A man is made by the quality of his enemies (Maric Theirin Quest/CK2/DA)

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"A man is made by the quality of his enemies" - A Maric Theirin Quest



"There are men who...
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"A man is made by the quality of his enemies" - A Maric Theirin Quest



"There are men who inspire such devotion that everyone around would lay down their lives for him. And there are men who come and go from this world ,and no one notes it. What makes them so? Your guess is as good as mine. Maric was remarkable; that´s all I can say of him." - Teyrn Loghain Mac Tir


Rebellions have shaped the face Thedas since the time of the Elven Empire. The Evanuris ruled as self-proclaimed gods over their people till a rebellion changed it. After the fall of this empire, Tevinter rose in its stead. Cruel magister set out to enslave whoever opposes them. In their arrogance they unleashed the darkspawn on the world. It took a century of brutal warfare to end what was later called the First Blight. History repeated itself through the action of Andraste. Her coalition of Alamarri and Elven slaves broke the hold Tevinter had on Thedas.

With time a new race came to the continent. The Qunari started their invasion and took most of the northern half of Thedas. While the South rallied and started a counterattack, rebellion broke out in the recently occupied lands of the Qunari. Tevinter threw them out and opened a new flank, while city after city, village after village rose up to throw of the york of the foreign invader.

It's the twilight of a new age. For decades the Orlesian empire has occupied the Fereldan kingdom. The common folk suffered under an ever-increasing tax load, while discontent and even the whisper of rebellion is answered with utmost brutality. The first ray of hope was your mother Moira Theirin. She led one raid after another. Beginning in Lothering she showed your countrymen that resistance is not futile. From the mighty Couslands to the proud Guerrins and the ancient Howes, nobles from many Houses joined her cause. She was nearly ready to challenge the Orlesians in the Open till she was betrayed.


Her last words to you were "run" and run you did. If through fate or luck you escaped the encirclement and with the help of Loghain entered the Korcari Wilds. Inside thise hostile territory you met a living legend, a myth Flemeth the Witch of the Wild. She promised help for a certain price.

Flemeths price:
[] [Flemeth] Maric has to go to Antiva into the Tellari swamps. (Original as given in comics)
[] [Flemeth] One night of passion. (Morrigan becomes Maric´s daughter)
[] [Flemeth] Defeat the Blight. (Blight gets upgraded)

With her help you reunited with the remaining rebel forces and achieved your first victory over the Orlesians, but this victory cost your forces dearly. It took time and effort to rebuild them. Thankfully you had both. Through the liberation of Gwaren you raised your banner for all to see and nearly lost it all shortly after by trusting her. Rowan and Loghain saved your life and the rebellion itself. Through the Deep Roads you traveled back Gwaren just in time to throw a new Orlesian attack back. In the Deep Roads you found unexpected allies in some dwarves from the Legion of the Dead. With their strength added to yours Loghain hatched a new plan to beat the Orlesians. Words had come that reinforcements were on their way, two legions of chevaliers. Loghain ambushed them and prepared an anvil for Rowan´s cavalry to crush. Over half the enemies were slain when the battle was over. Afterwards he was rightfully hailed as a hero and every hero deserves a reward.

Loghain´s reward:
[] [Reward] Name him Teyrn of Gwaren
[] [Reward] Name him Arl of Denerim
[] [Reward] He will get his reward later with everyone else

While your friends were crushing the chevaliers, you had something else to do. With secret instructions you were capable of infiltrating an Orlesian camp ,where Severan the mage advisor of Meghren rested. You killed him. Without any skilled advisors and support from Orlais Meghren was a sitting duck but Denerim was the end goal not the start for you.

What year is it?
[] [Start] It is 9:00. In a short campaign most of the castles in Ferelden surrendered to you and Denerim was liberated quickly. (less damage to Ferelden, higher chance of Orlesian intervention)
[] [Start] It is 9:02. It took two years to finally end the occupation. Castles had to be besieged and more battles fought but now Ferelden is free again. (more damage to Ferelden, lesser chance of Orlesian intervention)

You are King Maric the Savior. After the murder of your mother, you rallied the people of Ferelden to your cause till you had enough men to liberate Gwaren. Falsely declared dead after the ruinous Battle of West Hill you rose up to defend Gwaren like a hero of the old legends. Afterwards in a long campaign you liberated every other part of Ferelden. In the end you killed the Usurper Meghren in single combat. Now it is time to rule your kingdom and ensure that it stays free, so that all the sacrifices were not vain.

In the end luck was you hold. The false king Meghren was negligent in keeping something precious out of your hand. Thankfully your men were quick enough to stop some fools from starting fires and unnecessary looting.

Boon:
[] [Boon] Full treasury
[] [Boon] Full armory
[] [Boon] Royal Fleet
[] [Boon] Full Royal Stable
[] [Boon] Valuable prisoner
[] [Boon] Priceless artifact
[] [Boon] Valuable documents


Explanation: I will throw dices for all the other things but choosing one will ensure a crit for this category. Important to note is that all of these things are also modified by the other choices and lore, which means for example valuable prisoner gets a malus if the latter starting date is chosen and Royal Fleet gets one from lore.

AN.: Welcome, so this is my first attempt at creating my own quest. I like CK2 quests and Dragon Age, so going for this setting was an easy choice. If you have questions ask, I will try to answer them as long as they are not too broad or would reveal too much for the quest.
edit: ..not the picture I wanted but it will do for the time being.
 
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FAQ
FAQ for Dragon Age Quest


What is Dragon Age?
Is one of the last great games made by Bioware before it started to go downhill. The original concept started with the idea to exchange one of the major religious figure of our world (Jesus ) with someone more in line with Jeanne d'Arc. Add in magic ,racial tensions, zombie apocalypse and a little bit of A Song of Ice and Fire ,the end result is Dragon Age.
In simple terms a medieval fantasy world that regularly faces a zombie apocalypse.


What is the Dragon Age in the story?
The history in this world is categorized by ages. These are named by their equivalent of the pope called the Divine. The current age in which the first game of series was set is called the Dragon Age. It is a time of strife , change and opportunity. In every part of the world there is something happening which opens the possibility for the questers to involve themselves wherever they want.


What is Thedas?
The only known continent in the setting and where all the action happens.


What is the Kingdom of Ferelden?
It was founded by this world´s King Arthur called Calenhad. He rose from nothing to king. Ferelden is a monarchy situated in the south east of Thedas. Calenhad founded the Theirin line that has ruled Ferelden for 302 years till in 8:44 Orlais sacked Denerim , the capital of Ferelden, starting the Occupation. Normally Ferelden is ruled by their monarch in conjunction with the Landsmeet, which is an assembly of all nobles representing their freeholders. They have the right to veto or revoke any law made by the king or queen of Ferelden. In principle the power lies in the hand of the Freeholders who can decide which noble they support or pay taxes to for protection. In reality many of these decision are bound by tradition, proximity and the clear disparity in military power but the Freeholders are proud and their support should never be taken for granted. Accordingly the monarch of Ferelden must often ask or even beg for the support of his nobles and cannot simply command them to follow his orders.


What was the Occupation of Ferelden?
Most of the nations or states on Thedas are made in the cliché ridden image of some historical equivalent. Orlais is made in the image of France and Ferelden is crafted after an Anglo-Saxon Britain. The Occupation is what the British did in our world to the French during the Hundred Years War. Orlais invaded Ferelden and ruled over them for half a century and during this time they committed every atrocity you can think of. Land was taken, families destroyed, women were raped and the Orlesians treated the Fereldans where they could as subhuman or their toys meant to be broken. It was even worse for the elves in Ferelden.


Who was Andraste?
Religious saviour figure who led a crusade against the evil Tevinter Imperium ruled by mages. She talked about her god called the Maker and was in the end burned at the stake. Her Judas was her husband Maferath who sold her for peace to Tevinter. In the end her faith spread all over Thedas and she is deified as the Bride of the Maker.


Who is the Maker?
The maker is the creator god of Thedas who, upon seeing the many faults of his creation turned away from it. Only Andraste made him turn his gaze back but her death changed that. The Chantry preaches that if his chant is sung from all corners of the world he will once again turn his gaze towards them.


What is the Chantry?
The Chantry is the dominant religious organization in Thedas. It is based on the Chant of Light, a series of teachings attributed to Andraste, the prophet of the Maker, and was founded by Kordillus Drakon, the first emperor of Orlais. Similar to our world this Chant was partly written by Disciples of Andraste and written down from oral traditions.
The Chantry's followers are known as Andrastians. Its goal is to spread the chant of Light all over the world and thus save humanity from damnation. The religion is theoretically also open to the other races but none of them have reached positions of power so far. Only known example is a dwarven chantry brother.

The Chantry is split in the White (Orlesian) Chantry and the Black (Tevinti) Chantry. Their main difference in on the view of magic, mages and sex. While the White Chantry only allows females to act as clerics and to achieve positions of power the Imperial Chantry has no such restrictions. Both heads of the church are called divine, but the Orlesian is called the White Divine while the Tevinter is called the Black Divine. Furthermore magic is seen as something positive by the Imperial Chantry while the Orlesian one condemns it mostly.


What Races exist in this universe?
At the moment there exist five races.
  • Humans: The most numerous are the humans who also rules over most of Thedas. No difference from real life except fantasy levels of power and access to fantasy abilities.
  • Elves: They are physically weaker and smaller than humans and number less. In nearly all of Thedas they are oppressed and kept in special districts. Only a few live in independent clans called the Dalish. Once had a mighty empire and were allegedly immortal.
  • Dwarves: Least populous races as far as known. The race is split in the surface dwarves and the ones living underground. Later live in an eternal war with the darkspawn. They had a massive underground empire spanning the whole of Thedas but they lost most of it to the darkspawn.
  • Kossith/Qunari: Bigger humans with horns on their head. Once their race was called Kossith but nowadays they are mostly called Qunari after their totalitarian religion and society. Invaded Thedas from the North and took Par Vollen.
  • Darkspawn: Tainted beings that only want to destroy and kill everything. Their presence alone kills all that lives in their proximity. Categorized in tainted versions of the other races: Hurlocks, Shrieks , Genlocks and Ogres.

How does magic work in this world?
Mages are born in this world and there is no known way to make a non-magical person into a mage. They are capable of changing the world with spells, runes and enchantments. Their capabilities are in line with most fantasy realms. Therefore fireballs and most common spells exist here. One kind of magic is despised and feared nearly universally by all "good" people, because it allows mind control. This school of magic is blood magic.


What is the Fade?
The realm of dreams and magic, home of demons and spirits. Every race with the exception of the dwarves enters the fade when they dream but only mages can consciously interact with it. The realm becomes a reflection of the dreamer and is not bound by any physical laws. Only one landmark the so called "Black City" exists.


What are Templars?
The templars are this settings anti-mages. They were founded by the chantry as their military arm and take a certain substance called lyrium, which is addictive, to grant them their abilities to negate magic and withstand spells. These men and women normally stand between the common people and mages. Their duty is to hunt apostates, mages who do not comply to chantry doctrine. They are more powerful and effective outside of Tevinter, where mages rules.


The Circles?
This institution was founded with the intention to teach mages and control them in some way. Mostly they are places of learning but with time some mages came to consider them more like a golden cage than a safe home. Circles are lead by the First Enchanter and guarded by the Templar Order. They exist in many major cities and all kingdoms or major powers have at least one. Only the Qunari have no such institution.

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This was mostly roundabout information about the setting now for the more knowledgeable of the questers this quest follows my headcanon. Therefore it will have certain things that may provoke some fervent fans of this game series. I will put these things here ,because I do not want to explain myself again and again.


Mages vs. Templars:
One of the things which can turn any Dragon Age thread into a shitstorm. My stance on the matter is "It´s not that simple". I will not have rapist templars going their way in every circle without any problems nor will every mage ,who argues for freedom be a malevolent blood mage. Don´t expect every templar to be an extrapolation of Kirkwall and don´t expect every mage going "muahaha" the moment he gets some freedom. If you take issue with such a portrayal and feel the need to argue I humbly ask you to leave the thread. I am near 100% sure I have already heard or read what you have to say and I probably disagree.


Dalish and Dales:
In my opinion the Dales escalated a minor border incident into a war against a war weary and exhausted Orlais ,because of their own highly aggressive xenophobia. They then tore a bloody path through the Orlesian Heartlands and sacked their capital , defiling the resting place of their founder. In no way were they innocent victims of some ingenious Orlesian plot. The atrocities the Orlesians later committed were in no way reasonable or justifiable but this was not a black and white story but black versus black. Both sides committed horrible things.

The Dalish of the current time are a mixed back some are nothing more than common bandits, some are still the same xenophobic a***oles but in the same vein there are genuine good folk among them who just want to keep their way of life.

Magic is something they revere and only in truly rare cases like one in a billion would they send a magical child away. The idiotic story from the girl in Haven is not even close to a common thing.


Chantry:
The chantry is not an Orlesian puppet, the chantry is not all powerful , the chantry is not the catholic church under another name. They are clearly below the secular powers in every nation we have seen. In Ostagar the mages invoke the King´s name to deal with imagined templar or chantry pestering. Celine get´s mocked for letting the chantry deal with the templar/mages issue on their own by her nobles. Some of the Orlesian nobles have enough control over the circle in their land to grant them as support to whoever they desire. In Nevarra a whole society of mages exists without any issue from the chantry. They have power far beyond any normal person but the chantry does not involve itself there. We have no sign of the chantry being one of the biggest landowners in any kingdom or state. The Divine has no absolute authority as seen by the cases of Elthina, Kirkwall´s former Templar Commander and Lord Seeker Lambert van Reeves.

If you expect chantry bashing left and right this is not your quest.


Blood Magic:
I will just quote Gaider:
"There is evil - there is blood magic as is defined by the chantry, which is more involved in the use of blood sacrifice and mind control. But blood magic really goes further than that as well. I mean if you really think of it, the use of phylacteries is a type of blood magic. The Joining is a type of blood magic. So, I think it's a situation where blood magic is something that is often used for evil, but ultimately, it is a tool. Yet, one must address the moral question of it. If you have something like blood magic that is easily used for evil and so commonly used for evil, it presents such a tempting route to evil purposes. Does that mean that it should not be regulated or controlled or probably disallowed entirely? Sort of - I think the topic is more in common with gun control than anything else."
 
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Mechanics
Mechanics:
Basis of characters in the quest are seven base stats which show the general abilities of a character. They generally range from 1 to 40. The higher the number the better it is. In this quest everyone can get trained till 15 afterwards you normally need to temper your skill with experience. 20 is the hard border between normal people and geniuses. To break this boundary the character needs to do something brilliant to earn a trait. Accordingly, you need a legendary act to enter the realm above 30. A genius character can only have a critical failure in certain circumstances. From 26 onward a critical failure is only possible against other genius characters. Legendary characters never have a critical failure and furthermore they have two dice throws and the higher number counts. The best in the world throw three dices.

Modifier:
1-5 = -15
6-10 = -5
11-15 = +5
16-20 = +10
21-25 = +15
26-30 = +20
31-35 = +25
36-40 = +30


Diplomacy: Is used for interaction rolls and similar things furthermore denotes how charismatic your character is.
Martial: Knowledge about and skill in military matters , including strategy,battle tactics, recruitment and training of troops etc.
Stewardship: Represents knowledge and skill in matters related to the economy, including building things and bureaucracy.
Learning: Knowledge about everything non-magical and not fade related. This does not represent the intelligence of a character.
Piety: Shows the amount of religious knowledge of the character as well as his knowledge about magic and fade related matters. This doesn´t show if a person is religious or not.
Intrigue: This stat represents knowledge and skill in everything what normal people would call dishonorable from something as complex as building a spy network to something as simple as lying. Personal Combat: How good the character is at killing things or defending himself from attacks.


Examples for brilliant and legendary acts:
An example for a brilliant act that would break the barrier between 20 and 21, would be Loghains first battle for the Rebellion or for Celene sacrificing her Elven servants.
The difference between a brilliant act and a legendary one is most often the scale or the difficulty. Legendary act , killing a High Dragon. Brilliant act, killing a dragon. Legendary act, Battle of River Dane. Brilliant act, Battle of Gwaren.


The Council:
Like in every such quest there will be a council helping you rule or get your country back. The difference to other games is that characters or institutions grant actions in this game. Every major hero character (Loghain, Rowan, Bryce) grant two actions in their category. Minor characters (OC´s , Branwen, Reginalda, Felix) grant one action. Institutions can grant up to three actions, depending on their sophistication.
Delegation is the way to successfully run a kingdom or a rebellion. The system tries to reflect this.
PS: I will grant one D10 for the first one that can tell who the three minor characters are.

You can put two or more characters to the same task but there are reductions. In building actions or something that takes points first dice is normally 100D, with a second character put to the task a further D50 is added with the respective modifier. Spending two actions from the same person I would count as double downing on the action which would lead to two rolls and I would take the higher one. If the character already has two rolls, like Maric and Loghain for example, it would be three rolls.
In the case of a normal action where success or failure is important the second modifier will be added towards the result and in case of failure a second roll happens with a slightly higher DC. Important in such cases is that you don't put people above someone who would not like it. For example putting Loghain under Eamon or Branwen even though he outranks them is a recipe for disaster. In that case I would subtract the modifier from the result instead of adding it. If it happens, the first few times I see it I would inform the questers of this but later on I would expect it to go the right way without my intervention.

Example:
King: Maric Theirin ; 3 actions
Marshal: Loghain Mac Tir; 3 actions
General: Gallagher Wulff ; 2 actions

Maric is king of Ferelden, therefore granting him 3 actions (one for being king ,two for being a major character). These 3 actions can be used in every category except personal actions, which will have a fixed number. For this example Maric uses all his actions on military options. His marshal is of course Loghain giving him three more action in the martial category (two for Loghain and one for the office of marshal being occupied). Last but not least is Gallagher Wulff ,who serves as a general in your royal army granting you two further actions (one for a general in your service and another for being a minor character). Giving you 8 actions for one category in this example it would be military actions.
This is of course a best case scenario. In the quest it is highly probable that Loghain and Gallagher would lose one of their personal actions, because they are ruling nobles. Such a loss can be mitigated by helping them to delegate some duties to their wife, son, daughter or a capable subordinate.


A turn:
In the kingdom building section of the quest every turn is half a year. In every year there is one Landsmeet Interlude. At the start it would be Turn 1 followed by the Landsmeet and then Turn 2. Afterwards Turn 3 and then the second Landsmeet and so on.


Rolls:
There are three kinds of rolls percentage, comparison and points. The most often used one is percentage.

Percentage: It is kind of self explaining your action has a 60 % chance of success, therefore every roll above 40 is a success and the same or lower not.

Comparison: A comparison roll is a simple look at who rolls higher you or the opponent.

Points: Last but not least are the points. This kind of rolls are most of the time for building, researching or creating things, which means there is no success or failure just more or less time needed.

Now the special rules for Roles. Like in nearly every game nat. 1 is critical failure and nat. 100 success. But even normal roles as long as they get 30-50 points above the required number will get a Bonus on the success or a malus on failure. A critical success is 100 upwards or if the roll is more than 50 points above the required number and at least 90. The same rule applies for failure.

The difference between a bigger success and a critical success is that the former grants a bonus towards the same action, for example instead of a single rank up there is a double rank up, and the later gives something beyond the action like a new trait, character or possibility.


DC Requirements
Easy: 20+
Considerable: 40+
Challenging: 60+
Difficult: 80+
Impossible: 100+


Army:Structure: Your army consists normally of companies ( 100 men). Exceptions are special units like golems, mages etc.


Experience/Skill level: Range from Green, Untrained, Trained, Skilled, Veteran, Elite, Legendary

The other important thing about the army is the hard limit for experienced troops. You cannot recruit strong units as long as you want. This is why the "Recruits" and "Spearmen" exist. They can be trained and upgraded into some of the higher grade units.


Troop Statistics:
Poor -> Weak -> Low -> Average -> Moderate -> Decent -> Good -> High -> Great -> Incredible -> Perfect


Recruit: weak attack, weak defense, start at Green ; upkeep: 60 S per month

Spearmen: average attack, average defense, start at Untrained; upkeep: 120 S per month

Halbediers: Good attack, High defense, start at Trained; upkeep: 300S per month

Swordsmen: Decent attack, Moderate defense, start at Trained; upkeep: 180 S per month

Men at Arms: High attack, High defense , start at Skilled ; upkeep: 360S per month

Hobelar: Average attack, moderate defense, start at Trained; upkeep 360 S per month

Mounted Men at Arms: High attack, High defense, start at skilled; upkeep 500 S per month

Knights: Great attack, High defense, start at Elite ; upkeep 900 S per month

Archers: decent attack, good range ,average defense start at Trained; upkeep: 180 S per month

Retinue Archers: High attack, High range, decent defense, start at Skilled; upkeep: 540 S per month

Crossbowmen: Good attack, good range, low defense, start at Green; upkeep: 70 S per month

Pavise Crossbowmen: High attack, good range, decent defense, start at Skilled; upkeep: 210 S per month



Ships:
Longship: The Longship is the classic viking vessel most people know. Can be used on high sea and on rivers, best ships to make landings on beaches. It has one mast, but can also be propelled by rowers.

Shitik: The Shitik was a keeled vessel, powered by sail and oars. It was mostly used in Russian territories. In this quest it is only meant for rivers, but can go on a normal sea voyage. It is a cargo vessel, which can transport bigger amounts of troops quickly over the rivers in your land.


Knarr: A knarr was another type of Longship. It was mostly for cargo and longer sea voyages. It offers less space for the crew and no protection, but could transport more cargo and was therefore used to bring trade goods to wherever the Vikings wanted.


Koch: The kock is another type of Russian sailing ship with one or two masts. It was special, because it was designed to not be damaged in waters full of ice blocks. Smaller than a cog, but bigger than normal longships.


Light galley: Next we have the smaller relatives of the ordinary galley, notably the galiot. Galiots typically had eighteen banks of oars. A smaller or less crewed type of galley. Quicker, handier, and more maneuverable than the galley, the galiot was more lightly armed. Riding lower in the water, it was at a considerable disadvantage in a formal, head on clash between opposing squadrons in line abreast. Galiots were highly effective in a melee and ideal for raiding, particularly inshore, amphibious operations.



Dromon: Dromon was the Byzantine predecessor to the Italian galley. They bigger ones needed two sails to navigate and had over a hundred rowers. We have Tevinter in this quest, which massively gives of this Byzantine vipe,



Galley: A galley is a type of ship that is propelled mainly by rowing. The galley is characterized by its long, slender hull, shallow draft and low freeboard (clearance between sea and railing). Virtually all types of galleys had sails that could be used in favorable winds, but human strength was always the primary method of propulsion. This allowed galleys to navigate independently of winds and currents.

Heavy Galley: Finally we have the ordinary galley's big brother, the lantern galley. A characteristically Mediterranean concept, the lantern galley was an exceptionally well armed galley, formally recognized as such. Often, but not always, larger than ordinary galleys, lantern galleys were named for their larger and elaborate stern lanterns, the Mediterranean symbol of tactical superiority and combat leadership par excellence. I use heavy galley, because this term is easier to recognize.




Balinger: A balinger in simple terms was a less fortified cog. For a more in depth description it was swift and performed well under both sail and oars. They were distinguished by their lack of a forecastle, and by carrying either a square sail, or a sail extended on a sprit on a single mast. They were generally less than 100 tons, with a shallow draught, and the earlier vessels at least carried 30 or more oars for use in sheltered areas or for close fighting. Sadly I found no picture of it.


Cog: A cog is a type of ship of mostly meant for trading and not combat. Cogs were later on modified with forecastles to help fight of pirates. This vessel was fitted with a single mast and a square-rigged single sail.


Hulk: A hulk is a type of sailing ship, which is most often described as the predecessor to the later high sea faring vessels. Initially they were river boats, but later on they were an improvement of cogs. In this quest a hulk is the latter type. This is the vessel was one of the main parts of the trade fleet of the Hanse. With two or three masts,a fortified forecastle and a better protected top it even became a prime war vessel.



Caravel: The caravel was a small, highly maneuverable sailing ship. Their lateen sails gave it speed and the capacity for sailing windward (beating). Normally it has one mast but many use two. A caravel is a faster cog, without some of its fortification, because it was mostly meant for exploration and trade, not war.


Junks: Junks are chinese sailing vessels. There exist many types of them. For this quet junks mean the equivalent of the ships of Zhang He´s treasure fleet. They were five-nine masted ships. I will go with some of the smaller estimate of them being 119–124 m long and 49–51m wide.

Carrack: A carrack was a three- or four-masted ocean-going sailing ship. These were the ships used by Columbus to be known as the one to "discover" Amerika, even though the vikings did it first.

Longship: 30 G
Shitik: 75 G
Knarr:75 G
Koch: 145 G
Light galley: 300 G
Dromon: 500 G
Galley: 600 G
Heavy Galley: 900 G
Balinger: 180 G
Cog: 450 G
Hulk 1800 G
Caravel: 330 G
Junks: 2400 G
Carrack: 3000 G



Battles: There are different kinds of battles in this quest some will be like skirmishes , others more in line with small battles and then there will be the big ones. Skirmishes happen at the border or during patrols. Small battles would be big raids, expeditions or part of a campaign. The big ones are something like Agincourt or in universe Ostagar, for example.


Skirmish: Moral, troop numbers, terrain ,commander etc. will be compared and the advantages grant bonus on the dice throw. In the end it will be one dice throw ,which decides the outcome.

Small battles: Three battle rounds and if the moral of neither side is broken it continues if no one withdraws.

Big battles: These are split up in vanguard, rear and flanks. Every area has independent rolls and battle takes normally three rounds with different tables determining damage.


Before the first major campaign or battles I will add more and make a separate post solely on this topic.
 
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Character Info
Maric Theirin
Appearance:

Stats:
Diplomacy : 21+14 = 35 (You are one of the most charismatic persons alive. People want to be your friends and through words alone you can shape nations)
Martial : 10+10 = 20 (You know how to lead men and command battles. Through experience you have become skilled at it)
Stewardship : 9+6 = 15 (Numbers were never truly your thing, but through dedication and effort you know them now)
Piety : 12+4 = 16 (While you were taught the chant and had close contact with a mage for a long time you lacked a deeper understanding of both)
Intrigue 14+5= 19 (Bad experiences forced you to learn how to lie like an expert and become familiar with the darker side of ruling)
Learning : 9+4 = 13 (You were always clever but never liked studying. It shows.)
Personal Combat : 16+18 = 34 (One of the most deadly men alive. Facing you alone in open combat is normally a death sentence)


Traits:
Charismatic Negotiator: The Charismatic Negotiator is an excellent diplomat, impressing dignitaries with elegant dress and persuasive rhetoric. (-1 Martial , +6 Diplomacy, +1 Intrigue, +1 Learning)

Attractive: When you enter a room everyone notices. Your good looks have attracted more than one favourable look and comment. (+ 1 Diplomacy)

Quick: While no genius you always understood things fast. Clever solutions to problems often come to you as easy as breathing. (+3 to every stat)

Brawny: You were always musculus and your life long training ensured that you are a mountain of muscle. (+1 Diplomacy , +1 Martial , + 3 Personal Combat)

Socializer: You like to be with people. Talking about their families, friends or other simple things. You still enjoy it. (+3 Diplomacy)

Brave: No one has ever doubted your bravery. After your actions on the battlefield they already start composing songs about it. (+2 Martial)

Saviour of Ferelden: When your mother died the cause of a free Ferelden did not die with her. You gathered support over the years and broke the yoke of the Oppressor, personally slaying the usurper Meghren. (+5 Diplomacy, + 3 Stewardship , + 3 Martial , + 5 Personal Combat)

Victor of Gwaren: This was your great proclamation, that you are ready to face the Orlesians in the open. Through subterfuge and personal skill you came out victorious and Gwaren was free again.(+2 Martial , + 2 Intrigue )

Betrayed by Lover: Being betrayed by one you love is a terrible thing to happen. You fell for a pretty face. Never again. (Immune to seduction rolls)

Came back from the Dead: After the Battle of West Hill many thought you were dead, but they were wrong. Seemingly coming back from the dead gives you an aura of mystique and legend. (+2 Diplomacy , +1 Piety)

Slayer of Men V: Through untold number of battles you have honed your fighting skills. Regardless of the skill of your opponent, they fell to your sword. (+7 Personal Combat)

Valus Atredum: In a contest of arms you bested the best the dwarven kingdom of Orzammar had to offer and showed that you have Valus Atredum - the voice of the Ancestors (+2 Personal combat, +5 on diplomatic events concerning Orzammar)


Rowan Theirin nee Guerrin
Appearance:

Stats:
Diplomacy: 19+7 = 26 (When you speak people listen, when you enter a room people turn towards you )
Martial: 17+13 = 30 ( Leading troops into battle is second nature to this character and few would willingly stand against her)
Stewardship: 20+7 = 27 (You are a genius organizer capable of doing many things at once without confusing them)
Intrigue: 15+5 = 20 ( Living under a cruel government forged you into a skilled schemer)
Piety: 16+0 = 16 (As a child you were taught the chant and have since found peace in its wisdom)
Learning: 19+1= 20 ( Born with talent rarely seen you used your intellect in pursuit of martial skill instead of knowledge)
Personal Combat: 19+9 =28 ( A born a martial prodigy, honed by countless battles, this is one deadly woman)



Traits
Skilled Tactician The Skilled Tactician is an adept of the art of war - a valiant warrior and reliable commander. (+ 6 Martial, +1 Stewardship, +1 Intrigue, -1 Learning)

Slayer of Men IV: During the rebellion she personally killed many Orlesians. Skilled chevaliers as well as common men-at arms fell before her might. (+5 Personal Combat)

Commander of the Cavalry III: Some say she was born atop a horse. That may be an exaggeration but no one doubts her skill in leading cavalry. She has broken more Orlesian formations than any other commander of the Rebellion. (+ 3 Martial, +20 to a charge led by her)

Martial Prodigy: Some people are born prettier than others, some are born more intelligent. Rowan was born to be a warrior. Regardless if it is skill with a blade or the command of troops. These things just come to her naturally. (+4 Martial, +4 Personal Combat)

Handsome: You are not the classic definition of beauty, but no one will say you're ugly. (+1 Diplomacy, +1 Intrigue.)

Master of Logistics: Rowan's wealth of knowledge of logistics, combined with much practical experience, has made her famous among her peers. (+6 Stewardship)

Voice of Reason: Rowan talks sense and advocates forethought in all matters, which has made her influential. (+2 Diplomacy, + 1 Intrigue, +2 Learning)

Leader of the Rebellion: One of the primary leaders of the rebellion against Orlais. She cajoled, convinced and invited many people to join the rebellion. Her success speaks for itself.
( +4 Diplomacy, + 2 Intrigue)
 
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Statistics about Ferelden
The Kingdom of Ferelden


Ruler:
King Maric Theirin

Heir-Presumptive: ???

Succession: Elective


Population: > 4.5 Million

Economy:

Yearly Tax Income:
~ 25,000 Sovereigns
  • Tax Income Spring: 10.000 – 12.000 (100×D20 added to 10k)​
  • Tax Income Harvest: 12.000 – 15.000 (150×D20 added to 12k)
  • Arling of Denerim revenue: Minimum 500 Sovereigns (15×D100)

Yearly Mining Income: ~ 400 Sovereigns
  • Silver Mine in Southron Hills : 200 per six months

Miscellaneous Income: 2000 Sovereigns
  • Chantry Stipend: 2000 Sovereigns



Yearly Costs: ~ 15296

Army:
1 Company Ferelden´s Fury, Light Cavalry, Elite ⇒ 416·12 /100= 49.92
4 Companies Rowan´s Fist, Heavy Cavalry, Elite ⇒ 550·12·4/100 = 264
3 Companies Swordsmen, Veteran ⇒ 200·12·3/100= 72
1 Company Halbediers, Veteran ⇒ 320·12/100 = 38,4
2 Companies Men-at Arms, Veteran ⇒ 370·12·2/100= 88,8
2 Company Maric´s Companions, Heavy Infantry, Elite ⇒ 600·12·2/100= 144
3 Companies Waking Sea´s Finest, Retinue Archers, Elite ⇒ 580·12·3/100 = 208,8
2 Company Archers, Veteran ⇒ 200·12·2/100= 48
2 Companies Spearmen, Veteran ⇒ 150·12·2/100= 36
1 Company Night Elves, Skilled ⇒ 220·12/100 = 26,4
2 Companies Swordsmen, Skilled ⇒ 190·12·2/100= 45,6
2 Companies Night Elves, Untrained → 190·12·2/100 = 45,6
3 Companies Spearmen, Untrained → 120·12·2/100 = 28,8
8 Companies Archers, Trained → 180·12·8/100= 172,8
5 Companies Crossbowmen, Green → 70·12·5/100 = 42
2 Companies Hobelars, Trained → 360·12·2/100 = 86,4
2 Companies Halberdiers, Trained → 300·12·2/100 = 72
5 Companies Pavise Crossbowmen, Skilled → 210·12·5/100= 126
1 Company Knights, Elite → 900·12/100 = 108
1 Company Mounted Men at Arms, Skilled → 500·12/100 = 60
Total: 1713,6
Food and Drink for 5200 troops → 5200·10·30·12/10000 = 1872
Overall total: 3585,6

Outposts:
Alamar: 50
Caer Bronach: 100
Therinfall Redoubt: 100
Fort Theirin: 200
Total: 450

Fleet:
1 Heavy Galley 500 men per ship → 200·12·5/100= 120
3 Hulks 200 men per ship → 200·2·12·3/100= 144
6 Longships 70 men per ship → 140·12·6/100= 100,8
2 Light Galleys 150 men per ship → 200·1,5·12·2/100= 72
1 Galleys 300 men per ship → 200·12·3/100= 72
Total: 508,8
Food and Drink for 2120 troops → 763,2
Overall total: 1272


Upkeep:
Clerks: 30 clerks ⇒ 30·2·6 = 360
Servants: 100 Servants ⇒ 100·0.13·6= 78
Necessities: 530
Blackhaller: 20 blackhaller ⇒ 20·6·1= 120
Sheriffs: 70 sheriffs ⇒ 70·1·6= 420
Royal Stipend: 500
High office: 2 major characters ⇒ (10·6·2) 120, 10 minor characters ⇒ (5·6·10) 300
Total: 1928

Altogether total: 7648



Political Status:

Kingdom of Ferelden:

Fereldan Nobility: 100% (They love you and many see you as a living legend)
Fereldan Freeholders: 93% (Saviour of Ferelden )
Fereldan Chantry: 87% (Mother Bronach stands firmly behind you and with her the Chantry)
Fereldan Crafthouses: 70% ( They strongly support and are happy to see one of their own on your council)
Circle of Magi: 25% (The King wants to talk? What could he want? )
Low Freemen: 60% (Better than the bloody Orlesians)
  • Elves: 65% ( Thank the Maker the Orlesians are gone)
Dalish: ?? ( What does a human lord want from us?)


Outside of Ferelden:

Orlais: -100 % ( Province in Rebellion! Revenge for our Fallen! Death to the Dog Lords!)

Nevarra: 20% (Possible ally? They beat back Orlais on their own. Intrigued )
  • Penthagasths: 20% ( Interesting new player)
  • Van Markham: 20% ( Interesting new player)
  • Forsythia: 20% ( Interesting new player)
Kirkwall: 0% ( Possible trade partner. Dog Lords. Backwater..)
  • Amell: -20% (Leave us alone)
  • Rheinhardts: -20% (Leave us alone)
  • Threnholds: -20% (Leave us alone)
Ostwick: 40% (They want to be your friend and see you as someone they can turn to for support)
  • Trevelayns: ??
  • Oiscingas: ??
  • Redvers: ??
  • Mowbrays: ??
Hercinia: 40% (They want your help and therefore have to play nice with you)
  • Wallners: 60% (Lord Wallner has grown quite fond of Ferelden)
  • Laurents: ??
  • Bachelets: ??
  • Semmler: ??
Rivain: 0 % (Ferel..what? )
  • Campanas: 10% (Eager for closer relations, but not hopeful for it)
Avvar: ??
  • Black-Bear Hold: 10% (Finally a trade partner. Acceptable for Lowlanders)
Chasind: ??

Felicisima Armada: ??
  • Bucaneers: ??
  • Corsairs: ??
  • Privateers: ??
  • Freebooters: ??
Orzammar: 60% (You have Valus Atredum)
  • Aeducans: 40% ( King Endrin was impressed with your conduct)
  • Noble Caste: 10% (A worthy king for a surfacer. More honour than thought)
  • Warrior Caste: 50% (That man can fight. If the rest of them are that good..damn)
  • Smith Caste: 5% (Did not look that impressive, but dragons are back)
  • Mining Caste: 0% ( Who ? )
  • Merchant Caste: 10% ( New trade partner. May he reign for a long time)
  • Artisan Caste: 0% ( Nice fight )
  • Servant Caste: 2% ( Seemed nice)
  • Shaper of Memory: ?? (A human king does not matter to us)
  • Legion of the Dead: 60% ( He kept a promise no one knew about and honoured our brothers and sisters)
  • Casteless: ?? (What human king did what?)
Chantry: ??
  • Divine: ??
  • Grand Clerics: ??
  • Orlais: ??
  • Nevarra: ??
  • Free Marches: ??
  • Antiva: ??
  • Rivain: ??
  • Anderfels: ??
Circle of Magi: ??
  • Grand Enchanter: ??
  • College of Enchanters: ??
    • Loyalists: ??
    • Aequitanians: ??
    • Lucrosians: ?
    • Isolationists: ??
    • Libertarians: ??
 
Last edited:
Army




  • Marshal: Teyrn Loghain Mac Tir



    Units: Royal Army of Ferelden


    Organization:
    Company (100), Battalion (500), Regiment (1000)


    Advanced Units: Crossbowmen (Crossbow Construction), Battlemages (Circle mages), Longbow Archers (high amount of training), Knights (high amount of training)



    Naval Units: Royal Fleet






    • Line of Battle:
      600 Heavy Cavalry
      300 Light Cavalry
      1000 Heavy Infantry
      500 Light Infantry
      1600 Archers
      1000 Crossbowmen

      Leader: Branwen of Redcliffe


      Champions:


      Base: Denerim, Alamar


      Morale:



      Loyalty: Unshakeable





    • 1 Company Ferelden´s Fury, light cavalry , Elite
      4 Companies Rowan´s Fist , heavy cavalry , Elite
      3 Companies Swordsmen , Veteran
      1 Company Halbediers , Veteran
      2 Companies Men-at arms, Veteran
      2 Company Maric´s Companions , Heavy Infantry , Elite
      3 Companies Waking Sea´s Finest , Retinue Archers , Elite
      2 Company Archers , Veteran
      2 Companies Spearmen, Veteran
      1 Company Night Elves, archers, Skilled
      2 Companies Night Elves, archers, Untrained
      3 Companies Spearmen, Untrained
      8 Companies Archers, Trained
      5 Companies Crossbowmen, Green
      2 Companies Hobelars, Trained
      2 Companies Halberdiers, Trained
      5 Companies Pavise Crossbowmen, Skilled
      1 Company Knights, Elite
      1 Company Mounted Men at Arms, Skilled


    • Cavalry Commander Branwen of Redcliffe +20 to cavalry attacks, +25 to rolls pertaining logistics












    • Warrior Spirit: Bonus on starting experience

      Ghost of the Rebellion: With the core of the new Royal Army consisting of Veterans of the Rebellion, the army has taken on a spirit of defiance in the face of superior enemies. +10 if facing a numerically superior or qualitative better army

      Improved supply system: Under Branwen´s leadership the first steps were undertaken to improve the supply system the Royal Army uses. +5 for general logistics roll, increased maximum limit and lower cost for supplies







    • Leader:



      Champions:



      Base:



      Morale:



      Loyalty:
      Reliable




























    • Admiral: Bann Feachar Mac Eanraig



      Champions:



      Base: Denerim



      Morale:



      Loyalty: High



      Status:




    • 1 Heavy Galley
      3 Hulks
      6 Longboats
      1 Galleys
      2 Light Galleys










    • Raiders for live: Nearly all of your sailors have a history of raiding. This experience shows itself. +10 to any raid
















    • Leader: Garret of Greenhill



      Champions:



      Base:
      Denerim



      Morale:




      Loyalty: Unshakeable






    • 2 Companies of Swordsmen, Skilled

























 
Last edited:
[X] [Flemeth] Maric has to go to Antiva into the Tellari swamps. (Original as given in comics)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:00. In a short campaign most of the castles in Ferelden surrendered to you and Denerim was liberated quickly. (less damage to Ferelden, higher chance of Orlesian intervention)
[X] [Boon] Valuable documents
 
[X] [Flemeth] Maric has to go to Antiva into the Tellari swamps. (Original as given in comics)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:00. In a short campaign most of the castles in Ferelden surrendered to you and Denerim was liberated quickly. (less damage to Ferelden, higher chance of Orlesian intervention)
[X] [Boon] Valuable documents
 
[X] [Flemeth] One night of passion. (Morrigan becomes Maric´s daughter)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:02. It took two years to finally end the occupation. Castles had to be besieged and more battles fought but now Ferelden is free again. (more damage to Ferelden, lesser chance of Orlesian intervention)
[X] [Boon] Valuable prisoner
 
[X] [Flemeth] One night of passion. (Morrigan becomes Maric´s daughter)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:00. In a short campaign most of the castles in Ferelden surrendered to you and Denerim was liberated quickly. (less damage to Ferelden, higher chance of Orlesian intervention)
[X] [Boon] Valuable documents
 
I've been looking for a dragon age quest for so long! This is awesome!

[X] [Flemeth] Maric has to go to Antiva into the Tellari swamps. (Original as given in comics)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:00. In a short campaign most of the castles in Ferelden surrendered to you and Denerim was liberated quickly. (less damage to Ferelden, higher chance of Orlesian intervention)
[X] [Boon] Priceless Artifact

I feel the artifact will be more important in the long run then anything else here. We can rebuild an army, navy or economy but we cant get back our priceless artifacts.
 
our priceless artifacts.
I think it is important to understand that this is not so much about Fereldan artifacts as about what Meghren accumulated over the years and the Orlesian left behind when they sacked Denerim in 8:44. Things like Nemetos and the original crown of Calenhad are gone. This is more about what Meghren got over the years and what he took with him to Ferelden. An example would be the present Byron Howe gave him, it was a silverite sword, which he rudely rejected. I have in that category presents from the emperor, relics, rare tomes from Severin etc.
 
[X] [Flemeth] One night of passion. (Morrigan becomes Maric´s daughter)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:00. In a short campaign most of the castles in Ferelden surrendered to you and Denerim was liberated quickly. (less damage to Ferelden, higher chance of Orlesian intervention)
[X] [Boon] Valuable documents
 
[X] [Flemeth] One night of passion. (Morrigan becomes Maric´s daughter)
[X] [Reward] Name him Arl of Denerim
[X] [Start] It is 9:00. In a short campaign most of the castles in Ferelden surrendered to you and Denerim was liberated quickly. (less damage to Ferelden, higher chance of Orlesian intervention)
[X] [Boon] Full treasury
 
[X] [Flemeth] Maric has to go to Antiva into the Tellari swamps. (Original as given in comics)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:02. It took two years to finally end the occupation. Castles had to be besieged and more battles fought but now Ferelden is free again. (more damage to Ferelden, lesser chance of Orlesian intervention)
[X] [Boon] Priceless artifact
 
[X] [Flemeth] Maric has to go to Antiva into the Tellari swamps. (Original as given in comics)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:02. It took two years to finally end the occupation. Castles had to be besieged and more battles fought but now Ferelden is free again. (more damage to Ferelden, lesser chance of Orlesian intervention)
[X] [Boon] Priceless artifact
 
[X] [Flemeth] One night of passion. (Morrigan becomes Maric´s daughter)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:02. It took two years to finally end the occupation. Castles had to be besieged and more battles fought but now Ferelden is free again. (more damage to Ferelden, lesser chance of Orlesian intervention)
[X] [Boon] Priceless artifact

Not expecting Flemeth to change her goals because of the Morrigan twist, but hey at least it will be interesting!
Loghain is actually Maric's really good friend from the books, although I don't think it's portrayed that way in the DA:O.
More damage to Ferelden sucks, but reducing the chance of Orlesians mucking about hopefully balances that out. And while the other boons giving us starting advantages (i.e., wealth, army, intel, etc.) the priceless artifact is well, priceless.

Minor characters (OC´s , Branwen, Reginalda, Felix) grant one action. Institutions can grant up to three actions, depending on their sophistication.
Delegation is the way to successfully run a kingdom or a rebellion. The system tries to reflect this.
PS: I will grant one D10 for the first one that can tell who the three minor characters are.
My best guesses:

Felix Alexius,
from Inquisition who provides info to the PC in Redcliffe, has Blight sickness
?
or
Felix de Grosbois, the merchant
who sells Shale's control rod
?

Bann Reginalda, of the White River Bannorn?

Lieutenant Branwen, who served under Rowan in the book The Stolen Throne?
 
[X] [Flemeth] One night of passion. (Morrigan becomes Maric´s daughter)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:00. In a short campaign most of the castles in Ferelden surrendered to you and Denerim was liberated quickly. (less damage to Ferelden, higher chance of Orlesian intervention)
[X] [Boon] Valuable documents
 
[X] [Flemeth] One night of passion. (Morrigan becomes Maric´s daughter)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:02. It took two years to finally end the occupation. Castles had to be besieged and more battles fought but now Ferelden is free again. (more damage to Ferelden, lesser chance of Orlesian intervention)
[X] [Boon] Priceless artifact
 
[Flemeth] Maric has to go to Antiva into the Tellari swamps. (Original as given in comics)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:00. In a short campaign most of the castles in Ferelden surrendered to you and Denerim was liberated quickly. (less damage to Ferelden, higher chance of Orlesian intervention)
[X] [Boon] Priceless Artifact
 
My best guesses:

Felix Alexius,
from Inquisition who provides info to the PC in Redcliffe, has Blight sickness
?
or
Felix de Grosbois, the merchant
who sells Shale's control rod
?

Bann Reginalda, of the White River Bannorn?

Lieutenant Branwen, who served under Rowan in the book The Stolen Throne?
Two correct and one wrong. Reginalda and Branwen are correct but Felix is wrong. He is only mentioned in one book and does not appear in any of the games.
 
[X] [Flemeth] Maric has to go to Antiva into the Tellari swamps. (Original as given in comics)
[X] [Reward] Name him Teyrn of Gwaren
[X] [Start] It is 9:02. It took two years to finally end the occupation. Castles had to be besieged and more battles fought but now Ferelden is free again. (more damage to Ferelden, lesser chance of Orlesian intervention)
[X] [Boon] Valuable documents
 
According to my count there is a stalemate for the boon so I will announce I will close the vote in 3 hours and if by then it is still a stalemate I will throw a dice.
 
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