Professional Documents
Culture Documents
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 Myriad Masteries 58
Beginnings 5 Specialisations 59
Backgrounds 6 Taking Specialisations 59
Dalish Mage 6 Existing Specialisations 60
Crow Initiate 7 New Specialisations 61
Thedosian Noble 8 Mage Specialisations 61
Red Sister Foundling 9 Rogue Specialisations 64
Seheron Dissident 10 Warrior Specialisations 67
Secret societies 11 The Populace 71
Organisations 12 New Talents 72
Joining an Organisation 12 Additional Enchantments 74
Leaving an Organisation 13 Additional Spells 75
Breaking the Rules 13 NPC Creation 76
Ash Warriors 14 Starting Attributes 76
Blackstone Irregulars 16 Classes and Ranks 76
Blood Takers 18 Civilian 77
Chevaliers 20 Health 79
Mana 79
Circle of Magi 22
Rank Increase 80
Dragon Hunters 24 New Focuses 80
Emerald Brotherhood 26 Civilians 81
Legion of the Dead 28 Advisor 81
Lowland Bandits 30 Beggar 82
Mages’ Collective 32 Charcoal Burner 82
Merchant Guild 34 Chirurgeon 83
Coachman 83
Mist Stalkers 36
Crafter 84
Qunari Beresaad 38 Enchanter 84
Sanguine Ministry 40 Farmer 85
Seekers of Truth 42 Mabari Trainer 85
Templar Order 44 Merchant 86
The Carta 46 Noble 86
Minstrel 87
The Crows of Antiva 48
Mysterious Hermit 88
The Dread Wolf’s Gift of Ratcatcher 89
Blood Vengeance 50 Scholar 89
The Order of the White Revered Mother 90
Lotus 52 Servant 91
The Sisterhood 54 Smith 91
Street Urchin 92
Waking Sea Pirates 56
Whore 92
2
D r a g o n A ge
Mages 93 Professional Duellist 109
Apostate 93 Racketeer 109
Apostate Observer 94 Scout 110
Blood Mage 94 Seeker 111
Blood Priest 95 Spy 112
Circle Mage 96 Thief 112
Dalish Acolyte 96 Warriors 113
Dalish Keeper 97 Ash Warrior 113
First Enchanter 98 Beresaad Warrior 114
Hedge Wizard 99 Bodyguard 115
Necromancer 99 Brawler 115
Saarebas 100 Commander 116
Shadow Mage 101 Dalish Warrior 116
Spirit Healer 101 Dragon Cultist 117
Tevinter Magister 102 Guard 117
Witch 102 Knight-Commander 118
Rogues 103 Knight 119
Assassin 103 Legionnaire 119
Beresaad Skirmisher 104 Mercenary 120
Buccaneer 104 Templar 120
Chasind Stalker 105 Thug 121
Criminal Mastermind 106 Warrior Caste 122
Dalish Hunter 107 Accoutrements 123
Deep Watcher 107 Weapons 124
Mage Hunter 108
Outlaw 108
Gear 125
Loot Tables 137
3
P art I
BEGINNINGS
O rigins and B ackgrounds ...
B ackgrounds
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6
B ackgrounds
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C row I nitiate P laying a C row I nitiate
The Antivan Crows are one of the most infamous If you choose to play a Crow Initiate modify your
organisations in Thedas, renown throughout character as follows:
the lands as ruthless assassins and remorseless
• Add 1 to your Dexterity ability. You have to be
manipulators. Such a day job is hardly for the faint
quick to survive Initiation into the Crows.
of heart and so the overwhelming majority of the
Crows are orphans and slaves bought like cattle. • Pick one of the following ability focuses:
Crow initiates are owned by the organisation and Dexterity (Stealth) or Willpower (Self
spend their entire lives enacting its will. Discipline).
To be a Crow Initiate is a harrowing experience, • You can speak and read the Trade Tongue and
every day could be their last as they are put through Antivan.
rigorous and deadly exercises to prepare them for a
• Take the rogue class.
life of murder. Most succumb to their brutal training
or are killed by other Initiates during the weeding • Choose whether your character is a human, elf
out process, until only a few hardened killers remain. or dwarf. Dwarves are rare but valuable as they
A childhood of violence breeds a singularly efficient can access the lucrative Orzammar market.
killing machine. Roll twice on the following table for additional
The most a Crow can hope for is to rise through the benefits. Roll 2D6 and add the results together. If
ranks, gaining power and prestige. They can dictate you get the same result twice, re-roll until you get
the organisation’s direction and goals, but no matter something different.
the power they will always be a Crow, forever
trapped on an endless path soaked in blood. C row I nitiate
2D6 Roll Elf Dwarf Human
2 +1 Willpower +1 Strength +1 Communication
3-4 Focus: Perception (Searching)
5 Focus: Communication (Deception)
6 Focus: Dexterity (Stealth)
7-8 +1 Perception +1 Willpower +1 Cunning
9 Focus: Perception (Tracking)
10-11 Focus: Willpower (Self-Discipline)
12 +1 Dexterity +1 Constitution +1 Willpower
7
B ackgrounds
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8
B ackgrounds
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Red Sister Foundling P laying a F oundling
Due to the many plagues, wars and natural disasters If you choose to play a Red Sister Foundling modify
in Thedas it is awash with the destitute. Many of your character as follows:
these are children. If they aren’t taken in by the
• Add 1 to your Cunning ability. Foundlings are
Chantry they spend their lives in the gutter, begging
trained to rely on their wits.
anf stealing where they can.
• Pick one of the following ability focuses:
In honour of their founding, the Red Sisters take in
Cunning (Natural Lore) or Dexterity (Tracking).
any orphans or urchins willing to join their cause.
Most often these are girls, but young boys are also • You can speak and read the Trade Tongue and
recruited. one other language of your choosing.
They are taken into the forests and raised as trackers • Take the rogue or warrior class.
and hunters, for the sole purpose of taking the fight
• Choose whether your character is a human, elf
to the dark places of Thedas.
or dwarf.
Each Foundling is trained with the Seheron chain
Roll twice on the following table for additional
axe, a lethal weapon that requires years of practice
benefits. Roll 2D6 and add the results together. If
to master. Their reach, flexibility and brutality
you get the same result twice, re-roll until you get
make them perfect weapons against the speed and
something different.
resilience of a werewolf.
For the Red Sisters they gain recruits for their endless R ed S ister F oundling
struggle, for the foundlings they gain a family and a 2D6 Roll Elf Dwarf Human
purpose. 2 +1 Perception +1 Willpower +1 Communication
3-4 Focus: Communication (Animal Handling)
5 Focus: Cunning (Navigation)
6 Focus: Dexterity (Stealth)
7-8 +1 Dexterity +1 Constitution +1 Cunning
9 Focus: Perception (Tracking)
10-11 Focus: Willpower (Searching)
12 +1 Willpower +1 Perception +1 Dexterity
9
B ackgrounds
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10
P art 2
SECRET SOCIETIES
O rganisations of T hedas ...
O rganisations
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12
O rganisations
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Each organisation provides bonuses to its members,
reflecting the exclusive training and singular mind-
THE RISK OF JOINING
set of the organisation in question. As an optional rule you can incorporate risk
into joining any organisation. This puts them
• Gain 1 attribute bonus. Record this in in line with becoming a Grey Warden. Whether
parentheses next to the attribute. through secret life-threatening rituals, hazing
• Gain 1 degree in a talent. gone wrong or botched initiation mission, joining
any organisation is risky. Whenever you do join
• Gain an organisation specific bonus. an organisation roll 3D6. If you roll a triple the
• Gain 1 focus. character has met with some kind of misfortune
and died.
These are found in each organisation entry listed
later in this section. This functions the same way as the Grey Warden
joining ritual and should only be used if such a
It is up to the GM to decide when, how or even if ritual is also being employed. Similarly, if you
a player receives these organisational bonuses. The don’t see the point in threatening characters with
simplest option is to give them all to the player as death if you don’t want to actually kill them, such
soon as they go through whatever esoteric joining a test need not be taken for any character joining
ritual is required. However you can just as easily any organisation.
spread these bonuses across levels or hand them out
based on significant milestones overcome during A sense of challenge can still be generated by
play. Alternatively you can ignore some or all of inflicting penalties on a character’s tests or reducing
these bonuses and treat the organisation as merely Health for a certain number of days due to the side
a part of the character’s background and roleplaying effects of said ritual/hangover/post traumatic
aspects. stress from committing your first murder etc. The
lead up to the joining of an organisation can also
be arduous, presenting the character with difficult
L eaving an O rganisation tasks rather than a test or die scenario.
Once joined a character cannot leave an organisation
easily. Many organisations expect eternal loyalty and
take a dim view on deserters. Even if you do manage
to extricate yourself from an organisation you may
find that you have a hard time dealing with anyone
B reaking the R ules
from or associated with the organisation. You suffer If you want to make things easy you can limit players
-2 to all interaction tests with the organisation and its to those organisations they have the prerequisites to
allies if you leave it (see the bonus in each entry, you join. However life isn’t quite that black and white
effectively reverse this). and many of the most famous fantasy heroes are
those that broke the mould and joined elite warrior
The organisational bonuses a player receives aren’t brotherhoods they wouldn’t normally be able to join.
permanent, as they reflect the exclusive training
afforded the player by their association. As soon as If the GM allows and the player has a particularly
they sever ties with the organisation they lose that compelling roleplaying reason for their character to
training as well. This is not true of specialisations they join an organisation (or the GM has planned it that
may have learned whilst joined to an organisation, way) then a character can join any organisation. A
although leaving with the trade secrets of an particularly honourable and valiant human warrior
organisation is a dangerous proposition and may that saved the lives of a party of dwarves might be
incur retaliation. allowed to join the Legion of the Dead, despite its
ostensibly being a dwarf only organisation. Some
A player may never be part of more than one organisations lend themselves to this more than
organisation at a time. If you wish to join another others; it would be extremely hard for a human to
organisation you must leave the one you are join the Dalish Gift extremists for example.
currently in. 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. On the other hand this does lend
itself to some fun roleplaying scenarios.
13
A sh W arriors
D r a g o n A ge
14
A sh W arriors
D r a g o n A ge
O rganisational S tructure P laying as an A sh W arrior
Areas Particulars Ash Warriors stick to their traditions and have
Affiliates Ferelden military, lawful organisations distinct priorities. Caring for their mabari is a central
part of their identity and they won’t take kindly to
Assets Keeps, kennels and training grounds
being separated from them. Kaddis has an extremely
Expertise War, mabari training strong smell but the Ash Warriors have long since
Enemies Illegal institutions, dark creatures become accustomed to it; this is not necessarily true
Leaders Ash Commander and Kennel Master for their travelling companions.
Status Renown throughout Ferelden As they are an officially recognised warrior order
they can be called upon by the state in times of need.
Ash Warriors are bound to answer this call which
R equirements can sometimes put a damper on the goals of their
To join the Ash Warriors you must have the Animal friends. They don’t stand on ceremony but will be
Companion Talent (see Section 4) and either have or polite and respectful of dwarves and at least mildly
are going to take the Berserker Specialisation. dismissive of elves.
15
B lackstone I rregulars
D r a g o n A ge
Blackstone Irregulars the time and the only members in the area were men
on extended leave due to injury. With little ceremony
Mercenary companies are a common sight in the these soldiers were rounded up and executed for
strife afflicted lands of Thedas. Fighting for coin murder and pillage.
rather than country they are a necessary if unpleasant Both the Captain’s father and the Irregulars were
part of warfare; until the money runs out. Many disgraced in the eyes of the public. Furious at this
companies are little more than legalised brigands, betrayal the Captain cut ties with Ferelden, vowing
undisciplined and violent, given legal dispensation never to return. He repainted the company’s heraldry
to vent their aggressive tendencies on enemies of the black, renaming it the Blackstone Irregulars in
state. Once a war has been won these reavers will mourning for his men and to represent weight of the
almost certainly turn back to a life of banditry having treachery done them.
lost any winnings they may have received on drink
and women. Over the following decades the Blackstone Irregulars
were seen rarely near the borders of Ferelden, fighting
The Blackstone Irregulars are one of the few mostly in the Free Marches along the Orlesian border.
exceptions to this rule. Founded as the Ferelden The organisation changed hands during this time and
Irregulars several generations ago by the younger the Captain’s vow was forgotten. When news came
son of a Bann whose name has been lost, they have of an Orlesian invasion of Ferelden they returned to
existed as a cohesive force since then. The Captain find their homeland ruled by Orleisians supported
as he is known to history was believed to have been by the nobility that had vindictively destroyed their
enamoured with the freedom reputation.
and skill of the mercenary and
set about creating his own They immediately took up
company. employment with the exiled
King, seeking revenge against
Early on his Irregulars their enemies. However gone
undertook contracts for were the days of patriotic
squabbling Banns, protecting loyalty, now they demanded
caravans and small villages. a high price for their services
Later they fought for the crown, in recompense for the wrongs
specifically against incursions of the nobility.
by the Korcari Wilders and
Avvaran raids. These skirmishes The rebellion against Orlesian
solidified their reputation as a occupation lasted a long time and
dependable force and soon their the Irregulars passed from leader
ranks had swollen with new recruits to leader. After several generations
from the freemen and their purses the traditions of the founder of the
overflowed. Irregulars were abandoned and they
began taking money from the highest
However there remained one sticking bidder, even working for the Orlesians on
point that the leader of the Irregulars could not more than one occasions. Some whispered they
overcome, the point of legitimacy. Being as he was worked for Tevinter slavers during the occupation
the son of minor nobility it rankled that despite their as Ferelden provided a rich hunting ground for the
clear skill and many successes the Irregulars were endless slave markets in Tevinter.
not granted official sanction by the crown. They had
served alongside the state army and had won many Eventually Ferelden succeeded in expelling their
battles, sometimes where the army could not. Yet for conquerors and the Blackstone Irregulars lost their
all this the nobles of Ferelden opposed any call for the main source of income. Little of the disgrace they
irregulars to take their place as an officially sanctioned suffered survived this transitional period. Now under
warrior brotherhood like the Ash Warriors. They the command of the honourable Raelnor Hawkwind,
cited the monetary motives of the mercenary force the Irregulars have returned to the noble ideals under
as dark and dishonourable; although in truth they which they were founded. His son Taoran however
disliked the thought of elevating commoners to a wished to continue the unscrupulous methods that
more esteemed position within Ferelden society. had made them rich in the past.
This ill will eventually led to a conspiracy to destroy The Blackstone Irregulars currently hire anyone with
the reputation of the Irregulars permanently. A a strong backbone willing to take orders. However
minor Bann, rival of the Captain’s father, was killed the split between Raelnor and Taoran has been
by assassins and his manor burned to the ground reflected in the composition of the organisation where
with Irregular heraldry conveniently found within. honourable warriors rub shoulders with nefarious
The Irregulars were on campaign in the Korcari at rogues one step above thieves.
16
B lackstone I rregulars
D r a g o n A ge
O rganisational S tructure P laying as an I rregular
Areas Particulars Blackstone Irregulars follow a disciplined lifestyle.
Affiliates Mercenaries, Ferelden military, guilds You aren’t required to be with the company at all
times but are expected to jump when the Captain
Assets Armoury, stables, liaisons, messenger network
orders. Failure to fulfil your obligations can have
Expertise Guard, defence, quick assaults you executed for mutiny. However under Taoran’s
Enemies Brigands, thieves, corrupt nobles command things are far more relaxed. The lapsed
Leaders Captain Raelnor, Second Taoran discipline comes at a cost though as Taoran takes
shady deals and a cut of his men’s profits.
Status Renown in Ferelden, Free Marches
Depending on who you side with in the Irregulars
you will affect your party members in different
R equirements ways. Associating with barely legal riffraff or being
To join the Blackstone Irregulars you must have 2 constrained under restrictive orders. The group may
or more in Communication and be willing to follow find themselves diverted from their goal because you
orders. were ordered on a job.
17
B lood T akers
D r a g o n A ge
D r a g o n A ge
been known to turn tail and run at the mere sight of
a Blood Taker. To the warriors of the clan however, it
P laying as a B lood T aker
matters not whether their foe faces them or turns and To be a Blood Taker is to give in to your inner beast.
runs. They are the enemy and their blood is forfeit. Blood Takers are atavistic warriors who put victory in
battle and the reward of the foe’s blood over all other
Avvars consider the people of other lands weak-
earthly things. Battle and blood are your friends and
willed and indolent. As such it takes quite a show of
the Blood Taker clan your family.
prowess to convince them to grant membership into
the clan. Blood Takers are fatalistic, as one would expect for
such a violent organisation. Only through conquering
death and consuming the foe’s power will they
O rganisational S tructure better themselves and should they eventually die
themselves, then they are content with their opponent
Areas Particulars
absorbing their own power. The power of blood is
Affiliates Avvar clans thus the power of the world, neither being created
Assets Meeting lodges, sacred caves, stores nor destroyed, merely changing from one creature to
Expertise War and terror tactics another in a never ending cycle of violence.
Enemies Orlesian and Fereldan militaries Blood Takers have no qualms about killing anyone
Leaders Crimson Blade Alef, Bloodletters
who gets in their way, murder is a way of life for
them. However they much prefer to take on skilled
Status Renown amongst Avvars, infamous in opponents, those whose prowess can be added to the
Ferelden and Orlais
clansman’s. 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...
R equirements
To join the Blood Takers you must be Avvar and A dventure H ooks
have 2 or more in Constitution to survive the perils
of Blood. • Crazed warriors assault the party, attempting to
drain their blood.
C lasses • Whilst adventuring through the Frostbacks the
party must partake in blood rituals to gain the
Primary Classes Secondary Classes
trust of the local Avaars.
Warrior Rogue
• A player Blood Taker decides that the
most powerful NPC ally of the party looks
particularly delicious.
F avoured S pecialisations
• Blood Taker heraldry is found on the drained
• Reaver
corpses of children and the infirm in a massacre
• Reaper at a Chantry orphanage and hospital.
O rganisational B onuses
• Gain 1 point in Constitution or Willpower to
represent fortitude of those seeking Blood.
• Gain 1 degree in a talent.
• The Blood Taker clan is an ancient and
honoured Avaar organisation. Gain +2 to all
interaction tests with Avaars.
• Gain 1 Strength focus.
19
C hevaliers
D r a g o n A ge
D r a g o n A ge
above their own lives and will gladly receive death
as a punishment if they’ve failed to uphold their
R equirements
duties. This harsh training and mental conditioning To join the Chevaliers you must be of Orlesian
results in one of the greatest warrior orders in all nobility and must have 2 or more in Willpower to
of Thedas, a fact the Orlesian Empire has exploited face death head on.
many times in the past. The subjugation of Ferelden
and rumoured atrocities committed therein was led C lasses
by the Chevaliers.
Primary Classes Secondary Classes
The Chevaliers use the Orlesian lion as their Warrior -
heraldry, rampant with a sword gripped in both
hands. Beneath this fearsome symbol lies the wreath
of peace, symbolically displaying the dual role of
the Chevaliers as both fearless warriors and Orlais’ F avoured S pecialisations
peace makers. • Champion
O rganisational S tructure • Weapon Master
Areas Particulars
Affiliates Mercenaries, Orlesian military O rganisational B onuses
Assets Armoury, Keeps, treasury • Gain 1 point in Strength or Willpower to
Expertise Total War represent the strength of mind and body of a
Chevalier.
Enemies Brigands, thieves, enemies of Orlais
Leaders First Knight Alonso, Castellan Odette
• Gain 1 degree in a talent.
Status Renown across Thedas, infamous in Ferelden • The Chevaliers have complete power over the
masses in Orlais. You gain +2 to any interaction
tests with Orlesians, including intimidation.
• Gain 1 Willpower focus.
P laying as a C hevalier
To join the Chevaliers is to accept a life of discipline
and honour, to be held up to the highest standards.
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.
Many an Orlesian exile has joined the Chevaliers to
regain the honour they have lost. A Chevalier is a
highly desirable marriage proposition. However the
Prima Cheval, 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.
A dventure H ooks
• An Orlesian emissary requests a player
Chevalier champion him in an honour duel.
• A Chevalier is accused of abusing his power
over the people.
• An NPC killed by the players turns out to be
a Chevalier and the law is now after them for
their crimes.
• A player Chevalier becomes embroiled in an
Orlesian plot due to his distant relationship to
the family.
21
C ircle of M agi
D r a g o n A ge
D r a g o n A ge
to one of these fraternities and they continually vie
for power within the Circles like political parties. O rganisational S tructure
First Enchanters commonly favour the policies and Areas Particulars
philosophy of the Fraternity they belong to, ensuring Affiliates The Chantry, Templars
the continual political manoeuvring of the fraternities
Assets Circle Towers, shops, research outposts
to position their own candidates in the seat of power.
Expertise Magic and its use
The Circle’s emblem is appropriately a quartered
Enemies Radical Andrastians, Blood Mages
circle displaying the four runic symbols of the
four schools of magic, Entropy, Primal, Spirit and Leaders First Enchanters, Grand Enchanter Fiona
Creation. This represents the continuum of magic, Status Renown across Thedas
one school leading into the next in an unbroken
circle. It is important to note that neither elven Keeper
magic nor forbidden blood magic appears within the R equirements
heraldry. The reasons for this are manifold but can To become a Circle Mage you must be a Mage.
be distilled down to two basic premises, hubris and
philosophy. Many magi believe the four schools are
the only ‘pure’ magic in Thedas, Any other magic is
C lasses
a distortion at best and an abomination at worst. This Primary Classes Secondary Classes
leads into the philosophies underpinning magical Mage -
academia in Thedas. Some do not consider the four
schools ‘pure’ expressions of magic so much as the
basis of all magic. Just as fire is hot, magic is creation,
primal, entropy and Spirit. Using magic from one of
F avoured S pecialisations
these schools is tapping into the fundamental essences • Battlemage
that make up magic. By extension other magical
forms are merely versions of these four fundamental
principles. Blood magic is thus an extended form of
O rganisational B onuses
Entropy and Spirit, where the caster combines the • Gain 1 point in Magic or Willpower to represent
energies of the Walking Bomb and Drain Life fields the strength of mind and power of a Magi.
of these schools to generate a more powerful result. • Gain 1 degree in a talent.
The Circle consists of several ranks that a mage will • Mages have very little power, but they look
ascend as their experience increases. All potential after their own. They gain +2 to interaction tests
magi start as Apprentices and are taught to control with other Circle members.
and harness their power. Once they pass their
harrowing they become a Mage and a full member • Gain 1 Magic focus.
of the Circle with all the corresponding rights and
privileges. Experienced Magi become Enchanters
and are expected to teach others. The most powerful
P laying as a C ircle M age
of Enchanters become Senior Enchanters and form A circle mage is caught between two worlds. Forced
a council to oversee Circle policy. From the Senior into servitude as soon as they are discovered, they
Enchanters a First Enchanter is elected, the head of are expected to use their skills for others. The fear
the Circle and ultimate arbiter. The First Enchanter and loathing they receive from much of the populace
is required to liaise with the Templars through the often causes them to become withdrawn and distant.
Knight-Commander. Only the company of other mages will usually let a
mage drop their walls and let their true self show.
Joining the Circle is not normally voluntary. The
greater majority of magi within the Circle will have
been forcibly taken from their families and raised A dventure H ooks
by the Circle itself. On rare occasions Apostates will • A runaway child seeks sanctuary with the
voluntarily join the Circle, or Templars may capture players for unknown reasons.
one and force them to join. In general though the only
requirement to become a Circle Mage is to possess • The local Bann’s anti magic agenda catches up
the ability to manipulate magic. In fact it is much with the player circle mage.
easier to join the Circle of Magi than it is not to... • A local farmer is accused of witchcraft despite
never showing any magical aptitude previously.
• Mysterious deaths follow a travelling circle
mage offering miraculous cures to the
desperate.
23
D ragon H unters
D r a g o n A ge
D r a g o n A ge
first commoner to be elevated to the nobility on his
actions alone. O rganisational S tructure
Areas Particulars
The days of the Dragon Hunters were short-lived
however. Barely one hundred years after the first Affiliates Nevarran Nobility/Government
Dragon Hunter brotherhood was formed the dragon Assets Keeps, mansions, dragon produce stockpiles
was declared extinct throughout Thedas. The Expertise Big game hunting
dragonbone trade again became a rare and expensive
Enemies Rival hunting groups
business and the glory of the Dragon Hunters began
to fade. The Dragon Hunters, undaunted continued Leaders Slayers, Hunt Master Krandis
to search for worthy foes. They chased darkspawn Status Renown across Thedas
ogres, bereskarn, deep ones and any dragon sightings
no matter how unlikely. It wasn’t until the Dragon
Age that hope was rekindled for their brotherhood.
With the return of the dragons the Dragon Hunters
R equirements
could again come to the fore and show their quality. To join the Dragon Hunters you must have 2 or more
Many had forgotten the glory of the old days or in Cunning to outsmart the beasts you hunt.
scorned past deeds as flights of fancy or overblown
legends but those in Nevarra knew differently. C lasses
The emblem of the Dragon hunters consists of a Primary Classes Secondary Classes
purple field with a cream dragon skull pierced Warrior/ Rogue Mage
with the sword of the Pentaghast. It is instantly
recognisable by anyone in Thedas as the symbol of
heroes and garners respect from people in all walks
of life. If the bearer also possesses black banding
F avoured S pecialisations
then all will know they are a Slayer, mightiest of the • Beast Hunter
mighty.
• Trick Shooter
To join the Dragon Hunters generally requires blood
ties to the Pentaghast clan or one of the other ancient
families. However like Thadeus of old there is still
O rganisational B onuses
the ability for a person from outside the blood to • Gain 1 point in Perception or Dexterity to
join, assuming they can prove their worth. To be a represent the skill and control of a Hunter.
Dragon Hunter is to put honour and courage above • Gain 1 degree in a talent.
everything else, even family and life. It is to seek out
the most dangerous creatures in Thedas and confront • Hunters are celebrated warriors, adored by the
them with no intention of retreating. Anyone that masses. Gain +1 to interaction tests with any
can do this will live on forever in the memories of the humans in Thedas.
living as a true hero. • Gain 1 Cunning focus.
A dventure H ooks
• An NPC claims to know the lair of a dragon.
• The local village offers a reward for the slaying
of a mysterious beast killing their herds.
• An NPC claiming to be a dragon hunter accuses
a player hunter of being a fraud.
• Rumours of smuggled dragonbone heirlooms
reaches the ears of a player hunter.
25
E merald B rotherhood
D r a g o n A ge
E merald the future they fight for. This oath takes precedence
over any orders given by an elf’s clan and can
D r a g o n A ge
and ideology of the Gift, a dark organisation the
brotherhood has studiously avoided for centuries. It
O rganisational B onuses
is the fear that the brotherhood could lose its way • Gain 1 point in Cunning or Perception to
and become like the Gift that has kept them thus far represent the drive and awareness of the
from directly influencing human conflicts. Still the brotherhood.
temptation is there, for the rewards are great.
• Gain 1 degree in a talent.
The emblem of the Brotherhood consists of a green
• Emerald Brothers are respected amongst the
tree in the style of vallaslin, its branches curving
Dalish and acknowledge by the city elves. Gain
around to shelter what is beneath. The brotherhood
+2 to interaction tests with any elves in Thedas.
believes that the Dalish must become the shelter
and strengthen it, rather than simply relying upon it • Gain 1 Willpower focus.
for succour. 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
Playing as an Emerald Brother
grew. The brotherhood sees this connection through The Emerald Brotherhood is extremely focused and
the green metal veridium as it appears a large portion driven. They understand what is at stake and rarely
of elven artefacts are constructed of it. spend time in indecisive action; if something needs
doing they do it. This doesn’t make them rash and
Joining the Emerald Brotherhood is more about they can be extremely patient if the success of the
conviction than ceremony. You must be able to put mission relies on it, but the urgency of their cause
the needs of the elven people ahead of your own leaves little room for second guesses or social niceties.
clan and blood. This is perhaps the most difficult
requirement and is what weeds out the uncertain
from the resolute. The brotherhood plays the A dventure H ooks
long game and is above petty clan problems. You • A human excavation uncovers a lost elven
must be an elf, for no shemlin or durgen’len can outpost.
understand the drive of the Dalish to be truly free.
As an organisation of action rather than rhetoric the • The NPC currently employing the players
brotherhood values practical skills. appears to possess ancient elven artefacts.
• A strategy put in place decades ago is about to
O rganisational S tructure come to fruition and a player brother is required
Areas Particulars to help.
Affiliates Dalish Clans
• A player brother has to choose between going
Assets Weapon caches, Dalish crafts, ancient relics to the aid of his clan or chasing an elven artefact
Expertise Investigation and recovery before it is lost forever.
Enemies Any organisations that obstruct their work
Leaders The Emerald Keeper, Defenders
Status Renown throughout the Dalish
R equirements
To join the Emerald Brotherhood you must be an Elf
and have 2 or more in Willpower to maintain your
conviction.
C lasses
Primary Classes Secondary Classes
Warrior/ Rogue Mage
F avoured S pecialisations
• Emerald Knight
• Keeper
• Ranger
27
L egion of the D ead
D r a g o n A ge
L egion of the D ead The closest any other people have come to
understanding the Legion are the Ferelden Ash
“Yes, Stone’s greetings friend Warriors but even they do not give themselves
eternally to death. For a Legionnaire their life has
You will fight ceaselessly in ended and they focus on nothing but the slaughter
The Legion of the Dead.” of Darkspawn. Given the limitless numbers of
the creatures infesting the Deep Roads there is no
-Motto of the Legion of the Dead. shortage of death awaiting them.
As a Legionnaire gives away all his worldly goods to
Perhaps one of the most melancholy and sad of all the his family it is down to the legion to equip them. They
organisations of Thedas is the Legion of the Dead. It is wear the markings of the Legion and carry nameless
both an indictment of the dire position the Dwarven weapons as befits the dead. When a Legionnaire falls
people find themselves in and a stark example of their equipment is taken and passed onto another
the extreme state of the Dwarven mind. For a dwarf recruit, the name of the previous bearer engraved in
the appearance of honour is everything. They may the plates so that the Legion will never forget their
connive and murder behind closed doors but to the own, even if the rest of the world has long forgotten.
public they must present nothing but an impeccable It is a social faux pas to carry the equipment of a
front. If for any reason a dwarf is discovered to Legionnaire, if you yourself are not of the Legion.
have acted dishonourably, As the Legion takes care
cheated, stolen or been of its own, anyone found
convicted of a crime their carrying the gear of their
dishonour stains their brethren is be met with
family as well. less than an enthusiastic
welcome.
Some families have fled
Orzammar rather than live When the Legion fights it
with the shame a single holds nothing back. Every
member had brought upon Legionnaire has already
them. Many of the surface died so death in battle
dwarves started their lives means little to them. They
as Orzammar exiles for this will fight against appalling
very reason. odds, standing against
an endless tide to the last
The Legion however provides drop of their lifeblood. Their
a light at the end of the tunnel. philosophies are a reflection of
It provides a form of social the Dwarf mindset taken to its
salvation for those that have extremes.
dishonoured themselves and their
families. The Legion accepts any dwarf, The heraldry of the Legion is as basic
regardless of caste, rank, history or creed. as it is direct. A stark white stylised
Joining the Legion is a death sentence, both Dwarven skull appears on a dark red field,
metaphorical and real. By joining the Legion representing the deaths that all Legionnaires
you are declared legally dead, all your previous suffer and the blood that is spilt in repentance for
misdeeds are expunged and your family receives there disgrace. The black border is the eternal
what bequeathments you have left to give. morning for lost brothers that no others will miss,
forever lost in the depths of the Deep Roads.
A funeral is held for you to say good bye to your
family and later that night you are initiated into the Joining the Legion is more than a choice of profession,
Legion, receiving the secret hazing and brutal tattoos to a dwarf it is a permanent and irreversible change
to mark you as one of their own. The next day you of life. The Legion becomes every part of their life,
are marched into the Deep Roads, returning only for their family and their friends. Leaving the Legion
supplies and new recruits. It is in the Deep Roads is unheard of. For a dwarf to forsake their people a
and the dark places of the world that you will live second time would mark them as inhuman monsters
out the remainder of your life, grimly fighting the deserving of nothing more than a horrific death at
darkspawn in the claustrophobic darkness of the the hands of the brothers they have abandoned.
earth, until your body catches up with your past and It is rumoured this is one of the reasons most are
you suffer the true death. kept in the Deep Roads, there is nowhere to run in
that dark maze. Nowhere that will grant anything
other than the horrible death you so richly deserve...
28
L egion of the D ead
D r a g o n A ge
O rganisational S tructure P laying as a L egionnaire
Areas Particulars To be a legionnaire is to embrace death in totality. It
Affiliates Dwarves, Grey Wardens, Ash Warriors is to accept your mortality as past tense and to face
anything that comes your way, regardless of danger
Assets Weapons, armour, keeps, endless recruits
or fear. Legionnaires are sombre figures who often
Expertise Forlorn Hope, holding the line stick to themselves, but may over compensate with
Enemies Anyone that threatens the Dwarven people heavy drinking and forced cheer. They will put
Leaders Lord of the Dead, Dirge Captains themselves in the path of danger at all opportunities
and rarely retreat, dying standing with the corpses of
Status Renown amongst Dwarves
their enemies around their feet.
Legionnaires are allowed a large amount of freedom,
R equirements as death can be found anywhere. However the main
To join the Legion of the Dead you must be a foe of the Legion is the darkspawn and anytime
disgraced Dwarf, no other requirements are needed. major incursions occur they call for their brothers
and sisters to come to the fight.
C lasses Those that adventure with legionnaires will see them
as a double edged sword. They are amazing warriors
Primary Classes Secondary Classes
who will cheerfully take on the most powerful of
Warrior/ Rogue - foes, allowing their allies to escape. However they
are prone to getting into fights at every turn, whether
victory is possible or not...
F avoured S pecialisations
• Legionnaire Scout A dventure H ooks
• Legionnaire Soldier • Survivors of a dwarf caravan are encountered,
gibbering about monsters in the woods.
O rganisational B onuses • An NPC tells a player Legionnaire that an evil
maleficar is summoning a pride demon to attack
• Gain 1 point in Willpower or Constitution
Orzammar.
to represent the resilience of mind and body
pounded into you. • The Legion is massing for a strike against a
darkspawn stronghold and requires the player
• Gain 1 degree in a talent.
Legionnaire to participate.
• Legionnaires are feared and respected by
• NPC raiders are found carrying the weaponry
Dwarves. Gain +2 to interaction tests with any
of the Legion.
Dwarves in Thedas and Ash Warriors.
• Gain 1 Perception focus.
29
L owland B andits
D r a g o n A ge
30
L owland B andits
D r a g o n A ge
O rganisational S tructure P laying as a B andit
Areas Particulars Banditry is rarely a deliberate choice. Most people are
Affiliates Criminal syndicates, The Cata, smugglers forced into desperate actions to support themselves.
However once immersed in the rough culture of a
Assets Hideouts, cave caches, loot
criminal organisation the allure of power to the
Expertise Theft, banditry, intimidation powerless can become intoxicating.
Enemies Ferelden military
Bandits place their personal safety above even profit.
Leaders King Jhing, bosses Their original purpose was self preservation and
Status Infamous in Ferelden theft was merely a means to an end. A living bandit
can always try and steal something else.
The casual violence and attitude to personal property
R equirements makes them difficult companions for the more
To join the Lowland Bandts you must be a desperate straightlaced, but the instinct for self preservation
individual, no other requirements are needed. and mutual trust required of bandit gangs ensures
they’ll always have their companions’ backs when
C lasses the chips are down.
Primary Classes Secondary Classes
Rogue Warrior A dventure H ooks
• The destruction of a local village precedes an
escalation of bandit raids on a nearby town.
F avoured S pecialisations • The players are asked to negotiate the return of
• Ranger stolen items with a local bandit king.
• Shadow • A PC bandit finds out that the law enforcement
they are working for has set up an ambush to
• Sniper
take out their original gang.
• A group of bandits arrested for the horrific
O rganisational B onuses murder of an entire family and subsequent
• Gain 1 point in Perception or Dexterity to blood rituals claims they have been set up by
represent the survival instincts needed to the local noble.
survive in a bandit gang.
• Gain 1 degree in a talent.
• 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.
31
M ages ’ C ollective
D r a g o n A ge
D r a g o n A ge
whole. Members may petition for the collective to • Members of the Collective are extremely good
consider a new applicant, but they will not be offered at hiding their activities. Gain +2 to interaction
entry until the collective thoroughly investigates tests whenever attempting to misdirect or lie.
their histories, activities and loyalties. Those mages
• Gain 1 Magic focus.
that have made it clear they dislike the shackles place
on them by the Chantry are far more likely to receive
an offer. P laying as a C ollectivist
However the Templars are always on the lookout Mages and their supporters join the Collective for the
for Apostates and their organisations and many company of like-minded scholars and researchers.
times mage ‘sympathizers’ have espoused anti There are few places a mage can truly feel free of
Chantry philosophies in order to gain access scrutiny or distrust. Collectivists feel both elated
to illicit mage movements. Non-mages can be and excited about their organisation and fearful of
employed without them knowing their employers, discovery. The potential to fully explore their magical
and a few will be trusted with the knowledge of power without recrimination is a powerful draw.
the collective’s activities. These will invariably be
A Collectivist will often build a carefully constructed
mage sympathizers, friends and family of mages, or
wall around their true feelings in order to keep non-
enlightened scholars who are more interested in the
members from learning about the organisation. Even
research being conducted than the people doing it.
close friends and family may be kept in the dark
to maintain absolute secrecy. This can be mentally
draining which is why over time most collectivists
tend to prefer the company of their fellows.
O rganisational S tructure
Areas Particulars A dventure H ooks
Affiliates Courier companies and employees
• A Templar asks the players to investigate
Assets Laboratories, money, information network suspected mage activity.
Expertise Esoteric research, information gathering
• A terrible disease is sweeping the local area,
Enemies The Chantry and all affiliates except for one village near an Elven ruin.
Leaders First Amongst Equals, Senior Researchers
• A player Collectivist is told that one of their
Status Hidden number has been captured by Templars and
must be freed or killed before torture loosens
their lips.
R equirements • A courier company hires the players to
To join the Mages’ Collective you must have a safeguard a package through the mountains.
Cunning of 2 or more and be a Mage or Mage
supporter.
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.
• Gain 1 degree in a talent.
33
M erchant G uild
D r a g o n A ge
D r a g o n A ge
to all interaction tests involved in mercantile
O rganisational S tructure endeavours.
Areas Particulars
• Gain 1 Communication focus.
Affiliates Artisans, farmers, craftsmen, merchants
Assets Warhouses, mercenaries, banks, businesses
P laying as a G uilder
Expertise Insurance, asset protection, finance, sales
The Merchants of the Guild take a perverse pride in
Enemies The Nobility of Thedas
their lack of Nobility. Many of the most successful
Leaders Merchant Master Talea, Head Ledgermen Guilders are more wealthy than all but the kings
Status Known throughout Thedas of Thedas and they flaunt it. However behind this
cocky confidence there is often a gnawing sense
of inferiority. That no matter how high you rise
R equirements or wealthy you become, the Nobility will always
exceed you simply by dint of birth. Guilders are
To join the Merchant Guild you must have a always on the lookout for new products to market,
Communication of 2 or more and not be of Noble materials to sell. Where others see desolation they
birth. see opportunity. Whether what they see is matches
with the demands of reality is another matter.
C lasses Soldiers in the employ of the Guild have a high level
Primary Classes Secondary Classes of morale as their pay is generous and always on
Rogue Warrior time. Their jobs are generally easy, but the high level
of loyalty ensures they will stick around for even the
most dangerous of missions. As promotion is based
on merit the Guild forces are never short of potential
F avoured S pecialisations recruits.
• Bard
• Duellist A dventure H ooks
• Guardian • A Noble finances the party to infiltrate the
Guild in order to get him admittance.
O rganisational B onuses • A player Guilder is required to aid in the
insurance mitigation of a caravan.
• Gain 1 point in Perception or Dexterity to
represent the keen hand and eye needed in the • A Guilder offers to pay the PCs to recover his
cutthroat world of business. property from bandits in order to avoid paying
his insurance premiums.
• Gain 1 degree in a talent.
• A courier company hires the players to raid the
• Guilders are excellent traders, capable of
warehouse of a prominent merchant.
turning almost anything to profit. Gain +2
35
M ist S talkers
D r a g o n A ge
D r a g o n A ge
there will be nothing to stop the Ferelden zealots Fereldans are of no threat and so a Mist Stalker will
from rampaging through the Wilds… interact with and even work alongside Fereldan
warriors. Their affiliation with the Mist Stallkers
is one of sworn oaths and blood trials rather than
uniform and heraldry. Virtually no Fereldan would
O rganisational S tructure know one Korcari Wilder from another and a Mist
Stalker is in no hurry to explain their affiliations to
Areas Particulars
them.
Affiliates Chasind Tribes
Mist Stalkers put their duty first and foremost, and
Assets Weapon caches, the Wilds
will take on these foes wherever they encounter
Expertise Insurgency, disappearing people them. A dead darkspawn here is one less that can
Enemies Ferelden threaten the tribes of the Wilds.
Leaders First Huntmaster Chekote, Shadowblades
Status Infamous in Ferelden, renowned in the Wilds A dventure H ooks
• A mercenary company camped near the Korcari
Wilds is losing men at an alarming rate.
R equirements • A player Mist Stalker discovers information on
To join the Mist Stalkers you must have a Perception a horde of Darkspawn moving towards Ostagar
of 2 or more and be a Chasind Wilder. and the Wilds.
• A noble has lost their son in the Wilds and
C lasses offers to pay the players to recover him.
Primary Classes Secondary Classes
• The players find a message on a dead Chasind
Rogue Warrior/ Mage suggesting a group of Mist Stalkers plans on
raiding a feuding tribe.
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.
• Gain 1 degree in a talent.
• Mist Stalkers are completely at home in the wild
places of the world. Gain +2 to all interaction
tests involving beasts and tribes from the
wilderness.
• Gain 1 Perception focus.
37
Q unari B eresaad
D r a g o n A ge
The Thedosian Chantries (both Tevinter and Qunari naturally grow sweeping horns, growing
Andrastian) consider all Quanri to be heathens, larger with age. Combined with their larger size the
followers of blasphemous false ideologies and Qunari stand out amongst the many races of Thedas
dangerous to the spiritual wellbeing of the peoples making the work of the Beresaad more difficult. To
of Thedas. As such they have repeatedly declared mitigate this the Ataam recruit a high percentage of
Exalted Marches against them with mixed results. naturally hornless Qunari to the Beresaad, a physical
difference not unlike the many hair colours amongst
On the part of the Qunari they consider the Chantry Thedosians.
and Thedosians in general as incomplete and to be
pitied. Part of the danger of the Qun’s ideology is To a Qunari hornlessness is quite intimidating and
the belief that only it can help people achieve their they will not generally remove them voluntarily,
true purpose. Therefore it is the duty of all Qunari partly as it is an irreversible decision. However
to educate others in the Qun, in severe circumstances a
or dispose of them if they naturally horned Qunari of
refuse. The very concept of the Beresaad will remove
what a Qunari is relies on their horns and many Tal-
this ideology. Vashoth will willingly cut
theirs off to intimidate
The horned giants most their former countrymen.
Thedosians consider to
be Qunari are simply the The Beresaad travel far
first race to develop and from Qunari lands to scout
embrace the philosophy, foreign people, to learn
but they consider all their cultures and assess
who follow the Qun to be their military strength.
Qunari. Because of this, any Depending on their mission
elf, dwarf of human found they may be required to
amidst their ranks is also perform covert military
Qunari and given all the same action including the assassin of
rights and responsibilities as any foreign dignitaries and theft of
other child of the Qun. strategic documents.
To accomplish their task of assimilating Like all Qunari the Bersesaad strongly
other cultures, the Qunari are broken identify themselves and measure their
into multiple branches, each governing a worth by their occupation and the tools
specific aspect of Qunari culture. As expected used to represent it, which in the case of the
for an overtly militant culture, one entire third of Beresaad is their weapon. This identity is so strong
their social structure is given over to the military that loss or theft of their weapon can cause such
or Ataam. The Ataam is led by the Arishock, one shame and loss that they throw themselves into
of the three leaders of the Qunari known as the battle in an attempt to regain their honour in death.
Triumvirate. The Arishok’s words are law and his The Beresaad do not possess an emblem unique to
soldiers will obediently follow them to whatever their organisation. The Qunari don’t feel the need to
end. This creates a formidable military force with assign such things to the divisions of their society.
morale and discipline matched only by the most Instead they are identified by the symbol for all
fervent Andrastian knightly orders of Thedas. Qunari, a white diamond depicting the interlacing
Within the Ataam there exists a division whose of all parts of the whole together. The black field
purpose is to be the vanguard of the Qunari. They represents the darkness and ignorance of the world
scout new countries and study their cultures. They and the white of the diamond signifies enlightenment
are the most highly trained of the Ataam and their that only the Qun can provide when all people are
will is iron. They are the Beresaad. joined as one in its cause.
Like all parts of Qunari society, the Beresaad is a Unlike the majority of Qunari society the Beresaad
gender restricted organisation. Qunari efficiency are not assigned their role. They will almost always
and philosophy dictates that each individual is be from the Ataam and thus trained as a Qunari
soldier, but they must earn their position in the
38
Q unari B eresaad
D r a g o n A ge
Beresaad. Rarely someone from outside the Ataam Because they operate far from home they are more
will be recruited into the Beresaad after already self reliant than most Qunari. They must spend much
being assigned their position, but in most cases they time amidst foreign peoples and ideas and must
will be a highly accomplished warrior whose actions possess a strong understanding in the Qun in order
on the field have proven their worth as a Beresaad to prevent any of these strange ideas from infiltrating
operative. their minds.
The war of ideology is much harder fought for the
Beresaad for they do not have the Ben-Hassrath to
O rganisational S tructure help them with spiritual matters. Because of this
Areas Particulars they are given much greater leeway in learning
Affiliates Qunari foreign customs and practices and may even develop
idiosyncratic behaviours not in keeping with the
Assets Everything needed
average Qunari.
Expertise Infiltration, asymmetric warfare
However their role is of such vital importance that
Enemies Non-Qunari this is overlooked by the Ben-Hassrath in order to
Leaders The Arishok and Atani ensure Qunari culture is preserved and the teaching
Status Renown amongst Qunari of the Qun eventually spread to the ignorant things
of Thedas.
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.
• Beresaad are considered exceptional warriors
amongst their people. They gain +2 to all
interaction tests with Quanari
• Gain 1 Communication focus.
P laying as a B eresaad
Like all Qunari the Beresaad are single-mindedly
devoted to their role. They see their actions as doing
honour to their people and themselves. They always
put their people before themselves, ensuring that
whatever they do is benefit to all. They are allowed
to form bonds with people from other cultures and
indeed will travel extensively with them in order to
further their goals.
39
S anguine M inistry
D r a g o n A ge
40
S anguine M inistry
D r a g o n A ge
Those who are not mages may still join the Ministry,
and they become Sanguine Paladins, bloodletters
P laying as a S anguine
of ferocious power and ability. Due to Chantry’s
misguided hatred of magic and blood the Ministry
M inister
requires many Paladins to protect their priests and To be one of the Ministry is to know a great truth and
ensure the blood work of the Maker is done in the to know that most Thedosians will never know this,
secret halls and meeting places of the Ministry. or ever accept it.
The most powerful priests, known as Blood Priests Someone of the ministry will try every attempt to
are capable of reaching beyond the Fade to draw proselytise, albeit surreptitiously and indirectly.
power into their blood, gaining a part of the immortal They are fervent believers in Andraste and The
power of the Maker himself. The Chantry denounces Maker so will come across as devout to those that
these acts as blasphemous demon worshipping, don’t know their true beliefs.
but the Ministry knows the truth and pities the
misguided efforts of the Chantry to suppress the true
teachings of Andraste.
A dventure H ooks
• The players uncover a strange chantry with
symbols of blood.
O rganisational S tructure • A blood mage is found amongst some enemy
Areas Particulars NPCs and asks for sanctuary from a player
Affiliates Blood Mages
Minister.
R equirements
To join the Ministry you must have a Perception of 2
or more and be an Andrastian.
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.
• Gain 1 degree in a talent.
• Ministers have a strong rapport with the hidden
parts of Thedas . They gain +2 to all interaction
tests with apostates and heretics.
• Gain 1 Willpower focus.
41
S eekers of T ruth
D r a g o n A ge
D r a g o n A ge
representatives on Thedas. However the lyrium Chantry and must always weigh the consequences of
addiction resulting from their Templar training can their actions. The Chantry may set the course, but it
impact on Seeker duties and so some are chosen from knows the Seeker must find the best way.
outside this brotherhood.
As a result Seekers walk a tightrope between their
There are many would-be Chevaliers and knights duty and the consequences of their actions. The
from across Thedas who have heard the Maker’s Chantry expects nothing less than the perfect
call and joined the Seekers, for there can be no more execution of a Seeker’s duties, but the enemies of the
honour in mortal life than to defend the Chantry and Chantry are not always so cooperative...
all she holds dear.
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.
• Gain 1 degree in a talent.
• Seekers have a powerful presence. Gain +2 to
all interaction or intimidation tests with those
within the Chantry and Templars.
• Gain 1 Perception focus.
P laying as a S eeker
Seekers have a strong will and an unbending sense of
duty. 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.
However a Seeker is no wrecking ball, they are subtle
and circumspect. They are highly visible agents of the
43
T emplar O rder
D r a g o n A ge
44
T emplar O rder
D r a g o n A ge
mage, there is no reasoning with them, and if the However not all Templars believe that their mission
Templars are prepared, the mage’s magic is often requires the kind of force and compassionless attitude
useless. Driven by their faith, the Templars are one evinced by the majority. These Templars may have
of the most feared and respected forces in Thedas. had friends or family taken to the Circle and have
a more human approach to their duties. These
O rganisational S tructure individuals still see themselves as performing the
Areas Particulars Maker’s work but they seek to change attitudes from
Affiliates The Chantry, Seekers within the organisation rather than from without.
Assets Any Chantry assets
Expertise Investigation, interrogation, suppression
A dventure H ooks
Enemies Apostates • A PC templar recognises a lost family member
Leaders Knights-Vigiliant, Kinghts-Divine
amidst the coven of apostates discovered in the
wilderness.
Status Famous throughout Thedas
• A Templar is accused of abuse and assault by
the young apostates in their custody.
R equirements • A group of warriors claiming to be Templars
has taken control of a local village.
To join the Templars you must have a Constitution of
2 or more and be an Andrastian. • The local Templar Knight-Captain requests the
PCs help him find two missing Templars.
C lasses
Primary Classes Secondary Classes
Warrior Rogue
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.
• Gain 1 degree in a talent.
• Templars are celebrated heroes to the common
people. Gain +2 to all interaction tests with non-
mage commoners.
• Gain 1 Communication focus.
P laying as a T emplar
Templars are holy warriors. They believe in the
Maker, the Chantry and the Divine above all else. No
matter the distasteful things they may have to do in
their duties, a Templar knows it is just.
Templars have a hard time around apostates. Unless
specifically hunting them they won’t immediately
attempt subjugation, but the mere presence of an
apostate can put them on edge. The same is true
for any mage in the presence of a Templar, apostate
or no. Their mana suppression skills make them a
potent defence against magic.
45
T he C arta
D r a g o n A ge
As a result the casteless The Carta isn’t too fussy about symbology. Anything
dwarves of Orzammar intimidating or violent suits
have few prospects. them. A common image is
Consigned to live in a that of crossed axes behind
crumbling ruin on the a stylised grinning dwarf
social and economic skull on a black field. It gets
fringes of the dwarven the point across.
capital, most resort to Joining the Carta is less
begging, prostitution, about opportunity and
or crime. Many female more about inevitability.
casteless attempt to hunt The majority of Dusters are
the men of the castes in at least affiliated with the
attempt to beget sons Carta and more than a few
and thus rise in station by surface dwarf families have
joining their caste. had dealings with them as a
The majority of casteless result of their social expulsion
however turn to crime. Just from Orzammar.
as all rivers eventually join the No Caste dwarf may join the Carta.
sea, all casteless who turn to crime This single rule is taken extremely
eventually become part of the Carta. seriously and anyone found bringing in
The Carta is a powerful and ancient a Caster or being one is immediately put to
dwarven crime syndicate headquartered in death. The Casters have made life miserable for
Dust Town near Orzammar, composed entirely of the Casteless and there is no way in Stone the Carta
casteless dwarves. Given no other alternatives in will provide any support to their kind. Of course that
the grim world of Dust Town, and restricted from doesn’t mean someone from a Caste that has lost
performing legitimate work, few casteless dwarves their status can’t join, although the recently Casteless
can resist joining with the Carta for their livelihood. aren’t seen much differently.
In recent years the Carta and its dealings have become Apart from that the Carta will take anyone even non-
a threat to even Orzammar itself as the dusters dwarves, as part of their surface operations. All that
boldly walked the streets of Orzammar during the matters is that you pay your dues and do as you’re
Fifth Blight, enacting an extortion and intimidation told. Given the amount of money that flows through
racket upon merchants in the Commons. Carta coffers due to their extensive blackmarket
Lyrium trade, many humans and city elves have
Carta dwarves specialize in smuggling lyrium, been more than keen to join in order to get a piece
weapons, and slaves, and they command a of the pie.
formidable racket in Dust Town, patronizing
prostitutes, beggars, and businesses. Recently they
have extended their activities topside, using groups
of surface-dwelling dwarves to smuggle weapons,
lyrium, surface luxuries, people, and other goods
between Orzammar and human lands.
46
T he C arta
D r a g o n A ge
O rganisational S tructure P laying as part of the
Areas Particulars
Affiliates Apostates, criminal organisations
C arta
Being one of the Carta provides not only a means for
Assets Dust Town, weapon caches, Lyrium deposits
survival but a means to gain power no casteless dwarf
Expertise Smuggling, theft, extortion could normally receive. The ability to intimidate
Enemies Orzammar those of higher station can be intoxicating and often
Leaders Boss, left and right hands leads Carta members into foolhardy situations.
Status Infamous in Orzammar The cutthroat nature of the organisation means
that most Carta members tend to prefer the direct
approach. Intimidation and violence are the preferred
R equirements methods of dealing with most situations rather than
the foreign notions of negotiation and compromise.
To join the Carta you must have a Dexterity of 2 or Such methods are for the weak and spineless, those
more and be casteless. that can’t fight for themselves.
47
T he C rows of A ntiva
D r a g o n A ge
D r a g o n A ge
O rganisational S tructure P laying as a C row
Areas Particulars Being a Crow isn’t so much a choice as it is an enforced
Affiliates Antivan nobility, criminal organisations lifestyle. Raised from a young age most Crows know
nothing else except how to kill, and kill well. Despite
Assets Antivan nobility, spies, banks, archives
this rather imbalanced upbringing they have been
Expertise Assassination, blackmail, espionage given extensive training in etiquette and socialising
Enemies Anyone in their way in order to more effectively complete their missions.
Leaders Guildmaster, masters As a result Crow initiates tend to have unnaturally
Status Infamous throughout Thedas slick communication skills that can put the more
discerning on edge. Although a Crow knows the
correct words to use and manner in which to use
R equirements them, they often do not fully understand why they
are to be used. To a Crow their mission comes first
To join the Crows you must have the Crow Initiate second and third. They are merely tools to be used to
backgorund. further the organisation’s goals and no action is too
extreme, or method too vile to achieve this.
C lasses Such sociopathic behaviour is to be expected of
Primary Classes Secondary Classes individuals raised into a life of brutality and murder.
Rogue Warrior The fact that their life is forfeit should they fail in
their assigned missions helps to further motivate
their already goal orientated personalities...
F avoured S pecialisations
• Assassin
A dventure H ooks
• A noble hires the PCs to protect him from
• Shadow
assassination attempts.
• Sniper
• A PC Crow must undertake an assassionation
against the merchant that just hired the party.
O rganisational B onuses • An orphanage in the city has seen children
• Gain 1 point in Cunning or Communication to go missing over the last few months and the
represent the skills needed to ply the trade of caretakers appear disinterested in finding out
the Crows. why.
• Gain 1 degree in a talent. • The Crows hire the players to keep watch on a
house while they undertake an unknown task
• Crows are notorious everywhere. Gain+2 on all
inside.
interaction or intimidation tests against anyone.
• Gain 1 Dexterity focus.
49
The Dread Wolf’s Gift of Blood Vengeance
D r a g o n A ge
D r a g o n A ge
magic is channelled into it. This is the howling wolf • As part of the Gift you are required to infiltrate
in honour of the Gift of Fen’Harel. and deceive humans. You gain +2 to any
interaction tests with humans.
O rganisational S tructure
• Gain 1 Communication focus.
Areas Particulars
Affiliates None
Assets Hidden caches, forgotten lore
P laying as a G ift O perative
There are some challenges to overcome when playing
Expertise Infiltration, terrorisation, assassination
as a member of the Gift. If the party consists of elves
Enemies Shemlin and even dwarves then there are no real problems.
Leaders Great wolf, wolf brothers Even human party members won’t pose a problem,
Status Unknown outside the Dalish except that members of the Gift won’t ever be honest
with them or get close to them. They will simply be a
means to an end.
R equirements They will have no problems interacting with
humans, but it will always be a facade. Their mission
To join the Gift you must have a Willpower of 2 or
takes priority over the party’s needs and may even
more and be an elf.
contradict them. As their goal is ultimately genocide
via infiltration and terrorism they won’t be best
C lasses buddies with humans for longer than is necessary
Primary Classes Secondary Classes and if their party members ever find out they may
Rogue/Mage Warrior not react well...
A dventure H ooks
F avoured S pecialisations • Someone has hired the adventurers to find the
• Assassin person responsible for mysterious goings on.
• Reaver • The players are hired by a mysterious
individual to take down an apparently
• Shadowmancer dangerous person.
• The players are declared to be responsible for all
O rganisational B onuses the deaths and ill fortune plaguing a local noble.
• Gain 1 point in Cunning or Constitution to • A PC member of the Gift must gain the trust of
represent the training of mind and body needed the noble employing the players in order to set
to defeat the shemlin. them up for a spectacular fall.
• Gain 1 degree in a talent.
51
T he O rder of the W hite L otus
D r a g o n A ge
T he O rder of the
and claimed it combined their own spiritual system
with ideals brought back from a mysterious culture
W hite L otus across the seas. They put great stock in prophecy
and legend and believed that the darkspawn would
“We are grey; we stand between the darkspawn and be defeated in the last blight. Within the Way many
the light, Wardens saw a better path to help the world. The
Seheronese made no attempts at conversion, but
We do what must be done when others lose sight, the message of oneness and a place for all appealed
In peace vigilance, in knowledge wisdom, in sacrifice to many wardens, including the then unknown elf
victory, in life the Way.” Garahel.
Centuries past the Grey Wardens fought the Their mandate was to defend all of Thedas from the
darkspawn hordes bestride the backs of magnificent blight, regardless of race or creed. They had Dalish
griffons. These beasts gave the Grey Wardens recruits, dwarvish volunteers and even a few Chasind
unparalleled manoeuvrability, enabling them to from the southern wastes. Their cause transcended
reposition in minutes. They cultural boundaries and the
could scout darkspawn Way was a perfect match.
movements, predict their However many amongst the
destination and deliver devout Andrastian wardens
this vital intelligence to saw this encroachment as
necessary governments blasphemy and a dilution
before the darkspawn were of the true faith. No matter
within sight of their target. how apolitical the wardens
However by the end of were supposed to be,
the fourth blight, whether nothing could completely
through attrition, disease override their lifelong beliefs.
or magic the griffons of This fracture came to a head
the wardens were no more. at the close of the fourth
Their ultimate fate has been blight and it saw the loss of the
the subject of countless stories wardens’ most potent weapon,
and minstrels’ songs and many the griffons.
romantics believe them to be hidden Many of the Seheronese had
away somewhere in Thedas, awaiting shown a natural gift in controlling
the day of their return. the griffons, the calm surety of their
What even the Warden leaders at Weisshaupt demeanour placating the temperamental
do not know is that their own order perpetrated beasts. When Orlesian Warden-Commander
the disappearance of the griffons in the years Vareux, himself a hardline Andrastian, realised the
following the fourth blight. Over the decades leading power the Seheronese wielded he sought to remove
to the fourth blight the Wardens underwent many them permanently. Under his command he sent the
internal changes. They recruited as far and wide as greater contingent of Wayists around the flank of
they could and in so doing absorbed many cultural the horde, ostensibly to destroy the emissary covens
peculiarities and philosophies. The majority of the stationed there. However on their arrival the Wayists
Wardens were Andrastians, but not all and despite were beset by an entire wing of dragon thralls led by
their singular goal, frictions formed between the the Archdemon itself.
disparate cultures. Realising Vareax’ duplicity the Wayists fought
In the Anderfels political power was shifting to the their way free, but not before losing four fifths of
Wardens, giving them unprecedented control. Many their number to the onslaught and Garahel to the
within the Wardens disapproved of this, seeing it Archdemon. The griffons were decimated in the
as overstepping the bounds of their charter and a attack and Vareux controlled the remainder. The
dangerous precedent. The commanders at the time Wayists determined that partisan power could not
saw it as an opportunity to further the financial longer be tolerated amongst the Wardens and under
support needed to keep the wardens going. the cover the Archdemon’s death they disappeared
into the annals of history. Over the following
During the fourth blight the need for recruits soared. centuries they developed into the Order of the White
Many joined from countries virtually unknown to Lotus, a secret organisation hidden in the Frostbacks
the Andrastian wardens. One of these was Seheron. intent on preserving the griffon line until it would be
Their peculiar spirituality did not adhere to Chantry needed during the final Blight when it is said all will
dogma but they fought with courage and honour. The come undone.
Seheronese wardens called their philosophy the Way
52
T he O rder of the W hite L otus
D r a g o n A ge
The Order uses a stylized white lotus, a flower native
to Seheron, as its emblem. The lotus is born a dark
P laying as an O rder
purple and lightens over time, symbolising the
enlightenment discovered through the Way. In the
I nitiate
place of petals their heraldry bears feathers, symbolic Becoming a member of the Order is a lifetime
of their stewardship of these mighty beasts. Two commitment. It is a change in the perception of the
rippling lines stretch from side to side to represent world and your place in it. It is to understand and
the open sky and open mind of the Way. accept those things that must be, will be and those
things that should not, must not.
Joining the Order is impossible unless someone
invites you in. Their secrecy has been maintained for An initiate of the order understands that to defeat
hundreds of years and only someone pure of mind the blight sacrifices must be made. They will do
and capable of seeing beyond the concerns of their whatever is necessary to safeguard the future until
own mortal life would be considered. prophecy is fulfilled.
The Order knows that the time for secrecy will soon
be over. Legend and prophecy will converge and A dventure H ooks
Thedas will once again know the keening battlecry
• Someone has hired the adventurers to find the
of the griffon war flock...
person responsible for mysterious goings on.
O rganisational S tructure • Local villagers are terrified by strange flying
Areas Particulars creatures.
Affiliates None • A mysterious corpse is found with the symbol
Assets Hidden caches, griffons of a lotus on it and a coded scroll.
Expertise Griffons, ancient lore, prophecy, patience • A PC initiate is asked to steal evidence that
Enemies Darkspawn exposes the order and its charges.
Leaders Grey Council
Status Unknown
R equirements
To join the Order you must have a Communication
of 2 or more.
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.
• Gain 1 degree in a talent.
• Those of the order are unnaturally serene,
making it hard to understand their true
intentions. Gain +2 to all interaction or
deception tests.
• Gain 1 Cunning focus.
53
T he S isterhood
D r a g o n A ge
T he S isterhood girl red from head to toe backed into a corner slashing
out with exhausted desperation at the monsters
Over the centuries Ferelden has seen innumerable before her. Dane’s sudden appearance startled the
threats, from Orlesian occupation to darkspawn beast and as it turned to slash out the girl drove her
and blood mages. In each case these have been met dagger up into its rib cage, finding its heart.
with steel and valour and the people of Ferelden After burning the dead with reverence and the
have emerged victorious. However there was a time werewolves for safety, Dane was at a loss as to the
when steel broke and courage flagged, when all girl. She refused to part with the woollen cloak
seemed lost and darkness covered the land. A time found amidst the bodies of her parents now stained
when people hid themselves away in their homes with their blood and the look of defiance in her eyes
during the night, terrified to leave for fear of the evil was impressive in one so young. He tempted her
menacing Ferelden. This was a time of despair and a with the succour of the Chantry but she decried any
time for heroes; it was the Black Age and werewolves Maker that would let beasts slaughter the innocent.
stalked the land. She vowed instead to fight by his side and slay the
Fear had a stranglehold on all Fereldans and no one monsters so no others would have to wear the blood
could tell who was a werewolf or where they would of the innocent as she did. When asked her name she
strike. Frenzied mobs of petrified villagers burned said it was dead with her family and she would take
their neighbours in orgies of destruction in an attempt a new name befitting her new purpose.
to save themselves from the Thus did Danica come to
infection and the country travel Thedas with the
descended into chaos. The akonight. She stayed with
pious prayed constantly for clans and tribes, learning
deliverance but none came. their skills and honed her
It is said in the darkest of abilities as she grew older
times the fiercest lights until she was able to fight
shine all the brighter and alongside Dane. She became
Ferelden sorely needed instantly recognisable
such a light before it amongst the villagers of
completely unravelled at Thedas, the blood red
the seams. So it was that the cloak around her shoulders
wolfbane found Ferelden, billowing in the wind and
clinging to the edge of sanity. steely determination in her
None knew from whence he eyes.
came but all would know his In Seheron she parted ways with
name; beastslayer, akonight, Dane, staying to learn the arts of
Dane. the fog warriors and mastering the
Dane’s exploits from those dark times chain axe. Dane vanished not long
are legendary and countless ballads have after and Danica continued her mission,
been written in his honour. It was said that a recruiting others to her cause and forming
werewolf would unconsciously cringe in fear at what would be called the Sisterhood. Orphans
his very name and the taint of their blood could not and urchins joined her, all determined to defend
touch him. those who could not defend themselves.
It was during his crusade to rid the lands of the The emblem of the Sisterhood consists of a stylised
werewolf plague that the sisterhood was formed. wolf head emblazoned on a white field. Over the top
Chasing a werewolf pack into the deep woods he of this is the distinctive blood red cloak, symbolically
came across a woodcutter’s cabin beset by the foul interposed between the beast and its victims. While
creatures. With fury he smashed his way through a sister still draws breath, no creature will harm the
the pack and into the cottage, but it was too late. innocent.
Blood spattered the walls and body parts were The sisterhood accepts anyone with the determination
strewn everywhere. Despairing that he had driven and strength of will needed to hunt down the dark
the creatures to their door Dane vowed to avenge things of the world. The common people call them
them. He became more of a beast than the creatures Red Cloaks after the blood-red capes they wear in
themselves, tearing them apart and roaring with memory of Danica and to honour the innocent blood
rage. spilt. Many a village has huddled in fear waiting for
It was only the sound of whimpering and defiant death only to be delivered from darkness by the Red
screams that broke through his blood frenzy. Fighting Cloaks.
his way through to the kitchen he discovered a young
54
T he S isterhood
D r a g o n A ge
O rganisational S tructure P laying as a S ister
Areas Particulars The Sisterhood are tireless hunters, tracking beasts
Affiliates The people through the dark places of the world without
support and without quarter. A sister is self reliant,
Assets Hunting lodges, caches
determined and will use whatever means at their
Expertise Beasthunting disposal to defend the innocent.
Enemies Werewolves, monsters
Being a sister means putting others first, defending
Leaders First Sisters those that cannot help themselves. Should a sister
Status Known throughout the wilds of Thedas witness an innocent attacked, they will think nothing
of stepping in to defend them, no matter the risk.
Although they hunt beasts in the dark places of the
R equirements world, they won’t hesitate to strike down the unjust
and the wicked should they encounter them.
To join the Sisterhood you must have a Willpower of
2 or more.
A dventure H ooks
C lasses • The Players encounter a solitary scarlet-clad
warrior in the woods, beset on all sides by
Primary Classes Secondary Classes
werewolves.
Rogue Warrior/Mage
• A PC sister witnesses a noble become a
werewolf and attack beggars in dark alleys.
F avoured S pecialisations • A sister confronts the Players, accusing one of
them of being a monster.
• Duelist
• The players encounter a demonic disease
• Ranger
sweeping through the children of the local
• Beasthunter village, infecting them with inhuman rage. How
do you defend the innocent from themselves?
O rganisational B onuses
• Gain 1 point in Dexterity or Perception to
represent the speed and reflexes needed to hunt
monsters.
• Gain 1 degree in a talent.
• The sisterhood are seen as heroes in the
wilderness. Gain +2 to all interaction tests with
commoners.
• Gain 1 Cunning focus.
55
W aking S ea P irates
D r a g o n A ge
W aking S ea P irates Ships on all sides were destroyed but the Qunari were
halted. When the Chantry declared Exalted Marches
Moving cargo by ship is generally considered much against the Qunari in the Storm Age it was in need
safer and more importantly faster than moving it of ships to fill the decimated ranks of Thedas’ navies.
in long winding caravans. Ships can cut around Qunari dreadnoughts were formidable opponents,
mountain ranges, sail all day and all night and avoid taking three ships for every one lost
most political unrest in a region. However they run Pirate captains that had survived the wars gathered
into their own unique problems. While bandits, at Llomerryn to hide from the Qunari onslaught. But
Carta and Crows plague the overland businesses they knew they couldn’t hide forever. Under a flag of
of Thedas, it is the pirate fleets that terrorise their parlay they argued their differences in the rough and
oceanborne brethren. read manner of pirates. After days of debates they
Once upon a time these pirates were little more realised they had no choice, they would have to band
than opportunists, individual ships based out of the together under one flag and fight alongside their
coastal city of Llomerryn that erstwhile victims or face conversion or annihilation
preyed on sea traffic and by the Qunari.
which were frequently the When Thedas’ navies began
target of concerted efforts moving on Qunari positions,
by the Orlesians and Free they found a huge fleet
Marches cities to destroy sailing out of the darkness
them once and for all. After alongside them. The
each such effort, new pirates Llomerryn pirates had come
would appear to fill the and the Felicisima Armada
vacuum and thus the cycle was born. The pirates
continued. brought their knowledge of
In times of war what is stealth and trickery to bear,
considered a pirate becomes plaguing Qunari supply lines
a grey area as kingdoms grant and even launching seaborne
letters of marque to disreputable invasions against the Qunari
captains to fight as privateers coast. For a time it was said the
alongside the navy. They are given Armada was the premiere naval
free rein to plunder enemy ships power of Thedas, and after the
and even raid enemy coastal cities. To signing of the Llomerryn Accord they
their foes they are black pirates intend on maintained their association rather than
nothing but slaughter and booty, but to their disband, much as others might have hoped.
own people they are heroes fighting against their The Felicisima Armada survives to this day and
enemies with courage and valour. it has swept all other independent raiders away
Wars never last forever and many captains having becoming the unofficial guild of pirates. Wealthy
gotten a taste for piracy remain privateers and merchants often pay the leaders of the Armada,
eventually begin raiding their own kingdom to rather than risk having their ships commandeered
increase their wealth. These corsairs are common up and their merchandise stolen and sold on the black
and down the coasts of Thedas but generally only market. They’re hardly unified, and bloody battles
hunt in ones or twos making them easier to avoid between Armada leaders are frequent, but any attack
or scare off. It is rare that the proudly independent by outsiders will cause them to instantly put aside
pirate captains would work together but when it their differences and close ranks... and thus the
does happen few navies are capable of standing up raiders have become far more of a plague in the last
to them. century than they ever were before.
The invasion of the Qunari hundreds of years ago The pirates of the Armada are traditionalists despite
precipitated a series of events that led to the largest their organised structure. They prefer the classic
pirate fleet ever assembled and the consequences of symbols of piracy; money, skulls, sword and blood.
that formation are still felt to this day. During the Given their prosaic nature these tend to be hastily
Steel age the Qunari made great inroads into Thedas, painted across whatever comes to hand to proclaim
their technological superiority overcoming anything its allegiance.
that could be thrown at them. No ship was spared in There is many a legend told about the dashing
the conquest of Thedas. This came to a head during and romantic life aboard a Raider vessel and many
the battle of the Nocen Sea, the largest naval battle in youngsters run away from their responsibilities
Thedan history. to try their luck at sea. The truth is somewhat less
enticing. Pirates and raiders are scoundrels and
56
W aking S ea P irates
D r a g o n A ge
smugglers all, intent on booty and plunder. So long
as each pirate does their job the armada couldn’t
P laying as a P irate
care less who joined their ranks. Each captain has The life of a pirate is a lot less glamorous than most
complete freedom in choosing their own crew, which people believe. A ship is the domain of its captain
has resulted in some rather bizarre combinations due and their word is law. Considering the type of
to the eccentric nature of the captains. They stick to a personality needed to rule a pirate ship, working on
peculiar code of ethics that only a true pirate would one is a rough and brutal affair.
understand is just a guideline...
Pirates consider nothing but their next score. A pirate
O rganisational S tructure ship only runs for as long as the booty lasts; even the
iron will of its captain won’t keep hungry deckhands
Areas Particulars from mutinying for long.
Affiliates Smugglers
Assets Llomerryn, hidden caches, bribed officials A dventure H ooks
Expertise Piracy, raiding, smuggling
• The ship the players are on is attacked by
Enemies Merchants and navy ships pirates.
Leaders Pirate King, Captains
• The players are hired to recover stolen
Status Infamous throughout Thedas merchandise.
• A PC pirate must choose between defending
their captain or joining a mutiny.
R equirements
• Ships are being raided at sea by a mysterious
To join the Pirates you must be able-bodied and force unaffiliated with the Felicisima Armada.
willing to do your captain’s bidding.
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.
• Gain 1 degree in a talent.
• Pirates are consummate showmen. You gain +2
to any interaction tests whilst at sea.
• Gain 1 Communication focus.
57
P art 3
MYRIAD MASTERIES
A dditional S pecialisations ...
S pecialisations
D r a g o n A ge
S pecialisations If a character starts at level 1 with a specialisation
then they have effectively been ‘brought up’ into
There are countless fighting styles and techniques it. It is generally recommended that if characters
available to any adventurer willing to learn. In Dragon begin play with a specialisation that all players start
Age these are represented by Specialisations. These with one in order to ensure an even playing field. If
add variety to a character, enabling them to stand out players are happy not to start with a specialisation
from their fellows. Each specialisation represents a then you can offer an additional talent to compensate
specific set of training, a martial tradition or way of or they can start as normal.
life that may impact profoundly on the character’s In order to take a specialisation at level 1 you need
life. They should be thought of as more than just a to fulfil the normal specialisation prerequisites as
couple of extra abilities; they give your character well as be part of an organisation that teaches the
plenty of roleplaying opportunities. What follows specialisation. These organisations themselves may
are additional rules for several new specialisations as have prerequisites as well. See the organisation section
well as an alternative way to take them. for details. Without an organisation supporting them
a level 1 character is simply not experienced enough
T aking S pecialisations to learn a specialisation. The following is a list of
organisations and the specialisations they teach.
Normally a character can take a specialisation at
level 6. Whether they can take another one at level S pecialisations by O rganisation
11 remains to be seen. Here we provide a way to take Organisation Specialisations
multiple specialisations and to take one from level 1
Ash Warriors Berserker, Champion, Guardian
as well. The table below indicates which levels you
can take an advance in a specialisation. For simplicity Blackstone Champion, Guardian, Ranger,
Irregulars Sniper
we assume you can only take these specific ranks at
these specific levels for any given specialisation. Blood Takers Reaper, Reaver
Champion, Guardian, Weapon
Chevaliers
S pecialisation L evels Master
Novice Journeyman Master Circle of Magi Battlemage, Spirit Healer
1 3 5 Beast Hunter, Champion, Trick
Dragon Hunters
Shooter
6 8 10 Emerald Battlemage, Emerald Knight,
11 13 15 Brotherhood Guardian, Keeper, Ranger
16 18 28 Berserker, Legionnaire Scout,
Legion of the Dead
Legionnaire Soldier
Ranger, Shadow, Sniper, Trick
A character can take up to three specialisations, Lowland Bandits
Shooter
starting at each of the indicated Novice ranks. Bard, Battlemage, Guardian.
A character may take a specialisation at Level 1, Mage's Collective Shadowmancer, Shaman,
effectively starting with a specialisation. However Shapeshifter
this has specific limitations on it and should deeply Bard, Beast Hunter, Duellist,
Merchant Guild
affect the background of the character. Guardian
Assassin, Beast Hunter, Druid,
MULTIPLE SPECIALISATIONS Mist Stalkers
Shaman, Shapeshifter, Sniper
For ease of play we assume that although you Qunari Beresaad
Champion, Duellist, Guardian,
may know multiple specialisations you cannot Ranger, Weapon Master
use them simultaneously. As many require you to Battlemage, Blood Mage, Guardian,
Sanguine Ministry
be in a specific mode it seems difficult to imagine Necromancer, Reaper, Reaver
how you could be in two or more at once. This Assassin, Shadow, Sniper,
Seekers of Truth
also helps avoid any contradictions two different Templar, Weapon Master
specialisations might produce. Templar Order Champion, Duellist, Templar
The Carta Berserker, Duellist, Trick Shooter
However for the more adventurous GMs you can
try stacking specialisation effects if you wish. Just The Crows of Assassin, Shadow, Sniper,
Antiva Weapon Master
use a single activation action to enter multiple
modes if required. Any contradictions should be Waking Sea Pirates Duellist, Shadow, Trickshooter
dealt with logically but ultimately the GM decides Assassin, Blood Mage, Keeper,
what happens. The Gift Reaper, Reaver, Shadowmancer,
Shapeshifter, Sniper
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then it is impossible for the character to start in it Novice: You are an expert in the manipulation of
unless the GM and player develop a concept that people. You gain +1 to all Communication tests. You
they are happy with. In this instance whatever gain an additional Roleplaying SP when you roll
allowed them to take the specialisation should have stunts on a Communication (Performance) test.
had as profound an impact on them as being part of
Journeyman: Your skills at deception allow you to
an organisation would.
strike the enemy where it hurts. If an enemy fails
The arcane warrior for example is not actively taught their Dirty Fighting test they suffer your Strength in
by any organisations which means a character would penetrating damage.
normally be unable to start play as one. However
Master: Your wit and guile are capable of
you could develop a concept around the character
wrongfooting even the most fearsome of foes. Any
whereby they were brought up as a foundling by an
time an opponent generates stunt points against
inscrutible warrior sage in the woods who taught
you in melee you can make a Communication
them the mysterious arts of the arcane warrior. So
(Deceive) test vs their Willpower (Self Discipline). If
long as everything fits together there should be no
you succeed they lose a number of SP equal to your
real hindrance to creating the character you want.
Dragon Die, which can reduce their SP to 0.
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
D uellist
Novice: You learn the Dueling Weapon Group
and may choose to use the Accurate, Defensive, or
E xisting S pecialisations Piercing special rules when attacking with them (see
Dragon Age Set 2 introduced three specialisations Volume 1: Valut).
per Class. These were very basic, containing only
Journeyman: Your precise attacks hit opponents
a few bonuses to each Class. What follows are
where it hurts. While fighting in the Dual Weapon
modifications and additions to some of these existing
Style, you inflict an additional +1 damage with melee
specialisations. When using the specialisations
attacks. Your skill makes it difficult for opponents to
introduced later in this section it is recommended
gain the upper hand. You count as two people for the
that you also use the modifications to the existing
purposes of outnumbering.
specialisations found here. Hopefully this helps to
balance all the specialisations against each other.
Additional Modifier: Mages suffer -2 to casting spells
T emplar
when adjacent to an enemy. 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
A rcane W arrior this power already (eg from the dwarf backgrounds
Novice: You learn a new weapon group of your in Set 2) increase it by +1. If you roll Stunt Points on
choice and you can use Magic to satisfy the weapon your resistance test equal to or greater than the mana
minimum Strength recommendation.. You no longer cost of the spell, it fails to affect you at all.
suffer penalties for casting adjacent to enemies.
Journeyman: Your blows can drain mages of their
You can enter Combat Magic mode by taking an mana. When you damage a mana-using creature
activate action and spending 5 mana. While in this with a melee attack, they also lose 1d6 + your Magic
mode you add Magic instead of Strength to your in mana. Your attacks also count as magical.
damage with melee weapons (attacks count as
Master: You can cleanse an area of ongoing magic.
magical) and you can, if you wish, use any Stunt
This is a major action and inflicts a –2 penalty to
Points generated by a melee attack on magic stunts
Defence until the beginning of your next turn. All
instead of normal ones. You can end Combat Magic
ongoing spells within 6 yards of you end immediately.
mode with another activate action.
Spells that were only partially cast are also cancelled
Master: When you activate Combat Magic mode, and actions previously spent on casting them are
you can spend an additional 3 MP per round to shift wasted. Mana using creatures within this area must
yourself so you exist partly in the real world and make a Strength (Might) test or be knocked prone
partly in the Fade. This is called a Fade Shroud and and suffer 1D6+ your Magic in Penetrating damage.
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
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N ew S pecialisations D ruid
The following are new specialisations for use in Alongside Shamans the Druids are an ancient
Dragon Age. Some of these originate from the form of magic practitioner rarely seen in modern
computer games however many of these have no times. Unlike the Shamans who live their lives
precedence within the Dragon Age setting and were amongst spirits, Druids focus on balance between
created alongside the organisations listed previously. the Fade and reality. They seek to understand the
These were designed as much as possible to fit within spiritual alongside the material, utilising both in a
the structure of Dragon Age but they may not be to greater harmonious whole. They spend long days
everyone’s taste. Feel free to chop and change them contemplating and communing with the life of the
as you see fit. forests and the spirits of the Fade. When a druid
is roused they can call on the aid of both and woe
Note: The three Dragon Age: Origins specialisations betide any that cross them.
originally presented in Volume 1: Vault are reprinted
here for convenience. DRUID TALENT
Class: Mage
Requirement: You must have Communication and
M age S pecialisations Cunning 3 or higher.
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N ecromancer
A legendary ability rarely seen, necromancy is
an abhorrent art. Even the Tevinter dislike this
practice, not only for its disturbance of the dead,
but because it requires flirting with demons even
more so than blood magic. For necromancy is the
art of demon subjugation and binding and is thus a
rather risky proposition. The necromancer reaches
into the Fade and forcibly tears a demon from its
embrace, imprisoning it in a corpse to act according
to the necromancer’s will. The more powerful a
necromancer the more powerful the binding; some
are said to be able to raise dread revenants to send
against their foes. Necromancy is however extremely
taxing and drains the user’s mana very quickly,
which in itself can leave the necromancer with no
protection against their own creations...
NECROMANCER TALENT
Class: Mage
Requirement: You must have Magic and Willpower
3 or higher.
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Novice: You have learned to bind lesser demons to Journeyman: You may now summon a number of
your will. To create an undead construct you must skeletons up to your Magic score, costing 10 mana +2
first enter Binding mode. This requires an activate per corpse. Your constructs may now move up to 3x
action and a successful TN 15 Willpower (Self your Magic score in yards from you.
Discipline) test. If you fail and roll triples, you must Master: You may now summon a revenant or arcane
roll on the Magical Mishaps table (see Chapter Five: horror, costing 20 mana. Your constructs may now
Magic). move up to 4x your Magic score in yards from
As a major action you may summon a number of you. Control tests on these constructs are opposed
corpses up to your Magic score, costing 8 mana Willpower (Self Discipline) tests.
+1 per corpse.They may not move further than 2x
your Magic score in yards from you. You control
these corpses for a number of rounds equal to your
S hadowmancer
Magic score. You must then make a a Willpower Since time immemorial mages in Thedas have
(Self Discipline) test vs TN10+ the number of corpses been feared. Many turn to blood magic as a way to
you are controlling. Success grants control again strengthen themselves against their enemies. Others
for a number of rounds equal to your Magic score. develop a mastery of shadowmancy. This subtle
Failure means the corpses do nothing and you suffer art focuses on obscuring the casting of spells and
2D6 penetrating damage. Rolling stunts on a failure making the mage all but invisible to their adversaries.
means the corpses turn on you and attack. It requires Experienced Shadowmancers can even make it
a minor action every round to direct your constructs. appear as though someone else had cast their spells.
Many witch hunts have been confounded when the
If you wish to unbind them you must perform a leading firebrands appear to throw fireballs at their
control test as an activate action. Success indicates erstwhile followers.
the demons are sent back to the Fade and their hosts
collapse to the ground. Failure results in the normal SHADOWMANCER TALENT
repercussions. Uncontrolled constructs Class: Mage
will revert to GM controlled npcs after Requirement: You must have Dexterity and
1D3 rounds. Cunning 3 or higher.
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S haman S hapeshifter
One of the oldest magical practices in Thedas is the Although the Circle of Magi denies the rumours this
summoning of and communication with spirits. rare art survives in the forgotten corners of Thedas.
Spirit Healers are a specialised example of this Mastery of their bodies allows shapeshifters some
form, choosing to concentrate on a single facet of protection and flexibility making them durable
this communion. The shamans of more primitive opponents and staunch allies.
peoples however speak to spirits and the souls of the
SHAPESHIFTER TALENT
dead for many reasons; to discover hidden truths,
learn forgotten lore or even to gain their aid and Class: Mage
protection. Few people practice shamanism now that Requirement: You must have Perception and
the Chantry and its Mage Circles exist throughout Magic 3 or higher.
Thedas, but there are still those that seek out the old
ways amongst the Chasind and Avvars. Novice: As an Activate Action the Shapeshifter may
change shape into any Paltry sized animal and one
SHAMAN TALENT specific Typical sized animal chosen when taking
Class: Mage this specialisation. They use all the creature’s special
Requirement: You must have Communication and rules, weapons, Speed, Defence as well as their Con,
Magic 3 or higher. Dex, Per, and Str attributes and attendant Focuses
and retain every other attribute including Health.
Novice: You have learned to summon spirits and the Whilst in another form they cannot use their own
shades of the dead. To gain some of the power of a spells (except to cancel the shift) nor Focuses from
Spirit you must first enter Summoning mode. This Attributes that have been replaced. This expends 8
requires an activate action and a successful TN 14 mana (16 for an Ordinary animal) and 2 per minute
Magic (Spirit) test. If you fail and roll triples, you must (4 for an Ordinary Animal).
roll on the Magical Mishaps table (see Set 2 Magic).
The specific animals chosen must have been studied
Whilst in Summoning mode you can, as a minor
and/or observed by the caster beforehand. You may
action, question spirits and gain a +2 bonus to tests
only shapeshift into untainted Beasts and Dragons
about lore, history etc. This can include more specific
(see Esoterica 2: Bestiary).
questions regarding the events in a certain location,
especially if someone died there and their unquiet Journeyman: The Shapeshifter can now change into
spirit can be contacted, subject to GM approval. any Typical sized animal and one specific Large
animal. Shifting into a Large animal expends 24
Journeyman: Your experience with the souls of the
mana and 3 per minute.
dead grows more intimate, sustaining you. You
can ask spirits and shades to aid you more directly. Master: The Shapeshifter can now change into any
Whilst in summoning mode you gain +1 to cast spells Large sized animal and one specific Enormous
and as a minor action can regain your Magic score in animal. Shifting into an Enormous animal expends
Health. 32 mana and 6 per minute.
Master: The souls of the dead and spirits from the
Fade are drawn to your call and will attack any that R ogue S pecialisations
cause you harm. Whilst in summoning mode anyone
that inflicts damage on you suffers penetrating spirit
damage equal to your Magic score and must pass a
L egionnaire S cout
Willpower (courage) test vs TN 15 (Fear Horrible) Most tales of the dwarven Legion of the Dead
or suffer -2 to tests involving you for the rest of the are likely minstrels’ fabrications, but the trail of
encounter as they are attacked and hounded by the darkspawn corpses that the Legion leaves behind
unnatural fury of your allies. proves the efficacy of their training. Legionnaire
scouts often travel ahead of their companions,
and consequently become renowned for unusual
hardiness, able to survive battles that would kill any
other rogue.
LEGIONNAIRE SCOUT TALENT
Class: Rogue
Requirement: You must have Constitution and
Dexterity 3 or higher.
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Journeyman: The combined strength of body and animal at a time, per Encounter.
mind allows you to weather all hardships. You may
use Constitution (Stamina) in place of Willpower (Self A nimal A lly
Discipline) and vice versa when required to make a
Location Animal
test (including spell resistance). Enemies suffer -1 to
any Backstab attempts against you. Towns/Cities Boar, Dog/Mabari, or Donkey
Forests/Plains Black Bear, Boar, or Wolf
Master: Your toughness has become legendary,
putting many warriors to shame. You ignore the first Mountains/Hills Giant Spider, Halla, or Wolf
point of damage suffered in every hit, regardless of Caves/Deep Roads Giant Spider or Bronto
any special effects applied to the damage. You gain a
+1 bonus to resist any poison and magic effects. Journeyman: The Ranger can ascertain trail conditions
and the lay of the land at a glance. Their Exploration
R anger Stunts cost 1 point less than normal and they can
reduce the level of any environmental Hazard by one
Rangers have an affinity for open country and
if they pass a Perception (appropriate) test vs a TN
wilderness, but as independent scouts and militia,
set by the GM.
they are opportunists, not stewards of nature. They
exploit every advantage of their environment, and Master: After many encounters the Ranger can
can lure wild beasts to attack their foes. summon more powerful creatures to their aid. The
Ranger may call the same animal one Rank higher (see
RANGER TALENT Volume 2: Bestiary) if they pass their Communication
Class: Rogue (Animal Handling) test vs TN 17 instead.
Requirement: You must have Perception and
Communication 3 or higher.
R eaper
Novice: As an Activate Action the ranger can call an There are many dark talents one can learn if they
animal to fight its enemies using a Communication have the stomach. Alongside the reaver, reapers are
(Animal Handling) test vs TN 13. It will leave if it is demoniacally aided fighters that revel in the kill.
ever reduced to 5 Health or less or when there are They are bloody dervishes delighting in the arterial
no enemies to fight. It is up to the GM to determine spray and the screams of the dying.
what kind of animal(s) are available; there is a table
below as a guide - although you can roll 1D3 or 1D2 REAPER TALENT
and count across if you like. You may only have one Class: Rogue
Requirement: You must have Dexterity and
Willpower 3 or higher.
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S niper
When you need to eliminate an enemy leader or take
out a target quietly you employ a sniper. These deadly
shots aim for instant kills, piercing vital organs. They
are capable of setting up elaborate ambushes and
remaining motionless for hours at a time in order to
take their shot. In the heat of battle they are a still
point in a chaotic storm, calmly loading, aiming and
loosing in fluid motions, leaving nothing but the
dead in their wake.
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move action. You may use a ranged weapon as part
S pirit T hief of a charge action and don’t have to finish adjacent to
Although spirit thieves employ magical abilities, they an enemy. You can perform the Knock Prone stunt
are not mages; instead, they flirt with inhabitants of for free if you also perform another stunt with an
the Fade who agree to augment mortal abilities in equal or greater cost. You can only perform one free
exchange for a glimpse of the physical world. They stunt at a time.
use the power of a spirit to strike at the very soul of
Master: Your skill with missile weapons is legendary.
their target, draining away their essence.
You ignore cover penalties completely and hit three
SPIRIT THIEF TALENT targets with a Dual Strike Stunt, expending 3 pieces
Class: Rogue of ammunition in the process. You can now perform
Requirement: You must have Communication and the Disarm or Rapid Reload stunt for free if you also
Perception 3 or higher. perform another stunt with an equal or greater cost.
You can still only perform one free stunt at a time.
Novice: You have learned to summon spirits. To gain
some of the power of a Spirit you must first enter
Summoning mode. This requires an activate action
W arrior S pecialisations
and a successful TN 14 Magic (Spirit) test. If you fail
and roll triples, you must roll on the Magical Mishaps B east H unter
table (see Set 2: Magic), even though you aren’t a There are countless fighting styles and techniques
mage. Whilst in Summoning mode you receive +1 to throughout Thedas, each designed around a specific
backstab and bluff tests and gain +1 to resist enemy philosophy or purpose. The Beast Hunters exist for
spells. but one purpose, the slaying of dangerous animals.
Journeyman: With a deeper connection to the Fade They develop a knack for tracking and stalking these
you can draw more power. When making attacks creatures, eventually cornering them and dealing the
in Summoning Mode you drain the target’s soul. If deathblow.
you inflict any damage on the target they must take Through experience and training the Beast Hunter
a Magic (Spirit) test vs your Perception (Seeing). will learn a creature’s weak spots and behaviours,
Failure inflicts a -2 penalty to all their tests until your ensuring that no prey survives their strike.
next turn and halves their movement. Your attacks
count as magical for the purposes of doing damage BEAST HUNTER TALENT
to spectral/incorporeal targets. Class: Warrior
Requirement: You must have Cunning and
Master: You can shape the energies of the Fade into Dexterity 3 or higher.
impossibly thin blades that cut across dimensions.
The extra damage you inflict in a backstab is increased
Novice: You have learned to track creatures
by your Magic score. All backstab damage you do is
through all terrain. Gain +2 to any tests involving
now penetrating spirit damage.
the searching, stalking, tracking etc of creatures.
If you make an Aim action you gain a bonus to
T rick S hooter damage equal to your Cunning when attacking any
adversaries up to Typical size.
The skills of a trick shooter are amazing to witness.
They can fire in even the most contorted positions, Journeyman: You gain the damage bonus when
hit a gnat in mid-flight and fire multiple shots attacking adversaries up to Large size and double
simultaneously. They have an uncanny knack of this against Typical sized adversaries. Bonus damage
hitting the most difficult targets, finding chinks in becomes piercing.
the enemy’s armour and striking with precision.
Master: You gain the damage bonus when attacking
TRICK SHOOTER TALENT adversaries up to Enormous size and double this
Class: Rogue against Large sized adversaries. So skilled are you
Requirement: You must have Dexterity and that this bonus damage becomes penetrating.
Perception 3 or higher.
L egionnaire S oldier
The Legion of the Dead has a way of hardening
a person. Those that don’t die early after joining
become some of the most fearsomely powerful
grizzled veterans in Thedas. Their stamina is without
equal and they will stand resolutely in the face of
overwhelming odds.
LEGIONNAIRE SOLDIER TALENT
Class: Warrior
Requirement: You must have Strength and
Willpower 3 or higher.
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Master: Your resilience is superhuman. When you
reach 0 Health you are not affected by the dying
S pirit W arrior
condition and may act normally. You will still die Although spirit warriors employ magical abilities,
after the required number of rounds, but are not they are not mages; instead, they flirt with
incapacitated. You now ignore the first two points of inhabitants of the Fade who agree to augment mortal
damage suffered in every hit. abilities in exchange for a glimpse of the physical
world. Naturally, the Chantry’s templars rarely
acknowledge that distinction.
R eaver
SPIRIT WARRIOR TALENT
Demonic spirits teach more than blood magic.
Reavers terrorize their enemies, feast upon the souls Class: Warrior
of their slain opponents to heal their own flesh, and Requirement: You must have Communication and
can unleash a blood frenzy that makes them more Constitution 3 or higher.
powerful as they come nearer to their own deaths.
Novice: You have learned to summon spirits. To gain
REAVER TALENT some of the power of a Spirit you must first enter
Class: Warrior Summoning mode. This requires an activate action
Requirement: You must have Constitution and and a successful TN 14 Magic (Spirit) test. If you fail
Willpower 3 or higher. and roll triples, you must roll on the Magical Mishaps
table (see Set 2: Magic), even though you aren’t a
Novice: The demonic energies at your command mage. Whilst in Summoning mode you receive +1 to
warp you visage into something unnatural and your Defence and gain +1 to resist enemy spells.
horrible. You must use an activate action to enter
Journeyman: With a deeper connection to the Fade
Reaver mode. While in Reaver mode every enemy
you can draw more power. When making attacks
must take a Willpower (Courage) test with a TN 13
in Summoning mode you do an additional amount
or suffer -2 to all tests against the Reaver for the rest
of penetrating Spirit damage equal to your Magic
of the encounter. This is the same as a Fear (13) value
score. Your attacks count as magic for the purposes
(see Esoterica 2: Bestiary for details).
of doing damage to spectral/incorporeal targets.
Journeyman: You can manipulate the dark energy
Master: You burst with energies drawn from the
within you, using it to extract the life from the
other side of the Veil, dealing spirit damage to all
recently dead and restore your own body. Whilst
enemies nearby, particularly harming creatures from
in Reaver mode you will gain 1D6 Health back for
the Fade. As a major action whilst in Summoning
every creature you kill in melee, so long as you can
Mode you can perform a Fade Burst action, suffering
pass a Magic (Entropy) test VS TN 11.
a –2 penalty to Defence until the beginning of your
Master: Your demonic power erupts in a fountain of next turn as you concentrate. This is a Magic (Spirit)
violence the closer you come to death. You gain +3 test vs TN 14 and if successful every enemy within
to damage when your Health drops below half and 8 yards suffers penetrating Spirit damage equal to
+6 when it drops below a quarter. However while your Magic score. Demons and Spirits (see Volume
Reaver mode is active you cannot receive Healing of 2: Bestiary) suffer double that. Your ability to resist
any kind. spells increases to +2.
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70
P art 4
THE POPULACE
NPC s , T alents and S pells ...
N ew T alents
D r a g o n A ge
D r a g o n A ge
make an Opposed test pitting your Willpower (Self STREETWISE
Discipline) vs the chosen Demon’s. If you succeed
Classes: Mage, Rogue and Warrior
you manage to fend off the demon for now. If you
Requirement: You must have Perception 3 or higher.
fail, record the Dragon Die result. The next time you
take this test the Demon adds this to their test. Each
successive failure adds to this, so that eventually you Your contacts and experience on the streets enable
will not be able to force the Demon out. You will be you to avoid or escape their dangers.
lost, leaving nothing but the demon... Novice: You know how to deal with the seedier parts
of town. You gain a +2 bonus to any tests interacting
with the underbelly of a town, from beggars to
MUSIC whores and gangs. This includes turning them into
Classes: Mage, Rogue and Warrior Contacts.
Requirement: You must have the Communication
Journeyman: You are aware of or know how to find
(Performance) focus or the Cunning (Musical
secret bolt holes, smuggling tunnels, gambling dens
Lore) focus and Communication 3 or higher.
etc. You can pry these details from the aforementioned
underbelly with a successful test, the type and TN
You have a natural talent for music. of which are up to the GM. Without this Talent it
Novice: You know how to play an instrument, sing, would either be impossible and/or very dangerous
and write and read music. You have learnt one (resulting in a shiv to the kidneys or ambush) to
ancient song to inspire your comrades. uncover these secret locations.
Journeyman: Your musical journey continues as you Master: Whilst in urban environments you are
learn to play more instruments. You know how to supremely confident and capable. You can use any
play a total number of instruments equal to your exploration stunt for 1 point less than normal when
Communication. You learn an additional song. in an urban context. You may always choose to be in
an advantageous position.
Master: You are a true virtuoso. You can play all the
instruments common to Thedas. If you come across a
more exotic instrument, you can learn to play it with ARTISAN
1d6 weeks of practice. NPCs start out with a positive
Classes: Mage, Rogue and Warrior
disposition towards you due to your fame and skill,
Requirement: You must possess the appropriate Focus.
regardless of your background.
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A dditional S under
Journeyman Tier
E nchantments You damage the target’s armour. Instead of causing
There are many ways to infuse magic into an item. an Injury, you can reduce the target’s armour by 1 pt.
The ancient Tevinter art of rune carving is but one of They will need to get it repaired.
these, preserved into the modern day by the Circle
of Magi.
F lesh T earer
Skilful enchanters can create their own effects,
Master Tier
binding them within the materials of an item. Unlike
a rune, these enchantments cannot be removed from Missile and thrown weapons only
an object. Their nature is intrinsically bound within
The missile stays in the target, preventing them
the item.
running whilst it’s in. They lose 1D3 health every
Each enchantment has its own Tier which works just round while it’s still in. Removing the missile
like Rune Tiers when enchanting. requires a Healing test vs TN 15.
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A dditional S pells damage, 1D6 Fatigue and is stuck in place, unable to
make any move actions. A successful test just inflicts
The following are additional spells, including some damage instead.
for the Battlemage specialisation.
S pellbloom
Magic School: Spell Type: Mana Cost:
Creation Utility 7 MP
B lizzard
Magic School: Spell Type: Mana Cost: Casting Time: Major Action Target Number: 13
Primal Attack 10 MP Test: None
Casting Time: Major Action Target Number: 17
The caster creates an energizing bloom of magic that
Test: Constitution (Stamina) vs. Spellpower grants friendly mages additional mana. Once cast
any mage (including the caster) within your magic
An ice storm engulfs the enemy, tearing at their score in yards receives an additional 2 mana every
flesh and freezing them solid. You may cast this at round for a number of rounds equal to your magic
any point within 30 yards of you. Anything within score.
twice your Magic in yards of the target point takes
2D6 penetrating damage, 1D6 Fatigue and is stuck in S tinging S warm
place, unable to make any move actions. A successful Magic School: Spell Type: Mana Cost:
test just inflicts damage instead. Creation Attack 9 MP
The Blizzard lasts for a number of rounds equal to Casting Time: Major Action Target Number: 15
your Magic attribute and every round those within
it must make a Constitution (Stamina) vs Spellpower Test: Constitution (Stamina) vs Spellpower
test to avoid being frozen in place again. Every
round within the Blizzard inflicts an additional 2D6 A swarm of biting insects descend on the target. One
penetrating damage. Targets suffer -1 Speed for the target within 40 yards takes 1D6+Magic penetrating
rest of the encouter. Those killed by Blizzard are damage over a number of rounds equal to your
frozen solid. Magic score. A successful test reduces this to Magic.
Casting Time: Major Action Target Number: 16 Casting Time: Major Action Target Number: 14
The caster’s hands erupt, emitting a bolt of lightning The battlemage thrives in the heat of combat, creating
that inflicts electricity damage on a target, then forks, a field that drains life from nearby enemies. Any
sending smaller bolts jumping to those nearby, enemy within your magic in yards takes 1D6+Magic
which fork again. You strike a single target within penetrating damage. Passing the test reduces this to
20 yards, inflicting 3D6+Magic penetrating damage. magic. Any target that fails the test grants the caster
Any target within your Magic score in yards from 1D6 Health back, at the cost of 2 MP.
the first target is hit with 1D6+Magic penetrating
damage. If the target passes its test, it suffers your E lemental C haos
Magic score in damage instead. Magic School: Spell Type: Mana Cost:
Battlemage Utility 8 MP
T empest Casting Time: Major Action Target Number: 16
Magic School: Spell Type: Mana Cost:
Test: Magic (Primal) vs Spellpower
Primal Attack 10 MP
Casting Time: Major Action Target Number: 16 The battlemage creates a field of chaotic, swirling
energy that continuously harms nearby enemies. All
Test: Dexterity (Acrobatics) vs. Spellpower
enemies within your magic in yards takes 2D6+Magic
The caster unleashes a fierce lightning storm that penetrating damage counting as all damage types.
deals constant electricity damage to anyone in the Passing the test reduces this to 1D6+Magic. You may
targeted area. You may cast this at any point within keep this field going every round at the cost of 3 MP
30 yards of you. Anything within twice your Magic per round up to your Magic in rounds.
in yards of the target point takes 2D6 penetrating
75
NPC C reation
D r a g o n A ge
D r a g o n A ge
C ivilian L evel 1
Starting Talents: You begin as a Novice in one Talent and
Not everyone in Thedas is a sword or spell wielding Journeyman in another.
maniac bent on the slaughter of his foes. The majority
of Thedosians are peasants, craftsmen, merchants Starting Focus: Start with one additional focus of your choice.
and scholars. These civilians gain little in the way L evel 2
of combat experience, instead accruing extensive New Talent/Degree
knowledge in their fields of interest. L evel 3
This is technically a fourth class for Dragon Age, New Talent/Degree
although it’s really just one of the normal classes L evel 4
sans class abilities. It’s here mostly to create many
New Weapon Group: Light Blades, Slings, Bows, Staves, or
of the NPCs found in this section but can also be
Spears.
taken by players if they so wish. Being a Civilian
gives you plenty of freedom to create a character L evel 5
around whatever concept takes your fancy as they New Talent/Degree
have access to more Talent levels than any other L evel 6
Class. However they receive no class abilities and are New Focus: Gain 1 additional Focus, ignoring Level
restricted taking combat Talents making them less restrictions.
useful in a combat heavy game.
New Talent/Degree
Primary and Secondary Abilities L evel 7
Choose three Abilities to be your Primary ones. New Talent/Degree
Everything else is a Secondary Ability. L evel 8
Starting Health New Talent/Degree
• Sword and Shield Style New Weapon Group: Light Blades, Bludgeons, Slings, Bows,
Staves, or Spears.
• Ignore the Class limitations on other Talents. L evel 15
Specialisations New Talent/Degree
Civilians cannot take Specialisations: They take a L evel 16
Talent level whenever they would be expected to New Focus: Gain 1 additional Focus, ignoring Level
take a Specialisation level. restrictions.
77
NPC C reation
D r a g o n A ge
C ivilians R ogues
Civilians make up the majority of the Thedosian Thieves, ne’er-do-wells, scouts, cads and plain
population. They are the bakers, farmers, scholars murderous scum, Rogues ply their trade wherever
and nobles that run the day to day of civilisation. there is coin to be made. Lithe and quick-witted
Those that choose to take up adventuring will be they find their particular skills in high demand from
represented by one of the normal Classes instead. shady merchants and even the nobility. As quick at
the mouth as on their feet Rogues are often found at
The following table lists the various things a Civilian
the centre of political intrigues and the instigator of
NPC has at each Rank.
bawdy jokes.
C ivilian R anks The following table lists the various things a Rogue
NPC has at each Rank.
Rank Talents/ Focuses Weapon Class
Degrees Groups Abilities
Ordinary 5 3 2 -
R ogue R anks
Rank Talents/ Focuses Wpn Class Abilities
Veteran 9 9 3 -
Degrees Grps
Elite 13 15 3 -
Ordinary 2 3 4 Backstab,
Lord 17 21 4 - Rogue’s Armour,
Stunt Bonus
Veteran 4 8 4 Bluff, Stunt
Bonus, Dirty
Fighting
M ages Elite 7 13 4 Lethality,
Thedas has a long and tumultuous history with Slippery, Stunt
magic. From the ancient elves to the Tevinter Bonus
Imperium magic has been central to Thedosian Lord 9 18 4 Perforate,
existence. Mages come from all walks of life, some Quickshot
learn under shamans in the wilds, others are taken in
by the Chantry and raised in the Circle of Magi. All Rogues are divided into four Archetypes defined by
have access to extraordinary power and consequently their Primary Attributes. They are as follows:
extraordinary risk from the denizens of the Fade.
Rogue: Communication, Dexterity, Perception.
The following table lists the various things a Mage
NPC has at each Rank. Ruffian: Communication, Dexterity, Strength.
Shark: Dexterity, Perception, Willpower.
M age R anks Scoundrel: Communication, Perception, Cunning.
Rank Talents/ Focuses Wpn Spells Class
Degrees Grps Abilities
Ordinary 2 3 2 4 Arcane Lance
Veteran 4 8 2 7 Spell Lance,
Long Lance
Elite 6 13 2 10 Power Lance,
Stunt Bonus
Lord 7 18 2 12 -
78
NPC C reation
D r a g o n A ge
W arriors NPC H ealth
Walking mountains of muscle and a temperament to Levels Base Health Average
match, Warriors make up the mainstay of militaries 1-10 10 1D6+Con 3.5+Con
across Thedas. Merchant guards, noble bodyguards
11-20 - Con Con
and the Templars of the Chantry all represent the
physical presence Warriors have and the muzzled
violence just waiting to be unleashed. An Ordinary Rank NPC like a Bandit would thus
have Con+3.5 x 3 levels plus Base 10 for being a
The following table lists the various things a Warrior Typical Creature. Bandits have a Con of 2 so they
NPC has at each Rank. would receive (2+3.5) x 3 (16.5) plus Base 10 for a
total Health of 26 (fractions rounded down). This
W arrior R anks is really just like creating a PC character at a higher
Rank Talents/ Focuses Wpn Class starting level and working out their levels all at once.
Degrees Grps Abilities To avoid gimping NPCs we assume they receive a
Ordinary 4 4 4 - minimum of 1 Health per level within the Rank even
Veteran 6 9 6 Stunt Bonus, if they have a Con of 0 or less. ie the Bandit with -6
Stunt Bonus Con would roll 1D6+ (-6) and get 0. This would still
Elite 9 14 6 Expert Strike, grant 1 pt of Health.
Veteran Averages are given if GMs would rather not roll
Lord 11 19 6 Quick Strike, copious quantities of dice. After calculation round all
Stunt Bonus fractions down.
Note: All NPC Health is calculated using their
Warriors are divided into four Archetypes defined current Constitution value, effectively working on a
by their Primary Attributes. They are as follows: retroactive basis. This just makes it easier to work out
Warrior: Constitution, Dexterity, Strength. their Health values and will generally only change
their Health by a few points at most.
Leader: Communication, Dexterity, Strength.
Skirmisher: Constitution, Dexterity, Perception. M ana
Brute: Constitution, Strength, Willpower. NPCs receive Mana in a similar manner to PCs,
although they all receive the same starting amount.
PCS AND ARCHETYPES
The following table lists the type of dice rolled to
Each of the NPC Classes listed here possess determine Mana for an NPC when it Ranks up. The
three additional Archetypes represented by their NPCs listed in this document all use the Average dice
Primary Attributes. These create a subtle but roll listed to work out their Health (adding fractions
notable difference between NPCs generated from and then rounding down).
the same Classes.
If the GM wishes players can use these Archetypes NPC M ana
to create their own characters, creating additional Levels Base Health Average
differences between characters of the same Class.
1-10 10 1D6+WP 3.5+WP
Note that these Archetypes may change the
capacity for characters to take some Specialisations 11-20 - WP WP
by changing which Attributes can be increased
when. Note: All NPC Mana is calculated using their current
value, effectively working on a retroactive basis just
like Health. Unlike the core rules, all Mages in this
H ealth document use their Willpower score to determine
NPCs receive Health in a similar manner to PCs, Mana, rather than their Magic.
although they all receive the same starting amount.
The following table lists the type of dice rolled to
determine Health for an NPC when it Ranks up. The
NPCs listed in this document all use the Average dice
roll listed to work out their Health (adding fractions
and then rounding down).
79
NPC C reation
D r a g o n A ge
80
C ivilians
D r a g o n A ge
C ivilians Advisors are useful contacts in a court due to their
detailed knowledge of the goings on of the various
The majority of Thedosians are Civilians, going about lackeys, sycophants and minor nobles that plague the
their day oblivious to the encroaching darkness. court. However their position of confidence with the
Civilians are the cooks and merchants, farmers and nobility means that they can be formidable enemies.
scholars on which civilisation rests. It is they that Given their experience an advisor can be a potent
adventurers protect on their bloody escapades, or at demagogue, rousing their audience to action,
least that’s what they tell themselves... whether in defence of some noble ideal, or simply to
lynch their rivals...
A dvisor
Every nobleman needs an advisor. Trained in the A dventure H ook
ways of etiquette, history and conversation they The noble’s most trusted advisor wishes to bribe the
provide a valued voice in a noble’s court. However players into performing an act of espionage.
their political nous and ambition can often get them
into hot water with convoluted schemes and risky
negotiations.
ADVISOR
Rank Class Race
Veteran Civilian Human
A bilities ( focuses )
4 Communication (Etiquette, Persuasion)
1 Constitution
Cunning (Research, Writing,
4
Historical Lore, )
1 Dexterity (Initiative)
1 Magic
3 Perception (Empathy)
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: Lore (Master), Linguistics (Master), Silver
Tongue (Novice), Contacts (Journeyman).
W eapon G roups L anguages
Brawling, Light Trade, (mother tongue),
Blades, Staves. +4 from Linguistics
E quipment
Steel Dagger [1], Light clothes [1].
Encumbrance: 2 Capacity: 3
81
C ivilians
D r a g o n A ge
82
C ivilians
D r a g o n A ge
C hirurgeon C oachman
Despite the prevalence of magic in Thedas, most Travelling Thedas is not for the faint of heart. Beasts
people will never see a healing mage. Instead and brigands abound across the lands, more than
they rely on the skills of trained physicians to set willing to part a person with their life. But for those
broken bones and administer curatives for fevers. that can’t afford a sea voyage, travel by coach is the
Chirurgeons rely on herbal remedies and poultices fastest option. Coachmen must be tough to endure
to fix the greater number of ailments they encounter. the weather as they drive and resolute in the face
Commoners trust chirurgeons and will go to them of danger should they be waylaid. Many a time
for advice. 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.
A dventure H ook
Coaches are going missing in a narrow mountain
pass.
CHIRURGEON COACHMAN
Rank Class Race Rank Class Race
Veteran Civilian Human Ordinary Civilian Dwarf
A bilities ( focuses ) A bilities ( focuses )
4 Communication (Investigation) 2 Communication (Animal Handling)
1 Constitution (Drinking) 2 Constitution (Fortitude)
Cunning (Research, Writing, Healing, 0 Cunning
4
Herb Lore)
1 Dexterity (Staves)
1 Dexterity
-1 Magic
1 Magic
1 Perception
3 Perception (Empathy, Seeing)
3 Strength (Drive)
0 Strength
1 Willpower
1 Willpower (Morale, Self Discipline)
C ombat R atings
C ombat R atings
Speed Health Defence Armour Rating
Speed Health Defence Armour Rating
9 26 11 2
11 46 11 1
A ttacks
A ttacks
Weapon Attack Roll Damage
Weapon Attack Roll Damage
Ironbark Club +3 1D6+3 (+2)
Steel Dagger +1 1D6+1
F avoured S tunts
F avoured S tunts
Advantageous Positioning and Jest.
The Object of your Attention, And Another Thing.
S pecial R ules
S pecial R ules
Stalwart
Talents: Herbalist (Master), Chirurgy (Master),
Silver Tongue (Novice), Lore (Journeyman). Talents: Animal Training (Novice), Single Weapon
Style (Journeyman), Streetwise (Journeyman).
W eapon G roups L anguages
W eapon G roups L anguages
Brawling, Light Trade, (mother tongue)
Blades, Staves. Brawling, Staves. Trade, (mother tongue)
E quipment E quipment
Steel Dagger [1], Light clothes [1]. Ironbark Club [1], Heavy Clothes [2].
Encumbrance: 2 Capacity: 3 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 Anything that involves the use of lyrium is a risky
skilled hands can produce works of exquisite beauty business and many enchanters have been injured
as well as lifelong durability. Many rich merchants or gone insane as a result. The best enchanters can
and nobles have their own personal crafters, ensuring also craft their own runes to enchant onto weapons,
they receive only the best equipment and a lifelong or even weave magical effects into the weapons
service. Many crafters become rich enough to set up themselves.
their own shops and distribution, and the best rival
even merchants in their wealth.
A dventure H ook
Driven insane by lyrium an enchanter starts binding
A dventure H ook demons into the items he makes.
A wealthy crafter hires the players to protect him
from threats against his life.
ENCHANTER
Rank Class Race
Veteran Civilian Human
A bilities ( focuses )
Communication (Bargaining,
1
Persuasion)
CRAFTER 4 Constitution (stamina)
4 Cunning (Arcane Lore, Enchantment)
Rank Class Race
2 Dexterity (Initiative, Runecrafting)
Ordinary Civilian Human
0 Magic
A bilities ( focuses )
1 Perception (Seeing)
0 Communication (Bargaining)
1 Strength
1 Constitution
0 Willpower (Morale, Self-Discipline)
3 Cunning (Evaluation)
C ombat R atings
2 Dexterity (Crafting)
Speed Health Defence Armour Rating
-1 Magic
12 70 12 4
2 Perception
A ttacks
1 Strength (Driving)
Weapon Attack Roll Damage
0 Willpower
Sylvanwood +2 1D6+3 (+3)
C ombat R atings Metal Shod
Speed Health Defence Armour Rating Staff
12 23 12 2 F avoured S tunts
A ttacks The Object of Your Attention and Resources at Hand.
Weapon Attack Roll Damage S pecial R ules
Steel Shortsword +2 1D6+3 Talents: Runecrafting (Master), Enchantment
F avoured S tunts (Master), Lore (Novice).
Efficient Search and Sway the Crowd. W eapon G roups L anguages
S pecial R ules Brawling, Staves, Trade, (mother tongue)
Talents: Artisan (choose one) (Master), Contacts Light Blades.
(Novice), Silver Tongue (Novice). E quipment
W eapon G roups L anguages Sylvanwood Metal Shod Staff (Master Lightning
Rune, Masterpiece Paralysis Rune, Journeyman
Brawling, Light Blades. Trade, (mother tongue)
Lightning Rune) [2], shadowthread heavy clothes
E quipment (Evasion Rune, Journeyman Barrier Rune) [2], tools.
Steel Shortsword [1], Spidersilk light clothes [1]. Encumbrance: 4 Capacity: 7
Encumbrance: 2 Capacity: 4
84
C ivilians
D r a g o n A ge
F armer M abari T rainer
Thedas runs on the backs of its farmers. Tough and In Ferelden the mabari is a revered animal. Extremely
no-nonsense, farmers tirelessly tend to their fields intelligent, loyal and terrifyingly fierce they are
and herds. They are no stranger to conflict and will perfect companions. The loyalty of a mabari is
often carry a bow to kill any predators eyeing off considered a sign of good character, however most
their animals. Even darkspawn have been ended by are trained that way by dedicated trainers who are as
an enraged farmer’s arrow. loyal to the mabari as they are to them.
MABARI TRAINER
Rank Class Race
Veteran Civilian Human
FARMER A bilities ( focuses )
Rank Class Race 3 Communication (Animal Handling)
Ordinary Civilian Human 2 Constitution (Fortitude, Stamina)
A bilities ( focuses ) 1 Cunning (Natural Lore)
1 Communication (Animal Handling) 1 Dexterity (Staves)
2 Constitution (Stamina) -1 Magic
0 Cunning 3 Perception (Smelling, Seeing)
1 Dexterity 3 Strength (Might)
-1 Magic 0 Willpower (Morale)
1 Perception (Smelling) C ombat R atings
2 Strength (Might) Speed Health Defence Armour Rating
0 Willpower 11 54 11 5
C ombat R atings A ttacks
Speed Health Defence Armour Rating Weapon Attack Roll Damage
11 26 11 0 Ironbark Metal +3 1D6+3 (+2)
Shod Staff
A ttacks
Weapon Attack Roll Damage Veridium Short +3 1D6+2 (+1)
Sword
Yew Club 0 1D6+2
F avoured S tunts
Yew Bow +1 1D6+4
Lightning Attack and Knock Prone.
F avoured S tunts
S pecial R ules
Mighty Blow and Efficient Search.
Talents: Animal Training (Master), Single Weapon
S pecial R ules Style (Journeyman), Horsemanship (Journeyman),
Talents: Animal Training (Journeyman), Archery Animal Companion (Mabari) (Journeyman).
Style (Novice), Horsemanship (Novice), Trap- W eapon G roups L anguages
Making (Novice).
Brawling, Staves, Trade, (mother tongue)
W eapon G roups L anguages Light Blades.
Brawling, Bows. Trade, (mother tongue) E quipment
E quipment Ironbark Metal Shod Staff [2], Veridium Short
Yew Bow [2], Yew Club [1], Traps (x3) [1], Peasant Sword [1], Mabari Crunch (x5), Hardened Studded
clothes [1]. Leathers [4].
Encumbrance: 5 Capacity: 6 Encumbrance: 8 Capacity: 6 (+2)
85
C ivilians
D r a g o n A ge
M erchant N oble
As the nobility has granted more rights to those Every society in Thedas possesses a noble class,
under them a new class of person has risen. These except the Qunari. Even the Dalish possess, one,
individuals are wealthy but lack breeding and fit a although as each clan is descended from a noble
middle ground in Thedosian society. Merchants are house of the Dales, they are all technically nobility.
the most common of these, making their money on
the buying and selling of products. It is said that a
good merchant can buy your pants off your backside
A dventure H ook
and sell them back to you at twice the price. The deeds of the players come to the attention of the
local noble, who demands an audience.
A dventure H ook
Merchant caravans are being raided by people
dressed as merchants. NOBLE
Rank Class Race
Elite Civilian Human
A bilities ( focuses )
Communication (Etiquette, Deception,
4
Persuasion)
MERCHANT 2 Constitution (Drinking)
Cunning (Cultural Lore, Evaluation,
Rank Class Race 3
Writing, Heraldry)
Ordinary Civilian Human
Dexterity (Calligraphy, Initiative,
A bilities ( focuses ) 4
Light Blades, Riding)
Communication (Bargaining, 0 Magic
3
Leadership, Persuasion)
1 Perception (Hearing)
0 Constitution
3 Strength
2 Cunning
1 Willpower (Faith)
0 Dexterity (Riding)
C ombat R atings
1 Magic
Speed Health Defence Armour Rating
1 Perception
14 71 14 4
0 Strength
A ttacks
1 Willpower
Weapon Attack Roll Damage
C ombat R atings
Magnificent +6 (+2) 1D6+5 (+3)
Speed Health Defence Armour Rating Silverite Short
10 20 10 0 Sword
A ttacks F avoured S tunts
Weapon Attack Roll Damage Bon Mot and And Another Thing.
Steel shortsword -2 1D6+2 S pecial R ules
F avoured S tunts Talents: Contacts (Journeyman), Horsemanship
The Object of your Attention, And Another Thing. (Master), Linguistics (Journeyman), Silver Tongue
(Master), Single Weapon Style (Master).
S pecial R ules
W eapon G roups L anguages
Talents: Horsemanship (Novice), Linguistics
(Journeyman), Silver Tongue (Journeyman). Brawling, Light Trade, (mother tongue),
Blades, Staves. +2 from Linguistics
W eapon G roups L anguages
E quipment
Brawling, Staves. Trade, (mother tongue)
Magnificent Silverite Short Sword (Master Flame
E quipment
Rune) [1], Inscribed Light Clothes [1], Riding
Steel shortsword [1], Merchant garb [1]. Horse.
Encumbrance: 2 Capacity: 2 Encumbrance: 2 Capacity: 7
86
C ivilians
D r a g o n A ge
The ubiquity of minstrels has made their profession
M instrel a perfect cover for covert actions. The Orlesians even
One of the most popular forms of entertainment is have their own bards specifically trained in spycraft.
music and song. Minstrels ply their trade the length
and breadth of Thedas and are some of the most
culturally knowledgeable people in the land. Most
A dventure H ook
taverns will boast at least one minstrel, and many A minstrel is declared an Orlesian Bard and sentenced
employe minstrels on a permanent basis, so long as to hang.
they can get one to stay still for an extended period
of time.
Minstrels have a flair for the dramatic and
enthusiastically use their skills to seduce as many
people as possible.
MINSTREL
Rank Class Race
Veteran Civilian Human
A bilities ( focuses )
Communication (Performance,
4
Seduction)
0 Constitution (Fortitude)
Cunning (Musical Lore, Cultural
3
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 +3 (+1) 1D6+2
Short Sword
F avoured S tunts
Resources at Hand.
S pecial R ules
Talents: Contacts (Journeyman), Music (Master),
Thievery (Novice), Streetwise (Novice), Silver
Tongue (Journeyman).
W eapon G roups L anguages
Brawling, Light Trade, (mother tongue)
Blades, Staves.
E quipment
Superior Steel Short Sword [1], Inscribed Leathers
[3], musical instrument [1].
Encumbrance: 5 Capacity: 3 (+2)
87
C ivilians
D r a g o n A ge
MYSTERIOUS HERMIT
Rank Class Race
Lord Civilian Human?
A bilities ( focuses )
2 Communication (Disguise)
Constitution (Drinking, Running,
4
Stamina, Swimming)
Cunning (Healing, Natural Lore,
3
Poison Lore)
Dexterity (Ledgerdemain , Light Blades,
5
Stealth, Traps)
0 Magic
Perception (Searching, Smelling,
3
Tracking)
Strength (Climbing, Intimidation,
5
Jumping, Might)
Willpower (Courage, Morale, Self-
2
Discipline)
C ombat R atings
Speed Health Defence Armour Rating
117 23 15 14
A ttacks
Weapon Attack Roll Damage
Iron +5 3D6+5 (+4)
Shortsword?
Elm Shortbow? +5 2D6+6 (+4)
F avoured S tunts
Lethal Blow and Advantageous Positioning
S pecial R ules
Talents: Archery Style (Master), Trap-Making
(Master), Single Weapon Style (Master), Chirurgy
(Master), Quick Reflexes (Master), Poison Making
(Journeyman).
W eapon G roups L anguages
Brawling, Staves, Trade, (mother tongue)
Bows, Light Blades.
E quipment
Elm Shortbow? [1], Iron shortsword? [1], beggar’s
rags [1], Traps x6 [2].
Encumbrance: 5 Capacity: 11
88
C ivilians
D r a g o n A ge
R atcatcher S cholar
Where civilisation goes, vermin follow. No city is free The most ancient centre of learning in Thedas is the
from rats and as a result, every city has ratcatchers. Tevinter city of Minrathous. Here for thousands of
These calloused hunters are often a little deranged years the best minds in the land studied, discovering
due to the unpleasant vapours they inhale on their many secrets. Scholars often make a pilgrimage to
hunts through the sewerworks. Every ratcatcher has Minrathous in order to gain a greater understanding
at their side a loyal companion, small but vicious. of their area of expertise. Many nobles also hire
They tend not to make many distinctions between scholars to teach their children, to better prepare
rats and other people though... them for their responsibilities.
RATCATCHER
Rank Class Race
SCHOLAR
Ordinary Civilian Human
A bilities ( focuses ) Rank Class Race
0 Communication Ordinary Civilian Human
2 Constitution (Stamina) A bilities ( focuses )
1 Cunning 3 Communication (Persuasion)
2 Dexterity (Stealth, Traps) -1 Constitution
-1 Magic 3 Cunning (Research, Writing)
2 Perception (Hearing) 0(-2) Dexterity
1 Strength 1 Magic
1 Willpower 1 Perception
C ombat R atings 0 Strength
Speed Health Defence Armour Rating 1 Willpower (Self Discipline)
12 26 12 2 C ombat R atings
A ttacks Speed Health Defence Armour Rating
Weapon Attack Roll Damage 8 17 8 0
Yew +2 2D6+3 A ttacks
Ratcrusher* Weapon Attack Roll Damage
F avoured S tunts Ash +0 1D6+1 (-1)
Efficient Search and Lethal Blow. Quarterstaff
S pecial R ules F avoured S tunts
Talents: Trapmaking (Journeyman), Streetwise The Object of your Attention, And Another Thing.
(Novice), Animal Companion (Dog) (Journeyman). S pecial R ules
*Treat as a metal shod staff with the stats of a flail. Talents: Lore (Master), Linguistics (Novice), Silver
W eapon G roups L anguages Tongue (Novice).
Brawling, Staves. Trade, (mother tongue) W eapon G roups L anguages
E quipment Brawling, Staves. Trade, (mother tongue)
Yew ratcrusher [2], small but vicious dog, heavy E quipment
clothes [2], Traps x3 [1]. Ash quarterstaff [2], academic’s robes [1].
Encumbrance: 5 Capacity: 5 Encumbrance: 3 Capacity: 1
89
C ivilians
D r a g o n A ge
A dventure H ook
The local Revered Mother takes a keen interest in the
actions of the Players.
REVERED MOTHER
Rank Class Race
Elite Civilian Human
A bilities ( focuses )
Communication (Bargaining,
5
Leadership, Persuasion)
1 Constitution
Cunning (Research, Writing, Cultural
2
Lore, Religious Lore)
1 Dexterity (Calligraphy, Initiative)
0 Magic
3 Perception (Empathy, Hearing)
0 Strength (Intimidation)
Willpower (Faith, Morale, Self-
3
Discipline)
C ombat R atings
Speed Health Defence Armour Rating
11 58 11 6
A ttacks
Weapon Attack Roll Damage
- - -
F avoured S tunts
The Object of your Attention, And Another Thing.
S pecial R ules
Talents: Lore (Master), Linguistics (Master), Silver
Tongue (Master), Contacts (Journeyman), Command
(Journeyman).
W eapon G roups L anguages
Brawling, Light Trade, (mother tongue),
Blades, Staves. +4 from Linguistics
E quipment
Dragonweave Heavy clothes [2].
Encumbrance: 2 Capacity: 3
90
C ivilians
D r a g o n A ge
S ervant S mith
One of the few jobs most city elves can get is as a Specialist crafters, smiths are responsible for
servant to the human nobility. There they can at least everything from horse shoes to nails, carpentry tools
earn a steady wage, albeit under constant scrutiny by and weapons of war. Without doubt the finest smiths
the human servants watching for sticky fingers. The in the land are the dwarves and many who have fled
richest merchants also hire servants, often to emulate to the surface take up the trade to great success. Few
the households of the nobility they aspire to join. human smiths can compete with dwarven skill.
Servants often overhear all sorts of gossip, which can
be hazardous to their health.
A dventure H ook
The players seek out a smith to repair their equipment,
A dventure H ook only to find him hanging an out of business sign on
The players encounter a servant being brutally the door.
beaten in an alley.
SMITH
SERVANT Rank Class Race
Ordinary Civilian Dwarf
Rank Class Race
A bilities ( focuses )
Ordinary Civilian Elf
0 Communication
A bilities ( focuses )
2 Constitution (Stamina, Fortitude)
2 Communication (Bargaining, Etiquette)
2 Cunning
2 Constitution (Stamina)
1 Dexterity
0 Cunning
-1 Magic
2 Dexterity (Speed)
0 Perception
1 Magic
3 Strength (Smithing)
2 Perception
1 Willpower (Self Discipline)
-1 Strength
C ombat R atings
0 Willpower
Speed Health Defence Armour Rating
C ombat R atings
9 26 11 5
Speed Health Defence Armour Rating
A ttacks
14 26 12 0
Weapon Attack Roll Damage
A ttacks
Red Steel Club +3 1D6+3 (+2)
Weapon Attack Roll Damage
F avoured S tunts
Elm Club +2 1D6+1 (-2)
Knock Prone and Mighty Blow.
F avoured S tunts
S pecial R ules
Speedy Search, Flirt.
Stalwart
S pecial R ules
Talents: Streetwise (Novice), Artisan
Talents: Thievery (Novice), Quick Reflexes
(Journeyman), Contacts (Journeyman).
(Journeyman), Contacts (Journeyman).
W eapon G roups L anguages
W eapon G roups L anguages
Brawling, Staves. Trade, (mother tongue)
Brawling, Staves. Trade, (mother tongue)
E quipment
E quipment
Red Steel Club [2], Hardened Studded Leather [4].
Elm Club [1], servant garb [1].
Encumbrance: 6 Capacity: 7 (+2)
Encumbrance: 2 Capacity: 3
91
C ivilians
D r a g o n A ge
STREET URCHIN
Rank Class Race WHORE
Ordinary Civilian Elf Rank Class Race
A bilities ( focuses ) Ordinary Civilian Human
2 Communication (Deception) A bilities ( focuses )
0 Constitution Communication (Bargaining,
2
1 Cunning Persuasion)
4 Dexterity (Speed, Ledgerdemain) 1 Constitution (Stamina)
0 Magic 1 Cunning
1 Perception (Touching) 2 Dexterity (Acrobatics)
0 Strength 0 Magic
0 Willpower 1 Perception
C ombat R atings 1 Strength
Speed Health Defence Armour Rating 1 Willpower
11 15 14 0 C ombat R atings
A ttacks Speed Health Defence Armour Rating
Weapon Attack Roll Damage 12 20 12 0
Grey Iron +4 1D6+1 (-1) A ttacks
Dagger Weapon Attack Roll Damage
F avoured S tunts Steel Hidden +0 1D6+1
Efficient Search and Sway the Crowd. Dagger
S pecial R ules F avoured S tunts
Paltry Size Knock Prone and Mighty Blow.
Talents: Quick Reflexes (Novice), Thievery S pecial R ules
(Journeyman), Streetwise (Journeyman). Talents: Streetwise (Journeyman), Quick Reflexes
W eapon G roups L anguages (Journeyman), Contacts (Novice).
Brawling, Light Trade, (mother tongue) W eapon G roups L anguages
Blades. Brawling, Staves. Trade, (mother tongue)
E quipment E quipment
Grey Iron Dagger [1], Urchin rags [1]. Steel Hidden Dagger [1], Dress [1].
Encumbrance: 2 Capacity: 2 Encumbrance: 2 Capacity: 4
92
M ages
D r a g o n A ge
M ages APOSTATE
All races save the Dwarves possess an affinity for
magic. Since the dominance of the Chantry many Rank Class Race
of these mages have come under the auspices of Ordinary Field Mage Human
the Circle of Magi, but there are many still who A bilities ( focuses )
remain independent. Some do so in open defiance of
0 Communication (Deception)
Chantry law, whilst others have never encountered
the Chantry and continue to practice the old ways of 1 Constitution (Running)
their ancestors. 1 Cunning
1 Dexterity
A postate 2 Magic (Arcane Lance)
A mage outside Circle control or who has actively 0 Perception
fled their rule is known as an apostate. The majority 2 Strength (Intimidation)
of mages in Thedas would be considered such for 1 Willpower
despite the Chantry’s zealousness in uncovering
latent mages, many more slip through their search or C ombat R atings
are hidden. The number of those mages dissatisfied Speed Health Defence Armour Rating
with the restrictions of the Circles has increased over 11 23 11 0
the years and now an alarming number of them have
A ttacks
actively defied Chantry law, fleeing their erstwhile
protectors. Weapon Attack Roll Damage
Elm Quarterstaff +1 1D6+3 (-2)
A dventure H ook Arcane Lance +4 1D6+2
Templars in town claim to be hunting an apostate F avoured S tunts
recently escaped from the local Circle. Mighty Spell and Mana Shield.
S pecial R ules
Arcane Lance.
Spells: Arcane Bolt, Flame Blast, Drain Life, Mind
Blast.
Mana: 23
Talents: Quick Reflexes (Novice), Entropy Magic
(Novice).
W eapon G roups L anguages
Brawling, Staves. Trade, (mother tongue)
E quipment
Yew Metal Shod Staff [2], peasant light clothes [1],
Healing Poultices x6 [0].
Encumbrance: 3 Capacity: 5
93
M ages
D r a g o n A ge
Spells: Daze, Glyph of Paralysis, Vulnerability Hex, Specialisation: Blood Mage (Journeyman).
Weakness. Talents: Spirit Magic (Journeyman), Poison Lore
Mana: 20 (Journeyman).
W eapon G roups L anguages
Talents: Contacts (Journeyman).
Brawling, Staves. Trade, (mother tongue)
W eapon G roups L anguages
E quipment
Brawling, Staves. Trade, (mother tongue)
Steel Metal Shod Staff [2], Spider silk Heavy Clothes
E quipment
[2], Fleshrot, Concentrated Crow Poison and
Steel Punch Dagger [1], Light Clothes [1]. Magebane (x2 each) [0], Lyrium potion x1 [0].
Encumbrance: 2 Capacity: 2 Encumbrance: 4 Capacity: 7
94
M ages
D r a g o n A ge
B lood P riest BLOOD PRIEST
The appearance of Andraste in Thedas irrevocably
altered the social fabric of its people. In The Dragon Rank Class Race
Age the Andrastian Faith is central to most peoples’ Elite Mage Experimenter Human
lives.
A bilities ( focuses )
The Blood Priests of the Sanguine Ministry see the Communication (Leadership,
blood of Andraste as a potent sign of the Maker’s 2
Persuasion)
true gift.
3 Constitution (Stamina)
They preach their unorthodox views in strictest Cunning (Arcane Lore, Religious Lore,
secrecy and defend them with horrifying violence. 2
Research)
Blood Priests walk a fine line, gaining power from
the blood they venerate, vindicated by the obvious 2 Dexterity (Staves)
favour the Maker has given them. 5 Magic (Arcane Lance, Blood)
1 Perception (Empathy, Hearing)
A dventure H ook 1 Strength
The wealthy elite are visiting the Chantry in ever Willpower (Courage, Faith, Self-
3
decreasing numbers. Discipline)
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 +4 1D6+4 (+3)
Metal Shod
Staff
F avoured S tunts
Puissant Casting and Sway the Crowd.
S pecial R ules
Arcane Lance, Spell Lance, Long Lance, Power
Lance.
Stunt Bonus: Lightning Attack.
Spells: Blood Sacrifice, Blood Wound, Daze, Death
Magic, Drain Life, Dream Sending, Force Shield,
Mind Blast, Walking Bomb, Wrack.
Mana: 84
Specialisation: Blood Mage (Master).
Talents: Blood Priest (Master), Command
(Journeyman), Lore (Novice).
W eapon G roups L anguages
Brawling, Staves. Trade, Dalish
E quipment
Sylvanwood Metal Shod Staff (Menacing Rune,
Journeyman Dweomer Rune) [2], Inscribed Heavy
Clothes [2], Lyrium Potion x2 [0], Phial of blood x4
[0].
Encumbrance: 4 Capacity: 6
95
M ages
D r a g o n A ge
96
M ages
D r a g o n A ge
D alish K eeper DALISH KEEPER
Keepers are solemn guardians of elvish heritage.
Rank Class Race
They keep alive the stories, traditions and sacred
knowledge handed down from the very founders Elite Mage Elf
of Arlathan herself. They lead their people in both A bilities ( focuses )
council and purpose. 1 Communication (Animal Handling)
To Andrastians they are apostates and defiantly so. 2 Constitution (Stamina)
To the Dalish magic is a treasured part of their stolen Cunning (Healing, Historical Lore,
2
history and the practicing of it a solemn duty to those Natural Lore)
lost. 2 Dexterity (Initiative, Speed)
4 Magic (Creation, Keeper, Primal)
Keepers use the very energy of nature to attack the
enemies of their people. Tearing vines and ravenous 3 Perception (Tracking, Seeing)
animals descend upon the foe for their audacity in 1 Strength
attacking the last children of Arlathan. 3 Willpower (Courage, Self-Discipline)
C ombat R atings
A dventure H ook Speed Health Defence Armour Rating
People fleeing from their village claim evil spirits 14 71 12 6
are killing their hunters, or driving them mad with
A ttacks
terror.
Weapon Attack Roll Damage
Arcane Lance +4 1D6+4
Superior +2 (+1) 1D6+3 (+4)
Dragonthorne
Metal Shod
Staff
F avoured S tunts
Mighty Spell, Puissant Casting.
S pecial R ules
Arcane Lance, Spell Lance, Long Lance, Power
Lance.
Stunt Bonus: Lightning Attack.
Spells: Flame Blast, Heal, Heroic Aura, Heroic
Offence, Mind Blast, Nature’s Vengeance, One with
Nature, Rock Armour, Replenishment, Spell Wisp.
(+1 Creation Spell).
Mana: 84
Specialisation: Keeper (Master).
Talents: Command (Novice), Creation Magic
(Journeyman), Lore (Journeyman), Primal Magic
(Novice).
W eapon G roups L anguages
Brawling, Staves. Trade, Dalish
E quipment
Superior Dragonthorne Metal Shod Staff
(Amplification Rune) [2], Dragonweave Heavy
Clothes (Journeyman Barrier Rune, Master Stout
Rune) [2], Lyrium Potion x2 [0].
Encumbrance: 4 Capacity: 5
97
M ages
D r a g o n A ge
D r a g o n A ge
H edge W izard N ecromancer
One of the rarest of all forms of magic, necromancy is
Not all mages born into Thedas have access to
a black art. It involves the summoning and binding
the knowledge of others. Some, living in isolated
of demons into the corpses of the slain as slaves to
communities come to their powers through trial
their master.
and error, using what they learn on their own to
surreptitiously help their community and themselves.
A dventure H ook
A dventure H ook Coordinated waves of undead are raiding caravans..
An itinerant salesman is accused of magic when his
produce heals the sick. NECROMANCER
Rank Class Race
Veteran Field Mage Human
A bilities ( focuses )
HEDGE WIZARD
0 Communication (Deception)
Rank Class Race 3 Constitution (Stamina)
Ordinary Mage Trainer Human 2 Cunning (Lore, Natural Lore)
A bilities ( focuses ) 1 Dexterity
1 Communication 4 Magic (Arcane Lance, Entropy, Spirit)
1 Constitution 0 Perception
3 Cunning (Healing, 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 Weapon Attack Roll Damage
Speed Health Defence Armour Rating Arcane Lance +6 1D6+4
10 23 10 0 Steel Metal Shod +1 1D6+3
A ttacks Staff
Weapon Attack Roll Damage F avoured S tunts
Yew Quarterstaff +1 1D6 Imposing Spell and Mighty Spell.
Arcane Lance +2 1D6+2 S pecial R ules
F avoured S tunts Arcane Lance, Spell Lance, Long Lance.
Efficient Search and Sway the Crowd. Spells: Daze, Death Magic, Drain Life, Mana
S pecial R ules Drain, Pull, Walking Bomb, Weakness.
Arcane Lance. (+1 Entropy Spell).
Spells: Heal, Spell Wisp, Glyph of Paralysis, Rock Mana: 62
Armour.
Specialisation: Necromancer (Journeyman).
Mana: 23
Talents: Command (Novice), Spirit Magic (Novice),
Talents: Chirurgy (Journeyman). Entropy Magic (Journeyman).
W eapon G roups L anguages W eapon G roups L anguages
Brawling, Staves. Trade, (mother tongue) Brawling, Staves. Trade, (mother tongue)
E quipment E quipment
Yew Quarterstaff [2], peasant light clothes [1], Steel Metal Shod Staff [2], Spider silk Heavy Clothes
Healing Poultices x6 [0]. [2].
Encumbrance: 3 Capacity: 2 Encumbrance: 4 Capacity: 6
99
M ages
D r a g o n A ge
S aarebas SAAREBAS
Magic has a similar place in Qunari society as it does
in Andrastian society. However the practical nature Rank Class Race
of the Qunari ensure their ‘broken’ brethren still Ordinary Field Mage Qunari
work for the betterment of society as a whole. That
A bilities ( focuses )
they do so chained and mutilated is just the price
they must pay for being so incomplete... -1 Communication
1 Constitution (Stamina)
A dventure H ook 0 Cunning (Qun)
A strangely clad Qunari is found wandering the 2 Dexterity (Staves)
wilderness alone. He requires purpose. 1 Magic
0 Perception
2 Strength
1 Willpower (Self-Discipline)
C ombat R atings
Speed Health Defence Armour Rating
12 23 12 3
A ttacks
Weapon Attack Roll Damage
Ironbark Metal +4 1D6+6 (+2)
Shod Staff
Arcane Lance +1 1D6+1
F avoured S tunts
Mighty Blow and Imposing Spell.
S pecial R ules
Arcane Lance, Child of Qun.
Spells: Arcane Bolt, Drain Life, Flameblast, Walking
Bomb.
Mana: 23
Talents: Primal Magic (Novice), Entropy Magic
(Novice).
W eapon G roups L anguages
Brawling, Staves. Trade, Qun
E quipment
Ironbark Metal Shod Staff [2], Spidersilk Heavy
Clothes [2].
Encumbrance: 4 Capacity: 5
100
M ages
D r a g o n A ge
S hadow M age S pirit H ealer
There are more than just demons in the Fade. Some
These are mages who have learned to disguise their
mages are able to make contact with more benevolent
use of magic, or even implicate someone else entirely.
spirits and develop soothing powers of healing.
These mages are the most popular of their kind
A dventure H ook amongst the general populace for obvious reasons.
A nobleson claims charges of apostasy are false.
A dventure H ook
SHADOW MAGE A mage, scarred from death and destruction, refuses
to heal the sick.
Rank Class Race
Veteran Mage Trainer Elf
A bilities ( focuses ) SPIRIT HEALER
Communication (Deception, Disguise,
1 Rank Class Race
Persuasion)
Veteran Mage Elf
1 Constitution (Running)
A bilities ( focuses )
3 Cunning
3 Communication (Persuasion)
4 Dexterity (Speed)
1 Magic (Arcane Lance, Spirit) 2 Constitution
1 Perception (Hearing)
2 Cunning (Healing, Arcane Lore)
16 46 14 2
2 Willpower (Self-Discipline)
101
M ages
D r a g o n A ge
102
R ogues
D r a g o n A ge
R ogues ASSASSIN
Desperados, thieves, raconteurs, all these and more
infest the back alleys and taverns across Thedas. A Rank Class Race
quick wit and quicker blade are the only currency Veteran Rogue Human
of worth amongst such people; nothing is too A bilities ( focuses )
underhanded in the game of survival. To many of
the upper classes these rogues take on a romanticised 1 Communication (Disguise)
image of dashing swash bucklers oozing machismo. 1 Constitution (Running)
Many a Thedan military order trains regiments in the 3 Cunning (Poison Lore)
arts of the silent kill. They do so both to help them Dexterity (Acrobatics, Light Blades,
4
fit in with such undesirables whilst on mission but Stealth)
mainly because there is no denying the efficacy of -1 Magic
those skills.
2 Perception (Seeing, Hearing)
2 Strength ( Intimidate)
A ssassin 1 Willpower
Wherever there is politics and wealth, there is
C ombat R atings
assassination. What one person has, another wants.
Assassination is often seen almost as a game; a high Speed Health Defence Armour Rating
stakes game played by the obscenely rich. Assassins 14 46 14 6
are thus some of the wealthiest murderers in the A ttacks
world, although you’d probably get your throat slit
Weapon Attack Roll Damage
referring to them as such.
Veridium Short +6 1D6+4 (+1)
Assassination is an art form and none have mastered Sword
its intricacies more than the Crows of Antiva. Their
assassins are in high demand in the decadent courts Superior Steel +6 (+1) 1D6+3
of Thedas and their quality is beyond compare. Dagger
F avoured S tunts
A dventure H ook Pierce Armour and Lethal Blow.
A coded message with several dates listed on it S pecial R ules
is found on the body of a servant, who has died Backstab, Rogue’s Armour, Bluff, Dirty Fighting.
unnoticed drinking at a local tavern.
Stunt Bonus: Pierce Armour; Stunt Bonus: That Makes
me Wonder.
Specialisation: Assassin (Journeyman).
Talents: Dual Weapon Style (Journeyman), Poison
Making (Novice), Quick Reflexes (Novice).
W eapon G roups L anguages
Bows, Brawling, Light Trade, (mother tongue)
Blades, Staves.
E quipment
Veridium Short Sword [1], Reinforced Studded Leathers
[0], Superior Steel Dagger [1], Crow Poison x3 [0].
Encumbrance: 2 Capacity: 5
103
R ogues
D r a g o n A ge
12 29 12 3 13 26 13 3
A ttacks A ttacks
Weapon Attack Roll Damage Weapon Attack Roll Damage
Steel Short +5 1D6+4 Grey Iron Short +5 1D6+4 (-1)
Sword Sword
Talents: Thrown Weapon Style (Journeyman). Talents: Thievery (Novice), Quick Reflexes (Novice).
W eapon G roups L anguages W eapon G roups L anguages
Bows, Brawling, Light Trade, Qun Bows, Brawling, Light Trade, (mother Tongue)
Blades, Spears. Blades, Staves.
E quipment E quipment
Steel Short Sword [1], Leathers [0], 2 Bandoliers with Grey Iron Short Sword [1], Grey Iron Dagger [1],
a total of 6 Yew Throwing Spears [4]. Cured Hide Studded Leathers [0].
Encumbrance: 5 Capacity: 8 Encumbrance: 2 Capacity: 6
104
R ogues
D r a g o n A ge
C hasind S talker CHASIND STALKER
Alongside the Avar, the Chasind are the only tribe
of the Alamari that have retained their ancient Rank Class Race
heritage, remaining apart from the Andrastian
Veteran Rogue Shark Human
Ferelden people. For centuries they have walked
the frozen fields of the uncharted territories fiercely A bilities ( focuses )
independent and intolerant of interlopers. 3 Communication (Animal Handling)
The Stalkers are hunters extraordinaire, whether of 1 Constitution (Running, Stamina)
animals or people. For a time the mere hint of one on 0 Cunning (Healing)
the border with Fereldan terrorised her farmers. 3 Dexterity (Crafting, Stealth)
-1 Magic
A dventure H ook 3 Perception (Tracking, Hearing)
Farmsteads along the Korcari Wilds have been razed 1 Strength
and their inhabitants have disappeared.
3 Willpower (Faith)
C ombat R atings
Speed Health Defence Armour Rating
13 46 13 5
A ttacks
Weapon Attack Roll Damage
Veridium Short +3 1D6+3 (+1)
Sword
Red Steel +3 1D6+1 (+2)
Throwing Knives
F avoured S tunts
Pierce Armour and Mighty Blow.
S pecial R ules
Backstab, Rogue’s Armour, Bluff, Dirty Fighting.
Stunt Bonus: Pierce Armour; Stunt Bonus: That Makes
me Wonder.
Specialisation: Ranger (Journeyman).
Talents: Dual Weapon Style (Novice), Trap Making
(Novice), Quick Reflexes (Novice).
W eapon G roups L anguages
Bows, Brawling, Light Trade, (mother tongue)
Blades, Staves.
E quipment
2 Veridium Short Swords [2], Reinforced Leathers
[0], 10 assorted Trap Components [0], Bandolier with
5 Red Steel Throwing Knives [2].
Encumbrance: 4 Capacity: 4
105
R ogues
D r a g o n A ge
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 Trade, (mother Tongue)
Blades, Staves.
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].
Encumbrance: 9 Capacity: 7 (+2)
106
R ogues
D r a g o n A ge
D alish H unter D eep W atcher
Amongst the Dalish the highest honour is to become Deployed far into the Deep Roads, the Deep Watchers
a hunter. They undergo a harsh rite of passage to are the first line of defence against the endless hordes
prove their worth. arrayed against the Dwarven people. They trail the
Darkspawn hordes, reporting on their movements
The hunters feed the clan, protect them from hostile
and silently slaying any stragglers.
forces. They are generally the only Dalish outsiders
ever meet and often the last thing they ever see...
A dventure H ook
A dventure H ook As the PCs travel deeper into the Deep Roads, they
find a trail of dismembered Darkspawn.
A local thug proudly totes a Dalish bow, although
he becomes very shirty when questioned about its
provenance.
DEEP WATCHER
107
R ogues
D r a g o n A ge
108
R ogues
D r a g o n A ge
P rofessional D uellist R acketeer
When one’s honour is slighted, it is important to If you want it, he’s got it. For a price ... or a favour.
have someone who can get it back for you. Sometimes both.
A ttacks 8 23 10 5
Weapon Attack Roll Damage A ttacks
Magnificent +7 (+2) 1D6+8 (+3) Weapon Attack Roll Damage
Silverite Rapier Hidden Superior +0 (+1) 1D6+1 (+3)
Silverite Dagger
Magnificent
Silverite Main +7 (+2) 1D6+6 (+3) Magnificent +0 (+2) 1D6+1 (+2)
Gauche Red Steel Club
F avoured S tunts F avoured S tunts
Lethal Blow and Disarm. Knock Prone and Disarm.
S pecial R ules S pecial R ules
Backstab, Rogue’s Armour, Bluff, Dirty Fighting, Backstab, Rogue’s Armour.
Lethality, Slippery.
Stunt Bonus: Pierce Armour.
Stunt Bonus: Pierce Armour; Stunt Bonus: That Makes
Calling in Debts: The Racketeer can call in debts. A
me Wonder; Stunt Bonus: With a Flourish.
successful intimidation test against another NPC will
Specialisation: Duellist (Master). force them to fight on the Racketeer’s side to pay back
their debt.
Talents: Contacts (Novice) Duel Weapon Style
(Master), Quick Reflexes (Master). Talents: Thievery (Novice), Contacts (Novice).
W eapon G roups L anguages W eapon G roups L anguages
Bows, Brawling, Light Trade, (mother Tongue) Bows, Brawling, Light Trade, Dwarven
Blades, Staves. Blades, Staves.
E quipment E quipment
Magnificent Silverite Rapier [1], Magnificent Magnificent Red Steel Club [1], Leather Brigandine [0],
Silverite Main Gauche [1], Inscribed Brigandine [0]. Hidden Superior Silverite Dagger [1].
Encumbrance: 2 Capacity: 9 Encumbrance: 2 Capacity: 4 (+2)
109
R ogues
D r a g o n A ge
S cout SCOUT
Scouts are the eyes and ears of their organisations,
adept at traversing difficult terrain and tracking their Rank Class Race
quarry. Some are little better than pickpockets with a
Ordinary Rogue Scoundrel Human
knack for following people, others are professionally
trained soldiers, masters of fieldcraft. A bilities ( focuses )
0 Communication
For an army, their effectiveness is reliant on their
knowledge of the surrounding environment making 2 Constitution (Running)
the humble scout essential to any battle plan. 1 Cunning (Natural Lore)
1 Dexterity
A dventure H ook 0 Magic
Scouting forces allied to a mercenary company 3 Perception (Tracking)
are scouring the forests for escaped criminals. 0 Strength (Climbing)
Unfortunately the PCs are the only people amidst the
1 Willpower
trees and they have too many things on their plate to
start a fight with these silent stalkers. C ombat R atings
Speed Health Defence Armour Rating
11 26 11 3
A ttacks
Weapon Attack Roll Damage
Steel Short +1 1D6+2
Sword
Yew Short Bow +1 1D6+1
F avoured S tunts
Pierce Armour and Mighty Blow.
S pecial R ules
Backstab, Rogue’s Armour.
Stunt Bonus: Pierce Armour.
Talents: Scouting (Journeyman).
W eapon G roups L anguages
Bows, Brawling, Light Trade, (mother tongue)
Blades, Staves.
E quipment
Steel Short Sword [1], Leathers [0], Yew Short Bow
[1].
Encumbrance: 2 Capacity: 4
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S eeker SEEKER
Amongst the Chantry’s most lethal warriors, the
Seekers of Truth are feared across Thedas. No one Rank Class Race
is safe from their gaze, especially the Templars who
Elite Rogue Scoundrel Human
they police with ruthless efficiency.
A bilities ( focuses )
Born from the early inquisition the Seekers are a breed
Communication (Deception, Etiquette,
apart. Often recruited from the Templars themselves 3
Investigation)
they are hated by their erstwhile brethren, seen as
traitors to their own. 2 Constitution
Some say more Templars have died by the hands of 3 Cunning (Religious Lore, Evaluation)
the Seekers than by the Apostates they hunt... 2 Dexterity (Brawling, Light Blades)
-1 Magic
A dventure H ook 3 Perception (Seeing, tracking)
A Seeker starts poking their nose into a mystery the 2 Strength (Climbing, Intimidation)
PCs are neck deep in. 4 Willpower (Faith, Courage, Morale)
C ombat R atings
Speed Health Defence Armour Rating
12 71 12 7
A ttacks
Weapon Attack Roll Damage
Superior Red +4 (+1) 1D6+4 (+2)
Steel Short
Sword
Magnificent +4 (+2) 1D6+2 (+3)
Silverite
Throwing Knife
F avoured S tunts
Knock Prone and Lethal Blow.
S pecial R ules
Backstab, Rogue’s Armour, Bluff, Dirty Fighting,
Lethality, Slippery.
Stunt Bonus: Pierce Armour; Stunt Bonus: That Makes
me Wonder; Stunt Bonus: With a Flourish.
Specialisation: Assassin (Master).
Talents: Duel Weapon Style (Master),
Horsemanship (Novice), Quick Reflexes (Novice),
Thrown Weapon Style (Journeyman).
W eapon G roups L anguages
Bows, Brawling, Light Trade, (mother Tongue)
Blades, Staves.
E quipment
Superior Red Steel Short Sword [1], Bandolier of 5
magnificent Silverite Throwing Knives [2], Inscribed
Studded Leathers [0].
Encumbrance: 3 Capacity: 6
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S py T hief
The eternal game cannot continue without its most The cities of Thedas are full of crime. Thieves prowl
important pawns. The Orlesians train theirs as bards, the streets and rooftops, looking for places to loot.
using their skill with song to ingratiate themselves Their experienced eyes are capable of finding the
amongst their targets. most cunning hiding places and their deft fingers
capable of unlocking the most complex of locks.
A dventure H ook
Find the spies at the party you’ve been invited. And
A dventure H ook
do it in 30 minutes or your cover is blown.... The PCs have to break into a noble’s residence and
steal a priceless artefact. However the security is
SPY daunting and the locks impregnable. Time to call on
the help of the Cat, master thief. But first you need to
Rank Class Race find him.
Veteran Rogue Scoundrel Human
A bilities ( focuses )
3 Communication (Deception, Etiquette)
THIEF
1 Constitution
3 Cunning (Cryptography) Rank Class Race
3 Dexterity (Initiative, Legerdemain, Lock Picking) Ordinary Rogue Elf
-1 Magic A bilities ( focuses )
3 Perception (Empathy, Searching) 2 Communication
0 Strength 0 Constitution (Running)
1 Willpower (Self-Discipline) 1 Cunning
C ombat R atings 3 Dexterity (Speed, Stealth)
Speed Health Defence Armour Rating 0 Magic
13 46 13 3 2 Perception (Searching)
A ttacks 1 Strength
Weapon Attack Roll Damage -1 Willpower
Red Steel Stiletto +3 1D6+1 (+2) C ombat R atings
Superior +3 (+1) 1D6 (+2) Speed Health Defence Armour Rating
Shadowthread 15 20 13 1
Garotte
A ttacks
F avoured S tunts
Weapon Attack Roll Damage
Disarm and Sway the Crowd.
Grey Iron Dagger +3 1D6+2 (-1)
S pecial R ules
Yew Club +3 1D6+1
Backstab, Rogue’s Armour, Bluff, Dirty Fighting.
F avoured S tunts
Stunt Bonus: Pierce Armour; Stunt Bonus: That
Makes me Wonder. Skirmish and Knock Prone.
S pecial R ules
Specialisation: Bard (Journeyman).
Backstab, Rogue’s Armour.
Talents: Thievery (Novice), Contacts (Novice), Silver
Tongue (Journeyman). Stunt Bonus: Pierce Armour.
W eapon G roups L anguages Talents: Thievery (Journeyman).
Bows, Brawling, Light Trade, (mother tongue) W eapon G roups L anguages
Blades, Staves. Bows, Brawling, Light Trade, (mother tongue)
E quipment Blades, Staves.
Red Steel Stiletto [1], Shadowthread Light Clothes [0], E quipment
Superior Shadowthread Garotte [0]. Grey Iron Dagger [1], Light Clothing [0], Yew Club [1].
Encumbrance: 1 Capacity: 3 Encumbrance: 2 Capacity: 3
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W arriors ASH WARRIOR
Someone has to do the fighting and dying in battle
and Thedas has plenty to go around. From the Rank Class Race
enforcers found in the employ of racketeers, to the Veteran Warrior Skirmisher human
professional heroes of the dragon hunting clans, A bilities ( focuses )
warriors have made a living out of the time honoured
art of cracking skulls. 3 Communication (Animal Handling)
2 Constitution (Stamina)
Trained in a plethora fighting styles and heavy
armour, a warrior is a walking weapon rack. Don’t 0 Cunning
let their muscle-power and oversized weaponry fool 2 Dexterity (Speed)
you though, many are shrewd strategists and savvy -1 Magic
politicians
1 Perception (Seeing, Hearing, Tracking)
3 Strength (Axes, Climbing , Heavy Blades)
A sh W arrior 3 Willpower (Morale)
The Ash Warriors are one of the oldest warrior
C ombat R atings
traditions in Ferelden. Born from Fereldan relations
with the dwarfs, they uphold strict honour codes. Speed Health Defence Armour Rating
Their ties to the mabari fighting dogs that run at their 14 54 12 5
side make them a trusted ally as everyone knows the A ttacks
mabari are a good judge of character.
Weapon Attack Roll Damage
Steel Throwing Axe +5 1D6+5
A dventure H ook
Steel Two- +5 3D6+3
The howls of mabari are heard echoing in the night. Handed Sword
F avoured S tunts
Mighty Blow and Duel Strike.
S pecial R ules
Stunt Bonus: Dual Strike; Stunt Bonus: Threaten
Companion: Mabari hound.
Specialisation: Berserker (Journeyman).
Talents: Armour Training (Journeyman), Two-
Hander Style (Journeyman), Thrown Weapon Style
(Novice), Animal Companion (Novice - Mabari).
W eapon G roups L anguages
Axes, Bludgeons, Trade
Brawling, Flails, Light
Blades, Heavy Blades.
E quipment
Steel Two-Handed Sword [3], Bandolier with 4 Steel
Throwing Axes [2], Leather Brigandine [2].
Encumbrance: 7 Capacity: 7
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W arriors
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B odyguard B rawler
The rich and powerful make many enemies in the Some alcoholics have turned their inebriated
course of their business. Luckily they possess the shenanigans into a business. Brawlers are expert fist
wealth to hire warriors to take the hits for them. fighters and always love a good scrap. They make
a living in the underground fighting arenas, or as
paid foils for the disgustingly wealthy to prove their
A dventure H ook virility.
A noble believes his life is in danger. A curse placed
upon him by a peasant witch will see him dead before
the morning. Unless the PCs can stop it of course.
A dventure H ook
Infiltrate an underground fighting ring to uncover
the person pulling the strings. A training montage is
mandatory.
BODYGUARD
0 Magic
3 Constitution (Fortitude)
1 Perception (Hearing) 0 Cunning
Strength (Axes, Bludgeons, Climbing, 3 Dexterity (Brawling)
2 0 Magic
Intimidation)
3 Willpower (Morale) 0 Perception
C ombat R atings 2 Strength (Climbing, Intimidation, Might)
Speed Health Defence Armour Rating 1 Willpower
12 70 12 (14) 6 C ombat R atings
A ttacks Speed Health Defence Armour Rating
Weapon Attack Roll Damage 11 29 13 4
Steel Mace +4 1D6+5 A ttacks
Steel Dagger +2 1D6+3 Weapon Attack Roll Damage
F avoured S tunts Steel Gauntlet +5 1D6+3
Defensive Stance and Knock Prone. Steel Shortsword +2 1D6+4
S pecial R ules F avoured S tunts
Stunt Bonus: Dual Strike; Stunt Bonus: Threaten Mighty Blow and Pierce Armour.
Specialisation: Guardian (Journeyman). S pecial R ules
Stalwart
Talents: Armour Training (Journeyman), Two-
Hander Style (Novice), Weapon and Shield Style Talents: Armour Training (Novice), Two-Hander
(Journeyman), Unarmed Style (Novice). Style (Novice), Single Weapon Style (Novice),
W eapon G roups L anguages Unarmed Style (Novice).
Axes, Bludgeons, Trade, (mother tongue) W eapon G roups L anguages
Brawling, Spears, Light Axes, Brawling, Light Trade, Dwarven
Blades, Heavy Blades. Blades, Staves.
E quipment E quipment
Steel Mace [2], Steel Medium Shield [2], Steel Chain Steel Gauntlet [1], Steel Shortsword [1], Hardened
Mail [3], Steel Dagger [1]. Leathers [3].
Encumbrance: 8 Capacity: 8 Encumbrance: 5 Capacity: 7 (+2)
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116
W arriors
D r a g o n A ge
D ragon C ultist G uard
Amongst the ignorant and superstitious dragons To keep the streets of Thedas in some semblance of
have a mythical status. Harking back to the old gods order, the law must be visible. Guards patrol the
of antiquity, the dragon cultists worship the high streets, breaking up fights and making a general
dragons as divine beings. It doesn’t hurt that their show of enforcing order.
blood is also a potent potion in its own right.
Merchants will also employ anyone desperate for
coin as guards, protecting their caravans from bandit
A dventure H ook attack and the dark things of the world.
A strange crimson drug has hit the black markets.
A dventure H ook
It seems as though the guards are rotating unusually
DRAGON CULTIST fast and going through a high turn over - not a single
one as come back for another shift.
Rank Class Race
Ordinary Warrior Skirmisher Human
A bilities ( focuses )
1 Communication (Animal Handling)
1 Constitution
-1 Cunning GUARD
3 Dexterity (Initiative, Light Blades)
0 Magic Rank Class Race
0 Perception Ordinary Warrior Human
2 Strength (Intimidation) A bilities ( focuses )
2 Willpower (Faith) 0 Communication (Investigation)
C ombat R atings 2 Constitution
Speed Health Defence Armour Rating 0 Cunning
13 23 13 2 2 Dexterity (Riding)
A ttacks 0 Magic
Weapon Attack Roll Damage 1 Perception (Searching)
Iron Dagger +5 1D6+3 (-2) 2 Strength (Bludgeons, Intimidation)
Poor Steel Short +5 (-1) 1D6+4 1 Willpower
Sword C ombat R atings
F avoured S tunts Speed Health Defence Armour Rating
Pierce Armour and Lightning Attack. 12 26 12 3
S pecial R ules A ttacks
Dragon Blood: As a minor action may drink a vial Weapon Attack Roll Damage
of Dragon Blood. Acts as a Swift Salve (see Esoterica Steel Mace +4 1D6+5
3 Apothecaria), however is extremely addictive and
requires continual addition tests (see Esoterica 1 Vault). F avoured S tunts
Skirmish and Knock Prone.
Talents: Armour Training (Novice), Dual Weapon
Style (Journeyman), Two-Hander Style (Novice). S pecial R ules
W eapon G roups L anguages Talents: Armour Training (Journeyman), Single
Weapon Style (Novice), Dual Weapon Style (Novice).
Axes, Bludgeons, Trade, (mother tongue)
Brawling, Light Blades. W eapon G roups L anguages
E quipment Brawling, Bludgeons, Trade, (mother tongue)
Heavy Blades, Spears.
Iron Dagger [1], Poor Steel Short Sword [1], Grey
Iron Small Shield [2], Cured Hide Leathers [1], 3 E quipment
Vials of Dragon Blood. Steel Mace [2], Steel Dagger [1], Leather Leathers [1].
Encumbrance: 5 Capacity: 5 Encumbrance: 4 Capacity: 6
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W arriors
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K night L egionnaire
Many nobles aspire to the ideals of chivalry espoused One of the most fearsome fighting fraternities on
by the knightly orders. Highly skilled and morally Thedas, the Legion of the Dead fight the enemies of
resolute, they are an inspiring presence to their allies the dwarves unwaveringly.
and a fearsome foe to their enemies.
A dventure H ook
A dventure H ook Find a Legion outpost in the Deep Roads, or get
Ser Roben bravely ran away... swarmed by Darkspawn. You’ve got one hour.
LEGIONNAIRE
KNIGHT
Rank Class Race
Rank Class Race Veteran Warrior Dwarf
Veteran Warrior Leader Human A bilities ( focuses )
A bilities ( focuses ) 0 Communication
3 Communication (Leadership, Etiquette) 4 Constitution (Fortitude, Stamina)
2 Constitution (Running, Stamina) 0 Cunning (Military Lore)
0 Cunning (Military Lore) 2 Dexterity (Initiative)
3 Dexterity (Riding) -1 Magic
-1 Magic 2 Perception (Tracking)
0 Perception 4 Strength (Axes, Heavy Blades, Might)
3 Strength (Heavy Blades, Spears) 2 Willpower (Courage, Morale)
1 Willpower (Courage, Morale) C ombat R atings
C ombat R atings Speed Health Defence Armour Rating
Speed Health Defence Armour Rating
10 70 12 (14) 9
13 54 13 (15) 9 A ttacks
A ttacks Weapon Attack Roll Damage
Weapon Attack Roll Damage Superior Red +6 (+1) 2D6+4 (+2)
Steel Lance +5 2D6+3 Steel Longsword
Veridium +5 2D6+3 (+1) Red Steel Two- +6 3D6+4 (+2)
Longsword Handed Axe
F avoured S tunts F avoured S tunts
Skirmish and Knock Prone. Mighty Blow and Knock Prone.
S pecial R ules S pecial R ules
Stunt Bonus: Dual Strike; Stunt Bonus: Threaten Stunt Bonus: Dual Strike; Stunt Bonus: Threaten
Mounted: Warhorse (Enc+4) Stalwart
Specialisation: Champion (Journeyman). Specialisation: Legionnaire Soldier (Journeyman).
Talents: Armour Training (Master), Mounted Combat Talents: Armour Training (Master), Two-Hander Style
Style (Novice), Weapon and Shield Style (Journeyman). (Journeyman), Weapon and Shield Style (Novice).
W eapon G roups L anguages W eapon G roups L anguages
Axes, Brawling, Trade, (mother tongue) Axes, Bludgeons, Brawling, Trade, Dwarven
Bludgeons, Light Blades, Flails, Heavy Blades, Spears.
Heavy Blades, Spears. E quipment
E quipment Red Steel Two-Handed Axe [3], Superior Red Steel
Veridium Longsword [2], Steel Medium Shield [2], Longsword [2], Steel Shield [2], Superior Steel Half
Steel Lance [3], Steel Half Plate [4]. Plate [4].
Encumbrance: 11 Capacity: 7 (+4) Encumbrance: 11 Capacity: 10 (+2)
119
W arriors
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M ercenary T emplar
The perpetual conflict that inflames Thedas can only Fanatical warriors devoted the Chant of Light,
be sustained by feeding it warm bodies. Mercenary Templars are a shining beacon to the average, non-
bands wander the lands actively looking for wars mage Andrastian. to anyone else they are a powerful
in order to ply their wares. Seasoned warriors and force to be reckoned with. Capable of sapping the
pragmatic soldiers, mercenaries can be counted on to power from a mage’s spells and clad in heavy plate,
do the hard yards... unless someone comes up with Templars smash through all opposition.
a better offer.
A dventure H ook
A dventure H ook A templar seconds the PCs to his command in order
An uppity mercenary leader has ingratiated himself to root out a wanted fugitive who has hidden away
with the king and his mighty Hawk warriors have in the caves to the east.
slain a path to victory. The queen doesn’t like this
one bit.
TEMPLAR
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W arriors
D r a g o n A ge
THUG T hug
Fanatical warriors devoted the Chant of Light,
Rank Class Race Templars are a shining beacon to the average, non-
mage Andrastian. to anyone else they are a powerful
Ordinary Warrior Brute Human
force to be reckoned with. Capable of sapping the
A bilities ( focuses ) power from a mage’s spells and clad in heavy plate,
0 Communication Templars smash through all opposition.
2 Constitution (Drinking)
0 Cunning A dventure H ook
2 Dexterity A templar seconds the PCs to his command in order
0 Magic to root out a wanted fugitive who has hidden away
in the caves to the east.
0 Perception
3 Strength (Axes, Climbing, Intimidation, Staves)
1 Willpower
C ombat R atings
Speed Health Defence Armour Rating
12 26 12 0
A ttacks
Weapon Attack Roll Damage
Iron Hatchet +5 1D6+5 (-2)
Grey Iron Two- +3 2D6+6 (-1)
Handed Maul
F avoured S tunts
Mighty Blow and Knock Prone.
S pecial R ules
Talents: Armour Training (Novice), Single Weapon
Style (Journeyman), Two-Hander Style (Novice).
W eapon G roups L anguages
Axes, Brawling, Trade, (mother tongue)
Bludgeons, Staves.
E quipment
Grey Iron Two-Handed Maul [3], Iron Hatchet [1].
Encumbrance: 4 Capacity: 7
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122
P art 5
ACCOUTREMENTS
G ear and P araphernalia ...
W eapons
D r a g o n A ge
M elee W eapons
Weapon Damage Min. Str Enc. Cost
Axes Group (Strength) Piercing
Chain Axe1 1d6+3 0 2 19 sp
Bludgeons Group (Strength) Crushing
Hammer 1d6+2 0 1 6 sp
Brawling Group (Dexterity)
Garotte 2
1D6 - - 4sp
Flails Group (Dexterity) Flailing
Whip3 1D6-1 - 1 5 sp
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 1d6+4 2 3 -
Lance6 4D6 3 4 35sp
Staves Group (Dexterity)
Club 1d6 - 1 1 sp
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G ear
D r a g o n A ge
G ear SLOTS AND ENCUMBRANCE
Containers like backpacks use slots instead of
A sword is fun, but unless you have a nice pack to encumbrance values. You can pack a lot into them
carry your ill-gotten gains, it will only get you so far. without overburdening yourself.
Saddlebags, rations and other mundane things are all
integral to keeping an adventurer adventuring. When placing items into containers, they only take
up slots and do not add any encumbrance to the
A house to store all your stuff isn’t bad either. container or character carrying it. The following
are some example items and the slots they take
B aggage up. If you carried these outside a container they
would increase encumbrance by the value given.
The following offer various ways of carrying
equipment and items. Phials: 2 per slot or 1 Enc each.
Backpack Rations: 1 week per slot or 1 Enc.
Useful for storing small perishables, fragile items Books: 1 tome per slot, 2 books per slot. 1 Enc each.
and valuables. A backpack contains 10 slots and is 2 Money: 20 coins per slot. 1 Enc per 20 coins.
Encumbrance.
Q uality
All equipment can come in various qualities (see
Esoterica 1). 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.
Saddlebags For weapons and armour the quality affects their use
Tied to a horse, these are used to carry tents, utensils in combat, but for other items their quality may have
and other camping supplies. Contains 30 slots and is indirect effects. The following are guidelines that can
4 encumbrance. help you determine how the quality of various items
affects their use.
Q uality
Crude Poor Average Superior Magnificent
-2 -1 0 +1 +2
Used by assassins and skirmishers, bandoliers allow Fashionable Items: Jewellery, tailored gowns and so
you to carry multiple throwing weapons. A bandolier on can all affect one’s social success. Modifiers affect
is 2 encumbrance and can carry 5 throwing daggers, interaction tests such as Communication (Etiquette).
4 throwing axes or 3 throwing spears. Specialist Attire: Cold weather gear, turbans etc
all help or hinder characters surviving in extreme
weather. Any tests to protect against the cold etc
can be modified by this gear. In the case of crude or
poor quality, it would basically mean you’re wearing
normal clothes which make you more vulnerable.
Consumables: This is a bit subjective but the quality of
food and drink reflects on the chef as well as whoever
is hosting them.
125
G ear
D r a g o n A ge
R arity
Availability Cost multiplier
Very Rare 16x
Rare Hard 8x
Unlikely 4x
Uncommon 2x
Common 1x
Very Common 1/2x
126
G ear
D r a g o n A ge
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 10sp
Lyrium 200-500sp
Malachite 30sp
Opal 250sp
Orichalcum 100sp
Quartz 8sp
Ruby 120sp
Sapphire 60sp
Spirit Shard 10sp
Tainted Lifestone 10sp
Topaz 50sp
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128
G ear
D r a g o n A ge
B uildings R ecipes
Item 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
Convert any building to one of the following: 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
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
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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
Starkhaven Pie 15cp
Planasene Paella 70cp
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G ear
D r a g o n A ge
D rink S alves and E lixirs
Item Cost Item 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 If a Greater version is available, it is 2x the base cost.
Mosswine 20cp
Sun Blonde Vint-1 4sp
West Hill Brandy 1sp
Wilhelm’s Special Brew 50cp
Wine 70cp
Single drink. Bottles are 10x cost (~15 drinks) while kegs
are 20x cost (~40 drinks).
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P oisons P otions
Item Cost Item Cost
Adder’s Kiss 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.
132
L oot T ables
D r a g o n A ge
L oot T ables R ogue
2D6 Roll Result
Everything has a story. Sometimes you want more
2 Lice/Disease - Make a Con (stamina) test to avoid
from your murder sprees than just the weapons and becoming infected (see diseases).
armour off your enemy’s back. 3-4 Tokens and Gifts
5 Books and Texts (could be stolen)
Each item can lead to another quest if you think
6 Larceny and Superstition
about it. A fork found on a beggar could belong to a
7-8 2D6 Coins (brass/silver/gold - choose based on type
merchant found dead in an alley where the beggar was of NPC)
sleeping, which in turn could lead to the discovery 9 Effects and Knick Knacks (could be stolen)
of a grand conspiracy. The Fork Conspiracy. Or why 10-11 Accoutrements and Booze
does a farmer possess an ancient elven artefact? 12 Artefact
the NPCs may also have on them. Roll 2D6 on the 3-4 Parochial Paraphernalia
table to see what they have on them. A rule of thumb 5 Notes and Maps
would be to roll once for each rank of the NPC. 6 Magical Materials
7-8 2D6 Coins (brass/silver/gold - choose based on type
Players can use stunt points rolled on search tests to of NPC)
add or subtract from the roll (either the table or the 9 Books and Texts
sub table) to influence the result if they wish. 10-11 Tokens and Gifts
12 Artefact
C ivilian
2D6 Roll Result If the NPC is a child you may roll on the child table
Lice/Disease - Make a Con (stamina) test to avoid as well as on one of the above class-based tables.
2 becoming infected (see diseases). Children are always carrying around random bits
3-4 Tools and Ingots and bobs.
5 Parochial Paraphernalia
6 Effects and Knick Knacks Of course, this does mean you’ve either killed a child
2D6 Coins (brass/silver/gold - choose based on type or are searching their dead/struggling body. You
7-8 of NPC) bad people you...
9 Tokens and Gifts
10-11 Notes and Maps
12 Artefact
C hild
1D6 Roll Choose
1 Doll Toad
W arrior 2 Wooden sword Pokin’ stick
3 Sticky treat Feather
2D6 Roll Result
4 Ball of string Mouse trap
2 Lice/Disease - Make a Con (stamina) test to avoid
becoming infected (see diseases). 5 Ball/top ‘Dragon egg’
3-4 Tools and Ingots 6 Shiny (spoon, key, ribbon etc.) Magic treasure
5 Hunting Trophies
6 Accoutrements and Booze Artefact: The NPC is carrying an artefact of cultural,
7-8 2D6 Coins (brass/silver/gold - choose based on type historical, religious or magical significance. What this
of NPC)
133
L oot T ables
D r a g o n A ge
134
L oot T ables
D r a g o n A ge
N otes and M aps B ooks and T exts
1D6 Roll Choose 1D6 Roll Choose
1 Rune tracing Ruin 1 Subversive pamphlet Fancy Scroll
2 Recipe Shipwreck 2 Folio of art Tattered Notebook
3 Blank parchment Lair 3 Devotional text The Rose of Orlais
4 Love letter Hideout/Dead Drop Illustrated Dane & the
4 Diary
5 Threat Herb locations Werewolf
6 Coded message Ambush 5 Sordid Poetry Ines Botanical Companion
Esoterica from Thedas
6 Educational text
Complete
135
D iseases
D r a g o n A ge
136
D iseases
D r a g o n A ge
A ndraste ’ s K iss B eggar R ash
One of the few diseases greeted with open arms, the TARGET NUMBER SUCCESS THRESHOLD
rosy welts of Andraste are seen as a blessing. 10 10
People with her kisses on their bodies are seen as SYMPTOMS CURATIVES
favoured by her, infused with her holy light. It’s just
Discoloured skin Powdered Oricalcum
the light is a bit itchy...
Red spreading rash Extract of Dragon marrow
Taut skin that hurts Crystal Grace reduction
when stretched
EFFECTS
-2 Communication.
B loatback
Rarely fatal, bloatback is nevertheless extremely
uncomfortable. Unlike many of the other diseases
in Thedas, this one is
common amongst the
wealthy. Many nobles
have woken up
A ndraste ’ s K iss after a feast to find
TARGET NUMBER SUCCESS THRESHOLD themselves bloated
and miserable, often
10 8
with a hangover to
SYMPTOMS CURATIVES add insult to injury.
Delicate red welts that None. Why would you
look like the kisses of an cure a blessing?
enthusiastic lover.
EFFECTS
+1 Communication, -1 Dexterity. The Kiss does not
reduce Health and cannot kill you.
137
D iseases
D r a g o n A ge
C hillfever C hillrattle
Few diseases affect the mind like Chillfever. Also TARGET NUMBER SUCCESS THRESHOLD
known as summer’s lament or frost madness, it 11 13
ironically hits at the height of summer.
SYMPTOMS CURATIVES
Sufferers have been known to wander deliriously
Hacking Honey infusion
out into baking fields, shivering with a phantom cold
they can never warm. In some cases, sufferers have Rattling cough Elfroot vapour
thrown themselves into fires to ward off their eternal Shortness of breath Ambrosia
chill.
Lethargy
Fever
EFFECTS
-1 Dexterity, -1 Perception
C rotchrot
The Night Lady’s Discount is an unwelcome gift
bestowed on many a sailor spending layover in the
seedier districts.
C hillfever
TARGET NUMBER SUCCESS THRESHOLD
11 8
SYMPTOMS CURATIVES
Shivers Powdered frost rock
Numb extremities Boiled Bronto blood
Delirium Stewed frost berries
EFFECTS
-2 Cunning, -1 Attack.
Spouses finding their partner’s inflicted with this
embarrassing malady know that they have been less
C hillrattle than faithful. Also called the Scold’s Intent due to the
inevitable breakdown of relations.
The Spinster’s laugh
or winter’s friend,
Chillrattle runs through
C rotchrot
the population during the TARGET NUMBER SUCCESS THRESHOLD
coldest times of the year. 16 14
Often associated SYMPTOMS CURATIVES
with the elderly
or very young, Red rash Nug dung
this unpleasant Pustules Vinegar
disease can be
fatal to both. Flaky skin around the Creme of nettle
vulnerables
EFFECTS
-2 Dexterity, -1 Willpower
138
D iseases
D r a g o n A ge
D ragon R uns H alftaint
The gastronomist’s TARGET NUMBER SUCCESS THRESHOLD
curse, Blight Bowels 15 17
or just the Trots, this
stomach ailment SYMPTOMS CURATIVES
has many names. Skin discolouration Chicken soup
Originally named the Sunken eyes Elf root
Dragon Runs because
people with it suddenly Loss of appetite Of course, no one
up and flee like a reaslises what it is until
Delerium
dragon is chasing them it’s too late...
(and the accompanying Violent outbursts
burning sensation...), EFFECTS
this disease is prevalent
-2 Communication, -2 Strength, Fear (9).
wherever there is
poorly prepared food.
H alftaint EFFECTS
-2 Communication, -1 Cunning..
For those
unfortunate
enough catch this
disease, a painful
future awaits. Due
to its superficial
similarity to the
Taint, this disease
causes mass panic
amongst the
populace.
Over the years hundreds of innocents have been
driven out of town and burned alive after contracting
halftaint. Many take their own lives, or flee into
the wilds to spare their families the horror of their
corruption. When the disease has run its course and
they return, many are killed anyway just to be sure.
139
D iseases
D r a g o n A ge
N ecrodigitis O culomucus
Next to the blight, this disease is perhaps the most TARGET NUMBER SUCCESS THRESHOLD
reviled. Anyone found to have contracted it is 10 12
ostracised from their community for fear of catching
it. Many people see them as cursed by the Maker. SYMPTOMS CURATIVES
Red eyes Mashed onion
Pus/mucus discharge Reduced Bronto urine
Bad cases eyes are glued Prickleweed pulp
shut
EFFECTS
-1 Perception, -2 Attack.
R edpox
A common malady across Theads, Redpox has been
responsible for more deaths than any other. Several
Some Chantry sisters have taken pity on these poor massive epidemics have occurred in the past Ages,
wretches and look after them in isolated communes, each resulting in thousands of deaths.
trusting in the Maker’s protection to prevent them
catching it.
N ecrodigitis
TARGET NUMBER SUCCESS THRESHOLD
12 20
SYMPTOMS CURATIVES
Red scaly extremities Andraste’s Grace tincture
Loss of sensation Vapour of Wyvern venom
Slowly rotting digits Concentrated Halla blood
During normal times Thedans find the redpox
EFFECTS
distasteful and offputting. They tend to avoid people
-2 Dexterity, -2 Strength, Ignore Injuries and showing signs of the disease. During epidemics or
remain conscious at 0 or less Health. large outbreaks this distaste can turn into fear and
anger. Many people have been burned alive inside
their homes by desperate people trying to protect
O culumucus their families.
One of the most foul and uncomfortable diseases in
Thedss the witcheye is unfortunately very common. R edpox
The more superstitious believe it is a result of a curse, TARGET NUMBER SUCCESS THRESHOLD
or dark deed. People will often hide away in dark 12 10
rooms so their fellows don’t realise they have it. Of
course many people associate hiding away in dark SYMPTOMS CURATIVES
rooms with curses and dark deeds as well... Red mottled rash Powdered bear claw
Cracked lips Honey
Slight palsy Extract of Spindleweed
EFFECTS
-1 Communication, -1 attack rolls
140
M age M aladies
D r a g o n A ge
M age M aladies B loodspit
Although there are diseases found across Thedas that Too much magic is a dangerous thing, more so when
many attribute to the evils of magic, in reality magic it involves the dark rituals of blood magic.
itself isn’t infectious. However, the raw energies of
the Fade coursing through the body can wreak havoc.
Anyone that uses a magic spell, is the target of a
magic spell or encounters strong Fade energies
can suffer from a mage malady. These are unusual
afflictions produced by an overload of mana that
generate strange effects in the body.
Tests made to resist or recover from mage maladies
use Magic rather than Constitution.
M anaglut
B loodspit
TARGET NUMBER SUCCESS THRESHOLD
12 10
SYMPTOMS CURATIVES
Blood dribbling from Extract of wyvern blood
Someone that has expended a large amount of every orifice
Reduced ox blood
mana through the casting of a spell or absorbed that Internal pains
manner at the other end can suffer from managlut. Nug pâté
In some ways it isn’t dissimilar to being drunk, EFFECTS
although it impacts your magical capability as well -2 Strength, -2 Constitution. Can’t be healed with
as your faculties. The faint blue-veined glow doesn’t Magic (spells or potions etc).
help either.
M anaglut
TARGET NUMBER SUCCESS THRESHOLD R andom D isease
15 15 1d6 Roll Disease
SYMPTOMS CURATIVES 1-3 Roll Again on the Table Below:
Blue-veined glow 8 hours sleep 1 Andraste’s Kiss
Difficulty concentrating Chili tincture 2 Beggar Rash