company of other mages will usually let a mage drop their walls and let their true self show. shops. C lasses Primary Classes Secondary Classes Mage - F avoured S pecialisations • Battlemage O rganisational B onuses • Gain 1 point in Magic or Willpower to represent the strength of mind and power of a Magi. Any other magic is a distortion at best and an abomination at worst. The reasons for this are manifold but can be distilled down to two basic premises. of M agi O rganisational S tructure Areas Particulars Affiliates The Chantry. primal. the head of the Circle and ultimate arbiter. The First Enchanter is required to liaise with the Templars through the Knight-Commander. one school leading into the next in an unbroken circle.. P laying as a C ircle M age A circle mage is caught between two worlds. In general though the only requirement to become a Circle Mage is to possess the ability to manipulate magic.to one of these fraternities and they continually vie for power within the Circles like political parties. where the caster combines the energies of the Walking Bomb and Drain Life fields of these schools to generate a more powerful result. The Circle’s emblem is appropriately a quartered circle displaying the four runic symbols of the four schools of magic. In fact it is much easier to join the Circle of Magi than it is not to. The fear and loathing they receive from much of the populace often causes them to become withdrawn and distant. Blood Mages Leaders First Enchanters. On rare occasions Apostates will voluntarily join the Circle. Blood magic is thus an extended form of Entropy and Spirit. Spirit and Creation. Joining the Circle is not normally voluntary. Once they pass their harrowing they become a Mage and a full member of the Circle with all the corresponding rights and privileges. research outposts Expertise Magic and its use Enemies Radical Andrastians. • The local Bann’s anti magic agenda catches up with the player circle mage. Experienced Magi become Enchanters and are expected to teach others. Entropy. ensuring the continual political manoeuvring of the fraternities to position their own candidates in the seat of power. magic is creation. Grand Enchanter Fiona Status Renown across Thedas D r a g o n A ge C ircle R equirements To become a Circle Mage you must be a Mage. Many magi believe the four schools are the only ‘pure’ magic in Thedas. This represents the continuum of magic. The greater majority of magi within the Circle will have been forcibly taken from their families and raised by the Circle itself. • Mages have very little power. From the Senior Enchanters a First Enchanter is elected.

Many young Nevarrans were killed in their attempt at glory. powerful beasts yes. It has been subjugated by its neighbours. They used decoy teams to flood the nest. Thadeus would proceed to pulverise the spine and skull of the dragon until it died whereby he rode it into the ground. Those that did not however proved their manhood and courage in a way no other man could match and would forever more be known as a Slayer. exclusive and disgustingly wealthy dragon fashion industry. It also intimidated the warriors from other kingdoms and granted Nevarra a limited form of protection by reputation. It is no surprise then that a culture so used to fighting off the largest forces in Thedas would produce an organisation bent on defeating the mightiest beasts of Thedas. Many of the country’s most brilliant military leaders has come from this venerable lineage and to be related to the Pentaghasts is to be treated with respect wherever you may go. The earliest forays were fraught with peril. Younger sons eager to prove their worth would track dragon sightings across the land attempting to bring the beasts to bay. The Dragon Hunters developed extremely effective techniques to bring down their prey. On the one hand the slaughter of all these dragons secured Nevarran herds and their bounty increased. one of the oldest noble houses in all of Nevarra. warriors unafraid to die. To understand the origins of the Dragon Hunters you must understand the mindset of the Nevarrans themselves. So it is that Nevarra produced the famed Dragon Hunters. But over time the dragons were seen for what they were. His exploits earned the attention of the heiress to the Pentaghast clan and he eventually married her. there are those that crave the chance to prove themselves superior.D ragon H unters D r a g o n A ge D ragon H unters Dragons have played an important part in the history of all Thedosians. The number of Dragon Slayers in your clan and dragons they had killed became a de facto measure of social standing and success. A Slayer kept the skull of their kill as a sign of their complete dominion over life and death. Dragonbone weapons were seen as symbols of the Dragon Slayer and none possessed more or in as much quality as the Pentaghast clan. 24 Lastly the sudden abundance of dragon carcasses saw the dragon bone and hide industry skyrocket. driving out the dragonlings and drakes until they enraged the high dragon and she descended upon them. Nevarra is situated virtually in the centre of Thedas with Tevinter to the North and Orlais to the West. He came from obscure origins but his feats were legendary. Nobility and power became synonymous with being a Slayer. clinging to it with nothing but a set of crampons and his steely grip. One of the most famous Dragon Hunters in history. When the high dragon was engaged hidden warriors would fire rope tied arrows through the dragon’s membranous wings. The origins of the Dragon Hunters lie amongst the Pentaghast clan. Nevarra became the centre of a huge. As their success grew it produced several unforeseen by-products. This has bred hardy people. Eschewing a retinue of helpers Thadeus became known for fearlessly jumping onto a dragon’s back and riding it through the air. It sits at the crossroads of military ambition and has in the past suffered because of it. The raw power of a High Dragon outstrips anything a human might encounter. so much so that many people of the lower classes attempted to slay dragons themselves in order to better their lot in life. When armies marched they did so most often through Nevarra. Thadeus the Dragonbreaker. making them as close to godliness as possible on the mortal plane. No one would interfere in this bout and more than one Dragon Hunter lost life or limb from an enraged high dragon’s steel trap bite. Once confined to the ground a Dragon Hunter would step forward as the designated slayer and fight the dragon to the death. The Tevinter Old Gods were themselves manifest as Dragons and many an ancient and modern culture worshipped the beasts. Dragon bone became the material of choice amongst the ruling elite across Thedas. Wielding a truly massive maul called Shatter. Glory in life is rewarded in death and the people of Nevarra create the most lavish tombs and mausoleums for their dead heroes. becoming the . but beasts none the less. associating the wearer with the heroism of the Dragon Slayers. specifically Orlais and has been on an aggressive footing for most of its existence. Brotherhoods of Dragon Hunters formed bound by blood to bring down the largest dragons they could find. their capabilities or weaknesses. no one knew the behaviour of a dragon. tangling them up and preventing her from flying. It is said that their family hall was buttressed and vaulted with dragon bone and that the tapestries were worked into whole dragon hides. But as is the way with all things of power.

However their pride can slip into hubris and arrogance if left unchecked. With the return of the dragons the Dragon Hunters could again come to the fore and show their quality. The weight of history rides on their shoulders and they eagerly leap into battle with the most dangerous of beasts in honour of that past. deep ones and any dragon sightings no matter how unlikely. adored by the masses. Hunt Master Krandis Status Renown across Thedas D r a g o n A ge D ragon H unters R equirements To join the Dragon Hunters you must have 2 or more in Cunning to outsmart the beasts you hunt. It is instantly recognisable by anyone in Thedas as the symbol of heroes and garners respect from people in all walks of life.first commoner to be elevated to the nobility on his actions alone. even family and life. • An NPC claiming to be a dragon hunter accuses a player hunter of being a fraud. dragon produce stockpiles Expertise Big game hunting Enemies Rival hunting groups Leaders Slayers. seeing it as a test and a duty. To be a Dragon Hunter is to put honour and courage above everything else. • The local village offers a reward for the slaying of a mysterious beast killing their herds. C lasses Primary Classes Secondary Classes Warrior/ Rogue Mage F avoured S pecialisations • Beast Hunter • Trick Shooter O rganisational B onuses • Gain 1 point in Perception or Dexterity to represent the skill and control of a Hunter. Barely one hundred years after the first Dragon Hunter brotherhood was formed the dragon was declared extinct throughout Thedas. However like Thadeus of old there is still the ability for a person from outside the blood to join. They chased darkspawn ogres. Many had forgotten the glory of the old days or scorned past deeds as flights of fancy or overblown legends but those in Nevarra knew differently. • Hunters are celebrated warriors. O rganisational S tructure Areas Particulars Affiliates Nevarran Nobility/Government Assets Keeps. It is to seek out the most dangerous creatures in Thedas and confront them with no intention of retreating. Gain +1 to interaction tests with any humans in Thedas. assuming they can prove their worth. Playing as a Dragon Hunter Dragon Hunters are proud warriors who revere their legendary lineage. mansions. A dventure H ooks • An NPC claims to know the lair of a dragon. It wasn’t until the Dragon Age that hope was rekindled for their brotherhood. • Rumours of smuggled dragonbone heirlooms reaches the ears of a player hunter. They take up quests to slay beasts terrorising local villages. mightiest of the mighty. The days of the Dragon Hunters were short-lived however. The Dragon Hunters. Anyone that can do this will live on forever in the memories of the living as a true hero. 25 . bereskarn. The emblem of the Dragon hunters consists of a purple field with a cream dragon skull pierced with the sword of the Pentaghast. • Gain 1 Cunning focus. The dragonbone trade again became a rare and expensive business and the glory of the Dragon Hunters began to fade. undaunted continued to search for worthy foes. To join the Dragon Hunters generally requires blood ties to the Pentaghast clan or one of the other ancient families. • Gain 1 degree in a talent. If the bearer also possesses black banding then all will know they are a Slayer.

Almost all elven ruins are found within the borders of a human kingdom and many are buried beneath their crude cities. broken and despised. fearing the reprisals should the shem uncover the truth. If the brotherhood is to reclaim elven heritage they must deal with those humans living near these ruins. all blame falling on the continual hit and run attacks made by Ferelden partisans. following this path of conspiracy lies dangerously close to the methods . although given enough time and recovered artefacts such a possibility may eventuate. From the ashes of their second home grew the Dalish. to the People of today and to 26 the future they fight for. the Emerald Brotherhood (lit. blood friend of the colour of the trees). each putting aside their clan differences and goals in order to protect the foundation of the elvish people. negotiating at best and fighting at worst. It is the only part of Dalish culture that crosses Clan boundaries. This oath takes precedence over any orders given by an elf’s clan and can sometimes cause friction as a Dalish hunter has to abandon their clan’s wishes to fulfil the duties of the brotherhood. As such the brotherhood has little need to hide its operations. aiding rebellious factions and deliberately instigating revolts. Angry and bitter refugees staged daring raids into the Dales in an attempt to save anything of their heritage that still remained. One elf or clan’s desires are nothing against the future of the elven race. Amongst the Dalish there exists those with a more proactive philosophy. not those of the shem. the Dalish must seek it out. The brotherhood comprises hundreds of individuals from dozens of clans. During the Orlesian occupation of Ferelden the brotherhood recovered several priceless caches of elven artefacts. It was during this time that the brotherhood was formed and it has endured for six hundred years. more than most Dalish. The brotherhood is not above killing shems that get in their way. These forward thinking Dalish refer to themselves as the Falonlin Moradhal. Because of the strong philosophy and goals of the brotherhood they. if for no other reason than to prevent reprisals against fellow elves. Most human societies see all elves the same. They believe that one day the shemlin empires will fall and the elves will take back what was theirs. They are too few to start a war against the usurpers. Like it or not the shem kingdoms cover Thedas from East to West and their actions can have far reaching consequences for the elvish people. These guerilla fighters managed to save many of the precious cultural artefacts reclaimed during the height of the Dales. Andraste’s promise of freedom ringing hollow. although being Dalish is also associated with the worship of blasphemous gods. They would not bow down to the Chantry’s barbary. the elves using hit and run tactics to pull the Chantry forces in multiple directions and distracting them from their true aim. The oldest amongst the brotherhood caution such aggressive actions. intercepting them on their way to adorn the walls of Orlesian noble houses. It isn’t good enough to simply wait for their heritage to be given back to them. Skirmishes between them and remnant Chantry forces continued for months. Orlais’ occupation was such an effective aid to the brotherhood that they added half a dozen lost words to the Dalish lexicon and gained information into the earliest elven magic. The unrest caused by the occupation allowed the brotherhood to strike at will. the descendants of the houses that ruled the Dales. Sometimes sacrifices must be made for the betterment of the People as a whole.E merald B rotherhood D r a g o n A ge E merald B rotherhood For hundreds of years the scions of Elvenhan have been strewn to the winds. mockingly as her own followers turned on the People. but try to avoid bloodshed if possible. nor give up their culture to its usurping people. taking them back to the Dalish caravans leaving the area. for few humans would understand the difference nor see the significance in their actions. They are bound by common cause under the green light of Elvenhan’s trees to rebuild what was lost. Some in the brotherhood now openly espouse the idea of fomenting unrest amongst the shem. They take a blood oath to Elvenhan of old. are willing to interfere with the affairs of the shemlin. The Dalish roamed Thedas collecting all that they could of their birthright and living on their own terms. There is also the truth that few are willing to face. The earliest records of the brotherhood lie just after the destruction of the Dales by the Chantry’s Exalted March. Their second chance at freedom was short-lived as their erstwhile allies turned on them and drove them out. They believe that the elves won’t regain what they’ve lost without active participation by the Dalish.

and ideology of the Gift. for the rewards are great. • The NPC currently employing the players appears to possess ancient elven artefacts. You must be able to put the needs of the elven people ahead of your own clan and blood. Still the temptation is there. Joining the Emerald Brotherhood is more about conviction than ceremony. A dventure H ooks • A human excavation uncovers a lost elven outpost. O rganisational S tructure Areas Particulars Affiliates Dalish Clans Assets Weapon caches. The brotherhood sees this connection through the green metal veridium as it appears a large portion of elven artefacts are constructed of it. Defenders Status Renown throughout the Dalish O rganisational B onuses • Gain 1 point in Cunning or Perception to represent the drive and awareness of the brotherhood. It is the fear that the brotherhood could lose its way and become like the Gift that has kept them thus far from directly influencing human conflicts. its branches curving around to shelter what is beneath. Playing as an Emerald Brother The Emerald Brotherhood is extremely focused and driven. The emblem of the Brotherhood consists of a green tree in the style of vallaslin. but the urgency of their cause leaves little room for second guesses or social niceties. The brotherhood plays the long game and is above petty clan problems. R equirements To join the Emerald Brotherhood you must be an Elf and have 2 or more in Willpower to maintain your conviction. You must be an elf. Gain +2 to interaction tests with any elves in Thedas. if something needs doing they do it. • A strategy put in place decades ago is about to come to fruition and a player brother is required to help. • Emerald Brothers are respected amongst the Dalish and acknowledge by the city elves. This doesn’t make them rash and they can be extremely patient if the success of the mission relies on it. This is perhaps the most difficult requirement and is what weeds out the uncertain from the resolute. a dark organisation the brotherhood has studiously avoided for centuries. The brotherhood believes that the Dalish must become the shelter and strengthen it. Dalish crafts. rather than simply relying upon it for succour. They understand what is at stake and rarely spend time in indecisive action. Green is symbolically important to the Dalish as it relates to the forests that sustain them and is believed to be the light under which Elvenhan grew. As an organisation of action rather than rhetoric the brotherhood values practical skills. ancient relics Expertise Investigation and recovery Enemies Any organisations that obstruct their work Leaders The Emerald Keeper. D r a g o n A ge E merald B rotherhood • Gain 1 Willpower focus. • A player brother has to choose between going to the aid of his clan or chasing an elven artefact before it is lost forever. for no shemlin or durgen’len can understand the drive of the Dalish to be truly free. • Gain 1 degree in a talent. C lasses Primary Classes Secondary Classes Warrior/ Rogue Mage F avoured S pecialisations • Emerald Knight • Keeper • Ranger 27 .

representing the deaths that all Legionnaires suffer and the blood that is spilt in repentance for there disgrace. The black border is the eternal morning for lost brothers that no others will miss. Leaving the Legion is unheard of. if you yourself are not of the Legion. They wear the markings of the Legion and carry nameless weapons as befits the dead. both metaphorical and real. When a Legionnaire falls their equipment is taken and passed onto another recruit. to a dwarf it is a permanent and irreversible change of life. A stark white stylised Dwarven skull appears on a dark red field. They may connive and murder behind closed doors but to the public they must present nothing but an impeccable front. the name of the previous bearer engraved in the plates so that the Legion will never forget their own. For a dwarf to forsake their people a second time would mark them as inhuman monsters deserving of nothing more than a horrific death at the hands of the brothers they have abandoned. receiving the secret hazing and brutal tattoos to mark you as one of their own.. 28 The closest any other people have come to understanding the Legion are the Ferelden Ash Warriors but even they do not give themselves eternally to death. The Legion accepts any dwarf. The next day you are marched into the Deep Roads. For a dwarf the appearance of honour is everything. returning only for supplies and new recruits. It is rumoured this is one of the reasons most are kept in the Deep Roads. their family and their friends. .L egion D r a g o n A ge L egion of the D ead of the D ead “Yes. If for any reason a dwarf is discovered to have acted dishonourably.. The Legion however provides a light at the end of the tunnel. It is in the Deep Roads and the dark places of the world that you will live out the remainder of your life. A funeral is held for you to say good bye to your family and later that night you are initiated into the Legion. The Legion becomes every part of their life. all your previous misdeeds are expunged and your family receives what bequeathments you have left to give. forever lost in the depths of the Deep Roads. They will fight against appalling odds. It is both an indictment of the dire position the Dwarven people find themselves in and a stark example of the extreme state of the Dwarven mind. rank. When the Legion fights it holds nothing back. Stone’s greetings friend You will fight ceaselessly in The Legion of the Dead. cheated. Every Legionnaire has already died so death in battle means little to them. until your body catches up with your past and you suffer the true death. It is a social faux pas to carry the equipment of a Legionnaire. It provides a form of social salvation for those that have dishonoured themselves and their families.” -Motto of the Legion of the Dead. Perhaps one of the most melancholy and sad of all the organisations of Thedas is the Legion of the Dead. Given the limitless numbers of the creatures infesting the Deep Roads there is no shortage of death awaiting them. Many of the surface dwarves started their lives as Orzammar exiles for this very reason. As a Legionnaire gives away all his worldly goods to his family it is down to the legion to equip them. Nowhere that will grant anything other than the horrible death you so richly deserve. Some families have fled Orzammar rather than live with the shame a single member had brought upon them. stolen or been convicted of a crime their dishonour stains their family as well. As the Legion takes care of its own. For a Legionnaire their life has ended and they focus on nothing but the slaughter of Darkspawn. Joining the Legion is more than a choice of profession. there is nowhere to run in that dark maze. By joining the Legion you are declared legally dead. history or creed. anyone found carrying the gear of their brethren is be met with less than an enthusiastic welcome. grimly fighting the darkspawn in the claustrophobic darkness of the earth. regardless of caste. standing against an endless tide to the last drop of their lifeblood. Their philosophies are a reflection of the Dwarf mindset taken to its extremes. even if the rest of the world has long forgotten. The heraldry of the Legion is as basic as it is direct. Joining the Legion is a death sentence.

as death can be found anywhere. gibbering about monsters in the woods.. • Gain 1 Perception focus. keeps. • Legionnaires are feared and respected by Dwarves. C lasses Primary Classes Secondary Classes Warrior/ Rogue - F avoured S pecialisations • Legionnaire Scout • Legionnaire Soldier O rganisational B onuses • Gain 1 point in Willpower or Constitution to represent the resilience of mind and body pounded into you. endless recruits Expertise Forlorn Hope. allowing their allies to escape. regardless of danger or fear. no other requirements are needed. P laying of the as a D ead L egionnaire To be a legionnaire is to embrace death in totality. Ash Warriors Assets Weapons. However they are prone to getting into fights at every turn. holding the line Enemies Anyone that threatens the Dwarven people Leaders Lord of the Dead. It is to accept your mortality as past tense and to face anything that comes your way. • NPC raiders are found carrying the weaponry of the Legion. whether victory is possible or not. armour.O rganisational S tructure Areas Particulars Affiliates Dwarves. Those that adventure with legionnaires will see them as a double edged sword. Legionnaires are sombre figures who often stick to themselves. However the main foe of the Legion is the darkspawn and anytime major incursions occur they call for their brothers and sisters to come to the fight. They will put themselves in the path of danger at all opportunities and rarely retreat. dying standing with the corpses of their enemies around their feet. Dirge Captains Status Renown amongst Dwarves R equirements To join the Legion of the Dead you must be a disgraced Dwarf. D r a g o n A ge L egion Legionnaires are allowed a large amount of freedom. • An NPC tells a player Legionnaire that an evil maleficar is summoning a pride demon to attack Orzammar. Grey Wardens.. • The Legion is massing for a strike against a darkspawn stronghold and requires the player Legionnaire to participate. They are amazing warriors who will cheerfully take on the most powerful of foes. 29 . • Gain 1 degree in a talent. but may over compensate with heavy drinking and forced cheer. Gain +2 to interaction tests with any Dwarves in Thedas and Ash Warriors. A dventure H ooks • Survivors of a dwarf caravan are encountered.

Whether through the corruption of nobility. others were left without a war to fight. destruction of livelihoods or simple starvation many commoners will turn to banditry to protect their families. . A high proportion of city elves have begun joining bandit groups in an effort to escape their oppression in the cities without having to join their estranged kindred in foreign traditions. The Talvashoth. banditry is a fact of life in Thedas . Those bandits with a tad more education will employ imagery and symbology in open mockery of the Ferelden nobility as a blatant challenge to their dishonourable past. a sword or a sword in a skull. In recent decades giants from the north have even joined these bands.L owland B andits D r a g o n A ge L owland B andits As long as there has been property there has been theft. As powerful as the militaries of Thedas are. looking for adventure are drawn to them to exercise their new found freedom. Many bands have been captured because one sold them out and it takes a strong leader with an iron fist to ensure loyalty to the band comes before loyalty to the pocket. The Ferelden lowlands have over the years played host to dozens of different bandit groups. Even major cities find themselves surrounded by uninhabited lands full of dangerous beasts and lawless brigands. Loyalists would offer pardons to any brigand warbands throughout the land that wished to join them. Whenever a conflict or war disrupts life in a region it will inevitably drive people away from their homes and into a life of desperation. The coarsest of villains generally display simple intimidating symbols like as skull. 30 After finally removing the Orlesians from Ferelden the crown came out of hiding. During the occupation by Orlais the Ferelden royal family and loyalist forces themselves became infamous as bandits from the lowlands. Joining bandit gangs isn’t too difficult. Organised gangs of professional brigands on the other hand are an altogether different matter. For decades they waged a hit and run campaign against the occupiers and the image of the bandit became a far more romanticised one of the noble warrior fighting for the downtrodden. Suddenly the brigands were no longer needed and although many were offered positions in the military. The insignia of raider gangs varies depending on their sophistication. they can’t be everywhere. After the conclusion of conflicts many soldiers. The image of the noble privateer lingered on in Ferelden for quite a long time even as the lawless became more violent and began brazenly raiding farmsteads and villages. Each man knows that they rely on their fellows to avoid the chopping block and that everyone has a price. These common folk are rarely well organised. brigands and raiders that have grouped together to terrorise local towns and villages in order to keep themselves fed. Although they still receive some discrimination amongst the other criminals. Soon dozens of small bandit parties had been brought under the Ferelden banner. Whether by the desperate or the callous. fighting as privateers for the crown. using their knowledge of the local areas to great advantage when striking against Orlesian army columns. If it wasn’t for the mercenary companies in the employ of the crown. these bandits would have become a far more real threat than anyone would care to admit. but gaining their trust can be. Dalish in the wild places and the errant darkspawn horde. are left in a similar position and these individuals are far more terrifying than any starving peasant. The subsequent Swindle Wars were particularly bitter clashes between erstwhile allies now on opposite sides of the law and the psychological effects of that betrayal are still felt even to this day in the regional parts of Ferelden. striking out against Orlesian forces wherever they could find them. now with no employment or home to go back to. working together as a band quickly removes any cultural boundaries. Sometimes normal people must take extraordinary measures in order to survive. There are vast tracks of uncharted wilderness throughout every kingdom. generally only stealing what they need to get by and are thus little more than a nuisance to the authorities.

cave caches. C lasses Primary Classes Secondary Classes Rogue Warrior F avoured S pecialisations • Ranger • Shadow • Sniper O rganisational B onuses • Gain 1 point in Perception or Dexterity to represent the survival instincts needed to survive in a bandit gang. • Gain 1 degree in a talent. smugglers Assets Hideouts. • The players are asked to negotiate the return of stolen items with a local bandit king. 31 . Bandits place their personal safety above even profit. • A group of bandits arrested for the horrific murder of an entire family and subsequent blood rituals claims they have been set up by the local noble. P laying as a B andit Banditry is rarely a deliberate choice. However once immersed in the rough culture of a criminal organisation the allure of power to the powerless can become intoxicating. but the instinct for self preservation and mutual trust required of bandit gangs ensures they’ll always have their companions’ backs when the chips are down. D r a g o n A ge L owland B andits The casual violence and attitude to personal property makes them difficult companions for the more straightlaced.O rganisational S tructure Areas Particulars Affiliates Criminal syndicates. banditry. bosses Status Infamous in Ferelden R equirements To join the Lowland Bandts you must be a desperate individual. no other requirements are needed. • Bandits get along with other ne’er do wells. Gain +2 to interaction tests with those in Theda’s seedy underbelly. • Gain 1 Strength focus. A dventure H ooks • The destruction of a local village precedes an escalation of bandit raids on a nearby town. • A PC bandit finds out that the law enforcement they are working for has set up an ambush to take out their original gang. The Cata. A living bandit can always try and steal something else. Their original purpose was self preservation and theft was merely a means to an end. Most people are forced into desperate actions to support themselves. intimidation Enemies Ferelden military Leaders King Jhing. loot Expertise Theft.

such a cure would not have eventuated. The risk of discovery is ever present so membership is entirely down to personal invitation from the collective as a . Knowing that breaking away from Chantry control was. the mages of the collective began surreptitiously collecting funds to finance a widely distributed network of non-mage couriers and menials. Circle mages partaking in these clandestine meetings began to question the worth of the research performed when the potential punishment was so great.M ages ’ C ollective D r a g o n A ge M ages ’ C ollective The Chantry has had a stranglehold on Thedosian magic for centuries. or be considered Apostate and hunted. the weakened mind of the individual a virtual lighthouse to any demon nearby. Joining the collective is a difficult process. moving goods and messages around the lands. the fading collective bounced back with justified vigour. Over time these more independent thinking individuals sought research partners and students of rhetoric amongst any they could find. seemingly dreaming themselves into oblivion. To the public the collective appeared as nothing more than a courier service. it was caused by the leaking of fade energies through a tear in the veil. at least not within the lifetime of those the disease affected. some of whom could be thousands of miles away. until the over enthusiasm of an Enchanter led them to form a partnership with what later turned out to be a Maleficarum. Those exposed for long enough eventually slipped into a fugue state. for the time being impossible. Any mage that has not joined the Circle of Magi will either be forced to on discovery. These individuals would be the day to day face of the collective and few would know its true nature. These Enchanters. an entity that has so far successfully avoided detection. especially from the Libertarian and Aequitarian Fraternities. including the hedge mages found outside Chantry control. The breach of Circle security that resulted from this alliance almost revealed the fledgling organisation to the Templars. especially as they all followed ethical magical study in keeping with the Maker’s mandate on magic. using spell ciphers and mnemonic devices to hide their messages completely from anyone but their intended recipient. They had developed a treatment for the unnatural disease sweeping through the peasantry of south eastern Orlais. Over the following century their research and study revealed many more discoveries not possible under Chantry dominion and many within the Circle Fraternities began questioning the point of Chantry control at all. Known as dreaming sickness. The final stages of the disease manifested as a violent possession. 32 The magical elixir developed by the mages proved extremely effective and the disease was eradicated within a few weeks. those Enchanters of specific philosophical ideologies were naturally drawn to one another and eventually formed Fraternities. The less recognisable their members are the better. From its beginnings as a means of circle magi and hedge mages to talk outside Chantry influence the collective has grown to become a powerful entity across Thedas. Encouraged by this dramatic success. These early illicit collaborations were seen as harmless for a time. The Collective seldom uses emblems and insignia. Without combining the unorthodox thinking of the hedge wizards with the extensive knowledge and research available to the Circle Mages. Over the centuries Apostate mages have become extremely good at hiding themselves from Chantry scrutiny. forming small hedge mage communes to provide mutual support and multiple escape routes should the Templars come knocking. The secret nature of the organisation has meant many research hours spent developing highly effective concealment glyphs and Spirit spells to cloud the minds of any that get too close. The collective almost perished in its infancy were it not for the timely discoveries of the hedge wizard Farlo and her Circle compatriot Etaine. They have no associated colours and rely mostly on concealed magical glyphs to recognise one another. As the Circles developed. The organisation possesses its own partially magical encryption method. For the mages within the collective this network became an invaluable means of sharing information and research with their compatriots. Even amongst the Circle Mages there have always been those that resented their effective servitude simply for being born a mage. However its goal of peaceful research and knowledge has led to the unofficial association of the scroll and dove’s feather with the organisation. had it not been for the sacrifice of the mage that caused the breach in the first place. chafed at their unending Chantry oversight.

O rganisational S tructure Areas Particulars Affiliates Courier companies and employees Assets Laboratories. This can be mentally draining which is why over time most collectivists tend to prefer the company of their fellows. Gain +2 to interaction tests whenever attempting to misdirect or lie. There are few places a mage can truly feel free of scrutiny or distrust. These will invariably be mage sympathizers. Mages and their supporters join the Collective for the company of like-minded scholars and researchers. Even close friends and family may be kept in the dark to maintain absolute secrecy. • Gain 1 Magic focus. The potential to fully explore their magical power without recrimination is a powerful draw.whole. friends and family of mages. Members may petition for the collective to consider a new applicant. and a few will be trusted with the knowledge of the collective’s activities. Those mages that have made it clear they dislike the shackles place on them by the Chantry are far more likely to receive an offer. Non-mages can be employed without them knowing their employers. information gathering Enemies The Chantry and all affiliates Leaders First Amongst Equals. but they will not be offered entry until the collective thoroughly investigates their histories. • A courier company hires the players to safeguard a package through the mountains. • A player Collectivist is told that one of their number has been captured by Templars and must be freed or killed before torture loosens their lips. • Gain 1 degree in a talent. Senior Researchers Status Hidden R equirements To join the Mages’ Collective you must have a Cunning of 2 or more and be a Mage or Mage supporter. money. • Members of the Collective are extremely good at hiding their activities. information network Expertise Esoteric research. activities and loyalties. Collectivists feel both elated and excited about their organisation and fearful of discovery. or enlightened scholars who are more interested in the research being conducted than the people doing it. 33 . P laying as a C ollectivist D r a g o n A ge M ages ’ C ollective A Collectivist will often build a carefully constructed wall around their true feelings in order to keep nonmembers from learning about the organisation. except for one village near an Elven ruin. C lasses Primary Classes Secondary Classes Mage Warrior/ Rogue F avoured S pecialisations • Shadowmancer • Guardian • Shaman O rganisational B onuses • Gain 1 point in Communication or Cunning to represent the intellectual and collaborative spirit that drives the Collective. • A terrible disease is sweeping the local area. However the Templars are always on the lookout for Apostates and their organisations and many times mage ‘sympathizers’ have espoused anti Chantry philosophies in order to gain access to illicit mage movements. A dventure H ooks • A Templar asks the players to investigate suspected mage activity.

leaving the Lord with no evidence he was ever a Noble. Lord Elkinton of Ferelden went to a great deal of effort and money to disguise his Noble roots in order to infiltrate the Guild and would have done so had his steward not taken employ with a guild affiliated business after being abused by the lord. it has become a powerful institution in its own right. The friction between noble houses and the merchants has on several occasions turned into outright war. This is especially apparent in the Free Marches where little traditional nobility exists. From the outside the Merchant Protection Forces look like a well organised mercenary group specialising in guard duties. The majority of nobles find the rise of these mercantile upstarts offensive. They detest common born riffraff putting on airs.. Since its inception the Guild has become more than an affiliation of various merchants. Given its actual power. bankers and continental caravans are all encroaching on the hereditary wealth of the noble families. Because of this continued threat the wealthy of the Free Marches decided to pool their resources and form an organisation for mutual protection and profit. Merchants. Merchants can petition the council for loans (at a significant interest rate) to develop new business ventures or even put forward a business venture for the Guild itself to take part in. She took his identification with her. The money it has accrued rivals that of most banks and its influence has spread across Thedas. even mercantile ones. The Guild was able to install a lookalike as the real Lord Elkinton and siphon off all his wealth and assets. ranting about his true Noble origins to anyone within earshot. The Free Marches Merchant Guild works to secure the wealth if those merchants that can afford its exorbitant membership fees. daring to tread where only those of noble blood should go. In fact the wealth of these merchant families often exceeds the nobility in other countries and they have become the defacto nobility of the Free Marches. but more than anything they fear the loss of power they have assumed by right of birth for centuries. damage or theft of their products. A council is voted into power (which itself requires a running fee) that make decisions on how money is spent and what projects to support. Members can take out insurance against loss. whilst the real Elkinton became a wandering drunk and vagrant. The sheaf of wheat and stack of coins in the field represent the Guild’s mercantile purpose and fiscal power.. This hasn’t stopped some Nobles. but also points to the important part it plays in the distribution of food and other necessities to the populace. often accepting marriages with foreign noble houses in order to claim the legitimacy of a noble name to add to the power of their money. Previous runins with Thedosian nobility which originally sparked the formation of the Guild has given it a strong bias against nobles. Into this vacuum stepped ambitious merchants and brokers and over the centuries these have become powerful dynasties with a reach as far as their pockets are deep. This exclusivity is by necessity unwritten as the Nobility would never stand for being officially excluded from the Guild. albeit war on a small scale and dismissed as banditry. the Merchant Guild is extremely selective in its membership. . The Guild took the colour in defiance of the Nobility and as a mocking jab at their shallowness. The Guild uses a quartered field of orange and blue as its colours. These Merchant Protection Forces are deployed on behalf of members of the Guild to safeguard their businesses should threats arise and to minimise any insurance payouts.M erchant G uild D r a g o n A ge M erchant G uild Despite the hereditary rule of nobility across the majority of Thedas it is the burgeoning middle classes that hold much of the wealth. exclusive artisans. Orange was an unpopular colour and the Nobility of most of Thedas dismissed it as without character. 34 The Merchant Guild’s wealth is so great that it can afford its own standing army of professionally trained soldiers led by a cadre of hardened commanders plucked from everywhere across Thedas. This has led to more than one suspicious accident or outright public assassination to make visible the power of the nobility. Instead Noble merchants are always given an excuse or justification for their denial of membership. but from the inside it’s obvious what they are: the military arm of a small country whose domains ignore borders and cross from one side of Thedas to the other. However this has not been without incident. Because of this no merchants of recognised noble blood can join the guild.

However behind this cocky confidence there is often a gnawing sense of inferiority. Guilders are always on the lookout for new products to market. Where others see desolation they see opportunity. • Gain 1 degree in a talent. asset protection. mercenaries. materials to sell. 35 . P laying as a G uilder The Merchants of the Guild take a perverse pride in their lack of Nobility. Their jobs are generally easy. That no matter how high you rise or wealthy you become. • A player Guilder is required to aid in the insurance mitigation of a caravan. but the high level of loyalty ensures they will stick around for even the most dangerous of missions. merchants Assets Warhouses. D r a g o n A ge M erchant G uild Soldiers in the employ of the Guild have a high level of morale as their pay is generous and always on time. C lasses Primary Classes Secondary Classes Rogue Warrior F avoured S pecialisations • Bard • Duellist • Guardian O rganisational B onuses • Gain 1 point in Perception or Dexterity to represent the keen hand and eye needed in the cutthroat world of business. Head Ledgermen Status Known throughout Thedas R equirements To join the Merchant Guild you must have a Communication of 2 or more and not be of Noble birth. • A courier company hires the players to raid the warehouse of a prominent merchant. Gain +2 to all interaction tests involved in mercantile endeavours. • Guilders are excellent traders. farmers. • A Guilder offers to pay the PCs to recover his property from bandits in order to avoid paying his insurance premiums. Whether what they see is matches with the demands of reality is another matter. capable of turning almost anything to profit. A dventure H ooks • A Noble finances the party to infiltrate the Guild in order to get him admittance.O rganisational S tructure Areas Particulars Affiliates Artisans. craftsmen. sales Enemies The Nobility of Thedas Leaders Merchant Master Talea. businesses Expertise Insurance. the Nobility will always exceed you simply by dint of birth. • Gain 1 Communication focus. banks. finance. Many of the most successful Guilders are more wealthy than all but the kings of Thedas and they flaunt it. As promotion is based on merit the Guild forces are never short of potential recruits.

Becoming a Stalker is a sacrifice as ties with the tribe are severed temporarily. Combined with the legends of the Witches of the Wilds. known as the Chasind or Korcari Wilders are a spiritual people who still follow the old ways long since lost to the people of Ferelden. calls to march on the heathen barbarians rang out and border skirmishes became common. Amongst Fereldans the Mist Stalkers are seen not as Chasind. The mist is seen as the moon’s veil cast across the land to hide her actions from the world. led by shamans of great power. the Chasind do not follow Andrastian teachings and their continued existence is seen as a blasphemy against the Chant of Light. the increased activity of Darkspawn and mercenary companies across the lands has seen the Mist Stalkers expand their repertoire. the delicate balance developed will be destroyed and . but also to ensure the Stalkers take no partisan actions on behalf of their tribe. This uncompromising philosophy has shaped a hard but deadly warrior tradition and ensures that the Chasind are well protected from any threat the Wilds can throw at them. stalking wolves and elk through the dark forests. Should the Stalkers begin taking sides in tribal conflicts. Like the Avaars.M ist S talkers D r a g o n A ge M ist S talkers Alongside the Avaars. To the Chasind this brotherhood are heroes protecting their people. only warriors who have proven themselves as skilled hunters and trackers. The campaign of fear and terror they have waged has been more effective than a thousand battles and Ferelden interests in the Wilds has dropped considerably in the last few decades. relying on their other senses to locate and kill the prey. To join the Stalkers is no easy task. Instead their symbol is a knife bisecting the moon. Once a member of the Mist Stalkers they are tasked with the hunting of the most dangerous prey in Thedas: man. never to be seen again. Tradition holds that they either come back with their prize. comprised of members from across all the Tribes. As the Stalkers comprise warriors from all tribes they do not possess a tribal totem. But as the Chantry took hold of Thedas. but as spectral monsters that haunt the Wilds spiriting the unwary away into the dark. Each Mist Stalker is a master hunter. partly to focus them on their task. Relations between the Chasind and Ferelden have always been strained. swamps and forests of the southern reaches. In the days before Hafter the Chasind were a powerful force and regularly raided the northern lands. having undergone further hunting trials to join the brotherhood. However it isn’t just the Wilds that threaten the Chasind. the soft and indolent Northerners also encroach on their lands and kill their people. Without a single leader the Chasind have been unable to put up a unified front against the sporadic incursions of aggressive zealots and the suffering has been great. Tribal feuds and loyalties are temporarily put aside in order to protect the greater whole. After Hafter broke the Chasind horde very little was heard from them. the Chasind have only increased the mystique and terror surrounding their lands. They live amongst the misty wilds. there is only one remnant group of the original Alamarri tribes that first populated what is now Ferelden. They generally only recruit Chasind and of those. To combat this new threat a brotherhood of warriors has appeared. These tribes. What buildings they construct are built atop stilts to keep their possessions away from flood water and the crawling denizens of the swamplands. Although initially formed to hunt intrusive Fereldans. or don’t come back at all. warriors are blooded through a series of hunting trials. Mist Stalkers are assassins of the forest. using their superlative skills to keep the Fereldans too terrified to organise a coordinated attack. to the belligerent 36 Fereldans they are the terrifiying Mist Stalkers. The Mist Stalkers sole job is to hunt and slay any Ferelden that penetrates too deeply into the Wilds and ensure their allies never find them. The moon is mistress of the night. Rumours of the worship of dark gods and vile things are commonplace amongst Fereldans and the Chasind’s association with the Witches of the Wilds only deepens their image as demon savages. Amongst the Chasind. The Shrouded Trial requires they hunt the great wolves of the Wilds blindfolded. shadows and mysteries. be they Fereldan or darkspawn will know terrifying death from the darkness. The warrior has no contact with their people for the length of time they have joined the stalkers. All those that threaten the Chasind tribes.

they will also travel abroad. • Gain 1 degree in a talent. Mist Stalkers put their duty first and foremost. Although their main target are Fereldans in the Wilds. This creates an interesting dynamic between them and any Fereldans they meet. F avoured S pecialisations • Assassin • Beast Hunter • Shaman O rganisational B onuses • Gain 1 point in Dexterity or Willpower to represent the speed and single-mindedness needed to hunt enemies of the Chasind. renowned in the Wilds Fereldans are of no threat and so a Mist Stalker will interact with and even work alongside Fereldan warriors. Shadowblades Status Infamous in Ferelden. Their affiliation with the Mist Stallkers is one of sworn oaths and blood trials rather than uniform and heraldry. P laying as a M ist S talker Mist Stalkers are hunters extraordinaire. and will take on these foes wherever they encounter them. • Gain 1 Perception focus. hunt the creatures there and learn better ways to undertake their duty. Virtually no Fereldan would know one Korcari Wilder from another and a Mist Stalker is in no hurry to explain their affiliations to them. A dead darkspawn here is one less that can threaten the tribes of the Wilds. R equirements To join the Mist Stalkers you must have a Perception of 2 or more and be a Chasind Wilder. Outside the Wilds 37 . They continuously hone their skills against the stealthiest prey they can find and are always on the lookout for more. the Wilds Expertise Insurgency. C lasses Primary Classes Secondary Classes Rogue Warrior/ Mage • A player Mist Stalker discovers information on a horde of Darkspawn moving towards Ostagar and the Wilds. • Mist Stalkers are completely at home in the wild places of the world. disappearing people Enemies Ferelden Leaders First Huntmaster Chekote. D r a g o n A ge M ist S talkers A dventure H ooks • A mercenary company camped near the Korcari Wilds is losing men at an alarming rate. Gain +2 to all interaction tests involving beasts and tribes from the wilderness. • A noble has lost their son in the Wilds and offers to pay the players to recover him.there will be nothing to stop the Ferelden zealots from rampaging through the Wilds… O rganisational S tructure Areas Particulars Affiliates Chasind Tribes Assets Weapon caches. leaving Korcari to see the wild places of other lands. • The players find a message on a dead Chasind suggesting a group of Mist Stalkers plans on raiding a feuding tribe.

To mitigate this the Ataam recruit a high percentage of naturally hornless Qunari to the Beresaad. They scout new countries and study their cultures. To a Qunari hornlessness is quite intimidating and they will not generally remove them voluntarily. They are the Beresaad. Unlike the majority of Qunari society the Beresaad are not assigned their role. The Beresaad travel far from Qunari lands to scout foreign people. dwarf of human found amidst their ranks is also Qunari and given all the same rights and responsibilities as any other child of the Qun. a physical difference not unlike the many hair colours amongst Thedosians. The Thedosian Chantries (both Tevinter and Andrastian) consider all Quanri to be heathens. As a result. Like all parts of Qunari society. Within the Ataam there exists a division whose purpose is to be the vanguard of the Qunari. They will almost always be from the Ataam and thus trained as a Qunari soldier. Qunari naturally grow sweeping horns. This creates a formidable military force with morale and discipline matched only by the most fervent Andrastian knightly orders of Thedas. The Ataam is led by the Arishock. Qunari efficiency and philosophy dictates that each individual is 38 intrinsically suited to a specific task and the BenHassrath selective breeding programmes have further reinforced this. They are the most highly trained of the Ataam and their will is iron. partly as it is an irreversible decision. the Qunari are broken into multiple branches. but in that time they have made an unforgettable impact. As the sexes differ in many ways this naturally inclines them towards different tasks. Instead they are identified by the symbol for all Qunari. any elf. This identity is so strong that loss or theft of their weapon can cause such shame and loss that they throw themselves into battle in an attempt to regain their honour in death. which in the case of the Beresaad is their weapon. The very concept of what a Qunari is relies on this ideology. or dispose of them if they refuse. Part of the danger of the Qun’s ideology is the belief that only it can help people achieve their true purpose. all members of the Ataam and therefore the Beresaad are male. The Arishok’s words are law and his soldiers will obediently follow them to whatever end. Combined with their larger size the Qunari stand out amongst the many races of Thedas making the work of the Beresaad more difficult. the Beresaad is a gender restricted organisation. Because of this. The horned giants most Thedosians consider to be Qunari are simply the first race to develop and embrace the philosophy. but they must earn their position in the . They have only had a presence on the continent for a few hundred years. Like all Qunari the Bersesaad strongly identify themselves and measure their worth by their occupation and the tools used to represent it. As such they have repeatedly declared Exalted Marches against them with mixed results. The Qunari don’t feel the need to assign such things to the divisions of their society. On the part of the Qunari they consider the Chantry and Thedosians in general as incomplete and to be pitied. each governing a specific aspect of Qunari culture. one of the three leaders of the Qunari known as the Triumvirate. However in severe circumstances a naturally horned Qunari of the Beresaad will remove their horns and many TalVashoth will willingly cut theirs off to intimidate their former countrymen. To accomplish their task of assimilating other cultures. growing larger with age. to learn their cultures and assess their military strength. As expected for an overtly militant culture. but they consider all who follow the Qun to be Qunari. followers of blasphemous false ideologies and dangerous to the spiritual wellbeing of the peoples of Thedas. a white diamond depicting the interlacing of all parts of the whole together. The Beresaad do not possess an emblem unique to their organisation. The black field represents the darkness and ignorance of the world and the white of the diamond signifies enlightenment that only the Qun can provide when all people are joined as one in its cause. Therefore it is the duty of all Qunari to educate others in the Qun. one entire third of their social structure is given over to the military or Ataam.Q unari B eresaad D r a g o n A ge Q unari B eresaad The Qunari are the newest arrivals in Thedas. Depending on their mission they may be required to perform covert military action including the assassin of foreign dignitaries and theft of strategic documents.

R equirements A dventure H ooks To join the Beresaad you must have a Cunning of 2 or more and be a male Qunari in the Ataam. The war of ideology is much harder fought for the Beresaad for they do not have the Ben-Hassrath to help them with spiritual matters. They always put their people before themselves. They see their actions as doing honour to their people and themselves. • Beresaad are considered exceptional warriors amongst their people. Because of this they are given much greater leeway in learning foreign customs and practices and may even develop idiosyncratic behaviours not in keeping with the average Qunari. • Mysterious giants attack the village the players are staying in and no one knows why. P laying as a B eresaad Like all Qunari the Beresaad are single-mindedly devoted to their role. O rganisational S tructure Areas Particulars Affiliates Qunari Assets Everything needed Expertise Infiltration. However their role is of such vital importance that this is overlooked by the Ben-Hassrath in order to ensure Qunari culture is preserved and the teaching of the Qun eventually spread to the ignorant things of Thedas. a noble the players are currently working for. ensuring that whatever they do is benefit to all. • Champion • Duellist • Weapon Master O rganisational B onuses • Gain 1 point in Dexterity or Strength to represent the peerless training of the Beresaad. • Gain 1 degree in a talent. They gain +2 to all interaction tests with Quanari • Gain 1 Communication focus.Beresaad. They are allowed to form bonds with people from other cultures and indeed will travel extensively with them in order to further their goals. Rarely someone from outside the Ataam will be recruited into the Beresaad after already being assigned their position. asymmetric warfare Enemies Non-Qunari Leaders The Arishok and Atani Status Renown amongst Qunari Because they operate far from home they are more self reliant than most Qunari. They must spend much time amidst foreign peoples and ideas and must possess a strong understanding in the Qun in order to prevent any of these strange ideas from infiltrating their minds. Primary Classes Secondary Classes Warrior Rogue F avoured S pecialisations D r a g o n A ge Q unari B eresaad • Rumours of a powerful new weapon capable of destroying a castle with one shot surface. 39 . • A travelling circus claims to have a giant from the north. C lasses • A player Beresaad is request by the Ataam to assassinate a specific noble. but in most cases they will be a highly accomplished warrior whose actions on the field have proven their worth as a Beresaad operative.

So the followers of the Sanguine Ministry treat Blood as sacred. The Saviour saw the real gift of the Maker and she determined that without control of this gift humanity would never know the Maker’s love again. known to the Ministry only as the Saviour. Shamans and witches communed with spirits. The most powerful was that originating within Tevinter itself and eventually this faction broke away entirely from the Thedosian Chantry centred in Orlais. another denomination appeared. Magic was not evil. each with a slightly different interpretation of Andraste’s words. 40 A devout follower of Andraste’s cause. to better connect them to one another. Let my cries touch their hearts. Many blood mages seek out the Ministry. The excesses of Tevinter cast a black shadow over the use of magic and many began to fear and hate this otherworldly power as it was used to enslave and torture. Andraste shed her blood for the people to bring them to the truth of the Maker’s love and only through the Blood could it be found. . This was the Sanguine Ministry and its origins date back to the very death of Andraste herself. The revelations of the Saviour spread very slowly as their position was apparently in opposition to the beliefs of the Chantry. The allure of this acceptance and veneration means that in most cases they convert wholly to the Saviour’s teachings and become fanatically loyal to their cause. During the struggle between the Chantry and what they righteously referred to as the Black Chantry of Tevinter. until Andraste’s army reached Tevinter. What they find is a religious order that venerates Andraste and the Maker and accepts and loves them for the ability given to them by the Maker. Let mine be the last sacrifice. Andraste’s power was unlike anything the Saviour had ever seen. They believed that to serve mankind the Magisters would have to rule them. thereby allowing mages to regain their positions of power. The Ministry holds that the power these Magisters displayed was not unlike the so-called Miracles of Andraste herself. For so long the use of blood to power spells has been stigmatised and punishable by death. others for a sense of absolution. Their rule spread across the continent as far as what would later be Ferelden and their highways are still present to this day.S anguine M inistry D r a g o n A ge S anguine M inistry “Let my blood touch the ground. many Magisters were killed or captured but not before the Saviour witnessed the power these mages possessed. Blood magic. and within magic exists the very soul of the Maker himself. From Andraste’s own words the Saviour understood that the waters of the Fade and the Maker’s tears were the Blood flowing through the veins of his children. Andraste’s teaching on the Maker and the Chant of Light spread quickly and the core belief that magic was meant to serve mankind and never to rule them was enthusiastically taken up by all that had suffered at the hands of the Tevinter. As the Chantry developed there were several factions that appeared. but their corruption of the Maker’s pure magic and their lack of faith in Him. some initially for power. it was the Maker’s gift to humanity. healed the sick and killed their enemies with potent if primitive spells. Amidst the chaos of Andraste’s attack on Minrathous. just as Andraste spilt hers to bring the Maker to the world. The problem with the Magisters was not their magic. the people of Thedas held magic in both fear and awe and it was an integral part of many ancient tribal cultures. The emblem of the ministry is the Chantry Sun with a red blood drop in its centre. realised herself the truth of Andraste’s power. one that even the Magisters of Tevinter reviled.” Andraste 7 For hundreds of years before the coming of Andraste. signifying the Maker’s gift of the power in blood to his children. Nowhere was this more apparent than in Tevinter where powerful and sophisticated mages controlled a vast Imperium. With the appearance of Andraste and her army of the faithful the Tevinter Imperium was broken and the yoke of magic removed from Thedas. The Saviour’s great revelation was that in the Blood was the Maker’s Truth. so too does the Ministry spill their blood and the blood of others. Mages were hunted down and burned for the apostates they were and any that surrendered were kept under guard.

Someone of the ministry will try every attempt to proselytise.Those who are not mages may still join the Ministry. • Gain 1 Willpower focus. P laying as M inister The most powerful priests. Blood Priests Status Whispered amongst apostates a S anguine To be one of the Ministry is to know a great truth and to know that most Thedosians will never know this. R equirements To join the Ministry you must have a Perception of 2 or more and be an Andrastian. They gain +2 to all interaction tests with apostates and heretics. blood power Enemies Andrastians Leaders The Sanguine. claiming that apostate elements of the Chantry seek to kill them. • Gain 1 degree in a talent. albeit surreptitiously and indirectly. The Chantry denounces these acts as blasphemous demon worshipping. • A religious order seeks aid from the PCs. bloodletters of ferocious power and ability. Due to Chantry’s misguided hatred of magic and blood the Ministry requires many Paladins to protect their priests and ensure the blood work of the Maker is done in the secret halls and meeting places of the Ministry. C lasses Primary Classes Secondary Classes Warrior/Rogue/Mage - F avoured S pecialisations • Blood Mage • Reaper • Reaver O rganisational B onuses • Gain 1 point in Willpower or Constitution to represent the fortitude and mental strength instilled in a minister of blood. or ever accept it. They are fervent believers in Andraste and The Maker so will come across as devout to those that don’t know their true beliefs. • Ministers have a strong rapport with the hidden parts of Thedas . known as Blood Priests are capable of reaching beyond the Fade to draw power into their blood. • Babbling peasants accuse the Chantry of blood magic. but the Ministry knows the truth and pities the misguided efforts of the Chantry to suppress the true teachings of Andraste. D r a g o n A ge S anguine M inistry A dventure H ooks • The players uncover a strange chantry with symbols of blood. • A blood mage is found amongst some enemy NPCs and asks for sanctuary from a player Minister. rhetoric. gaining a part of the immortal power of the Maker himself. and they become Sanguine Paladins. 41 . O rganisational S tructure Areas Particulars Affiliates Blood Mages Assets Hidden temples Expertise Theology.

magic and the occult and declared themselves the only ones fit to dispense the Maker’s justice. ostensibly brothers in arms. Without preamble the two largest Andrastian organisations in Thedas sealed their alliance in the now famous Nevarran Accords and a new chapter in Chantry history began. They saw no distinction. Realising they could not continue alone the leaders of the Inquisition parlayed with the Chantry and Drakon. no matter where it may lead. dislike the Seekers more than most. the ends justifies the means they care not whose pride is bruised in the process. A Seeker is sworn to uncover the truth. Her teachings touched many people in different ways and the prevalence of blood mages and dark cults across Thedas spurred the more martially-minded to band together to counter the growing threat. Nothing is beyond their scrutiny and no one is beyond reproach. undercutting the authority of and humiliating the Templars whose assignment it originally was. In the centre of the sun sits the Maker’s All Seeing Eye. their use of his righteous Chevaliers as a private army finally wearing on him. following much of their original mandate although no overt acts of violence have been forthcoming from this secretive order in centuries.S eekers D r a g o n A ge S eekers of of T ruth T ruth The Chantry wasn’t the only Andrastian organisation to develop after the death of Andraste. looking to find common ground. for was not the Maker the true god of all and Andraste his bride? Any who refused to see this self evident fact was no better than the deliberately malevolent mages and demon worshippers. They became the de facto authority on mages. To become a Seeker is no mean feat. desperate to find a new military arm 42 jumped at the chance to combine with the Inquisition. On many occasions Templar trained Seekers will intervene in cases involving particularly powerful apostates. This zealous crusade continued unabated and the Inquisition’s power grew ever more prevalent. The Inquisition spent decades rampaging across Thedas in an orgy of righteous destruction. The latter were to be elite warriors often chosen from within the Templars to police their brethren and seek out the dark things in the world and bring them out into the light. The Seekers are the only warriors of the Chantry that still resemble the Inquisition of old. abominations and any who would not convert to the Chant and worship the Maker. specially trained warriors used to guard and combat mages and the Seekers of Truth. the second Blight erupted. With Drakon and the Chantry combined the Inquisition’s power was stymied but before this could lead to sectarian war. Their casualties were horrific but their fervour undiminished and their actions gave many comfort in the dark times. Only Emperor Drakon’s military power and influence could hope to counter the growing Inquisition and his devout worship of the Maker made him a natural ally of the quickly developing Chantry. The Chantry divided the Inquisiton into two branches. The Seekers use a stylised Chantry sunburst on a black field. Somewhat ironically the Templars. Many Seekers come directly from the Templars as they will have received all the sanctioned training and indoctrination required to serve the Maker and his . They are as much political investigators as martial ones and aren’t above espionage or assassination in order to safeguard the Chantry’s interests. However the conflict with the darkspawn began to severely deplete their numbers and the control they once held over much of Thedas began to slip. slaying apostates. The truth will out and the Seekers will find it. the Chantry had begun to outstay its welcome with the Orlesian monarch. Unbeknownst to the Inquisition. signifying the holy ordinance under which the Seekers act and the true vision with which they see. The Chantry. One of the main objectives of the Seekers is to police and regulate the Templars and their heavy handed and rather blunt diplomacy has left a sour taste amongst the Knight Commanders. The Inquisition threw itself into slaughtering what they saw to be the Maker’s natural enemies. This extreme and violent organisation was infamously known as the Inquisition. the Templars. For the Seekers though. They are tasked with protecting sensitive information that could embarrass or destabilise the Chantry and must harshly judge their fellows to protect it.

. To be a Seeker is to always have the Chantry’s goals and interests at heart and to ensure they are achieved no matter the cost. • Seekers have a powerful presence. Gain +2 to all interaction or intimidation tests with those within the Chantry and Templars. apostates Leaders Lord Seeker Lambert. • A Chantry Mother hires the PCs to investigate one of her lay-brothers she suspects of treachery. but it knows the Seeker must find the best way. The Chantry may set the course. • A PC Seeker must blackmail a noble at a party to prevent him selling information to Tevinter. O rganisational S tructure Areas Particulars Affiliates The Chantry. R equirements To join the Seekers you must have a Perception of 2 or more and be an Andrastian. There are many would-be Chevaliers and knights from across Thedas who have heard the Maker’s call and joined the Seekers. but the enemies of the Chantry are not always so cooperative. As a result Seekers walk a tightrope between their duty and the consequences of their actions. for there can be no more honour in mortal life than to defend the Chantry and all she holds dear. P laying as a S eeker Seekers have a strong will and an unbending sense of duty. they are subtle and circumspect. suppression Enemies Templar dissidents. • Gain 1 degree in a talent. Templars Assets Any Chantry assets Expertise Investigation.representatives on Thedas. However the lyrium addiction resulting from their Templar training can impact on Seeker duties and so some are chosen from outside this brotherhood. They are highly visible agents of the 43 . However a Seeker is no wrecking ball. • Gain 1 Perception focus. without the devout Andrastians surrounding him finding out. High Seekers Status Famous throughout Thedas of T ruth Chantry and must always weigh the consequences of their actions. • A Seeker is found dead in the bed of an apostate.. C lasses Primary Classes Secondary Classes Rogue Warrior F avoured S pecialisations • Templar • Shadow • Assassin O rganisational B onuses • Gain 1 point in Willpower or Cunning to represent the sure mind needed to be a Seeker. D r a g o n A ge S eekers A dventure H ooks • Templars are being killed in the city. The Chantry expects nothing less than the perfect execution of a Seeker’s duties. interrogation.

they are in fact an army unto themselves. Many younger sons and daughters of nobility vie for admission into the order due to the prestige and celebrity that comes with being a Templar. amongst their duties. The emblem of the order is a sword piercing through a stylised sunburst. However the uncompromising training. This grants them a considerable resistance to magic and the ability to drain the mana from nearby mages. Considered an act of last resort the fact that the order possesses such power at all creates great tension between them and their charges and occasionally leads to charges of tyranny 44 and abuse. However. Where the Seekers display the AllSeeing Eye. Most Templars are trained in skills to counter magic. religious conviction and lifelong sacrifice required of a templar ensures that only the truly devout and noble of heart ever succeed to the mantle of the Templar. It is the duty of a Templar to watch their charges for any sign of weakness or corruption and to act without hesitation should they find it. It is this sense of ruthless piety that most frightens mages when they get the Templars’ attention: when the Templars are sent to eliminate a possible blood . they must be unswervingly loyal to the Order and maintain an emotional distance from the plight of their charges. Ironically. One of the Order’s most important duties occurs during the Harrowing where they watch over the mage’s body. Commoners see the Templars as an opportunity to rise to a station higher than they could hope for in ordinary life. As the Chantry’s military arm. the Order must also pursue mages who escape but typically can track the fugitives using a phylactery of blood from their quarry. It is said that a Templar’s obedience is more important to the Chantry than his or her moral centre. The size and strength of each branch also differs. While they are officially deemed a defensive force by the Chantry established to protect the communities of the faithful from magical threats. these Knights oversee day-to-day operations. the Templars are a highly effective force in Thedas. highly disciplined and devoted to the destruction of non-believers in the name of the Maker. they are recruited primarily for their martial skill and religious dedication to the Maker. Perhaps the most extreme example of the Templars’ power is their ability to decree Right of Annulment which authorizes them to forcibly tranquil or kill all mages in a Circle tower. protecting the world from the dangers of magic unchecked. a division within the Order who serve directly underneath the Divine herself.T emplar O rder D r a g o n A ge T emplar O rder The Templar Order is a military order of the Chantry that. Templars maintain a dual role in the Chantry. often a Grand Cleric. depending on the region in question. The Order itself is ruled from the glittering White Spire in Val Royeaux by a Knight-Vigilant. ensuring all who see them understand the Chantry’s power. ready to kill him or her if demonic possession occurs. Templars may be assigned to the Circles of Magi but also to individual Chantries. they are sworn to protect the world from the dangers of magic. the Templars brazenly display their martial purpose. Templars are considered by the common folk to be the saviours and holy warriors of Thedas. but at the same time they also protect mages from a world that fears them because of these dangers. Well-equipped. according to the Chantry this is the price that must be paid for the security the Templars offer. there are other sources that suggest that the Order is actually led by a series of Knights Divine. In Thedas there are 15 Knight-Commanders each in control of a branch of the organization. There are many who believe the Chantry knows of the addictive properties of lyrium and uses this to control the Templar order by controlling the flow of lyrium. hunts apostates and maleficar and watches over the mages from the Circle of Magi. However. They answer to the head of the local Chantry. depending on the community they serve or their specific mandate. these abilities could be considered a form of magic in themselves. shutting down their magical capacity entirely. In addition to making the rules. Templars are also responsible for seeking out mages newly come into their power and bringing them into the Circle. Inevitably. Given the difficult choices Templars must make in the course of their duty. ingesting a considerable amount of lyrium in their development and as a result become addicted to it.

• Gain 1 degree in a talent. Their mana suppression skills make them a potent defence against magic. O rganisational S tructure Areas Particulars Affiliates The Chantry. a Templar knows it is just. • Templars are celebrated heroes to the common people. They believe in the Maker. and if the Templars are prepared.mage. Unless specifically hunting them they won’t immediately attempt subjugation. the Templars are one of the most feared and respected forces in Thedas. 45 . These Templars may have had friends or family taken to the Circle and have a more human approach to their duties. Kinghts-Divine Status Famous throughout Thedas R equirements To join the Templars you must have a Constitution of 2 or more and be an Andrastian. • Gain 1 Communication focus. there is no reasoning with them. These individuals still see themselves as performing the Maker’s work but they seek to change attitudes from within the organisation rather than from without. but the mere presence of an apostate can put them on edge. C lasses Primary Classes Secondary Classes Warrior Rogue However not all Templars believe that their mission requires the kind of force and compassionless attitude evinced by the majority. Seekers Assets Any Chantry assets Expertise Investigation. The same is true for any mage in the presence of a Templar. • A Templar is accused of abuse and assault by the young apostates in their custody. apostate or no. suppression Enemies Apostates Leaders Knights-Vigiliant. • A group of warriors claiming to be Templars has taken control of a local village. interrogation. • The local Templar Knight-Captain requests the PCs help him find two missing Templars. the Chantry and the Divine above all else. F avoured S pecialisations • Templar • Duellist • Champion O rganisational B onuses • Gain 1 point in Willpower or Perception to represent the strength of will and insight needed to be aTemplar. No matter the distasteful things they may have to do in their duties. A dventure H ooks D r a g o n A ge T emplar O rder • A PC templar recognises a lost family member amidst the coven of apostates discovered in the wilderness. Templars have a hard time around apostates. Driven by their faith. P laying as a T emplar Templars are holy warriors. Gain +2 to all interaction tests with nonmage commoners. the mage’s magic is often useless.

people. These dwarves are pariahs amongst their own people. and renege on deals. The leaders of the Carta cycle through fairly quickly. No Caste dwarf may join the Carta. and other goods between Orzammar and human lands. they are nevertheless considered worthy of a position amongst Orzammar’s citizens. all casteless who turn to crime eventually become part of the Carta. Joining the Carta is less about opportunity and more about inevitability. lyrium. Recently they have extended their activities topside. The Casters have made life miserable for the Casteless and there is no way in Stone the Carta will provide any support to their kind. Given no other alternatives in the grim world of Dust Town. Just as all rivers eventually join the sea. In recent years the Carta and its dealings have become a threat to even Orzammar itself as the dusters boldly walked the streets of Orzammar during the Fifth Blight. double-cross allies. and restricted from performing legitimate work. With no strong leader to rein in their excesses. This single rule is taken extremely seriously and anyone found bringing in a Caster or being one is immediately put to death. The amount of treachery and greed found within their ranks ensures that anyone that can take control is the most conniving. Once born a dwarf’s fate is tied to their caste unless they manage to marry above their station. . The Carta isn’t too fussy about symbology. as part of their surface operations. many humans and city elves have been more than keen to join in order to get a piece of the pie. The caste mentality of dwarf society manifests itself in an altogether darker and more violent manner amongst the Carta. The Carta is a powerful and ancient dwarven crime syndicate headquartered in Dust Town near Orzammar. Anything intimidating or violent suits them. Of course that doesn’t mean someone from a Caste that has lost their status can’t join. The majority of casteless however turn to crime. and they command a formidable racket in Dust Town. patronizing prostitutes. violent and underhanded thug in Dust Town. and slaves. or crime. few casteless dwarves can resist joining with the Carta for their livelihood. It gets the point across. Carta dwarves specialize in smuggling lyrium. As a result the casteless dwarves of Orzammar have few prospects. The majority of Dusters are at least affiliated with the Carta and more than a few surface dwarf families have had dealings with them as a result of their social expulsion from Orzammar. Many female casteless attempt to hunt the men of the castes in attempt to beget sons and thus rise in station by joining their caste. prostitution. using groups of surface-dwelling dwarves to smuggle weapons. considered the descendants of criminals and traitors. Consigned to live in a crumbling ruin on the social and economic fringes of the dwarven capital. surface luxuries. A common image is that of crossed axes behind a stylised grinning dwarf skull on a black field. Even those dwarves considered servants belong to a caste and although they may be looked down upon by their betters. composed entirely of casteless dwarves. most resort to begging. All that matters is that you pay your dues and do as you’re told. although the recently Casteless aren’t seen much differently. Not so for the casteless. an unusual occurrence but not impossible. 46 Despite the flow of business. using power and force as measures of worthiness. There is always someone else willing to slip a knife between your ribs in a bid to rise in station. its members are still desperate and violent. and businesses. beggars. Apart from that the Carta will take anyone even nondwarves. they have little sense of dwarven honour.T he C arta D r a g o n A ge T he C arta “Blood or coin the Carta always gets its cut. weapons. enacting an extortion and intimidation racket upon merchants in the Commons. Given the amount of money that flows through Carta coffers due to their extensive blackmarket Lyrium trade. To dwarven society they do not exist and the Memories hold no records of them.” Dwarven society is built on a rigid set of castes. and freely break their word.

• A PC Carta member is challenged for their position in the Carta and must defend it without attracting the attention of the authorities for whom they currently work. A dventure H ooks • NPC smugglers appear to have connections to the Carta Lyrium trade. weapon caches. Such methods are for the weak and spineless. Lyrium deposits Expertise Smuggling. those that can’t fight for themselves. • The PCs are hired to help move a mysterious shipment from a mountain village warehouse to a noble’s estate but they are set upon by dwarves of the warrior caste claiming the goods as their own. criminal organisations Assets Dust Town. P laying C arta as part of the Being one of the Carta provides not only a means for survival but a means to gain power no casteless dwarf could normally receive. • Gain 1 degree in a talent. Intimidation and violence are the preferred methods of dealing with most situations rather than the foreign notions of negotiation and compromise. C lasses Primary Classes Secondary Classes Rogue Warrior F avoured S pecialisations • Berserker • Duellist • Trick Shooter O rganisational B onuses • Gain 1 point in Cunning or Perception to represent the deviousness needed to survive in the Carta. • Gain 1 Communication focus. extortion Enemies Orzammar Leaders Boss. The ability to intimidate those of higher station can be intoxicating and often leads Carta members into foolhardy situations. • Carta members are consumate racketeers and smugglers.O rganisational S tructure Areas Particulars Affiliates Apostates. D r a g o n A ge T he C arta The cutthroat nature of the organisation means that most Carta members tend to prefer the direct approach. theft. Gain +2 to all intimidation tests with ordinary citizens. 47 . left and right hands Status Infamous in Orzammar R equirements To join the Carta you must have a Dexterity of 2 or more and be casteless. • A noble from Orzammar claims that the Carta are attempting to assassinate him.

with all the signs of a heart attack caused by over indulging his sinful cravings. The Duke. Their influence transformed the fledgling organisation and a new motto was adopted to reflect this changing image: “All that is good has been built on the bodies of the fallen. spies and assassins infamous throughout Thedas. known as the Archive of the Crows is one of the most secure buildings in all of Thedas and only the foolhardy or insane would dare enter without invitation. Knowing the Duke’s immoral appetites she volunteered to take the place of a local girl destined for the Duke’s bed.” Since that time the Crows (so named for their sinister flocking to areas of strife and disaster) have become one of the single most powerful entities in all of Thedas. in some ways rivalling the Chantry herself. They used the herbs grown in the gardens of their abbey to concoct lethal poisons. Hundreds of years ago in the hills north of Treviso an order of Chantry monks opposed the despotic rule of a local duke. Though honour among such an organisation is generally dubious. Even the Orlesian Bards consider it a necessary evil and their role concentrates on spying and collecting sensitive information. symbolising the power behind the mask. However as with all good intentions. This repository. When her screams summoned the guards they found him tangled in the bed sheets clutching his heart. Although not initiates they are still held to the same standards and callous attitudes and it takes someone with a strong stomach to seek out such an arrangement. More than one king of Antiva has even hailed from their ranks. This is generally displayed on a field of red to further reinforce the bloody nature of their work. for their leaders know that even if the battle is won they won’t be alive to savour its victory. The Crows use a black feathered mask as their emblem.T he C rows D r a g o n A ge T he C rows of A ntiva of A ntiva The Crows of Antiva are an elite organisation of thieves. The only way they can survive the brutal process and prove themselves worthy is by enduring every test the Crows throw at them. and it should come as no surprise that those particular kings have in fact numbered amongst the nation’s most effective rulers. eagerly took her into his chambers. The lucrative black market trade in Lyrium with casteless organisations has also led to an increase in dwarven recruits and even a few tal-vashoth have been employed by the Crows to perform vital work amongst the Qunari forces. they do adhere to one standard: contracts are met and agreements are kept. With this newfound power the abbey decided it would be the Maker’s will to ensure no other would suffer at the hands of the powerful. Although the majority of work is performed by their own initiates. It is said that no man is beyond the reach of the Crows and they have proven this adage time and time again. They have ears in all courts and the royal family of Antiva itself are mere puppets dancing to their tune. Only the Circle of Magi comes close to the servitude and horror of Crow initiation. Failure to eliminate a mark means the life of the operative is also forfeit. the Crows will also sub-contract to trusted outsiders. . Unlike most organisations the Crows have a very harsh selection and training process. He only got part way through slaking his thirst before he inadvertently ingested the strategically placed poisons about her body and died. then let us also be architects. successes and failures and volume upon volume on the multitude of ways to kill a man. they paved the way to ruin. They keep meticulous records of their contracts. including killing their peers. It wasn’t long before criminal elements found their way into the Abbey itself under the guise of lost souls seeking the Maker’s light. Almost all their members are bought as orphaned or enslaved children in order to best control their development and mould their psyches. ignorant of her true origins. in Antiva assassination is considered an art form. If we are to be killers. This shadow threat is so potent that Antiva possesses no standing army. standing between him and the helpless people he ruled. No single kingdom has dared invade Antiva. The majority of their recruits are elves and humans who are forced to live together in tight quarters. The history of the Crows is inextricably tied to the history of Antiva and the rise of the Chantry. Crow Masters have no qualms in killing recruits if they make a mistake. killing many of the Duke’s thuggish guards in their own guardhouses and finally reaching the Duke himself through the subterfuge of one of their order. 48 Whilst the majority of Thedas considers assassination the coward’s way.

Despite this rather imbalanced upbringing they have been given extensive training in etiquette and socialising in order to more effectively complete their missions. • The Crows hire the players to keep watch on a house while they undertake an unknown task inside.. espionage Enemies Anyone in their way Leaders Guildmaster. Raised from a young age most Crows know nothing else except how to kill. • A PC Crow must undertake an assassionation against the merchant that just hired the party. 49 . • Gain 1 Dexterity focus. • An orphanage in the city has seen children go missing over the last few months and the caretakers appear disinterested in finding out why. masters Status Infamous throughout Thedas R equirements To join the Crows you must have the Crow Initiate backgorund. banks. A dventure H ooks • A noble hires the PCs to protect him from assassination attempts. or method too vile to achieve this.. • Crows are notorious everywhere. Gain+2 on all interaction or intimidation tests against anyone. To a Crow their mission comes first second and third. They are merely tools to be used to further the organisation’s goals and no action is too extreme. criminal organisations Assets Antivan nobility. spies. archives Expertise Assassination. As a result Crow initiates tend to have unnaturally slick communication skills that can put the more discerning on edge. blackmail.O rganisational S tructure Areas Particulars Affiliates Antivan nobility. they often do not fully understand why they are to be used. and kill well. • Gain 1 degree in a talent. The fact that their life is forfeit should they fail in their assigned missions helps to further motivate their already goal orientated personalities. P laying as a of A ntiva C row Being a Crow isn’t so much a choice as it is an enforced lifestyle. C lasses Primary Classes Secondary Classes Rogue Warrior F avoured S pecialisations • Assassin • Shadow • Sniper O rganisational B onuses • Gain 1 point in Cunning or Communication to represent the skills needed to ply the trade of the Crows. Although a Crow knows the correct words to use and manner in which to use them. D r a g o n A ge T he C rows Such sociopathic behaviour is to be expected of individuals raised into a life of brutality and murder.

ignoring insults and beatings to maintain the facade. Learning from the Dread Wolf’s lesson these Dalish use any and all means at their disposal to destroy human society. for although his actions are believed to be the reason the gods could not save the elven people. They send infiltrators into alienages to become the hand servants of the rich and powerful. Those willing to die for the good of their people. Through the use of sedative concoctions as well as magic they manipulate their chosen prey until they become ostracised from their own people. This way of thinking is not popular amongst the Dalish as the resentment for the Dread Wolf is quite strong. Each elf will always have an immaculate alibi. When the Dalish make camp they place statues of Fen’Harel around the camp facing outwards. no tool too unnatural. They go out of their way to form bonds with the humans. playing their role to perfection. So those of the Gift operate. For their operation to work they require none but the most loyal of Dalish. despite being outnumbered and outmatched? So it is that there are some amongst the Dalish that revere him more than most. Joining The Gift is a strong commitment. That is until the time is right and the disguise is thrown aside. they don’t look favourably on those that abandon their mission. fooling them both into exile. as the Dalish keep away from prying eyes anyway. Every member receives a special lyrium tattoo that is only visible when Dalish . One notable example had a bann and his family executed by Templars due to the Gift operative using blood magic to set the bann up as a maleficarum. For did he not defeat both the gods and the forgotten ones. They use resources taken from their previous victims to finance human bandits and 50 Such is the skill of those in The Gift that individuals have managed to destroy whole noble families by insinuating the presence of blood magic. whilst their targets possess none. None should suspect them of the deception. They use his strategy to destroy humanity. However some of the people and even whole clans have followed this philosophy and in so doing created an alliance committed to a singular goal. What happened to the dread wolf after his greatest deception is not spoken of amongst the Dalish. the entire estate was put to the torch and the people run from the land for harbouring such evil. Stores will mysteriously spoil. children go missing. Those followers of the Dread Wolf’s gift always ensure that their target is aware in their last moments that it was the Dalish that destroyed them so that they carry the image of triumphant eyes and shining Vallaslin to the other world.The Dread Wolf’s Gift of Blood Vengeance D r a g o n A ge T he D read W olf ’ s G ift of B lood V engeance assassins to target key people and locations. he is still seen as an example of cunning and strength in the face of adversity. His victory is thus seen as a lesson. the kind of odds the Dalish are currently facing. Currently there are few that even suspect the existence of the Gift. the destruction of the human race. The last thing the bann saw was his loyal servant’s grin as they drained the blood of the bann’s missing son from the battlements. symbolically representing the need to be on constant vigil. They say that he who walked in the shadows had the confidence of the gods and the forgotten ones. So long as the death is not associated with elves in any way it is considered a success. Dalish legends speak of Fen’Harel. and his part in the fall of Elvhenan. their faithful elvish servant their only friend. When the Templars searched the estate and found hidden chambers full of the blood of the innocent scrawled in dark rituals. Due to their clandestine nature it is difficult to find members of the Gift and only they can put your name up for consideration in joining. They refer to their philosophy as Enansal Nanlin Fen’Harel – the Dread Wolf’s gift of blood vengeance. If they believe you have promise they will often set a test of loyalty that involves subterfuge and the killing of a specific human target. Although its members won’t kill other Dalish that disagree with them. one that all Dalish should learn. Their relationship with Fen’Harel is an unusual one. The ends justifies the means. determined to destroy humanity from within and turn them against themselves. the dread wolf. When the plan is nearing fruition they begin an elaborate game of smoke and mirrors to turn the humans against themselves. For them Fen’Harel did not betray so much as triumph against overwhelming odds. but the effects it had on the elven people are still felt to this day. Blood magic is blamed on Tevinter magisters and the deaths of ordinary folk on the evils of their own kind. No method is too vile.

magic is channelled into it. They will simply be a means to an end. assassination Enemies Shemlin Leaders Great wolf. You gain +2 to any interaction tests with humans. • Shadowmancer • The players are hired by a mysterious individual to take down an apparently dangerous person. except that members of the Gift won’t ever be honest with them or get close to them.. P laying as a G ift O perative There are some challenges to overcome when playing as a member of the Gift. If the party consists of elves and even dwarves then there are no real problems. forgotten lore Expertise Infiltration. • Gain 1 degree in a talent. As their goal is ultimately genocide via infiltration and terrorism they won’t be best buddies with humans for longer than is necessary and if their party members ever find out they may not react well. D r a g o n A ge The Dread Wolf’s Gift of Blood Vengeance • A PC member of the Gift must gain the trust of the noble employing the players in order to set them up for a spectacular fall. wolf brothers Status Unknown outside the Dalish R equirements To join the Gift you must have a Willpower of 2 or more and be an elf. • Gain 1 Communication focus. O rganisational B onuses • The players are declared to be responsible for all the deaths and ill fortune plaguing a local noble. but it will always be a facade. C lasses Primary Classes Secondary Classes Rogue/Mage Warrior F avoured S pecialisations • Assassin • As part of the Gift you are required to infiltrate and deceive humans. terrorisation. Even human party members won’t pose a problem.. This is the howling wolf in honour of the Gift of Fen’Harel. They will have no problems interacting with humans. Their mission takes priority over the party’s needs and may even contradict them. • Reaver • Gain 1 point in Cunning or Constitution to represent the training of mind and body needed to defeat the shemlin. O rganisational S tructure Areas Particulars Affiliates None Assets Hidden caches. 51 . A dventure H ooks • Someone has hired the adventurers to find the person responsible for mysterious goings on.

in knowledge wisdom. They put great stock in prophecy and legend and believed that the darkspawn would be defeated in the last blight. Their cause transcended cultural boundaries and the Way was a perfect match. In peace vigilance. The Wayists determined that partisan power could not longer be tolerated amongst the Wardens and under the cover the Archdemon’s death they disappeared into the annals of history. However many amongst the devout Andrastian wardens saw this encroachment as blasphemy and a dilution of the true faith. Many of the Seheronese had shown a natural gift in controlling the griffons. frictions formed between the disparate cultures. Their mandate was to defend all of Thedas from the blight. However on their arrival the Wayists were beset by an entire wing of dragon thralls led by the Archdemon itself. the calm surety of their demeanour placating the temperamental beasts. we stand between the darkspawn and the light. awaiting the day of their return. The Seheronese made no attempts at conversion. predict their destination and deliver this vital intelligence to necessary governments before the darkspawn were within sight of their target. One of these was Seheron. This fracture came to a head at the close of the fourth blight and it saw the loss of the wardens’ most potent weapon. realised the power the Seheronese wielded he sought to remove them permanently. giving them unprecedented control. What even the Warden leaders at Weisshaupt do not know is that their own order perpetrated the disappearance of the griffons in the years following the fourth blight. We do what must be done when others lose sight. Under his command he sent the greater contingent of Wayists around the flank of the horde. Their ultimate fate has been the subject of countless stories and minstrels’ songs and many romantics believe them to be hidden away somewhere in Thedas. but the message of oneness and a place for all appealed to many wardens. They recruited as far and wide as they could and in so doing absorbed many cultural peculiarities and philosophies. disease or magic the griffons of the wardens were no more. ostensibly to destroy the emissary covens stationed there. the griffons. In the Anderfels political power was shifting to the Wardens. When Orlesian Warden-Commander Vareux. During the fourth blight the need for recruits soared. No matter how apolitical the wardens were supposed to be. nothing could completely override their lifelong beliefs. regardless of race or creed. The majority of the Wardens were Andrastians. Over the decades leading to the fourth blight the Wardens underwent many internal changes. in life the Way. whether through attrition. including the then unknown elf Garahel. The commanders at the time saw it as an opportunity to further the financial support needed to keep the wardens going. They could scout darkspawn movements. in sacrifice victory. Within the Way many Wardens saw a better path to help the world. but not all and despite their singular goal.T he O rder of the W hite L otus D r a g o n A ge T he O rder of W hite L otus the “We are grey. Their peculiar spirituality did not adhere to Chantry dogma but they fought with courage and honour. Over the following centuries they developed into the Order of the White Lotus. These beasts gave the Grey Wardens unparalleled manoeuvrability. The griffons were decimated in the attack and Vareux controlled the remainder. dwarvish volunteers and even a few Chasind from the southern wastes. . However by the end of the fourth blight.” Centuries past the Grey Wardens fought the darkspawn hordes bestride the backs of magnificent griffons. Realising Vareax’ duplicity the Wayists fought their way free. The Seheronese wardens called their philosophy the Way 52 and claimed it combined their own spiritual system with ideals brought back from a mysterious culture across the seas. seeing it as overstepping the bounds of their charter and a dangerous precedent. himself a hardline Andrastian. Many joined from countries virtually unknown to the Andrastian wardens. but not before losing four fifths of their number to the onslaught and Garahel to the Archdemon. Many within the Wardens disapproved of this. a secret organisation hidden in the Frostbacks intent on preserving the griffon line until it would be needed during the final Blight when it is said all will come undone. enabling them to reposition in minutes. They had Dalish recruits.

griffons Expertise Griffons. In the place of petals their heraldry bears feathers. must not. C lasses Primary Classes Secondary Classes Any - F avoured S pecialisations • Guardian • Shadow • Battlemage O rganisational B onuses • Gain 1 point in Cunning or Perception to represent the revelations of the mind needed to join the Order. • Those of the order are unnaturally serene.. prophecy. • A mysterious corpse is found with the symbol of a lotus on it and a coded scroll. symbolic of their stewardship of these mighty beasts. O rganisational S tructure Areas Particulars Affiliates None Assets Hidden caches. making it hard to understand their true intentions. • Gain 1 degree in a talent. ancient lore. • A PC initiate is asked to steal evidence that exposes the order and its charges. patience Enemies Darkspawn Leaders Grey Council Status Unknown P laying I nitiate as an O rder Becoming a member of the Order is a lifetime commitment. • Local villagers are terrified by strange flying creatures. It is a change in the perception of the world and your place in it. will be and those things that should not.The Order uses a stylized white lotus. Gain +2 to all interaction or deception tests. symbolising the enlightenment discovered through the Way. The lotus is born a dark purple and lightens over time. A dventure H ooks • Someone has hired the adventurers to find the person responsible for mysterious goings on. They will do whatever is necessary to safeguard the future until prophecy is fulfilled.. a flower native to Seheron. Legend and prophecy will converge and Thedas will once again know the keening battlecry of the griffon war flock. D r a g o n A ge T he O rder of the W hite L otus An initiate of the order understands that to defeat the blight sacrifices must be made. It is to understand and accept those things that must be. as its emblem. 53 . • Gain 1 Cunning focus. R equirements To join the Order you must have a Communication of 2 or more. Two rippling lines stretch from side to side to represent the open sky and open mind of the Way. Joining the Order is impossible unless someone invites you in. Their secrecy has been maintained for hundreds of years and only someone pure of mind and capable of seeing beyond the concerns of their own mortal life would be considered. The Order knows that the time for secrecy will soon be over.

Blood spattered the walls and body parts were strewn everywhere. akonight. She vowed instead to fight by his side and slay the monsters so no others would have to wear the blood of the innocent as she did. Dane’s exploits from those dark times are legendary and countless ballads have been written in his honour. clinging to the edge of sanity. Thus did Danica come to travel Thedas with the akonight. . but it was too late. The sisterhood accepts anyone with the determination and strength of will needed to hunt down the dark things of the world. learning their skills and honed her abilities as she grew older until she was able to fight alongside Dane. The pious prayed constantly for deliverance but none came. It was said that a werewolf would unconsciously cringe in fear at his very name and the taint of their blood could not touch him. Dane was at a loss as to the girl. Dane vanished not long after and Danica continued her mission. It was only the sound of whimpering and defiant screams that broke through his blood frenzy. He tempted her with the succour of the Chantry but she decried any Maker that would let beasts slaughter the innocent. Over the top of this is the distinctive blood red cloak. when all seemed lost and darkness covered the land.T he S isterhood D r a g o n A ge T he S isterhood Over the centuries Ferelden has seen innumerable threats. With fury he smashed his way through the pack and into the cottage. The emblem of the Sisterhood consists of a stylised wolf head emblazoned on a white field. He became more of a beast than the creatures themselves. it was the Black Age and werewolves stalked the land. She refused to part with the woollen cloak found amidst the bodies of her parents now stained with their blood and the look of defiance in her eyes was impressive in one so young. In Seheron she parted ways with Dane. symbolically interposed between the beast and its victims. After burning the dead with reverence and the werewolves for safety. beastslayer. A time when people hid themselves away in their homes during the night. recruiting others to her cause and forming what would be called the Sisterhood. Orphans and urchins joined her. Frenzied mobs of petrified villagers burned their neighbours in orgies of destruction in an attempt to save themselves from the infection and the country descended into chaos. terrified to leave for fear of the evil menacing Ferelden. Fighting his way through to the kitchen he discovered a young 54 girl red from head to toe backed into a corner slashing out with exhausted desperation at the monsters before her. None knew from whence he came but all would know his name. tearing them apart and roaring with rage. When asked her name she said it was dead with her family and she would take a new name befitting her new purpose. Many a village has huddled in fear waiting for death only to be delivered from darkness by the Red Cloaks. In each case these have been met with steel and valour and the people of Ferelden have emerged victorious. This was a time of despair and a time for heroes. Despairing that he had driven the creatures to their door Dane vowed to avenge them. staying to learn the arts of the fog warriors and mastering the chain axe. She became instantly recognisable amongst the villagers of Thedas. the blood red cloak around her shoulders billowing in the wind and steely determination in her eyes. It is said in the darkest of times the fiercest lights shine all the brighter and Ferelden sorely needed such a light before it completely unravelled at the seams. finding its heart. While a sister still draws breath. no creature will harm the innocent. Dane’s sudden appearance startled the beast and as it turned to slash out the girl drove her dagger up into its rib cage. Chasing a werewolf pack into the deep woods he came across a woodcutter’s cabin beset by the foul creatures. She stayed with clans and tribes. Dane. all determined to defend those who could not defend themselves. So it was that the wolfbane found Ferelden. However there was a time when steel broke and courage flagged. Fear had a stranglehold on all Fereldans and no one could tell who was a werewolf or where they would strike. from Orlesian occupation to darkspawn and blood mages. The common people call them Red Cloaks after the blood-red capes they wear in memory of Danica and to honour the innocent blood spilt. It was during his crusade to rid the lands of the werewolf plague that the sisterhood was formed.

55 . beset on all sides by werewolves. defending those that cannot help themselves. A sister is self reliant. they will think nothing of stepping in to defend them. Being a sister means putting others first. no matter the risk. caches Expertise Beasthunting Enemies Werewolves. tracking beasts through the dark places of the world without support and without quarter. Should a sister witness an innocent attacked.O rganisational S tructure Areas Particulars Affiliates The people Assets Hunting lodges. How do you defend the innocent from themselves? • Gain 1 point in Dexterity or Perception to represent the speed and reflexes needed to hunt monsters. Although they hunt beasts in the dark places of the world. they won’t hesitate to strike down the unjust and the wicked should they encounter them. • The sisterhood are seen as heroes in the wilderness. • Gain 1 Cunning focus. • A PC sister witnesses a noble become a werewolf and attack beggars in dark alleys. • A sister confronts the Players. • Gain 1 degree in a talent. Gain +2 to all interaction tests with commoners. determined and will use whatever means at their disposal to defend the innocent. monsters Leaders First Sisters Status Known throughout the wilds of Thedas R equirements To join the Sisterhood you must have a Willpower of 2 or more. accusing one of them of being a monster. D r a g o n A ge T he S isterhood A dventure H ooks • The Players encounter a solitary scarlet-clad warrior in the woods. infecting them with inhuman rage. • The players encounter a demonic disease sweeping through the children of the local village. C lasses Primary Classes Secondary Classes Rogue Warrior/Mage F avoured S pecialisations • Duelist • Ranger • Beasthunter O rganisational B onuses P laying as a S ister The Sisterhood are tireless hunters.

sword and blood. The Llomerryn pirates had come and the Felicisima Armada was born. they would have to band together under one flag and fight alongside their erstwhile victims or face conversion or annihilation by the Qunari. 56 Ships on all sides were destroyed but the Qunari were halted. Pirates and raiders are scoundrels and . it is the pirate fleets that terrorise their oceanborne brethren. After days of debates they realised they had no choice. Given their prosaic nature these tend to be hastily painted across whatever comes to hand to proclaim its allegiance. When the Chantry declared Exalted Marches against the Qunari in the Storm Age it was in need of ships to fill the decimated ranks of Thedas’ navies. Carta and Crows plague the overland businesses of Thedas. individual ships based out of the coastal city of Llomerryn that preyed on sea traffic and which were frequently the target of concerted efforts by the Orlesians and Free Marches cities to destroy them once and for all. The invasion of the Qunari hundreds of years ago precipitated a series of events that led to the largest pirate fleet ever assembled and the consequences of that formation are still felt to this day. The pirates of the Armada are traditionalists despite their organised structure. much as others might have hoped. There is many a legend told about the dashing and romantic life aboard a Raider vessel and many youngsters run away from their responsibilities to try their luck at sea. For a time it was said the Armada was the premiere naval power of Thedas. When Thedas’ navies began moving on Qunari positions.W aking S ea P irates D r a g o n A ge W aking S ea P irates Moving cargo by ship is generally considered much safer and more importantly faster than moving it in long winding caravans. These corsairs are common up and down the coasts of Thedas but generally only hunt in ones or twos making them easier to avoid or scare off. but to their own people they are heroes fighting against their enemies with courage and valour. The Felicisima Armada survives to this day and it has swept all other independent raiders away becoming the unofficial guild of pirates. Ships can cut around mountain ranges. The pirates brought their knowledge of stealth and trickery to bear. To their foes they are black pirates intend on nothing but slaughter and booty. taking three ships for every one lost Pirate captains that had survived the wars gathered at Llomerryn to hide from the Qunari onslaught. The truth is somewhat less enticing. Qunari dreadnoughts were formidable opponents. sail all day and all night and avoid most political unrest in a region. Wealthy merchants often pay the leaders of the Armada. However they run into their own unique problems. and bloody battles between Armada leaders are frequent. but any attack by outsiders will cause them to instantly put aside their differences and close ranks. But they knew they couldn’t hide forever. They’re hardly unified. the largest naval battle in Thedan history. and after the signing of the Llomerryn Accord they maintained their association rather than disband. plaguing Qunari supply lines and even launching seaborne invasions against the Qunari coast. It is rare that the proudly independent pirate captains would work together but when it does happen few navies are capable of standing up to them. In times of war what is considered a pirate becomes a grey area as kingdoms grant letters of marque to disreputable captains to fight as privateers alongside the navy. rather than risk having their ships commandeered and their merchandise stolen and sold on the black market. Once upon a time these pirates were little more than opportunists. They prefer the classic symbols of piracy.. Under a flag of parlay they argued their differences in the rough and read manner of pirates. After each such effort. No ship was spared in the conquest of Thedas. they found a huge fleet sailing out of the darkness alongside them.. This came to a head during the battle of the Nocen Sea. Wars never last forever and many captains having gotten a taste for piracy remain privateers and eventually begin raiding their own kingdom to increase their wealth. money. While bandits. skulls. They are given free rein to plunder enemy ships and even raid enemy coastal cities. During the Steel age the Qunari made great inroads into Thedas. new pirates would appear to fill the vacuum and thus the cycle continued. and thus the raiders have become far more of a plague in the last century than they ever were before. their technological superiority overcoming anything that could be thrown at them.

bribed officials Expertise Piracy. smuggling Enemies Merchants and navy ships Leaders Pirate King. 57 . working on one is a rough and brutal affair. • Ships are being raided at sea by a mysterious force unaffiliated with the Felicisima Armada. • Pirates are consummate showmen. R equirements To join the Pirates you must be able-bodied and willing to do your captain’s bidding.. intent on booty and plunder. Captains Status Infamous throughout Thedas P laying as a P irate The life of a pirate is a lot less glamorous than most people believe. which has resulted in some rather bizarre combinations due to the eccentric nature of the captains. You gain +2 to any interaction tests whilst at sea. • Gain 1 degree in a talent. So long as each pirate does their job the armada couldn’t care less who joined their ranks. C lasses Primary Classes Secondary Classes Rogue Warrior F avoured S pecialisations • Duellist • Shadow • Trickshooter O rganisational B onuses • Gain 1 point in Dexterity or Perception to represent the reflexes and instinct needed to sail the high seas. raiding. Pirates consider nothing but their next score. even the iron will of its captain won’t keep hungry deckhands from mutinying for long. O rganisational S tructure Areas Particulars Affiliates Smugglers Assets Llomerryn. • The players are hired to recover stolen merchandise. Considering the type of personality needed to rule a pirate ship.. Each captain has complete freedom in choosing their own crew. • Gain 1 Communication focus. They stick to a peculiar code of ethics that only a true pirate would understand is just a guideline. hidden caches. A ship is the domain of its captain and their word is law. • A PC pirate must choose between defending their captain or joining a mutiny. A pirate ship only runs for as long as the booty lasts.smugglers all. D r a g o n A ge W aking S ea P irates A dventure H ooks • The ship the players are on is attacked by pirates.

P art 3 MYRIAD MASTERIES A dditional S pecialisations ... .

S pecialisations
There are countless fighting styles and techniques
available to any adventurer willing to learn. In Dragon
Age these are represented by Specialisations. These
add variety to a character, enabling them to stand out
from their fellows. Each specialisation represents a
specific set of training, a martial tradition or way of
life that may impact profoundly on the character’s
life. They should be thought of as more than just a
couple of extra abilities; they give your character
plenty of roleplaying opportunities. What follows
are additional rules for several new specialisations as
well as an alternative way to take them.

T aking S pecialisations
Normally a character can take a specialisation at
level 6. Whether they can take another one at level
11 remains to be seen. Here we provide a way to take
multiple specialisations and to take one from level 1
as well. The table below indicates which levels you
can take an advance in a specialisation. For simplicity
we assume you can only take these specific ranks at
these specific levels for any given specialisation.

S pecialisation L evels
Novice

Journeyman

Master

1

3

5

6

8

10

11

13

15

16

18

28

A character can take up to three specialisations,
starting at each of the indicated Novice ranks.
A character may take a specialisation at Level 1,
effectively starting with a specialisation. However
this has specific limitations on it and should deeply
affect the background of the character.

MULTIPLE SPECIALISATIONS
For ease of play we assume that although you
may know multiple specialisations you cannot
use them simultaneously. As many require you to
be in a specific mode it seems difficult to imagine
how you could be in two or more at once. This
also helps avoid any contradictions two different
specialisations might produce.
However for the more adventurous GMs you can
try stacking specialisation effects if you wish. Just
use a single activation action to enter multiple
modes if required. Any contradictions should be
dealt with logically but ultimately the GM decides
what happens.

If a character starts at level 1 with a specialisation
then they have effectively been ‘brought up’ into
it. It is generally recommended that if characters
begin play with a specialisation that all players start
with one in order to ensure an even playing field. If
players are happy not to start with a specialisation
then you can offer an additional talent to compensate
or they can start as normal.
In order to take a specialisation at level 1 you need
to fulfil the normal specialisation prerequisites as
well as be part of an organisation that teaches the
specialisation. These organisations themselves may
have prerequisites as well. See the organisation section
for details. Without an organisation supporting them
a level 1 character is simply not experienced enough
to learn a specialisation. The following is a list of
organisations and the specialisations they teach.

S pecialisations
Organisation

by

D r a g o n A ge

S pecialisations

O rganisation

Specialisations

Ash Warriors

Berserker, Champion, Guardian

Blackstone
Irregulars

Champion, Guardian, Ranger,
Sniper

Blood Takers

Reaper, Reaver

Chevaliers

Champion, Guardian, Weapon
Master

Circle of Magi

Battlemage, Spirit Healer

Beast Hunter, Champion, Trick
Shooter
Emerald
Battlemage, Emerald Knight,
Brotherhood
Guardian, Keeper, Ranger
Berserker, Legionnaire Scout,
Legion of the Dead
Legionnaire Soldier
Ranger, Shadow, Sniper, Trick
Lowland Bandits
Shooter
Bard, Battlemage, Guardian.
Mage's Collective Shadowmancer, Shaman,
Shapeshifter
Bard, Beast Hunter, Duellist,
Merchant Guild
Guardian
Assassin, Beast Hunter, Druid,
Mist Stalkers
Shaman, Shapeshifter, Sniper
Champion, Duellist, Guardian,
Qunari Beresaad
Ranger, Weapon Master
Battlemage, Blood Mage, Guardian,
Sanguine Ministry
Necromancer, Reaper, Reaver
Assassin, Shadow, Sniper,
Seekers of Truth
Templar, Weapon Master
Dragon Hunters

Templar Order

Champion, Duellist, Templar

The Carta

Berserker, Duellist, Trick Shooter

The Crows of
Antiva

Assassin, Shadow, Sniper,
Weapon Master

Waking Sea Pirates Duellist, Shadow, Trickshooter
The Gift

Assassin, Blood Mage, Keeper,
Reaper, Reaver, Shadowmancer,
Shapeshifter, Sniper

If a specialisation is not taught by an organisation

59

S pecialisations

D r a g o n A ge

then it is impossible for the character to start in it
unless the GM and player develop a concept that
they are happy with. In this instance whatever
allowed them to take the specialisation should have
had as profound an impact on them as being part of
an organisation would.
The arcane warrior for example is not actively taught
by any organisations which means a character would
normally be unable to start play as one. However
you could develop a concept around the character
whereby they were brought up as a foundling by an
inscrutible warrior sage in the woods who taught
them the mysterious arts of the arcane warrior. So
long as everything fits together there should be no
real hindrance to creating the character you want.
Note that although an Organisation has favoured
specialisations that are most commonly associated
with it listed in its entry, it may teach more than that

E xisting S pecialisations
Dragon Age Set 2 introduced three specialisations
per Class. These were very basic, containing only
a few bonuses to each Class. What follows are
modifications and additions to some of these existing
specialisations. When using the specialisations
introduced later in this section it is recommended
that you also use the modifications to the existing
specialisations found here. Hopefully this helps to
balance all the specialisations against each other.
Additional Modifier: Mages suffer -2 to casting spells
when adjacent to an enemy.

A rcane W arrior
Novice: You learn a new weapon group of your
choice and you can use Magic to satisfy the weapon
minimum Strength recommendation.. You no longer
suffer penalties for casting adjacent to enemies.
You can enter Combat Magic mode by taking an
activate action and spending 5 mana. While in this
mode you add Magic instead of Strength to your
damage with melee weapons (attacks count as
magical) and you can, if you wish, use any Stunt
Points generated by a melee attack on magic stunts
instead of normal ones. You can end Combat Magic
mode with another activate action.
Master: When you activate Combat Magic mode,
you can spend an additional 3 MP per round to shift
yourself so you exist partly in the real world and
partly in the Fade. This is called a Fade Shroud and
it gives you a ghostly countenance that is obvious
and unsettling to many. Fade Shroud increases your
Defence by 3. If you do not spend the mana the effect
ends immediately (though Combat Magic mode
remains active).
Bard

60

Novice: You are an expert in the manipulation of
people. You gain +1 to all Communication tests. You
gain an additional Roleplaying SP when you roll
stunts on a Communication (Performance) test.
Journeyman: Your skills at deception allow you to
strike the enemy where it hurts. If an enemy fails
their Dirty Fighting test they suffer your Strength in
penetrating damage.
Master: Your wit and guile are capable of
wrongfooting even the most fearsome of foes. Any
time an opponent generates stunt points against
you in melee you can make a Communication
(Deceive) test vs their Willpower (Self Discipline). If
you succeed they lose a number of SP equal to your
Dragon Die, which can reduce their SP to 0.

D uellist
Novice: You learn the Dueling Weapon Group
and may choose to use the Accurate, Defensive, or
Piercing special rules when attacking with them (see
Volume 1: Valut).
Journeyman: Your precise attacks hit opponents
where it hurts. While fighting in the Dual Weapon
Style, you inflict an additional +1 damage with melee
attacks. Your skill makes it difficult for opponents to
gain the upper hand. You count as two people for the
purposes of outnumbering.

T emplar
Novice: You have developed abilities that help you
resist magic. You gain a +2 bonus on tests to resist
the effects of spells and magical attacks. If you have
this power already (eg from the dwarf backgrounds
in Set 2) increase it by +1. If you roll Stunt Points on
your resistance test equal to or greater than the mana
cost of the spell, it fails to affect you at all.
Journeyman: Your blows can drain mages of their
mana. When you damage a mana-using creature
with a melee attack, they also lose 1d6 + your Magic
in mana. Your attacks also count as magical.
Master: You can cleanse an area of ongoing magic.
This is a major action and inflicts a –2 penalty to
Defence until the beginning of your next turn. All
ongoing spells within 6 yards of you end immediately.
Spells that were only partially cast are also cancelled
and actions previously spent on casting them are
wasted. Mana using creatures within this area must
make a Strength (Might) test or be knocked prone
and suffer 1D6+ your Magic in Penetrating damage.

N ew S pecialisations
The following are new specialisations for use in
Dragon Age. Some of these originate from the
computer games however many of these have no
precedence within the Dragon Age setting and were
created alongside the organisations listed previously.
These were designed as much as possible to fit within
the structure of Dragon Age but they may not be to
everyone’s taste. Feel free to chop and change them
as you see fit.
Note: The three Dragon Age: Origins specialisations
originally presented in Volume 1: Vault are reprinted
here for convenience.

M age S pecialisations
B attlemage
Some mages specialize in spells that permit them
to engage in combat from afar. Battlemages, by
contrast, prefer to wade into the fray alongside their
blade-wielding companions, close enough to read the
fear in their opponents’ eyes. Their spells primarily
concern personal preservation as well as control of
the elements in their immediate surroundings.
BATTLEMAGE TALENT
Class: Mage
Requirement: You must have Constitution and
Willpower 3 or higher.
Novice: With focus and determination you fearlessly
wade into melee. As an activate action you can enter
Battlemagic mode. Whilst in this mode you can if
you wish, use any Stunt Points generated by a spell
on standard combat stunts instead of Magical ones.
Increase your basic Defence by +1. You no longer
suffer penalties for casting adjacent to enemies.
Journeyman: You have fine control over your spells
in the heat of battle. Spells you cast that have an area
affect, explode and so on will not affect you if cast
on an enemy. Eg Mindblast cast on a target adjacent
to you won’t cause you to test as well, despite being
within the area of effect.
Master: You can manipulate spells at close range,
striking everyone within reach. When casting an
area attack spell you may spend an additional point
of mana to modify its shape. If you do this the spell
must target you and will hit any target adjacent to
you.

D ruid
Alongside Shamans the Druids are an ancient
form of magic practitioner rarely seen in modern
times. Unlike the Shamans who live their lives
amongst spirits, Druids focus on balance between
the Fade and reality. They seek to understand the
spiritual alongside the material, utilising both in a
greater harmonious whole. They spend long days
contemplating and communing with the life of the
forests and the spirits of the Fade. When a druid
is roused they can call on the aid of both and woe
betide any that cross them.

D r a g o n A ge

N ew S pecialisations

DRUID TALENT
Class: Mage
Requirement: You must have Communication and
Cunning 3 or higher.
Novice: You may re-roll any failed Communication
(Animal Handling) tests. You have learned to
summon a familiar to aid you. You must first enter
Summoning mode. This is an activate action and
requires a successful TN 14 Magic (Spirit) test. If you
fail and roll triples, you must roll on the Magical
Mishaps table (see Set 2 Magic). Whilst in Summoning
mode you can summon a spirit Familiar as a minor
action although it must stay within your Magic value
in yards or disappear. Like a spell or light wisp it
cannot be interacted with and is unhindered by
solid barriers. The Familiar can take on the form of
any Typical or Paltry sized animal, albeit spectral in
appearance. It grants +1 to all your Perception tests
and allows you to use its senses as your own, giving
you an additional set of eyes etc.
Journeyman: You use your familiar to talk directly
to beasts around you. When your familiar is present
you may perform a Communication (Animal
Handling) test vs TN 13 as an Activate Action to call
an animal to fight for you. The animal will fight to
the death for you or leave if there are no enemies left.
However the feedback of its death will cause your
familiar to disappear and inflict 1D6 penetrating
damage on you. It is up to the GM to determine what
kind of animal(s) are available (see the table below
for examples). You may only have one animal at a
time, per Encounter. Your familiar may move up to
2x your magic value in yards from you and appears
more substantial.

61

Any enemy that approaches within your Magic in yards must take a Strength (Might) test vs your Magic (Keeper). some are said to be able to raise dread revenants to send against their foes. but because it requires flirting with demons even more so than blood magic. This lasts until you end Keeper mode.N ew S pecialisations D r a g o n A ge A nimal A lly Location Animal Towns/Cities Boar. not only for its disturbance of the dead.. K eeper Every Dalish clan has a keeper. Boar. imprisoning it in a corpse to act according to the necromancer’s will. or Wolf Mountains/Hills Caves/Deep Roads Giant Spider. drawing line of sight and measuring range from it instead. First you must use an activate action to enter Keeper mode. which focuses on control of the roots beneath the earth. combining its vitality with your own. Dog/Mabari. Failure inflicts 1D3 Penetrating damage.. Journeyman: Your connection to nature enables you channel its wrath at your foes. It now looks like a real animal and will be perceived as a threat by your enemies. Halla. or Donkey Forests/Plains Black Bear. which in itself can leave the necromancer with no protection against their own creations. You may expend 8 mana whilst in Keeper mode to generate thornblades. The necromancer reaches into the Fade and forcibly tears a demon from its embrace. 62 . N ecromancer A legendary ability rarely seen. For necromancy is the art of demon subjugation and binding and is thus a rather risky proposition. a wise mentor dedicated to preserving the elves’ ancient lore. You may use your familiar as the caster of your spells. The more powerful a necromancer the more powerful the binding. Spells cost an additional two points of mana when you do this. Whilst in this mode you regain 2 Health every round. It is exceptionally uncommon for a Keeper to teach anyone other than a fellow clan member about the unique Dalish understanding of nature magic. You can detect poisons and hostile intent in the environment around you with a successful Perception (Empathy) test vs TN set by the GM. KEEPER TALENT Class: Mage Requirement: You must have Perception and Magic 3 or higher. or Wolf Giant Spider or Bronto Master: Your body and soul are conduits between reality and the Fade. Even the Tevinter dislike this practice. necromancy is an abhorrent art. Any spell you cast that damages a target gives you back 2 Health per target. NECROMANCER TALENT Class: Mage Requirement: You must have Magic and Willpower 3 or higher. Necromancy is however extremely taxing and drains the user’s mana very quickly. Master: You are now one with nature. Novice: You gain sustenance from the environment around you. Any creature that makes a melee attack against your familiar will suffer 1D6 penetrating spirit damage. Your thornblades now do 1D6 Penetrating damage and knock the target prone. Your familiar can now travel up to 3x your magic in yards from you.

you can make them think someone else did instead. If you wish to unbind them you must perform a control test as an activate action. Anyone trying to recall you suffers -2 to their tests. In order to determine that you had cast a spell an observer would have to beat your spellpower (shadowmancy) with a Perception (Seeing) test. Success indicates the demons are sent back to the Fade and their hosts collapse to the ground. 63 . you must roll on the Magical Mishaps table (see Chapter Five: Magic). You control these corpses for a number of rounds equal to your Magic score. costing 10 mana +2 per corpse. Failure results in the normal repercussions. Whilst in this mode you may add your Shadowmancy focus to any Dexterity (Stealth) tests you make. Whilst in shadow magic mode your face is easily forgettable. Choose one target (friend or foe) within 10 yards of you or your target. They will become aware of you if you perform any major actions. costing 20 mana. If you fail and roll triples. If an enemy target of one of your spells fails their Perception (Seeing) test to determine if you cast it. This subtle art focuses on obscuring the casting of spells and making the mage all but invisible to their adversaries. Success grants control again for a number of rounds equal to your Magic score. Many turn to blood magic as a way to strengthen themselves against their enemies. SHADOWMANCER TALENT Class: Mage Requirement: You must have Dexterity and Cunning 3 or higher. Your constructs may now move up to 4x your Magic score in yards from you. Uncontrolled constructs will revert to GM controlled npcs after 1D3 rounds. Experienced Shadowmancers can even make it appear as though someone else had cast their spells. Your original target treats the new one as having used the Threaten stunt on them for that round only. Journeyman: Your magical energies make you disappear effortlessly into the background. Master: Your skill in misdirection and subterfuge increases.Novice: You have learned to bind lesser demons to your will. It requires a minor action every round to direct your constructs. As a major action you may summon a number of corpses up to your Magic score. Many witch hunts have been confounded when the leading firebrands appear to throw fireballs at their erstwhile followers. D r a g o n A ge N ew S pecialisations S hadowmancer Since time immemorial mages in Thedas have been feared. Otherwise they become unaware of you. Master: You may now summon a revenant or arcane horror. Your constructs may now move up to 3x your Magic score in yards from you. To create an undead construct you must first enter Binding mode. You may add your Shadow magic focus to any Communication (Disguise) tests you make and if you remain stationary for an entire round performing no actions people must take a Perception (Seeing) test vs your Dexterity (Stealth) to notice you. You must then make a a Willpower (Self Discipline) test vs TN10+ the number of corpses you are controlling.Your skill is such that you can trick your foes into attacking each other. Failure means that they cannot determine who cast the spell and won’t preferentially attack you as a result. Failure means the corpses do nothing and you suffer 2D6 penetrating damage. Journeyman: You may now summon a number of skeletons up to your Magic score.They may not move further than 2x your Magic score in yards from you. Control tests on these constructs are opposed Willpower (Self Discipline) tests. Novice: You may enter shadow magic mode as an activate action. Rolling stunts on a failure means the corpses turn on you and attack. costing 8 mana +1 per corpse. Others develop a mastery of shadowmancy. This requires an activate action and a successful TN 15 Willpower (Self Discipline) test.

Novice: As an Activate Action the Shapeshifter may change shape into any Paltry sized animal and one specific Typical sized animal chosen when taking this specialisation. LEGIONNAIRE SCOUT TALENT Class: Rogue Requirement: You must have Constitution and Dexterity 3 or higher. Spirit Healers are a specialised example of this form. and consequently become renowned for unusual hardiness. R ogue S pecialisations L egionnaire S cout Most tales of the dwarven Legion of the Dead are likely minstrels’ fabrications. Although the Circle of Magi denies the rumours this rare art survives in the forgotten corners of Thedas. You gain a permanent +5 bonus to your Health value. Shifting into an Enormous animal expends 32 mana and 6 per minute.N ew S pecialisations D r a g o n A ge S haman S hapeshifter One of the oldest magical practices in Thedas is the summoning of and communication with spirits. They use all the creature’s special rules. Few people practice shamanism now that the Chantry and its Mage Circles exist throughout Thedas. sustaining you. This requires an activate action and a successful TN 14 Magic (Spirit) test. Whilst in summoning mode you gain +1 to cast spells and as a minor action can regain your Magic score in Health. to discover hidden truths. Defence as well as their Con. Whilst in Summoning mode you can. weapons. The specific animals chosen must have been studied and/or observed by the caster beforehand. This can include more specific questions regarding the events in a certain location. Dex. If you fail and roll triples. The shamans of more primitive peoples however speak to spirits and the souls of the dead for many reasons. learn forgotten lore or even to gain their aid and protection. SHAMAN TALENT Class: Mage Requirement: You must have Communication and Magic 3 or higher. choosing to concentrate on a single facet of this communion. able to survive battles that would kill any other rogue. Shifting into a Large animal expends 24 mana and 3 per minute. subject to GM approval. Master: The souls of the dead and spirits from the Fade are drawn to your call and will attack any that cause you harm. but the trail of darkspawn corpses that the Legion leaves behind proves the efficacy of their training. Journeyman: Your experience with the souls of the dead grows more intimate. Novice: You have learned to summon spirits and the shades of the dead. Mastery of their bodies allows shapeshifters some protection and flexibility making them durable opponents and staunch allies. and Str attributes and attendant Focuses and retain every other attribute including Health. To gain some of the power of a Spirit you must first enter Summoning mode. You can ask spirits and shades to aid you more directly. Whilst in summoning mode anyone that inflicts damage on you suffers penetrating spirit damage equal to your Magic score and must pass a Willpower (courage) test vs TN 15 (Fear Horrible) or suffer -2 to tests involving you for the rest of the encounter as they are attacked and hounded by the unnatural fury of your allies. Novice: Your training has been harsh and unrelenting. Speed. question spirits and gain a +2 bonus to tests about lore. You may only shapeshift into untainted Beasts and Dragons (see Esoterica 2: Bestiary). Whilst in another form they cannot use their own spells (except to cancel the shift) nor Focuses from Attributes that have been replaced. as a minor action. Per. Legionnaire scouts often travel ahead of their companions. 64 . history etc. but there are still those that seek out the old ways amongst the Chasind and Avvars. Master: The Shapeshifter can now change into any Large sized animal and one specific Enormous animal. especially if someone died there and their unquiet spirit can be contacted. This expends 8 mana (16 for an Ordinary animal) and 2 per minute (4 for an Ordinary Animal). Journeyman: The Shapeshifter can now change into any Typical sized animal and one specific Large animal. SHAPESHIFTER TALENT Class: Mage Requirement: You must have Perception and Magic 3 or higher. you must roll on the Magical Mishaps table (see Set 2 Magic).

Novice: You channel demonic power to speed your attacks and slaughter your foes. A nimal A lly Location Towns/Cities Forests/Plains Mountains/Hills Caves/Deep Roads Animal Boar. R anger Rangers have an affinity for open country and wilderness. reapers are demoniacally aided fighters that revel in the kill. and can lure wild beasts to attack their foes. or Donkey Black Bear. RANGER TALENT Class: Rogue Requirement: You must have Perception and Communication 3 or higher. After successfully damaging an enemy in melee you may spend 3 SP to make a charge action against a different enemy. You gain a +1 bonus to resist any poison and magic effects. Boar. It will leave if it is ever reduced to 5 Health or less or when there are no enemies to fight. REAPER TALENT Class: Rogue Requirement: You must have Dexterity and Willpower 3 or higher. You gain +2 to Initiative rolls and gain +2 to damage when you use the charge action. or Wolf Giant Spider. You increase your damage by +1 and every time you damage a target you regain 1 Health. not stewards of nature. They are bloody dervishes delighting in the arterial spray and the screams of the dying. but as independent scouts and militia. You may only have one animal at a time. The charge does not generate stunt points.although you can roll 1D3 or 1D2 and count across if you like. per Encounter. there is a table below as a guide . Master: Your toughness has become legendary. or Wolf Giant Spider or Bronto D r a g o n A ge N ew S pecialisations Journeyman: The Ranger can ascertain trail conditions and the lay of the land at a glance. Master: After many encounters the Ranger can summon more powerful creatures to their aid. they are opportunists. You may use Constitution (Stamina) in place of Willpower (Self Discipline) and vice versa when required to make a test (including spell resistance). Novice: As an Activate Action the ranger can call an animal to fight its enemies using a Communication (Animal Handling) test vs TN 13. Dog/Mabari. It is up to the GM to determine what kind of animal(s) are available. The Ranger may call the same animal one Rank higher (see Volume 2: Bestiary) if they pass their Communication (Animal Handling) test vs TN 17 instead. R eaper There are many dark talents one can learn if they have the stomach. You now regain 2 Health every time you damage a target. Enemies suffer -1 to any Backstab attempts against you. They exploit every advantage of their environment. putting many warriors to shame. Master: You are a veritable whirlwind of destruction. regardless of any special effects applied to the damage. First you must enter Blood Frenzy mode as an activate action.Journeyman: The combined strength of body and mind allows you to weather all hardships. Their Exploration Stunts cost 1 point less than normal and they can reduce the level of any environmental Hazard by one if they pass a Perception (appropriate) test vs a TN set by the GM. You ignore the first point of damage suffered in every hit. Halla. Alongside the reaver. Journeyman: The mist of blood in the air invigorates you. 65 .

leaving nothing but the dead in their wake.they are self-taught elite rogues. Whilst in this mode all creatures must make an opposed Perception (Seeing) test vs your Dexterity (Stealth) in order to perceive you. SHADOW TALENT Class: Rogue Requirement: You must have Dexterity and Cunning 3 or higher. 66 SNIPER TALENT Class: Rogue Requirement: You must have Perception and Dexterity 3 or higher. but may only use attack actions if they are backstabs or ranged. You can backstab with a ranged weapon. and unpredictable movements you can make your enemies see double. You may now use major actions whilst in stealth mode.N ew S pecialisations D r a g o n A ge S hadow There is no order or organization of shadows . Master: Your mastery of stealth and subterfuge enables you to manoeuvre effortless around the battlefield. Your targets must take a Perception (Seeing) test vs your Dexterity (Stealth) to notice you otherwise they are unaware of you and thus all your attacks gain +3 to hit. fighting etc). Any enemy attempting to attack you whilst you are in Stealth Mode must make a Perception (Seeing) test vs your Dexterity (Stealth) or suffer a –2 to any attack rolls directed at you (including additional attacks from special abilities and/or stunts). S niper When you need to eliminate an enemy leader or take out a target quietly you employ a sniper. using billowing capes. They strike from darkness. Journeyman: Throwing your voice. If you use the pierce armour stunt then it counts as penetrating damage instead. confusing their senses. so long as it would be feasible to hide in the area you are in (this wouldn’t be possible in a well lit arena for example). tasselled weapons. Any other kind of attack (including special/stunt attacks) breaks Stealth Mode as normal. If you perform a major action then your stealth mode is broken (although an attack would still count as being made against an unaware target) until your next turn and you must use an activate action to enter it again. . Master: If you make an aim action then your ranged backstabs do an additional 1d6 damage. Novice: You can wait for hours for your prey and stand calmly in battle. These deadly shots aim for instant kills. Journeyman: . piercing vital organs.Snipers can find the weak points on their enemies and exploit them. employing personal decoys and hallucinogenic poisons to distract enemies before sliding a dagger between their ribs. This lasts until the beginning of your next turn so long as you only perform minor actions. aiming and loosing in fluid motions. In the heat of battle they are a still point in a chaotic storm. They are capable of setting up elaborate ambushes and remaining motionless for hours at a time in order to take their shot. masters of concealment and ambush. If they fail they may not interact with you (whether conversing. Any ranged attack you make that you have used the aim action on counts as using the pierce armour stunt. Novice: You may enter Stealth Mode as an activate action. calmly loading.

They use the power of a spirit to strike at the very soul of their target. Novice: So long as you have one hand free you can fire any ranged weapon. You can only perform one free stunt at a time. You ignore cover penalties completely and hit three targets with a Dual Strike Stunt. They can fire in even the most contorted positions. The Beast Hunters exist for but one purpose. Master: Your skill with missile weapons is legendary. tracking etc of creatures. draining away their essence. Journeyman: You reduce cover penalties by 2 and can perform a ranged attack action at any point in a 67 . You can now perform the Disarm or Rapid Reload stunt for free if you also perform another stunt with an equal or greater cost. Novice: You have learned to track creatures through all terrain. move action. instead. eventually cornering them and dealing the deathblow. Through experience and training the Beast Hunter will learn a creature’s weak spots and behaviours. Bonus damage becomes piercing. stalking. the slaying of dangerous animals. The extra damage you inflict in a backstab is increased by your Magic score. You may use a ranged weapon as part of a charge action and don’t have to finish adjacent to an enemy. You reduce cover penalties by 1 and receive no negative for shooting into melee. Master: You can shape the energies of the Fade into impossibly thin blades that cut across dimensions. This requires an activate action and a successful TN 14 Magic (Spirit) test. Gain +2 to any tests involving the searching. you must roll on the Magical Mishaps table (see Set 2: Magic). They develop a knack for tracking and stalking these creatures. Journeyman: With a deeper connection to the Fade you can draw more power. T rick S hooter The skills of a trick shooter are amazing to witness.S pirit T hief Although spirit thieves employ magical abilities. TRICK SHOOTER TALENT Class: Rogue Requirement: You must have Dexterity and Perception 3 or higher. Master: You gain the damage bonus when attacking adversaries up to Enormous size and double this against Large sized adversaries. even though you aren’t a mage. If you inflict any damage on the target they must take a Magic (Spirit) test vs your Perception (Seeing). All backstab damage you do is now penetrating spirit damage. D r a g o n A ge N ew S pecialisations W arrior S pecialisations B east H unter There are countless fighting styles and techniques throughout Thedas. You can still only perform one free stunt at a time. You can perform the Knock Prone stunt for free if you also perform another stunt with an equal or greater cost. SPIRIT THIEF TALENT Class: Rogue Requirement: You must have Communication and Perception 3 or higher. expending 3 pieces of ammunition in the process. they flirt with inhabitants of the Fade who agree to augment mortal abilities in exchange for a glimpse of the physical world. each designed around a specific philosophy or purpose. To gain some of the power of a Spirit you must first enter Summoning mode. You can perform a Skirmish stunt for free if you also perform another stunt with an equal or greater cost. they are not mages. Whilst in Summoning mode you receive +1 to backstab and bluff tests and gain +1 to resist enemy spells. BEAST HUNTER TALENT Class: Warrior Requirement: You must have Cunning and Dexterity 3 or higher. When making attacks in Summoning Mode you drain the target’s soul. hit a gnat in mid-flight and fire multiple shots simultaneously. Journeyman: You gain the damage bonus when attacking adversaries up to Large size and double this against Typical sized adversaries. finding chinks in the enemy’s armour and striking with precision. They have an uncanny knack of hitting the most difficult targets. ensuring that no prey survives their strike. So skilled are you that this bonus damage becomes penetrating. Novice: You have learned to summon spirits. Failure inflicts a -2 penalty to all their tests until your next turn and halves their movement. If you make an Aim action you gain a bonus to damage equal to your Cunning when attacking any adversaries up to Typical size. If you fail and roll triples. Your attacks count as magical for the purposes of doing damage to spectral/incorporeal targets.

This is treated as armour in all ways for the purposes of piercing and penetrating damage etc. Whilst you are adjacent to them they gain 2 extra points of armour. Once per round you may make a test pitting your Dexterity (Acrobatics) vs an enemy’s when they make an attack against an ally within 4 yards. Novice: Vir Dar’Misaan – The Way of the Sword. the Warrior may substitute a Horse for a Halla once it has been appropriately trained. You learn to fight with either hand equally. You learn to use the ancient Elvish D’Miadahl (see equipment later) and gain your Cunning in additional damage when fighting whilst mounted. You roll an additional D6 for weapon damage and discard the lowest roll. 68 . deflecting attacks made against them. EMERALD KNIGHT TALENT Class: Warrior Requirement: You must have Strength and Dexterity 3 or higher. becoming a palpable presence on the battlefield. though whispers of its practitioners still survive amongst the Dalish clans. Journeyman: Your mental fortitude matches your body’s. Journeyman: As your skills improve. Your guarded allies receive the pack tactics rule allowing you to perform an attack for 3 SP. Master: You can use an activate action to enter lure mode. Novice: You guard an ally. your sphere of protection increases. G uardian Many warriors foolishly believe that they can control the tide of a battle on their own. Gain +2 to all Willpower tests and you ignore the first point of damage suffered in every hit. Like that ancient magical art the Emerald Knight is virtually extinct in the modern age. You no longer have an off hand and suffer no penalties when using weapons in either hand. You gain a permanent +5 bonus to your Health value. regardless of any special affects applied to the damage. Journeyman: Vir D’Miadahl – The Way of the Lance. but a Guardian realises that an ally’s survival is as important as an enemy’s death. but if necessary. If available. You can guard up to two allies adjacent to you. LEGIONNAIRE SOLDIER TALENT Class: Warrior Requirement: You must have Strength and Willpower 3 or higher. Whilst in this mode all enemies suffer -1 to attack rolls against your allies and you can perform the threaten stunt for 1 SP. Guardians prefer to protect party members directly. Those that don’t die early after joining become some of the most fearsomely powerful grizzled veterans in Thedas. If you succeed you move adjacent to the enemy and count as the target of their attack instead. Briefly revived when the Dales were colonised it has ever been a part of elven warrior culture and some say kin to the order of Arcane Warriors. Novice: Your training has been harsh and unrelenting. GUARDIAN TALENT Class: Warrior Requirement: You must have Constitution and Willpower 3 or higher. Master: Vir Elvhen My’al – The Shield of the People. You must select an ally adjacent to you. they are prepared to make personal sacrifices to ensure that their companions live.N ew S pecialisations D r a g o n A ge E merald K night The Moradahl My’al or Protector of the Forest’s Heart is an ancient fighting style used by the elves of old. L egionnaire S oldier The Legion of the Dead has a way of hardening a person. Their stamina is without equal and they will stand resolutely in the face of overwhelming odds.

using it to extract the life from the recently dead and restore your own body. instead. Whilst in Summoning mode you receive +1 to your Defence and gain +1 to resist enemy spells. You will still die after the required number of rounds. but are not incapacitated. To gain some of the power of a Spirit you must first enter Summoning mode. Master: You burst with energies drawn from the other side of the Veil. This requires an activate action and a successful TN 14 Magic (Spirit) test. particularly harming creatures from the Fade. If you fail and roll triples.Master: Your resilience is superhuman. You gain +3 to damage when your Health drops below half and +6 when it drops below a quarter. they flirt with inhabitants of the Fade who agree to augment mortal abilities in exchange for a glimpse of the physical world. Reavers terrorize their enemies. You now ignore the first two points of damage suffered in every hit. Your attacks count as magic for the purposes of doing damage to spectral/incorporeal targets. As a major action whilst in Summoning Mode you can perform a Fade Burst action. you must roll on the Magical Mishaps table (see Set 2: Magic). SPIRIT WARRIOR TALENT Class: Warrior Requirement: You must have Communication and Constitution 3 or higher. and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths. Novice: The demonic energies at your command warp you visage into something unnatural and horrible. feast upon the souls of their slain opponents to heal their own flesh. so long as you can pass a Magic (Entropy) test VS TN 11. This is the same as a Fear (13) value (see Esoterica 2: Bestiary for details). the Chantry’s templars rarely acknowledge that distinction. dealing spirit damage to all enemies nearby. Journeyman: With a deeper connection to the Fade you can draw more power. Master: Your demonic power erupts in a fountain of violence the closer you come to death. Journeyman: You can manipulate the dark energy within you. R eaver Demonic spirits teach more than blood magic. Naturally. You must use an activate action to enter Reaver mode. D r a g o n A ge N ew S pecialisations Novice: You have learned to summon spirits. However while Reaver mode is active you cannot receive Healing of any kind. While in Reaver mode every enemy must take a Willpower (Courage) test with a TN 13 or suffer -2 to all tests against the Reaver for the rest of the encounter. When you reach 0 Health you are not affected by the dying condition and may act normally. This is a Magic (Spirit) test vs TN 14 and if successful every enemy within 8 yards suffers penetrating Spirit damage equal to your Magic score. 69 . When making attacks in Summoning mode you do an additional amount of penetrating Spirit damage equal to your Magic score. Whilst in Reaver mode you will gain 1D6 Health back for every creature you kill in melee. they are not mages. suffering a –2 penalty to Defence until the beginning of your next turn as you concentrate. Your ability to resist spells increases to +2. Demons and Spirits (see Volume 2: Bestiary) suffer double that. REAVER TALENT Class: Warrior Requirement: You must have Constitution and Willpower 3 or higher. even though you aren’t a mage. S pirit W arrior Although spirit warriors employ magical abilities.

Any attack made with a mastered melee weapon will thus have the Accurate. GUARDIAN TALENT Class: Warrior Requirement: You must have Constitution and Willpower 3 or higher. Piercing. regardless of what it actually is. With an activate action you can treat a weapon from a group you have mastered as any weapon in that group for attack and damage purposes. treating each as an extension of themselves. You may use any melee weapon talent for your attack. it is an art form in itself. Whenever you wield a weapon from that group you gain the Accurate rule (see Volume 1 Vault) which can stack with itself. Your ability is legendary. Through ceaseless training they can manipulate a weapon to its fullest extent. regardless of weapon (although you can only choose one to use at a time). They endeavour to understand and master the many and varied weapons available to them. Whenever you wield a weapon from your mastered groups you gain the Piercing rule (see Volume 1 Vault) which can stack with itself. using it in unconventional but spectacular ways. 70 Journeyman: Choose another melee weapon group to master (you receive the same bonuses as listed above). Novice: Choose a melee weapon group to master.N ew S pecialisations D r a g o n A ge W eapon M aster For some warriors the way of war is more than a means to an end. . Master: Choose another melee weapon group to master (you receive the same bonuses as listed above). Whenever you wield a weapon from that group you gain the Defensive and Reach rules (see Volume 1 Vault) which can stack with themselves. Defensive and Reach rules applied to it (multiple times of the weapon in question possesses one or more of those rules already).

P art 4 THE POPULACE NPC s .. T alents and S pells . ..

Failure incurs a -2 penalty to tests against your companion for the rest of the encounter. If they fail they stay prone and may only use their fists and a light shield to protect themselves. Aura of Craving or Aura of Distraction (see Volume 2: Bestiary). players may take them if the GM allows. You are an Abomination in all but name. representing the training and nurturing you have invested in your companion over yourself. they will more likely have a silver tongue and capacity to sway opinion. This creature becomes your brother in all but blood. If a character refuses to take another one then they can replace the animal companion talent with another one at the same level instead. When it comes time to turn off the Talent you must . shapeshifting. although this should be after a suitable grieving period and become a significant event in the character’s life. If your companion’s target is prone they must take a Strength (Might) or Dexterity (Acrobatics) test (depending on the type of animal) vs your companion‘s to get back up again. imbuing you with a fearsome aspect and insidious aura. halla. Your animal companion acts as another character and will fight alongside you. summoning minions. You gain +1 Strength and Dexterity and 1 free point of mana every round. Natural Armour. If it uses the pierce armour stunt as well then the blow becomes penetrating instead. Your companion inflicts an additional +3 Damage whilst their target is prone. Your companion receives one of the following abilities chosen at this level: Through physical intimidation or a dreadful howl your companion can cow even the strongest foe. Companion animals have Warrior Primary and Secondary Attributes. Deadly blows rain down on your enemies as your companion crushes and tears them apart. As a merchant is unlikely to be a practiced fighter. You may have more ‘pet’ animals using the Animal Training talent but only a single animal will be your Animal Companion. You have formed a close bond with a specific animal. They increase their Health by +10. Your companion’s resilience is above average. Your demonic power gives you an unnatural aura. If an animal companion is killed then the player may take a new one at the same level as the previous one. BLOOD PRIEST Classes: Mage Requirement: You must have the Blood Mage Specialisation. Using bull strength or lightning agility your companion can bring their target to the ground. The player controls the animal’s actions. If they subsequently use the knock down stunt then the bonus is increased to +2. Your companion is now a seasoned fighter. Once you perform the Activate action you gain all the special rules associated with the demon powering you. etc. attribute and focus advances at every level. 72 Journeyman: Your companion receives one of the following abilities at this level or one of those in the previous level. subject to GM approval. flirting with possession in order to gain greater power. wolves and big cats but can include birds of prey. dogs.this includes the Demonic special rule. Novice: You may take a single (Ordinary Rank) animal companion from those available (see Volume 2 Bestiary). If you wish you may give your companion any or all of your health. staying by your side out of a sense of loyalty and affection rather than ingrained training. Every time you gain a level you must choose how to spread the advances between you and your companion. Any attack made by your companion automatically pierces armour in addition to any stunts it generates. Journeyman: The power you draw manifests more directly. wild boar. See Volume 2: Bestiary . When Activating this talent you gain Fear (11) and Aura of Fire. bears and so on. Although some of these are ostensibly NPC talents. Your companion knows just when to push the attack. war horses. The most common are Mabari. Rogue and Warrior Requirement: You must have Communication 3 or higher. They increase their natural armour rating by +2. Master: Your path has taken you to the edge of the abyss. ANIMAL COMPANION Classes: Mage.N ew T alents D r a g o n A ge N ew T alents The following are new or modified talents for Players and NPCs that represent social aspects of play and other concepts. Enemies attacking your companion must take a Willpower (Courage) test vs TN 13 (Fear Ghastly). On the turn they charge your companion automatically knocks down their target. Novice: As an Activate Action you can draw power from a demon. Master: Your companion receives one of the following abilities at this level or one of those in the previous levels. You draw on demonic energy more directly. It takes all of your self control not to hurl yourself over.

Master: You are a true virtuoso. You have learnt one ancient song to inspire your comrades. the type and TN of which are up to the GM.make an Opposed test pitting your Willpower (Self Discipline) vs the chosen Demon’s. You can pry these details from the aforementioned underbelly with a successful test. when to say it and how. If you come across a more exotic instrument. Each successive failure adds to this. gambling dens etc. Master: Whilst in urban environments you are supremely confident and capable. Rogue and Warrior Requirement: You must have Perception 3 or higher. If you score stunts during this time then they will move in closer to hear you. NPCs start out with a positive disposition towards you due to your fame and skill. MUSIC Classes: Mage. You learn an additional song. You receive +2 to Communication tests when debating with others. Novice: Choose a single area of expertise: Smithing. Anyone within a radius equal to your Communication x10 yards will stop to listen to what you have to say for a number of rounds equal to your Communication value. You have a natural talent for music. smuggling tunnels. from beggars to whores and gangs. ARTISAN Classes: Mage. although you don’t have to use it. You can play all the instruments common to Thedas. Without this Talent it would either be impossible and/or very dangerous (resulting in a shiv to the kidneys or ambush) to uncover these secret locations. You know what to say. You know how to play a total number of instruments equal to your Communication. The next time you take this test the Demon adds this to their test. This includes turning them into Contacts. In the same time you can make 2 Poor Quality or 4 Crude Quality items. You can work with +1 and +2 materials (see materials). You will be lost. Journeyman: Your skills have improved and now you can create Superior Quality items... D r a g o n A ge N ew T alents Journeyman: You are aware of or know how to find secret bolt holes. STREETWISE Classes: Mage. Crafting. record the Dragon Die result. and write and read music. Rogue and Warrior Requirement: You must possess the appropriate Focus. Masonry. regardless of your background. Journeyman: Your musical journey continues as you learn to play more instruments. If you fail. you can learn to play it with 1d6 weeks of practice. Novice: You know how to play an instrument. Carpentry. Master: You are a Master of your Craft and can now make Magnificent Quality items. You gain a +2 bonus to any tests interacting with the underbelly of a town. You can use any exploration stunt for 1 point less than normal when in an urban context. Novice: You know how to deal with the seedier parts of town. You are skilled in this area and can create Average quality items (TN and Success Threshold set by the GM see later for suggestions). Your contacts and experience on the streets enable you to avoid or escape their dangers. Halve success thresholds for Superior Quality items and gain +2 to the construction of Average Quality items (you gain no bonus to Poor or Crude items because they are beneath you). Master: Your way with crowds gives you the ability to use any Roleplaying stunt for 1 point less than normal. Halve success Thresholds for Average Quality items. Journeyman: Your famed ability at rhetoric means many will stop to listen. Rogue and Warrior Requirement: You must have Communication 3 or higher. leaving nothing but the demon. Brewing. so that eventually you will not be able to force the Demon out. You can work with +3 and +4 materials. SILVER TONGUE Classes: Mage. 73 . You may always choose to be in an advantageous position. If not they will lose interest and leave unless you specifically try to talk to them. You can make exquisite goods. If you succeed you manage to fend off the demon for now. sing. If you wish you may choose to drag others into your discussion even if they weren’t the initial target of it. Rogue and Warrior Requirement: You must have the Communication (Performance) focus or the Cunning (Musical Lore) focus and Communication 3 or higher. Bon Mot may be used at your discretion in any roleplaying encounter. Novice: You can convince others of your position with a flourish and well placed word.

Each enchantment has its own Tier which works just like Rune Tiers when enchanting. Their nature is intrinsically bound within the item. rolling 2D6 instead of 3D6. They also receive the Dragon Die in penetrating damage. Removing the missile requires a Healing test vs TN 15. TN 10 for normal weapons and Tn12 for large weapons. S mash Masterpiece Tier Targets that suffer more damage than their Constitution score in one strike are knocked back 2d6 yards and fall over if they fail a Strength might test vs your attack roll. T ier D ifficulties Tier TN Success Threshold Novice 11 8 Journeyman 13 10 Master 15 12 Grandmaster 17 14 Masterpiece 19 16 Paragon 21 18 Note that each Enchantment takes up a ‘slot’ on an item. A successful tests cause sthe target to suffer -2 to any tests involving you for the rest of the encounter. Unlike a rune. Paragon Tier S peed Paragon Tier Novice Tier Gain +2 to your Initiative. Roll damage against the weapon vs TN 8 for small weapons.A dditional E nchantments D r a g o n A ge A dditional E nchantments S under Journeyman Tier There are many ways to infuse magic into an item. . rolling 2D6 (drop the Dragon Die). They lose 1D3 health every round while it’s still in. Instead of causing an Injury. two enchantments or one of each on it. They will need to get it repaired. S hear Grandmaster Tier When performing a disarm stunt you can attempt to break the target’s weapon instead. binding them within the materials of an item. this time rolling 1D6. You cannot score stunt points on this attack. Skilful enchanters can create their own effects. So if a sword had two rune ‘slots’ you could put two runes. If that hits you can make another attack. S erpent S trike Master Tier F lesh T earer Master Tier Missile and thrown weapons only The missile stays in the target. you can reduce the target’s armour by 1 pt. preserved into the modern day by the Circle of Magi. The ancient Tevinter art of rune carving is but one of these. S pite Grandmaster Tier If you take damage from an enemy’s attack you may immediately make a retaliatory strike. R ainbow D ash You may perform a free move action in addition to your normal number of actions. Gain +2 Defence. preventing them running whilst it’s in. T hird S ight If you successfully hit with an Attack action you can make another attack. 74 You damage the target’s armour. these enchantments cannot be removed from an object. I ntimidate Grandmaster Tier Gain +2 to Intimidation tests.

which fork again. You may cast this at any point within 30 yards of you. Anything within twice your Magic in yards of the target point takes 2D6 penetrating damage. inflicting 3D6+Magic penetrating damage. A swarm of biting insects descend on the target. T empest Magic School: Primal Spell Type: Attack Casting Time: Major Action Mana Cost: 10 MP Target Number: 16 Test: Dexterity (Acrobatics) vs. Spellpower The caster unleashes a fierce lightning storm that deals constant electricity damage to anyone in the targeted area. emitting a bolt of lightning that inflicts electricity damage on a target. Passing the test reduces this to 1D6+Magic. it suffers your Magic score in damage instead. creating a field that drains life from nearby enemies. You may cast this at any point within 30 yards of you. sending smaller bolts jumping to those nearby. Any target that fails the test grants the caster 1D6 Health back. One target within 40 yards takes 1D6+Magic penetrating damage over a number of rounds equal to your Magic score. Spell Type: Attack Casting Time: Major Action S pellbloom Magic School: Creation B lizzard Magic School: Primal damage. then forks. Anything within twice your Magic in yards of the target point takes 2D6 penetrating D r a g o n A ge A dditional S pells E lemental C haos Magic School: Battlemage Spell Type: Utility Casting Time: Major Action Mana Cost: 8 MP Target Number: 16 Test: Magic (Primal) vs Spellpower The battlemage creates a field of chaotic. You strike a single target within 20 yards. unable to make any move actions. Every round within the Blizzard inflicts an additional 2D6 penetrating damage. including some for the Battlemage specialisation. Spellpower An ice storm engulfs the enemy. Targets suffer -1 Speed for the rest of the encouter. 75 . A successful test reduces this to Magic. Those killed by Blizzard are frozen solid. Once cast any mage (including the caster) within your magic score in yards receives an additional 2 mana every round for a number of rounds equal to your magic score. The battlemage thrives in the heat of combat.A dditional S pells The following are additional spells. Spell Type: Utility Casting Time: Major Action Mana Cost: 7 MP Target Number: 13 Test: None The caster creates an energizing bloom of magic that grants friendly mages additional mana. 1D6 Fatigue and is stuck in place. 1D6 Fatigue and is stuck in place. at the cost of 2 MP. Spellpower Test: Magic (Spirit) vs Spellpower The caster’s hands erupt. swirling energy that continuously harms nearby enemies. Any enemy within your magic in yards takes 1D6+Magic penetrating damage. S tinging S warm Magic School: Creation Spell Type: Attack Mana Cost: 9 MP The Blizzard lasts for a number of rounds equal to your Magic attribute and every round those within it must make a Constitution (Stamina) vs Spellpower test to avoid being frozen in place again. If the target passes its test. Passing the test reduces this to magic. A successful test just inflicts damage instead. C hain L ightning D raining A ura Magic School: Primal Spell Type: Attack Casting Time: Major Action Mana Cost: 8 MP Target Number: 16 Casting Time: Major Action Target Number: 15 Test: Constitution (Stamina) vs Spellpower Magic School: Battlemage Spell Type: Utility Casting Time: Major Action Mana Cost: 4 MP Target Number: 14 Test: Dexterity (Acrobatics) vs. unable to make any move actions. All enemies within your magic in yards takes 2D6+Magic penetrating damage counting as all damage types. Any target within your Magic score in yards from the first target is hit with 1D6+Magic penetrating damage. Mana Cost: 10 MP Target Number: 17 Test: Constitution (Stamina) vs. tearing at their flesh and freezing them solid. You may keep this field going every round at the cost of 3 MP per round up to your Magic in rounds. A successful test just inflicts damage instead.

The NPCs given here often represent the Ordinary Rank. Only NPCs of Veteran Rank or above should be given specialisations. Everything in here was calculated comparatively to retain consistency. elf and dwarf that adventurers will most often come up against. instead they are differentiated based on race. Stalwart: Dwarves gain +2 to tests to resist spells but their base Speed is reduced to 8. Thus a Veteran Rank Rogue NPC will possess every Class ability granted by the first 8 Levels of the Rogue Class. although where the numbers go will be determined by the type of NPC in question. However you should not feel required to slavishly follow all the conventions written here. Speed 10. 0. You can further tailor these by modifying their equipment materials if you wish. L anguages All NPCs speak the Trade tongue and one language dependent on their homeland referred to as a ‘mother tongue’ in the NPC stat tables. Racial modifications are as follows: Elf: +1 Dexterity or Perception and the Speed Focus (+2 to speed). 2 R acial M odifications NPCs don’t use Backgrounds to define them. Each race provides a modification and/or special rule to the NPC’s starting Attributes. Speed 10. 0. In this way NPCs with the same Class will still appear distinct. NPC R anks Rank Recommended for PC Level Calibrated to PC Level Ordinary 1-5 3 Veteran 6-10 8 Elite 11-15 13 Lord 16-20 18 These are of course guidelines. The rules should be straightforward enough to figure out what the correct values should be.. there are a myriad of civilised adversaries standing between you and your goals. it is the machinations of man. S pecialisations All NPCs can take appropriate specialisations. Rogue or Warrior. albeit of men and other sentient races. NPCs receive none of the benefits a PC gets from joining an organisation. All equipment described here has its material listed in the entry (see Volume 1: Vault). For leaders and special NPCs a good rule of thumb is to make them one Rank higher than their minions.NPC C reation D r a g o n A ge NPC C reation Although the lands of Thedas are teeming with beasts fair and foul. As in the Bestiary each NPC is defined by different features like Class.. S tarting A ttributes For simplicity we assume that every NPC starts with the same set of Attributes. All NPC statistics are calculated using the following rules. IMPORTANT NOTE: These are just guidelines. The following works like the Bestiary in Volume 2. These values are as follows: -1. simple bandits or the Templars of the Chantry. but increasing Ranks is not too difficult. Instead they are split into four Ranks and assume that each Rank is equivalent to the 3rd PC level of that Rank. Thus a group of Ordinary Brigands will be led by a Veteran Brigand (referred to as a Captain or Boss). Generally you shouldn’t downgrade a Rank. Mage. 1. 76 C lasses and R anks Each NPC in this section fits into one of four Classes: Civilian. Human: +1 Communication or Cunning and one Focus. Speed 10. if a discrepancy appears and no special rule covers it then it will be a typo. Whether it be the illegal dealings of slave traders. Qunari: +1 Strength or Constitution and one Focus. Dwarf: +1 Constitution or Willpower and the Fortitude Focus (+2 Encumbrance Capacity). However NPCs do not level in the same way as PC adventurers. . 1. Alternatively you can just give them a mother tongue and enjoy the hilarity of the players trying to mime their intentions to nervous border guards. 2. Some will be described with them already. Race and affiliation. O rganisations Child of the Qun: Qunari suffer -1 to tests to resist spells but gain +1 to Strength (Might) tests and damage rolls. Their organisation is listed for completeness and to aid developing encounters. although some will be too powerful to exist at lower Ranks. As such they follow the level progression found in the PC Classes in the Dragon Age Players’ Guides and this book. These differences are reflected in the following rules. 0.

D r a g o n A ge NPC C reation L evel 16 L evel 17 New Talent/Degree L evel 18 New Talent/Degree L evel 19 New Talent/Degree L evel 20 Epic Civilian: You gain a +1 bonus when generating Roleplaying and Exploration stunts. merchants and scholars. It’s here mostly to create many of the NPCs found in this section but can also be taken by players if they so wish. L evel 5 New Talent/Degree L evel 6 New Focus: Gain 1 additional Focus. • Any Magic (Primal. New Talent/Degree Primary and Secondary Abilities Starting Focus: Start with one additional focus of your choice. or Spears. • Two-Hander Weapon Style L evel 8 L evel 9 New Talent/Degree L evel 10 New Talent/Degree L evel 11 New Focus: Gain 1 additional Focus. L evel 15 New Talent/Degree Civilians cannot take Specialisations: They take a Talent level whenever they would be expected to take a Specialisation level. Starting Talents: You begin as a Novice in one Talent and Journeyman in another.C ivilian L evel 1 Not everyone in Thedas is a sword or spell wielding maniac bent on the slaughter of his foes. a Civilian may take a Focus twice from level 1. However they receive no class abilities and are restricted taking combat Talents making them less useful in a combat heavy game. Being a Civilian gives you plenty of freedom to create a character around whatever concept takes your fancy as they have access to more Talent levels than any other Class. ignoring Level restrictions. L evel 2 New Talent/Degree L evel 3 L evel 4 New Weapon Group: Light Blades. instead accruing extensive knowledge in their fields of interest. Rogues or Warriors. ignoring Level restrictions. Focuses New Talent/Degree Unlike Mages. although it’s really just one of the normal classes sans class abilities. New Focus: Gain 1 additional Focus. Bows. Bows. Bludgeons. These civilians gain little in the way of combat experience. This is technically a fourth class for Dragon Age. The majority of Thedosians are peasants. craftsmen. New Talent/Degree L evel 7 Choose three Abilities to be your Primary ones. ignoring Level restrictions. L evel 12 New Talent/Degree L evel 13 New Talent/Degree • Duel Weapon Style • Sword and Shield Style • Ignore the Class limitations on other Talents. Staves Restricted Talents A Civilian cannot take the following Talents: • Armour Training. New Talent/Degree Starting Health New Talent/Degree 20 + Constitution + 1D6. Taking a Focus a second time increases the bonus to +3 (see Set 3). or Spears. Staves. Everything else is a Secondary Ability. Bows. 77 . Creation etc). Specialisations L evel 14 New Weapon Group: Light Blades. Slings. Slings. Weapon Groups Brawling and one of the following: Slings. Staves.

Scoundrel: Communication. Willpower. 78 R ogue R anks Rank Talents/ Focuses Wpn Class Abilities Degrees Grps Ordinary 2 3 4 Backstab. Shark: Dexterity. Stunt Bonus Lord 7 18 2 12 - Mages are divided into four Archetypes defined by their Primary Attributes. Rogue’s Armour. As quick at the mouth as on their feet Rogues are often found at the centre of political intrigues and the instigator of bawdy jokes. Quickshot Rogues are divided into four Archetypes defined by their Primary Attributes. They are as follows: Rogue: Communication. others are taken in by the Chantry and raised in the Circle of Magi. Willpower. M age R anks Rank The following table lists the various things a Rogue NPC has at each Rank. The following table lists the various things a Mage NPC has at each Rank. Trainer: Communication. The following table lists the various things a Civilian NPC has at each Rank. Mages come from all walks of life. Cunning. Experimenter: Constitution. cads and plain murderous scum. Perception. Magic. Thieves. Magic. scholars and nobles that run the day to day of civilisation. Long Lance Elite 6 13 2 10 Power Lance. Those that choose to take up adventuring will be represented by one of the normal Classes instead. Willpower. ne’er-do-wells. Stunt Bonus Veteran 4 8 4 Bluff. Stunt Bonus. Perception. . Magic. Perception. Dirty Fighting Elite 7 13 4 Lethality. These are as follows: Mage: Cunning.NPC C reation D r a g o n A ge C ivilians R ogues Civilians make up the majority of the Thedosian population. Strength. C ivilian R anks Rank Talents/ Degrees Focuses Weapon Class Groups Abilities Ordinary 5 3 2 - Veteran 9 9 3 - Elite 13 15 3 - Lord 17 21 4 - M ages Thedas has a long and tumultuous history with magic. Stunt Bonus Lord 9 18 4 Perforate. Willpower. Field Mage: Dexterity. All have access to extraordinary power and consequently extraordinary risk from the denizens of the Fade. Rogues ply their trade wherever there is coin to be made. Cunning. Talents/ Focuses Wpn Spells Degrees Grps Class Abilities Ordinary 2 3 2 4 Arcane Lance Veteran 4 8 2 7 Spell Lance. They are the bakers. farmers. From the ancient elves to the Tevinter Imperium magic has been central to Thedosian existence. Lithe and quick-witted they find their particular skills in high demand from shady merchants and even the nobility. Dexterity. some learn under shamans in the wilds. scouts. Ruffian: Communication. Dexterity. Slippery. Cunning.

W arrior R anks Rank Talents/ Focuses Degrees Wpn Grps Class Abilities Ordinary 4 4 4 - Veteran 6 9 6 Stunt Bonus. After calculation round all fractions down. Strength. Dexterity.5) x 3 (16. noble bodyguards and the Templars of the Chantry all represent the physical presence Warriors have and the muzzled violence just waiting to be unleashed. all Mages in this document use their Willpower score to determine Mana. PCS AND ARCHETYPES Each of the NPC Classes listed here possess three additional Archetypes represented by their Primary Attributes.W arriors NPC H ealth Walking mountains of muscle and a temperament to match. Unlike the core rules. D r a g o n A ge NPC C reation NPC M ana Levels Base Health Average 1-10 10 1D6+WP 3. Dexterity. Willpower. Leader: Communication. This just makes it easier to work out their Health values and will generally only change their Health by a few points at most. Stunt Bonus Elite 9 14 6 Expert Strike. The following table lists the type of dice rolled to determine Health for an NPC when it Ranks up. Averages are given if GMs would rather not roll copious quantities of dice. If the GM wishes players can use these Archetypes to create their own characters.5+WP 11-20 - WP WP Note: All NPC Mana is calculated using their current value. To avoid gimping NPCs we assume they receive a minimum of 1 Health per level within the Rank even if they have a Con of 0 or less. Levels Base Health Average 1-10 10 1D6+Con 3. Note: All NPC Health is calculated using their current Constitution value. They are as follows: Warrior: Constitution. although they all receive the same starting amount. NPCs receive Mana in a similar manner to PCs. Merchant guards. The NPCs listed in this document all use the Average dice roll listed to work out their Health (adding fractions and then rounding down). Note that these Archetypes may change the capacity for characters to take some Specialisations by changing which Attributes can be increased when. ie the Bandit with -6 Con would roll 1D6+ (-6) and get 0. These create a subtle but notable difference between NPCs generated from the same Classes. Skirmisher: Constitution. This is really just like creating a PC character at a higher starting level and working out their levels all at once. The NPCs listed in this document all use the Average dice roll listed to work out their Health (adding fractions and then rounding down).5) plus Base 10 for a total Health of 26 (fractions rounded down).5 x 3 levels plus Base 10 for being a Typical Creature. M ana Brute: Constitution. Bandits have a Con of 2 so they would receive (2+3. This would still grant 1 pt of Health. 79 . effectively working on a retroactive basis. creating additional differences between characters of the same Class.5+Con 11-20 - Con Con An Ordinary Rank NPC like a Bandit would thus have Con+3. although they all receive the same starting amount. H ealth NPCs receive Health in a similar manner to PCs. Perception. Strength. Warriors make up the mainstay of militaries across Thedas. rather than their Magic. The following table lists the type of dice rolled to determine Mana for an NPC when it Ranks up. The following table lists the various things a Warrior NPC has at each Rank. Dexterity. Strength. Veteran Lord 11 19 6 Quick Strike. effectively working on a retroactive basis just like Health. Stunt Bonus Warriors are divided into four Archetypes defined by their Primary Attributes.

NPC C reation D r a g o n A ge R ank I ncrease The following entries present a wide variety of different NPC types but you may feel that they aren’t powerful enough to go up against your adventurers. Note Dwarves start with this Focus. N ew F ocuses The following are new Focuses: Rank Primary Attribute Secondary Attribute Ordinary 1 1 Veteran 4 3 Coercion: Using underhanded means to force others to do what you want. Elites add 2xCon+dice (or average) and 3xCon. Each NPC will display their specific Attribute separation in their stat table. NPC A ttribute B onuses There is plenty of room to fiddle with these to make it work for you and your group. capable of pulling off the most amazing feats. 3 and 5 (DD) you could not produce doubles. Legendary: Possessing a power beyond comprehension. Lord 9 8 Health: Veterans add 5x Con+dice (or average). P erception F ocuses Tasting: Using your tasting sense. Increase Base Encumbrance Capacity by +2. The following are some simple guidelines for modifying an NPC to a higher Rank. Perhaps long lost heirlooms of a forgotten age. Lords add 5xMag. Dragonbone and even more powerful materials. So an NPC that starts as a Veteran and increases by two Ranks to a Lord will increase its Health by 2x Con+dice and 8xCon and so on. Carpentry: Building with wood. Elite 6 6 Provocation: Goading others into rash action. fitting rewards for mighty adventurers. Lords add 5xCon. They may even carry magic items with runic engravings at the GM’s discretion. 4 and 6 (DD). It may treat the 3 as a 4 in order to generate Stunt Points. C ommunication F ocuses C onstitution F ocuses Fortitude: Heightened physical endurance enables you to carry greater loads. Elites will most likely use Veridium and Red Steel whilst Lords will use Silverite. Touching: Using your touch sense. Elites add 2xMag+dice (or average) and 3xMag. 3 and 4 (DD). eg an NPC rolls 3. Note Elves start with this Focus. 80 Equipment: Higher level NPCs that use equipment will generally be equipped with better quality materials. although it doesn’t actually change the die number. To make more powerful NPCs stand out from the crowd. you can apply the following additional rules: Stunt Prowess: This NPC is a mighty individual. Generally an Elite NPC will have Stunt Prowess whilst a Lord will have Stunt Prowess AND Diabolic Splendour. Mana: Veterans add 5x Mag+dice (or average). S trength F ocuses Masonry: Building with stone. . NPC Classes have a variety of Primary/ Secondary Attribute schemes. even against their will. They receive 5 SP instead of 4. This can put them over 6. This takes the place of the PC Stunt Point bonus granted at level 11. The table below lists how many additional Attribute points are added to the base starting Scheme for each NPC Rank. such people are the stuff of legends. They receive +1 to the Dragon Die when calculating the number of Stunt points generated. eg the NPC rolls a 3. D exterity F ocuses Speed: Increases Base Speed by +2. If the rolls were 1. The NPC may treat one die as one number higher or lower to generate Stunt Points.

Trade. Civilians are the cooks and merchants.. Light Blades. ) 1 Dexterity (Initiative) 1 Magic 3 Perception (Empathy) 0 Strength 1 Willpower (Morale. Persuasion) 1 Constitution 4 Cunning (Research.. whether in defence of some noble ideal. Silver Tongue (Novice). Light clothes [1].C ivilians The majority of Thedosians are Civilians. S pecial R ules Talents: Lore (Master). However their position of confidence with the nobility means that they can be formidable enemies. Given their experience an advisor can be a potent demagogue. sycophants and minor nobles that plague the court. And Another Thing. Encumbrance: 2 Capacity: 3 81 . +4 from Linguistics E quipment Steel Dagger [1]. ADVISOR Rank Class Race Veteran Civilian Human A bilities ( focuses )    4 Communication (Etiquette. or simply to lynch their rivals. It is they that adventurers protect on their bloody escapades. Trained in the ways of etiquette. Staves. going about their day oblivious to the encroaching darkness. Advisors are useful contacts in a court due to their detailed knowledge of the goings on of the various lackeys. However their political nous and ambition can often get them into hot water with convoluted schemes and risky negotiations. Writing. or at least that’s what they tell themselves. Historical Lore. Linguistics (Master). Self Discipline) C ombat R atings Speed Health Defence Armour Rating 11 46 11 1 A ttacks Weapon Attack Roll Damage +1 1D6+1 Steel Dagger F avoured S tunts The Object of your Attention. A dvisor Every nobleman needs an advisor. rousing their audience to action. farmers and scholars on which civilisation rests. Contacts (Journeyman). (mother tongue). history and conversation they provide a valued voice in a noble’s court.. W eapon G roups L anguages Brawling.. D r a g o n A ge C ivilians A dventure H ook The noble’s most trusted advisor wishes to bribe the players into performing an act of espionage.

C ivilians

D r a g o n A ge

B eggar

C harcoal B urner

Filthy and wretched, beggars are found across
Thedas. Wherever there are great populations of
people there will be those unable to make their way.
Without even a roof over their heads they are forced
to line the streets with hands outstretched, waiting
for the charity of others. There are some beggars
however that have turned their occupation into an
artform, using sophisticated speechcraft to tug on the
heartstrings of the wealthy. Some even go so far as to
hide limbs under their filthy garments in an effort to
elicit more sympathy as a ‘war veteran’.

It takes singular individuals to take up the mantle
of the charcoal burner. They live their lives in a
miasma of peat smoke and soot, often stained head
to foot with the product of their labour. Due to the
fragrant nature of their work, they almost always
live away from society, often near rich sources of
their livelihood. Alone in the wilderness they are
often hardy if odd individuals.

A dventure H ook

A dventure H ook
The players stumble upon a charcoal burner’s hut
surrounded by dozens of dead darkspawn.

A beggar tells the players he is really a local noble on
the run for his life.

BEGGAR

CHARCOAL BURNER

Rank

Class

Race

Rank

Class

Race

Ordinary

Civilian

Human

Ordinary

Civilian

Human

A bilities ( focuses )

A bilities ( focuses )

2

Communication (Bargaining,
Deception, Gambling)

1

Constitution

2

Cunning

2

Dexterity (Ledgerdemain)

0

Magic

2

Perception (Hearing)

0

Strength

-1

Willpower

Communication

3

Constitution (Stamina)

1

Cunning (Natural Lore)

1

Dexterity (Crafting)

0

Magic

-1

Perception

2

Strength

0

Willpower (Self-Discipline)
C ombat R atings

C ombat R atings
Speed

Health

Defence

Armour Rating

12

23

12

0

A ttacks
Weapon

Attack Roll

Damage

Elm Club

+1

1D6+1 (-2)

F avoured S tunts
Efficient Search and Sway the Crowd.
S pecial R ules
Talents: Contacts (Novice), Thievery (Journeyman),
Streetwise (Journeyman).
W eapon G roups

L anguages

Brawling, Staves.

Trade, (mother tongue)

E quipment

82

1

Speed

Health

Defence

Armour Rating

11

29

11

1

A ttacks
Weapon

Attack Roll

Damage

Elm Club

+1

1D6+2 (-2)

F avoured S tunts
That Makes Me Wonder and Resources at Hand.
S pecial R ules
Talents: Trap-Making (Journeyman), Scouting
(Novice), Quick Reflexes (Journeman).
W eapon G roups

L anguages

Brawling, Staves.

Trade, (mother tongue)

E quipment

Elm Club [1], beggar’s rags [1].

Elm Club [1], Traps (x3) [1], Rough Hide Leathers
[3], Charcoal.

Encumbrance: 2

Encumbrance: 5

Capacity: 4

Capacity: 6

C hirurgeon

C oachman

Despite the prevalence of magic in Thedas, most
people will never see a healing mage. Instead
they rely on the skills of trained physicians to set
broken bones and administer curatives for fevers.
Chirurgeons rely on herbal remedies and poultices
to fix the greater number of ailments they encounter.
Commoners trust chirurgeons and will go to them
for advice.

Travelling Thedas is not for the faint of heart. Beasts
and brigands abound across the lands, more than
willing to part a person with their life. But for those
that can’t afford a sea voyage, travel by coach is the
fastest option. Coachmen must be tough to endure
the weather as they drive and resolute in the face
of danger should they be waylaid. Many a time
an overly confident bandit has attempted to board
a coach only to suffer a crack to the skull for their
troubles.

A dventure H ook
A chirurgeon is feared by the local people, yet they
do not attempt to run them out of town.

CHIRURGEON

A dventure H ook
Coaches are going missing in a narrow mountain
pass.

COACHMAN

Rank

Class

Race

Veteran

Civilian

Human

A bilities ( focuses )

4

Communication (Investigation)

1

Constitution (Drinking)

4

Cunning (Research, Writing, Healing,
Herb Lore)

1

Dexterity

1

Magic

3

Perception (Empathy, Seeing)

0

Strength

1

Willpower (Morale, Self Discipline)
C ombat R atings

Speed

Health

Defence

Armour Rating

11

46

11

1

A ttacks
Weapon

Attack Roll

Damage

Steel Dagger

+1

1D6+1

F avoured S tunts
The Object of your Attention, And Another Thing.
S pecial R ules
Talents: Herbalist (Master), Chirurgy (Master),
Silver Tongue (Novice), Lore (Journeyman).
W eapon G roups

L anguages

Brawling, Light
Blades, Staves.

Trade, (mother tongue)

E quipment
Steel Dagger [1], Light clothes [1].
Encumbrance: 2

D r a g o n A ge

C ivilians

Capacity: 3

Rank

Class

Race

Ordinary

Civilian

Dwarf

A bilities ( focuses )

2

Communication (Animal Handling)

2

Constitution (Fortitude)

0

Cunning

1

Dexterity (Staves)

-1

Magic

1

Perception

3

Strength (Drive)

1

Willpower
C ombat R atings

Speed

Health

Defence

Armour Rating

9

26

11

2

A ttacks
Weapon

Attack Roll

Damage

Ironbark Club

+3

1D6+3 (+2)

F avoured S tunts
Advantageous Positioning and Jest.
S pecial R ules
Stalwart
Talents: Animal Training (Novice), Single Weapon
Style (Journeyman), Streetwise (Journeyman).
W eapon G roups

L anguages

Brawling, Staves.

Trade, (mother tongue)

E quipment
Ironbark Club [1], Heavy Clothes [2].
Encumbrance: 3

Capacity: 7 (+2)

83

C ivilians

D r a g o n A ge

C rafter

E nchanter

A good craftsman is worth his weight in silver. Their
skilled hands can produce works of exquisite beauty
as well as lifelong durability. Many rich merchants
and nobles have their own personal crafters, ensuring
they receive only the best equipment and a lifelong
service. Many crafters become rich enough to set up
their own shops and distribution, and the best rival
even merchants in their wealth.

Anything that involves the use of lyrium is a risky
business and many enchanters have been injured
or gone insane as a result. The best enchanters can
also craft their own runes to enchant onto weapons,
or even weave magical effects into the weapons
themselves.

A dventure H ook

Driven insane by lyrium an enchanter starts binding
demons into the items he makes.

A wealthy crafter hires the players to protect him
from threats against his life.

A dventure H ook

ENCHANTER
Rank

Class

Race

Veteran

Civilian

Human

A bilities ( focuses )

CRAFTER
Rank

Class

Race

Ordinary

Civilian

Human

A bilities ( focuses )
0

Communication (Bargaining)

1

Constitution

3

Cunning (Evaluation)

2

Dexterity (Crafting)

-1

Magic

2

Perception

1

Strength (Driving)

0

Willpower

Communication (Bargaining,
Persuasion)

4

Constitution (stamina)

4

Cunning (Arcane Lore, Enchantment)

2

Dexterity (Initiative, Runecrafting)

0

Magic

1

Perception (Seeing)

1

Strength

0

Willpower (Morale, Self-Discipline)
C ombat R atings

Speed

Health

Defence

Armour Rating

12

70

12

4

A ttacks

C ombat R atings
Speed

Health

Defence

Armour Rating

12

23

12

2

A ttacks

Weapon

Attack Roll

Damage

Sylvanwood
Metal Shod
Staff

+2

1D6+3 (+3)

F avoured S tunts
The Object of Your Attention and Resources at Hand.

Weapon

Attack Roll

Damage

Steel Shortsword

+2

1D6+3

F avoured S tunts

S pecial R ules
Talents: Runecrafting (Master), Enchantment
(Master), Lore (Novice).

Efficient Search and Sway the Crowd.

W eapon G roups

L anguages

S pecial R ules

Brawling, Staves,
Light Blades.

Trade, (mother tongue)

Talents: Artisan (choose one) (Master), Contacts
(Novice), Silver Tongue (Novice).
W eapon G roups

L anguages

Brawling, Light Blades. Trade, (mother tongue)
E quipment
Steel Shortsword [1], Spidersilk light clothes [1].
Encumbrance: 2

84

1

Capacity: 4

E quipment
Sylvanwood Metal Shod Staff (Master Lightning
Rune, Masterpiece Paralysis Rune, Journeyman
Lightning Rune) [2], shadowthread heavy clothes
(Evasion Rune, Journeyman Barrier Rune) [2], tools.
Encumbrance: 4

Capacity: 7

A mabari hunter asks the players for help in finding a puppy thief. In Ferelden the mabari is a revered animal. Trade. Staves. Trade. Encumbrance: 5 Encumbrance: 8 Capacity: 6 Capacity: 6 (+2) 85 . Bows. Horsemanship (Novice). They are no stranger to conflict and will often carry a bow to kill any predators eyeing off their animals. D r a g o n A ge C ivilians MABARI TRAINER FARMER Class Race Veteran Civilian Human A bilities ( focuses ) Rank Class Race Ordinary Civilian Human A bilities ( focuses )   1 Communication (Animal Handling) 2 Constitution (Stamina) 0 Cunning 1 Dexterity -1 Magic  1 Perception (Smelling)  2 Strength (Might) 0 Willpower  Rank  3 Communication (Animal Handling) 2 Constitution (Fortitude. loyal and terrifyingly fierce they are perfect companions. TrapMaking (Novice).F armer M abari T rainer Thedas runs on the backs of its farmers. Horsemanship (Journeyman). Veridium Short Sword [1]. however most are trained that way by dedicated trainers who are as loyal to the mabari as they are to them. A dventure H ook A dventure H ook A local farmer claims to have been attacked by a strange horned beast and has the wounds to prove it. Archery Style (Novice). Tough and no-nonsense. Mabari Crunch (x5). Hardened Studded Leathers [4]. Traps (x3) [1]. Even darkspawn have been ended by an enraged farmer’s arrow. Light Blades. S pecial R ules Talents: Animal Training (Master). farmers tirelessly tend to their fields and herds. The loyalty of a mabari is considered a sign of good character. Yew Club [1]. Seeing) 3 Strength (Might) 0 Willpower (Morale) C ombat R atings Speed Health Defence Armour Rating 11 54 11 5 A ttacks C ombat R atings Weapon Attack Roll Damage 0 Ironbark Metal Shod Staff +3 1D6+3 (+2) Veridium Short Sword +3 1D6+2 (+1) Speed Health Defence Armour Rating 11 26 11 A ttacks Weapon Attack Roll Damage Yew Club 0 1D6+2 Yew Bow +1 1D6+4 F avoured S tunts Mighty Blow and Efficient Search. W eapon G roups L anguages Brawling. Single Weapon Style (Journeyman). Ironbark Metal Shod Staff [2]. Extremely intelligent. Peasant clothes [1]. (mother tongue) E quipment F avoured S tunts Lightning Attack and Knock Prone. Animal Companion (Mabari) (Journeyman). (mother tongue) E quipment Yew Bow [2]. W eapon G roups L anguages Brawling. S pecial R ules Talents: Animal Training (Journeyman). Stamina) 1 Cunning (Natural Lore) 1 Dexterity (Staves) -1 Magic 3 Perception (Smelling.

Leadership. Trade. Light Blades. S pecial R ules Talents: Contacts (Journeyman). Riding) 0 Magic 1 Perception (Hearing) 3 Strength 1 Willpower (Faith) Speed Health 14 71 Defence Armour Rating 14 4 A ttacks Willpower Speed Health Defence Armour Rating 10 20 10 0 A ttacks Weapon Attack Roll Damage Magnificent Silverite Short Sword +6 (+2) 1D6+5 (+3) F avoured S tunts Weapon Attack Roll Damage Steel shortsword -2 1D6+2 F avoured S tunts The Object of your Attention. Trade. Writing. making their money on the buying and selling of products. +2 from Linguistics E quipment Magnificent Silverite Short Sword (Master Flame Rune) [1]. Initiative. Single Weapon Style (Master). (mother tongue) E quipment Steel shortsword [1]. they are all technically nobility. who demands an audience. W eapon G roups L anguages Brawling. Encumbrance: 2 Capacity: 7 . NOBLE Rank Class Race Elite Civilian Human A bilities ( focuses )  MERCHANT Rank Class Race Ordinary Civilian Human  A bilities ( focuses )    3 Communication (Bargaining. although as each clan is descended from a noble house of the Dales. Merchant garb [1]. Merchants are the most common of these. Linguistics (Journeyman). Deception. Every society in Thedas possesses a noble class. Even the Dalish possess. Persuasion) 0 Constitution 2 Cunning 0 Dexterity (Riding) 1 Magic 1 Perception 0 Strength 1  Constitution (Drinking) 3 Cunning (Cultural Lore. Light Blades. These individuals are wealthy but lack breeding and fit a middle ground in Thedosian society. Persuasion) Capacity: 2 Bon Mot and And Another Thing. It is said that a good merchant can buy your pants off your backside and sell them back to you at twice the price. Inscribed Light Clothes [1]. W eapon G roups L anguages Brawling. Riding Horse. And Another Thing. except the Qunari. 86 2 C ombat R atings C ombat R atings Encumbrance: 2 4 Communication (Etiquette. A dventure H ook The deeds of the players come to the attention of the local noble. A dventure H ook Merchant caravans are being raided by people dressed as merchants. Horsemanship (Master). Silver Tongue (Master). one. Staves. Evaluation. S pecial R ules Talents: Horsemanship (Novice). Staves.C ivilians D r a g o n A ge M erchant N oble As the nobility has granted more rights to those under them a new class of person has risen. Heraldry) 4 Dexterity (Calligraphy. Linguistics (Journeyman). Silver Tongue (Journeyman). (mother tongue).

Thievery (Novice). W eapon G roups L anguages Brawling. musical instrument [1]. The ubiquity of minstrels has made their profession a perfect cover for covert actions. MINSTREL Rank Class Race Veteran Civilian Human A bilities ( focuses )    4 Communication (Performance. so long as they can get one to stay still for an extended period of time. Minstrels ply their trade the length and breadth of Thedas and are some of the most culturally knowledgeable people in the land. (mother tongue) E quipment Superior Steel Short Sword [1]. Inscribed Leathers [3]. and many employe minstrels on a permanent basis. Streetwise (Novice). The Orlesians even have their own bards specifically trained in spycraft. A dventure H ook A minstrel is declared an Orlesian Bard and sentenced to hang. Silver Tongue (Journeyman). Cultural Lore) 3 Dexterity (Initiative) 0 Magic 2 Perception (Hearing) 1 Strength (Driving) 0 Willpower (Courage) C ombat R atings Speed Health Defence Armour Rating 13 38 13 6 A ttacks Weapon Attack Roll Damage Superior Steel Short Sword +3 (+1) 1D6+2 F avoured S tunts Resources at Hand. Light Blades. Seduction) 0 Constitution (Fortitude) 3 Cunning (Musical Lore.M instrel One of the most popular forms of entertainment is music and song. D r a g o n A ge C ivilians Minstrels have a flair for the dramatic and enthusiastically use their skills to seduce as many people as possible. Music (Master). Most taverns will boast at least one minstrel. S pecial R ules Talents: Contacts (Journeyman). Staves. Trade. Encumbrance: 5 Capacity: 3 (+2) 87 .

Light Blades. Trap-Making (Master). lost bloodlines. Intimidation. Light Blades. Morale. Traps) 0 Magic  3 Perception (Searching. Trade. Poison Making (Journeyman). Jumping. Bows. Stealth. Traps x6 [2]. Encumbrance: 5 88 Capacity: 11 . Single Weapon Style (Master). SelfDiscipline)  C ombat R atings Speed Health Defence Armour Rating 117 23 15 14 A ttacks Weapon Attack Roll Damage Iron Shortsword? +5 3D6+5 (+4) Elm Shortbow? +5 2D6+6 (+4) F avoured S tunts Lethal Blow and Advantageous Positioning S pecial R ules Talents: Archery Style (Master). Tracking)  5 Strength (Climbing. (mother tongue) E quipment Elm Shortbow? [1]. Who knows what secret arts. The players are captured in a trap by a mysterious hermit. Running. Might) 2 Willpower (Courage. Stamina. beggar’s rags [1]. hidden treasures. lost knowledge or dreadful curses these mysterious individuals bear? MYSTERIOUS HERMIT Rank Class Race Lord Civilian Human? A bilities ( focuses ) 2 Communication (Disguise) 4 Constitution (Drinking.C ivilians D r a g o n A ge M ysterious H ermit A dventure H ook The vast wilds of Thedas hide many secrets. Staves. There are also those that have abandoned civilisation to live a solitary existence away from the distractions of society. W eapon G roups L anguages Brawling. Quick Reflexes (Master). Iron shortsword? [1]. Forgotten cities. Natural Lore. Smelling. Swimming) 3 Cunning (Healing. Chirurgy (Master). Poison Lore) 5 Dexterity (Ledgerdemain .

academic’s robes [1]. W eapon G roups L anguages Brawling. D r a g o n A ge C ivilians RATCATCHER Rank Class Race Ordinary Civilian Human SCHOLAR A bilities ( focuses )    0 Communication 2 Constitution (Stamina) 1 Cunning Rank Class Race Ordinary Civilian Human A bilities ( focuses )  2 Dexterity (Stealth. Traps x3 [1]. (mother tongue) E quipment Ash quarterstaff [2]. Staves. Writing) 0(-2)  C ombat R atings Speed Health Defence Armour Rating 12 26 12 2 A ttacks Weapon Attack Roll Damage Yew Ratcrusher* +2 2D6+3 F avoured S tunts Efficient Search and Lethal Blow. Trade. These calloused hunters are often a little deranged due to the unpleasant vapours they inhale on their hunts through the sewerworks. Scholars often make a pilgrimage to Minrathous in order to gain a greater understanding of their area of expertise. Silver Tongue (Novice). small but vicious. And Another Thing. They tend not to make many distinctions between rats and other people though. Here for thousands of years the best minds in the land studied. to better prepare them for their responsibilities. The players find a scholar half dead on the imperial highway. A dventure H ook A dventure H ook Shouts of anger and fear draw the players to a ratcatcher retreating back out of a manhole. Trade. Encumbrance: 5 Capacity: 5 S pecial R ules W eapon G roups L anguages Brawling. Animal Companion (Dog) (Journeyman). Linguistics (Novice). The most ancient centre of learning in Thedas is the Tevinter city of Minrathous.R atcatcher S cholar Where civilisation goes. Every ratcatcher has at their side a loyal companion. Staves. *Treat as a metal shod staff with the stats of a flail. his research missing. Traps) -1 Magic 2 Perception (Hearing) 1 Strength 1 Willpower  Communication (Persuasion) 3 -1 Constitution 3 Cunning (Research. discovering many secrets. The Object of your Attention. vermin follow. No city is free from rats and as a result.. Many nobles also hire scholars to teach their children. Encumbrance: 3 Capacity: 1 89 . heavy clothes [2]. small but vicious dog. (mother tongue) E quipment Yew ratcrusher [2]. Talents: Lore (Master). S pecial R ules Dexterity 1 Magic 1 Perception 0 Strength 1 Willpower (Self Discipline) C ombat R atings Speed Health Defence Armour Rating 8 17 8 0 A ttacks Weapon Attack Roll Damage Ash +0 1D6+1 (-1) Quarterstaff F avoured S tunts Talents: Trapmaking (Journeyman).. Streetwise (Novice). every city has ratcatchers.

S pecial R ules Talents: Lore (Master). Initiative) 0 Magic 3 Perception (Empathy. Contacts (Journeyman). Command (Journeyman). Encumbrance: 2 90 Capacity: 3 Heaven has been filled with silence. Persuasion) 1 Constitution 2 Cunning (Research. And Another Thing. Trade. Silver Tongue (Master). Linguistics (Master). (mother tongue). -Andraste 1:11” . Leadership. Hearing) 0 Strength (Intimidation) 3 Willpower (Faith. Revered Mothers lead individual Chantries around Thedas overseeing their duties to the Maker. And cross’d my heart with shame. W eapon G roups L anguages Brawling. They often mediate disputes amongst the higher classes and are sought out for wise counsel. REVERED MOTHER Rank Class Race Elite Civilian Human A bilities ( focuses )    5 Communication (Bargaining. A dventure H ook The local Revered Mother takes a keen interest in the actions of the Players. Light Blades. Morale. I knew then. SelfDiscipline) C ombat R atings Speed Health 11 58 Defence Armour Rating 11 6 A ttacks Weapon Attack Roll Damage - - - F avoured S tunts The Object of your Attention.C ivilians D r a g o n A ge “Its gates forever shut. R evered M other The Chant of light must be spread across Thedas to ensure the return of the Maker. fierce yet serene. Staves. +4 from Linguistics E quipment Dragonweave Heavy clothes [2]. Writing. Revered Mothers are stern yet compassionate. Cultural Lore. Religious Lore) 1 Dexterity (Calligraphy.

Flirt. which can be hazardous to their health. Contacts (Journeyman). Specialist crafters. albeit under constant scrutiny by the human servants watching for sticky fingers. A dventure H ook The players seek out a smith to repair their equipment.S ervant S mith One of the few jobs most city elves can get is as a servant to the human nobility. carpentry tools and weapons of war. Trade. Quick Reflexes (Journeyman). Etiquette) 2 Constitution (Stamina) 0 Cunning 2 Dexterity (Speed) 1 Magic 2 Perception -1 Strength 0 Willpower Class Race Ordinary Civilian Dwarf A bilities ( focuses ) 0 Communication 2 Constitution (Stamina. A dventure H ook D r a g o n A ge C ivilians SMITH SERVANT Rank Class Race Ordinary Civilian Elf A bilities ( focuses )    2 Communication (Bargaining. Few human smiths can compete with dwarven skill. (mother tongue) E quipment Elm Club [1]. Hardened Studded Leather [4]. Without doubt the finest smiths in the land are the dwarves and many who have fled to the surface take up the trade to great success. only to find him hanging an out of business sign on the door. S pecial R ules Talents: Thievery (Novice). servant garb [1]. (mother tongue) E quipment Red Steel Club [2]. Staves. W eapon G roups L anguages Brawling. The players encounter a servant being brutally beaten in an alley. Encumbrance: 6 Capacity: 7 (+2) 91 . Servants often overhear all sorts of gossip. W eapon G roups L anguages Brawling. S pecial R ules Stalwart Talents: Streetwise (Novice). Encumbrance: 2 Rank Capacity: 3 Speed Health Defence Armour Rating 9 26 11 5 A ttacks Weapon Attack Roll Damage Red Steel Club +3 1D6+3 (+2) F avoured S tunts Knock Prone and Mighty Blow. Staves. smiths are responsible for everything from horse shoes to nails. Fortitude) 2 Cunning 1 Dexterity -1 Magic  0 Perception  3 Strength (Smithing) 1 Willpower (Self Discipline)  C ombat R atings C ombat R atings Speed Health Defence Armour Rating 14 26 12 0 A ttacks Weapon Attack Roll Damage Elm Club +2 1D6+1 (-2) F avoured S tunts Speedy Search. often to emulate the households of the nobility they aspire to join. The richest merchants also hire servants. There they can at least earn a steady wage. Trade. Contacts (Journeyman). Artisan (Journeyman).

STREET URCHIN Rank Class Race Ordinary Civilian Elf WHORE A bilities ( focuses )    2 Communication (Deception) 0 Constitution 1 Cunning 4 0 1 Perception (Touching) 0 Strength 0 Willpower Rank Class Race Ordinary Civilian Human A bilities ( focuses ) 2 Communication (Bargaining. most unsavoury. W eapon G roups L anguages Brawling. Light Blades. Trade. Many are resigned to their fate whilst others still have a spark of fire that can never be completely quenched. Trade. Steel Hidden Dagger [1]. A dventure H ook A dventure H ook A street urchin lifts several players’ purses. Paltry Size Talents: Quick Reflexes (Novice). Persuasion) Dexterity (Speed.C ivilians D r a g o n A ge S treet U rchin W hore Unfortunately it’s a sad fact that many children are abandoned by impoverished families or left as orphans. The Chantry frowns upon such things as they consider it a sin. Ledgerdemain) 1 Constitution (Stamina) Magic 1 Cunning 2 Dexterity (Acrobatics) 0 Magic 1 Perception    C ombat R atings Speed Health Defence Armour Rating 11 15 14 0 A ttacks Weapon Attack Roll Damage Grey Iron Dagger +4 1D6+1 (-1) F avoured S tunts Efficient Search and Sway the Crowd. Staves. learning from a young age to steal. Quick Reflexes (Journeyman). Encumbrance: 2 Encumbrance: 2 Capacity: 2 Capacity: 4 . Contacts (Novice). Street urchins are cynical beyond their years and think nothing of shanking a passing merchant in order to get enough money for another day. W eapon G roups L anguages Brawling. For most their only escape is eventually through the hangman’s noose. It’s said to be the oldest profession in the world. But Prostitution thrives throughout Thedas and there are many famous brothels able to cater for any earthly (and many unearthly) desires. Whores come to their profession by many different routes. cheat and fight. Dress [1]. Thievery (Journeyman). catering to base human needs. Those that don’t die or receive succour from the Chantry grow up on the seedy streets of Thedas. Urchin rags [1]. leading to lustful demonic temptation. S pecial R ules 1 Strength 1 Willpower C ombat R atings Speed Health Defence Armour Rating 12 20 12 0 A ttacks Weapon Attack Roll Damage Steel Hidden Dagger +0 1D6+1 F avoured S tunts Knock Prone and Mighty Blow. (mother tongue) S pecial R ules Talents: Streetwise (Journeyman). Streetwise (Journeyman). (mother tongue) E quipment 92 E quipment Grey Iron Dagger [1]. A player hears some scandalous gossip whilst visiting their favourite companion.

A postate A mage outside Circle control or who has actively fled their rule is known as an apostate. Spells: Arcane Bolt.M ages APOSTATE All races save the Dwarves possess an affinity for magic. W eapon G roups L anguages Brawling. Rank Class Race Ordinary Field Mage Human A bilities ( focuses ) 0 Communication (Deception) 1 Constitution (Running) 1 Cunning  1 Dexterity  2 Magic (Arcane Lance) 0 Perception 2 Strength (Intimidation)  1 D r a g o n A ge M ages Willpower C ombat R atings Speed Health Defence Armour Rating 11 23 11 0 A ttacks Weapon Attack Roll Damage Elm Quarterstaff +1 1D6+3 (-2) Arcane Lance +4 1D6+2 F avoured S tunts Mighty Spell and Mana Shield. Trade. Since the dominance of the Chantry many of these mages have come under the auspices of the Circle of Magi. Entropy Magic (Novice). Flame Blast. Drain Life. whilst others have never encountered the Chantry and continue to practice the old ways of their ancestors. S pecial R ules Arcane Lance. fleeing their erstwhile protectors. but there are many still who remain independent. A dventure H ook Templars in town claim to be hunting an apostate recently escaped from the local Circle. peasant light clothes [1]. The majority of mages in Thedas would be considered such for despite the Chantry’s zealousness in uncovering latent mages. Mana: 23 Talents: Quick Reflexes (Novice). (mother tongue) E quipment Yew Metal Shod Staff [2]. Healing Poultices x6 [0]. many more slip through their search or are hidden. The number of those mages dissatisfied with the restrictions of the Circles has increased over the years and now an alarming number of them have actively defied Chantry law. Staves. Some do so in open defiance of Chantry law. Mind Blast. Encumbrance: 3 Capacity: 5 93 .

a fiery death. Trade. Blood. Drain Life. Long Lance. A dventure H ook The local baker seems to keep surviving more and more improbably dangerous situations. Encumbrance: 4 Capacity: 7 . Spirit) 0 Perception 1 Strength (Intimidation) 3 Willpower (Self-Discipline) C ombat R atings Speed Health Defence Armour Rating 12 70 10 3 A ttacks C ombat R atings Speed Health Defence Armour Rating 11 20 11 1 A ttacks Weapon Attack Roll Damage Steel Punch Dagger +1 1D3+3 Arcane Lance +3 1D6+1 F avoured S tunts Mighty Blow and Imposing Spell. Spider silk Heavy Clothes [2]. Spells: Blood Wound. Encumbrance: 2 94 Class Mage Experimenter A bilities ( focuses ) APOSTATE OBSERVER  Rank Veteran Capacity: 2 Talents: Spirit Magic (Journeyman). (mother tongue) E quipment Steel Metal Shod Staff [2]. Disguise) 0 Constitution 2 Cunning 1 Dexterity (Initiative) 1 Magic (Arcane Lance) Race Elf 0 Perception 0 Strength 0 Willpower 1 Communication (Deception)  4 Constitution (Stamina)  1 Cunning (Poison Lore)  0 Dexterity (Speed) 3 Magic (Arcane Lance. (+1 Spirit Spell). (mother tongue) E quipment Steel Punch Dagger [1]. W eapon G roups L anguages Brawling. preferring to draw as little attention as possible to themselves. Staves. Weakness. both noble and sinister. Light Clothes [1]. Staves. Trade. Spell Lance. Concentrated Crow Poison and Magebane (x2 each) [0]. Daze. S pecial R ules Weapon Attack Roll Damage Arcane Lance +5 1D6+3 Steel Metal Shod Staff +0 1D6+4 F avoured S tunts Imposing Spell and Mighty Spell. S pecial R ules Arcane Lance. They rarely use their magic. Weakness. To the Chantry however all Maleficar deserve only one thing. Wrack. Poison Lore (Journeyman). Walking Bomb. There are many reasons to study blood magic. Arcane Lance.M ages D r a g o n A ge A postate O bserver B lood M age Many Apostates hide themselves amidst the populace of Thedas. Mana: 62 Spells: Daze. Specialisation: Blood Mage (Journeyman). attempting to live out normal lives. Fleshrot. Glyph of Paralysis. A dventure H ook Farmers are showing up drained of blood. Vulnerability Hex. Mana: 20 Talents: Contacts (Journeyman). Death Magic. W eapon G roups L anguages Brawling. Lyrium potion x1 [0]. BLOOD MAGE Rank Class Race Ordinary Mage Trainer Human A bilities ( focuses )   3 Communication (Deception.

Staves. vindicated by the obvious favour the Maker has given them. Talents: Blood Priest (Master). Faith. Blood Priests walk a fine line. Blood) 1 Perception (Empathy. They preach their unorthodox views in strictest secrecy and defend them with horrifying violence. Trade. Drain Life. Death Magic. Journeyman Dweomer Rune) [2]. Dalish E quipment Sylvanwood Metal Shod Staff (Menacing Rune. Daze.B lood P riest The appearance of Andraste in Thedas irrevocably altered the social fabric of its people. Spell Lance. Stunt Bonus: Lightning Attack. In The Dragon Age the Andrastian Faith is central to most peoples’ lives. BLOOD PRIEST Rank Class Race Elite Mage Experimenter Human A bilities ( focuses ) Communication (Leadership. Lore (Novice). A dventure H ook The wealthy elite are visiting the Chantry in ever decreasing numbers. Force Shield. W eapon G roups L anguages Brawling. Spells: Blood Sacrifice. Dream Sending. Persuasion) 2    3 Constitution (Stamina) 2 Cunning (Arcane Lore. Lyrium Potion x2 [0]. Wrack. S pecial R ules Arcane Lance. Mind Blast. Mana: 84 Specialisation: Blood Mage (Master). Religious Lore. Encumbrance: 4 Capacity: 6 95 . Inscribed Heavy Clothes [2]. The Blood Priests of the Sanguine Ministry see the blood of Andraste as a potent sign of the Maker’s true gift. Hearing) 1 Strength 3 Willpower (Courage. Power Lance. Phial of blood x4 [0]. Research) 2 Dexterity (Staves) 5 Magic (Arcane Lance. Long Lance. Command (Journeyman). Blood Wound. SelfDiscipline) D r a g o n A ge M ages C ombat R atings Speed Health Defence Armour Rating 12 84 12 5 A ttacks Weapon Attack Roll Damage Arcane Lance +7 1D6+5 Sylvanwood Metal Shod Staff +4 1D6+4 (+3) F avoured S tunts Puissant Casting and Sway the Crowd. gaining power from the blood they venerate. Walking Bomb.

until they become a Keeper themselves. Inscribed Heavy Clothes [2]. Spell Lance. Sylvanwood Metal Shod Staff [2]. never to rule over him. Rock Armour. They undergo the potentially fatal harrowing in order to increase their resilience to demonic influence. Lore (Novice). As such only mages under the auspices of the Circle of Magi. W eapon G roups L anguages W eapon G roups L anguages Brawling. Primal Magic (Novice). Staves. Primal) 2 Perception (Tracking) 1 Strength 2 Willpower (Self-Discipline) C ombat R atings Speed Health Defence Armour Rating 13 54 11 5 A ttacks Weapon Attack Roll Damage Sylvanwood Metal Shod Staff +1 1D6+3 (+3) Arcane Lance +3 1D6+3 F avoured S tunts Mighty Spell and Puissant Casting. Encumbrance: 3 Encumbrance: 4 Capacity: 3 Capacity: 5 . Creation Magic (Novice). 3 Creation Spells. Spells: 1 Keeper Spell. Dalish E quipment E quipment 96 Whitewood Quarterstaff [2]. Magic is a treasured birthright of the scions of Arlathan and they jealously guard its practitioners. light clothes [1]. Talents: Command (Novice). itself run by the Chantry.M ages D r a g o n A ge C ircle M age D alish A colyte Magic is to serve man. Trade. Class Race Veteran Mage Elf A bilities ( focuses ) A bilities ( focuses )  Rank 1 Communication (Animal Handling) 2 Constitution (Stamina) 1 Cunning (Healing. Talents: Primal Magic (Novice). Spells: Arcane Bolt. Staves. Long Lance. Spirit Magic (Novice). Flameblast. are considered official and sanctioned. (mother tongue) Brawling. 3 Primal Spells.. S pecial R ules Arcane Lance. Lyrium Potion x2 [0] . Mana: 54 Mana: 23 Specialisation: Keeper (Journeyman). Natural Lore) 1 Dexterity (Speed) 3 Magic (Creation. Lyrium Potion x2 [0]. CIRCLE MAGE When mages are born amongst the Dalish they are trained by the Keepers. Stonefist. A dventure H ook A dventure H ook An elf is found surrounded by dead Templars. Rank Class Race Ordinary Mage Human DALISH ACOLYTE   1 Communication 1 Constitution 2 Cunning (Arcane Lore) 1 Dexterity (Calligraphy) 3 Magic (Primal) -1 Perception 0 Strength 1 Willpower (Self-Discipline)    C ombat R atings Speed Health Defence Armour Rating 11 23 11 1 A ttacks Weapon Attack Roll Damage Whitewood Quarterstaff +1 1D6+1 (+1) Arcane Lance +3 1D6+3 F avoured S tunts Skilful Casting and Mana Shield. On the authority of the Circle a party of mages takes control of a merchant caravan. Trade. S pecial R ules Arcane Lance.

Mind Blast. To Andrastians they are apostates and defiantly so. Heroic Aura. Keepers use the very energy of nature to attack the enemies of their people. Rank Class Race Elite Mage Elf A bilities ( focuses ) Communication (Animal Handling) 1    2 Constitution (Stamina) 2 Cunning (Healing. Natural Lore) 2 Dexterity (Initiative. Rock Armour. Dragonweave Heavy Clothes (Journeyman Barrier Rune. Dalish E quipment Superior Dragonthorne Metal Shod Staff (Amplification Rune) [2]. Mana: 84 Specialisation: Keeper (Master). Creation Magic (Journeyman). Staves. W eapon G roups L anguages Brawling. Keeper. or driving them mad with terror. Seeing) 1 Strength 3 Willpower (Courage. Replenishment. To the Dalish magic is a treasured part of their stolen history and the practicing of it a solemn duty to those lost. Primal) 3 Perception (Tracking. They lead their people in both council and purpose. Lore (Journeyman). Long Lance. Speed) 4 Magic (Creation. Primal Magic (Novice). S pecial R ules Arcane Lance. Spell Wisp. Stunt Bonus: Lightning Attack. Spells: Flame Blast. Spell Lance. They keep alive the stories. Encumbrance: 4 Capacity: 5 97 . traditions and sacred knowledge handed down from the very founders of Arlathan herself. A dventure H ook People fleeing from their village claim evil spirits are killing their hunters. Heal. Self-Discipline) D r a g o n A ge M ages C ombat R atings Speed Health Defence Armour Rating 14 71 12 6 A ttacks Weapon Attack Roll Damage Arcane Lance +4 1D6+4 Superior Dragonthorne Metal Shod Staff +2 (+1) 1D6+3 (+4) F avoured S tunts Mighty Spell.D alish K eeper DALISH KEEPER Keepers are solemn guardians of elvish heritage. Trade. One with Nature. Nature’s Vengeance. Lyrium Potion x2 [0]. Puissant Casting. Talents: Command (Novice). Historical Lore. Power Lance. Heroic Offence. (+1 Creation Spell). Tearing vines and ravenous animals descend upon the foe for their audacity in attacking the last children of Arlathan. Master Stout Rune) [2].

Rejuvenate. Flameblast. Grandmaster Paralyse Rune. Rock Armour. Creation. Leadership. Morale. The First Enchanter liaises with the Templars and maintains relations with both the First Enchanters of other Circles and the heads of both the country they reside in and its Chantry representation. Hearing. (mother tongue) E quipment 98 Magnificent Dragonthorn Metal Shod Staff (Masterpiece Hale Rune. Staves) 5 Magic (Arcane Lance. Stunt Bonus: Lightning Attack. Spell Wisp. Heroic Aura. Research) 2 Dexterity (Calligraphy. (+1 Primal Spell and +1 Spirit Spell). A dventure H ook FIRST ENCHANTER Rank Class Race Lord Mage Human A bilities ( focuses ) Communication (Etiquette. Spirit Magic (Journeyman).M ages D r a g o n A ge F irst E nchanter The Circles of Magi possess a strict hierarchy to teach and govern their members. Mana: 135 Specialisation: Battle Mage (Master). Primal) 1 Perception (Empathy. S pecial R ules Arcane Lance. Persuasion) 3  The First Enchanter is looking for mercenaries to protect him as he travels to a secret meeting. Primal Magic (Journeyman). SelfDiscipline) C ombat R atings Speed Health Defence Armour Rating 12 99 12 6 A ttacks Weapon Attack Roll Damage Arcane Lance +7 1D6+5 Magnificent Dragonthorn Metal Shod Staff +4 (+2) 1D6+3 (+4) F avoured S tunts Skilful Casting and Puissant Casting. Elixir of Heroism x1 [0]. Encumbrance: 4 Capacity: 5 . Trade. Mind Blast. Historical Lore. Spell Lance. Talents: Command (Journeyman). At the top is the First Enchanter. Power Lance. Stonefist.   3 Constitution (Stamina) 4 Cunning (Arcane Lore. Staves. Seeing) 0 Strength 5 Willpower (Courage. Inferno. Long Lance. Spells: Arcane Bolt. Fire Ball. Battle Mage. Hand of Winter. W eapon G roups L anguages Brawling. master of both magic and statecraft. Heal. Dragonweave Heavy Clothes [2]. Incense of Awareness x1 [0]. Lyrium Potion x4 [0]. Lore (Novice). Spirit Healer (Master). Master Dweomer Rune) [2].

Walking Bomb. S pecial R ules Arcane Lance. Spirit Magic (Novice). living in isolated communities come to their powers through trial and error. Rock Armour. (mother tongue) E quipment E quipment Yew Quarterstaff [2]. Weakness. W eapon G roups L anguages W eapon G roups L anguages Brawling. Natural Lore) 1 Strength (Intimidation) 1 Dexterity 3 Willpower (Self-Discipline) 2 Magic (Creation)  C ombat R atings 0 Perception (Tracking) Speed Health Defence Armour Rating -1 Strength 11 62 11 3 1 Willpower A ttacks C ombat R atings Speed Health 10 23 D r a g o n A ge M ages Weapon Attack Roll Damage Defence Armour Rating Arcane Lance +6 1D6+4 10 0 Steel Metal Shod Staff +1 1D6+3 A ttacks Weapon Attack Roll Damage F avoured S tunts Yew Quarterstaff +1 1D6 Imposing Spell and Mighty Spell. (+1 Entropy Spell). Spell Lance. Mana: 62 Mana: 23 Talents: Chirurgy (Journeyman).. Trade. A dventure H ook Coordinated waves of undead are raiding caravans. Spells: Heal.H edge W izard N ecromancer Not all mages born into Thedas have access to the knowledge of others. Mana Drain. A dventure H ook One of the rarest of all forms of magic. Pull. Arcane Lance +2 1D6+2 S pecial R ules F avoured S tunts Efficient Search and Sway the Crowd. Specialisation: Necromancer (Journeyman). Spirit) A bilities ( focuses )  Rank A bilities ( focuses ) HEDGE WIZARD  1 Communication 1 Constitution 0 Perception 3 Cunning (Healing. Staves. Entropy Magic (Journeyman). Encumbrance: 3 Encumbrance: 4 Capacity: 2 Capacity: 6 99 . Healing Poultices x6 [0]. Steel Metal Shod Staff [2]. Spider silk Heavy Clothes [2]. necromancy is a black art. using what they learn on their own to surreptitiously help their community and themselves. Spell Wisp. peasant light clothes [1]. Arcane Lance. Glyph of Paralysis. Some. Death Magic. Entropy. It involves the summoning and binding of demons into the corpses of the slain as slaves to their master. Natural Lore)  1 Dexterity  4 Magic (Arcane Lance. Drain Life. NECROMANCER  Class Race Veteran Field Mage Human 0 Communication (Deception) Rank Class Race 3 Constitution (Stamina) Ordinary Mage Trainer Human 2 Cunning (Lore. Staves. (mother tongue) Brawling. Talents: Command (Novice). An itinerant salesman is accused of magic when his produce heals the sick. Long Lance. Spells: Daze. Trade.

W eapon G roups L anguages Brawling. Rank  C ombat R atings Speed Health Defence Armour Rating 12 23 12 3 A ttacks Weapon Attack Roll Damage Ironbark Metal Shod Staff +4 1D6+6 (+2) Arcane Lance +1 1D6+1 F avoured S tunts Mighty Blow and Imposing Spell. Spells: Arcane Bolt. However the practical nature of the Qunari ensure their ‘broken’ brethren still work for the betterment of society as a whole. Drain Life. Staves. S pecial R ules Arcane Lance. Walking Bomb. Child of Qun.. Spidersilk Heavy Clothes [2]. Qun E quipment Ironbark Metal Shod Staff [2]. Entropy Magic (Novice). Encumbrance: 4 100 Capacity: 5 . That they do so chained and mutilated is just the price they must pay for being so incomplete. He requires purpose. SAAREBAS Class Race Ordinary Field Mage Qunari A bilities ( focuses ) -1 Communication 1 Constitution (Stamina) 0 Cunning (Qun)  2 Dexterity (Staves)  1 Magic 0 Perception 2 Strength 1 Willpower (Self-Discipline) A dventure H ook A strangely clad Qunari is found wandering the wilderness alone. Mana: 23 Talents: Primal Magic (Novice). Trade.M ages D r a g o n A ge S aarebas Magic has a similar place in Qunari society as it does in Andrastian society. Flameblast..

Yew Quarterstaff [2]. Chirurgy (Journeyman). Persuasion) 1 Constitution (Running) 3 Cunning 4 Dexterity (Speed) 1 Magic (Arcane Lance. Heroic Aura. Disguise. Long Lance. Mind Blast. L anguages W eapon G roups L anguages Trade. Long Lance. Healing Poultice x3 [0]. Heavy Clothes [2]. SPIRIT HEALER Rank Class Race Veteran Mage Elf A bilities ( focuses ) Communication (Persuasion) 3   C ombat R atings Speed Health Defence Armour Rating 16 46 14 2 A ttacks Weapon Attack Roll Damage Arcane Lance +3 1D6+5 Sylvanwood Metal Shod Staff +4 1D6+4 (+3) F avoured S tunts  2 Constitution 2 Cunning (Healing. Staves. S pecial R ules Arcane Lance. These mages are the most popular of their kind amongst the general populace for obvious reasons. A dventure H ook A nobleson claims charges of apostasy are false. Encumbrance: 4 Encumbrance: 4 Capacity: 6 D r a g o n A ge M ages Capacity: 4 101 . Rock Armour. Lyrium Potion x2 [0]. Spell Wisp. SHADOW MAGE Rank Class Race Veteran Mage Trainer Elf A bilities ( focuses )    1 Communication (Deception. Creation) 0 Perception (Empathy. Arcane Lore) 1 Dexterity (Speed) 3 Magic (Arcane Lance. Dispel Magic. Trade. Dalish Brawling. Some mages are able to make contact with more benevolent spirits and develop soothing powers of healing. Spell Lance. Heavy Clothes [2]. Spells: Daze. Spell Shield. (mother tongue) E quipment E quipment Sylvanwood Metal Shod Staff [2]. Mana: 46 Mana: 54 Specialisation: Shadow Mage (Journeyman). Staves. Hearing) 0 Strength 2 Willpower (Self-Discipline) C ombat R atings Speed Health Defence Armour Rating 13 54 11 2 A ttacks Weapon Attack Roll Damage Yew Quarterstaff +1 1D6+1 Arcane Lance +5 1D6+3 Puissant Casting and Sway the Crowd. Heroic Offence. or even implicate someone else entirely. Arcane Lance. A dventure H ook A mage. (+1 Spirit Spell). Spirit Magic (Journeyman).S hadow M age S pirit H ealer These are mages who have learned to disguise their use of magic. refuses to heal the sick. Talents: Quick Reflexes (Jourenyman). W eapon G roups Brawling. Spirit) 1 Perception (Hearing) 1 Strength (Jumping) 1 Willpower There are more than just demons in the Fade. Spells: Heal. F avoured S tunts S pecial R ules Imposing Spell and Mana Shield. Rejuvenate. Spell Lance. Talents: Creation Magic (Novice). Mind Blast. Specialisation: Spirit Healer (Journeyman). Memory. scarred from death and destruction. Lore (Novice). Dream Sending. Lyrium Potion x2 [0]. Levitate.

Speed Health Defence Armour Rating 11 26 11 0 A ttacks Weapon Attack Roll Damage Grey Iron Punch Dagger +1 1D3+3 (-1) Arcane Lance +2 1D6+2 F avoured S tunts Puissant Casting and Imposing Spell. Some witches gain such infamy that their very names send shivers down the spines of men. Mass Pull. Walking Bomb. Rank Class Race Veteran Mage Experimenter Human WITCH Rank Class Race Ordinary Mage Experimenter Human A bilities ( focuses ) 0 Communication (Deception. Trade. Lyrium Potion x6 [0]. witches commune with the spirits and interpret dreams. Tevinter E quipment Magnificent Red Steel Metal Shod Staff [2] (Master Lightning Rune. Inscribed Heavy Clothes [2]. Spells: Fire Ball. Encumbrance: 4 102 C ombat R atings Capacity: 5 W eapon G roups L anguages Brawling. A dventure H ook In Tevinter the nobility are all ruthless mages wielding tremendous temporal and magical power. Mana: 23 Talents: Command (Journeyman). TEVINTER MAGISTER Cow milk is curdling and babies are stillborn. Staves. Pull. Deathroot Extract x3 [0]. Hand of Winter. Self-Discipline)  A bilities ( focuses ) 0 Communication Dexterity  2 Constitution (Stamina) Magic (Arcane Lance. They are said to be able to curse or cure the living with but a look. W eapon G roups L anguages Brawling. Daze. Encumbrance: 2 Capacity: 4 . (mother tongue) E quipment Grey Iron Punch Dagger [1]. Mana: 62 Spells: Arcane Bolt. Flame Blast. Heraldry) 1 4 0 Perception 0 Strength 3 Willpower (Morale. Talents: Spirit Magic (Journeyman). Staves.M ages D r a g o n A ge T evinter M agister W itch A dventure H ook The oldest of mage traditions. Spirit)  0 Cunning (Natural Lore) 1 Dexterity 2 Magic (Spirit) 2 Perception (Searching) 0 Strength 1 Willpower  C ombat R atings Speed Health Defence Armour Rating 13 54 11 5 A ttacks Weapon Attack Roll Damage Arcane Lance +6 1D6+4 Magnificent Red Steel Metal Shod Staff +1 (+2) 1D6+3 (+2) F avoured S tunts Imposing Spell and Mighty Spell. Drain Life. Healing Poultices x3 [0]. Specialisation: Battlemage (Journeyman). Lore (Novice). peasant light clothes [1]. Walking Bomb. Mana Drain. Dream Sending. Spirit Magic (Novice). Spell Lance. Grandmaster Paralyse Rune). Tevinter slavers are collecting peasants for a mysterious purpose. Trade. Long Lance. S pecial R ules Arcane Lance. S pecial R ules Arcane Lance. Etiquette)  3 Constitution (Stamina)  3 Cunning (Arcane Lore.

S pecial R ules Backstab. A quick wit and quicker blade are the only currency of worth amongst such people. all these and more infest the back alleys and taverns across Thedas. They do so both to help them fit in with such undesirables whilst on mission but mainly because there is no denying the efficacy of those skills. another wants. Stunt Bonus: That Makes me Wonder. Stunt Bonus: Pierce Armour. Assassination is often seen almost as a game. Specialisation: Assassin (Journeyman). Dirty Fighting. Poison Making (Novice). nothing is too underhanded in the game of survival. Reinforced Studded Leathers [0]. Brawling. A ssassin Wherever there is politics and wealth. Rogue’s Armour. Quick Reflexes (Novice). there is assassination. Light Blades. Crow Poison x3 [0]. Their assassins are in high demand in the decadent courts of Thedas and their quality is beyond compare. Assassination is an art form and none have mastered its intricacies more than the Crows of Antiva. A dventure H ook A coded message with several dates listed on it is found on the body of a servant. a high stakes game played by the obscenely rich. Staves. Superior Steel Dagger [1]. thieves. raconteurs. What one person has. Talents: Dual Weapon Style (Journeyman). Encumbrance: 2 Capacity: 5 103 . (mother tongue) E quipment Veridium Short Sword [1]. Hearing) 2 Strength ( Intimidate) 1 Willpower D r a g o n A ge R ogues C ombat R atings Speed Health 14 46 Defence Armour Rating 14 6 A ttacks Weapon Attack Roll Damage Veridium Short Sword +6 1D6+4 (+1) Superior Steel Dagger +6 (+1) 1D6+3 F avoured S tunts Pierce Armour and Lethal Blow.R ogues Desperados. Bluff. To many of the upper classes these rogues take on a romanticised image of dashing swash bucklers oozing machismo. Assassins are thus some of the wealthiest murderers in the world. W eapon G roups L anguages Bows. Stealth) -1 Magic 2 Perception (Seeing. who has died unnoticed drinking at a local tavern. ASSASSIN Rank Class Race Veteran Rogue Human A bilities ( focuses )    1 Communication (Disguise) 1 Constitution (Running) 3 Cunning (Poison Lore) 4 Dexterity (Acrobatics. Trade. although you’d probably get your throat slit referring to them as such. Many a Thedan military order trains regiments in the arts of the silent kill. Light Blades.

Leathers [0]. Backstab. Stunt Bonus: Pierce Armour. Rogue’s Armour. Talents: Thrown Weapon Style (Journeyman). harrying the enemy before swooping in for the kill. Staves. A dventure H ook The players encounter a carriage and guards that have been pursued by an unknown foe for three days. Grey Iron Dagger [1]. There is something about the open ocean that ensnares the gullible. Quick Reflexes (Novice). Cured Hide Studded Leathers [0]. Light Blades.R ogues D r a g o n A ge B eresaad S kirmisher B uccaneer The beresaad is divided into many divisions. Trade. Qun E quipment Steel Short Sword [1]. each specialising in various methods of warfare. Brawling. S pecial R ules F avoured S tunts Pierce Armour and Mighty Blow. A dventure H ook Local fishermen claim a sinister vessel has been stalking the night. Trade. Encumbrance: 2 Capacity: 6 . W eapon G roups L anguages Bows. Stunt Bonus: Pierce Armour. The skirmisher is a fast moving support unit. S pecial R ules Child of Qun. Backstab. Talents: Thievery (Novice). BUCCANEER BERESAAD SKIRMISHER Rank Class Race Ordinary Rogue Ruffian Qunari   0 Communication 3 Constitution 0 Cunning (Qun) 2 Dexterity (Light Blades) -1 Magic 1 Perception 3 Strength (Spears) 0 Willpower (Self-Discipline)   C ombat R atings Race Ordinary Rogue Shark Human  1 Communication 2 Constitution (Swimming) -1 Cunning 3 Dexterity (Light Blades) 0 Magic 1 Perception (Seeing) 2 Strength (Climbing) 0 Willpower C ombat R atings Speed Health Defence Armour Rating Speed Health 12 29 12 3 13 26 A ttacks Defence Armour Rating 13 3 A ttacks Weapon Attack Roll Damage 1D6+4 Grey Iron Short Sword +5 1D6+4 (-1) 1D6+4 Grey Iron Dagger +5 1D6+3 (-1) Weapon Attack Roll Damage Steel Short Sword +5 Yew Throwing Spear +5 F avoured S tunts Pierce Armour and Lightning Attack. Light Blades. 2 Bandoliers with a total of 6 Yew Throwing Spears [4]. Spears. Rogue’s Armour. Stories of adventure on the high seas and rumours of treasure have swept many a young farmer away to a life of danger and larceny where only the truly vicious survive. Brawling. (mother Tongue) E quipment Grey Iron Short Sword [1]. Encumbrance: 5 104 Class A bilities ( focuses ) A bilities ( focuses )  Rank Capacity: 8 W eapon G roups L anguages Bows.

Hearing) 1 Strength 3 Willpower (Faith) D r a g o n A ge R ogues C ombat R atings Speed Health 13 46 Defence Armour Rating 13 5 A ttacks Weapon Attack Roll Damage Veridium Short Sword +3 1D6+3 (+1) Red Steel Throwing Knives +3 1D6+1 (+2) F avoured S tunts Pierce Armour and Mighty Blow. Rank  3 Communication (Animal Handling) 1 Constitution (Running. Brawling. For centuries they have walked the frozen fields of the uncharted territories fiercely independent and intolerant of interlopers. Staves. Talents: Dual Weapon Style (Novice). Encumbrance: 4 Capacity: 4 105 . Stunt Bonus: Pierce Armour. For a time the mere hint of one on the border with Fereldan terrorised her farmers. remaining apart from the Andrastian Ferelden people. CHASIND STALKER Class Race Veteran Rogue Shark Human A bilities ( focuses ) The Stalkers are hunters extraordinaire. Bluff. Quick Reflexes (Novice). Trade. the Chasind are the only tribe of the Alamari that have retained their ancient heritage. Light Blades. Reinforced Leathers [0]. Bandolier with 5 Red Steel Throwing Knives [2]. Rogue’s Armour. S pecial R ules Backstab.C hasind S talker Alongside the Avar. 10 assorted Trap Components [0]. Dirty Fighting. (mother tongue) E quipment 2 Veridium Short Swords [2]. whether of animals or people. W eapon G roups L anguages Bows. Trap Making (Novice).  A dventure H ook  Farmsteads along the Korcari Wilds have been razed and their inhabitants have disappeared. Stunt Bonus: That Makes me Wonder. Stealth) -1 Magic 3 Perception (Tracking. Stamina) 0 Cunning (Healing) 3 Dexterity (Crafting. Specialisation: Ranger (Journeyman).

R ogues

D r a g o n A ge

C riminal M astermind
If a thief or hustler lives long enough they often
accrue so much rat-cunning that they become
powerful underworld figures. They pull the strings
of other ne’er do wells and scum, always taking their
cut and staying in the shadows. However this hasn’t
dulled their skills and many a would-be hero has met
their end in dark places thrashing in a mastermind’s
garotte.

A dventure H ook
What do the kidnapping of the weaver’s infant son,
theft of an apple cart and three dead cows have in
common? Elementary my dear Player Character...

CRIMINAL MASTERMIND
Rank

Class

Race

Lord

Rogue Scoundrel

Dwarf

A bilities ( focuses )

4

Communication (Bargaining,
Deception, Disguise, Gambling)

2

Constitution (Fortitude, Stamina)

5

Cunning (Cryptography, Evaluation)

3

Dexterity (Bows, Legerdemain, Light
Blades, Lock Picking, Staves)

-1

Magic

5

Perception (Empathy, Searching)

3

Strength (Climbing, Intimidation)

2

Willpower (Courage, Morale)
C ombat R atings

Speed

Health

11

81

Defence

Armour Rating

13

9

A ttacks
Weapon

Attack Roll

Damage

Magnificent
Dragonbone Metal
Shod Staff

+5 (+2)

1D6+6 (+4)

Superior
Dragonbone
Stiletto

+5 (+1)

1D6+4 (+4)

Dragonweave
Garotte

+3

1D6+4 (+4)

Superior Silverite
Crossbow

+5 (+1)

2D6+10 (+3)

F avoured S tunts
Pierce Armour and Mighty Blow.
S pecial R ules
Stalwart, Backstab, Rogue’s Armour, Bluff, Dirty
Fighting, Lethality, Slippery, Perforate, Quickshot.
Stunt Bonus: Pierce Armour; Stunt Bonus: That Makes
me Wonder; Stunt Bonus: With a Flourish.
Specialisations: Shadow (Master); Sniper (Master).
Talents: Contacts (Journeyman), Duel Weapon Style
(Journeyman), Archery Style (Journeyman), Quick
Reflexes (Journeyman), Thievery (Novice).
W eapon G roups

L anguages

Bows, Brawling, Light
Blades, Staves.

Trade, (mother Tongue)

E quipment
Magnificent Dragonbone Metal Shod Staff [2], Superior
Dragonbone Stiletto [1], Superior Silverite Crossbow [2]
Drakeskin Brigandine [0], 4 Acid Flasks [2], 4 Fire Bombs [2].

106

Encumbrance: 9

Capacity: 7 (+2)

D alish H unter

D eep W atcher

Amongst the Dalish the highest honour is to become
a hunter. They undergo a harsh rite of passage to
prove their worth.

Deployed far into the Deep Roads, the Deep Watchers
are the first line of defence against the endless hordes
arrayed against the Dwarven people. They trail the
Darkspawn hordes, reporting on their movements
and silently slaying any stragglers.

The hunters feed the clan, protect them from hostile
forces. They are generally the only Dalish outsiders
ever meet and often the last thing they ever see...

A dventure H ook
A local thug proudly totes a Dalish bow, although
he becomes very shirty when questioned about its
provenance.

A dventure H ook
As the PCs travel deeper into the Deep Roads, they
find a trail of dismembered Darkspawn.

DEEP WATCHER

DALISH HUNTER
Rank
Ordinary

Class

Race

Rogue Ruffian

Elf

0

Communication

0

Constitution

0

Rank

Class

Race

Ordinary

Rogue Ruffian

Dwarf

A bilities ( focuses )

A bilities ( focuses )

0

Communication

3

Constitution (Fortitude)

0

Cunning (Navigation)

1

Dexterity (Light Blades)

Cunning

-1

Magic

1

Perception

2

Strength

2

Dexterity (Bows, Speed)

-1

Magic

2

Perception (Seeing, Tracking)

2

Strength

2

Willpower

D r a g o n A ge

R ogues

2

Willpower (Courage)
C ombat R atings

C ombat R atings

Speed

Health

Defence

Armour Rating

9

29

11

5

Speed

Health

Defence

Armour Rating

14

20

12

4

Weapon

Attack Roll

Damage

A ttacks

A ttacks
1D6+5 (+1)

Attack Roll

Damage

Veridium Metal
Shod Staff

+1

Weapon
Steel Short
Sword

+2

1D6+4

Steel Short Sword

+3

1D6+4

Whitewood Bow

+4

1D6+3 (+1)

Grenade

+1

3D6

F avoured S tunts
Pierce Armour and Knock Prone.
S pecial R ules
Backstab, Rogue’s Armour.

F avoured S tunts
Pierce Armour and Mighty Blow.
S pecial R ules
Stalwart, Backstab, Rogue’s Armour.
Stunt Bonus: Pierce Armour.

Stunt Bonus: Pierce Armour.
Talents: Scouting (Novice), Archery Style (Novice).
W eapon G roups

L anguages

Bows, Brawling, Light
Blades, Staves.

Trade, Elven

E quipment

Talents: Scouting (Novice), Dual Weapon Style (Novice).
W eapon G roups

L anguages

Bows, Brawling, Light
Blades, Staves.

Trade, Dwarven

E quipment

Steel Short Sword [1], Studded Leathers [0],
Whitewood Bow [2].

Veridium Metal Shod Staff [2], Two Steel Short
Swords [2], Leather Brigandine [0], 2 Acid Flasks
[1], 2 Fire Bombs [1].

Encumbrance: 3

Encumbrance: 6

Capacity: 4

Capacity: 5 (+2)

107

R ogues

D r a g o n A ge

M age H unter

O utlaw

However this hasn’t dulled their skills and many
a would-be hero has met their end in dark places
thrashing in a mastermind’s garotte.

However this hasn’t dulled their skills and many
a would-be hero has met their end in dark places
thrashing in a mastermind’s garotte.

A dventure H ook

A dventure H ook

What do the kidnapping of the weaver’s infant son,
theft of an apple cart and three dead cows have in
common? Elementary my dear Player Character...

What do the kidnapping of the weaver’s infant son,
theft of an apple cart and three dead cows have in
common? Elementary my dear Player Character.

OUTLAW

MAGE HUNTER
Rank

Class

Race

Veteran

Rogue Ruffian

Human

A bilities ( focuses )

Communication

1

Constitution (Running. Stamina)

0

Cunning (Military Lore)

4

Dexterity (Light Blades, Stealth)

1

Magic

1

Perception (Tracking)

3

Strength (Intimidation)

1

Willpower (Faith, Morale)

Speed

Health

Defence

Armour Rating

13

46

13

6

A ttacks
Weapon

Attack Roll

Damage

Steel Short
Sword

+6

1D6+5

F avoured S tunts
Pierce Armour and Lethal Blow.

Race
Human

1

Communication

0

Constitution (Running)

1

Cunning

2

Dexterity (Initiative)

0

Magic

3

Perception (Hearing)

2

Strength (Climbing)

-1

Willpower
C ombat R atings

Speed

Health

Defence

Armour Rating

12

20

12

1

A ttacks
Weapon

Attack Roll

Damage

Iron Dagger

+2

1D6+3 (-2)

Yew Short Bow

+2

1D6+4

Grey Iron
Throwing Knives

+2

1D6+2 (-1)

S pecial R ules

F avoured S tunts

Backstab, Rogue’s Armour, Bluff, Dirty Fighting.

Pierce Armour and Mighty Blow.

Stunt Bonus: Pierce Armour; Stunt Bonus: That Makes
me Wonder.

S pecial R ules
Backstab, Rogue’s Armour.

Specialisation: Duellist (Journeyman).

Stunt Bonus: Pierce Armour.

Talents: Duel Weapon Style (Master), Quick
Reflexes (Novice).

Talents: Scouting (Journeyman).

W eapon G roups

L anguages

Bows, Brawling, Light
Blades, Staves.

Trade, (mother Tongue)

E quipment

108

C ombat R atings

Class
Rogue Ruffian
A bilities ( focuses )

2

Rank
Ordinary

W eapon G roups

L anguages

Bows, Brawling, Light
Blades, Staves.

Trade, (mother tongue)

E quipment

2 Short Swords [2], 2 Hidden Daggers [2], Leather
Brigandine [0].

Iron Dagger [1], Yew Short Bow [1], Rough Hide
Leathers [0], Bandolier with 5 Grey Iron Throwing
Knives [2].

Encumbrance: 4

Encumbrance: 4

Capacity: 6

Capacity: 4

Talents: Thievery (Novice). Bluff. Dirty Fighting. Inscribed Brigandine [0]. Magnificent Red Steel Club [1]. Hidden Superior Silverite Dagger [1]. Stunt Bonus: Pierce Armour. Trade.. Calling in Debts: The Racketeer can call in debts. Backstab. A dventure H ook A dventure H ook For some reason it seems to be raining the gloves of slighted noblemen. Stunt Bonus: Pierce Armour. Magnificent Silverite Main Gauche [1]. Rogue’s Armour. Leather Brigandine [0]. Evaluation. Heraldry) 1 Constitution (Fortitude) 5 Dexterity (Acrobatics. Brawling. The PCs have unintentionally become indebted to a Racketeer who has made little attempt to hide his displeasure at their tardiness in paying. it is important to have someone who can get it back for you. tracking) -1 Magic 5 Strength (Climbing. punctuated with lightning attacks. Initiative.. (mother Tongue) Bows.. he’s got it. A successful intimidation test against another NPC will force them to fight on the Racketeer’s side to pay back their debt. Staves. Light Blades. Specialisation: Duellist (Master). Slippery. Brawling.. Duelling. W eapon G roups L anguages W eapon G roups L anguages Bows. or a favour. Stunt Bonus: With a Flourish. Dwarven E quipment E quipment Magnificent Silverite Rapier [1]. PROFESSIONAL DUELLIST Rank Class Race Elite Rogue Elf RACKETEER A bilities ( focuses )    Rank Class Race Ordinary Rogue Shark Dwarf A bilities ( focuses ) 1 Communication (Etiquette) 2 Constitution (Stamina) 0 Communication 3 Cunning (Cultural Lore. Encumbrance: 2 Encumbrance: 2 Capacity: 9 D r a g o n A ge R ogues Capacity: 4 (+2) 109 . Rogue’s Armour. Sometimes both. Trade. Lethality.P rofessional D uellist R acketeer When one’s honour is slighted. Jumping) 2 Perception (Empathy) 0 Willpower (Self Discipline) 1 Strength (Intimidation) 2 Willpower  C ombat R atings Speed 15 Health Defence 71 C ombat R atings Armour Rating 8 A ttacks Weapon Attack Roll Damage Magnificent Silverite Rapier +7 (+2) 1D6+8 (+3) +7 (+2) 1D6+6 (+3) Magnificent Silverite Main Gauche   17 Speed Health Defence Armour Rating 8 23 10 5 A ttacks Weapon Attack Roll Damage Hidden Superior Silverite Dagger +0 (+1) 1D6+1 (+3) Magnificent Red Steel Club +0 (+2) 1D6+1 (+2) F avoured S tunts F avoured S tunts Lethal Blow and Disarm.. Light Blades. Contacts (Novice). S pecial R ules S pecial R ules Backstab. Stunt Bonus: That Makes me Wonder. Staves.. Speed) 3 Cunning (Evaluation) -1 Magic 0 Dexterity 3 Perception (Seeing. Quick Reflexes (Master). If you want it. Knock Prone and Disarm. Talents: Contacts (Novice) Duel Weapon Style (Master). For a price .

others are professionally trained soldiers. adept at traversing difficult terrain and tracking their quarry. W eapon G roups L anguages Bows. Staves. Light Blades. Stunt Bonus: Pierce Armour. Talents: Scouting (Journeyman). For an army. masters of fieldcraft. Rank  0 Communication 2 Constitution (Running) 1 Cunning (Natural Lore) 1 Dexterity 0 Magic 3 Perception (Tracking) 0 Strength (Climbing) 1 Willpower C ombat R atings Speed Health 11 26 Defence Armour Rating 11 3 A ttacks Weapon Attack Roll Damage Steel Short Sword +1 1D6+2 +1 1D6+1 Yew Short Bow F avoured S tunts Pierce Armour and Mighty Blow. Unfortunately the PCs are the only people amidst the trees and they have too many things on their plate to start a fight with these silent stalkers. (mother tongue) E quipment Steel Short Sword [1]. SCOUT Class Race Ordinary Rogue Scoundrel Human A bilities ( focuses )   A dventure H ook Scouting forces allied to a mercenary company are scouring the forests for escaped criminals. Leathers [0]. their effectiveness is reliant on their knowledge of the surrounding environment making the humble scout essential to any battle plan. Encumbrance: 2 110 Capacity: 4 .R ogues D r a g o n A ge S cout Scouts are the eyes and ears of their organisations. Brawling. S pecial R ules Backstab. Trade. Some are little better than pickpockets with a knack for following people. Rogue’s Armour. Yew Short Bow [1].

S eeker Amongst the Chantry’s most lethal warriors. seen as traitors to their own. Lethality. Encumbrance: 3 Capacity: 6 111 . Slippery. Stunt Bonus: Pierce Armour. Rogue’s Armour. Brawling. Quick Reflexes (Novice). SEEKER Class Race Elite Rogue Scoundrel Human A bilities ( focuses ) Born from the early inquisition the Seekers are a breed apart. especially the Templars who they police with ruthless efficiency. Etiquette. Dirty Fighting.. Bluff.  A dventure H ook  A Seeker starts poking their nose into a mystery the PCs are neck deep in. Trade. Stunt Bonus: That Makes me Wonder. tracking) 2 Strength (Climbing. Horsemanship (Novice). W eapon G roups L anguages Bows. the Seekers of Truth are feared across Thedas. Courage. Evaluation) 2 Dexterity (Brawling. Light Blades) -1 Magic 3 Perception (Seeing. Specialisation: Assassin (Master). Talents: Duel Weapon Style (Master). Morale) D r a g o n A ge R ogues C ombat R atings Speed Health Defence Armour Rating 12 71 12 7 A ttacks Weapon Attack Roll Damage Superior Red Steel Short Sword +4 (+1) 1D6+4 (+2) Magnificent Silverite Throwing Knife +4 (+2) 1D6+2 (+3) F avoured S tunts Knock Prone and Lethal Blow. Rank  3 Communication (Deception. Some say more Templars have died by the hands of the Seekers than by the Apostates they hunt. Intimidation) 4 Willpower (Faith. S pecial R ules Backstab. Inscribed Studded Leathers [0]. Staves. (mother Tongue) E quipment Superior Red Steel Short Sword [1]. Thrown Weapon Style (Journeyman). No one is safe from their gaze. Stunt Bonus: With a Flourish. Investigation) 2 Constitution 3 Cunning (Religious Lore. Often recruited from the Templars themselves they are hated by their erstwhile brethren. Bandolier of 5 magnificent Silverite Throwing Knives [2].. Light Blades.

master thief. Trade. Rogue’s Armour. Brawling. Stunt Bonus: Pierce Armour. Trade. Rogue’s Armour. W eapon G roups L anguages Bows.. Dirty Fighting. Time to call on the help of the Cat. Stunt Bonus: Pierce Armour. Talents: Thievery (Novice). W eapon G roups L anguages Bows. Encumbrance: 1 Encumbrance: 2 Capacity: 3 Capacity: 3 . Contacts (Novice). The cities of Thedas are full of crime. Etiquette) 1 Constitution 3 Cunning (Cryptography) 3 Dexterity (Initiative. Yew Club [1]. Staves. Grey Iron Dagger [1]. Superior Shadowthread Garotte [0]. The Orlesians train theirs as bards. Specialisation: Bard (Journeyman). Bluff. using their skill with song to ingratiate themselves amongst their targets. S pecial R ules Backstab. A dventure H ook Find the spies at the party you’ve been invited. Silver Tongue (Journeyman). Legerdemain. And do it in 30 minutes or your cover is blown. looking for places to loot. Lock Picking) -1 Magic 3 Perception (Empathy. Light Clothing [0]. Stealth) 0 Magic 2 Perception (Searching) 1 Strength -1 Willpower C ombat R atings Speed Health Defence Armour Rating 15 20 13 1 A ttacks Weapon Attack Roll Damage Grey Iron Dagger +3 1D6+2 (-1) Yew Club +3 1D6+1 F avoured S tunts Skirmish and Knock Prone. Searching) 0 Strength 1 Willpower (Self-Discipline) C ombat R atings Speed Health Defence Armour Rating 13 46 13 3 Weapon Attack Roll Damage Red Steel Stiletto +3 1D6+1 (+2) Superior Shadowthread Garotte +3 (+1) 1D6 (+2) F avoured S tunts Disarm and Sway the Crowd. Talents: Thievery (Journeyman). Brawling.. Staves. Stunt Bonus: That Makes me Wonder. Light Blades.R ogues D r a g o n A ge S py T hief The eternal game cannot continue without its most important pawns. Thieves prowl the streets and rooftops. (mother tongue) E quipment Rank Class Race Ordinary Rogue Elf A bilities ( focuses )   A ttacks 112 THIEF  2 Communication 0 Constitution (Running) 1 Cunning 3 Dexterity (Speed. However the security is daunting and the locks impregnable. S pecial R ules Backstab. A bilities ( focuses )    3 Communication (Deception. Light Blades. (mother tongue) E quipment Red Steel Stiletto [1]. SPY Rank Class Race Veteran Rogue Scoundrel Human A dventure H ook The PCs have to break into a noble’s residence and steal a priceless artefact.. But first you need to find him. Shadowthread Light Clothes [0]. Their experienced eyes are capable of finding the most cunning hiding places and their deft fingers capable of unlocking the most complex of locks.

a warrior is a walking weapon rack. they uphold strict honour codes. Stunt Bonus: Threaten Companion: Mabari hound. warriors have made a living out of the time honoured art of cracking skulls. Born from Fereldan relations with the dwarfs. Specialisation: Berserker (Journeyman). Trade E quipment Steel Two-Handed Sword [3]. many are shrewd strategists and savvy politicians A sh W arrior The Ash Warriors are one of the oldest warrior traditions in Ferelden. Bludgeons. W eapon G roups L anguages Axes. Thrown Weapon Style (Novice).W arriors ASH WARRIOR Someone has to do the fighting and dying in battle and Thedas has plenty to go around. Climbing . Flails. Don’t let their muscle-power and oversized weaponry fool you though. From the enforcers found in the employ of racketeers. Rank Class Race Veteran Warrior Skirmisher human A bilities ( focuses )    3 Communication (Animal Handling) 2 Constitution (Stamina) 0 Cunning 2 Dexterity (Speed) -1 Magic 1 Perception (Seeing. to the professional heroes of the dragon hunting clans. Trained in a plethora fighting styles and heavy armour. Light Blades. Heavy Blades) 3 Willpower (Morale) D r a g o n A ge W arriors C ombat R atings Speed Health 14 54 Defence Armour Rating 12 5 A ttacks Weapon Attack Roll Damage Steel Throwing Axe +5 1D6+5 Steel TwoHanded Sword +5 3D6+3 F avoured S tunts Mighty Blow and Duel Strike. Tracking) 3 Strength (Axes. Heavy Blades. S pecial R ules Stunt Bonus: Dual Strike. Encumbrance: 7 Capacity: 7 113 . Hearing. TwoHander Style (Journeyman). A dventure H ook The howls of mabari are heard echoing in the night. Talents: Armour Training (Journeyman). Brawling. Animal Companion (Novice .Mabari). Leather Brigandine [2]. Bandolier with 4 Steel Throwing Axes [2]. Their ties to the mabari fighting dogs that run at their side make them a trusted ally as everyone knows the mabari are a good judge of character.

Capacity: 8 Hooded mercenaries have been wandering the countryside. Mighty warriors entirely devoted to their people. Leather Leathers [1]. Bandolier with 3 Steel Throwing Spears [2]. the Beresaad blaze a trail for the Qunari to follow. Trade. interrogating any people they encounter. W eapon G roups L anguages Axes. Military Lore) 0 Cunning (Qun) 1 Dexterity -1 Magic 1 Perception 3 Strength (Heavy Blades)  1 Willpower (Self-Discipline) C ombat R atings Health 11 29 Defence Armour Rating 11 3 A ttacks Weapon Attack Roll Damage Steel Throwing Spear +3 1D6+5 Steel TwoHanded Sword +5 3D6+4 F avoured S tunts Mighty Blow and Dual Strike. A dventure H ook  Speed At the forefront of the Qunari stand the Beresaad. Spears. Heavy Blades. Secure in the rightness of their path. Brawling. .W arriors D r a g o n A ge B eresaad W arrior BERESAAD WARRIOR Rank Class Race Ordinary Warrior Brute Qunari A bilities ( focuses )  0 Communication 3 Constitution (Stamina. they will do whatever is necessary to ensure the Qun thrives. Qunlat E quipment Steel Two-Handed Sword [3]. Two-Hander Style (Journeyman). S pecial R ules Child of the Qun Talents: Armour Training (Novice). Encumbrance: 6 114 Even the smallest of them stands taller than a man and their muscular frames contain a ferocious power.

They make a living in the underground fighting arenas. Climbing. Steel Shortsword +2 1D6+4 F avoured S tunts S pecial R ules Stunt Bonus: Dual Strike. Dwarven E quipment E quipment Steel Mace [2]. Brawling. A dventure H ook A noble believes his life is in danger.B odyguard B rawler The rich and powerful make many enemies in the course of their business. Luckily they possess the wealth to hire warriors to take the hits for them. Steel Gauntlet [1]. Heavy Blades. Weapon and Shield Style (Journeyman). TwoHander Style (Novice). Unarmed Style (Novice). Steel Dagger [1]. Initiative) 0 Magic 1 2 Ordinary Class Race Warrior Brute Dwarf A bilities ( focuses ) -1 Communication 3 Constitution (Fortitude) Perception (Hearing) 0 Cunning Strength (Axes. Unless the PCs can stop it of course. Talents: Armour Training (Journeyman). A training montage is mandatory. Bludgeons. Might)  1 Willpower 3  C ombat R atings Speed Health Defence Armour Rating 12 70 12 (14) 6 A ttacks Weapon Attack Roll Damage Steel Mace +4 1D6+5 Steel Dagger +2 1D6+3 C ombat R atings Speed Health 11 29 Defence Armour Rating 13 4 A ttacks Weapon Attack Roll Damage F avoured S tunts Steel Gauntlet +5 1D6+3 Defensive Stance and Knock Prone. Trade. Steel Chain Mail [3]. Intimidation. (mother tongue) Mighty Blow and Pierce Armour. Staves. A curse placed upon him by a peasant witch will see him dead before the morning. or as paid foils for the disgustingly wealthy to prove their virility. Steel Shortsword [1]. Two-Hander Style (Novice). W eapon G roups L anguages Axes. Bludgeons. Trade. W eapon G roups L anguages Axes. Intimidation) 3 Dexterity (Brawling) 0 Magic Willpower (Morale) 0 Perception  2 Strength (Climbing. Single Weapon Style (Novice). Brawling. Encumbrance: 8 Encumbrance: 5 Capacity: 8 D r a g o n A ge W arriors Capacity: 7 (+2) 115 . BODYGUARD Rank Class Race Veteran Warrior Brute Human A dventure H ook Infiltrate an underground fighting ring to uncover the person pulling the strings. Light Blades. Some alcoholics have turned their inebriated shenanigans into a business. Spears. Light Blades. S pecial R ules Stalwart Talents: Armour Training (Novice). Unarmed Style (Novice). Stunt Bonus: Threaten Specialisation: Guardian (Journeyman). Steel Medium Shield [2]. Brawlers are expert fist fighters and always love a good scrap. BRAWLER A bilities ( focuses )    Rank 1 Communication 4 Constitution (Stamina) 0 Cunning (Healing) 2 Dexterity (Brawling. Hardened Leathers [3].

A dventure H ook The commander says all deserters are shot on sight. Single Weapon Style (Novice). L anguages Axes. Self-Discipline) Speed Health Defence Armour Rating 12 84 12 (15) 10 A ttacks Weapon Attack Roll Damage Magnificent Red Steel Bastard Sword +6 (+2) 2D6+4 (+2) Steel Dagger +2 1D6+6 F avoured S tunts Mighty Blow and Knock Prone. Heavy Blades. Light Blades. Spears. Horsemanship (Novice). Heavy Trade. Morale. Riding) -1 Magic 2 Perception (Empathy) 4 Strength (Heavy Blades) 3 Willpower (Courage. Trade. Command (Master). S pecial R ules Talents: Armour Training (Novice). Stunt Bonus: Threaten. (mother tongue) Blades. The Dalish are a mistrusted people. Light Blades. Heraldry.W arriors D r a g o n A ge C ommander D alish W arrior Not all fighters at the front lines have as much meat between their ears as they do on their bones. W eapon G roups L anguages Bows. Brawling. Expert Strike. Talents: Armour Training (Master). Persuasion) 3 Constitution (Stamina) 1 Cunning (Evaluation. They know that should they fail. Etiquette. Specialisation: Champion (Master).    0 Communication 1 Constitution 0 Cunning 3 Dexterity (Acrobatics. Light Blades. Steel Dagger [1]. Dual Weapon Style (Master). Magnificent Veridium Half Plate [3]. 2 Steel Short Swords [2]. Brawling. Speed) 0 Magic 2 Perception (Seeing) 2 Strength (Climbing) 0 Willpower C ombat R atings Speed Health Defence Armour Rating 15 23 13 4 A ttacks Weapon Attack Roll Damage Steel Short Sword +5 1D6+4 Ironbark Short Bow +3 1D6+5 (+2) F avoured S tunts Pierce Armour and Lightning Attack. Military Lore) 2 Dexterity (Initiative. DALISH WARRIOR Rank Ordinary Class Race Warrior Skirmisher Elf A bilities ( focuses ) C ombat R atings W eapon G roups Dalish warriors are ferocious fighters. Encumbrance: 9 Encumbrance: 5 Capacity: 9 Capacity: 5 . Weapon and Shield Style (Novice). their families and kin will be slaughtered and their corpses defiled. E quipment 116 A dventure H ook Local villagers have captured half a dozen Dalish children and are planning to burn them as witchspawn. Staves. Leadership. Which is why they continuously move from place to place. COMMANDER Rank Class Race Elite Warrior Leader Human A bilities ( focuses )    4 Communication (Animal Handling. never staying long enough to attract the ire of their temporary neighbours. Superior Veridium Heavy Shield [2]. Veteran. S pecial R ules Stunt Bonus: Dual Strike. Ironbark Short Bow [1] Hardened Leathers (+1) [1]. Elven E quipment Magnificent Red Steel Bastard Sword [2].

protecting their caravans from bandit attack and the dark things of the world. Encumbrance: 5 Encumbrance: 4 Capacity: 5 E quipment Capacity: 6 117 .not a single one as come back for another shift. Acts as a Swift Salve (see Esoterica 3 Apothecaria). Guards patrol the streets. the dragon cultists worship the high dragons as divine beings. 3 Vials of Dragon Blood. Talents: Armour Training (Novice). W eapon G roups L anguages Axes. Grey Iron Small Shield [2]. Steel Dagger [1]. (mother tongue) Brawling. W eapon G roups L anguages Brawling. Dual Weapon Style (Novice). Two-Hander Style (Novice). Light Blades) 0 Magic Rank Class Race 0 Perception Ordinary Warrior Human 2 Strength (Intimidation) 2 Willpower (Faith) GUARD A bilities ( focuses ) C ombat R atings  Speed Health Defence Armour Rating 13 23 13 2  A ttacks Weapon Attack Roll Damage Iron Dagger +5 1D6+3 (-2) Poor Steel Short Sword +5 (-1) 1D6+4  0 Communication (Investigation) 2 Constitution 0 Cunning 2 Dexterity (Riding) 0 Magic 1 Perception (Searching) 2 Strength (Bludgeons. A bilities ( focuses )    1 Communication (Animal Handling) 1 Constitution -1 Cunning 3 Dexterity (Initiative. breaking up fights and making a general show of enforcing order. Harking back to the old gods of antiquity. Poor Steel Short Sword [1]. Cured Hide Leathers [1]. the law must be visible. D r a g o n A ge W arriors A dventure H ook It seems as though the guards are rotating unusually fast and going through a high turn over . Trade. Single Weapon Style (Novice). Bludgeons. S pecial R ules Talents: Armour Training (Journeyman). Steel Mace [2]. however is extremely addictive and requires continual addition tests (see Esoterica 1 Vault). Leather Leathers [1]. Intimidation) 1 Willpower C ombat R atings F avoured S tunts Speed Health Defence Armour Rating Pierce Armour and Lightning Attack. Dual Weapon Style (Journeyman).D ragon C ultist G uard Amongst the ignorant and superstitious dragons have a mythical status. (mother tongue) Iron Dagger [1]. Bludgeons. E quipment A ttacks Weapon Attack Roll Damage Steel Mace +4 1D6+5 F avoured S tunts Skirmish and Knock Prone. Heavy Blades. Light Blades. It doesn’t hurt that their blood is also a potent potion in its own right. To keep the streets of Thedas in some semblance of order. DRAGON CULTIST Rank Class Race Ordinary Warrior Skirmisher Human Merchants will also employ anyone desperate for coin as guards. 12 26 12 3 S pecial R ules Dragon Blood: As a minor action may drink a vial of Dragon Blood. A dventure H ook A strange crimson drug has hit the black markets. Spears. Trade.

Searching) 3 Strength (Heavy Blades. When the Knight-Commander goes on the warpath. Brawling. Persuasion) 2 Constitution (Fortitude. S pecial R ules Stunt Bonus: Dual Strike. Staves. Journeyman Dweomer Rune) [3]. as befits an individual given complete life or death power over an entire mage tower. Steel Dagger [1]. Morale. Specialisations: Templar (Master).W arriors D r a g o n A ge K night -C ommander KNIGHT-COMMANDER Rank Class Race Lord Warrior Leader Human A bilities ( focuses )    2 Communication (Etiquette.) Talents: Armour Training (Master). Masterpiece Tempest Rune) [4]. Investigation. E quipment Magnificent Silverite Two-Handed Sword (Master Flame Rune. Weapon and Shield Style (Novice). Veteran. (mother tongue) Blades. Expert Strike. Stunt Bonus: Dual Strike. Encumbrance: 9 118 Capacity: 7 (+2) At the head of the Templar orders sit the KnightCommanders. . Light Blades. Quick Strike. Horsemanship (Novice). Faith. Intimidation) 3 Willpower (Courage. A dventure H ook The local Knight-Commander has shown a particular interest in a specific village and come personally to inspect it for an unknown reason. few have the will to stand and fight. Light Blades. Magnificent Silverite Heavy Shield [1]. Single Weapon Style (Novice). Weapon Master (Master Heavy Blades. Stamina) 3 Cunning (Military Lore) 3 Dexterity (Initiative. Self-Discipline) C ombat R atings Speed Health 13 98 Defence Armour Rating 13 (18) 13 (14) A ttacks Weapon Attack Roll Damage Magnificent Silverite Two-Handed Sword +6 (+2) 3D6+3 (+3) Steel Dagger +5 1D6+6 F avoured S tunts Lethal Blow and Knock Prone. Spears. Heavy Trade. Axes. W eapon G roups L anguages Axes. These individuals are both mighty warriors and crafty statesmen. Stunt Bonus: Threaten. Light Blades. Leadership. Magnificent Silverite Full Plate (Grandmaster Barrier Rune. Riding) 3 Magic 3 Perception (Tracking. Command (Master).

Steel Half Plate [4]. (mother tongue) Bludgeons. Trade. Encumbrance: 11 Encumbrance: 11 Capacity: 7 (+4) Capacity: 10 (+2) 119 . Two-Hander Style (Journeyman). Spears. Etiquette) 2 Constitution (Running. Might) 2 Willpower (Courage. LEGIONNAIRE KNIGHT Rank Class Race Veteran Warrior Leader Human   3 Communication (Leadership. Brawling. Superior Steel Half Plate [4]. A dventure H ook A dventure H ook Find a Legion outpost in the Deep Roads. Talents: Armour Training (Master). Mounted Combat Style (Novice). Spears. Specialisation: Legionnaire Soldier (Journeyman). E quipment W eapon G roups L anguages Axes. Mighty Blow and Knock Prone.. Stunt Bonus: Threaten Stunt Bonus: Dual Strike. Spears) 1 Willpower (Courage. the Legion of the Dead fight the enemies of the dwarves unwaveringly. or get swarmed by Darkspawn. Light Blades. Morale) C ombat R atings Speed Health Defence Armour Rating 13 54 13 (15) 9 A ttacks Weapon Attack Roll Damage Steel Lance +5 2D6+3 Veridium Longsword +5 2D6+3 (+1) Rank Class Race Veteran Warrior Dwarf A bilities ( focuses ) A bilities ( focuses )  D r a g o n A ge W arriors    0 Communication 4 Constitution (Fortitude. One of the most fearsome fighting fraternities on Thedas. Heavy Blades. Stunt Bonus: Threaten Mounted: Warhorse (Enc+4) Stalwart Specialisation: Champion (Journeyman). Trade. Superior Red Steel Longsword [2]. Highly skilled and morally resolute. Steel Medium Shield [2]. You’ve got one hour. S pecial R ules S pecial R ules Stunt Bonus: Dual Strike. they are an inspiring presence to their allies and a fearsome foe to their enemies.. Heavy Blades. Steel Lance [3]. Weapon and Shield Style (Journeyman).K night L egionnaire Many nobles aspire to the ideals of chivalry espoused by the knightly orders. Heavy Blades. Morale) C ombat R atings Speed Health Defence Armour Rating 10 70 12 (14) 9 A ttacks Weapon Attack Roll Damage Superior Red Steel Longsword +6 (+1) 2D6+4 (+2) Red Steel TwoHanded Axe +6 3D6+4 (+2) F avoured S tunts F avoured S tunts Skirmish and Knock Prone. Bludgeons. Dwarven E quipment Veridium Longsword [2]. Flails. Weapon and Shield Style (Novice). Steel Shield [2]. Stamina) 0 Cunning (Military Lore) 2 Dexterity (Initiative) -1 Magic 2 Perception (Tracking) 4 Strength (Axes. Talents: Armour Training (Master). Stamina) 0 Cunning (Military Lore) 3 Dexterity (Riding) -1 Magic 0 Perception 3 Strength (Heavy Blades. Ser Roben bravely ran away. W eapon G roups L anguages Axes. Brawling. Red Steel Two-Handed Axe [3].

Intimidation) 2 Willpower (Faith. Capable of sapping the power from a mage’s spells and clad in heavy plate.W arriors D r a g o n A ge M ercenary T emplar The perpetual conflict that inflames Thedas can only be sustained by feeding it warm bodies. Weapon and Shield Style (Novice). Heavy Blades. Single Weapon Style (Journeyman). Trade. Talents: Armour Training (Master). mercenaries can be counted on to do the hard yards. Templars are a shining beacon to the average. Steel Splint Mail [3]. Grey Iron Chain Mail [3]. Spears. Axes. Weapon and Shield Style (Novice). A dventure H ook An uppity mercenary leader has ingratiated himself with the king and his mighty Hawk warriors have slain a path to victory. (mother tongue) Light Blades. Light Blades. Steel Longsword [2]. TEMPLAR MERCENARY Rank Class Race Ordinary Warrior Human A bilities ( focuses )    Communication (Gambling) 1 Constitution (Fortitude) 0 Cunning 2 Dexterity 0 Magic 1 Perception (Searching) 3 Strength (Climbing. Riding) 3 Magic 0 Perception (Tracking) 3 Strength (Heavy Blades. The queen doesn’t like this one bit. (mother tongue) Bludgeons. Trade. W eapon G roups L anguages Brawling. Spears) 1 Willpower C ombat R atings Health Defence Armour Rating 12 23 12 (13) 5 A ttacks Race Human 1 Communication (Leadership) 2 Constitution (Stamina) 0 Cunning (Military Lore) 2 Dexterity (Brawling. Fanatical warriors devoted the Chant of Light. Mercenary bands wander the lands actively looking for wars in order to ply their wares. Heavy Blades. Two-Hander Style (Novice). Spears. E quipment E quipment Steel Halberd [3].. to anyone else they are a powerful force to be reckoned with. Yew Light Shield [1]. Seasoned warriors and pragmatic soldiers.. Templars smash through all opposition. Encumbrance: 6 Encumbrance: 7 Capacity: 6 (+2) Capacity: 7 . nonmage Andrastian. A dventure H ook A templar seconds the PCs to his command in order to root out a wanted fugitive who has hidden away in the caves to the east. Brawling. Morale) C ombat R atings Speed Health Defence Armour Rating 12 54 12 (14) 7 A ttacks Weapon Attack Roll Damage +5 2D6+3 Steel Longsword Weapon Attack Roll Damage Steel Halbard +5 1/2D6+3 Skirmish and Knock Prone. S pecial R ules Talents: Armour Training (Journeyman). Stunt Bonus: Threaten Specialisation: Templar (Journeyman). W eapon G roups 120   Speed Class Warrior A bilities ( focuses )  0 Rank Veteran L anguages F avoured S tunts Stunt Bonus: Dual Strike. Steel Shortsword [1]. Steel Shortsword +2 1D6+5 S pecial R ules F avoured S tunts Mighty Blow and Knock Prone. Steel Medium Shield [2]. unless someone comes up with a better offer.

to anyone else they are a powerful force to be reckoned with. Encumbrance: 4 Capacity: 7 121 . nonmage Andrastian. Templars smash through all opposition. Bludgeons. Capable of sapping the power from a mage’s spells and clad in heavy plate. Single Weapon Style (Journeyman). Iron Hatchet [1]. Staves. Staves)  1 Willpower C ombat R atings Speed Health 12 26 Defence Armour Rating 12 0 A ttacks Weapon Attack Roll Damage Iron Hatchet +5 1D6+5 (-2) Grey Iron TwoHanded Maul +3 2D6+6 (-1) F avoured S tunts Mighty Blow and Knock Prone. (mother tongue) E quipment Grey Iron Two-Handed Maul [3]. 0 Perception  3 Strength (Axes. Climbing. S pecial R ules Talents: Armour Training (Novice). Trade. Brawling. Two-Hander Style (Novice). W eapon G roups L anguages Axes. A dventure H ook D r a g o n A ge W arriors A templar seconds the PCs to his command in order to root out a wanted fugitive who has hidden away in the caves to the east.T hug THUG Rank Class Race Ordinary Warrior Brute Human A bilities ( focuses )  0 Communication 2 Constitution (Drinking) 0 Cunning 2 Dexterity 0 Magic Fanatical warriors devoted the Chant of Light. Intimidation. Templars are a shining beacon to the average.

the nobles know that whoever has the support of the warrior houses wields great influence. Encumbrance: 10 122 In the endless game of dwarven politics.. Two-Hander Style (Novice). Dwarven E quipment Veridium Two-Handed Axe [3]. Trained from an early age in all forms of martial combat they are highly skilled soldiers.. Steel Shield [2]. Sometimes a blade is worth a thousand word. Weapon and Shield Style (Novice). Superior Steel Scale Mail [3]. Heavy Blades. W eapon G roups L anguages Axes. S pecial R ules Stalwart Talents: Armour Training (Journeyman). Bludgeons. Superior Steel Longsword [2]. Capacity: 8 (+2) .W arriors D r a g o n A ge W arrior C aste WARRIOR CASTE Rank Class Race Ordinary Warrior Dwarf A bilities ( focuses )    0 Communication 3 Constitution (Fortitude. the dwarf warrior caste is tasked with protecting the dwarven people. Stamina) 0 Cunning (Military Lore) 1 Dexterity -1 Magic Perception 3 Strength (Axes) 1 Willpower (Morale) The PCs are working with a noble house and in order to further their cause must enlist the support of at least three warrior houses. Brawling. A dventure H ook 1 Speed Second only to the Noble caste. Trade.. C ombat R atings Health 9 29 Defence Armour Rating 11 (13) 8 A ttacks Weapon Attack Roll Damage Superior Steel Longsword +3 (+1) 1D6+5 Veridium TwoHanded Axe +5 3D6+3 (+1) F avoured S tunts Mighty Blow and Knock Prone.

.P art 5 ACCOUTREMENTS G ear and P araphernalia . ..

Can only be used as part of a backstab against targets of teh same size or smaller. Given enough time and ingenuity. 124 . otherwise it is missed. Two handed counts as using two of the same weapon and the Defensive rule. 4: Characters have to make a Perception (Search/Touching) test vs TN 14 in order to find a hidden dagger on the target. Despite the exotic appearance of some. whilst one handed grants the Flailing and Reach rules. you can make a weapon out of virtually anything.W eapons D r a g o n A ge Exotic and Unusual Weapons W eapons Thedas is awash with countless ways to kill someone. Has the Defensive rule. All normal melee weapon rules apply. 6: Usable only as part of a Mounted Charge. 2: Penetrating damage. Str Enc. 5: Can’t be bought. they are still organised into the same weapon groups found in Volume 1: Vault. If used two handed adds an additional D6 of damage. If the first attack is successful. 3: Has the Reach rule. The following are new weapons for Dragon Age. Cost Axes Group (Strength) Piercing Chain Axe1 1d6+3 0 2 19 sp Bludgeons Group (Strength) Crushing Hammer 1d6+2 0 1 6 sp - 4sp 1 5 sp Brawling Group (Dexterity) Garotte 1D6 2 - Flails Group (Dexterity) Flailing Whip3 1D6-1 - Heavy Blades Group (Strength) Defensive Bastard Sword1 2d6 2 3 20 sp Light Blades Group (Dexterity) Accurate Hidden Dagger4 1d6 - 1 9 sp Spears Group (Strength) Reach D’Miadahl5 Lance6 1d6+4 2 3 - 4D6 3 4 35sp 1 1 sp Staves Group (Dexterity) Club 1d6 - 1: May be used one handed or two handed. If used mounted counts as a lance. the only thing the target can do is make an opposed Dexterity (acrobatics) test vs the attacker’s Strength (Might) to get away. M elee W eapons Weapon Damage Min.

A bandolier is 2 encumbrance and can carry 5 throwing daggers. Q uality Crude -2 Bandolier Used by assassins and skirmishers. Fashionable Items: Jewellery. bandoliers allow you to carry multiple throwing weapons. The following are some example items and the slots they take up. but for other items their quality may have indirect effects. D r a g o n A ge G ear Phials: 2 per slot or 1 Enc each. SLOTS AND ENCUMBRANCE Containers like backpacks use slots instead of encumbrance values. Specialist Attire: Cold weather gear. For weapons and armour the quality affects their use in combat. Q uality All equipment can come in various qualities (see Esoterica 1). A house to store all your stuff isn’t bad either. it will only get you so far. Books: 1 tome per slot. When placing items into containers. The higher the quality the easier it is to succeed at the task. tailored gowns and so on can all affect one’s social success. Useful for storing small perishables. Poor -1 Average 0 Superior Magnificent +1 +2 Tools: These will grant a bonus of penalty based on the quality to whatever test they are being used for. instruments for music or paintbrushes for painting. You can pack a lot into them without overburdening yourself. Any tests to protect against the cold etc can be modified by this gear. rations and other mundane things are all integral to keeping an adventurer adventuring. In the case of crude or poor quality. turbans etc all help or hinder characters surviving in extreme weather.G ear A sword is fun. they only take up slots and do not add any encumbrance to the container or character carrying it. A backpack contains 10 slots and is 2 Encumbrance. This can include things like ropes for climbing. Consumables: This is a bit subjective but the quality of food and drink reflects on the chef as well as whoever is hosting them. 4 throwing axes or 3 throwing spears. 2 books per slot. these are used to carry tents. 1 Enc each. Saddlebags Tied to a horse. Contains 30 slots and is 4 encumbrance. fragile items and valuables. utensils and other camping supplies. Saddlebags. 125 . Backpack Rations: 1 week per slot or 1 Enc. The following are guidelines that can help you determine how the quality of various items affects their use. B aggage The following offer various ways of carrying equipment and items. Money: 20 coins per slot. but unless you have a nice pack to carry your ill-gotten gains. Modifiers affect interaction tests such as Communication (Etiquette). If you carried these outside a container they would increase encumbrance by the value given. it would basically mean you’re wearing normal clothes which make you more vulnerable. For simplicity we assume that unless otherwise stated all equipment listed is of Average quality and grants no negatives or positives to any rolls a player may make. 1 Enc per 20 coins.

However a notional cost for these is x8 for Superior and x16 for Magnificent. C ost Item costs are affected by their rarity and quality. The modifiers may be applied to one or more stats to reflect their superior or inferior breeding. the materials used to construct an item will also affect its cost. although this is generally only relevant to weapons and armour. The more difficult it is to obtain the item. 2 additional Ranks x4. Note that as per Esoterica 1.. R arity Availability Very Rare 16x Rare Hard 8x Unlikely 4x Uncommon 2x Common Very Common 126 Cost multiplier 1x 1/2x A dditional P urchasables More stuff to spend your money on. lower quality structures are much easier to destroy and subtract the value from their Armour score. Rarity: Every item is listed with its price at a Common level. Each additional rank increases the cost to hire (1 additional Rank x2. The GM can decide on the rarity of items for any merchants and salespeople encountered by the players. Costs may vary depending on how complex the task. Superior and Magnificent items are generally not available for public sale (the most a freeman can expect is average quality). dependent on how well they haggle with their prospective buyers of course. You can hire them for a month or year at 2x or 10x their base cost. Quality: Crude items cost a quarter whilst Poor items cost half their Average price. 3 additional Ranks x8).G ear D r a g o n A ge Animal Breeding: High quality animal breeds have improved characteristics. E mployees Item Advisor Assassin Bodyguard Crafter Enchanter Hedge Wizard Mabari Trainer Mercenary Minstrel Servant Spirit Healer Spy Thug Whore Cost 30sp 100sp 10sp 5sp 15sp 80cp 5sp 15sp 75cp 25cp 100sp 150sp 80cp 90cp Each Employee’s cost is for a week’s employment. Buildings and Vehicles: The quality represents their solidity. the more expensive it becomes. You can increase the Rank of an employee to increase their quality if you wish. Esoterica 5 lists the abundance of botanical and mineral specimens based on the biomes of Thedas. Superior and Magnificent quality items are sought after for their breathtaking quality.. Such is the price of prestige. These can also be used by the GM to determine the prices for items the players wish to sell. .

D r a g o n A ge G ear B otanical I ngredients Item Cost Ambrosia 150sp Andraste’s Grace 100sp Blight Bane Nectar 185sp Deathroot 1sp Deep Mushroom 40cp Dragonthorn 200sp Elfroot 40cp Embrium 10sp Felandaris 15sp Foxglove 75cp Foxite & Heatherum 90cp Frostback Felicities 20sp Hellebore 95cp Lakrima 5sp Madcap Bulb 1sp Mint 80cp Northern Prickleweed 15cp Rashvine Nettle 10cp Spindleweed 10cp Wolfsbane 22cp M ineral S pecimens Item Cost Amethyst 40sp Diamond 300sp Emerald 100sp Fire Crystal 10sp Fluorspar 25sp Frostrock 10sp Frozen Lightning 10sp Garnet 20sp Glitterdust 40sp Greenstone 4sp Jet 25sp Lifestone Lyrium 10sp 200-500sp Malachite 30sp Opal 250sp Orichalcum 100sp Quartz 8sp Ruby 120sp Sapphire 60sp Spirit Shard 10sp Tainted Lifestone 10sp Topaz 50sp 127 .

G ear D r a g o n A ge O therworldly I tems Item C reature E xtracts Cost Ash Residue 5sp Corpse Gall 1cp Demonic Ichor 15sp Skeletal Splinters 5cp Tears of the Fade 10sp Wisp Essence 80cp H ealth A ids 5sp Bear Marrow 40cp Deepstalker venom 1sp Dragon Tick (spider) saliva 45sp Dragon Tick (stalker) saliva 35sp Dragon’s Blood 1gp Giant Spider venom 4sp Halla Horn 50sp Hunterhorn Hoop venom 8sp Nevarran Nigher venom 10sp Sandwinder venom 90cp Poultices & Plasters 20cp Wolf Gall 50cp Cold poultices 30cp Hot poultice 40cp Compresses or Fomentations 45cp Troches 60cp O ils Item 128 Cost Cost Item . Item Antivan Whip Tail venom Cost Oils 10cp Cold Oil Infusion 15cp Hot Oil Infusion 20cp Essential Oils in a Base Oil 55cp Ointments 90cp Fats 5cp Oil & Beeswax 75cp Tisane Infusions 90cp Decoctions 80cp Syrups 85cp Lohocs & Linctus 1sp Tinctures 1sp Tonics or Spiced Wines etc 5sp Vinegars 90cp V ehicles Item Cost Aravel 500sp Boat 400sp Carriage 250sp Cart 20sp Ship 2000sp Wagon 150sp Wagon Train 400sp Wagon trains consist of 3 wagons and can include more for 75sp each. .

G renades Item P oison R ecipes Item E ssential A gents Cost Shock Grenade 200sp Freeze Grenade 200sp Soulrot Grenade 300sp Flame Grenade 200sp Acid Grenade 100sp Fel Grenade 100sp Tar Bomb 50sp D r a g o n A ge G ear Cost Adder’s Kiss 90sp Arcane Poisons 90sp Crow Poisons 60sp Deathroot Toxins 20sp Demonic Poisons 75sp Dwarven Regicide Poison 200sp Dwarven Regicide Antidote 300sp Fel Poison 90sp Fleshrot 40sp Hale’s Dust 75sp Magebane 80sp Marrow Lock 100sp Quiet Death 120sp Soldier’s Bane 60sp The Black Hand 90sp Venoms 15sp These prices are for the basic level of each poison. Item Cost Distillation Agent 12sp Corruptor Agent 12sp Concentrator Agent 30sp Each agent is bought in lots of 10 units. Each additional Talent level doubles the cost.B uildings Item R ecipes Cost Item Cost Cottage 100sp Elixir of Purity 200sp Fortified Manor 1000sp Grounding Salve 110sp Manor 800sp Hale’s Mercy 130sp Townhouse 400sp Health Poultices 50sp Warehouse 500sp Ice Salve 70sp Incense of Awareness 60sp Inn +50% Injury Kits 20sp Shop +10% Mabari Treats 25sp Smith +10% Spirit Salve 70sp Tanner +5% Swift Salve 80sp Tavern +25% Warmth Salve 70sp Convert any building to one of the following: Any one building can be converted. increasing its cost by the amount listed. M agical R ecipes Item Cost Elixir of Heroism 150sp Healing Potions 100sp Lifeward Potion 110sp Lyrium Potions 200sp Mighty Offense Potion 120sp Mythal’s Favour 150sp Restoration Potion 180sp Rock Armour Potion 160sp 129 .

G ear D r a g o n A ge F ood Item Cost Anderfels Venison Stew with Trencher 30cp Honey Cakes 20cp Antiva Lime and Jinger Sorbet 1sp Pomadoro Sauce 90cp Cheese and Herb Ravioli 2sp Dalish Elfroot Pesto 40cp Mushroom with Pesto Stuffing 60cp Dalish Trail Cakes 50cp Ferelden Fluffy Mackerel Pudding 40cp Fluffy Mackerel Souffle 50cp Twice Cooked Pork Belly 30cp Nevarra Cumberland Jerked Chicken 80cp Churroz 70cp Orlais Seven Bird Roast 20sp Petite Brioche 5sp Orzammar Braised Nug ‘n’’Deep Mushrooms 1sp Orzammar Boozy Pud 2sp Par Vollen Spiced Chilli Beef 4sp Black Kome Pudding 2sp Rivain Beef and Chiorizo Ragout 7sp Crispy Potato Stacks 90cp Crocus Saffron Kome 1sp Seheron Bantang Rendang 2sp Inarizushi 1sp Tevinter Imperium Tiramisu 13sp Blood Pudding 2sp The Free Marches 130 Starkhaven Pie 15cp Planasene Paella 70cp .

Bottles are 10x cost (~15 drinks) while kegs are 20x cost (~40 drinks). 131 . Single drink. it is 2x the base cost.D rink Item S alves Cost Item and E lixirs Cost Ale 30cp Elixir of Purity 100sp Alley King’s Flagon 35cp Grounding Salve 40sp Antivan Brandy 2sp Hale’s Mercy 40sp Aqua Magus (mage tower) 5sp Health Poultices 20sp Brandy 1sp Ice Salve 30sp Chasind Sack Mead 10cp Incense of Awareness 25sp Dragon Piss 60cp Injury Kits 10sp Garbolg’s Backcountry Reserve 70cp Mabari Treats 12sp Golden Scythe 4:90 Black 6sp Spirit Salve 30sp Hirol’s Lava Burst 3sp Swift Salve 35sp Legacy White Shear 2sp Warmth Salve 30sp Mackay’s Epic Single Malt 10sp Moonshine 5cp Mosswine 20cp Sun Blonde Vint-1 4sp West Hill Brandy 1sp Wilhelm’s Special Brew 50cp Wine 70cp D r a g o n A ge G ear If a Greater version is available.

132 Item Adder’s Kiss .G ear D r a g o n A ge P oisons Item P otions Cost Cost 90sp Elixir of Heroism 150sp Arcane Poisons 90sp Healing Potions 100sp Crow Poisons 60sp Lifeward Potion 110sp Deathroot Toxins 20sp Lyrium Potions 200sp Demonic Poisons 75sp Mighty Offense Potion 120sp Dwarven Regicide Poison 200sp Mythal’s Favour 150sp Dwarven Regicide Antidote 300sp Restoration Potion 180sp Fel Poison 90sp Rock Armour Potion 160sp Fleshrot 40sp Hale’s Dust 75sp Magebane 80sp Marrow Lock 100sp Quiet Death 120sp Soldier’s Bane 60sp The Black Hand 90sp Venoms 15sp These prices are for the basic level of each poison. Each additional Talent level doubles the cost.

at the GM’s discretion. Children are always carrying around random bits and bobs. Sometimes you want more from your murder sprees than just the weapons and armour off your enemy’s back. is up to the GM. A magic rune. Each item can lead to another quest if you think about it..Make a Con (stamina) test to avoid becoming infected (see diseases). Parochial Paraphernalia Notes and Maps Magical Materials 2D6 Coins (brass/silver/gold .choose based on type of NPC) Tokens and Gifts Notes and Maps Artefact M age 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Result Lice/Disease .choose based on type of NPC) Effects and Knick Knacks (could be stolen) Accoutrements and Booze Artefact D r a g o n A ge L oot T ables 1 2 3 4 5 6 Doll Choose Wooden sword Sticky treat Ball of string Ball/top Shiny (spoon.Make a Con (stamina) test to avoid becoming infected (see diseases). Players can use stunt points rolled on search tests to add or subtract from the roll (either the table or the sub table) to influence the result if they wish.) Toad Pokin’ stick Feather Mouse trap ‘Dragon egg’ Magic treasure Artefact: The NPC is carrying an artefact of cultural. An NPC’s profile lists their equipment which a player can loot.Make a Con (stamina) test to avoid becoming infected (see diseases). You bad people you.. historical. Tools and Ingots Hunting Trophies Accoutrements and Booze 2D6 Coins (brass/silver/gold .choose based on type of NPC) Books and Texts Tokens and Gifts Artefact If the NPC is a child you may roll on the child table as well as on one of the above class-based tables. this does mean you’ve either killed a child or are searching their dead/struggling body. Tokens and Gifts Books and Texts (could be stolen) Larceny and Superstition 2D6 Coins (brass/silver/gold .Make a Con (stamina) test to avoid becoming infected (see diseases).. ribbon etc. What this is. Of course. A fork found on a beggar could belong to a merchant found dead in an alley where the beggar was sleeping. which in turn could lead to the discovery of a grand conspiracy. key. Or why does a farmer possess an ancient elven artefact? R ogue 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Finding mysterious notes or jewellery on the corpses of otherwise innocuous npc casualties can become the impetus for new adventures.L oot T ables Everything has a story. religious or magical significance.. A rule of thumb would be to roll once for each rank of the NPC. 133 . The Fork Conspiracy. C hild 1D6 Roll W arrior Result Lice/Disease .choose based on type of NPC) Larceny and Superstition Tokens and Gifts Artefact Result Lice/Disease . C ivilian 2D6 Roll 2 3-4 5 6 7-8 9 10-11 12 Result Lice/Disease . Tools and Ingots Parochial Paraphernalia Effects and Knick Knacks 2D6 Coins (brass/silver/gold . The following tables represent additional random accoutrements the NPCs may also have on them. Roll 2D6 on the table to see what they have on them. enchanted armour or cursed buttons.

L oot T ables D r a g o n A ge H unting T rophies 1D6 Roll 1 2 3 4 5 6 Carved bone Spider chitin Beast claw Pelt Fangs Pickled organ E ffects 1D6 Roll 1 2 3 4 5 6 and Choose Whistle (duck or nug call) Quicklime Skinning knife Birds eggs Mirror Necklace Brooch Choose 134 Whetstone Oil Razor Leather awl Spare straps Bandages Key Chain Whistle Flint and tinder Wooden cutlery set Sewing kit A ccoutrements 1 2 3 4 5 6 1D6 Roll 1 2 3 4 5 6 K nick K nacks Devotional icon Comb Earring 1D6 Roll Snares Arrows T ools and Choose B ooze Chasind Sac Mead Antivan Brandy Dwarven Ale Vintivan Wine Empty Flagon Chantry Sacramental Wine and I ngots Choose Hammer Wedges Tomahawk Nails String Saw T okens 1D6 Roll 1 2 3 4 5 6 Iron Steel Copper Veridium Red Steel Silverite and G ifts Choose Ring Locket Lock of Hair Letter Pressed Flower Ribbon Knitted Scarf Ring Bronze Sextant / Spyglass Toy Horse Soap on a rope Stone carving .

N otes 1D6 Roll 1 2 3 4 5 6 and M aps Choose Rune tracing Recipe Blank parchment Love letter Threat Coded message B ooks Ruin Shipwreck Lair Hideout/Dead Drop Herb locations Ambush 1D6 Roll 1 2 3 Subversive pamphlet Folio of art Devotional text 4 Diary 5 Sordid Poetry 6 Educational text P arochial P araphernalia 1D6 Roll 1 2 3 4 5 6 Nails Basic preparation Healer’s kit Health poultice Elfroot Additional herbs Fetish Flint and tinder Snares String Berries/Nuts Trowel L arceny 1D6 Roll 1 2 3 4 5 6 Choose and and T exts Choose Fancy Scroll Tattered Notebook The Rose of Orlais Illustrated Dane & the Werewolf Ines Botanical Companion Esoterica from Thedas Complete D r a g o n A ge L oot T ables M agical M aterials 1D6 Roll 1 2 3 4 5 6 Lyrium sand Gold dust Choose Blank runestone Phial of blood Elemental rock Semi-precious stone Spirit shard Lifestone Corpse gall Lyrium sand Tear of the fade Wisp essence S uperstition Choose Climbing spikes Knucklebones Pack of cards Counterfeit coins Lock picks Wire ‘Andraste’s’ blessed ashes Lucky nug foot Dalish effigy Chantry pardon Taint ward Unmentionables salve 135 .