Dragon Age: Blessed are the Champions

Created
Status
Ongoing
Watchers
14
Recent readers
0

Blessed are the Champions
A Dragon Age Grand Strategy Game


"Men's hearts hold shadows darker...
Opening Spiel

Theravis

A Knight for those Suffering
Location
West Michigan
Blessed are the Champions
A Dragon Age Grand Strategy Game


"Men's hearts hold shadows darker than any tainted creature."
The Chantry says that in the beginning, The Maker created the Fade, an ever-changing realm populated by never-changing creatures, the spirits. Over time, however, He grew displeased with His first children and created the material world—a new, immutable realm separated from the Fade by the Veil. He populated the new realm by the ever-changing mortals, who only saw the Fade in their dreams and whose divine souls returned to His Golden City in the middle of it upon death. Some spirits (particularly the ones associated with negative emotions), however, found a way through the Veil, spreading the secrets of magic and Demonic Possession into the material world.

Eight thousand years ago, the continent of Thedas belonged to the Elvhenan, the civilization of a beautiful immortal race calling themselves "elvhen" or "elves". They worshiped their own pantheon of gods, traversed into the Fade, and mastered the art of magic. Beneath the Earth, in the meantime, the dwarves built a great empire of the underground cavern cities, or "thaigs", connected by a vast tunnel network known as the Deep Roads. For over six thousand years, their civilizations flourished—until the first humans arrived from across the north-eastern sea.
Although initially friendly, the relationship between elves and humans, particularly the Tevinter tribe, rapidly deteriorated when the elves realized that prolonged contact with the "quicklings" cost them their immortality. By then, however, the Tevinters already learned the secrets of elven magic and, turning on their teachers, crushed the Elvhenan culture. The surviving elves were reduced to nomadic outcasts or slaves, a shadow of their former glory. The dwarves fared better, especially since they supplied the Tevinters with lyrium—outcroppings of the Fade in mineral form that they used to power their magic.

With their knowledge of the Fade and an extensive use of Blood Magic, the Tevinter Magisters forged an Empire that spanned all of Thedas. But man grew proud and eventually set out to commit the ultimate sacrilege: to enter the Fade in the flesh and to set foot into the Golden City itself. By spending most of the world's lyrium (and slave blood) supplies, a group of Magisters infiltrated the City but were cast out by the Maker, cursed and irreversibly corrupted. They became the first Darkspawn, mindless creatures existing solely to exterminate all other life. The City itself was corrupted, as well, henceforth known as the Black City, and the Maker abandoned His second children, just as He did with the spirits before.

The Darkspawn fled underground and it wasn't long before they grew in number, using the Deep Roads of the Dwarven Empire to quickly breed a horde. Soon, they found and corrupted one of the draconic Old Gods of Tevinter, Dumat, who was locked in an underground prison by the Maker millenia ago. The first to face the assault of the Darkspawn Horde led by Dumat were the dwarves. Thanks to the invention of golems, they managed to hold on for decades but when the secret of golem-making was lost, the dwarven civilization collapsed, losing all but a handful of thaigs. Meanwhile, on the surface, the Horde laid siege on all of Thedas, splintering the Tevinter Empire into many disjointed enclaves. After almost two centuries of continuous strife, The Order of the Grey Wardens emerged to lead the combined armies of Thedas to victory over Dumat and his Horde. The entire conflict became known as "the Blight".

The Tevinter Empire survived the Blight, if only barely, but soon thereafter, a massive barbarian invasion from the south, led by the lady warrior and prophetess Andraste, dealt it the final blow. Andraste was eventually betrayed and executed by the Tevinters, but her followers compiled her teachings into the Chant of the Light and formed the Chantry to spread it. The newly-founded southern kingdoms were quick to embrace the new religion and to cut ties to the Tevinters, whose reputation was forever soiled by their role in starting the Blight and by Andraste's execution. By association, magic itself became ostracized and viewed as pure evil by the Andrastian congregation.

Before anyone in Thedas could catch their breath, another Darkspawn horde rose from the Deep Roads, led by another corrupted Old God. Although only half as long as the First, the Second Blight had far-reaching consequences. One of them was the rise of the Orlesian Empire in the south and its propagation of the Andrastian faith, even into the Tevinter Empire remnant. Another was the popular resentment against the elves, who, despite having been granted rights and land for the first time in centuries for their support of Andraste, did little to help other nations defeat the new Blight. And perhaps the most significant event was the formation of the Circles of Magi as a compromise between the public distrust of mages and the benefit of having them fight the Darkspawn. Ostensibly places of learning, all Circles were controlled by the Chantry and closely guarded by the paranoid Mage Killers of the Templar Order.

The growing hostilities and religious friction between Orlais and the new elven homeland of the Dales ultimately escalated into an open war. Who precisely fired the first shot varies between sources, with the Chantry claiming the Dalish attacked the town of Red Crossing, while the Dalish claim the Chantry sent templars in response to the expulsion of missionaries from their borders because the elves refused to convert to their religion. What is known is that after Dalish forces sacked Val Royeaux, the Chantry called for an Exalted March and successfully rallied neighboring nations to their aid, crushing the Dalish resistance and forcing the elves to either relocate into the Alienages or return to the nomadic lifestyle. The rift between the "City Elves" and the "Dalish Elves" grew ever wider in the following centuries since the Chantry prohibited the elves of the alienages from following their religion, forcing them to adopt the Andrastian faith.

The Third Blight had come and gone, serving only to deepen the conflict between the two empires, Tevinter and Orlesian. Eventually, even the Chantry itself was split along these lines when the "Imperial Chantry" of Tevinter broke off (notably taking a much more liberal stance on magic and slavery) and the Orlesian Chantry called for not one but four Exhalted Marches against it. All of them, however, failed to complete their objective of bringing Tevinter congregation back into a unified Chantry before the Fourth Blight put an end to them.
Almost as soon as the Fourth Blight was repelled, a new invasion swept from the north-east: the Qunari, followers of the religion/philosophy of Qun, crossed the sea and captured a bulk of northern Thedas (including most of Tevinter), converting the locals by force. The Chantry called for more Exalted Marches, which eventually beat the Qunari back from the mainland. A truce, limiting the Qunari presence to the northern islands, was signed by all human nations except the Tevinters, who continued to wage a Forever War for their old lands. Meanwhile, trouble stirred in the south again, where the Orlesian Empire conquered and installed a puppet on the throne of Ferelden, the birthplace of Andraste. Lasting for half a century, the Orlesian occupation was resisted by the local nobles and finally overthrown twenty-five years ago.



The year is 9:25 Dragon. Only months ago, King Maric of Ferelden was lost on a sea journey to Kirkwall to discuss a full confederation of the Free Marches. His young son, Cailan Theirin, has ascended the throne with the daughter of the war hero Loghain Mac Tir at his side.

In Orlais, the realm's decadent and deadly game spins on, as nobles vie for the hand of the young and lovely Empress Celene I Valmont, while her old rivals seek to end the Valmont dynasty with her.

The Free Marches stand on the very edge of becoming one power... and yet without the arbitration of Ferelden, can they truly be expected to unite and agree?

Navarre, home of the ancient Dragonslayers, prepares itself for war. The gains against Orlais are fresh in memory, though the cities taken from their enemy still chafe under the rule of the Pentaghasts and the necromancers that support their rule.

Rivain and Antiva continue to ply their trades of assassination, merchantilism, and piracy, with money and adventure flowing freely into the pockets of anyone with the skills to seize it.

The Anderfels cry out in anger at the uncaring and deaf ears of the King, and look to the Grey Wardens as their guides. Will the Wardens keep their neutrality in face of temptation, or will they stand for the people where the nobility does not?

Tevinter's arcane lore swells and is expended, the war with the Qunari rolling on forevermore. And the Qun itself seeks new inroads to the lands of the Baasaliit.

The world is ripe for change.




GMs:
The Maker (For lo, he is a passive-aggressive GM): @Theravis
Ferelden:
Orlais:
Free Marches: @Ragabash1066
Tevinter: @Desdendelle
Orzammar: @Desdendelle
Nevarra: @MaHaL

The Discord is HERE: Join the The Bleping Kobold Tavern Discord Server!

PLEASE READ THE FOLLOWING. IF YOU ASK A QUESTION COVERED HERE, I WILL TELL YOU TO READ THE OP AGAIN.

Rules:
  1. Please request review of reports in private and calmly. If you cannot do so, I will ignore it. Repeated whining makes the GM write shittier war reports.
  2. Please read all the systems. If you have a question or contribution not covered in the rules, feel free to ask or suggest it politely.
  3. Please make three claims, in order of most preferred to least preferred.
  4. The GM reserves the right to vacate your claim if you do not post for a turn and do not request your nation be placed on GM autopilot while you hiatus.
  5. Include me in all game - related PMs. If I'm not in them, they didn't happen IC.
  6. Be excellent to each other.
Systems:
Turns are 6 months (two seasons): Wintermarch-Justinian, and Solace-Haring.
The Major Action system will be incorporated here, created by Lucienz and modified by myself and kizil sultan.
•Each polity has a number of major actions they may take, per turn.
•Any action taken per turn may be modified by a "Great Actor", to a limit of one action per actor. An example of this would be "Exploration into the West" [Supported by Christopher Columbus]. This will greatly increase the odds of success, especially if this is something they are good at.
•Great Actors will be received by event only, unless otherwise stipulated.
•The results to your actions will be given at the end of the turn in the Turn Report
•Major Actions are given specific results by a GM in your end of Turn Report, and dictate the progression, or lack thereof, of your polity.
•Anything else you do, such as minor actions, or internal events, are purely flavor, and will not be given results or calculated into your main modifiers, otherwise, they must be utilized as a Major Action.
Economy:
  • All nations have an economy score, rated 1-7. These are represented as a colored word, followed by the number. The number/word equivalent is Barely Solvent, Depression, Recession, Stagnation, Growing, Vibrant, Booming.
  • Each turn, you generate your economy score in treasury points. These remain from turn to turn until spent.
  • You can spend a treasury point to achieve the following:
    • maintain one army in mobilized troops
    • maintain 1 large project
    • Boost an action
  • If your Treasury ever reaches 0, for any reason, your Economy rating will immediately drop a rank on the following turn.
  • You can improve your economy by spending an action and a treasury point for a number of turns equal to the next economy value up. You may only improve your economy score by one at a time.
  • Treasury points may be traded.
Each Army or Navy consists of 1-10 manpower blocs. Every 10 unit blocs you have in service cost 1 TP/turn to upkeep.

You refill a manpower bloc up to your max every 5 years. Each city is treated as having an army of 6 blocs of City Watch (Men at arms equivelent) and 4 of Archers that cannot leave the city or be otherwise commanded. Units marked with an (R) Require a specific research to field. Factions with this ability will be so marked.

Armies cannot travel by sea without a navy. A navy Bloc is a ship, costing one manpower Bloc.

Unit Blocs

Basically an untrained mob. They're only effective in numbers, since their morale is terrible and their training abysmal. 1200 men per bloc

Your usual infantrymen. They can accomplish basic commands like marches in formation, changing formation, shield walls, etc. They are essentially the "standard." 600 men per Bloc

Includes crossbowmen. 600 men per Bloc

Men at arms, but usually better armed, armored, and trained. 200 per Bloc

Light cavalry are fast skirmishers, best used to scout, forage, and screen. They also have a researchable/discoverable archer variant. 300 per bloc

Medium Cavalry are the all-rounders of the cavalry, with armored riders and unarmored horses. They can do everything decently, but nothing tremendously well. They also have a researchable/discoverable archer variant. 200 per bloc

Heavy Cavalry are slow for cavalry, but terrifying and dangerous, heavily armored and capable of devastating shock in the charge. They also have a researchable/discoverable archer variant. 150 per bloc.

Especially effective against cavalry, but slow moving and slow to turn. 400 per Bloc

Massive, tough, and immensely strong. 100 per bloc. May not have more than 1 at a time per player.

Mabari are loyal, dangerous, empathic, and can sniff out werewolves. Most importantly, they don't take any actual manpower. Cause, y'know.... they're dogs. 600 hounds, 600 handlers per bloc. Handlers count as men-at-arms.


Mages are powerful individuals capable of tapping into the Fade, the spirit realm which all people visit in dreams. Under the White Chantry, mages are confined for the protection of other in the Circles of Magi, under the watchful eye of the Templar Order. Mage units consist of 60 mages, and can only be created using Magepower Blocs. Not every faction has access to Magepower Blocs, but they can usually be requested from other players, though the price may be steep, and unnecessary use of Mages can see the Templars intervene...
Each Notable Person has 6 Stats, starting at 1 and going as high as 4:
  • Physical: Determines strength, combat training, etc.
  • Leadership: Determines battlefield tactics and strategy, and the training and command of your own troops.
  • Status: Determines how other nobles will listen to you and the administration of your own lands
  • Learning: Determines effectiveness with Magic, Medicine, and Academia.
  • Cleverness: Your ability to plot and resist plots.
  • Charm: Your ability to inspire, seduce, intimidate, or otherwise convince people to do as you say.

And 8 points to add between them
Every Faction gets 1 Special Person who has 9 points to spend and can raise an ability to 5 instead of being Capped at 4
You may not have more than 3 Notable People

Artifacts are given out by the GM, and may be stolen, lost, traded, etc. They raise stats under certain conditions. Example:
Greatest Hits (Sword): +Physical, +Leadership when you fight in person on the field.
Turnpost Format

House/Faction Name - Year and Month
Polity Flag/Coat of Arms

Current Ruler:
Name
Expected Heir: Name if applicable.
Type of Government: Self-explanatory
Capital: Capital

Economic Status:
-Magnificent
(Example, and is to be given by me. Will also be expressed in a 1-7 number)
-Treasury: (List your total unspent treasury points here)
-List what your treasury points are being used on here.

Insert Major Actions here, tag me

Internal Events:
-Any internal events to talk about...

Family Tree
Put your family tree in here

Notable People/Artifacts
Name: What is the person's name?
Appearance: What do they look like?
Stats:
  • Physical: A Number from 0-3. One member of your notable people may have a single stat at 4. The total of all stats at game start may not exceed 8
  • Leadership: A Number from 0-3. One member of your notable people may have a single stat at 4. The total of all stats at game start may not exceed 8
  • Status: A Number from 0-3. One member of your notable people may have a single stat at 4. The total of all stats at game start may not exceed 8
  • Learning: A Number from 0-3. One member of your notable people may have a single stat at 4. The total of all stats at game start may not exceed 8
  • Cleverness: A Number from 0-3. One member of your notable people may have a single stat at 4. The total of all stats at game start may not exceed 8
  • Charm: A Number from 0-3. One member of your notable people may have a single stat at 4. The total of all stats at game start may not exceed 8
Notes: notes on this person's personality, history, biography, etc.
  • List Artifacts Here
  • Artifacts given by GM

Military
-Display the total number of your Potential Manpower Pool (the number of armies you can field at once)
-(For non-dwarven national leaders/tevinter players only) Display your Mage Pool (Max number of mage cards you can have)
-Display any amount of troops you have decided to raise for military purposes (this will have an effect on your economy, and requires a Major Action)
-Display any fleets you have active

Alliances, Agreements, Pacts, and Trade:

Diplomacy:
(Taken from A Play of Shot and Powder. I'm a shameless idea thief.)

Conception Roll:
1-45: You don't conceive.
46-100: You conceive.

Modifiers:
Fathers Age 50+: -5
Fathers Age 60+: -10
Fathers Age 70+: -20

Mothers Age 35-40: - 10
Mothers Age 40-45: - 20
Mothers Age 45-50: - 30
Mothers Age 50+: - 100

You (or your partner) are a Dwarf: -50
You are a Gray Warden: -30
Your partner is a Gray Warden: -30

Table 1: Pregnancy Success
1-15 something went wrong (Roll on table 3)
16-90 Single Birth.
90-100 roll on Table 2 Multiple Birth

Modifiers:
Mothers Age 35-40: - 10
Mothers Age 40-45: - 20
Mothers Age 45-50: - 30

You are a Gray Warden: -30
Your partner is a Gray Warden: -30

Table 2: Multiple Birth
1-90 non identical twins
91-97 identical twins
98-100 triplets

Table 3 Something has gone Wrong.
1-4 Mother and Child Die in Child Birth
5-8 Simple
9-12 Deaf
13-16 Blind
17-20 Sickly infant (dies shortly after birth)
21-40 Stillbirth
41-60 Miscarriage late
61-90 Miscarriage early
91-15 Mage Rating of 1
96-100 Mage Rating of 2

Modifiers:
Mothers Age 35-40: - 5
Mothers Age 40-45: - 10
Mothers Age 45-50: - 15

Are their parents Mages?
Add the magic rating of both parents together. Divide by two. Roll a D5-3 and modify by that number. This is the new child's magic rating. Magic Rating goes from 0-5.

What does the little Tyke Look Like?

Table 4 Gender
1-50 Male
51-100 female.

Eyes
1-45 Mother
46-85 Father
86-100 Recessive Gene takes hold (looks like neither, resembles extended family member)

Hair
1-45 Mother
46-85 Father
86-100 Recessive Gene takes hold (looks like neither, resembles extended family member)

Skin
1-45 Mother
46-85 Father
86-100 Recessive Gene takes hold (looks like neither, resembles extended family member)

Features
1-45 Mother
46-85 Father
86-100 Recessive Gene takes hold (looks like neither, resembles extended family member)

If a woman or man have failed to conceive 3 attempts in a row and/or a woman has failed to deliver a living child 3 years in a row, roll on the Reproductive health table.

Reproductive Health Table:

1-30 Barren
31-60 reproduction problems (add a -10 modifier to all pregnancy rolls, roll again on this table if you fail to reproduce twice more)
61-100 unlucky (you are just unlucky, roll again on this table if you fail to reproduce twice more)
 
Last edited:
Nation Stats
Ferelden


Ferelden is a relatively young kingdom located in southeastern Thedas. It was formed by King Calenhad nearly four hundred years before the start of the Fifth Blight by uniting Alamarri clans.

The nation was invaded by Orlais in 8:24 Blessed and fully conquered 20 years later. For the next 78 years it was under Orlesian occupation. Orlesian noble Meghren was installed as the king of Ferelden during the late years of the occupation, and the Theirins were forced into hiding while keeping alive the rebellion.

Ferelden was freed through the efforts of Maric Theirin, who was the rightful heir to the throne, and a commoner, Loghain. Loghain and Rowan Guerrin defeated two legions of chevaliers sent to support Meghren at the Battle of River Dane, forcing Emperor Florian to withdraw all support for Meghren. Eventually by 9:2 Dragon, King Meghren and the remnants of his court fled to and barricaded themselves inside Fort Drakon. Maric challenged Meghren to a duel and killed him in single combat, ending his rule and the Orlesian occupation. Maric then married Rowan and set out to rebuild Ferelden.

Royalty
The King is the most powerful noble in the kingdom. Although Denerim was originally the official "teyrnir of the King", it has since been changed to a separate noble's arling, as the king's domain is all of Ferelden. However, even the monarch's power must derive from support throughout the land. The sight of a King asking for, and working to win the support of, "lesser" nobles is a source of constant wonder to foreign ambassadors.

Teyrnirs

In antiquity, Teyrns arose from among the Banns, having grown powerful enough to move lesser Banns to swear fealty to them. There used to be many more teyrnirs before the rise of Calenhad, but he downsized them during his war for the throne. In modern Ferelden there are only two teyrnirs; Gwaren in the south and Highever in the north. Teyrns are still owed fealty by vassals of both Arl and Bann ranks, whom they may call upon in the event of war or disaster. However they are also responsible for lending aid to them when needed. In modern times a king or a queen has the right to name a teyrn.

Arlings

The Teyrns at some point established arlings, giving the title of Arl to those assigned to command strategic fortresses that the Teyrns could not oversee directly. Arls are more prestigious than Banns, but they usually have no Banns sworn to them - known exceptions being Amaranthine and South Reach.

Bannorns

Each freehold chooses the Bann or Arl to whom it pays allegiance. Typically, this choice is made based on proximity of the freehold to the lord's castle (as it's rarely worthwhile to pay for the upkeep of soldiers who will arrive at one's lands too late to defend them). For the most part, each generation of freeholders casts its lot with the same Bann as the previous generation did, but things can and do change. No formal oaths are sworn, and it is not unheard of, especially in the prickly central Bannorn, for Banns to court freeholders away from their neighbours - a practice tending to ignite feuds that can last for ages.

Faction Stats:
All Ferelden Armies may build Mabari Hound unit blocs. Ferelden Heavy Cavalry and Medium Cavalry are weaker than other nations.
House Theirin, Kings of Ferelden

Descendents of the old Kings of Ferelden, House Therin has only recently freed its country from Orlais. With the recent disappearance of King Maric, the hero of the war for independence, his twenty-five year old son Cailan has taken the throne with his wife, Anora Mac Tir, daughter of Maric's right hand man Loghain.

Cailan was born in the year 9:05 Dragon. His mother showed great interest in books, and Cailan inherited this. He loved hearing heroic tales as a child, particularly those describing his father's rise to power. His mother, Rowan, died when he was still a boy in 9:08 Dragon, and the young prince lived a lonely childhood.

Cailan was not raised by his father alone. Loghain helped raise him and helped to organize his marriage to Anora, as they grew up together. He was described at that time as always following her lead, and being thoroughly under her thumb. While some question his good sense, always thinking of tales and legends, he is well known to be a moral man, and one who is well beloved by both the people and his men. Only time will tell if King Cailan is as popular as Prince Cailan.

Faction Stats:
Econ 5, May use other vassals Manpower blocs to raise their own troops, 15 Manpower blocs, 19 Magepower blocs

Important People:
Cailan Theirin
King of Ferelden
Physical 3
Leadership 3
Status 3
Learning 1
Cleverness 2
Charm 2
Artifact: Cailan's Panoply/ Armor/ +1 Status
Artifact: Sword of King Maric/ Sword/ +1 Physical

House Mac Tir, Teyrn of Gwarin


Gwaren itself is a major, but remote town on the southeast corner of Ferelden as it is surrounded by the Brecilian Forest and is accessible only by ship or by travelling along the Brecilian Passage. It is one of the last two teyrnirs in Ferelden, the other being Highever.

Gwaren used to be an underground dwarven outpost connected to the Deep Roads which served as a source of salt and a means by which the dwarves could reach the sea-lanes of the Amaranthine Ocean. As the dwarves were unwilling to come to the surface, they made an agreement with the local teyrn to build a port and relied on the humans to ferry goods between the surface and the underground outpost. This made Gwaren a prosperous place and extraordinarily wealthy for a time. However, during the Divine Age the darkspawn took control of the Deep Roads which forced the dwarves to abandon Gwaren. This led the surrounding barbarian tribes to take advantage of Gwaren's weakened state and sack its wealth.

During the Black Age, Ferelden was plagued by Werewolf attacks. The most potent of these happened in Gwaren, where one quarter of its population was killed. Ultimately however, Fereldans managed to eliminate the threat.

During the Orlesian occupation of Ferelden, in the reign of the Orlesian King Meghren, Teyrn Voric was Gwaren's teyrn. However he was accused of giving the rebel army safe harbor so he and his entire family were executed and Gwaren was afterwards ruled by one of Meghren's cousins. At the height of the Fereldan Rebellion, in 8:99 Blessed, Gwaren was captured by the rebel army led by Prince Maric Theirin and became the first settlement being liberated from the Orlesian rule. After the rebel's disastrous attack on West Hill they retreated there and the usurper laid siege to the town. Sometime later, Maric returned to Gwaren through the Deep Roads though rumor said that he had risen from the dead. Upon hearing about Maric's return and believing the rumor, the townspeople rose in open rebellion against the usurper. The combined strength of the townspeople, Maric's forces and a regiment of the Legion of the Dead were enough to achieve a major defeat on the usurper's forces and liberate Gwaren once more, though not before half of the town's population were slain and the town set ablaze. It was thereafter given to Loghain Mac Tir, the hero of the Fereldan Revolt and Maric's right hand.

Born as a Freeman, Loghain was the son of a farmholder from Oswin in the western Bannorn, Gareth of Oswin. After the Orlesian invasion, the Emperor declared a tribute tax from all of the Fereldan Freemen. Loghain's father refused to pay the tax collectors, and, as a result, was accused of tax evasion and lost the farmhold.

The family resisted, but the Orlesian soldiers bested them, forcing Loghain and his father to watch as they raped and killed Loghain's mother. Gareth was nowhere to be found for the next three days. When he finally returned, he informed his son that he had murdered the Orlesian commander responsible. Unable to stay in Oswin, they lived on the run in the Fereldan wilds, banding together with other desperate Ferelden's to eke out a living however they could.

While living with the outlaws, Loghain met Maric, though he was not initially aware of Maric's royal blood. When the Orlesian forces caught up with them, Gareth charged his son with saving the Prince. Loghain eventually managed to escort Maric to Arl Rendorn Guerrin and later joined the rebel army. He became one of Maric's closest friends, as well as a key military advisor of the rebel cause. His strategies, and his creation of the guerrilla Night Elves, were responsible for many of the rebels' greatest victories.

Over the course of the rebellion, Loghain fell in love with Rowan Guerrin, who was betrothed to Maric and thus the future queen. After Maric fell in love with Katriel, Rowan and Loghain formed a romantic relationship. Both relationships were short-lived, however; Loghain discovered and revealed to Maric that Katriel was a spy, which resulted in her death. After this, Loghain encouraged Rowan to marry Maric to assist him and guide Ferelden as queen. Afterwards Loghain led the Ferelden forces at the critical Battle of River Dane and was rewarded for his leadership by being made Teyrn of Gwaren.
Despite his encouragement of their relationship, Loghain's own relationship with both Maric and Rowan became strained. After the marriage, he rarely spent time in their company until after Rowan's death in 9:03.

In the years after the death of Queen Rowan, Loghain supported King Maric to such an extent that some observed that Loghain seemed to be the true ruler.

Loghain was suspicious of the Grey Wardens, suspecting them of being in league with the Orlesians. After Maric vanished following a meeting with the Wardens and First Enchanter Remille, Loghain deployed the army to search for the missing King while he also spied on the Orlesians in Kinloch Hold as he was certain that they would betray them. Two days after the tower was taken over by Orlesian mages and templars who allied with the Architect, Loghain led an assault on Kinloch Hold through Lake Calenhad.
The attack was successful and Loghain was surprised when he found King Maric in the tower as well. Loghain believed the plot was the doing of the Grey Wardens and felt Maric made a mistake in continuing to trust them. He disapproved when Maric allowed the Wardens to return to Ferelden and re-establish their order there on a permanent basis.

After the end of the war against the Orlesians, King Maric gave Loghain the vacant teyrnir of Gwaren in order to elevate him to nobility. This gift came with some significant drawbacks: Gwaren had suffered under Orlesian rule for years and was in a state of serious disrepair; as no Orlesian governor had wanted to reside in Gwaren due to its remote location, the castle was nearly in ruins. Upon arriving in Gwaren for the first time since its liberation, Loghain took one look at his new home and gave it up for lost, choosing to live inside a tent pitched in the middle of the courtyard while seeing to the harbor's repairs.

After a month, the people of Gwaren sent a representative to speak with Loghain, wondering whether he was going to abandon the keep and the village as had their previous lords. The representative they sent was Celia, who came from a long line of cabinet-makers and had little tolerance for those who neglected to care for their furniture. Her meeting with Loghain quickly turned into a shouting match; in the end she reminded him that he wouldn't be teyrn of anything unless his freeholders swore fealty to him, which they wouldn't do if he left Castle Gwaren crumbling and empty. Loghain reluctantly followed her advice, appointing Celia to supervise the keep's repairs. He asked her to marry him two months later, and she accepted.

In the first years of Maric's reign, Loghain spent most of his time in Denerim while his wife ruled Gwaren. Teyrna Celia was an incomparable foreman, and the terynir rebuilt itself under her guidance. Due to his long absences, Loghain started taking his young daughter Anora to court with him in 9:10.

Faction Stats:
Econ 6, Manpower Blocs 56

Important People:
Loghain Mac Tir
Teryn of Gwaren, Father to the Queen, Dog Lover
Physical 4
Leadership 4
Status 2
Learning 1
Cleverness 2
Charm 1

Ser Cauthrien
Commander of Maric's Shield
Physical 5
Leadership 4
Status 2
Learning 1
Cleverness 2
Charm 1
Artifact: The Summer Sword / Sword / +1 Physical

Anora Mac Tir
Queen of Ferelden
Physical 2
Leadership 3
Status 4
Learning 1
Cleverness 2
Charm 2

House Cousland, Teyrn of Highever


The Couslands are a noble family from Ferelden. From their seat, Castle Cousland, they rule the teyrnir of Highever, one of only two remaining teyrnirs in Ferelden, giving them wealth and power second only to the royal family

The outpost of Highever was originally held by the Elstan Family, who were a secondary branch of the then-freeholder family of Howes. During the Towers Age, Bann Conobar Elstan was murdered by his wife, Flemeth, thus ending the bloodline. Sarim Cousland, captain of Conobar's guard, took the lands and title.

The Couslands declared their independence from Amaranthine, starting a war that lasted thirty years. When the war ended, Highever won its independence and possession of half the land that had once been southwestern Amaranthine.

During the rebellion against Orlais, the Couslands opposed the Orlesian rule. However, Arl Tarleton Howe of Amaranthine supported the Orlesians and this resulted in several bitter battles between Amaranthine and Highever. Eventually the Couslands manage to capture Harper's Ford and hang Tarleton Howe for his treachery.

Unlike his father, Rendon Howe was part of the rebellion like his uncle Arl Byron Howe. Rendon and Bryce Cousland fought beside each other at the battle of White River, becoming two of the fifty rebels who survived the defeat. Thereafter, Arl Rendon Howe was a great friend of the Couslands.

The current rulers are Bryce and Eleanor Cousland, the soldier and sailor pair immortalized in the popular sea shanty "The Soldier and the Seawolf."

Faction Stats:
Econ 6, Manpower Blocs 83

Important People:
Bryce Cousland
Teryn of Highever, Survivor of White River
Physical 3
Leadership 4
Status 4
Learning 1
Cleverness 1
Charm 1

Eleanor Cousland
Teryna of Highever, Seawolf
Physical 3
Leadership 4
Status 3
Learning 1
Cleverness 1
Charm 2

The Younger Child
(9-Stat unique character.)

House Guerrin, Arl of Redcliffe and Banns of Calon and Rainsfere



Sitting on the western shore of Lake Calenhad, the village of Redcliffe is so named for the reddish hues of the cliffs that tower above it. A path leads up into the hills and across a bridge to an island where the ancient Castle Redcliffe has stood far longer than the village itself.

Redcliffe is located in the western hills of Ferelden. The village below the castle (and others under Redcliffe's authority) grew until the arling was as powerful a settlement as any teyrnir. Redcliffe Castle is the first and last line of defense for the sole land route into Ferelden and the country has never fallen to any assault that did not first take Redcliffe.

Redcliffe is one of the largest and most prosperous towns in Ferelden, due to its position between Orzammar and Orlais. As such it is a center of foreign trade. Such favorable conditions caused the domain to be named an arling in spite of its small size. The citizens of Redcliffe are primarily fishermen or merchants engaged in shipping dwarven goods from Orlais.

Eamon Guerrin (born 8:84 Blessed) is the Arl of Redcliffe. He is popular, and holds a great deal of influence and support with the nobility and the Bannorn - enough to make himself be viewed as a threat by other powerful nobles.

He is the brother of Teagan Guerrin, Bann of Rainesfere, and Queen Rowan Guerrin (now deceased), King Maric Theirin's wife and Cailan Theirin's mother. He is married to Isolde (controversially due to her being Orlesian), with one son - Connor.

When Eamon was nine, his father Arl Rendorn Guerrin sent him and his younger brother away with their mother so he could join the Rebel Queen without further endangering them. Arlessa Marina took them to her elder sister Thalia Aurum, at the time the ruling Margravine of Ansburg. Marina fell ill during the journey, and died just a day after reaching Ansburg. Eamon and Teagan were raised by their aunt and uncle, who treated them as if they were their own children. When their father perished in the Battle of West Hill in 8:99 Blessed, they were formally adopted by their aunt and uncle.

When Eamon returned to Redcliffe to claim his place as Arl in 9:02 Dragon, he found Redcliffe still occupied by Orlesian forces. He joined the resistance in removing the Orlesian forces from Redcliffe, and in the process earned the affections of Isolde, the daughter of the Orlesian governor, who had spent most of her life in Redcliffe, and was sympathetic to the rebels' plight. Though her infatuation proved one-sided at the time she kept helping the resistance by passing on information. The rebels were successful and Eamon claimed his title as Arl of Redcliffe.

Once he'd reclaimed his lands, Eamon turned his attention to the recovery of the arling. His efforts resulted in improved trade and security for Redcliffe and its surroundings. He made regular visits to court, where his calm practicality earned him the respect of King Maric. He became one of the King's trusted advisors, and Maric eventually entrusted him with the protection of his bastard son Alistair.

Six years after reclaiming his lands and title, Eamon once again crossed paths with Isolde on a trip to Denerim. Isolde had elected to stay with a cousin in the city instead of returning with her parents to Orlais. The two started a relationship, and she returned with him to Redcliffe, where the two married. Their union was rather controversial, as some people believed Isolde to be an Orlesian spy. Long-buried gossip claiming Alistair to be Eamon's son resurfaced, and Isolde became fixated on the idea of her husband's "proper Fereldan son". Eamon eventually sent Alistair to a monastery to spare his wife's feelings.

Connor was born on an exceptionally warm afternoon and had the immediate affection of his father. The toddler was often seen surveying his future arling from atop Eamon's shoulders.

Teagan Guerrin (born 8:91 Blessed) is the Bann of Rainesfere. He is Arl Eamon Guerrin's younger brother as well as the brother of Rowan, the deceased queen of Ferelden. This makes him uncle to King Cailan Theirin.

Teagan was born, most likely in Redcliffe, in 8:91 Blessed. When Teagan was two, his parents decided to send him and Eamon away from Ferelden so that his father could publicly announce his support for the Rebel Queen without further endangering them. Arlessa Marina took them to her elder sister Thalia Aurum, at the time the ruling Margravine of Ansburg. The brothers traveled to Denerim with their mother and boarded a ship headed for Wycome. Marina fell gravely ill during the journey across the Waking Sea. From Wycome they took a carriage to Ansburg but it was already too late for the Arlessa, who died just a day after reaching the family home. After their mother's death, Teagan and Eamon were raised by their aunt and uncle, who treated them as if they were their own children. Teagan grew especially close to his cousin Cador, and the pair quickly became known as "Trouble" to the keep's inhabitants. When Arl Rendorn was killed at the battle of West Hill in 8:99 Blessed, Thalia and her husband legally adopted Eamon and Teagan.

Eamon returned to Redcliffe in 9:02 Dragon to assume the title of Arl while Teagan remained in Ansburg. His great ambition in life was to participate in the Grand Tourney. He was already an excellent horseman, and his combat instructors believed he had the potential to one day represent Ansburg in the Grand Tourney. On his eighteenth birthday, just a few weeks before participating in a Starkhaven tournament with his cousins Percival and Cador, Eamon sent him a letter asking him to return and rule the bannorn of Rainesfere. Teagan was initially set to refuse, but Thalia convinced him to travel to Ferelden to at least tell his brother in person. He met Eamon and his new wife in Denerim and they made the trip to Redcliffe together. By the time they'd reached Lake Calenhad, Teagan had agreed to become Rainesfere's bann. Despite his new responsibilities, Bann Teagan returned to Ansburg every year to visit his family.

Faction Stats:
Econ 6, Manpower Blocs 44

Important People:
Eamon Guerrin
Arl of Redcliffe, Uncle to the King
Physical 1
Leadership 4
Status 4
Learning 1
Cleverness 2
Charm 2

Teagan Guerrin
Bann of Rainesfere, Uncle to the King
Physical 3
Leadership 3
Status 3
Learning 1
Cleverness 2
Charm 2

House Kendells, Arl of Denerim


Urien Kendells is the Arl of Denerim and an advisor to King Cailan Theirin. Though Urien is considered a decent man himself, his son, Vaughan, is known to enjoy terrorizing and abusing the elves of the Denerim Alienage in his absence and is generally regarded as a poor heir. Urien's distant parenting and indulgence of his son in order to keep him out of the way did little to improve Vaughan's reputation or tame his growing sadistic tendencies. He is known to be hostile to the Grey Wardens.

Denerim itself is the capital of Ferelden as well as an arling of the kingdom and the seat of the annual Landsmeet. It is built around the base of a mountain known as Dragon's Peak. The Drakon River crosses the city from west to east before ending in the Amaranthine Ocean.

Denerim is considered a holy city to worshippers of Andraste, as it is the place of her birth. Home of both nobility and the common people, this sprawling city has much to offer the adventurer, with its market place, magic shops, armorers and bordellos. However, one cannot let one's eye rest on a single place for too long, lest a back alley brawler or thief cut one's purse strings, or one's throat.

Any given Fereldan city was likely once a lone fort or castle where the region's people could be gathered in case of attack. Over decades and ages, though, buildings grow up outside these fortifications as the dangers of war recede. This has been the case with Denerim. The core castle remains (and in fact, has grown into a full-fledged fortress) while the city has grown rapidly around it.

Today, most of the streets in Denerim are made of packed dirt, with only the wealthier streets being fully cobbled. Buildings have been laid down—and thus, streets and alleys formed—haphazardly, according to no common plan. At best, buildings are arranged according to their functions. Inns and taverns are found near the city's gates; trade markets are surrounded by shops, warehouses, and guild-houses; and in between them all, houses are packed practically on top of one another. The narrow streets of the Lower Docks have an almost labyrinthine quality, and the walled-off elven Alienage is so overpopulated that several purges have been required to keep order in the last decade alone.

One's social standing can be measured by how close one lives to Fort Drakon, the oldest and highest edifice in Denerim. Near the fortress can be found the Royal Palace, noble estates, wide parkways, beautiful chantries, and the homes of merchant princes. Almost all nobles who are capable of doing so maintain an estate within the city even if they use it only when a Landsmeet is called.

Further down the hill, the Market District is the heart of Denerim's bustling trade. Denerim's Poor Quarter, near the base of the hill, has been accurately called a labyrinth, on top of being filthy from both the mud in the roads and the lack of a proper sewage system. The worst of the Poor Quarter is the Elven Alienage, which is walled off from the rest of the city.

By civilized standards Fereldan cities are anarchic, and Denerim is no exception. The Fereldan penchant for personal freedom engenders a laissez-faire attitude towards law enforcement and public behavior in general. The King's Patrol is intended more to defend the city and keep order rather than to enforce the laws, though it has expanded into the latter role, to a certain extent, over time. Even so, while the worst offenses are put down, petty crimes are often ignored and the citizenry left to their own recourses. Commerce is largely unregulated as long as taxes are paid. Businesses such as brothels and gambling halls are not only tolerated but expected.

To the rest of the world, Denerim is most famous as the birthplace of Andraste. In typical Fereldan fashion, however, the monument erected to the prophet in the Palace District is unassuming; a great rock adorned with a simple message of peace. Worshipers come from far and wide to touch the Birth Rock and issue a quiet and respectful prayer. This is how things are done in Denerim, and the locals would have it no other way.

Faction Stats:
Econ 6, Manpower Blocs 33

House Howe, Arl of Amaranthine


Amaranthine is an arling that spans along the sinuous northeastern coast of Ferelden. The Waking Sea is known for its temper, and the storms that sweep in from the warmer northern waters are sudden and brutal. Rising above these turbulent waters is the City of Amaranthine—once a modest fishing village, now an important and prosperous port city and a center for trade in northern Ferelden. Hardship and adversity, like the storm-tossed waves of the Waking Sea, have assailed Amaranthine time and time again, only to crash and break upon her walls. The people of Amaranthine survived first the Orlesian occupation, then the sacking of the city when the Orlesians departed. They know one thing for certain: the city will always stand as a testament to the strength and steadfastness of the Fereldan people.

During the Orlesian occupation of Ferelden, Tarleton Howe sided with the Orlesians while the neighbouring Couslands of Highever with the rebels. Eventually, the Highever forces clashed in several battles against the Amaranthine forces. In one of these battles, the Couslands managed to capture the remote town of Harper's Ford and Tarleton Howe. Tarleton was hanged for his treachery. Byron Howe, Tarleton's younger brother became the new Arl of Amaranthine. In 8:97 Blessed, during Prince Maric Theirin's rebellion against the Orlesian Empire, the rebel army had their base at Amaranthine for a time. After several months, they left the land along with Arl Byron and his most trusted men who also joined the rebellion. Byron Howe died during the war, and Tarleton's son, Rendon Howe, a hero of the rebellion, became Amaranthine's new Arl.

Since the Battle of White River, Howe's abrasive manners have earned him almost universal dislike among his peers.

Faction Stats:
Econ 3, Manpower Blocs 28

Important People:
Rendon Howe
Arl of Amaranthine, Survivor of White River
Physical 3
Leadership 2
Status 2
Learning 1
Cleverness 4
Charm 2

Nathaniel Howe
Physical 3
Leadership 3
Status 3
Learning 1
Cleverness 1
Charm 3


House Wulff, Arl of the Western Hills


The West Hills arling lies to the south of Redcliffe Village, in the borderland area along the Frostback Mountains and abutting the Korcari Wilds.

The location of West Hills places it in a precarious location between wild and dangerous swamps inhabited by Chasind and mountain passes inhabited by Avvar. The current arl, Gallagher Wulff, therefore has spent a considerable amount of time battling these varied threats, particularly the Avvar. A giant of a man, having been described as "massive in size" with "piercing" eyes, the arl and his family are loved in the arling for their bold natures as well as their kindness. Arl Wulff has a reputation in western Ferelden as a valiant man who takes his duties seriously.

The landscape is heavily forested, flanked by the massive mountain peaks to the west. Roadways in this region are few and typically muddy, though many have permanent wheel ruts from the numerous caravans, often dwarven, passing through into the Bannorn. Small towns are typically built of wood and canvas with stone reserved for buildings of greatest importance, such as a Chantry. The proximity to Orzammar allows for dwarven goods to be fairly plentiful.

Faction Stats:
Econ 5, Manpower Blocs 22
House Lendon, Arl of Edgehall


Edgehall is an arling located in western Ferelden, and rife with conflict.

Much of the surrounding area is hills and open fields with patches of dense forest. It is not the richest of lands, but the hardy Fereldans who work the soil make a good living and small towns and settlements dot the landscape. Closer to the Frostbacks, the land becomes rocky and less hospitable. Pockets of darkspawn activity and other dangerous creatures lurk in various caves and abandoned ruins in the area, making travel a risky proposition for the unarmed and unprepared.

Situated in the borderlands of west Ferelden, Edgehall was originally a minor outpost of the surface dwarves. They abandoned it when its links to the Deep Roads were severed. The esteemed Lendon family took possession of Edgehall during the height of the Steel Age, using it as a base to help drive out the Avvars and pacify the region for Ferelden. In gratitude for this service, the King granted the Lendons the hereditary title of arl and the lands surrounding Edgehall.

Edgehall was one of the first keeps to fall when the Orlesians invaded, and they used it as a base throughout the occupation. The chevaliers were not kind to the people in the area and resentment and anger toward Orlais runs strong here. Years of diplomatic efforts and repaired relations between the two nations made less of a positive impact here than in many other parts of Ferelden.

To make things worse, Edgehall was not retaken until the Orlesians withdrew from Ferelden. Before they left, they sabotaged much of the keep's defenses, leaving it a shadow of its former glory and a constant reminder of the occupation. Though control of Edgehall was returned to the Lendon family, things were never the same.

Internal division and external conflicts weakened the once noble family and its stalwart keep. With the arl of Edgehall, Fergus Lendon, still without a clear heir, much of the administration of the surrounding lands is in question unless he has a child, and soon.

This instability has recently allowed Gell Lendon, half-brother to the old arl, to return from exile abroad to seize his "birthright". Aided by mercenaries under the command of the disgraced Orlesian Chevalier Marcel Corbin, Gell has the opportunity to declare himself Edgehall's new Arl so long as his brother passes soon. He hopes the overwhelming power of his mercenary forces will cow the local nobles into avoiding conflict with him.

Faction Stats:
Econ 5, Manpower Blocs 22

Important People:
Marcel Corbin
Chevalier
Physical 3
Leadership 3
Status 2
Learning 1
Cleverness 3
Charm 2

House Bryland, Arl of South Reach


South Reach is a settlement and Arling located in southeast Ferelden, just west of the Brecilian Forest. The Arl of South Reach is Leonas Bryland.

Despite being half-Orlesian, he joined the rebel cause under Prince Maric during the Orlesian occupation of Ferelden. He fought for the Army of the North under Bann Angus Eremon alongside his friends Bryce Cousland and Rendon Howe, taking part in the Battle of the White River, the most catastrophic defeat of the entire occupation from which only fifty rebel soldiers escaped.

During the battle, Rendon was gravely wounded and had to be dragged off the field by Bryce and Leonas. When Bann Angus finally sounded the retreat, they carried their injured friend to a freehold in Redcliffe and stayed with him for nearly a month while the other survivors left to find the Army of the South. When Bryce and Leonas finally rejoined with the army, making the journey on foot, Prince Maric personally awarded them medals of valor. Rendon remained in South Reach, being tended by Leonas' sister, Eliane, a talented physician and herbalist.

When Rendon was made Arl of Amaranthine, Eliane traveled with him; he proposed to her after a year. Leonas had become concerned by the changes in his friend's behavior since the battle and tried to prevent the marriage. When Howe told him that he needed Eliane for her dowry and connections, he severed all contact with Howe and his sister and refused to witness their vows.

Faction Stats:
Econ 4, Manpower Blocs 22

Important People:
Leonas Bryland
Arl of South Reach, Survivor of White River
Physical 3
Leadership 3
Status 2
Learning 3
Cleverness 1
Charm 2

House Eremon, of the Waking Sea Bannorn


The current Bann is Alfstanna Eremon. Alfstanna's brother, Irminric, was the heir of the bannorn. However, he believed that his sister was a better ruler than he could ever become, so Alfstanna became the Bann and he joined the Templar Order.

Faction Stats:
Econ 5, Manpower Blocs 13


Orlais

The Orlesian Empire, or simply Orlais is currently the largest and the most powerful nation in Thedas. It was founded by Kordillus Drakon I and its capital is Val Royeaux, which also serves as the Chantry's seat of power and home of the Divine. Orlais is ruled by an Emperor or Empress.

In -11 Ancient, the cults of the Maker spread quickly in the southern lands, initiating the construction of the first great temple in Val Royeaux, which was to become a major center of worship for the new faith. One of its most fervent followers was the young king of Orlais, Kordillus Drakon, who began a series of holy wars in the name of the Maker, quickly proving himself to be one of the greatest generals in history. By -3 Ancient, having conquered several neighboring city-states and forced others to submit to his overlordship, Kordillus Drakon was crowned an emperor in Val Royeaux, with Orlais becoming an empire it is to this day. His ambitions to spread farther north into the Free Marches were confounded by constant pressures from the Dales to the east. During his reign, the Chantry was formed as the Maker's cult became the official religion. Drakon also sent missionaries in order to spread the Chantry's teachings.

In 9:2 Dragon, Ferelden was freed from Orlesian occupation. The relations between the two countries remained tense, but after Celene I's ascension of throne, Ferelden and Orlais officially made peace. After 9:14 Dragon, the new viscount of Kirkwall, Perrin Threnhold, enforced exorbitant fees on Orlesian ships docking in his city, prompting Emperor Florian, through Divine Beatrix III, to pressure the Templar Order stationed in Kirkwall to overthrow him.

Orlais is famed for its culture and extravagance. Drakon's legacy continues to heavily influence Orlesian laws and social customs

The Grand Game, or simply The Game, is the term applied to the politics and machinations of the nobles and rulers of Orlais. Politics in Orlais is an incredibly complicated "game" or "dance" of intrigue, seduction, ambition and scandal, an approach to politics, high culture and morality that is quintessentially Orlesian. The political and familial infighting that characterizes the Game is as common as donning masks in public: indeed, this habit is also an intrinsic part of the Game in its most obvious form.

Among the Orlesian nobility, status and appearance are set above all things. Orlesian culture is renowned for its infighting, with every family engaging on some level in what's known as the Grand Game.

The Game's purpose is one-upmanship of rival aristocrats, often accomplished through elite proxies called bards. In order to rise in the decadent Orlesian society and among the bloated upper class, much is permitted. The rule of the Game is simply this: all is accepted as long as the player is not caught, up to and including murder. Paradoxically, however, though direct culpability is undesirable, credit and recognition are demanded. Indeed, an individual known as a skilled player is granted discreet respect among his or her peers. Due to this tension the Game is a losing proposition for the uninitiated, and it is said that more blood is spilled in the Game than in any war in Orlais

The lower classes are believed by the nations beyond Orlais to resent the Game that ostensibly keeps them demeaned. However, most peasants desire to ascend as well, and the vain hope of accruing a generous patron or sufficient funds to gain a title in the Council of Heralds makes them surprisingly accepting of the Game's excesses. Orlais is much less of a meritocracy than it appears, however, and the Game frequently sorts the wheat of Orlesian society from the chaff. Also surprising is the presence of the Chantry in the Game. Though normally considered above the Game, the templars and priesthood of Orlais frequently participate in it. Divine Justinia V was reputed to be one of its best players.

The Orlesian nobility is prone to wearing very elaborate masks in public. These masks are hereditary and identify one's family almost as uniquely as the heraldry on a crest: a family might be associated with a lion crest, and matching lion masks will identify them in public. Retainers and servants wear a simpler form of a family's mask. Family symbols are well known among the Orlesian public, and anyone attempting to wear a mask that doesn't belong to their house runs the risk of a quick death if discovered.

Faction Stats:
Stronger Heavy Cavalry
House Valmont of Orlais


House Valmont has been the ruling imperial house of Orlais since the end of the Exalted Age.

House Valmont first rose to prominence during the Exalted Age when Lambert Valmont, a young captain in the Orlesian army, distinguished himself during the Battle of Ayesleigh in 5:24. Lambert is said to have disregarded his orders and went to the aid of the beleaguered Antivans, saving them from absolute destruction (some say this was motivated by his infatuation with an Antivan camp follower, though this has never been confirmed). The Antivan force had been led by King Azar Adalberto Campana himself, and the King thanked his saviour by elevating him to noble rank and giving him one of his daughter's hand in marriage. Lambert adopted the lion as his symbol, a creature native to Eastern Thedas. When Lambert returned to Orlais the Emperor felt obligated to follow suit and granted him a Marquisate. Jealous nobles gave him the nickname of the Swaggering Lion, a nickname which Lambert embraced.

House Valmont rose to royal status with Lambert's son, Alphonse, who led the civil war against the supposed usurper Xavier Drakon. He killed Xavier in single combat, giving rise to the great Orlesian legend of The Lion Slaying the Dragon and putting an end to the Drakon dynasty.

Celene I is the Empress of Orlais, having succeeded her uncle Florian in 9:20 Dragon when she was just sixteen. Celene is part of House Valmont. Many call her "the Lioness".

Celene's ascendancy marked a period of intense struggle in the empire, as nobles positioned themselves to overthrow her. Most said Celene was too young and inexperienced to hold power, but she proved to be an adept player of the Game. She hinted at the possibility of marriage to several powerful families, while ultimately marrying no one; yet she continued to maintain alliances with these families. Today, there are still many nobles who consider Celene's rule illegitimate.

Celene has inspired something of a cultural renaissance in the Orlesian Empire. She has been a fervent patron of education and the arts. In particular, the University of Orlais and the Grande Royeaux theater owe much of their current reputation to her rule. Before Celene's intervention, the University of Orlais was severely stifled by the Chantry's limitations and served mostly as a dumping ground for the younger children of the lesser nobility. After Celene was crowned empress, she announced her intention to study at the university herself. She also arranged to lessen the Chantry's restriction on theological studies. The University of Orlais is now one of the most prestigious institutions in Thedas, respected for its studies on nature, magic, history, and the arts and attracting nobles from several nations. Noble blood is currently required for entry, though Celene has been urging the University to accept even elves if properly sponsored by a noble. Celene similarly lifted all restrictions on the Grande Royeaux, announcing that artistic freedoms should not be constrained by worldly concerns.

Faction Stats:
Econ 6, Manpower Blocs 167, Magepower Blocs 36

Important People:
Celene Valmont I
Empress of Orlais, The Lioness
Physical 1
Leadership 1
Status 4
Learning 1
Cleverness 5
Charm 3

Briala
Handmaiden to the Empress, Spymaster
Physical 1
Leadership 1
Status 3
Learning 1
Cleverness 4
Charm 4


House de Chalons, Duke of Chalons


The De Chalons family is one of Orlais' most powerful noble families.

The De Chalons family has been one of the most prominent noble families of Orlais, especially since the marriage of Duke Theodore de Chalons with Princess Melisande Valmont, the only daughter of Emperor Judicael I, sometime in the Blessed Age. They had two children, Gaspard and Florianne, born in 8:74 and 8:87 Blessed respectively. Following the Hundred Days Cough of 8:77 which took the lives of Crown Prince Etienne III, Prince Leopold and Princess Evangeline, Grand Duke Gaspard became the eldest surviving grandchild of Judicael I and as such was raised to believe he would become Emperor. Gaspard married Calienne de Ghislain, daughter of Duke Bastien of the Council of Heralds. However, when Emperor Florian died in 9:19 Dragon without naming his successor, Celene outmaneuvered him and was named Empress by the Council of Heralds. Gaspard partly blames his lack of the Valmont name as a reason for Celene's victory over him.

After Celene's ascension to the throne, Gaspard remained an influential figure in Orlais. One of the highest ranking nobles to ever become a chevalier, he also won the admiration and respect of his soldiers throughout his distinguished military career. Gaspard also led the effort which successfully repelled a Nevarran invasion of Orlais, even besting the Nevarran commander in single combat despite Celene's attempts to undermine him.

Florianne kept her suite in the palace and gained a respected but unsubstantial place in Celene's cabinet of advisors. She developed a reputation as the least important member of the royal family.

The present head of the house is Duke Germain de Chalons of the Council of Heralds.

Faction Stats:
Econ 5, Manpower Blocs 111

Important People:
Gaspard de Chalons
Grand Duke, Chevalier
Physical 3
Leadership 3
Status 3
Learning 1
Cleverness 2
Charm 2

Florianne de Chalons
Grand Duchess
Physical 1
Leadership 1
Status 4
Learning 1
Cleverness 4
Charm 3


House de Montfort, Duke of Montfort

The De Montfort family is a noble family from Orlais with ties to Empress Celene I.

The dynasty first rose to prominence with Ser Gaston de Montfont, a chevalier who distinguished himself during the Fourth Blight by leading the cavalry at the Battle of Ayesleigh. Aterwards, Ser Gaston was granted Chateau Haine as a reward for his deeds. Clarisse de Montfort later married Prince Reynaud, the youngest brother of Emperor Florian, and the couple had one daughter, Celene Valmont.

Duke Prosper along with Lady Mantillon, supported Celene in taking the Imperial throne. Prosper personally assisted Prince Reynaud in killing Lady Calienne de Ghislain in retaliation for the death of his cousin, Clarisse. Emperor Florian had Prosper sent away to try and deny Celene his aid; when she became empress, Prosper resumed his place as one of Celene's most loyal supporters

Faction Stats:
Econ 4, Manpower Blocs 111

Important People:
Prosper de Monfort
Duke de Montfort, Chevalier, Dragon Hunter, Wyvern Rider
Physical 4
Leadership 2
Status 2
Learning 2
Cleverness 2
Charm 2
Artifact: Leopold / Wyvern / +2 Physical, +1 Status

House Remache, Duke of Lydes

Duke Remache is the Duke of Lydes and as such commands the fealty of numerous lesser nobles in Orlais, his influence extending as far as Val Firmin. He has power enough in the empire to pursue marriage with the Empress and his suit is one to which Celene gives serious consideration. His importance is such that he is also able to publicly decry Grand Duke Gaspard de Chalons without fear of reprisal. Remache is an adept player of The Grand Game and, as he is not a Chevalier, is also free of the order's code of honor when dealing with his enemies

Faction Stats:
Econ 4, Manpower Blocs 61

Important People:
Duc De Remache
Duc de Lydes
Physical 2
Leadership 1
Status 4
Learning 1
Cleverness 3
Charm 3

House de Ghislain, Duke of Ghislain

Upon the death of Duchess Marissa de Ghislain of the blue death in 8:96 Blessed, her younger brother Bastien returned home to assume the title and responsibilities of the thirty-third Duke of Ghislain. As a young man, he'd famously eschewed the Game in favor of living life as an outlaw, spy, minstrel, and general troublemaker. He had talent at being a bard, and even trained under the legendary Black Fox. Upon becoming duke, he left his former wild life behind to become a respectable noble: taking part in the Game, making the proper marriage, taking a seat on the Council of Heralds. He had two children with his wife Nicoline: Calienne and Laurent. His daughter Calienne later went on to marry Grand Duke Gaspard de Chalons.

After the death of Emperor Florian in 9:19 Dragon, Bastien supported his son-in-law for the throne. Calienne took a more active part in the Game, and arranged for Celene's mother, Clarisse de Montfort, to suffer a "hunting accident." In retaliation, her cousin Duke Prosper de Montfort and husband Prince Reynaud paid a visit to the de Ghislain estate and arranged for Calienne to have a hunting accident of her own. As Calienne always carried a poisoined stiletto up her sleeve, Prince Reynaud later died of "illness."

At the Wintersend Ball of 9:16 Dragon, Bastien met Vivienne, a young mage from the Circle of Montsimmard, and immediately became enraptured. They started a love affair shortly after, creating an intense scandal at court. Bards and assassins were sent after them, all of which were skillfully thwarted by Bastien and Vivienne. The nobles remained vocally opposed to the match until a newly-crowned Empress Celene named Vivienne Court Enchanter.

Faction Stats:
Econ 6, Manpower Blocs 33

Important People:
Vivienne
Court Enchanter of the Empress, Lover of Bastien de Ghislain
Physical 1
Leadership 1
Status 2
Learning 4
Cleverness 3
Charm 3
Magic 3



Free Marches

The Free Marches encompass a group of city-states situated in eastern Thedas (south of Antiva and the Tevinter Imperium, east of Nevarra, and north of Ferelden). The three most powerful and influential cities in the Marches are Kirkwall, Starkhaven and Tantervale, each led by a titled official with the special right to name their city's Champion.

The "Marchers" are independent-minded descendants of tough barbarians. Their cities have formed a loose confederation that rarely unites on any matter. In the event of aggression from larger neighbors, however, the Marchers can assemble a joint military front that even the greatest powers cannot dismiss.

Starkhaven

Starkhaven is an independent and prominent city-state of the Free Marches that lies on the banks of the Minanter River. It's the largest city of the Free Marches and the most influential along with Kirkwall and Tantervale.

Starkhaven is the largest city in the Free Marches and one of the wealthiest. The independent city-state of Starkhaven is ruled by the Vael family and has strong ties to the Chantry in its governance.

The city has imposing walls: a curved mountain of earth crowned with concentric rings of tall gray stone. On the northern side, the Minanter River rushes through the water gate. The city itself is glimpsed from afar as a glory of marble palaces set on green hills and ringed by broad boulevards.

It is a place of wealth and opulence, with many kingly estates with fountains and granite paths. Large sections of the city are decorated in fine materials like marble and gold. The royal palace in the heart of the city is made of marble, and the path to it is paved in granite.

Starkhaven is also famed for its superb cuisine, with its most famous dish being fish and egg pie. It is made with three deboned fresh fish, boiled eggs, dried fruit, spices, and thickened cream, topped with a light crust.

Kirkwall is the city's largest trading partner.

Starkhaven is governed by a prince. Starkhaven has been ruled by the Vael family since the ousting of the self-anointed "King Ironfist," the last in a series of low-born warlords claiming sovereignty over the city. The first Prince Vael was proclaimed prince when he refused the title of king. The title is hereditary.

In 1:95 Divine, the last battle of the Second Blight was fought at Starkhaven with a human army led by the Grey Wardens. Both sides suffered heavy losses, but Zazikel was slain by the Grey Warden Corin, ending the Second Blight.

In 2:15 Glory Starkhaven's King Fyruss, with backing from Tevinter allies, launched a series of military campaigns in an effort to unite the Free Marches under his banner and build his own empire. The other Marcher cities united to fight him off and Fyruss failed to conquer any of the neighboring city-states. His expansionist inspirations were not limited to the Free Marches; he also invaded some of Antiva's southernmost cities.[5] Antiva's cities similarly united to defend themselves against Fyruss in 2:33 Glory. In 2:45, due to his failure to conquer any of the Marcher city-states and the diplomatic liability created by his invasion of Antiva, Fyruss' Tevinter allies betrayed him and ousted him from Starkhaven; the Tevinter Imperium conquered his city in result. This led the Chantry to declare an Exalted March to liberate Starkhaven from the Imperium in 2:80 Glory. The following battle for the independence of Starkhaven was short, but bloody.

In 5:12 Exalted, during the Fourth Blight, Starkhaven accepted a large group of refugees from Wycome who were fleeing the Darkspawn.

It is known to have had at least one Champion rise to prominence. They assisted the Grey Wardens with the evacuation of civilians from Kirkwall during the Fourth Blight and later participated in the Battle of Ayesleigh in 5:24 Exalted at which the Archdemon Andoral was slain.

In 7:56 Storm, the Qunari landed near Ostwick and launched assaults against Starkhaven and Kirkwall. Starkhaven was besieged by Qunari invaders who hoped to cut off trade to the north, only to be repelled, but Kirkwall fell due to the magic of the Saarebas.

Faction Stats:
Econ 5, Manpower Blocs 100, Stronger Archers, Magepower Blocs 5
Ostwick

Its position on the mouth of the Waking Sea made it the Qunari's first landing point in the Free Marches. Famous for its double walls.

Faction Stats:
Econ 5, Manpower Blocs 78, City Guards Army is stronger than usual, Magepower Blocs 4
Tantervale

Located in the western Free Marches along the banks of the Minanter River. One of the three most influential cities in the Free Marches. Chantry law is all but absolute, and the city guard is obsessed with enforcement

In 8:82 Blessed, Nevarra began a bloody campaign of conquest within the Free Marches, encouraged by their taking of Perendale & Hasmal. They were stopped by Cade Arvale, who is named Champion of Tantervale for his deed.

Faction Stats:
Econ 4, Manpower Blocs 89, Magepower Blocs 4

Kirkwall

Kirkwall, also known as The City of Chains and historically as Emerius, is a coastal city-state and a major population center located in the Free Marches. It is on the southern edge of the Vimmark Mountains, east of the Planasene Forest, and north across the Waking Sea from Ferelden.

Founded under the name Emerius in -620 Ancient, after Magister Emerius Krayvan, on the edge of the Imperium to be the main supplier of jet stone to build a Minrathous temple. The city gained notoriety after it was elected to be the new heart of the slave trade after a slave revolt made Archon Vanarius Issar fear for his security when he was almost killed. Magisters competed viciously for the honor of governing the port for nearly two decades before Emerius married his son to the archon's daughter. The Krayvan family constructed the Gallows, patronized the next three archons and were the main backers for the Imperial Highway into the Fereldan Valley, which devastated them when Andraste led her rebellion from there against the Imperium. At its height, Emerius was one of the mightiest Imperial cities with 1,000,000 slaves living and working in the city. The city was defended by the Fourteenth Cadre also known as The Black Cadre and was regarded by most Imperial soldiers to be a punishment to serve there. The City of Chains came to be known as Kirkwall in -25 Ancient, following a massive slave revolt that started when a popular Alamarri slave named Radun was assassinated by magisters wary of his influence, which led to extremely violent retributions, including the sacking of Hightown and the death of its Tevinter rulers.

Kirkwall has changed hands many times since then and has always been a valuable port, the nexus of nearly all trade that flows between the Free Marches and Ferelden. Natives of Kirkwall are referred to as "Kirkwallers".

In 7:56 Storm, Qunari invaders took Kirkwall in a night raid and occupied it for four years, forcibly converting much of the populace to the Qun and making the natives work in labor camps previously manned by slaves. It was liberated by Orlesians under the chevalier Michel Lafaille, who was appointed Viscount in 7:60 by the emperor. He pursued a campaign of religious reeducation and formed the Kirkwall City Guard to act as the city's defenders.

In 8:05 Blessed, Kirkwall rebelled against Orlesian rule and gained independence, but maintained the title of viscount as its ruler.

At the onset of the Dragon, Chivalry Threnhold became Viscount of the city. Historical accounts paint him as a vicious thug who took power through a campaign of intimidation. His son Perrin succeeded him in 9:14. After he used the harbor's ancient chains to block sea traffic in the Waking Sea and charge exorbitant fees from Orlesian ships, Divine Beatrix III ordered the city's templars to pressure him into reopening the Waking Sea passage. As a result, in 9:21 Dragon, Viscount Perrin Threnhold attempted to expel the Templar Order from Kirkwall, killing Knight-Commander Guylian in the raid of the Templar stronghold. Knight-Templar Meredith Stannard and a group of her best templars marched on the Viscount's Keep and had him arrested, thrown in his own dungeons and stripped of his title. She was promoted to Knight-Commander by Grand Cleric Elthina soon after. With the Chantry's support, Meredith appointed Marlowe Dumar to succeed Perrin, though she remained the true authority in the city from the Gallows.

Faction Stats:
Econ 6, Manpower Blocs 100, Magepower Blocs 7

Important People:

Meredith Stannard
Knight Commander
Physical 4
Leadership 3
Status 2
Learning 1
Cleverness 1
Charm 2

Artifact: Certainty / Sword / +1 Physical fighting demons or mages




Nevarra

Nevarra is a nation in central Thedas, west of the Free Marches, south of the Tevinter Imperium, and northeast of Orlais. It was originally one of the larger Free Marches city-states before it expanded rapidly to become a nation proper in the Exalted Age. Thanks to enormous wealth and a strategic central location in Thedas, some claim Nevarra's power rivals that of the Orlesian Empire.

Nevarra has a long history of royal dynasties, which has persisted into modern day. Most Nevarran monarchs have been members of the frequently militarily-gifted Pentaghast clan, under whom alliances with other Free Marches states have been courted or coerced to form a powerful confederation under Pentaghast leadership.

A long war against Orlais over the mineral-rich Blasted Hills, a region between the two countries ended during the Blessed Age with a Nevarran victory. However, rebellion was fomenting in the conquered area due to the imposition of harsh taxes by the Nevarrans, as well as the support of Orlais.

By the Glory Age, rule of the city-state had changed hands many time, with poor leadership causing Nevarra to fall well behind other Marcher city-states. Prior to the First Pentaghast Dynasty, the ruler was Ionas, a physically frail man manipulated by his advisers and whose rule added to Nevarra's slow decline. The destruction of the city-state from within seemed imminent when rumor spread that Ionas's advisers may have brokered deals to cede struggling Nevarra to a greater power, such as Orlais, for profit. This crisis was averted, however, when Caspar Pentaghast, a man of the small town of Hunter Fell, plotted to overthrow the enfeebled king, and did so during the Glory Age. With Caspar began Nevarra's long history of family dynasties

Caspar's family held the throne from the Glory Age into the Exalted Age, approximately three hundred years. The family's rule was only threatened during a brief period when Orlais occupied the land during a Blight, and was reclaimed when Caspar II ousted the Orlesians.

Following the Fourth Blight, general Tylus van Markham, who claimed descent from Kordillus Drakon I, raised the populace against the Pentaghast clan, claiming the dynasty had forgotten the values they once held and had become corrupt and dissolute. King Nestor Pentaghast was killed in the rebellion, stabbed sixteen times upon his throne, and those of his clan who remained fled to Hunter Fell, their ancestral home. Tylus and three other Van Markham kings transformed Nevarra into the modern country it is today, overtaking large parcels of Orlesian land to do it.

In the Steel Age the last Van Markham king perished with no male heirs. His daughter married a Pentaghast and joined the warring clans. This union allowed Pentaghast rule to return with Van Markhams enjoying powerful status among the nobility.

Mages of Nevarra have more political power than mages in other countries under the aegis of the Chantry, and wield nearly as much power within Nevarra as the magisters of the Tevinter Imperium.

Nevarrans have a unique relationship with magic and death. They believe that when a dead soul crosses the Fade it displaces a Fade spirit. In order to provide safe hosts for such spirits they mummify their corpses and place them in elaborate crypts in the Grand Necropolis. This task is entrusted to a secretive order of mages known as Mortalitasi, founded by a Tevinter mage named Vitus Fabria, who first preached the idea. Its gray-robed members enjoy wealth and political power as they often serve as advisers to Nevarran nobility, including the kings.

Because they rarely leave Nevarra, much of the Mortalitasi's practices are shrouded in mystery and fear, even to mages outside the nation's borders. They are rumored to be a death cult and experiment with necromancy, but whatever the truth, they are arguably the most well-schooled mages outside of the Tevinter Imperium.
House Pentaghast

The current ruler of Navarra is Markus Pentaghast, a middle-aged of weak health and uncertain sanity. His rule has been condemned by those who claim his Mortalitasi advisers are ruling through him, much as Ionas' did so long ago. Pentaghast and Van Markham relatives alike are vying to replace the old king, but some say it is time for the two ruling families to cede power to a new family. Ferdinand Pentaghast, younger brother of Markus, is the next in line to rule. However he is also aging, and has no interest in ruling, and neither brother have any known children. The future of the Pentaghast dynasty hangs in the balance.

The Pentaghast clan is renowned for its past dragon hunter heroes, each of whom led a crusade to hunt dragons to extinction - and nearly succeeded. While the dragons were a scourge for a very long time, the Nevarrans' hunt for their dragonbone (from which they made the famed ebony armor worn by their kings) and glory almost wiped them out in the Steel Age and dragons were thought extinct until their reappearance in the Dragon Age.

Faction Stats:
Econ 5, Manpower Blocs 278, Magepower Blocs 24
House Van Markham

The Van Markham family is a noble family from Nevarra. As a former ruling royal house of Nevarra, the Van Markhams enjoy privileged status among the Nevarran nobility, second only to the ruling Pentaghasts.

After only four kings, Van Markham rule in Nevarra ended. The marriage of the final king's daughter to a leading Pentaghast saw the old family returned to power in Nevarra. The marriage allowed the Van Markhams to maintain their lofty status above the other noble families, and by 9:40 Dragon members of the Van Markham family vie against their Pentaghast cousins and one other to succeed the aged and childless King Markus. Other families of the Nevaran nobility, however, believe it is time for both families step aside to allow for a new ruling dynasty.

Faction Stats:
Econ 5, Manpower Blocs 139


Tevinter


The Tevinter Imperium is the longest existing human country in Thedas and is ruled by a powerful magocracy. The leaders of the Imperium are called magisters, and are led by the Imperial Archon.

In ancient times, the Imperium's power was unrivaled and its borders stretched across nearly the entire continent. In modern times, while Tevinter is a shadow of its former self in both size and power, it is still relatively powerful, and a major nation of Thedas.

Tevinter society is notoriously decadent yet also takes great pride in their history and culture. The Imperium treasures their past and preserves it, as indicated that everything they've built has been carefully preserved and renovated. Ambition and magical ability are the hallmarks of its ruling elite, the magisters. The ancient magister lords ruled the Imperium in the Circles of Magi (before their modern incarnation), maintaining a tight hold over its people through the power to infiltrate their dreams using blood magic. Though blood magic is now banned in the Imperium, mages who practice it are quietly acknowledged as the most proficient dreamers and diviners. The ban is really only paid lip service to; even the most devout mages in Tevinter know at least the basics. This circumvention is often necessary in order to simply survive the deadly rivalries and competitions for power and influence amongst the Tevinter noble families, who only ever put aside their constant bickering to unify in the event of a major crisis such as acts of sedition amongst the indentured populace.

The centuries-long war with the Qunari has taxed the Imperium significantly as resources are strained, with hundreds of refugees fleeing to the capital of Minrathous, the splendor of which is chafing greatly everywhere outside the spires that house the Imperium's Circles of Magi.

The Imperial Chantry is the main religious organization in Tevinter, replacing the abandoned worship of the Old Gods. It is more accepting of magic and allows men to join the priesthood. The Imperial Chantry accuses the Old Gods instead of ancient magisters of creating the darkspawn.

Tevinter society is highly stratified, with citizens classified into one of three levels depending on their ancestry and magical ability.

Soporati
All common citizens of the Imperium who are non-mages are considered part of the Soporati ("sleepers") social class. This is a mainly human class which is allowed to own property and serve in Tevinter's military but they have no real power in the nation's governance and are unable to attain a higher rank in the Imperial Chantry than mother or father. Often they are found to be merchants. However, when a Soporati family produces a mage child — this is greatly desired in Tevinter, unlike within the rest of Thedas — it allows them entrance into the Laetans class and thus a higher social standing. In general, the Soporati and ruling mage classes exist in a state of tension due to the inequality of their standing in the nation.

Laetans
The next highest social level is that of Laetans, who are mages born into families that had up to that point shown no magical ability or who have been mages for generations but have no link to the higher Altus or Dreamer class. One third of the Archons throughout history have been Laetans. Archon Tidarion was the first Laetan to become Archon, and the outrage that this caused among the Magisterium led to a civil war that lasted over seventy years. The magisters believed that magic was a favor of the Old Gods rather than an accident of birth, and refused to acknowledge the mage underclass of elves and newly liberated foreigners. The civil war was only ended in -620 Ancient when Archon Parthenius, former high priest of Dumat, finally admitted the Laetans to the temples and gave them three seats in the Magisterium.

Altus
Altus mages are believed to be descendents of the dreamers or magisters who possessed the ability to speak to the Old Gods in the Fade. The Old Gods are no longer objects of worship but the descendents of these powerful mages are still held in esteem and often are the most high-ranking mages in the Imperium; indeed the majority of magisters are Altus. Interestingly, there was a time in which these Altus mages were scorned for their seeming part in creating the Blights as the corruption of the Golden City transformed these mages into the first darkspawn. As a result, many such mages were slain during the period of Transfiguration when the Imperium became Andrastian. Since then, the Altus mages have returned to the upper echelon of Tevinter society

Slavery is still legal in Tevinter. Uprisings are frequent but rarely successful, as are attempts by Tevinter politicians to abolish the practice.

Slaves can technically only be freed legally before a judge, but their owner must be present to make the degree. Otherwise, slaves may also be freed by their owner's will upon their death. Regardless of their freedom, slaves can not be considered citizens of Tevinter. Those who achieve freedom are instead sectioned into another class standing known as the "Liberati". The Liberati functions as a subclass, and those within it are granted very limited rights. Liberati are able to act as an apprentice as in a trade, or join the Circle of Magi. Liberati are also able to own land and property, but are never granted the ability to join the military or have say in any form of governance.

Some individual slaves do manage to free themselves, however, and may escape Tevinter. Some freed slaves, and even current slaves, may even become mage-killers or assassins, however, which can be considered a coup to a Magister who own them.

Faction Stats:
Tevinter rulers all have a Magepower Pool

Archon

The Archon, officially the Imperial Archon, is the mage-ruler of the Tevinter Imperium. The position is usually inherited, whether through blood relation or apprenticeship of the previous Archon, but the Magisterium, the legislative body of Tevinter, has the power to elect the Archon should the need arise. Most notably, this is done in the event that an Archon passes without an appointed heir.

In ancient times, when the Imperium had expanded into most of Thedas, the one who held this office was by de facto the most powerful person in the continent.

One third of the Archons throughout history have been Laetans. Archon Tidarion was the first Laetan to become Archon, and the outrage that this caused among the Magisterium led to a civil war that lasted over seventy years. The magisters believed that magic was a favor of the Old Gods rather than an accident of birth, and refused to acknowledge the mage underclass of elves and newly liberated foreigners. The civil war was only ended in -620 Ancient when Archon Parthenius, former high priest of Dumat, finally admitted the Laetans to the temples and gave them three seats in the Magisterium.

Archons are technically part of the magisters and used to be elected from the ranks of the Magisterium but since the Black Age this practice changed and no member of the Imperial Chantry or a magister can become an Archon.

The seal of the Archon is a hooded ferryman.

Archons technically have the power to overrule laws passed by the Magisterium, but this power is exercised rarely. The Archon's most coveted power is the ability to appoint new magisters, so the ruling families actively vie for his or her favour.

The current Archon is Davos.

Faction Stats:
Econ 4, Manpower Blocs 139, Magepower Blocs 6

Important People:
Davos
Physical 1
Leadership 1
Status 3
Learning 5
Cleverness 3
Charm 2
Magic 5

House Pavis

Presently led by Halward Pavus. He is also the lord of Asariel, a holding in Tevinter. He lives with his family in Qarinus.

Halward is a highly regarded, highly respected and very traditional Imperium magister. It is mentioned that Halward had plans to marry his son Dorian off to a noble Tevinter woman to preserve the prestigious Pavus family line, and that he had expectations that Dorian failed to meet. At some point, Halward found out about his son's homosexuality and attempted to use a blood magic ritual to force his son to "do his duty", inadvertently driving Dorian away from the Pavus household

Faction Stats:
Econ 6, Manpower Blocs 106, Magepower Blocs 9

Important People:
Dorian Pavus
Heir to House Pavus, Apprentice of Gereon Alexius
Physical 1
Leadership 1
Status 3
Learning 4
Cleverness 2
Charm 3
Magic 4

House Alexius


Currently headed by Gereon Alexius. Long before he took his place in the Magisterium, Gereon made a name for himself as a magical researcher in the Circle of Minrathous. He investigated the limits of the known magical laws, pushing the boundaries of what ordinary magic could accomplish in traveling through and controlling both time and physical space. His partner for much of his academic career was Lady Livia of House Arida, who specialized in studies of the Veil.

Gereon's father ceded him his seat in the Magisterium in the hopes of spurring him to political pursuits. Magister Alexius became a tireless champion of education, criticizing his peers for pouring the Imperium's funds into the war with the Qunari at the expanse of the Circle and demanding better schooling and institutions of higher learning for the Soporati. He also married his long-time partner Livia Arida, and took a position as professor of thaumaturgy at the Minrathous Circle.

Their only son, Felix, was born a few years later, and though he showed signs of magical ability very early, it quickly became clear that his talent was limited. Gereon's father, concerned that his heir was "just barely more than a Soporati" tried to have his own grandson assassinated. Lady Livia countered her father in-law's attempt, and then had him killed to safeguard her son's future.

Though Felix lacked magical talent, he turned out to be a gifted mathematician, and his parents sent him at the University of Orlais to study with the best. Since they couldn't involve their son in their research, Gereon and Livia took in apprentices from all over Tevinter. Livia took a half dozen apprentices, scholars on the Fade and the Veil, but Geron only took one, Dorian Pavus, a gifted student of thaumaturgy from the Minrathous Circle. For the last few years, Alexius and Dorian have worked on breaking the boundaries of magic itself while Livia and her apprentices sought to determine the effects of such magic on the Veil.

Faction Stats:
Econ 4, Manpower Blocs 167, Magepower Blocs 6

Important People:
Gereon Alexius
Magister, Venatori
Physical 1
Leadership 1
Status 3
Learning 5
Cleverness 3
Charm 2
Magic 3



Orzammar

Orzammar is a thaig and one of the remaining dwarven kingdoms in Thedas. An underground metropolis, the thaig is located deep beneath the Frostback Mountains. According to legend, the thaig's name derives from one of the seven brothers who founded the dwarven empire and his descendants formed the miner caste.

According to the dwarven history, the dwarven empire once spread across all of Thedas, and that the underground city-fortresses called thaigs were almost beyond counting. Kal-Sharok was the capital then, home to all the noble houses, and Orzammar was simply the home of the miner and smith castes.

Orzammar and its sister-cities of Kal-Sharok and Kal'Hirol, are considered "great thaigs", as opposed to the numerous other thaigs as they were once the main centers of the dwarven empire.

At -1170 Ancient King Orseck Garal moved the capital of the dwarven empire to Orzammar to preside more directly over the commercial aspects of dwarven life, mining and crafting, as Orzammar was the ancestral seat of the Miner and Smith castes and because of the turmoil in the Tevinter Imperium following the death of the Archon Darinius. This sparked the development of several construction projects in the city. The most famous of which is the Stonehammer Hall and the expansion of the Proving Grounds. However some years later, the taxes drained by Orzammar from Kal-Sharok's trade profits began to grow burdensome.

Following the outbreak of the First Blight, the dwarven empire was crumbling. Paragon Aeducan assumed the leadership of Orzammar and managed to push back the darkspawn. Despite his victory, it was not enough and after the end of the First Blight the darkspawn kept pushing; by -15 Ancient, the kingdom of Orzammar was assumed to be the last one still standing. Since then, the kingdom was in a steady decline by losing most of its outlying thaigs.

House Aeducan traces its ancestry back to the Paragon Aeducan, the greatest warrior in Orzammar's history, who led the dwarven armies against the darkspawn horde during the First Blight and saving the empire from annihilation. Endrin was only the second child of King Ansgar Aeducan but became heir to the throne when he convinced his elder brother to fight in a Proving against a convicted murderer, thus resulting in his brother's death. According to Bhelen, Endrin was responsible for the poison found on the murderer's blade.

The most respected king in four generations, he restored Orzammar's contact with Kal-Sharok, the only other known great thaig to survive the First Blight

Faction Stats:
All Dwarves start with Golem units, but may not build more without rediscovering the Anvil of the Void. All Dwarves Men-at-Arms and Elite Infantry are more powerful. Dwarves receive a bonus to fighting Darkspawn
House Aeducan

House Aeducan is one of the leading and most powerful dwarven noble houses. Nine kings have risen up from its ranks, while many of whom have been recently crowned and thus maintained the whole house into royalty. The current question is of the succession of the house on the death of King Endrin, as while his eldest Trian is set to take the throne, many in the Assembly prefer the more personable and popular middle sibling, and Prince Bhelen remains the dark horse.

Faction Stats:
Econ 4, Manpower Blocs 17, During a Blight may use manpower blocs from vassals without their agreement.

Important People:
Trian Aeducan
Crown Prince of Orzammar. Eldest Child of the King
Physical 3
Leadership 4
Status 2
Learning 1
Cleverness 3
Charm 1

Bhelen Aeducan
Prince of Orzammar, Youngest Child of the King
Physical 1
Leadership 2
Status 3
Learning 1
Cleverness 4
Charm 3

The Middle Child
(9-Stat hero, you may stat as you wish.)
House Harrowmont

One of the oldest houses in Orzammar, House Harrowmont is one of House Aeducan's staunchest supporters in the form of Lord Pyral Harrowmont, a strong traditionalist and the King's Second.

Faction Stats:
Econ 4, Manpower Blocs 13

Important People:
Pyral Harrowmont
High General of Orzammar, Second to the King
Physical 2
Leadership 4
Status 3
Learning 1
Cleverness 2
Charm 2


House Branka

The newest house, and one with a living Paragon, House Branka was formed by the marriage of the former Smith-Caste Paragon Branka, inventor of smokeless coal, and the absorption of her husband Oghren's ailing House Kondrat. Branka is known as a genius, though a rather dour woman in person who fears that the squabbling houses of Orzammar cannot defeat the Darkspawn. Regardless, she is the only living Paragon in Orzammar.

Faction Stats:
Econ 6, Manpower Blocs 10
Important People:
Branka
Living Paragon, Master Smith
Physical 2
Leadership 2
Status 2
Learning 5
Cleverness 1
Charm 2

Oghren
Berserker, estranged Husband of Branka
Physical 4
Leadership 3
Status 2
Learning 1
Cleverness 1
Charm 3

House Bemot

As with several dwarven houses, House Bemot came into being when its founding member was made a Paragon. Bemot was a commoner who became both paragon and king in one vote from the Assembly. He ruled Orzammar during the Fourth Blight and disbanded the Assembly for two years, establishing the precedent that the warrior caste answers directly to the king in times of war. The heir of the deshyr of House Bemot is married to Revelka Aeducan, a member of the House Aeducan. However Revelka is at the same time a secret lover of the Proving fighter Baizyl Harrowmont.

Faction Stats:
Econ 5, Manpower Blocs 13
House Vollney

Young, controversial, and often mocked, House Vollney is the descendent of the most controversial Paragon ever raised by the assembly,known for becoming a Paragon by the narrowest margin in the history of the dwarves; one single vote, tainted with allegations of corruption and bribery. This has left them with a great chip on their shoulder, one which might press them to special heights of cunning to gain the respect they deserve. Indeed, it is rumored that they maintain close relations with the Carta and other Casteless thugs.

Faction Stats:
Econ 4, Manpower Blocs 16

Important People:
Darvianak Vollney
4 time Grand Proving Champion
Physical 4
Leadership 2
Status 3
Learning 1
Cleverness 3
Charm 1
 
Last edited:
Player List
Player List
  • Ferelden
    • House Theirin, Kings of Ferelden- @Napolean_Barca
    • House Mac Tir, Teyrn of Gwarin- @MaHaL
    • House Cousland, Teyrn of Highever
    • House Guerrin, Arl of Redcliffe and Bann of Calon- @EliudFS1
    • House Kendells, Arl of Denerim- @Archantel
    • House Howe, Arl of Amaranthine
    • House Wulff, Arl of the Western Hills
    • House Lendon, Arl of Edgehall- @Ragabash1066
    • House Bryland, Arl of South Reach
    • House Hargrave, of Dragons Peak Bannorn
    • House Eremon, of the Waking Sea Bannorn- @Desdendelle

  • Orlais
    • House Valmont of Orlais
    • House de Chalons, Duke of Verchiel- @jankmaster98
    • House de Montfort, Duke of Montfort
    • House Remache, Duke of Lydes
    • House de Ghislain, Duke of Ghislain

  • Free Marches
    • Starkhaven
    • Ostwick- @mcclay
    • Tantervale
    • Kirkwall
  • Nevarra
    • House Pentaghast- @Ceslas
    • House Van Markham
  • Orzammar
    • House Aeducan- @Treeksey
    • House Harrowmont
    • House Branka
    • House Bemot
    • House Vollney
 
Last edited:
  1. Waking Sea Bannorn
  2. Waking Sea Bannorn
  3. Waking Sea Bannorn
I heard you liked the Waking Sea, so I woke the Sea in your Waking Sea.
 
House Alexius
House Alexius But with more magic
House Alexius but with more money and magic.
 
House Lendon - Building up from a Shattered remnant is an intriguing idea, if potentially daunting
House Wulff - Crazy backwood folks, with marriage ties to the angry hill people... someone hand me a banjo
House Aeducan - Haven't played a major power prior and the dwarves are intriguing to me; add in the preexisting Grey Warden ties and I could do some left field things with them.
 
  1. House Mac Tir. Ser Cauthrien memes. Also I want to have some level of influence but I don't want to be responsible for an entire country. Besides that this is next to the Brecilian Wilds which gives me an opportunity to poke the elves along with being coastal.
  2. House Wulff. Being a southern hillbilly seems kinda cool. Also the Chasind are interesting and this deals with them most.
  3. House Van Markham. Nevarra seems cool and someone's put in for the Pentaghast's already so I won't step on toes.
 
Last edited:
1. House Therin (Ferelden) cause upstart and brash Kings are always fun to play
2. House Aeducan (Orzramar) cause DWARVES!!!
3. House Mac Tir (Ferelden) cause I just want to do my duty to serve my King and totally not betray him in another Blight.
 
Last edited:
1. House De Chalons: The Rightful Heirs of Orlais!
2. Starkhaven: What could possibly go wrong as a chief player in the Free Cities?
3. Couslands: Highever Stands tall, how far can this ancient house go?
 
I think i'll wait to make sure the Tevinters don't wake up another Archdemon this time.

Somehow I just know it's Maric's fault somehow...
 
  1. Waking Sea Bannorn
  2. Waking Sea Bannorn
  3. Waking Sea Bannorn
I heard you liked the Waking Sea, so I woke the Sea in your Waking Sea.
House Eremon of the Waking Sea
1. Nevarra-House Pentghast
2. Kirkwall
2. Ferelden-House Theirin
House Pentaghast of Nevarra
House Alexius
House Alexius But with more magic
House Alexius but with more money and magic.
House Alexius of Tevinter
1. Kirkwall
2. Howe
3. Kendalls
The Free March of Kirkwall
1 Kirkwall
2 Tantervale
3. Ostwick
The Free March of Ostwick
House Lendon - Building up from a Shattered remnant is an intriguing idea, if potentially daunting
House Wulff - Crazy backwood folks, with marriage ties to the angry hill people... someone hand me a banjo
House Aeducan - Haven't played a major power prior and the dwarves are intriguing to me; add in the preexisting Grey Warden ties and I could do some left field things with them.
House Lendon of Edgehall Bannorn
  1. House Mac Tir. Ser Cauthrien memes. Also I want to have some level of influence but I don't want to be responsible for an entire country. Besides that this is next to the Brecilian Wilds which gives me an opportunity to poke the elves along with being coastal.
  2. House Wulff. Being a southern hillbilly seems kinda cool. Also the Chasind are interesting and this deals with them most.
  3. House Van Markham. Nevarra seems cool and someone's put in for the Pentaghast's already so I won't step on toes.
House Mac Tir of the Bannorn of Gwaren
1. House Therin (Ferelden) cause upstart and brash Kings are always fun to play
2. House Aeducan (Orzramar) cause DWARVES!!!
3. House Mac Tir (Ferelden) cause I just want to do my duty to serve my King and totally not betray him in another Blight.
King Cailan Theirin of Ferelden
1. House De Chalons: The Rightful Heirs of Orlais!
2. Starkhaven: What could possibly go wrong as a chief player in the Free Cities?
3. Couslands: Highever Stands tall, how far can this ancient house go?
House de Chalons of Orlais
House Guerrin
House Howe
House Cousland
House Guerrin of Redcliffe, Rainsfere and Calorn
 
1. House Aeducan - Because who doesn't like a healthy mix of alcohol, beards, and underground cities
2. House Harrowmont - See reason 1
3. House Branka - See reason 2
 
1. Biggest shit storm possible - Zero background knowledge on dragon age, so I may as well throw myself into some sort of fight (and implode into a marvellous disaster). Preferably somewhere that the DM is familiar with, as I will have quite a few questions based on which shitstorm I end up dealing with
2. Tantervale
3. Somewhere centred around trading
 
1. Biggest shit storm possible - Zero background knowledge on dragon age, so I may as well throw myself into some sort of fight (and implode into a marvellous disaster). Preferably somewhere that the DM is familiar with, as I will have quite a few questions based on which shitstorm I end up dealing with
2. Tantervale
3. Somewhere centred around trading
Alrighty then. How about Tevinter? Giant war with the settings Ottoman-Analogues, but you're a blood wizard Harry.
 
Back
Top