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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
their own organisations for mutual protection and the PRE-EXISTING ORGANISATIONS
company of their own. These organisations are either
If you wish to incorporate organisations into your
publicly decried by the authorities and therefore
games then there are several notes to take into
hated by the populace or are secretive enough to slip
account. Under these rules the Grey Wardens
under the notice of those that would harm them.
are an organisation and the bonuses they get are
To join one of these organisations is no simple task. considered to be organisational bonuses as seen
Organisations are insular and exclusionary, only in the following entries. A character with the
accepting those they believe to be suitable and Circle Mage or Qunari Beresaad backgrounds
with the correct disposition. Secretive and illegal is considered to be a member of those same
organisations are even harder to get into as they value organisations unless you specifically wish to have
their privacy highly in order to avoid unwanted left those organisations at the beginning of play.
attention by local authorities. If you do not share at
least a passing similarity in outlook to the group you If the GM wishes to incorporate organisations into
intend to join you’ll very quickly find doors close in play then it’s important to decide when and how. If
your face, or a knife in the dark... a player wishes to start in an organisation then it is
best for all players to start in one to ensure they are
all on an even footing. As with everything so long
as the players are having fun it doesn’t matter what
you ultimately do, especially as you can hold off on
granting organisational bonuses to players until later
in the game (see below).
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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 parentheses in line with becoming a Grey Warden. Whether
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.

11
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 the Warriors fought by his side, their ferocity and loyalty
Ash Warriors began. Scaea taught Luthias the battle helping tip the tide of war. That they all must have
wrath that her people had learned, enabling them to the trust of a mabari also goes along way to increase
fight without pain in a berserker their popularity.
state. With this powerful Joining the Ash Warriors
battle technique he rose requires a certain toughness
to the highest levels of his of personality. You will not
tribe, eventually becoming only be joining an honoured
its chief. Since that time the brotherhood stretching back
Ash Warriors continue the before Calenhad, but you will
tradition of the berserker. be fighting at the forefront
In addition to the dwarven of battle in the very jaws of
traditions of the berserker, death. It goes without saying
Ash Warriors have also that to become an ash warrior
adopted other ritualistic you must already possess a
philosophies into their mabari companion, they will
warcraft. Before battle as part not give you one. That is one
of their kaddis marking and part of the blood trials that you
berserk inducing rituals the Ash must undergo.
Warriors also undergo a symbolic If you already have a companion
death in a similar manner to dwarves then you have proven your worth
that join the legion of the dead. They in the eyes of the mabari, but there still
gash themselves repeatedly and rub salt remains long days ahead full of violence
into the wounds before applying ash and and blood as you are initiated into the darker
kaddis. Thus as they enter battle they are without aspects of the berserker. Once you have been
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.

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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
F avoured S pecialisations with and can’t stand.
• Berserker. • Ash Warriors on the hunt for traitors to
Ferelden mistake the party for their prey.
O rganisational B onuses • Someone is killing mabari and the Ash Warriors
are out for blood.
• Gain 1 point in Willpower or Constitution to
represent the resilience you need to become an • Blight tainted mabari have been unleashed into
ash warrior. small towns, killing and infecting everyone. The
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.

13
B lackstone I rregulars
D r a g o n A ge

Blackstone Irregulars The Irregulars were on campaign in the Korcari at


the time and the only members in the area were men
Mercenary companies are a common sight in the on extended leave due to injury. With little ceremony
strife afflicted lands of Thedas. Fighting for coin these soldiers were rounded up and executed for
rather than country they are a necessary if unpleasant murder and pillage.
part of warfare; until the money runs out. Many Both the Captain’s father and the Irregulars were
companies are little more than legalised brigands, disgraced in the eyes of the public. Furious at this
undisciplined and violent, given legal dispensation betrayal the Captain cut ties with Ferelden, vowing
to vent their aggressive tendencies on enemies of the never to return. He repainted the company’s
state. Once a war has been won these reavers will heraldry black, renaming it the Blackstone Irregulars
almost certainly turn back to a life of banditry having in mourning for his men and to represent weight of
lost any winnings they may have received on drink the treachery done them.
and women.
Over the following decades the Blackstone Irregulars
The Blackstone Irregulars are one of the few were seen rarely near the borders of Ferelden, fighting
exceptions to this rule. Founded as the Ferelden mostly in the Free Marches along the Orlesian
Irregulars several generations ago by the younger border. The organisation changed hands during this
son of a Bann whose name has been lost, they have time and the Captain’s vow was forgotten. When
existed as a cohesive force since then. The Captain news came of an Orlesian invasion of Ferelden they
as he is known to history was believed to have been returned to find their homeland ruled by Orleisians
enamoured with the freedom supported by the nobility that
and skill of the mercenary had vindictively destroyed
and set about creating his own their reputation.
company.
They immediately took up
Early on his Irregulars employment with the exiled
undertook contracts for King, seeking revenge against
squabbling Banns, protecting their enemies. However gone
caravans and small villages. were the days of patriotic
Later they fought for the loyalty, now they demanded
crown, specifically against a high price for their services
incursions by the Korcari in recompense for the wrongs
Wilders and Avvaran raids. of the nobility.
These skirmishes solidified their
reputation as a dependable force The rebellion against Orlesian
and soon their ranks had swollen occupation lasted a long time and
with new recruits from the freemen the Irregulars passed from leader to
and their purses overflowed. leader. After several generations the
traditions of the founder of the Irregulars
However there remained one sticking were abandoned and they began taking
point that the leader of the Irregulars could money from the highest bidder, even working
not overcome, the point of legitimacy. Being as he for the Orlesians on more than one occasions. Some
was the son of minor nobility it rankled that despite whispered they worked for Tevinter slavers during
their clear skill and many successes the Irregulars the occupation as Ferelden provided a rich hunting
were not granted official sanction by the crown. ground for the endless slave markets in Tevinter.
They had served alongside the state army and had
won many battles, sometimes where the army could Eventually Ferelden succeeded in expelling their
not. Yet for all this the nobles of Ferelden opposed conquerors and the Blackstone Irregulars lost their
any call for the irregulars to take their place as an main source of income. Little of the disgrace they
officially sanctioned warrior brotherhood like the suffered survived this transitional period. Now under
Ash Warriors. They cited the monetary motives of the command of the honourable Raelnor Hawkwind,
the mercenary force as dark and dishonourable; the Irregulars have returned to the noble ideals under
although in truth they disliked the thought of which they were founded. His son Taoran however
elevating commoners to a more esteemed position wished to continue the unscrupulous methods that
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
with Irregular heraldry conveniently found within. where honourable warriors rub shoulders with
nefarious rogues one step above thieves.
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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 part members in different
R equirements ways. Associating with barely legal riffraff or being
To join the Blackstone Irregulars you must have 2 or constrained under restrictive orders. The group may
more in Communication and be willing to follow orders. find themselves diverted from their goal because you
were ordered on a job.
C lasses
Primary Classes Secondary Classes
A dventure H ooks
Warrior Rogue • The shady merchant you have been
investigating has hired Taoran’s thugs to protect
his merchandise. However one of you is also an
F avoured S pecialisations Irregular.
• Champion • Two soldiers both claiming to be Irregulars
ask the party to help them fight off a band of
• Guardian
brigands led by the other soldier.
• Ranger
• A liaison in the next town approaches a player
Irregular with a job; employment under the
O rganisational B onuses corrupt official they were chasing.
• Gain 1 point in Strength or Constitution to • A town recently attacked by darkspawn is now
represent the physical training of the Irregulars. being held hostage by Blackstone Irregulars
demanding payment for the protection they
• Gain 1 degree in a talent.
provided.
• 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.

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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 exists 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, the keenest craftsmen. Clansmen of the Blood Takers
The unforgiving landscape put battle and death above all
and the gods that rule it have other pursuits and count only
influence the Avvars in unique the heads they have taken in
ways. They have taken to the battle as a measure of their
path of the Berserker with prowess. With enemies on
what some would call gleeful either side of the Frostbacks
abandon, seeing it as the most the Avvars are not short of
direct way to glory in the eyes battles to fight or heads to take.
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
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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
Avvars consider the people of other lands weak- battle and the reward of the foe’s blood over all other
willed and indolent. As such it takes quite a show of earthly things. Battle and blood are your friends and
prowess to convince them to grant membership into the Blood Taker clan your family.
the clan.
Blood Takers are fatalistic, as one would expect for
such a violent organisation. Only through conquering
O rganisational S tructure death and consuming the foe’s power will they
better themselves and should they eventually die
Areas Particulars themselves, then they are content with their opponent
Affiliates Avvar clans absorbing their own power. The power of blood is
Assets Meeting lodges, sacred caves, stores thus the power of the world, neither being created
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
Leaders Crimson Blade Alef, Bloodletters Blood Takers have no qualms about killing anyone
Status Renown amongst Avvars, infamous in who gets in their way, murder is a way of life for
Ferelden and Orlais them. However they much prefer to take on skilled
opponents, those whose prowess can be added to the
clansman’s. This can often get the clansman and their
R equirements allies in trouble when they suddenly attack a local
knightly hero to eat his heart and drink his blood...
To join the Blood Takers you must be Avvar and have
2 or more in Constitution to survive the perils of Blood.
A dventure H ooks
C lasses • Crazed warriors assault the party, attempting to
drain their blood.
Primary Classes Secondary Classes
Warrior Rogue • Whilst adventuring through the Frostbacks the
party must partake in blood rituals to gain the
trust of the local Avaars.
F avoured S pecialisations • A player Blood Taker decides that the
• Reaver most powerful NPC ally of the party looks
particularly delicious.
• Reaper
• Blood Taker heraldry is found on the drained
corpses of children and the infirm in a massacre
O rganisational B onuses at a Chantry orphanage and hospital.
• 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.

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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
18
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 nobility
results in one of the greatest warrior orders in all and must have 2 or more in Willpower to face death
of Thedas, a fact the Orlesian Empire has exploited 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 F avoured S pecialisations
the Chevaliers as both fearless warriors and Orlais’
peace makers. • Champion
• Weapon Master
O rganisational S tructure
Areas Particulars
O rganisational B onuses
Affiliates Mercenaries, Orlesian military
• Gain 1 point in Strength or Willpower to represent
Assets Armoury, Keeps, treasury
the strength of mind and body of a Chevalier.
Expertise Total War
• Gain 1 degree in a talent.
Enemies Brigands, thieves, enemies of Orlais
Leaders First Knight Alonso, Castellan Odette
• The Chevaliers have complete power over the
masses in Orlais. You gain +2 to any interaction
Status Renown across Thedas, infamous in Ferelden 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.

19
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
20
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, F avoured S pecialisations
primal, entropy and Spirit. Using magic from one of
• Battlemage
these schools is tapping into the fundamental essences
that make up magic. By extension other magical
forms are merely versions of these four fundamental O rganisational B onuses
principles. Blood magic is thus an extended form of
• Gain 1 point in Magic or Willpower to represent
Entropy and Spirit, where the caster combines the
the strength of mind and power of a Magi.
energies of the Walking Bomb and Drain Life fields
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 • Gain 1 Magic focus.
harrowing they become a Mage and a full member
of the Circle with all the corresponding rights and
privileges. Experienced Magi become Enchanters P laying as a C ircle M age
and are expected to teach others. The most powerful
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.

21
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.
22
D ragon H unters

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

R equirements
To join the Dragon Hunters you must have 2 or more in
Cunning to outsmart the beasts you hunt.

23
E merald B rotherhood
D r a g o n A ge

Emerald Brotherhood over any orders given by an elf’s clan and can
sometimes cause friction as a Dalish hunter has to
For hundreds of years the scions of Elvenhan have abandon their clan’s wishes to fulfil the duties of the
been strewn to the winds, broken and despised. brotherhood. Sometimes sacrifices must be made for
Their second chance at freedom was short-lived as the betterment of the People as a whole. One elf or
their erstwhile allies turned on them and drove them clan’s desires are nothing against the future of the
out. Andraste’s promise of freedom ringing hollow, elven race.
mockingly as her own followers turned on the Because of the strong philosophy and goals of
People. From the ashes of their second home grew the the brotherhood they, more than most Dalish, are
Dalish, the descendants of the houses that ruled the willing to interfere with the affairs of the shemlin.
Dales. They would not bow down to the Chantry’s Like it or not the shem kingdoms cover Thedas from
barbary, nor give up their culture to its usurping East to West and their actions can have far reaching
people. The Dalish roamed Thedas collecting all that consequences for the elvish people. Almost all elven
they could of their birthright and living on their own ruins are found within the borders of a human
terms, not those of the shem. They believe that one kingdom and many are buried beneath their crude
day the shemlin empires will fall and the elves will cities. If the brotherhood is to reclaim elven heritage
take back what was theirs. they must deal with those humans living near these
Amongst the Dalish there ruins, negotiating at best
exists those with a more and fighting at worst. The
proactive philosophy. They brotherhood is not above
believe that the elves won’t killing shems that get in
regain what they’ve lost their way, but try to avoid
without active participation bloodshed if possible, if
by the Dalish. It isn’t good for no other reason than to
enough to simply wait for prevent reprisals against
their heritage to be given fellow elves. They are too
back to them, the Dalish few to start a war against
must seek it out. These the usurpers, although given
forward thinking Dalish refer enough time and recovered
to themselves as the Falonlin artefacts such a possibility
Moradhal, the Emerald may eventuate.
Brotherhood (lit. blood friend Most human societies see
of the colour of the trees). They all elves the same, although
are bound by common cause under being Dalish is also associated
the green light of Elvenhan’s trees to with the worship of blasphemous
rebuild what was lost. gods. As such the brotherhood has
The earliest records of the brotherhood lie little need to hide its operations, for few
just after the destruction of the Dales by the humans would understand the difference nor
Chantry’s Exalted March. Angry and bitter refugees see the significance in their actions. During the
staged daring raids into the Dales in an attempt to Orlesian occupation of Ferelden the brotherhood
save 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
the future they fight for. This oath takes precedence and ideology of the Gift, a dark organisation the
24
E merald B rotherhood

D r a g o n A ge
brotherhood has studiously avoided for centuries. It
is the fear that the brotherhood could lose its way
O rganisational B onuses
and become like the Gift that has kept them thus far • Gain 1 point in Cunning or Perception to represent
from directly influencing human conflicts. Still the the drive and awareness of 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
Joining the Emerald Brotherhood is more about doing they do it. This doesn’t make them rash and
conviction than ceremony. You must be able to put they can be extremely patient if the success of the
the needs of the elven people ahead of your own mission relies on it, but the urgency of their cause
clan and blood. This is perhaps the most difficult leaves little room for second guesses or social niceties.
requirement and is what weeds out the uncertain
from the resolute. The brotherhood plays the
long game and is above petty clan problems. You
A dventure H ooks
must be an elf, for no shemlin or durgen’len can • A human excavation uncovers a lost elven
understand the drive of the Dalish to be truly free. outpost.
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
come to fruition and a player brother is required
O rganisational S tructure to help.
Areas Particulars
• A player brother has to choose between going
Affiliates Dalish Clans
to the aid of his clan or chasing an elven artefact
Assets Weapon caches, Dalish crafts, ancient relics before it is lost forever.
Expertise Investigation and recovery
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

25
L egion of the D ead
D r a g o n A ge

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

26
L egion of the D ead

D r a g o n A ge
O rganisational S tructure Playing as a Legionnaire
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
Assets Weapons, armour, keeps, endless recruits anything that comes your way, regardless of danger
Expertise Forlorn Hope, holding the line or fear. Legionnaires are sombre figures who often
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
Status Renown amongst Dwarves and rarely retreat, dying standing with the corpses of
their enemies around their feet.

R equirements Legionnaires are allowed a large amount of freedom,


as death can be found anywhere. However the main
To join the Legion of the Dead you must be a disgraced
foe of the Legion is the darkspawn and anytime
Dwarf, no other requirements are needed.
major incursions occur they call for their brothers
and sisters to come to the fight.
C lasses
Primary Classes Secondary Classes Those that adventure with legionnaires will see them
Warrior/ Rogue - as a double edged sword. They are amazing warriors
who will cheerfully take on the most powerful of
foes, allowing their allies to escape. However they
F avoured S pecialisations are prone to getting into fights at every turn, whether
victory is possible or not...
• Legionnaire Scout
• Legionnaire Soldier A dventure H ooks
• Survivors of a dwarf caravan are encountered,
O rganisational B onuses gibbering about monsters in the woods.
• Gain 1 point in Willpower or Constitution • An NPC tells a player Legionnaire that an evil
to represent the resilience of mind and body maleficar is summoning a pride demon to attack
pounded into you. Orzammar.
• Gain 1 degree in a talent. • The Legion is massing for a strike against a
• Legionnaires are feared and respected by darkspawn stronghold and requires the player
Dwarves. Gain +2 to interaction tests with any Legionnaire to participate.
Dwarves in Thedas and Ash Warriors. • NPC raiders are found carrying the weaponry
• Gain 1 Perception focus. of the Legion.

27
L owland B andits
D r a g o n A ge

Lowland Bandits 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.

28
L owland B andits

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

29
M ages ’ C ollective
D r a g o n A ge

Mages’ Collective 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
30
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. Playing as a Collectivist
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
mage sympathizers, friends and family of mages, or A Collectivist will often build a carefully constructed
enlightened scholars who are more interested in the wall around their true feelings in order to keep non-
research being conducted than the people doing it. members from learning about the organisation. Even
close friends and family may be kept in the dark
to maintain absolute secrecy. This can be mentally
O rganisational S tructure draining which is why over time most collectivists
Areas Particulars tend to prefer the company of their fellows.
Affiliates Courier companies and employees
Assets Laboratories, money, information network A dventure H ooks
Expertise Esoteric research, information gathering • A Templar asks the players to investigate
Enemies The Chantry and all affiliates suspected mage activity.
Leaders First Amongst Equals, Senior Researchers • A terrible disease is sweeping the local area,
Status Hidden except for one village near an Elven ruin.
• A player Collectivist is told that one of their
number has been captured by Templars and must
R equirements be freed or killed before torture loosens their lips.
To join the Mages’ Collective you must have a Cunning • A courier company hires the players to
of 2 or more and be a Mage or Mage supporter. safeguard a package through the mountains.

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.

31
M erchant G uild
D r a g o n A ge

Merchant Guild 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
ventures or even put forward a business venture for their shallowness. The sheaf of wheat and stack of
the Guild itself to take part in. Since its inception the coins in the field represent the Guild’s mercantile
Guild has become more than an affiliation of various purpose and fiscal power, but also points to the
merchants, it has become a powerful institution in important part it plays in the distribution of food
its own right. The money it has accrued rivals that and other 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.
32
M erchant G uild

D r a g o n A ge
• Gain 1 Communication focus.
O rganisational S tructure
Areas Particulars
Affiliates Artisans, farmers, craftsmen, merchants
Playing as a Guilder
Assets Warhouses, mercenaries, banks, businesses The Merchants of the Guild take a perverse pride in
Expertise Insurance, asset protection, finance, sales their lack of Nobility. Many of the most successful
Guilders are more wealthy than all but the kings
Enemies The Nobility of Thedas
of Thedas and they flaunt it. However behind this
Leaders Merchant Master Talea, Head Ledgermen cocky confidence there is often a gnawing sense
Status Known throughout Thedas of inferiority. That no matter how high you rise
or wealthy you become, the Nobility will always
exceed you simply by dint of birth. Guilders are
R equirements always on the lookout for new products to market,
materials to sell. Where others see desolation they
To join the Merchant Guild you must have a see opportunity. Whether what they see is matches
Communication of 2 or more and not be of Noble birth. with the demands of reality is another matter.

C lasses Soldiers in the employ of the Guild have a high level


of morale as their pay is generous and always on
Primary Classes Secondary Classes
time. Their jobs are generally easy, but the high level
Rogue Warrior 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
• Gain 1 point in Perception or Dexterity to insurance mitigation of a caravan.
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
• Gain 1 degree in a talent. insurance premiums.
• Guilders are excellent traders, capable of turning • A courier company hires the players to
almost anything to profit. Gain +2 to all interaction
tests involved in mercantile endeavours.

33
M ist S talkers
D r a g o n A ge

Mist Stalkers 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
34
M ist S talkers

D r a g o n A ge
there will be nothing to stop the Ferelden zealots interact with and even work alongside Fereldan
from rampaging through the Wilds… 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
Assets Warhouses, mercenaries, banks, businesses Mist Stalkers put their duty first and foremost, and
Expertise Insurance, asset protection, finance, sales
will take on these foes wherever they encounter
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
R equirements Wilds is losing men at an alarming rate.
To join the Mist Stalkers you must have a Perception of 2 • A player Mist Stalker discovers information on
or more and be a Chasind Wilder. a horde of Darkspawn moving towards Ostagar
and the Wilds.
C lasses • A noble has lost their son in the Wilds and offers
Primary Classes Secondary Classes to pay the players to recover him.
Rogue Warrior/ Mage • The players find a message on a dead Chasind
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.

Playing as a Mist Stalker


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
Fereldans are of no threat and so a Mist Stalker will
35
Q unari B eresaad
D r a g o n A ge

Qunari Beresaad 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
36
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


O rganisational S tructure Beresaad for they do not have the Ben-Hassrath to
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
Assets Everything needed idiosyncratic behaviours not in keeping with the
Expertise Infiltration, asymmetric warfare
average Qunari.
Enemies Non-Qunari However their role is of such vital importance that
Leaders The Arishok and Atani this is overlooked by the Ben-Hassrath in order to
Status Renown amongst Qunari ensure Qunari culture is preserved and the teaching
of the Qun eventually spread to the ignorant things
of Thedas.
R equirements
To join the Beresaad you must have a Cunning of 2 or A dventure H ooks
more and be a male Qunari in the Ataam.
• Mysterious giants attack the village the players
are staying in and no one knows why.
C lasses
• A player Beresaad is request by the Ataam to
Primary Classes Secondary Classes assassinate a specific noble, a noble the players
Warrior Rogue are currently working for.
• A noble has lost their son in the Wilds and offers
F avoured S pecialisations to pay the players to recover him.

• Champion • The players find a message on a dead Chasind


suggesting a group of Mist Stalkers plans on
• Duellist raiding a feuding tribe.
• 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.

Playing as a Beresaad
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.

37
S anguine M inistry
D r a g o n A ge

Sanguine Ministry A devout follower of Andraste’s cause, known to


the Ministry only as the Saviour, realised herself the
truth of Andraste’s power. Andraste’s power was
“Let my blood touch the ground, unlike anything the Saviour had ever seen, until
Let my cries touch their hearts. Andraste’s army reached Tevinter. Amidst the chaos
of Andraste’s attack on Minrathous, many Magisters
Let mine be the last sacrifice.” 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 The Saviour’s great revelation was that in the Blood
would later be Ferelden and their highways are still was the Maker’s Truth. Andraste shed her blood for
present to this day. 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 From Andraste’s own
this otherworldly power words the Saviour
as it was used to enslave understood that the
and torture. With the waters of the Fade and
appearance of Andraste the Maker’s tears were the
and her army of the faithful Blood flowing through the
the Tevinter Imperium veins of his children, to
was broken and the yoke of better connect them to one
magic removed from 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 position was apparently in
belief that magic was meant to opposition to the beliefs of the
serve mankind and never to rule Chantry. Magic was not evil, it was
them was enthusiastically taken up the Maker’s gift to humanity, and
by all that had suffered at the hands of within magic exists the very soul of the
the Tevinter. Mages were hunted down and Maker himself; Blood magic. So the followers
burned for the apostates they were and any that of the Sanguine Ministry treat Blood as sacred,
surrendered were kept under guard. just as Andraste spilt hers to bring the Maker to the
As the Chantry developed there were several world, so too does the Ministry spill their blood and
factions that appeared, each with a slightly different the blood of others.
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
During the struggle between the Chantry and what acceptance and veneration means that in most cases
they righteously referred to as the Black Chantry of they convert wholly to the Saviour’s teachings and
Tevinter, another denomination appeared, one that become fanatically loyal to their cause.
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.

38
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
Playing as a Sanguine Minister
of ferocious power and ability. Due to Chantry’s
To be one of the Ministry is to know a great truth and
misguided hatred of magic and blood the Ministry
to know that most Thedosians will never know this,
requires many Paladins to protect their priests and
or ever accept it.
ensure the blood work of the Maker is done in the
secret halls and meeting places of the Ministry. Someone of the ministry will try every attempt to
The most powerful priests, known as Blood Priests proselytise, albeit surreptitiously and indirectly.
are capable of reaching beyond the Fade to draw They are fervent believers in Andraste and The
power into their blood, gaining a part of the immortal Maker so will come across as devout to those that
power of the Maker himself. The Chantry denounces don’t know their true beliefs.
these acts as blasphemous demon worshipping,
but the Ministry knows the truth and pities the
misguided efforts of the Chantry to suppress the true A dventure H ooks
teachings of Andraste. • The players uncover a strange chantry with
symbols of blood.

O rganisational S tructure • A blood mage is found amongst some enemy


NPCs and asks for sanctuary from a player
Areas Particulars Minister.
Affiliates Blood Mages
• Babbling peasants accuse the Chantry of blood
Assets Hidden temples magic.
Expertise Theology, rhetoric, blood power
• A religious order seeks aid from the PCs,
Enemies Andrastians 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.

39
S eekers of T ruth
D r a g o n A ge

Seekers of Truth 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
40
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
Areas Particulars
A dventure H ooks
Affiliates The Chantry, Templars
• Templars are being killed in the city.

Assets Any Chantry assets • A PC Seeker must blackmail a noble at a party


to prevent him selling information to Tevinter,
Expertise Investigation, interrogation, suppression
without the devout Andrastians surrounding
Enemies Templar dissidents, apostates him finding out.
Leaders Lord Seeker Lambert, High Seekers
• A Chantry Mother hires the PCs to investigate one
Status Famous throughout Thedas of her lay-brothers she suspects of 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.

Playing as a Seeker
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
41
T emplar O rder
D r a g o n A ge

Templar Order 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

42
T emplar O rder

D r a g o n A ge
mage, there is no reasoning with them, and if the potent defence against magic.
Templars are prepared, the mage’s magic is often
useless. Driven by their faith, the Templars are one However not all Templars believe that their mission
of the most feared and respected forces in Thedas. requires the kind of force and compassionless attitude
evinced by the majority. These Templars may have
O rganisational S tructure had friends or family taken to the Circle and have
Areas Particulars a more human approach to their duties. These
Affiliates The Chantry, Seekers individuals still see themselves as performing the
Maker’s work but they seek to change attitudes from
Assets Any Chantry assets within the organisation rather than from without.
Expertise Investigation, interrogation, suppression
Enemies Apostates
Leaders Knights-Vigiliant, Kinghts-Divine
A dventure H ooks
Status Famous throughout Thedas • A PC templar recognises a lost family member
amidst the coven of apostates discovered in the
wilderness.
R equirements • A Templar is accused of abuse and assault by
the young apostates in their custody.
To join the Templars you must have a Constitution of 2
or more and be an Andrastian. • A group of warriors claiming to be Templars has
taken control of a local village.
C lasses • The local Templar Knight-Captain requests the
Primary Classes Secondary Classes PCs help him find two missing Templars.
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.

Playing as a Templar
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

43
T he C arta
D r a g o n A ge

The Carta Despite the flow of business, its members are still
desperate and violent. With no strong leader to rein
in their excesses, they have little sense of dwarven
“Blood or coin the Carta always gets its cut.” 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
The leaders of the Carta cycle through fairly quickly.
manage to marry above their station, an unusual
The amount of treachery and greed found within
occurrence but not impossible. Even those dwarves
their ranks ensures that anyone that can take control
considered servants belong to a caste and although
is the most conniving, violent and underhanded
they may be looked down upon by their betters, they
thug in Dust Town.
are nevertheless considered worthy of a position
amongst Orzammar’s citizens. The caste mentality of dwarf society manifests itself
in an altogether darker and more violent manner
Not so for the casteless. These dwarves are
amongst the Carta, using power and force as
pariahs amongst their own people, considered the
measures of worthiness. There is always someone
descendants of criminals and traitors. To dwarven
else willing to slip a knife between your ribs in a bid
society they do not exist and the Memories hold no
to rise in station.
records of them.
The Carta isn’t too fussy about symbology. Anything
As a result the casteless
intimidating or violent suits
dwarves of Orzammar
them. A common image is
have few prospects.
that of crossed axes behind
Consigned to live in a
a stylised grinning dwarf
crumbling ruin on the
skull on a black field. It gets
social and economic
the point across.
fringes of the dwarven
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 at least affiliated with the
in 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
result of their social expulsion
The majority of casteless
from Orzammar.
however turn to crime. Just
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
a Caster or being one is immediately put to
The Carta is a powerful and ancient
death. The Casters have made life miserable for
dwarven crime syndicate headquartered in
the Casteless and there is no way in Stone the Carta
Dust Town near Orzammar, composed entirely of
will provide any support to their kind. Of course that
casteless dwarves. Given no other alternatives in
doesn’t mean someone from a Caste that has lost
the grim world of Dust Town, and restricted from
their status can’t join, although the recently Casteless
performing legitimate work, few casteless dwarves
aren’t seen much differently.
can resist joining with the Carta for their livelihood.
Apart from that the Carta will take anyone even non-
In recent years the Carta and its dealings have become
dwarves, as part of their surface operations. All that
a threat to even Orzammar itself as the dusters
matters is that you pay your dues and do as you’re
boldly walked the streets of Orzammar during the
told. Given the amount of money that flows through
Fifth Blight, enacting an extortion and intimidation
Carta coffers due to their extensive blackmarket
racket upon merchants in the Commons.
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.
44
T he C arta

D r a g o n A ge
O rganisational S tructure Playing as part of the Carta
Areas Particulars
Being one of the Carta provides not only a means for
Affiliates Apostates, criminal organisations survival but a means to gain power no casteless dwarf
Assets Dust Town, weapon caches, Lyrium deposits could normally receive. The ability to intimidate
Expertise Smuggling, theft, extortion those of higher station can be intoxicating and often
leads Carta members into foolhardy situations.
Enemies Orzammar
Leaders Boss, left and right hands The cutthroat nature of the organisation means
Status Infamous in Orzammar that most Carta members tend to prefer the direct
approach. Intimidation and violence are the preferred
methods of dealing with most situations rather than
the foreign notions of negotiation and compromise.
R equirements Such methods are for the weak and spineless, those
To join the Carta you must have a Dexterity of 2 or more that can’t fight for themselves.
and be casteless.

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.

45
T he C rows of A ntiva
D r a g o n A ge

The Crows of Antiva 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.
46
T he C rows of A ntiva

D r a g o n A ge
O rganisational S tructure Playing as a Crow
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
Assets Antivan nobility, spies, banks, archives nothing else except how to kill, and kill well. Despite
Expertise Assassination, blackmail, espionage this rather imbalanced upbringing they have been
given extensive training in etiquette and socialising
Enemies Anyone in their way
in order to more effectively complete their missions.
Leaders Guildmaster, masters
Status Infamous throughout Thedas As a result Crow initiates tend to have unnaturally
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
To join the Crows you must have the Crow Initiate are to be used. To a Crow their mission comes first
backgorund. second and third. They are merely tools to be used to
further the organisation’s goals and no action is too
C lasses extreme, or method too vile to achieve this.
Primary Classes Secondary Classes
Such sociopathic behaviour is to be expected of
Rogue Warrior individuals raised into a life of brutality and murder.
The fact that their life is forfeit should they fail in
their assigned missions helps to further motivate
F avoured S pecialisations their already goal orientated personalities...
• Assassin
• Shadow A dventure H ooks
• Sniper • A noble hires the PCs to protect him from
assassination attempts.
O rganisational B onuses • A PC Crow must undertake an assassionation
• Gain 1 point in Cunning or Communication to against the merchant that just hired the party.
represent the skills needed to ply the trade of • An orphanage in the city has seen children
the Crows. go missing over the last few months and the
• Gain 1 degree in a talent. caretakers appear disinterested in finding out
why.
• Crows are notorious everywhere. Gain+2 on all
interaction or intimidation tests against anyone. • The Crows hire the players to keep watch on a
house while they undertake an unknown task
• Gain 1 Dexterity focus.
inside.

47
TheDreadWolf’sGiftofBloodVengeance
D r a g o n A ge

The Dread Wolf’s Gift game of smoke and mirrors to turn the humans
against themselves. Stores will mysteriously spoil,

of Blood Vengeance
children go missing. Each elf will always have an
immaculate alibi, whilst their targets possess none.
Dalish legends speaks 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 camp they place statues they carry the image of 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
as an example of cunning using blood magic to set the
and strength in the face of bann up as a maleficarum.
adversity. For did he not When the Templars searched
defeat both the gods and the the estate and found hidden
forgotten ones, despite being chambers full of the blood of
outnumbered and outmatched? the innocent scrawled in dark
So it is that there are some amongst rituals, the entire estate was put
the Dalish that revere him more to the torch and the people run from
than most. For them Fen’Harel did the land for harbouring such evil. The
not betray so much as triumph against last thing the bann saw was his loyal
overwhelming odds, the kind of odds the servant’s grin as they drained the blood of
Dalish are currently facing. the bann’s missing son from the 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
assassins to target key people and locations. When magic is channelled into it. This is the howling wolf
the plan is nearing fruition they begin an elaborate in honour of the Gift of Fen’Harel.
48
TheDreadWolf’sGiftofBloodVengeance

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

49
T he O rder of the W hite L otus
D r a g o n A ge

T he O rder of the
Seheronese wardens called their philosophy the Way
and claimed it combined their own spiritual system

W hite L otus with ideals brought back from a mysterious culture


across the seas. They put great stock in prophecy
and legend and believed that the darkspawn would
“We are grey; we stand between the be defeated in the last blight. Within the Way many
darkspawn and the light, Wardens saw a better path to help the world. The
We do what must be done when others lose Seheronese made no attempts at conversion, but
the message of oneness and a place for all appealed
sight, to many wardens, including the then unknown elf
In peace vigilance, in knowledge wisdom, Garahel.
in sacrifice victory, in life the Way.” Their mandate was to defend all of Thedas from the
blight, regardless of race or creed. They had Dalish
Centuries past the Grey Wardens fought the
recruits, dwarvish volunteers and even a few Chasind
darkspawn hordes bestride the backs of magnificent
from the southern wastes.
griffons. These beasts gave the
Their cause transcended
Grey Wardens unparalleled
cultural boundaries and the
manoeuvrability, enabling
Way was a perfect match.
them to reposition in
minutes. They could scout However many amongst the
darkspawn movements, devout Andrastian wardens
predict their destination and saw this encroachment as
deliver this vital intelligence blasphemy and a dilution
to necessary governments of the true faith. No matter
before the darkspawn were how apolitical the wardens
within sight of their target. were supposed to be, nothing
could completely override
However by the end of the
their lifelong beliefs. This
fourth blight, whether through
fracture came to a head at the
attrition, disease or magic the
close of the fourth blight and it
griffons of the wardens were no
saw the loss of the wardens’ most
more. Their ultimate fate has been
potent weapon, the griffons.
the subject of countless stories and
minstrels’ songs and many romantics Many of the Seheronese had shown a
believe them to be hidden away natural gift in controlling the griffons, the
somewhere in Thedas, awaiting the day of calm surety of their demeanour placating the
their return. temperamental beasts. When Orlesian Warden-
Commander Vareux, himself a hardline Andrastian,
What even the Warden leaders at Weisshaupt do
realised the power the Seheronese wielded he sought
not know is that their own order perpetrated the
to remove them permanently. Under his command
disappearance of the griffons in the years following
he sent the greater contingent of Wayists around the
the fourth blight. Over the decades leading to the
flank of the horde, ostensibly to destroy the emissary
fourth blight the Wardens underwent many internal
covens stationed there. However on their arrival
changes. They recruited as far and wide as they could
the Wayists were beset by an entire wing of dragon
and in so doing absorbed many cultural peculiarities
thralls led by the Archdemon itself.
and philosophies. The majority of the Wardens were
Andrastians, but not all and despite their singular Realising Vareax’ duplicity the Wayists fought
goal, frictions formed between the disparate cultures. their way free, but not before losing four fifths of
their number to the onslaught and Garahel to the
In the Anderfels political power was shifting to the
Archdemon. The griffons were decimated in the
Wardens, giving them unprecedented control. Many
attack and Vareux controlled the remainder. The
within the Wardens disapproved of this, seeing it
Wayists determined that partisan power could not
as overstepping the bounds of their charter and a
longer be tolerated amongst the Wardens and under
dangerous precedent. The commanders at the time
the cover the Archdemon’s death they disappeared
saw it as an opportunity to further the financial
into the annals of history. Over the following
support needed to keep the wardens going.
centuries they developed into the Order of the White
During the fourth blight the need for recruits soared. Lotus, a secret organisation hidden in the Frostbacks
Many joined from countries virtually unknown to intent on preserving the griffon line until it would be
the Andrastian wardens. One of these was Seheron. needed during the final Blight when it is said all will
Their peculiar spirituality did not adhere to Chantry come undone.
dogma but they fought with courage and honour. The
50
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
Playing as an Order Initiate
purple and lightens over time, symbolising the
Becoming a member of the Order is a lifetime
enlightenment discovered through the Way. In the
commitment. It is a change in the perception of the
place of petals their heraldry bears feathers, symbolic
world and your place in it. It is to understand and
of their stewardship of these mighty beasts. Two
accept those things that must be, will be and those
rippling lines stretch from side to side to represent
things that should not, must not.
the open sky and open mind of the Way.
Joining the Order is impossible unless someone An initiate of the order understands that to defeat
invites you in. Their secrecy has been maintained for the blight sacrifices must be made. They will do
hundreds of years and only someone pure of mind whatever is necessary to safeguard the future until
and capable of seeing beyond the concerns of their prophecy is fulfilled.
own mortal life would be considered.
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


creatures.
Areas Particulars
• A mysterious corpse is found with the symbol
Affiliates None
of a lotus on it and a coded scroll.
Assets Hidden caches, griffons
• A PC initiate is asked to steal evidence that
Expertise Griffons, ancient lore, prophecy, patience
exposes the order and its charges.
Enemies Darkspawn
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.

51
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 bloodred 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
52
T he S isterhood

D r a g o n A ge
O rganisational S tructure Playing as a Sister
Areas Particulars
The Sisterhood are tireless hunters, tracking beasts
Affiliates The people through the dark places of the world without
Assets Hunting lodges, caches support and without quarter. A sister is self reliant,
Expertise Beasthunting determined and will use whatever means at their
disposal to defend the innocent.
Enemies Werewolves, monsters
Leaders First Sisters Being a sister means putting others first, defending
Status Known throughout the wilds of Thedas those that cannot help themselves. Should a sister
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
To join the Sisterhood you must have a Willpower of 2 and the wicked should they encounter them.
or more.

C lasses A dventure H ooks


Primary Classes Secondary Classes • The Players encounter a solitary scarlet-clad
Rogue Warrior/Mage warrior in the woods, beset on all sides by
werewolves.
• A PC sister witnesses a noble become a
F avoured S pecialisations werewolf and attack beggars in dark alleys.
• Duelist • A sister confronts the Players, accusing one of
• Ranger them of being a monster.
• Beasthunter • The players encounter a demonic disease
sweeping through the children of the local
village, infecting them with inhuman rage. How
O rganisational B onuses do you defend the innocent from themselves?
• 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.

53
W aking S ea P irates
D r a g o n A ge

Waking Sea Pirates halted. When the Chantry declared Exalted Marches
against the Qunari in the Storm Age it was in need
Moving cargo by ship is generally considered much of ships to fill the decimated ranks of Thedas’ navies.
safer and more importantly faster than moving it Qunari dreadnoughts were formidable opponents,
in long winding caravans. Ships can cut around taking three ships for every one lost
mountain ranges, sail all day and all night and avoid Pirate captains that had survived the wars gathered
most political unrest in a region. However they run at Llomerryn to hide from the Qunari onslaught. But
into their own unique problems. While bandits, they knew they couldn’t hide forever. Under a flag of
Carta and Crows plague the overland businesses parlay they argued their differences in the rough and
of Thedas, it is the pirate fleets that terrorise their read manner of pirates. After days of debates they
oceanborne brethren. realised they had no choice, they would have to band
Once upon a time these pirates were little more together under one flag and fight alongside their
than opportunists, individual ships based out of the erstwhile victims or face conversion or annihilation
coastal city of Llomerryn that by the Qunari.
preyed on sea traffic and When Thedas’ navies began
which were frequently the moving on Qunari positions,
target of concerted efforts they found a huge fleet
by the Orlesians and Free sailing out of the darkness
Marches cities to destroy alongside them. The
them once and for all. After Llomerryn pirates had come
each such effort, new pirates and the Felicisima Armada
would appear to fill the was born. The pirates
vacuum and thus the cycle brought their knowledge of
continued. stealth and trickery to bear,
In times of war what is plaguing Qunari supply lines
considered a pirate becomes and even launching seaborne
a grey area as kingdoms grant invasions against the Qunari
letters of marque to disreputable coast. For a time it was said
captains to fight as privateers the Armada was the premiere
alongside the navy. They are given naval power of Thedas, and after
free rein to plunder enemy ships the signing of the Llomerryn Accord
and even raid enemy coastal cities. To they maintained their association
their foes they are black pirates intend on rather than disband, much as others
nothing but slaughter and booty, but to their 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
Ships on all sides were destroyed but the Qunari were enticing. Pirates and raiders are scoundrels and
54
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
Playing as a Pirate
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...

O rganisational S tructure Pirates consider nothing but their next score. A pirate
ship only runs for as long as the booty lasts; even the
Areas Particulars iron will of its captain won’t keep hungry deckhands
Affiliates Smugglers from mutinying for long.
Assets Llomerryn, hidden caches, bribed officials
Expertise Piracy, raiding, smuggling
A dventure H ooks
Enemies Merchants and navy ships
• The ship the players are on is attacked by
Leaders Pirate King, Captains
pirates.
Status Infamous throughout Thedas
• The players are hired to recover stolen
merchandise.
R equirements • A PC pirate must choose between defending
their captain or joining a mutiny.
To join the Pirates you must be able-bodied and willing
to do your captain’s bidding. • Ships are being raided at sea by a mysterious
force unaffiliated with the Felicisima Armada.
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.

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