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ESOTERICA FROM THEDAS

VOLUME 4: ORGANISATIONS
E soterica from T hedas
V olume 4: O rganisations

By
Doug Newton-Walters

With
Jenni Creagh

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

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

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

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

D r a g o n A ge

CONTENTS
CONTENTS 2 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
D r a g o n A ge

B ackgrounds D alish M age


2D6 Roll Benefit
Dragon Age provides a wide variety of origins for
2 +1 Willpower
your characters. These help to flesh out a character’s
3-4 Focus: Communication (Animal Handling)
personality, drives and goals. The following are 5 Focus: Cunning (Arcane Lore)
additional backgrounds that, whilst usable on their 6 Focus: Willpower (Self-Discipline)
own, are prerequisites for taking some Specialisations 7-8 +1 Magic
and joining Organisations detailed later. 9 Focus: Perception (Tracking)
10-11 Focus: Dexterity (Stealth)
D alish M age 12 +1 Dexterity

Amongst the Dalish magic is seen as a blessing rather


than the curse the Chantry decrees it to be. A Dalish
Mage is seen as blessed by the gods and in tune with
the world around them; the life force of everything
flowing through their soul. They can commune with
nature and befriend the wild creatures of the woods,
keeping the Dalish clans from harm. It is thought that
long ago during the warm days of timeless Arlathan
all Elves felt the flow of magic throughout their
eternal lives. This is but one more reason to loathe
the Shemlen invaders.
Every Dalish Clan is led by a Keeper, a mage steeped
in the recovered lore of their people and wise beyond
their years. In most clans there are only every two
mages, the Keeper and their apprentice ‘The First’.
Before a Keeper chooses an apprentice there may be
several candidates, each with the spark of magic in
the veins. Should they not be taken as their Keeper’s
First they are often sent to another clan to join those
candidates. Most often all Dalish Mages find their
place in a clan, but some choose to wander the
world, claiming no clan as their own. They hold true
to the beliefs and traditions of the Dalish and seek
out forgotten knowledge and lost artefacts to further
enrich their people.

P laying a D alish M age


If you choose to play a Dalish Mage modify your
character as follows:
• Add 1 to your Cunning ability. This represents
the lore and training you have received from
your Keeper.
• Pick one of the following ability focuses: Magic
(Arcane Lance) or Cunning (Natural Lore).
• You can speak and read the Trade Tongue. You
can speak and read Elven.
• Take the mage class.
Roll twice on the following table for additional
benefits. Roll 2D6 and add the results together. If
you get the same result twice, re-roll until you get
something different.

6
B ackgrounds

D r a g o n A ge
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
D r a g o n A ge

T hedosian N oble P laying a T hedosian N oble


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

8
B ackgrounds

D r a g o n A ge
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
D r a g o n A ge

S eheron D issident P laying a Seheron Dissident


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

10
P art 2

SECRET SOCIETIES
O rganisations of T hedas ...
O rganisations
D r a g o n A ge

O rganisations In the following pages you will find information on


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

12
O rganisations

D r a g o n A ge
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

A sh W arriors To see the Ash Warriors on the battlefield is to


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

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.

C lasses A dventure H ooks


Primary Classes Secondary Classes • A local Bann has called for aid from the Ash
Warrior - Warriors and they have requested a player
member help. Unfortunately the Bann is
someone the players have recently disagreed
with and can’t stand.
F avoured S pecialisations
• Ash Warriors on the hunt for traitors to
• Berserker.
Ferelden mistake the party for their prey.
• Someone is killing mabari and the Ash Warriors
O rganisational B onuses are out for blood.
• Gain 1 point in Willpower or Constitution to
• Blight tainted mabari have been unleashed into
represent the resilience you need to become an
small towns, killing and infecting everyone. The
ash warrior.
only clue is that they possess the emblem of the
• Gain 1 degree in a talent. Ash Warriors.
• Ash Warriors respect the culture of dwarves more
than most Chantry worshippers. You gain +2 to
any interaction tests with dwarven groups that
know you are an ash warrior (and actually care).
• Gain 1 Strength focus.

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.

C lasses A dventure H ooks


Primary Classes Secondary Classes • The shady merchant you have been
Warrior Rogue investigating has hired Taoran’s thugs to protect
his merchandise. However one of you is also an
Irregular.
F avoured S pecialisations • Two soldiers both claiming to be Irregulars
ask the party to help them fight off a band of
• Champion
brigands led by the other soldier.
• Guardian
• A liaison in the next town approaches a player
• Ranger Irregular with a job; employment under the
corrupt official they were chasing.
O rganisational B onuses • A town recently attacked by darkspawn is now
being held hostage by Blackstone Irregulars
• Gain 1 point in Strength or Constitution to
demanding payment for the protection they
represent the physical training of the Irregulars.
provided.
• Gain 1 degree in a talent.
• The Blackstone Irregulars have contacts within
the military of Fereldan. You gain +2 to any
interaction tests with the Ferelden military.
• Gain 1 Strength focus.

17
B lood T akers
D r a g o n A ge

B lood T akers sustaining deep lacerations and burns that marked


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

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

C hevaliers to rest on its laurels however as the second Bight


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

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

C ircle of M agi and community. Mages cannot inherent land or


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

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 ragon H unters Lastly the sudden abundance of dragon carcasses


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

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.

Playing as a Dragon Hunter


Dragon Hunters are proud warriors who revere their
legendary lineage. The weight of history rides on their
shoulders and they eagerly leap into battle with the
most dangerous of beasts in honour of that past. They
take up quests to slay beasts terrorising local villages,
seeing it as a test and a duty. However their pride can
slip into hubris and arrogance if left unchecked.

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

B rotherhood sometimes cause friction as a Dalish hunter has to


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

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

L owland B andits After finally removing the Orlesians from Ferelden


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

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

M ages ’ C ollective The magical elixir developed by the mages proved


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

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

M erchant G uild The Merchant Guild’s wealth is so great that it can


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

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

M ist S talkers Fereldans they are the terrifiying Mist Stalkers.


Each Mist Stalker is a master hunter, having
Alongside the Avaars, there is only one remnant undergone further hunting trials to join the
group of the original Alamarri tribes that first brotherhood. The Shrouded Trial requires they hunt
populated what is now Ferelden. These tribes, known the great wolves of the Wilds blindfolded, relying on
as the Chasind or Korcari Wilders are a spiritual their other senses to locate and kill the prey. Once a
people who still follow the old ways long since lost to member of the Mist Stalkers they are tasked with the
the people of Ferelden. They live amongst the misty hunting of the most dangerous prey in Thedas: man.
wilds, swamps and forests of the southern reaches, The Mist Stalkers sole job is to hunt and slay any
led by shamans of great power. What buildings they Ferelden that penetrates too deeply into the Wilds
construct are built atop stilts to keep their possessions and ensure their allies never find them. Mist Stalkers
away from flood water and the crawling denizens of are assassins of the forest, using their superlative
the swamplands. skills to keep the Fereldans too terrified to organise a
Amongst the Chasind, warriors are blooded through coordinated attack.
a series of hunting trials, stalking wolves and elk Amongst Fereldans the Mist Stalkers are seen not
through the dark forests. Tradition holds that they as Chasind, but as spectral monsters that haunt
either come back with their prize, or don’t come back the Wilds spiriting the unwary away into the dark,
at all. This uncompromising philosophy has shaped never to be seen again. The campaign of fear and
a hard but deadly warrior terror they have waged
tradition and ensures has been more effective
that the Chasind are well than a thousand battles
protected from any threat and Ferelden interests in
the Wilds can throw at the Wilds has dropped
them. considerably in the last few
However it isn’t just the decades. Combined with
Wilds that threaten the the legends of the Witches
Chasind, the soft and of the Wilds, the Chasind
indolent Northerners also have only increased
encroach on their lands and the mystique and terror
kill their people. surrounding their lands.

Relations between the Although initially formed


Chasind and Ferelden have to hunt intrusive Fereldans,
always been strained. In the the increased activity of
days before Hafter the Chasind Darkspawn and mercenary
were a powerful force and companies across the lands has
regularly raided the northern lands. seen the Mist Stalkers expand their
After Hafter broke the Chasind horde repertoire. All those that threaten
very little was heard from them. But as the Chasind tribes, be they Fereldan or
the Chantry took hold of Thedas, calls to darkspawn will know terrifying death from
march on the heathen barbarians rang out and the darkness.
border skirmishes became common. As the Stalkers comprise warriors from all tribes they
Like the Avaars, the Chasind do not follow do not possess a tribal totem. Instead their symbol is
Andrastian teachings and their continued existence a knife bisecting the moon. The moon is mistress of
is seen as a blasphemy against the Chant of Light. the night, shadows and mysteries. The mist is seen
Rumours of the worship of dark gods and vile as the moon’s veil cast across the land to hide her
things are commonplace amongst Fereldans and the actions from the world.
Chasind’s association with the Witches of the Wilds To join the Stalkers is no easy task. They generally
only deepens their image as demon savages. only recruit Chasind and of those, only warriors
Without a single leader the Chasind have been who have proven themselves as skilled hunters and
unable to put up a unified front against the sporadic trackers. Becoming a Stalker is a sacrifice as ties with
incursions of aggressive zealots and the suffering has the tribe are severed temporarily. The warrior has
been great. To combat this new threat a brotherhood no contact with their people for the length of time
of warriors has appeared, comprised of members they have joined the stalkers, partly to focus them
from across all the Tribes. Tribal feuds and loyalties on their task, but also to ensure the Stalkers take
are temporarily put aside in order to protect the no partisan actions on behalf of their tribe. Should
greater whole. To the Chasind this brotherhood are the Stalkers begin taking sides in tribal conflicts, the
heroes protecting their people, to the belligerent delicate balance developed will be destroyed and
36
M ist S talkers

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.

P laying as a M ist S talker


Mist Stalkers are hunters extraordinaire. They
continuously hone their skills against the stealthiest
prey they can find and are always on the lookout for
more. Although their main target are Fereldans in the
Wilds, they will also travel abroad, leaving Korcari to
see the wild places of other lands, hunt the creatures
there and learn better ways to undertake their duty.
This creates an interesting dynamic between them
and any Fereldans they meet. Outside the Wilds

37
Q unari B eresaad
D r a g o n A ge

Q unari B eresaad intrinsically suited to a specific task and the Ben-


Hassrath selective breeding programmes have
The Qunari are the newest arrivals in Thedas. They further reinforced this. As the sexes differ in many
have only had a presence on the continent for a few ways this naturally inclines them towards different
hundred years, but in that time they have made an tasks. As a result, all members of the Ataam and
unforgettable impact. therefore the Beresaad are male.

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.

R equirements A dventure H ooks


To join the Beresaad you must have a Cunning of 2 or • Mysterious giants attack the village the players
more and be a male Qunari in the Ataam. are staying in and no one knows why.
• A player Beresaad is request by the Ataam to
C lasses assassinate a specific noble, a noble the players
Primary Classes Secondary Classes are currently working for.
Warrior Rogue • Rumours of a powerful new weapon capable of
destroying a castle with one shot surface.
• A travelling circus claims to have a giant from
F avoured S pecialisations the north.
• Champion
• Duellist
• Weapon Master

O rganisational B onuses
• Gain 1 point in Dexterity or Strength to
represent the peerless training of the Beresaad.
• Gain 1 degree in a talent.
• 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

S anguine M inistry A devout follower of Andraste’s cause, known to


the Ministry only as the Saviour, realised herself the
“Let my blood touch the ground, truth of Andraste’s power. Andraste’s power was
unlike anything the Saviour had ever seen, until
Let my cries touch their hearts. Andraste’s army reached Tevinter. Amidst the chaos
Let mine be the last sacrifice.” of Andraste’s attack on Minrathous, many Magisters
were killed or captured but not before the Saviour
Andraste 7 witnessed the power these mages possessed.
For hundreds of years before the coming of Andraste, The Ministry holds that the power these Magisters
the people of Thedas held magic in both fear and displayed was not unlike the so-called Miracles of
awe and it was an integral part of many ancient Andraste herself. The Saviour saw the real gift of the
tribal cultures. Shamans and witches communed Maker and she determined that without control of
with spirits, healed the sick and killed their enemies this gift humanity would never know the Maker’s
with potent if primitive spells. Nowhere was this love again. The problem with the Magisters was not
more apparent than in Tevinter where powerful and their magic, but their corruption of the Maker’s pure
sophisticated mages controlled a vast Imperium. magic and their lack of faith in Him.
Their rule spread across the continent as far as what
would later be Ferelden and their highways are still The Saviour’s great revelation was that in the Blood
present to this day. was the Maker’s Truth. Andraste shed her blood for
the people to bring them
The excesses of Tevinter to the truth of the Maker’s
cast a black shadow over love and only through the
the use of magic and many Blood could it be found.
began to fear and hate
this otherworldly power From Andraste’s own
as it was used to enslave words the Saviour
and torture. With the understood that the
appearance of Andraste waters of the Fade and
and her army of the faithful the Maker’s tears were the
the Tevinter Imperium Blood flowing through the
was broken and the yoke veins of his children, to
of magic removed from better connect them to one
Thedas. another.

Andraste’s teaching on the The revelations of the Saviour


Maker and the Chant of Light spread very slowly as their
spread quickly and the core belief position was apparently in
that magic was meant to serve opposition to the beliefs of the
mankind and never to rule them was Chantry. Magic was not evil, it was
enthusiastically taken up by all that the Maker’s gift to humanity, and
had suffered at the hands of the Tevinter. within magic exists the very soul of the
Mages were hunted down and burned for the Maker himself; Blood magic. So the followers
apostates they were and any that surrendered were of the Sanguine Ministry treat Blood as sacred,
kept under guard. just as Andraste spilt hers to bring the Maker to the
world, so too does the Ministry spill their blood and
As the Chantry developed there were several the blood of others.
factions that appeared, each with a slightly different
interpretation of Andraste’s words. The most For so long the use of blood to power spells has
powerful was that originating within Tevinter itself been stigmatised and punishable by death. Many
and eventually this faction broke away entirely blood mages seek out the Ministry, some initially for
from the Thedosian Chantry centred in Orlais. They power, others for a sense of absolution. What they
believed that to serve mankind the Magisters would find is a religious order that venerates Andraste
have to rule them, thereby allowing mages to regain and the Maker and accepts and loves them for the
their positions of power. ability given to them by the Maker. The allure of this
acceptance and veneration means that in most cases
During the struggle between the Chantry and what they convert wholly to the Saviour’s teachings and
they righteously referred to as the Black Chantry of become fanatically loyal to their cause.
Tevinter, another denomination appeared, one that
even the Magisters of Tevinter reviled. This was the The emblem of the ministry is the Chantry Sun with
Sanguine Ministry and its origins date back to the a red blood drop in its centre, signifying the Maker’s
very death of Andraste herself. gift of the power in blood to his children.

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.

Assets Hidden temples • Babbling peasants accuse the Chantry of blood


magic.
Expertise Theology, rhetoric, blood power
Enemies Andrastians • A religious order seeks aid from the PCs,
claiming that apostate elements of the Chantry
Leaders The Sanguine, Blood Priests
seek to kill them.
Status Whispered amongst apostates

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

S eekers of T ruth jumped at the chance to combine with the Inquisition.


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

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.

O rganisational S tructure A dventure H ooks


Areas Particulars • Templars are being killed in the city.
Affiliates The Chantry, Templars • A PC Seeker must blackmail a noble at a party
Assets Any Chantry assets to prevent him selling information to Tevinter,
without the devout Andrastians surrounding
Expertise Investigation, interrogation, suppression
him finding out.
Enemies Templar dissidents, apostates
• A Chantry Mother hires the PCs to investigate
Leaders Lord Seeker Lambert, High Seekers
one of her lay-brothers she suspects of
Status Famous throughout Thedas treachery.
• A Seeker is found dead in the bed of an
apostate.
R equirements
To join the Seekers you must have a Perception of 2
or more and be an Andrastian.

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

T emplar O rder and abuse. However, according to the Chantry this


is the price that must be paid for the security the
The Templar Order is a military order of the Chantry Templars offer.
that, amongst their duties, hunts apostates and Templars may be assigned to the Circles of Magi
maleficar and watches over the mages from the but also to individual Chantries. In Thedas there are
Circle of Magi. While they are officially deemed 15 Knight-Commanders each in control of a branch
a defensive force by the Chantry established to of the organization. They answer to the head of the
protect the communities of the faithful from magical local Chantry, often a Grand Cleric, depending on
threats, they are in fact an army unto themselves. the region in question. The size and strength of each
Well-equipped, highly disciplined and devoted to branch also differs, depending on the community
the destruction of non-believers in the name of the they serve or their specific mandate.
Maker, the Templars are a highly effective force in
Thedas. The Order itself is ruled from the glittering White
Spire in Val Royeaux by a Knight-Vigilant. However,
Templars maintain a dual role in the Chantry; they there are other sources that suggest that the Order is
are sworn to protect the world from the dangers of actually led by a series of Knights Divine, a division
magic, but at the same time they also protect mages within the Order who serve directly underneath the
from a world that fears them because of these dangers. Divine herself. In addition to making the rules, these
It is the duty of a Templar Knights oversee day-to-day
to watch their charges operations.
for any sign of weakness
or corruption and to act The emblem of the order is
without hesitation should a sword piercing through
they find it. a stylised sunburst. Where
the Seekers display the All-
One of the Order’s most Seeing Eye, the Templars
important duties occurs brazenly display their
during the Harrowing martial purpose, ensuring
where they watch all who see them understand
over the mage’s body, the Chantry’s power.
ready to kill him or her
if demonic possession Templars are considered by
occurs. Templars are also the common folk to be the
responsible for seeking out saviours and holy warriors of
mages newly come into their Thedas, protecting the world
power and bringing them into from the dangers of magic
the Circle. Inevitably, the Order unchecked. As the Chantry’s
must also pursue mages who escape military arm, they are recruited
but typically can track the fugitives primarily for their martial skill and
using a phylactery of blood from their religious dedication to the Maker.
quarry. Commoners see the Templars as an opportunity
Most Templars are trained in skills to counter magic, to rise to a station higher than they could hope for
ingesting a considerable amount of lyrium in their in ordinary life. Many younger sons and daughters
development and as a result become addicted to it. of nobility vie for admission into the order due to
This grants them a considerable resistance to magic the prestige and celebrity that comes with being a
and the ability to drain the mana from nearby mages, Templar. However the uncompromising training,
shutting down their magical capacity entirely. religious conviction and lifelong sacrifice required
of a templar ensures that only the truly devout and
Ironically, these abilities could be considered a form noble of heart ever succeed to the mantle of the
of magic in themselves. There are many who believe Templar.
the Chantry knows of the addictive properties of
lyrium and uses this to control the Templar order by Given the difficult choices Templars must make in
controlling the flow of lyrium. the course of their duty, they must be unswervingly
loyal to the Order and maintain an emotional
Perhaps the most extreme example of the Templars’ distance from the plight of their charges. It is said
power is their ability to decree Right of Annulment that a Templar’s obedience is more important to the
which authorizes them to forcibly tranquil or kill all Chantry than his or her moral centre.
mages in a Circle tower. Considered an act of last
resort the fact that the order possesses such power It is this sense of ruthless piety that most frightens
at all creates great tension between them and their mages when they get the Templars’ attention: when
charges and occasionally leads to charges of tyranny the Templars are sent to eliminate a possible blood

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

T he C arta Despite the flow of business, its members are still


desperate and violent. With no strong leader to rein
“Blood or coin the Carta always gets its cut.” in their excesses, they have little sense of dwarven
honour, and freely break their word, double-cross
Dwarven society is built on a rigid set of castes. Once allies, and renege on deals.
born a dwarf’s fate is tied to their caste unless they
manage to marry above their station, an unusual The leaders of the Carta cycle through fairly quickly.
occurrence but not impossible. Even those dwarves The amount of treachery and greed found within
considered servants belong to a caste and although their ranks ensures that anyone that can take control
they may be looked down upon by their betters, they is the most conniving, violent and underhanded
are nevertheless considered worthy of a position thug in Dust Town.
amongst Orzammar’s citizens. The caste mentality of dwarf society manifests itself
Not so for the casteless. These dwarves are in an altogether darker and more violent manner
pariahs amongst their own people, considered the amongst the Carta, using power and force as
descendants of criminals and traitors. To dwarven measures of worthiness. There is always someone
society they do not exist and the Memories hold no else willing to slip a knife between your ribs in a bid
records of them. to rise in station.

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.

C lasses A dventure H ooks


Primary Classes Secondary Classes
• NPC smugglers appear to have connections to
Rogue Warrior the Carta Lyrium trade.
• A PC Carta member is challenged for their
position in the Carta and must defend it without
F avoured S pecialisations attracting the attention of the authorities for
• Berserker whom they currently work.
• Duellist • A noble from Orzammar claims that the Carta
are attempting to assassinate him.
• Trick Shooter
• The PCs are hired to help move a mysterious
shipment from a mountain village warehouse
O rganisational B onuses to a noble’s estate but they are set upon by
• Gain 1 point in Cunning or Perception to dwarves of the warrior caste claiming the goods
represent the deviousness needed to survive in as their own.
the Carta.
• Gain 1 degree in a talent.
• Carta members are consumate racketeers and
smugglers. Gain +2 to all intimidation tests with
ordinary citizens.
• Gain 1 Communication focus.

47
T he C rows of A ntiva
D r a g o n A ge

T he C rows of A ntiva Whilst the majority of Thedas considers assassination


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

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

T he D read W olf ’ s assassins to target key people and locations. When


the plan is nearing fruition they begin an elaborate

G ift of B lood game of smoke and mirrors to turn the humans


against themselves. Stores will mysteriously spoil,

V engeance children go missing. Each elf will always have an


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

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

If a specialisation is not taught by an organisation

59
S pecialisations
D r a g o n A ge

then it is impossible for the character to start in it 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
60
N ew S pecialisations

D r a g o n A ge
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.

B attlemage Novice: You may re-roll any failed Communication


(Animal Handling) tests. You have learned to
Some mages specialize in spells that permit them
summon a familiar to aid you. You must first enter
to engage in combat from afar. Battlemages, by
Summoning mode. This is an activate action and
contrast, prefer to wade into the fray alongside their
requires a successful TN 14 Magic (Spirit) test. If you
blade-wielding companions, close enough to read the
fail and roll triples, you must roll on the Magical
fear in their opponents’ eyes. Their spells primarily
Mishaps table (see Set 2 Magic). Whilst in Summoning
concern personal preservation as well as control of
mode you can summon a spirit Familiar as a minor
the elements in their immediate surroundings.
action although it must stay within your Magic value
BATTLEMAGE TALENT in yards or disappear. Like a spell or light wisp it
Class: Mage cannot be interacted with and is unhindered by
Requirement: You must have Constitution and solid barriers. The Familiar can take on the form of
Willpower 3 or higher. any Typical or Paltry sized animal, albeit spectral in
appearance. It grants +1 to all your Perception tests
Novice: With focus and determination you fearlessly and allows you to use its senses as your own, giving
wade into melee. As an activate action you can enter you an additional set of eyes etc.
Battlemagic mode. Whilst in this mode you can if Journeyman: You use your familiar to talk directly
you wish, use any Stunt Points generated by a spell to beasts around you. When your familiar is present
on standard combat stunts instead of Magical ones. you may perform a Communication (Animal
Increase your basic Defence by +1. You no longer Handling) test vs TN 13 as an Activate Action to call
suffer penalties for casting adjacent to enemies. an animal to fight for you. The animal will fight to
Journeyman: You have fine control over your spells the death for you or leave if there are no enemies left.
in the heat of battle. Spells you cast that have an area However the feedback of its death will cause your
affect, explode and so on will not affect you if cast familiar to disappear and inflict 1D6 penetrating
on an enemy. Eg Mindblast cast on a target adjacent damage on you. It is up to the GM to determine what
to you won’t cause you to test as well, despite being kind of animal(s) are available (see the table below
within the area of effect. for examples). You may only have one animal at a
time, per Encounter. Your familiar may move up to
Master: You can manipulate spells at close range, 2x your magic value in yards from you and appears
striking everyone within reach. When casting an more substantial.
area attack spell you may spend an additional point
of mana to modify its shape. If you do this the spell
must target you and will hit any target adjacent to
you.

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A nimal A lly K eeper


Location Animal Every Dalish clan has a keeper, a wise mentor
Towns/Cities Boar, Dog/Mabari, or Donkey dedicated to preserving the elves’ ancient lore. It
is exceptionally uncommon for a Keeper to teach
Forests/Plains Black Bear, Boar, or Wolf
anyone other than a fellow clan member about the
Mountains/Hills Giant Spider, Halla, or Wolf unique Dalish understanding of nature magic, which
Caves/Deep Roads Giant Spider or Bronto focuses on control of the roots beneath the earth.
KEEPER TALENT
Master: Your body and soul are conduits between Class: Mage
reality and the Fade. Your familiar can now travel Requirement: You must have Perception and
up to 3x your magic in yards from you. It now Magic 3 or higher.
looks like a real animal and will be perceived as a
threat by your enemies. Any creature that makes Novice: You gain sustenance from the environment
a melee attack against your familiar will suffer around you. First you must use an activate action to
1D6 penetrating spirit damage. You may use your enter Keeper mode. Whilst in this mode you regain
familiar as the caster of your spells, drawing line of 2 Health every round. You can detect poisons and
sight and measuring range from it instead. Spells cost hostile intent in the environment around you with
an additional two points of mana when you do this. a successful Perception (Empathy) test vs TN set by
the GM.
Journeyman: Your connection to nature enables you
channel its wrath at your foes. You may expend 8
mana whilst in Keeper mode to generate thornblades.
Any enemy that approaches within your Magic in
yards must take a Strength (Might) test vs your Magic
(Keeper). Failure inflicts 1D3 Penetrating damage.
This lasts until you end Keeper mode.
Master: You are now one with nature, combining
its vitality with your own. Any spell you cast that
damages a target gives you back 2 Health per target.
Your thornblades now do 1D6 Penetrating damage
and knock the target prone.

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.

Novice: You may enter shadow magic mode as an


activate action. Whilst in this mode you may add your
Shadowmancy focus to any Dexterity (Stealth) tests
you make. In order to determine that you had cast a
spell an observer would have to beat your spellpower
(shadowmancy) with a Perception (Seeing) test.
Failure means that they cannot determine who cast
the spell and won’t preferentially attack you as a
result.
Journeyman: Your magical energies make you
disappear effortlessly into the background. You may
add your Shadow magic focus to any Communication
(Disguise) tests you make and if you remain
stationary for an entire round performing no actions
people must take a Perception (Seeing) test vs your
Dexterity (Stealth) to notice you. Otherwise they
become unaware of you. They will become aware
of you if you perform any major actions. Whilst in
shadow magic mode your face is easily forgettable.
Anyone trying to recall you suffers -2 to their tests.
Master: Your skill in misdirection and subterfuge
increases.Your skill is such that you can trick your
foes into attacking each other. If an enemy target of
one of your spells fails their Perception (Seeing) test
to determine if you cast it, you can make them think
someone else did instead. Choose one target (friend
or foe) within 10 yards of you or your target. Your
original target treats the new one as having used the
Threaten stunt on them for that round only.

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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.

Novice: Your training has been harsh and unrelenting.


You gain a permanent +5 bonus to your Health value.

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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.

Novice: You channel demonic power to speed your


attacks and slaughter your foes. First you must enter
Blood Frenzy mode as an activate action. You gain +2
to Initiative rolls and gain +2 to damage when you
use the charge action.
Journeyman: The mist of blood in the air invigorates
you. You increase your damage by +1 and every time
you damage a target you regain 1 Health.
Master: You are a veritable whirlwind of destruction.
After successfully damaging an enemy in melee you
may spend 3 SP to make a charge action against a
different enemy. The charge does not generate stunt
points. You now regain 2 Health every time you
damage a target.

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S hadow SNIPER TALENT


Class: Rogue
There is no order or organization of shadows - they
Requirement: You must have Perception and
are self-taught elite rogues, masters of concealment
Dexterity 3 or higher.
and ambush. They strike from darkness, employing
personal decoys and hallucinogenic poisons to
Novice: You can wait for hours for your prey and
distract enemies before sliding a dagger between
stand calmly in battle. Your targets must take a
their ribs.
Perception (Seeing) test vs your Dexterity (Stealth) to
SHADOW TALENT notice you otherwise they are unaware of you and
Class: Rogue thus all your attacks gain +3 to hit. You can backstab
Requirement: You must have Dexterity and with a ranged weapon.
Cunning 3 or higher. Journeyman: .Snipers can find the weak points on
their enemies and exploit them. Any ranged attack
Novice: You may enter Stealth Mode as an activate you make that you have used the aim action on
action. Whilst in this mode all creatures must counts as using the pierce armour stunt. If you use
make an opposed Perception (Seeing) test vs your the pierce armour stunt then it counts as penetrating
Dexterity (Stealth) in order to perceive you, so long damage instead.
as it would be feasible to hide in the area you are
in (this wouldn’t be possible in a well lit arena for Master: If you make an aim action then your ranged
example). If they fail they may not interact with you backstabs do an additional 1d6 damage.
(whether conversing, fighting etc). This lasts until
the beginning of your next turn so long as you only
perform minor actions. If you perform a major action
then your stealth mode is broken (although an attack
would still count as being made against an unaware
target) until your next turn and you must use an
activate action to enter it again.

Journeyman: Throwing your voice, using billowing


capes, tasselled weapons, and unpredictable
movements you can make your enemies see double,
confusing their senses. Any enemy attempting to
attack you whilst you are in Stealth Mode must make
a Perception (Seeing) test vs your Dexterity (Stealth)
or suffer a –2 to any attack rolls directed at you
(including additional attacks from special abilities
and/or stunts).
Master: Your mastery of stealth and subterfuge
enables you to manoeuvre effortless around the
battlefield. You may now use major actions whilst in
stealth mode, but may only use attack actions if they
are backstabs or ranged. Any other kind of attack
(including special/stunt attacks) breaks Stealth
Mode as normal.

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.

Novice: So long as you have one hand free you can


fire any ranged weapon. You reduce cover penalties
by 1 and receive no negative for shooting into melee.
You can perform a Skirmish stunt for free if you also
perform another stunt with an equal or greater cost.
Journeyman: You reduce cover penalties by 2 and
can perform a ranged attack action at any point in a
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Dexterity (Acrobatics) vs an enemy’s when they


E merald K night make an attack against an ally within 4 yards. If you
The Moradahl My’al or Protector of the Forest’s Heart succeed you move adjacent to the enemy and count
is an ancient fighting style used by the elves of old. as the target of their attack instead.
Briefly revived when the Dales were colonised it has
ever been a part of elven warrior culture and some
say kin to the order of Arcane Warriors. Like that
G uardian
ancient magical art the Emerald Knight is virtually Many warriors foolishly believe that they can control
extinct in the modern age, though whispers of its the tide of a battle on their own, but a Guardian
practitioners still survive amongst the Dalish clans. realises that an ally’s survival is as important as an
enemy’s death. Guardians prefer to protect party
EMERALD KNIGHT TALENT
members directly, but if necessary, they are prepared
Class: Warrior to make personal sacrifices to ensure that their
Requirement: You must have Strength and companions live.
Dexterity 3 or higher.
GUARDIAN TALENT
Novice: Vir Dar’Misaan – The Way of the Sword. You Class: Warrior
learn to fight with either hand equally. You no longer Requirement: You must have Constitution and
have an off hand and suffer no penalties when using Willpower 3 or higher.
weapons in either hand. You roll an additional D6 for
weapon damage and discard the lowest roll. Novice: You guard an ally, deflecting attacks made
against them. You must select an ally adjacent to
Journeyman: Vir D’Miadahl – The Way of the Lance.
you. Whilst you are adjacent to them they gain 2
You learn to use the ancient Elvish D’Miadahl (see
extra points of armour. This is treated as armour in
equipment later) and gain your Cunning in additional
all ways for the purposes of piercing and penetrating
damage when fighting whilst mounted. If available,
damage etc.
the Warrior may substitute a Horse for a Halla once
it has been appropriately trained. Journeyman: As your skills improve, your sphere of
protection increases. You can guard up to two allies
Master: Vir Elvhen My’al – The Shield of the People.
adjacent to you. Your guarded allies receive the pack
Once per round you may make a test pitting your
tactics rule allowing you to perform an attack for 3
SP.
Master: You can use an activate action to enter
lure mode, becoming a palpable presence on the
battlefield. Whilst in this mode all enemies suffer -1
to attack rolls against your allies and you can perform
the threaten stunt for 1 SP.

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.

Novice: Your training has been harsh and unrelenting.


You gain a permanent +5 bonus to your Health value.
Journeyman: Your mental fortitude matches your
body’s. Gain +2 to all Willpower tests and you
ignore the first point of damage suffered in every
hit, regardless of any special affects applied to the
damage.

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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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Journeyman: Choose another melee weapon group to


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

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

N ew T alents Journeyman: Your companion receives one of the


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

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.

You can make exquisite goods.


SILVER TONGUE Novice: Choose a single area of expertise: Smithing,
Classes: Mage, Rogue and Warrior Crafting, Brewing, Masonry, Carpentry. You are
Requirement: You must have Communication 3 or higher. skilled in this area and can create Average quality
items (TN and Success Threshold set by the GM see
You know what to say, when to say it and how. later for suggestions). In the same time you can make
2 Poor Quality or 4 Crude Quality items.
Novice: You can convince others of your position
with a flourish and well placed word. You receive +2 Journeyman: Your skills have improved and now
to Communication tests when debating with others. you can create Superior Quality items. Halve success
Thresholds for Average Quality items. You can work
Journeyman: Your famed ability at rhetoric means with +1 and +2 materials (see materials).
many will stop to listen. If you wish you may choose
to drag others into your discussion even if they Master: You are a Master of your Craft and can
weren’t the initial target of it. Anyone within a radius now make Magnificent Quality items. Halve success
equal to your Communication x10 yards will stop to thresholds for Superior Quality items and gain +2 to
listen to what you have to say for a number of rounds the construction of Average Quality items (you gain
equal to your Communication value. If you score no bonus to Poor or Crude items because they are
stunts during this time then they will move in closer beneath you). You can work with +3 and +4 materials.
to hear you. If not they will lose interest and leave
unless you specifically try to talk to them.
Master: Your way with crowds gives you the ability
to use any Roleplaying stunt for 1 point less than
normal. Bon Mot may be used at your discretion in
any roleplaying encounter, although you don’t have
to use it.

73
A dditional E nchantments
D r a g o n A ge

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.

T ier D ifficulties S mash


Tier TN Success Threshold
Masterpiece Tier
Novice 11 8
Targets that suffer more damage than their
Journeyman 13 10
Constitution score in one strike are knocked back 2d6
Master 15 12 yards and fall over if they fail a Strength might test vs
Grandmaster 17 14 your attack roll. They also receive the Dragon Die in
Masterpiece 19 16 penetrating damage.
Paragon 21 18
S hear
Note that each Enchantment takes up a ‘slot’ on an Grandmaster Tier
item. So if a sword had two rune ‘slots’ you could put
When performing a disarm stunt you can attempt
two runes, two enchantments or one of each on it.
to break the target’s weapon instead. Roll damage
against the weapon vs TN 8 for small weapons, TN
10 for normal weapons and Tn12 for large weapons.
S erpent S trike
Master Tier T hird S ight
If you successfully hit with an Attack action you can Paragon Tier
make another attack, rolling 2D6 (drop the Dragon Gain +2 Defence.
Die). If that hits you can make another attack, this
time rolling 1D6.
R ainbow D ash
Paragon Tier
S peed
You may perform a free move action in addition to
Novice Tier
your normal number of actions.
Gain +2 to your Initiative.
S pite
I ntimidate Grandmaster Tier
Grandmaster Tier
If you take damage from an enemy’s attack you may
Gain +2 to Intimidation tests. A successful tests cause immediately make a retaliatory strike, rolling 2D6
sthe target to suffer -2 to any tests involving you for instead of 3D6. You cannot score stunt points on this
the rest of the encounter. attack.

74
A dditional S pells

D r a g o n A ge
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.

C hain L ightning D raining A ura


Magic School: Spell Type: Mana Cost: Magic School: Spell Type: Mana Cost:
Primal Attack 8 MP Battlemage Utility 4 MP

Casting Time: Major Action Target Number: 16 Casting Time: Major Action Target Number: 14

Test: Dexterity (Acrobatics) vs. Spellpower Test: Magic (Spirit) vs Spellpower

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

NPC C reation C lasses and R anks


Although the lands of Thedas are teeming with Each NPC in this section fits into one of four Classes:
beasts fair and foul, it is the machinations of man, Civilian, Mage, Rogue or Warrior. As such they
elf and dwarf that adventurers will most often come follow the level progression found in the PC Classes
up against. Whether it be the illegal dealings of in the Dragon Age Players’ Guides and this book.
slave traders, simple bandits or the Templars of the However NPCs do not level in the same way as PC
Chantry, there are a myriad of civilised adversaries adventurers. Instead they are split into four Ranks
standing between you and your goals. and assume that each Rank is equivalent to the 3rd
The following works like the Bestiary in Volume PC level of that Rank. Thus a Veteran Rank Rogue
2, albeit of men and other sentient races. As in the NPC will possess every Class ability granted by the
Bestiary each NPC is defined by different features first 8 Levels of the Rogue Class.
like Class, Race and affiliation. These differences are
reflected in the following rules. All NPC statistics are NPC R anks
calculated using the following rules, if a discrepancy Rank Recommended Calibrated to
appears and no special rule covers it then it will be for PC Level PC Level
a typo. Ordinary 1-5 3
The rules should be straightforward enough to figure Veteran 6-10 8
out what the correct values should be.
Elite 11-15 13
IMPORTANT NOTE: These are just guidelines. Lord 16-20 18
Everything in here was calculated comparatively
to retain consistency. However you should not feel
These are of course guidelines.
required to slavishly follow all the conventions
written here. The NPCs given here often represent the Ordinary
Rank, although some will be too powerful to exist at
lower Ranks. Generally you shouldn’t downgrade a
S tarting A ttributes Rank, but increasing Ranks is not too difficult.
For simplicity we assume that every NPC starts
For leaders and special NPCs a good rule of thumb
with the same set of Attributes, although where the
is to make them one Rank higher than their minions.
numbers go will be determined by the type of NPC
Thus a group of Ordinary Brigands will be led by a
in question. These values are as follows:
Veteran Brigand (referred to as a Captain or Boss).
-1, 0, 0, 0, 1, 1, 2, 2
All equipment described here has its material listed
in the entry (see Volume 1: Vault). You can further
R acial M odifications tailor these by modifying their equipment materials
NPCs don’t use Backgrounds to define them, if you wish.
instead they are differentiated based on race. Each
race provides a modification and/or special rule L anguages
to the NPC’s starting Attributes. In this way NPCs
All NPCs speak the Trade tongue and one language
with the same Class will still appear distinct. Racial
dependent on their homeland referred to as a ‘mother
modifications are as follows:
tongue’ in the NPC stat tables. Alternatively you can
Elf: +1 Dexterity or Perception and the Speed Focus just give them a mother tongue and enjoy the hilarity
(+2 to speed). Speed 10. of the players trying to mime their intentions to
nervous border guards...
Dwarf: +1 Constitution or Willpower and the
Fortitude Focus (+2 Encumbrance Capacity).
S pecialisations
Stalwart: Dwarves gain +2 to tests to resist spells but
their base Speed is reduced to 8. All NPCs can take appropriate specialisations.
Some will be described with them already. Only
Human: +1 Communication or Cunning and one NPCs of Veteran Rank or above should be given
Focus. Speed 10. specialisations.

Qunari: +1 Strength or Constitution and one Focus.


Speed 10. O rganisations
Child of the Qun: Qunari suffer -1 to tests to resist NPCs receive none of the benefits a PC gets from
spells but gain +1 to Strength (Might) tests and joining an organisation. Their organisation is listed
damage rolls. for completeness and to aid developing encounters.
76
NPC C reation

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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

20 + Constitution + 1D6. L evel 9


New Talent/Degree
Weapon Groups
L evel 10
Brawling and one of the following: Slings, Bows,
New Talent/Degree
Staves
L evel 11
Restricted Talents
New Focus: Gain 1 additional Focus, ignoring Level
A Civilian cannot take the following Talents: restrictions.
L evel 12
• Armour Training.
New Talent/Degree
• Any Magic (Primal, Creation etc).
L evel 13
• Two-Hander Weapon Style New Talent/Degree
• Duel Weapon Style L evel 14

• 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.

Focuses New Talent/Degree


L evel 17
Unlike Mages, Rogues or Warriors, a Civilian may
take a Focus twice from level 1. Taking a Focus a New Talent/Degree
second time increases the bonus to +3 (see Set 3). L evel 18
New Talent/Degree
L evel 19
New Talent/Degree
L evel 20
Epic Civilian: You gain a +1 bonus when generating
Roleplaying and Exploration stunts.

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 -

Mages are divided into four Archetypes defined by


their Primary Attributes. These are as follows:
Mage: Cunning, Magic, Willpower.
Trainer: Communication, Cunning, Willpower.
Field Mage: Dexterity, Magic, Willpower.
Experimenter: Constitution, Cunning, Magic.

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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

Equipment: Higher level NPCs that use equipment


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

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

B eggar C harcoal B urner


Filthy and wretched, beggars are found across It takes singular individuals to take up the mantle
Thedas. Wherever there are great populations of of the charcoal burner. They live their lives in a
people there will be those unable to make their way. miasma of peat smoke and soot, often stained head
Without even a roof over their heads they are forced to foot with the product of their labour. Due to the
to line the streets with hands outstretched, waiting fragrant nature of their work, they almost always
for the charity of others. There are some beggars live away from society, often near rich sources of
however that have turned their occupation into an their livelihood. Alone in the wilderness they are
artform, using sophisticated speechcraft to tug on the often hardy if odd individuals.
heartstrings of the wealthy. Some even go so far as to
hide limbs under their filthy garments in an effort to
elicit more sympathy as a ‘war veteran’.
A dventure H ook
The players stumble upon a charcoal burner’s hut
surrounded by dozens of dead darkspawn.
A dventure H ook
A beggar tells the players he is really a local noble on
the run for his life.

BEGGAR CHARCOAL BURNER


Rank Class Race Rank Class Race
Ordinary Civilian Human Ordinary Civilian Human
A bilities ( focuses ) A bilities ( focuses )
Communication (Bargaining, 1 Communication
 2
Deception, Gambling)  3 Constitution (Stamina)
1 Constitution 1 Cunning (Natural Lore)
 2 Cunning  1 Dexterity (Crafting)
2 Dexterity (Ledgerdemain) 0 Magic
0 Magic -1 Perception
 2 Perception (Hearing)  2 Strength
0 Strength 0 Willpower (Self-Discipline)
-1 Willpower C ombat R atings
C ombat R atings Speed Health Defence Armour Rating
Speed Health Defence Armour Rating 11 29 11 1
12 23 12 0 A ttacks
A ttacks Weapon Attack Roll Damage
Weapon Attack Roll Damage Elm Club +1 1D6+2 (-2)
Elm Club +1 1D6+1 (-2) F avoured S tunts
F avoured S tunts That Makes Me Wonder and Resources at Hand.
Efficient Search and Sway the Crowd. S pecial R ules
S pecial R ules Talents: Trap-Making (Journeyman), Scouting
Talents: Contacts (Novice), Thievery (Journeyman), (Novice), Quick Reflexes (Journeman).
Streetwise (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 Elm Club [1], Traps (x3) [1], Rough Hide Leathers
Elm Club [1], beggar’s rags [1]. [3], Charcoal.
Encumbrance: 2 Capacity: 4 Encumbrance: 5 Capacity: 6

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.

A dventure H ook A dventure H ook


A local farmer claims to have been attacked by a A mabari hunter asks the players for help in finding
strange horned beast and has the wounds to prove it. a puppy thief.

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

M ysterious H ermit A dventure H ook


The vast wilds of Thedas hide many secrets. The players are captured in a trap by a mysterious
Forgotten cities, lost bloodlines, hidden treasures. hermit.
There are also those that have abandoned civilisation
to live a solitary existence away from the distractions
of society.
Who knows what secret arts, lost knowledge or
dreadful curses these mysterious individuals bear?

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.

A dventure H ook A dventure H ook


Shouts of anger and fear draw the players to a The players find a scholar half dead on the imperial
ratcatcher retreating back out of a manhole. highway, his research missing.

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

R evered M other “Its gates forever shut.


The Chant of light must be spread across Thedas to Heaven has been filled with silence,
ensure the return of the Maker. Revered Mothers lead
individual Chantries around Thedas overseeing their
I knew then,
duties to the Maker. Revered Mothers are stern yet And cross’d my heart with shame.
compassionate, fierce yet serene. They often mediate
disputes amongst the higher classes and are sought -Andraste 1:11”
out for wise counsel.

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

S treet U rchin W hore


Unfortunately it’s a sad fact that many children It’s said to be the oldest profession in the world,
are abandoned by impoverished families or left as catering to base human needs. The Chantry frowns
orphans. Those that don’t die or receive succour upon such things as they consider it a sin, leading to
from the Chantry grow up on the seedy streets of lustful demonic temptation. But Prostitution thrives
Thedas, learning from a young age to steal, cheat and throughout Thedas and there are many famous
fight. Street urchins are cynical beyond their years brothels able to cater for any earthly (and many
and think nothing of shanking a passing merchant unearthly) desires. Whores come to their profession
in order to get enough money for another day. For by many different routes, most unsavoury. Many are
most their only escape is eventually through the resigned to their fate whilst others still have a spark
hangman’s noose. of fire that can never be completely quenched.

A dventure H ook A dventure H ook


A street urchin lifts several players’ purses. A player hears some scandalous gossip whilst
visiting their favourite companion.

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

A postate O bserver B lood M age


Many Apostates hide themselves amidst the There are many reasons to study blood magic, both
populace of Thedas, attempting to live out normal noble and sinister. To the Chantry however all
lives. They rarely use their magic, preferring to draw Maleficar deserve only one thing; a fiery death.
as little attention as possible to themselves.
A dventure H ook
A dventure H ook Farmers are showing up drained of blood.
The local baker seems to keep surviving more and
more improbably dangerous situations.
BLOOD MAGE
Rank Class Race
Veteran Mage Experimenter Elf
A bilities ( focuses )
APOSTATE OBSERVER 1 Communication (Deception)
 4 Constitution (Stamina)
Rank Class Race
 1 Cunning (Poison Lore)
Ordinary Mage Trainer Human
0 Dexterity (Speed)
A bilities ( focuses )
 3 Magic (Arcane Lance, Blood, Spirit)
 3 Communication (Deception, Disguise)
0 Perception
0 Constitution
1 Strength (Intimidation)
 2 Cunning
3 Willpower (Self-Discipline)
1 Dexterity (Initiative)
C ombat R atings
1 Magic (Arcane Lance)
Speed Health Defence Armour Rating
0 Perception
12 70 10 3
0 Strength
A ttacks
 0 Willpower
Weapon Attack Roll Damage
C ombat R atings
Arcane Lance +5 1D6+3
Speed Health Defence Armour Rating
11 20 11 1 Steel Metal Shod +0 1D6+4
Staff
A ttacks
F avoured S tunts
Weapon Attack Roll Damage
Imposing Spell and Mighty Spell.
Steel Punch +1 1D3+3
Dagger S pecial R ules
Arcane Lance, Spell Lance, Long Lance.
Arcane Lance +3 1D6+1
F avoured S tunts Spells: Blood Wound, Daze, Death Magic, Drain
Life, Walking Bomb, Weakness, Wrack.
Mighty Blow and Imposing Spell.
(+1 Spirit Spell).
S pecial R ules
Arcane Lance. Mana: 62

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

C ircle M age D alish A colyte


When mages are born amongst the Dalish they are
Magic is to serve man, never to rule over him. As
trained by the Keepers, until they become a Keeper
such only mages under the auspices of the Circle
themselves. Magic is a treasured birthright of the
of Magi, itself run by the Chantry, are considered
scions of Arlathan and they jealously guard its
official and sanctioned. They undergo the potentially
practitioners.
fatal harrowing in order to increase their resilience to
demonic influence.
A dventure H ook
A dventure H ook An elf is found surrounded by dead Templars..
On the authority of the Circle a party of mages takes
control of a merchant caravan. DALISH ACOLYTE

CIRCLE MAGE Rank Class Race


Rank Class Race Veteran Mage Elf
Ordinary Mage Human A bilities ( focuses )
A bilities ( focuses ) 1 Communication (Animal Handling)
 1 Communication 2 Constitution (Stamina)
1 Constitution  1 Cunning (Healing, Natural Lore)
 2 Cunning (Arcane Lore) 1 Dexterity (Speed)
1 Dexterity (Calligraphy)  3 Magic (Creation, Primal)
 3 Magic (Primal) 2 Perception (Tracking)
-1 Perception 1 Strength
0 Strength  2 Willpower (Self-Discipline)
1 Willpower (Self-Discipline) C ombat R atings
C ombat R atings Speed Health Defence Armour Rating

Speed Health Defence Armour Rating 13 54 11 5


11 23 11 1 A ttacks
A ttacks Weapon Attack Roll Damage
Weapon Attack Roll Damage Sylvanwood +1 1D6+3 (+3)
Metal Shod Staff
Whitewood +1 1D6+1 (+1)
Quarterstaff Arcane Lance +3 1D6+3
Arcane Lance +3 1D6+3 F avoured S tunts
F avoured S tunts Mighty Spell and Puissant Casting.
Skilful Casting and Mana Shield. S pecial R ules
S pecial R ules Arcane Lance, Spell Lance, Long Lance.
Arcane Lance. Spells: 1 Keeper Spell, 3 Primal Spells, 3 Creation
Spells.
Spells: Arcane Bolt, Flameblast, Rock Armour,
Stonefist. Mana: 54
Mana: 23 Specialisation: Keeper (Journeyman).
Talents: Primal Magic (Novice), Spirit Magic Talents: Command (Novice), Creation Magic (Novice),
(Novice). Lore (Novice), Primal Magic (Novice).
W eapon G roups L anguages W eapon G roups L anguages
Brawling, Staves. Trade, (mother tongue) Brawling, Staves. Trade, Dalish
E quipment E quipment
Whitewood Quarterstaff [2], light clothes [1], Sylvanwood Metal Shod Staff [2], Inscribed Heavy
Lyrium Potion x2 [0] . Clothes [2], Lyrium Potion x2 [0].
Encumbrance: 3 Capacity: 3 Encumbrance: 4 Capacity: 5

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

F irst E nchanter FIRST ENCHANTER


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

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)

1 Strength (Jumping) 1 Dexterity (Speed)


 1 Willpower
 3 Magic (Arcane Lance, Creation)

C ombat R atings 0 Perception (Empathy, Hearing)

Speed Health Defence Armour Rating 0 Strength

16 46 14 2
 2 Willpower (Self-Discipline)

A ttacks C ombat R atings

Weapon Attack Roll Damage Speed Health Defence Armour Rating

Arcane Lance +3 1D6+5 13 54 11 2


A ttacks
Sylvanwood +4 1D6+4 (+3)
Metal Shod Weapon Attack Roll Damage
Staff Yew Quarterstaff +1 1D6+1
F avoured S tunts Arcane Lance +5 1D6+3
Puissant Casting and Sway the Crowd. F avoured S tunts
S pecial R ules Imposing Spell and Mana Shield.
Arcane Lance, Spell Lance, Long Lance. S pecial R ules
Spells: Daze, Dispel Magic, Dream Sending, Arcane Lance, Spell Lance, Long Lance.
Levitate, Memory, Mind Blast, Spell Shield. Spells: Heal, Heroic Aura, Heroic Offence, Mind
(+1 Spirit Spell). Blast, Rock Armour, Rejuvenate, Spell Wisp.
Mana: 46 Mana: 54
Specialisation: Shadow Mage (Journeyman). Specialisation: Spirit Healer (Journeyman).
Talents: Quick Reflexes (Jourenyman), Spirit Magic Talents: Creation Magic (Novice), Lore (Novice),
(Journeyman). Chirurgy (Journeyman).
W eapon G roups L anguages W eapon G roups L anguages
Brawling, Staves. Trade, Dalish Brawling, Staves. Trade, (mother tongue)
E quipment E quipment
Sylvanwood Metal Shod Staff [2], Heavy Clothes Yew Quarterstaff [2], Heavy Clothes [2], Lyrium
[2], Lyrium Potion x2 [0]. Potion x2 [0], Healing Poultice x3 [0].
Encumbrance: 4 Capacity: 6 Encumbrance: 4 Capacity: 4

101
M ages
D r a g o n A ge

T evinter M agister W itch


The oldest of mage traditions, witches commune
In Tevinter the nobility are all ruthless mages
with the spirits and interpret dreams. They are said
wielding tremendous temporal and magical power.
to be able to curse or cure the living with but a look.
Some witches gain such infamy that their very names
A dventure H ook send shivers down the spines of men.
Tevinter slavers are collecting peasants for a
mysterious purpose. A dventure H ook
TEVINTER MAGISTER Cow milk is curdling and babies are stillborn.

Rank Class Race


WITCH
Veteran Mage Experimenter Human
A bilities ( focuses ) Rank Class Race
0 Communication (Deception, Etiquette) Ordinary Mage Experimenter Human
 3 Constitution (Stamina) A bilities ( focuses )
 3 Cunning (Arcane Lore, Heraldry) 0 Communication
1 Dexterity  2 Constitution (Stamina)
 4 Magic (Arcane Lance, Spirit)  0 Cunning (Natural Lore)
0 Perception 1 Dexterity
0 Strength  2 Magic (Spirit)
3 Willpower (Morale, Self-Discipline) 2 Perception (Searching)
C ombat R atings 0 Strength
Speed Health Defence Armour Rating 1 Willpower
13 54 11 5 C ombat R atings
A ttacks Speed Health Defence Armour Rating
Weapon Attack Roll Damage 11 26 11 0
Arcane Lance +6 1D6+4 A ttacks
Magnificent Red +1 (+2) 1D6+3 (+2) Weapon Attack Roll Damage
Steel Metal Shod Grey Iron Punch +1 1D3+3 (-1)
Staff Dagger
F avoured S tunts Arcane Lance +2 1D6+2
Imposing Spell and Mighty Spell. F avoured S tunts
S pecial R ules Puissant Casting and Imposing Spell.
Arcane Lance, Spell Lance, Long Lance. S pecial R ules
Spells: Fire Ball, Flame Blast, Hand of Winter, Arcane Lance.
Mana Drain, Mass Pull, Pull, Walking Bomb.
Spells: Arcane Bolt, Daze, Drain Life, Dream
Mana: 62 Sending, Walking Bomb.
Specialisation: Battlemage (Journeyman). Mana: 23
Talents: Command (Journeyman), Lore (Novice), Spirit Talents: Spirit Magic (Journeyman).
Magic (Novice). W eapon G roups L anguages
W eapon G roups L anguages Brawling, Staves. Trade, (mother tongue)
Brawling, Staves. Trade, Tevinter E quipment
E quipment Grey Iron Punch Dagger [1], peasant light clothes
Magnificent Red Steel Metal Shod Staff [2] (Master [1], Healing Poultices x3 [0], Deathroot Extract x3
Lightning Rune, Grandmaster Paralyse Rune), [0].
Inscribed Heavy Clothes [2], Lyrium Potion x6 [0]. Encumbrance: 2 Capacity: 4
Encumbrance: 4 Capacity: 5

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
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D r a g o n A ge

B eresaad S kirmisher B uccaneer


The beresaad is divided into many divisions, each There is something about the open ocean that
specialising in various methods of warfare. The ensnares the gullible. Stories of adventure on the
skirmisher is a fast moving support unit, harrying high seas and rumours of treasure have swept many
the enemy before swooping in for the kill. a young farmer away to a life of danger and larceny
where only the truly vicious survive.
A dventure H ook
The players encounter a carriage and guards that
A dventure H ook
have been pursued by an unknown foe for three Local fishermen claim a sinister vessel has been
days. stalking the night.

BERESAAD SKIRMISHER BUCCANEER

Rank Class Race Rank Class Race


Ordinary Rogue Ruffian Qunari Ordinary Rogue Shark Human
A bilities ( focuses ) A bilities ( focuses )
 0 Communication 1 Communication
3 Constitution 2 Constitution (Swimming)
0 Cunning (Qun) -1 Cunning
 2 Dexterity (Light Blades)  3 Dexterity (Light Blades)
-1 Magic 0 Magic
1 Perception  1 Perception (Seeing)
 3 Strength (Spears) 2 Strength (Climbing)
0 Willpower (Self-Discipline)  0 Willpower
C ombat R atings C ombat R atings
Speed Health Defence Armour Rating Speed Health Defence Armour Rating

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

Yew Throwing +5 1D6+4 Grey Iron +5 1D6+3 (-1)


Spear Dagger
F avoured S tunts F avoured S tunts
Pierce Armour and Lightning Attack. Pierce Armour and Mighty Blow.
S pecial R ules S pecial R ules
Child of Qun, Backstab, Rogue’s Armour. Backstab, Rogue’s Armour.

Stunt Bonus: Pierce Armour. Stunt Bonus: Pierce Armour.

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
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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
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D r a g o n A ge

C riminal M astermind CRIMINAL MASTERMIND


If a thief or hustler lives long enough they often
accrue so much rat-cunning that they become Rank Class Race
powerful underworld figures. They pull the strings
Lord Rogue Scoundrel Dwarf
of other ne’er do wells and scum, always taking their
cut and staying in the shadows. However this hasn’t A bilities ( focuses )
dulled their skills and many a would-be hero has met Communication (Bargaining,
 4
their end in dark places thrashing in a mastermind’s Deception, Disguise, Gambling)
garotte. 2 Constitution (Fortitude, Stamina)
 5 Cunning (Cryptography, Evaluation)
A dventure H ook Dexterity (Bows, Legerdemain, Light
3
What do the kidnapping of the weaver’s infant son, Blades, Lock Picking, Staves)
theft of an apple cart and three dead cows have in -1 Magic
common? Elementary my dear Player Character...  5 Perception (Empathy, Searching)
3 Strength (Climbing, Intimidation)
2 Willpower (Courage, Morale)
C ombat R atings
Speed Health Defence Armour Rating
11 81 13 9
A ttacks
Weapon Attack Roll Damage
Magnificent +5 (+2) 1D6+6 (+4)
Dragonbone Metal
Shod Staff
Superior +5 (+1) 1D6+4 (+4)
Dragonbone
Stiletto
Dragonweave +3 1D6+4 (+4)
Garotte
Superior Silverite +5 (+1) 2D6+10 (+3)
Crossbow

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
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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

DALISH HUNTER Rank Class Race


Ordinary Rogue Ruffian Dwarf
Rank Class Race A bilities ( focuses )
Ordinary Rogue Ruffian Elf  0 Communication
A bilities ( focuses ) 3 Constitution (Fortitude)
 0 Communication 0 Cunning (Navigation)
0 Constitution  1 Dexterity (Light Blades)
0 Cunning -1 Magic
 2 Dexterity (Bows, Speed) 1 Perception
-1 Magic  2 Strength
2 Perception (Seeing, Tracking) 2 Willpower (Courage)
 2 Strength C ombat R atings
2 Willpower Speed Health Defence Armour Rating
C ombat R atings 9 29 11 5
Speed Health Defence Armour Rating A ttacks
14 20 12 4 Weapon Attack Roll Damage
A ttacks Veridium Metal +1 1D6+5 (+1)
Weapon Attack Roll Damage Shod Staff
Steel Short +2 1D6+4 Steel Short Sword +3 1D6+4
Sword
Grenade +1 3D6
Whitewood Bow +4 1D6+3 (+1) F avoured S tunts
F avoured S tunts Pierce Armour and Mighty Blow.
Pierce Armour and Knock Prone. S pecial R ules
S pecial R ules Stalwart, Backstab, Rogue’s Armour.
Backstab, Rogue’s Armour.
Stunt Bonus: Pierce Armour.
Stunt Bonus: Pierce Armour.
Talents: Scouting (Novice), Dual Weapon Style (Novice).
Talents: Scouting (Novice), Archery Style (Novice). W eapon G roups L anguages
W eapon G roups L anguages Bows, Brawling, Light Trade, Dwarven
Bows, Brawling, Light Trade, Elven Blades, Staves.
Blades, Staves. E quipment
E quipment Veridium Metal Shod Staff [2], Two Steel Short
Steel Short Sword [1], Studded Leathers [0], Swords [2], Leather Brigandine [0], 2 Acid Flasks
Whitewood Bow [2]. [1], 2 Fire Bombs [1].
Encumbrance: 3 Capacity: 4 Encumbrance: 6 Capacity: 5 (+2)

107
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D r a g o n A ge

M age H unter O utlaw


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

A dventure H ook A dventure H ook


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

MAGE HUNTER OUTLAW

Rank Class Race


Rank Class Race
Ordinary Rogue Ruffian Human
Veteran Rogue Ruffian Human
A bilities ( focuses )
A bilities ( focuses )
 1 Communication
 2 Communication
0 Constitution (Running)
1 Constitution (Running. Stamina)
1 Cunning
0 Cunning (Military Lore)
 2 Dexterity (Initiative)
 4 Dexterity (Light Blades, Stealth)
0 Magic
1 Magic
3 Perception (Hearing)
1 Perception (Tracking)
 2 Strength (Climbing)
 3 Strength (Intimidation)
-1 Willpower
1 Willpower (Faith, Morale)
C ombat R atings
C ombat R atings
Speed Health Defence Armour Rating
Speed Health Defence Armour Rating
12 20 12 1
13 46 13 6
A ttacks
A ttacks
Weapon Attack Roll Damage
Weapon Attack Roll Damage
Iron Dagger +2 1D6+3 (-2)
Steel Short +6 1D6+5
Sword Yew Short Bow +2 1D6+4
F avoured S tunts Grey Iron +2 1D6+2 (-1)
Pierce Armour and Lethal Blow. Throwing Knives
S pecial R ules F avoured S tunts
Backstab, Rogue’s Armour, Bluff, Dirty Fighting. Pierce Armour and Mighty Blow.
Stunt Bonus: Pierce Armour; Stunt Bonus: That Makes S pecial R ules
me Wonder. Backstab, Rogue’s Armour.
Specialisation: Duellist (Journeyman). Stunt Bonus: Pierce Armour.
Talents: Duel Weapon Style (Master), Quick Talents: Scouting (Journeyman).
Reflexes (Novice). W eapon G roups L anguages
W eapon G roups L anguages Bows, Brawling, Light Trade, (mother tongue)
Bows, Brawling, Light Trade, (mother Tongue) Blades, Staves.
Blades, Staves. E quipment
E quipment Iron Dagger [1], Yew Short Bow [1], Rough Hide
2 Short Swords [2], 2 Hidden Daggers [2], Leather Leathers [0], Bandolier with 5 Grey Iron Throwing
Brigandine [0]. Knives [2].
Encumbrance: 4 Capacity: 6 Encumbrance: 4 Capacity: 4

108
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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 dventure H ook A dventure H ook


For some reason it seems to be raining the gloves of The PCs have unintentionally become indebted to
slighted noblemen, punctuated with lightning attacks... a Racketeer who has made little attempt to hide his
displeasure at their tardiness in paying...
PROFESSIONAL DUELLIST
RACKETEER
Rank Class Race
Elite Rogue Elf Rank Class Race
A bilities ( focuses ) Ordinary Rogue Shark Dwarf
 1 Communication (Etiquette) A bilities ( focuses )
2 Constitution (Stamina) 0 Communication
3 Cunning (Cultural Lore, Evaluation, Heraldry) 1 Constitution (Fortitude)
 5 Dexterity (Acrobatics, Duelling, Initiative, Speed) 3 Cunning (Evaluation)
-1 Magic  0 Dexterity
 3 Perception (Seeing, tracking) -1 Magic
5 Strength (Climbing, Jumping)  2 Perception (Empathy)
0 Willpower (Self Discipline) 1 Strength (Intimidation)
C ombat R atings  2 Willpower
Speed Health Defence Armour Rating C ombat R atings
15 71 17 8 Speed Health Defence Armour Rating

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

110
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D r a g o n A ge
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

111
R ogues
D r a g o n A ge

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

112
W arriors

D r a g o n A ge
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

113
W arriors
D r a g o n A ge

BERESAAD WARRIOR B eresaad W arrior


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

114
W arriors

D r a g o n A ge
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

Rank Class Race


Veteran Warrior Brute Human BRAWLER
A bilities ( focuses )
1 Communication Rank Class Race
 4 Constitution (Stamina) Ordinary Warrior Brute Dwarf

0 Cunning (Healing) A bilities ( focuses )

2 Dexterity (Brawling, Initiative) -1 Communication

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)

115
W arriors
D r a g o n A ge

C ommander D alish W arrior


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

Magnificent Red Steel Bastard Sword [2], Steel E quipment


Dagger [1], Superior Veridium Heavy Shield [2], 2 Steel Short Swords [2], Ironbark Short Bow [1]
Magnificent Veridium Half Plate [3]. Hardened Leathers (+1) [1].
Encumbrance: 9 Capacity: 9 Encumbrance: 5 Capacity: 5

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

117
W arriors
D r a g o n A ge

KNIGHT-COMMANDER K night -C ommander


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

118
W arriors

D r a g o n A ge
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
D r a g o n A ge

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

MERCENARY Rank Class Race


Veteran Warrior Human
Rank Class Race A bilities ( focuses )
Ordinary Warrior Human 1 Communication (Leadership)
A bilities ( focuses )  2 Constitution (Stamina)
0 Communication (Gambling) 0 Cunning (Military Lore)
 1 Constitution (Fortitude)  2 Dexterity (Brawling, Riding)
0 Cunning 3 Magic
 2 Dexterity 0 Perception (Tracking)
0 Magic  3 Strength (Heavy Blades, Intimidation)
1 Perception (Searching) 2 Willpower (Faith, Morale)
 3 Strength (Climbing, Spears) C ombat R atings
1 Willpower Speed Health Defence Armour Rating
C ombat R atings 12 54 12 (14) 7
Speed Health Defence Armour Rating A ttacks
12 23 12 (13) 5 Weapon Attack Roll Damage
A ttacks Steel Longsword +5 2D6+3
Weapon Attack Roll Damage F avoured S tunts
Steel Halbard +5 1/2D6+3 Skirmish and Knock Prone.
Steel Shortsword +2 1D6+5 S pecial R ules
F avoured S tunts Stunt Bonus: Dual Strike; Stunt Bonus: Threaten
Mighty Blow and Knock Prone. Specialisation: Templar (Journeyman).
S pecial R ules Talents: Armour Training (Master), Single Weapon
Talents: Armour Training (Journeyman), Two-Hander Style (Journeyman), Weapon and Shield Style (Novice).
Style (Novice), Weapon and Shield Style (Novice). W eapon G roups L anguages
W eapon G roups L anguages Axes, Brawling, Trade, (mother tongue)
Brawling, Heavy Blades, Trade, (mother tongue) Bludgeons, Light Blades,
Light Blades, Spears. Heavy Blades, Spears.
E quipment E quipment
Steel Halberd [3], Steel Shortsword [1], Grey Iron Steel Longsword [2], Steel Medium Shield [2], Steel
Chain Mail [3], Yew Light Shield [1]. Splint Mail [3].
Encumbrance: 6 Capacity: 6 (+2) Encumbrance: 7 Capacity: 7

120
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

121
W arriors
D r a g o n A ge

WARRIOR CASTE W arrior C aste


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

122
P art 5

ACCOUTREMENTS
G ear and P araphernalia ...
W eapons
D r a g o n A ge

Exotic and Unusual Weapons


W eapons
Thedas is awash with countless ways to kill someone.
Given enough time and ingenuity, you can make a
weapon out of virtually anything.
The following are new weapons for Dragon Age.
Despite the exotic appearance of some, they are still
organised into the same weapon groups found in
Volume 1: Vault. All normal melee weapon rules
apply.

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

1: May be used one handed or two handed. Two handed


counts as using two of the same weapon and the Defensive
rule, whilst one handed grants the Flailing and Reach
rules.
2: Penetrating damage. Can only be used as part of a
backstab against targets of teh same size or smaller. If
the first attack is successful, the only thing the target can
do is make an opposed Dexterity (acrobatics) test vs the
attacker’s Strength (Might) to get away.
3: Has the Reach rule.
4: Characters have to make a Perception (Search/Touching)
test vs TN 14 in order to find a hidden dagger on the target,
otherwise it is missed.
5: Can’t be bought. Has the Defensive rule. If used
mounted counts as a lance. If used two handed adds an
additional D6 of damage.
6: Usable only as part of a Mounted Charge.

124
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

Tools: These will grant a bonus of penalty based


on the quality to whatever test they are being used
for. This can include things like ropes for climbing,
instruments for music or paintbrushes for painting.
The higher the quality the easier it is to succeed at
Bandolier the task.

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

Animal Breeding: High quality animal breeds have


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

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

127
G ear
D r a g o n A ge

O therworldly I tems C reature E xtracts


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

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

Any one building can be converted, increasing its cost by


the amount listed.
P oison R ecipes
Item Cost
E ssential A gents Adder’s Kiss 90sp
Item Cost Arcane Poisons 90sp
Crow Poisons 60sp
Distillation Agent 12sp
Deathroot Toxins 20sp
Corruptor Agent 12sp
Demonic Poisons 75sp
Concentrator Agent 30sp
Dwarven Regicide Poison 200sp
Each agent is bought in lots of 10 units. Dwarven Regicide Antidote 300sp
Fel Poison 90sp
Fleshrot 40sp

G renades Hale’s Dust 75sp


Item Cost Magebane 80sp
Shock Grenade 200sp Marrow Lock 100sp
Freeze Grenade 200sp Quiet Death 120sp
Soulrot Grenade 300sp Soldier’s Bane 60sp
Flame Grenade 200sp The Black Hand 90sp
Acid Grenade 100sp Venoms 15sp
Fel Grenade 100sp
Tar Bomb 50sp These prices are for the basic level of each poison. Each
additional Talent level doubles the cost.

M agical R ecipes
Item Cost
Elixir of Heroism 150sp
Healing Potions 100sp
Lifeward Potion 110sp
Lyrium Potions 200sp
Mighty Offense Potion 120sp
Mythal’s Favour 150sp
Restoration Potion 180sp
Rock Armour Potion 160sp

129
G ear
D r a g o n A ge

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

130
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).

131
G ear
D r a g o n A ge

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

Finding mysterious notes or jewellery on the corpses


of otherwise innocuous npc casualties can become
the impetus for new adventures.
M age
An NPC’s profile lists their equipment which a
2D6 Roll Result
player can loot, at the GM’s discretion. The following
2 Lice/Disease - Make a Con (stamina) test to avoid
tables represent additional random accoutrements becoming infected (see diseases).

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)

9 Larceny and Superstition


is, is up to the GM. A magic rune, enchanted armour
10-11 Tokens and Gifts
or cursed buttons...
12 Artefact

133
L oot T ables
D r a g o n A ge

H unting T rophies T ools and I ngots


1D6 Roll Choose 1D6 Roll Choose
1 Carved bone Snares 1 Hammer Iron
2 Spider chitin Arrows 2 Wedges Steel
3 Beast claw Whistle (duck or nug call) 3 Tomahawk Copper
4 Pelt Quicklime 4 Nails Veridium
5 Fangs Skinning knife 5 String Red Steel
6 Pickled organ Birds eggs 6 Saw Silverite

E ffects and K nick K nacks T okens and G ifts


1D6 Roll Choose 1D6 Roll Choose
1 Mirror Key 1 Ring Knitted Scarf
2 Necklace Chain 2 Locket Ring
3 Brooch Whistle 3 Lock of Hair Bronze Sextant / Spyglass
4 Devotional icon Flint and tinder 4 Letter Toy Horse
5 Comb Wooden cutlery set 5 Pressed Flower Soap on a rope
6 Earring Sewing kit 6 Ribbon Stone carving

A ccoutrements and B ooze


1D6 Roll Choose
1 Whetstone Chasind Sac Mead
2 Oil Antivan Brandy
3 Razor Dwarven Ale
4 Leather awl Vintivan Wine
5 Spare straps Empty Flagon
6 Bandages Chantry Sacramental Wine

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

P arochial P araphernalia M agical M aterials


1D6 Roll Choose 1D6 Roll Choose
1 Nails Basic preparation 1 Lyrium sand Spirit shard
2 Flint and tinder Healer’s kit 2 Gold dust Lifestone
3 Snares Health poultice 3 Blank runestone Corpse gall
4 String Elfroot 4 Phial of blood Lyrium sand
5 Berries/Nuts Additional herbs 5 Elemental rock Tear of the fade
6 Trowel Fetish 6 Semi-precious stone Wisp essence

L arceny and S uperstition


1D6 Roll Choose
1 Climbing spikes ‘Andraste’s’ blessed ashes
2 Knucklebones Lucky nug foot
3 Pack of cards Dalish effigy
4 Counterfeit coins Chantry pardon
5 Lock picks Taint ward
6 Wire Unmentionables salve

135
D iseases
D r a g o n A ge

D iseases THE TAINT


See Set 3 for complete rules of the Taint.
The world is a dirty place. Thedans are no strangers to
disease; the Taint has loomed large in their collective The Chantry and Circle of Magi do not officially
consciousness for hundreds of years. recognise a cure, however there are legends of
cures for the Taint all across Thedas. Given how
In day to day life though, most Thedans have to devastating and terrifying it is, believing there is a
contend with the mundanities of spoiled food, poor cure keeps people from giving in to despair.
sewage containment and the bad breath of their
neighbours. If you would like to include a potential cure for
the Taint in your games you can use the following
The following is a list of diseases the GM can inflict or make up your own. The hunt for rare items
on their players. Diseases work like Injuries (see to make the cure can become a race against time
Esoterica 1), except they can be contracted far more adventure all its own where tainted players are
easily. trying to find the ingredients before they succumb
or run off to serve the darkspawn as a ghoul.
C ontracting D iseases Legends of a rare recipe developed during the
When rifling through a corpse you may catch a earliest days of the Blights have circled amongst
disease. See the loot table for an explanation. Warden Scholars for centuries, but no one has ever
found it.
You can also catch a disease while engaging in
intimate relations with another person. Eating • Powdered Silverite (thrice blessed)
improperly cooked food, or even use magic too • Extract of Blightbane smoked in Andraste’s Grace
much. • Distilled Gryphon blood
• All steeped in lyrium on a full moon by a halfblood
If a player is exposed to a disease, they must make a
mage
Con (Stamina) test vs the disease’s target number. If
they fail, they have contracted the disease.
T errible C onsequences
Regardless of disease type, you suffer -1 stunt point
To add a darker edge to the game, you can modify
for social stunts.
the ingredients. Perhaps it will only work if you
Just like Injuries you test once a day to recover use the life blood of an innocent child, drained by
from a Disease. Each Disease possesses a TN and a the hand of the person that wishes to be cured?
Threshold to determine whether you’ve fought it off Perhaps only inviting demonic possession will
or not. allow the recipe to work. What are you willing to
sacrifice to survive?
For every test failed, the character loses a number of
Health equal to the Dragon Die as they are ravaged It all depends on how dark you want to make it,
by the disease. This damage can’t be healed until but desperate times call for desperate measures...
the disease has been cured or recovered from. Track
it separately if you wish to determine how much
Disease Damage you’ve received. Each of the following diseases possesses a list of
If you consistently fail to resist the disease and it curatives that must be added to a poultice or potion
takes you to 0 Health then it has killed you. (see Apothecaria) in order to work on the disease. A
potion or poultice so prepared will remove Disease
Damage and a bonus to a single recovery test taken
H ealing P otions and against the disease.
P oultices
These work on restoring your Health, but aren’t • Lesser +1
normally that great at helping with disease. Over the • Normal +2
years hedge doctors, witches and wise women have
developed all sorts of sure-fire cures for disease. In • Greater +3
times of desperation many flock to these saviours
looking for a cure and willing to part with everything
they own to get it. Whether it works or not is another
matter....
VENERAL DISEASES
Each of these diseases can also represent venereal
diseases. Sexual contact can pass these on.

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.

B eggar rash B loatback


TARGET NUMBER SUCCESS THRESHOLD
Commonly believed to only appear on those of low
means or limited hygiene, beggar rash is a popular 14 13
curse used by people in Thedas. SYMPTOMS CURATIVES
Anyone seen to sport the Bloated abdomen Chalk
rash is avoided and Arched back Vinegar
considered unclean.
Those in the upper Tender stomach Essence of Musk
classes use all Muscular strain
sorts of powdered
concealments to Feeling stuffed and
hide the rash, lest constipated
it be added to the Random expulsion of
ammunition of foul gasses
their social rivals.
EFFECTS
-1 Dexterity, -2 Speed
If a double 1 is rolled on any test you suffer
-2 Communication for that encounter due to
unfortunate gaseous discharge

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.

D ragon R uns M agemark


TARGET NUMBER SUCCESS THRESHOLD Ironically this has nothing to do with magic and
everything to do with skin parasites.
10 9
Unfortunately most Thedans can’t tell and just
SYMPTOMS CURATIVES
assume you’ve been using magic or been associating
Stomach cramps Boiled Chillies with magic users. That generally doesn’t go down
Cold sweats Charcoal well.

A feeling of impending Fire Lilies


social embarrassment
M agemark
TARGET NUMBER SUCCESS THRESHOLD
Excruciating pain of
12 15
evacuation likened to a
crazed fire mage riding SYMPTOMS CURATIVES
a dragon coming out of Skin discolouration Chicken soup
the Sun attacking from
the drops. Sunken eyes Elf root
EFFECTS Loss of appetite Of course, no one
-1Willpower, -1 damage reaslises what it is until
Delerium
it’s too late...
Violent outbursts

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

Destructive energies coursing through the body leave


damage in their wake. Sometimes an individual can
be left with ruptured and bruised veins, dribbling
blood from every orifice.

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

Loss of motor control 3 Bloatback


4 Chillfever
EFFECTS
5 Chillrattle
-2 Attack, -1 Magic.
6 Crotchrot
4-6 Roll Again on the Table Below:
1 Dragon Runs
2 Halftaint
3 Mage Mark
4 Necrodigitis
5 Oculomucus 141
6 Redpox

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