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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 14, 2020 22:21:33 GMT -5
โซ โซ โฃ DRAGON AGE โฃ โซ โซ
OVERVIEW
"Blessed are they who stand before The corrupt and the wicked and do not falter. Blessed are the peacekeepers, the champions of the just."
-Canticle of Benedictions 4:10
The threat of another Blight always lingers on the edge of Thedas, like a dark cloud that refuses to dissipate. Every few hundred years, the darkspawn rise again and swarm over the lands of Thedas, nearly swallowing it in their corruption. The first Blight lasted two-hundred years before the archdemon Dumat was slain. For a time, Thedas knew peace - until another Old God was corrupted. The cycle has repeated five times, with each Blight nearly destroying all of Thedas - save the last Blight, when the Hero of Ferelden personally slew the archdemon in Denerim. It was only through the hero's actions that Ferelden - indeed, Thedas itself - was saved from another archdemon's rage.
It's been another two-hundred years since the Fifth Blight. Despite the fact that few darkspawn have been spotted recently, tensions are rising between the nations of Thedas - and between mages, templars, and the Chantry. Unbeknownst to the rest of the world, the darkspawn have been furiously searching for the next archdemon - and they've found him.
Now, in 11:22 Shadow, Lusacan has awoken.
EXPLANATION
This roleplay will follow the actions and events surrounding a small group of Grey Wardens and their close allies as they battle against the Sixth Blight. It is the duty of the Grey Wardens to unite all of Thedas to stand against the Blight - and should they fall, the darkspawn will swallow the world.
This roleplay is based in the universe featured in the Dragon Age series by Bioware. The posts below this one will explain the world and its lore.
*All credit for the artwork displayed on this page goes to its rightful owner; credit to Bioware for the Dragon Age universe and all its relevant lore.
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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 14, 2020 22:22:11 GMT -5
โซ โซ THE ROLEPLAY โซ โซ
Navigation
Below, you will find a list that will help you navigate through this page.
- title post
- navigation
- the world of Thedas
- the peoples of Thedas
- magic in Thedas
- the Chantry
- the Circle of Magi
- the old gods, the archdemon and the darkspawn
- the Grey Wardens
- the world state and the rules
- joining and the characters
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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 15, 2020 0:02:01 GMT -5
โซ โซ THE NATIONS OF THEDAS โซ โซ
The Continent
"Thedas is a continent in the southern hemisphere, and the only known continent of the Dragon Age universe, upon which all of the Dragon Age games are set. It is presumed that there are other continents, as the Qunari do not originally come from Thedas but from an unknown land across the Northern Ocean. According to some sources, humans also came from the north.
The word "Thedas" originates from Tevene, once referring to all lands beyond the Imperium and eventually, it came to encompass the entire continent. A native of Thedas is referred to as a Thedosian. South of the continent's Korcari Wilds lies the mysterious Sunless Lands." - Dragon Age Wiki
The Nations
Once, all of Thedas was controlled by one nation - the Tevinter Imperium, but as the ages passed, Thedas broke off into numerous different peoples. The nations that exist today are Orlais, Ferelden, the Anderfels, Antiva, Rivain, the Tevinter Imperium, the Qunari, Nevarra, and the Free Marches. In the following posts, you will find a description of the nations, their history, culture and geography.
โซ โซ THE NATIONS OF THEDAS โซ โซ
The Anderfels
"The Anderfels is a kingdom in northwestern Thedas. It is located north of Nevarra and Orlais and west of the Tevinter Imperium. The Anderfels is best known for being the birthplace of the Grey Wardens and the site of their headquarters, Weisshaupt Fortress.
An old name for the land of Anderfels is the Orthlands. The Anderfels was originally the western part of the Tevinter Imperium, from which it separated after a rebellion in -695 Ancient (500 TE). It was reconquered by Tevinter in -535 Ancient (660 TE). After almost 100 years of bitter war with the darkspawn during the First Blight, the order of the Grey Wardens was founded and in -305 Ancient (890 TE) Weisshaupt was built. The Blight was then slowly pushed back during the next century or so.
After the First Blight, Tevinter held on to the Anderfels for about 200 years, but abandoned it in an effort to protect central Tevinter when the Second Blight began in 1:5 Divine (1199 TE). The Anderfels was nearly destroyed by the Blight, but saved by Emperor Kordillus Drakon, starting with the lifting of the siege of Weisshaupt in 1:33 Divine, and joined to the Orlesian Empire as well as converted to the Chantry. After the death of Drakon, his successor Kordillus II could not hold the empire together and the Anderfels broke free again in 1:65 Divine. The Second Blight was ended in 1:95 Divine.
The Third Blight from 3:10 Towers to 3:25 Towers mostly maimed areas to the south and east of the Anderfels, starting in Tevinter and Orlais and ending in the Free Marches at the Battle of Hunter Fell. The Anderfels got off relatively easily. This didn't last, however.
In 5:12 Exalted, the Fourth Blight began and spread to the Anderfels; the darkspawn laid siege to Hossberg for seven years. During the fighting King Henault was killed by an ogre, causing his wife queen Mariwen to take up regency for her son, King Grivaud, who was an infant at the time. However, since most of the nobles did not support her, most power laid with the Grey Wardens, specifically Warden-Commander Uvasha. Under the leadership of their Field-Commander Garahel, the Wardens managed to break the siege, after cutting off the darkspawn's supply lines from the deep roads. After the siege was broken, Queen Mariwen pledged to continue to support the war effort, in exchange for Garahel publicly supporting her reign (and subsequently sleeping with her). The Blight was again decided elsewhere, this time in eastern Antiva in 5:24 Exalted." -The Dragon Age Wiki
For more information, please visit the Anderfels page on the wiki, here
Antiva "The Principality of Antiva or simply Antiva is a plutocratic nation in northeastern Thedas. Although it possesses few resources of its own, Antiva's location makes it a center for trade in the north. Antiva's wine trade, buoyed by its fruitful vineyards and an aggressive approach to trading practices with other nations, is one of the country's main resources, allowing for a relatively prosperous life for its citizens. Its capital is Antiva City, which lies on the middle of its coastline and is one of the wealthiest in Thedas.
Antiva is bordered by the Rialto Bay and Rivain to the East, the Tevinter Imperium to the West and the Free Marches to the South. The country enjoys a warm north-eastern climate. Much of Antiva is coastline, thus facilitating their seafaring nature. Five of their major cities are port cities, including the Antivan capital, Antiva City.
In ancient times, Beregrand, a dwarf from the kingdom of Gundaar with his impressive knowledge and skills helped the city states of Antiva to greatly expand their naval power.
Officially, the line of kings in Antiva has remained unbroken for two and a half thousand years, but the monarchy is very weak and has virtually no army. In reality, Antiva is a plutocracy: the true power conferred strictly by wealth lies in the hands of a dozen merchant princes. They are not princes in the literal sense, but heads of banks, trading companies, and vineyards, each with a personal army, and each locked in a constant struggle against all the others. They possess sufficient capital to resolve any external diplomatic quandaries with a well-aimed purse or threat of withdrawn trade.
Despite the lack of a strong military tradition, there is another reason why Antiva has rarely feared invasion: the infamous House of Crows, the most efficient, most feared, and most expensive guild of assassins in Thedas. Their fame is such that Antiva has no need of a standing army. No leader is willing to order an attack on her borders or to lead the troops due to fear of assassination. Even the Qunari leave the nation alone.
For more information, please visit the Antiva page on the wiki, here
โซ โซ THE NATIONS OF THEDAS โซ โซ
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.
When the Alamarri peoples first split from Neromenians and migrated southeast in -1220 TE, they found a new homeland and called it "Ferelden", which means "fertile valley" in their tongue. However, the fertile valley did not become a nation for another 2800 years. This period of time is littered with numerous wars the Alamarri tribes waged, both with foreign powers such as the Tevinter Imperium and Orlais, as well as their fellow tribes. During that time the Alamarri developed their own political system which remains largely intact to this day. With time, powerful nobles would turn their land into bannorns, then arlings, and finally teyrnirs. The nobles continued the Alamarri tradition of infighting and continued to fight with each other over petty and personal matters in order to gain more power. A few of the most powerful nobles put forward their bid for kingship over the Alamarri, but without success.
Then in the Exalted Age came a man named Calenhad who was born to a merchant. Through a series of events he got involved in the war for kingship, during which time he first became a servant to one of the candidates for the throne. When his master decided to use him to gain advantage against other nobles, Calenhad acted honourably; and through his actions gained respect and command of the armies of his former master. He married his master's noble daughter, and became a teyrnโand a candidate for king himself.
As he was leading his men more joined his side, for he was known to be more honourable than other true nobles. Calenhad also gained followers in the Circle of Magi, as well as the Ash Warriors. By then, the Chantry had become very popular in other lands. Calenhad gained the trust of those amongst the Alamarri who followed the faith, as he was said to be a devoted Andrastian himself.
In 5:42 Exalted a Landsmeet was called and Calenhad made an appearance with his army, including mages of the Circle, templars and the Ash Warriors. With allies at his side, Calenhad challenged the biggest threat to his rule, the most powerful nobleโSimeon, the teyrn of Denerim. Calenhad was matched in combat and wounded, but ultimately defeated Simeon. The nobles voted him king, and the fertile valley became the nation of Ferelden. Calenhad Theirin started the royal family of Theirins who sat on the Fereldan Throne for the next three centuries.
In 7:5 Storm, King Arland Theirin, who earned the reputation of a tyrant, ascended to the throne. Some banns approached Warden-Commander Sophia Dryden, who previously held a claim to the throne, to intercede, and she agreed. She violated the Grey Wardens' neutrality by gathering allies to rebel against the king. Arland discovered the plot and his forces eventually routed Sophia and her followers at Soldier's Peak, where the Wardens held out for a brief time, despite being outnumbered. After defeating the Wardens at Soldier's Peak, Arland banished them from Ferelden. The order would have no presence in Ferelden for another two centuries.
Little is known of what followed Arland's rule, as a civil war for the throne occurred soon after his death. The war lasted a decade and wiped away most records of his reign.
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.
In 9:30 Dragon, the Grey Wardens, who were allowed to return to Ferelden in 9:10 by Maric, warned that Blight was due to occur in Ferelden and gathered the King's army in hopes of stopping it in its infancy. But memories of the Orlesian occupation lingered in many Fereldan minds, especially Loghain's, who opposed inviting Orlesian forces to aid Ferelden against the Blight, but King Cailan, Maric's son, was determined to put old hatreds aside for the sake of fighting the darkspawn. It was then at that pivotal battle at the ruins of Ostagar, when Loghain abandoned Cailan and the Wardens to the darkspawn. After returning to Denerim, Loghain installed himself as regent and claimed that the Wardens were the ones who abandoned the battle. But having seized the throne so soon after Cailan's death sparked suspicions amongst some of the nobles while others swallowed the lie, sparking civil war that threatened to leave the nation vulnerable to the Blight.
However, the two newest members of the Grey Wardens managed to survive the massacre and worked to recruit an army to fight the Blight using ancient treaties signed by Orzammar, the Dalish and the Circle of Magi. Eventually, with the aid of Arl Eamon, the Wardens were able to depose Loghain during a Landsmeet and united Ferelden to stand against the Blight. The Blight soon ended with the death of the archdemon Urthemiel during the Battle of Denerim, sparing Ferelden from certain destruction.
The climate of Ferelden appears to be temperate, and Ferelden along with Thedas itself is located in the southern hemisphere.
Dividing Ferelden from Orlais to the west are the Frostback Mountains. The southeast holds the Brecilian Forest, where in 9:30 Dragon clans of Dalish elves can be found. To the far south are the forbidding forests, swamps and eventually tundra of the Korcari Wilds. To the north of the Wilds lie the Southron Hills and the Hinterlands, and the Free Marches across the sea. The central region of Ferelden contains Lake Calenhad and the Bannorn. In the far northern region are The Coastlands, which include more swamps and forests." - Dragon Age Wiki
The 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 real cities with any semblance of power 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.
During the Fifth Blight, many Fereldan refugees fled to the Free Marches.
Originally the cities that now make the Free Marches were either Planasene villages conquered by the magisters or settlements established from the grounds up by the Tevinters as the nation expanded. The settlements and villages grew into cities under Tevinter development.
Between -180 Ancient and -171 Ancient, the Alamarri led by Maferath and Andraste invaded the Tevinter Imperium, taking over their southern cities with the notable exception of Emerius, which resisted them but fell to a slave rebellion much later in -25 Ancient. The last Tevinter city to fall was Nevarra City. There, Maferath made a secret deal with Archon Hessarian, who allowed the Alamarri to keep the lands they conquered in exchange for ceasing their invasion, and the life of Andraste. However Maferath's treachery is exposed and his people abandoned him and he was killed by his own sons, who split the newly conquered lands between themselves. As the Alamarri army lost its momentum and the chieftans battled between themselves, and the Tevinter Imperium recovered from the invasion, the cities took the opportunity to break free and become independent. This state was not to last, however, as many of the cities have been taken over and made independent over again; others, such as Nevarra City expanded so much that they turned into full grown nations.
In 1:95 Divine, the last battle of the Second Blight was fought at Starkhaven with a human army led by the Wardens. Both sides suffered heavy losses, but Zazikel was finally slain by the Grey Warden Corin.
In 2:15โ2:45 Glory Starkhaven arose and prompted its king, Fyruss, in attempt to unite the Free Marches under his banner and build his own empire. In 2:80 Glory, Fyruss was betrayed by his Tevinter allies and ousted 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. The following battle for the independence of Starkhaven was short, but bloody.
In 5:12 Exalted, the Archdemon Andoral awoke triggering the Fourth Blight. The darkspawn devastate Antiva & Rivain before swarming across the Free Marches. The cities of Wycome and Kirkwall are evacuated by the Grey Wardens and Fortress Haine is rebuilt as a haven for refugees.
In 5:37 Exalted, Tylus, the first Van Markham king of Nevarra, was crowned after having claimed to be a descendant of Drakon's son, killed in Cumberland. Being a hero of the recent Fourth Blight, Tylus was able to stir nationalistic feelings in the western Free Marches against the growing power of Orlais. He proved his military might by winning several major battles against the Orlesians, with a decisive battle taking place in 5:40, establishing Nevarra as a new, growing power.
In 7:56 Storm, the Qunari landed near Ostwick and launched assaults against Starkhaven and Kirkwall. Starkhaven prevailed, but Kirkwall fell due to the magic of the Saarebas. The city remained under Qunari power until Orlesian Chevalier Ser Michel Lafaille liberated Kirkwall in 7:60 Storm. He found that most of the population was converted to the Qun. Kirkwall was incorporated into the Orlesian Empire, and Lafaille became the ruler of the city, named Viscount by the Orlesian emperor.
In 8:05 Blessed, Kirkwall rebelled against Orlesian rule and gained independence, but maintained the title of viscount as its ruler.
In 8:82 Blessed, Nevarra begins a bloody campaign of conquest within the Free Marches, encouraged by their taking of Perendale & Hasmal. They are stopped by Cade Arvale, who is named Champion of Tantervale for his deed.
In 9:21 Dragon, Viscount Perrin Threnhold attempts to expel the Templar Order from Kirkwall, killing Knight-Commander Guylian in a raid on the Templar stronghold, only to be overthrown by the Templar Knight Meredith Stannard, who was promoted to Knight-Commander soon after. With the Chantry's support, she appointed Marlowe Dumar to succeed Perrin as Viscount, but commands the true authority in the city from the Gallows." -The Dragon Age Wiki
โซ โซ THE NATIONS OF THEDAS โซ โซ
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. A citizen of Nevarra is called a Nevarran.
Nevarra was originally settled by the Planasene, a farming people with a strong culture of animist worship. Their earliest known ruler was King Damertes, a contemporary of Neromenian King Antoridus and Archon Thalsian, who are said to have lived around -1595 Ancient. Damertes' struggle against Antoridus and his deperate turn to demon worship is described in Threnodies 6 of the Chant of Light. Although Damertes successfully defended his people from the Neromenian onslaught, the Planasene were ultimately conquered by rising Tevinter in the following centuries.
Nevarra remained part of the Tevinter Imperium until around -180 Ancient when Andraste and Maferath led their armies north. The Lord of Nevarra, Hector, was one of Andraste's most loyal followers. It was from his stronghold in the city that Andraste was captured by the Imperium following Maferath's betrayal.
With Andraste gone, Maferath returned to rule over the Fereldan Valley. He dispersed the remaining lands among his three sons while giving the Dales to the elves, as promised by Andraste for their help against the Tevinters. Verald was given the lands surrounding Nevarra City. However, he was an incompetent ruler who constantly used his father's name to secure his throne. As a result, when Maferath's betrayal of Andraste was revealed in -135 Ancient Verald was forced out of the city and all of his court was killed.
Rule of the city-state changed hands several times after that so that by the Glory Age, Nevarra was lagging behind the other Marcher city-states. Many thought the best course of action would be to give Nevarra over to Orlais or one of the stronger city-states like Starkhaven. Before this came to pass, Caspar Pentaghast of Hunter Fell deposed King Ionas in 2:46 Glory and seized the throne for himself. Under his leadership, Nevarra's fortunes turned around.
In 3:25 Towers, the armies of Orlais and the Tevinter Imperium joined with the Grey Wardens to end the Third Blight. However, the victorious armies proceeded to occupy the territories they had liberated from the darkspawn. Nevarra was taken by Orlais, except for Hunter Fell which went to the Imperium, and only regained its independence in 3:65 Towers.
In 5:40 Exalted, a cadre of knights known as the Fallen held the line at the Fields of Ghislain against an Orlesian incursion, which kept King Tylus alive long enough for Nevarran forces to retreat. This act is credited as ensuring the survival of the newly carved out Nevarran nation.The Van Markhams produced three more kings. The last Van Markham king died in the Steel Age with no sons, but his daughter married a Pentaghast and the two families merged to solidify Nevarra's status as a significant power in Thedas. They have ruled Nevarra since then, under the Pentaghast name.
In 8:99 Blessed, dragons devastated the countrysides in Orlais and Nevarra, and all attempts to slay them ended in disaster. In response, Divine Faustine II abruptly named the Dragon Age, saying that it will be an age of violence and upheaval.
For more information, please visit the Nevarra page on the Dragon Age wiki, here
โซ โซ THE NATION OF THEDAS โซ โซ
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.
Two of the human tribes that arrived in Thedas, the Ciriane and Inghirsh, settled in the region that became known as Orlais and were the ancestors of modern Orlesians. The Ciriane settled in central Orlais and were loosely defined and culturally rich. The Inghirsh, who settled in northern Orlais and southern Tevinter, were easily defeated in their conflict against the Neromenians, as they were a decentralized and nomadic people. The Ciriane people, on the other hand, were largely isolated and remained a strong and distinct group until the founding of Orlais. In modern times, Ciriane culture has all but disappeared.
At the outbreak of the First Blight, the Ciriane fought besides the Tevinters and the Grey Wardens in order to defeat the Archdemon Dumat. Later on, during Andraste's Exalted March against the Imperium, she expelled the Tevinters from a large portion of Orlais. After the war in -165 Ancient, the southern Tevinter Imperium was divided between Maferath's sons, including the former lands of Inghirsh.
In 8:5 Blessed, Kirkwall rebelled against Orlais and re-gained the status of a free city. 8:24 Blessed, the Orlesian Empire under the direction of the "Mad Emperor" Reville invaded the kingdom of Ferelden. Due to the clandestine support of a number of powerful banns undermining the kingdom's defence, the Orlesian military quickly established a strong foothold and fully occupied the country by 8:44 Blessed. The war with Ferelden gave the Pentaghasts the perfect opportunity to take their revenge on Orlais. They had been biding their time since 7:97 Storm, when Emperor Etienne set aside his wife of fifteen years, Princess Sotiria Pentaghast, to marry his mistress. While most of the Orlesian army was still committed to the war in Ferelden, Nevarra declared war, promptly taking a number of cities. Though the Orlesians eventually rallied a defense, the city of Perendale was lost to the Nevarrans and never recovered. This defeat lost Emperor Reville the favor of the court, who turned to his twin brother Grand Duke Gratien instead (who had no desire to take the throne). In 8:47 Blessed, Emperor Reville had Gratien, his wife, three grown children, and all eight grandchildren murdered. The youngest, Camille, was only eight months old. Reville died after spending more than a year locked in his room, fearing retribution for his assassination of Gratien's family. In 8:96 Blessed, the young Fereldan prince Maric Theirin took over the leadership of the Fereldan Rebellion after his mother's assassination, and Emperor Florian was forced to send more chevalier legions to support the rule of his first cousin and king of Ferelden, Meghren.
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.
In the years leading up to the Mage-Templar War, many Orlesian nobles began to plot to re-conquer Ferelden after the Fifth Blight left the kingdom in a weakened state. This was against Empress Celene's wishes, who did what she could to hold the peace and bring her nobles under control. In 9:38 Dragon, unrest brews in Orlais as Grand Duke Gaspard de Chalons stirs dissent against reigning Empress Celene. Two years later, he openly moves against her, starting the War of the Lions.
Orlais is famed for its culture and extravagance. Drakon's legacy continues to heavily influence Orlesian laws and social customs.
The capital city is Val Royeaux, which boasts the University of Orlais: a major center of learning that attracts young nobles from all over Thedas with the best education one can buy. The University is a relatively modern institution, whose liberal-minded professors have already clashed with religious conservatives over the content of their classes. This is likely to become a much larger issue in the future.
The Summerday holiday is particularly holy in Orlais. This holiday celebrates the beginning of summer and on this day children who come of age wear white tunics and gowns and join a procession to the local Chantry. When they reach it, they are taught the responsibilities of being an adult. It is celebrated at the beginning of Molioris.
In their personal lives, many Orlesians favor habits such as indulging in alcohol or smoking kohl pipes (kohl is considered particularly illicit within the Circle of Magi). They also tend to prefer small "toy dogs" as companions, as opposed to the hearty Mabari wardogs favored in Ferelden." -The Dragon Age Wiki
For more information, please visit the Orlais page on the wiki, here
Par Vollen
"Par Vollen is an island noted for being the largest known home of the Qunari. It is a tropical island chain, which is covered mostly by rainforests and jungles, and located far north of Rivain in the Boeric Ocean. A primitive, yet sapient, race called the Fex has inhabited this island since before the Qunari arrived. Its largest city, and capital, is Qunandar, on the southern coast.
Some scholars believe that the first humans in Thedas came from the rainforests of Par Vollen many thousands of years ago, migrating south from the archipelago. The pyramids they built still stand to this day and are regarded by travelers to the region as true wonders.
Tevinter held a loose control over Par Vollen. However this changed in 6:30 Steel when the Qunari landed and conquered it quickly. Because of their isolation, there was little attempt to rescue the inhabitants of Par Vollen after invasion. The native humans have since then willingly converted to the Qun and live peacefully on the island. Almost immediately after conquering Par Vollen, the Qunari went to war with the rest of Thedas.
The only known inhabitants of Par Vollen are the Qunari (including converts) and the Fex, who have now assimilated completely into Qunari culture. Very few outsiders are ever permitted to visit its shores.
According to the Seer of Kont-aar, one of the few outsiders ever permitted to visit Par Vollen, it is one of the only places where it is possible to understand Qunari society in its entirety. The Qunari view their society as a single creature, a living entity whose health and well-being is the responsibility of all. Most of the Qunari outside of Par Vollen belong to the army, the physical body. The mind and soul dwell in the cities of Par Vollen." -The Dragon Age Wiki
For more information, please visit the Par Vollen page on the wiki, here
โซ โซ THE NATIONS OF THEDAS โซ โซ
Rivain
"The nation of Rivain is located in the northeastern part of Thedas.
Its capital city is Dairsmuid, which is on the southern end of the Rivain peninsula. Being a peninsula, it is almost wholly surrounded by water except for a bridge of land connecting it to neighboring Antiva.
The Rivaini have skin tones ranging from dark tan to ebony. Social standing in Rivain is often marked by tattoos and body piercings. The more elaborate one's decorations, the higher one's rank. This is often accompanied by extravagant jewelry.
The Rivaini, though possessing a currency-based economy as other nations do, place no real value on the accumulation of individual wealth and instead promote the idea of community welfare. As such, communities work together to support each other, sending supplies to other communities when needed.
Unlike the majority of peoples in Thedas, the Rivaini are not Andrastians and don't believe in the Maker. Rather, they are pantheists who believe in the Natural Order. As such, many hold to the belief that their god and the universe are the same. Though Rivain's royalty is still Andrastian, the Chantry lacks any authority beyond the capital of Dairsmuid." - Dragon Age Wiki
For more information, please visit the Rivain page on the wiki, here
The Tevinter Imperium
"Tevinter Imperium is the oldest extant human nation 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.
When humans first came to mainland Thedas, several tribes spread across Thedas, but it was the Tevinters, centered on the port-city of Minrathous, who became the most prolific. The land was at first ruled by a dynasty of kings. Circles of Magi formed in Tevinter cities as closed societies of mages, presumably to train and study their talents. They formed a council of their most talented mages, the Court of Magisters, which convened in Minrathous and decided the mandate of magic in the kingdom. In -1195 Ancient (0 TE), the premier magister lord of the Tevinter Dynasty, Archon Darinius, took power as its first Archon and founded the Imperium, establishing the magisters as its aristocracy. Darinius was the first human to successfully ally with the dwarves of Kal-Sharok and traded extensively with them. A body of dwarven representatives titled "Ambassadoria" was established during that time to advise the Tevinter leaders and manage trade relations between the Imperium and the dwarven kingdoms. The Archon Thalsian, one of the first magisters, claimed to have contacted the Old God Dumat to learn blood magic, which he used to declare himself the ruler of an empire. Thalsian established temples to worship dragons, which became a symbol of power within the Imperium. He created the "Altus" as the ruling class, also known as "The Magisters", while his pupils formed the noble houses that ruled the empire for millennia.
During its expansion, the Imperium conquered much of the land of Thedas, as far south as Ferelden and east as Rivain, subjugating the local tribes throughout with brutal force. Tevinter's focus on defeating the elven empire, however, allowed Southern tribes--notably the Inghirsh--to make incursions against the Tevinters. In its time, however, the empire's power in the region was undeniable. It commissioned the construction of the Imperial Highway to connect all lands under their rule together for the purpose of trade, but the fall of the Imperium meant the project was never completed. In 620-640 TE, a large civil war erupted when the two most influential magisters warred for the vacant Archon's throne, threatening to split the empire. Even after order was restored, it marked the decline of the Imperium's golden age.
In 800 TE, in a misguided attempt at apotheosis, a group of magisters sacrificed hundreds of slaves and used up two-thirds of the lyrium in the entire empire to physically enter the Fade using blood magic, returning as the first Darkspawn. The Archdemon Dumat led the First Blight for nearly two hundred years, ravaging the empire and shattering its power. Civil unrest added to complications until the newly founded Grey Wardens finally defeated the Darkspawn.
Their vulnerabilities exposed to the world, the severely weakened Imperium suffered the first Exalted Marches by the escaped slave Andraste and her husband Maferath who brought a barbarian army from Ferelden north to destroy the empire in 1020 TE. Slave revolts by elves enamored of Andraste's campaign exploded in cities everywhere, compounding the threat of the encroaching Fereldan armies. Finally the rebellion was put down and Andraste was publicly executed with her generals four years later. In 1035 TE, Archon Hessarian, the ruler at the time of Andraste's revolt, formally converted to the faith himself and revealed Maferath's betrayal.
In 3:87 Towers, the Imperium split from the Andrastian Chantry and formed its own Imperial Chantry under a mage, Divine Valhail. The Black Age and Exalted Age saw several Exalted Marches ordered against the Tevinter Imperium by the White Divine when tensions between the Orlesian and Imperial Chantries grew heated. In retaliation for these assaults, Tevinter refused to send aid to the other nations of Thedas against the encroaching darkspawn following the outbreak of the Fourth Blight in 5:12 Exalted." -The Dragon Age Wiki
For more information, please visit the Tevinter Imperium page on the wiki, here
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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 15, 2020 0:03:05 GMT -5
โซ โซ THE PEOPLE OF THEDAS โซ โซ
Elves "A humanoid race, elves are typically shorter than humans and have a slender, lithe build, larger eyes, and pointed ears. Long ago, the elves were the dominant race on Thedas, and their advanced civilization was based on nature, the Fade and magic. After the fall of their great city of Arlathan and the empire of Elvhenan, plunder by the Tevinter Imperium and the subsequent generations of slavery, the elves lost most of their cultural heritage and identity. They attempted to rebuild their society in the Dales, but after three centuries the Dales fell to one of the Chantry's Exalted Marches.
Since then, the elves have separated into two distinct groups: the Dalish, who choose to lead nomadic lives and strive to keep elven culture alive rather than submit, and the city elves, who live alongside humans, usually as impoverished outcasts, and have adopted many human customs. Many elves are still held as slaves within Tevinter, and many others have joined the Qunari in hopes for better lives. Overall, the elves are now a people associated with poverty, crime and barbarism, and are often used as scapegoats for humanity's difficulties. In Ancient Tevinter elves were called "rattus". Modern humans use the racial slurs "knife ears," "slant-eared" or, less cruelly, "rabbit." Though most of the elven language has been lost, they once referred to themselves as "elvhen," which means "the People".
The elves of Thedas live no longer than humans, but elven legends state that this was not always the case. Once they were an immortal race and "magic came as easily to them as breathing" with some of their spells taking years to cast and echoing for decades in an unending symphony. They lived in harmony with the natural world and worshipped a pantheon of their own gods. Their magic was able to accomplish seemingly impossible feats, such as the creation of the unique, Fade-like world of the "Crossroads" and the maintenance of the magical repository of Vir Dirthara.
Elven lore holds that the first shemlen (a term meaning "quick children" that was used by the ancient elves to describe the humans and denote their shorter lives) they encountered were tribal people who came south from Par Vollen. The ancient elves grew friendly with humans, but soon discovered that breeding with humans produced only human babies, while exposure to the "quick children" caused the elves to quicken themselves. For the first time, elves began to age and die.
Alienages are closed communities of elves living in human cities, often walled off and found in the poorest, more crime-ridden parts of the city, while elves in villages lacking alienages make their home in barns or sheds. Their inhabitants are typically impoverished and survive by taking menial and unrewarding tasks or even begging. In the most desperate cases, they might leave the alienage and enter a life of crime, or sell themselves into slavery to support their families. They can join the Chantry, such as becoming a Templar, but this is rare and racial biases usually preclude it.
Though overall treatment varies kingdom to kingdom, city elves are universally second-class citizens. Elves are, by law or prejudice, unable to join most organizations or hold decent jobs, and the law often turns a blind eye to their abuses. Slavery is still legal in the Tevinter Imperium and there's a lucrative demand for elven slaves along with servants for nobles. They are often seen as beautiful by humans despite their low status. In Ferelden, for example, the social position of elves as "Low Freemen" is comparable to that of prostitutes and criminals, though they may make a living as they can.
Having been heavily discriminated by humans for so long, most city elves try to hold onto their remaining heritage. Artifacts from Arlathan like the vhenadahl (literally, "The Tree of the People") and an abiding deep pride in their close-knit communities bolster city elves trying to make ends meet in an otherwise hostile world. As such, elves that leave the alienage and try to enter human society are heavily looked down upon as "flat ears". Families that do try to leave alienages and live among humans will most likely be forced to return because of violence against them.
Marriage is highly important for city elves; it is the rite of adulthood in elven communities and will often be prearranged in order for new blood to join an otherwise concentrated gene pool. The absolute worst thing an elf could do is marry or breed outside their race since only humans are born between elven and human unions; which is adverse for such limited communities that depends on each other and tradition for day-to-day survival.
Furthermore, their closer relationship can sometimes result in what are known as Elf-blooded children, of both human and elven parentage, though these children appear (and technically are) completely human.
Most city elves have adopted the faith of Andraste and the Maker, while some still pray to the Elven gods in secret due to the prohibition of the elven pantheon in Andrastian society.
Dalish elves seek to recover, inherit and preserve the knowledge and sacred treasures of the two fallen kingdoms. They lead nomadic lives as a means of survival, wandering throughout Thedas. Due to the numerous threats they face from Andrastian humans, the Dalish are known to be wary and apprehensive of outsiders. Their clans date back to the ruling clans of the Dales and the Dalish themselves are their descendants.
The Dalish elves and city elves in particular have a strange and bitter relationship, dating from the splitting of the People after the fall of the Dales. Some Dalish view their city brethren suspiciously and with pity as "flat-ears," culturally human elves who are no different "than their shemlen masters." To some, they are seen as having given up on and forgotten their culture, and the hope is to teach these elves their past when a new homeland is founded. Not all Dalish share this view of the city elves, however. Some Dalish also hope that the two can learn from one another once they gain an autonomous homeland.
The elven language, or Elvish, was largely lost when Elvhenan fell to civil war and its people eventually defeated and enslaved. When the elves settled their second homeland, the Dales, they aimed to restore their lost language and lore, but the Dales fell to an Exalted March. The Elvish of the Dragon Age is thus a fragmented remnant, a few words that are thrown into conversation rather than a working language used to conduct everyday life. The Dalish Elves, self-appointed custodians of the elven language and lore, use more Elvish than their City Elf brethren. Living among humans, the City Elves now retain only a few old Elvish words whose origin is almost forgotten, such as shem โ derived from shemlen, the old Elvish term for humans meaning "quickling" or "quick children," โ and hahren โ the leader of an Alienage, meaning "elder" in Elvish.
The Dalish have more of the language. They are more capable of forming whole phrases and sentences, but the language is still fragmented and largely incomplete despite their efforts. Da'len, which means "little child" and is typically used to address elves younger than oneself. Andaran atish'an, a phrase used for greeting to friends and fellow Dalish. Serannas is โthanksโ, while ma serannas is "my thanks" or "many thanks". Aneth ara is an informal greeting often used among friends. Dareth shiral is a way of saying good-bye." -The Dragon Age Wiki
For more information, please visit the wiki page on elves, here
Humans
"Humans are the most numerous, yet also the most contentious of all the races of Thedas. Only four times have they ever united beneath a single banner, the last being centuries ago. The monotheistic faith of the Chant of Light plays a major role in human society. The majority of humanity in Thedas descended from numerous human tribes.
Both the elves and the dwarves claim that there was once a time when humans did not walk the land. There is no mention of a time when the Veil didn't exist in human history. The Chantry teaches that the Maker created the Veil before He created men.
Some scholars believe that the first humans in Thedas came from the rainforests of Par Vollen many thousands of years ago, migrating south from the archipelago. The pyramids they built still stand to this day and are regarded by travelers to the region as true wonders. Elven lore also states that humans first arrived in Thedas around -3100 Ancient from Par Vollen to the north.
The first human tribe, the Neromenians, divided into various tribes to become the progenitors of many nations in Thedas. This tribe settled the entire coast along the Nocen Sea and subdivided into separate kingdoms: Qarinus, Tevinter, Neromenian, and Barindur, which ultimately united to form the Tevinter Imperium.
Humans in the lands of Tevinter used to worship a draconic pantheon of Old Gods, which are now said to slumber beneath the earth. The magister rulers of the ancient Tevinter Imperium who regularly talked to the Old Gods, engaged in a series of invasions in which they defeated the elven kingdom of Elvhenan and enslaved the race. Boosted by the sheer number of slaves, the Imperium conquered almost the entirety of Thedas in the next few centuries.
Eventually, the Imperium was challenged from the south by a barbarian uprising, the armies led by Maferath and his wife, the prophet Andraste.
Andraste brought the teachings of a new god, the Maker, and her word spread quickly. The oppressed masses of the Imperium rose up in rebellion to support the invading barbarians and eventually most of the south fell to their might. Andraste was not stopped in her Exalted March until she was betrayed by her husband: jealous of her power, Maferath turned Andraste over to the Tevinter archon and she was burned at the stake. The Chant of Light would say that the Maker turned his back on humanity when she died. He would only return and make the world into a paradise when the Chant of Light was sung from all corners of the world, and so the Chantry began to spread. The clerics of the Chantry were oppressed until the legendary emperor Drakon of Orlais converted and took up their cause, spreading the Chantry throughout all the lands that he conquered in its name. In modern times, the Chantry has spread throughout the known world, its power unquestioned even as it begins to give way to internal strife.
Despite internal strife, humans remain dominant across Thedas, with the exception of the underground kingdom of the dwarves and the Qunari islands to the north.
Humans are probably the most culturally diverse race in Thedas as they have half a dozen nations of their own, each with different customs and traditions.
The education provided to those of the Chantry appears on par with that of nobles. Templar recruits are literate and are taught history. The Chantry also produces a great deal of scholarship and research, the most notable scholar being Brother Ferdinand Genitivi.
Currently, the majority of humans in Thedas are Andrastians, though there are also significant minorities following other religions. For example, many humans in Rivain willingly converted to the Qun, and certain tribes of humans, such as the Avvar, still follow their own pantheon of gods.
Andrastians are also divided among themselves: while the nations of southern Thedas follow the Chantry led by the Divine, who is always female, in Val Royeaux, Tevinter has its own Imperial Chantry led by the Imperial Divine, who is always male, in Minrathous. The two churches are mainly separated by their views on magic and the roles of each gender: the Imperial Chantry is much more tolerant of magic (the Imperial Divine is actually a mage) and allows male priests to serve." -The Dragon Age Wiki
For more information, please visit the page on humans on the wiki, here
โซ โซ THE PEOPLE OF THEDAS โซ โซ
Dwarves "The dwarves, or dwarva, as the dwarves refer to themselves[1], are one of the major humanoid races of the Dragon Age setting. Strong, stocky, and shorter than any other humanoid race, the dwarves are skilled builders and boast a long tradition of courage and martial skill that has served them well in their millennia-long battle against the darkspawn.
They once developed a huge, great empire which spread across vast underground networks of twelve great thaigs that spanned the breadth of Thedas with its population outnumbering both the humans and the elves. However their world was all but destroyed during the First Blight, and they are now a race in decline.
The single-mindedness of the dwarves is credited for the race's survival. Their ability to dedicate their efforts to a cause helped them survive in conditions that no other race would have long been able to and gave rise to a level of technology that far surpasses anything else in Thedas.
Dwarves are known to be increasingly infertile due to their proximity to the darkspawn taint[5], a situation which has given rise to anxiety for the future of the race, as well as the invention of noble hunters to bolster the children born to noble houses.
Dwarves are responsible for introducing the common tongue, currency, trade and entertainment to humanity. They have mastered clockwork, mechanical weaponry, and limited steam power. Dwarven clockwork, while uncommon, is notable, as time-telling in Thedas is inexact.
Unlike the other races, dwarves do not naturally enter the Fade as they do not dream and lack magical ability. In fact there is no recorded exception to their inability to learn spellcasting however they are not completely barred and may enter the Fade in exceptional circumstances. This is reflected in their resistance to magic, and accounts for their high tolerance to lyrium exposure.
Due to their underground life, dwarves have developed superior vision in the dark. This ability is also shared by the elves. Furthermore, because of their hardy constitution, sickness is thought to be rare among the dwarven folk. But due to constant warfare, proximity to the darkspawn, and low fertility rates the numbers of underground dwarves decrease steadily (except during the Blights) for nearly a thousand years.
Records of early dwarven history in Orzammar's Memories go back tens of millennia. However, there are large lacunae in the records of the earliest years due to records being lost or erased. As such, the origins of the dwarves are not clear. The Primeval Thaig discovered during the Dragon Age is also of unknown chronology. The Titans and the dwarves lived together during this time but their exact relationship remains unknown. In -4600 Ancient, the elves first made contact with the dwarves and eventually the elves made war upon the titans and dwarves, killing many of the former and driving the latter underground. Between -1195 and -975 Ancient, the dwarves fought a war against an attacking force of Scaled Ones which ended with the retreat of the latter and has not been seen since. A few centuries before the First Blight in -385 Ancient, Paragon Fairel established the first surface thaig.
After humans arrived in Thedas in -3100 Ancient, the Dwarven empire expanded and worked with both men and elves. They formed an alliance with Tevinter in -1200 Ancient that still holds two millennia later. In -1170 Ancient, the capital was moved from Kal-Sharok to Orzammar and the period following this was marked by a great flourishing of art, commerce and engineering. In -975 Ancient, elves fleeing the destruction of Arlathan found temporary shelter in Cadash Thaig. This resulted in the thaig being destroyed by the dwarves of Kal-Sharok to prevent risking the alliance with Tevinter.
In -395 Ancient, the first darkspawn appeared underground, foreshadowing the First Blight. During this time, the thaigs became disconnected from each other as the Deep Roads became unsafe and occupied by the darkspawn. Paragon Aeducan rallied the dwarves out of their internal feuding and achieved the first victories, saving Orzammar. Paragon Caridin invented the golems in -255 Ancient and continued to make them until his King, Valtor, abused the process to remove political enemies. Without more golems, the dwarves could not defeat the darkspawn. Eventually Dumat was defeated with dwarven assistance in the Battle of the Silent Plains in -203 Ancient.
The dwarven social hierarchy is ruled by complex, interrelated, and rigid castes. The casteless, commonly known as "dusters" after their ghetto of Dust Town, are the lowest rung of dwarven society; outcasts in their own city, unable to take up work among the higher castes, nor to defend their honor in the Provings or fight the darkspawn to protect the city, dwarves rejected by the Stone itself. Dwarves who are exiled or born on the surface are also officially casteless - but with an increase in the number of higher-caste dwarves choosing to live on the surface, it is becoming difficult for some surface dwarves to be considered permanent exiles. The average dwarf will never see the surface, and often will have superstitious beliefs concerning surface-life (such as falling into the sky, or the sun falling to the ground).
Above the casteless are servants, artisans, miners, smiths, merchants, warriors and nobles. Among the nobles, the deshyrs are a group of dwarves who participate in the Assembly on behalf of their house. While it is possible for some dwarves to better their family's station by performing great deeds and/or siring children with higher-caste dwarves, these remain rare and difficult circumstances. Lower-caste dwarves who rise in caste are generally considered "upjumped" by the highest castes. In dwarven society, children inherit the caste of their same-sex parent; should a son be born, he would inherit his father's caste, or his father's lack of caste, should that be the case.
It is also known that slavery existed in the times of the ancient dwarven empire.
Monarchy is the dwarven standard of government, but heredity tends to be a weak factor in determining who sits on the throne when the time comes for a new ruler. While a king may propose his heir to the throne, the next ruler is ultimately determined in the Assembly by a vote of the deshyrs.
Unlike many other cultures in Thedas, dwarves do not worship anthropomorphic gods. Instead, their philosophy promotes personal excellence and an almost intimate tie to the Stone that houses them. Referring reverentially to "the Stone", the dwarves speak of it as being alive. They are the Stone's children; they respect her, they fear her, they cherish her, and they give thanks to her for protecting them and providing them with her bounty. This religion has been practiced for two thousand years by the dwarves.
Their other cultural beliefs are more akin to ancestor worship. Dwarves who lead a strong and noble life are said to strengthen the Stone when they die, becoming one of the Ancestors. Those who are ignoble or disgraced would weaken the Stone and are therefore rejected by it for all eternity. Surface dwarves and casteless are believed to be rejected by the Stone.
Every once in a while, a dwarf is declared by the Assembly to be particularly noble. If the required motion is passed in the Assembly, these dwarves become Paragons and are revered during their lives as living Ancestors. When a dwarf achieves Paragon status, a noble house bearing their name is established. The deeds of a Paragon are carefully recorded in the Memories, records of lineage and deeds that help determine what caste a dwarf is born into. The word of a Paragon is held in such esteem that you can surpass even the king's word. Furthermore, a dwarf can be declared as a Paragon even posthumously." -The Dragon Age Wiki
For more information, please visit the page on dwarves on the wiki, here
Qunari "The Qunari (literally, "People of the Qun") is the umbrella term most commonly used to describe the white-haired metallic-skinned race of large humanoids and their society that governs the islands of Par Vollen and Seheron, as well as the settlement of Kont-aar in northern Rivain, and Qundalon in the Anderfels.
Members of any race who adhere to the teachings of the Qun can become "Qunari", but those other than the original giant race, that is humans, elves, and dwarves, are called Viddathari within the Qun. Humans of Rivain and elven slaves of Tevinter are especially susceptible to conversion, although it is not unknown for members of other groups to embrace the Qun.
Qunari are generally taller and more physically robust than humans. They usually have skin of varying metallic colors (such as gold, bronze, and silver), white hair, pointed ears, and vivid eyes with colors like violet, red, silver, or yellow.
Most Qunari have horns. The horn itself has no nerve endings and can be removed; however, they can still become irritated, thus the Qunari have developed balm. Hornlessness is a rare genetic variation in Qunari, akin to red hair in humans. Those born without horns are considered special and are often given prestigious roles in Qunari society such as a Ben-Hassrath or an envoy to the other races. Culturally, Qunari associate not having horns with being imposing or scary, and because of this Tal-Vashoth often decide to remove their own horns. Likewise, Saarebas, the Qunari mages, have their horns removed to warn of their danger.
Before their arrival in Thedas, the aforementioned race were once a part of the kossith that predated the Qun. The earliest known kossith contact with Thedas was when a colony of them had settled in the southern Korcari Wilds in -410 Ancient. It was overrun by darkspawn during the First Blight, and it is presumably this colony which led to the darkspawn developing ogres. There were no other recorded sightings of the horned race for another 1000 years.
They returned as the Qunari, and arrived in Thedas en masse on warships, called dreadnoughts, in 6:30 Steel, from an unknown eastern land across the Northern Ocean. They once threatened to conquer all of the known world, but after several Exalted Marches during the Qunari Wars they have lost much of the conquered land. Since then, peace has been made since with every nation except the Tevinter Imperium; with whom they are still involved in a prolonged war for dominance of the north.
The Qun is the religion of the Qunari founded under the Ashkaari Koslun, though it is closer to a philosophy than a full-fledged religion. It governs every part of Qunari life, and even the governance structure is dictated by its ethics. It gives every Qunari individual a defined and fixed place in their society, either as a soldier (part of the body), a craftsman (part of the mind) or a priest (part of the soul).
The "body" is represented by the Arishok and the military, the "mind" by the Arigena and the craftsmen, and the "soul" by the Ariqun and the priests. The Arishok is always male and leads the armies, the Arigena is always female and leads the craftsmen, whilst the Ariqun, whose gender varies, leads the priesthood. All three are the head of their respective "paths" and work in unison to complete the whole of Qunari society.
Duty is paramount in Qunari culture, and their society is seen as a living entity, whose well-being is the responsibility of all. Each person is like a drop of blood in the veins of the being, and they must not do what is best for them, but what is best for all.
The Qunari do not have a concept of personal identity. While they possess names, they do not use them, primarily using titles rather than names to identify and present themselves. The names are in fact simply strings of genealogical information used only by the Tamassrans for record-keeping. Some of the name-titles include Sten, Arishok, and Tallis. However, they do make frequent use of nicknames.
Qunari have no "family units": they do not marry, choose partners, or even know to whom they are related. A father's role ends at conception, a mother's ends at birth. A Qunari's "family" consists of his or her peers.
Qunari usually do not associate mating with love. They do have the capacity to love, even having friends and forming emotional bonds with one another; however, they simply do not have sexual intercourse with each other to express it. If they do, then they are sent to be re-educated by the Ben-Hassrath. If a child is produced, the same thing happens as with all other Qunari children: it is sent to be raised by the Tamassrans, evaluated, and assigned a job. Qunari do not waste resources unnecessarily, people included." -The Dragon Age Wiki
For more information, please visit the page on the Qunari on the wiki, here
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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 15, 2020 0:03:44 GMT -5
โซ โซ MAGIC IN THEDAS โซ โซ
Magic "In Thedas, magic is a natural physical phenomenon such as gravity or magnetism. Some people are born with the ability to interact with, control, and shape it. The Tevinter Imperium even had mage genealogies of all families that would produce children with magical talent. Eventually, several social classes of mages were established in Tevinter, from the "Altus" (magisters), mages who had a long lineage of magic in their bloodlines, to the "Laetan" - mages with no family history of magic use.
Conventional magic originates from the Fade, the realm where spirits dwell and where humans, qunari, and elves visit when they dream. For non-mages, entering the Fade while dreaming is a fleeting experience; but for mages, they are fully conscious during the entire incident. Mana is a measurement of one's ability to channel energy from the Fade, and this energy is expended in the practice of magic. Just as the Fade can be reshaped by those who have grasped its nature, so can the world of Thedas be manipulated by magic via willing things into being. The ability of a living being to expend mana is what defines a mage.
The act of drawing power from the Fade can draw the attention of the spiritual beings on the other side of the Veil, leading to an increased risk of demonic possession if the mages are not vigilant enough. A possessed mage becomes a distortion of his or her former self, a twisted monster known as an abomination that has enough power to wipe entire villages off the map. It is for this reason that a mage must have enough willpower to master their magic so they can resist demons while they are "awake" in the Fade.
With the proper training, mages are capable of manipulating the basic elements, such as conjuring gouts of flame and small, localized ice and electrical storms. There are also spells that allow for the temporary reanimation of corpses and the draining of an opponent's life-force. More altruistic mages can use their powers to help and heal, or summon benevolent spirits in times of need. Though they are often ostracized to the point of persecution, mages are key for everyday life in Thedas. They serve as its healers, scholars, scientists, and weapons of war.
Spirit mediums are called the mages who possess the rare talent of detecting and communicating with demons and spirits. Rhys is known to be a spirit medium.
There are limitations to the application of magic, however. Teleportation, resurrection (under normal circumstances) and physically entering the Fade (in the absence of a great deal of lyrium and potentially the aid of blood magic) are not possible. Magic also cannot prevent a potentially fatal incident such as falling from a building. Furthermore, the powers of a mage require a direct line of sight to a target, and have a limited range.
There are two schools of magic that bear no connection to the Fade: blood magic, which draws power directly from blood, and blight magic, which is driven by the taint.
A mage uses magic by tapping into the power of the Fade to essentially question reality, rendering it mutable and able to be reshaped. To this end, templars are the ideal foils for mages, having been trained specifically to counter and "deny" magic. This is done by a unique method of reinforcing the reality and immutability of the world. Like a door being slammed in the mage's face, magical effects dissipate and the mage is unable to reshape a suddenly stubborn world. From a mage's perspective it appears to be less spell interruption and more a templar reinforcing a reality in which that spell cannot be cast in the first place.
No one knows who first discovered magic, but it has been a part of the world of Thedas for as long as people can remember. From the elves of Arlathan to the mages of Tevinter, both humans and elves have been known to wield magic." - The Dragon Age Wiki
For more information about magic, please visit the wiki, here
The Fade
"The Fade, known by the Dalish--and some humans--as the Beyond, is a metaphysical realm that is tied to Thedas and separated by the Veil.
According to the Chantry, the Fade is a realm of primeval matter from which the Maker formed the physical world and all living beings. It is sometimes compared to a well of souls, with lyrium being its "emerald waters." It was the first realm created by the Maker, populated with spirits, the first of the Maker's "children." Growing unsatisfied with them (as what they created was "fleeting, ever-changing"), he then created Thedas, separated from the Fade by the Veil and populated by mortal creatures. Many spirits grew jealous of these new children, and became what mortals call demons, craving and/or emulating their basest desires and sins.
The Chant of Light states that the Black City was originally the Golden City, seat of the Maker. An attempt by Tevinter magisters to physically enter the city blackened it with their prideful ambition, and their punishment was to be cast down as the first of the darkspawn, commencing the First Blight. When the Chant of Light spreads to all corners of the world, the Maker will forgive mankind and return, restoring the Golden City.
The substance of the Fade is sometimes referred to as the "ether".
In its raw form, the Fade is a twisted, frightening world of dark rock and raw lyrium veins where it is always night and gravity affects nothing equally. Gaps between dreams are such void places.
An island with the Black City, a shadowy metropolis with twisted spires seems to be the only constant feature of the Fade, always on the horizon. No one has managed to reach it since over-ambitious mages physically invaded the Fade in -395 Ancient. Even the most powerful demons keep their distance.
The Fade may appear as something else entirely when shaped by dreams. Much of the Fade is split up into fiefs or demesnes belonging to the spirits or demons that live there, and they change the landscape of the Fade to emulate what they see in the minds of mortal dreamers. They copy locations, objects, people and concepts of the real world, often in a cruel or confusing way. These copies are nowhere near consistent, and fluctuate according to the movement of the dreamers. Spirits whose realms are flocked with visitors rise to rule great portions of the Fade, while memories and concepts forgotten in the real world slowly drift away back into the ether, the spirits who ruled them losing all potency.
According to Solas, spirits and demons are more alike than most people realize. They are, in fact, often the mirror image of the same being, with spirits unwillingly brought across the Veil by mages having their purposes perverted and becoming demons. The Fade, known by the Dalish--and some humans--as the Beyond, is a metaphysical realm that is tied to Thedas and separated by the Veil.
According to the Chantry, the Fade is a realm of primeval matter from which the Maker formed the physical world and all living beings. It is sometimes compared to a well of souls, with lyrium being its "emerald waters." It was the first realm created by the Maker, populated with spirits, the first of the Maker's "children." Growing unsatisfied with them (as what they created was "fleeting, ever-changing"), he then created Thedas, separated from the Fade by the Veil and populated by mortal creatures. Many spirits grew jealous of these new children, and became what mortals call demons, craving and/or emulating their basest desires and sins.
The Chant of Light states that the Black City was originally the Golden City, seat of the Maker. An attempt by Tevinter magisters to physically enter the city blackened it with their prideful ambition, and their punishment was to be cast down as the first of the darkspawn, commencing the First Blight. When the Chant of Light spreads to all corners of the world, the Maker will forgive mankind and return, restoring the Golden City.
The Dalish refer to the Fade as the Beyond and believe that it is a holy place that was once the home of the gods. They also tell that following Fen'Harel's deception before the fall of Arlathan, the gods now lie imprisoned in the Eternal City at the heart of the Fade while the Dread Wolf roams, gleefully feasting on the souls of the dead. Ancient elves also called the act of creating the Veil "holding back the sky". Thus they called the Fade "the sky".
Ancient Tevinters believed that the Fade was the realm of their Old Gods, and the Golden City was the center of the deities' power.
The substance of the Fade is sometimes referred to as the "ether".
In its raw form, the Fade is a twisted, frightening world of dark rock and raw lyrium veins where it is always night and gravity affects nothing equally. Gaps between dreams are such void places.
An island with the Black City, a shadowy metropolis with twisted spires seems to be the only constant feature of the Fade, always on the horizon. No one has managed to reach it since over-ambitious mages physically invaded the Fade in -395 Ancient. Even the most powerful demons keep their distance.
The Fade may appear as something else entirely when shaped by dreams. Much of the Fade is split up into fiefs or demesnes belonging to the spirits or demons that live there, and they change the landscape of the Fade to emulate what they see in the minds of mortal dreamers. They copy locations, objects, people and concepts of the real world, often in a cruel or confusing way. These copies are nowhere near consistent, and fluctuate according to the movement of the dreamers. Spirits whose realms are flocked with visitors rise to rule great portions of the Fade, while memories and concepts forgotten in the real world slowly drift away back into the ether, the spirits who ruled them losing all potency.
According to Solas, spirits and demons are more alike than most people realize. They are, in fact, often the mirror image of the same being, with spirits unwillingly brought across the Veil by mages having their purposes perverted and becoming demons.
Mages in the Fade can find and communicate with other visitors.
People of Thedas visit the Fade mentally when they dream, even though they do not remember the time spent there. The notable exception are the dwarves, who do not dream. The Qunari also claim that they do not dream as humans and elves do. Entering the Fade is forbidden according to the Qun, and the Qunari are rarely encountered there, but evidence suggests that at least some of them do dream.
Mages tap into the Fade when they cast spells and are able to remain conscious while traveling there. Members of the Circle frequently visit the Fade with the aid of lyrium - in particular during the rite of Harrowing, in which an apprentice is pitted against a demon and ultimately either put to death as an abomination or promoted to full mage status. Dreamers are capable of entering the Fade at will. Mages are also able to bring other individuals into the Fade, including dwarves and golems.
Belief and willpower are paramount in the Fade. Everything that exists there exists by expression of thought and reflects expectations of the dreamer. People dream of their loved ones in the Fade because the spirits there recognize the bond between souls, and that bond has power in dreams. An individual expecting to see a demon rather than a spirit will see one if they allow preconceptions to cloud their view of the dream world. A doorway in the Fade is simply a transition - it could be used to reach almost anywhere one desired.
Magic use is possible in the Fade, though spells work unpredictably there as magic does not follow natural rules. Even though a mage cannot change every aspect of the Fade (Dreamer mages have greater capabilities in this respect), they can draw unprecedented power from it while sleeping. Similarly, even non-mages may instinctively shape the Fade in small ways: armoring and arming themselves with weapons able to cut even in dreams.
Fade visitors often speak of its shifting "paths" that can not be charted or secured but can be traversed with a guide, be it a wisp, spirits, a ghost, two legendary ravens called Fear and Deceit or even the "master-scryer" Falon'Din of the Elven pantheon. Familiarity with shape allows the Forbidden Ones to travel paths unaided.
Every living being in Thedas enters the Fade when their spirit leaves their body after death. Fade spirits such as Justice claim that the souls of the dead pass to the Fade, but are uncertain of their subsequent fate.
The Dalish elves believe that in the time of Arlathan their ancestors did not die, but rather entered a dream-like stated called uthenera, in which their souls wandered the Fade, accompanied by Falon'Din and Dirthamen. They would learn the secrets of dreams, and some would return to the People with newfound knowledge.
The Chantry holds that when a person dies, their soul passes through the Fade to the afterlife and the Maker's side. Those who have turned away from the Maker enter the Fade and are lost, returning to the ether from which they were formed ("to the Void"). They are stuck in the Fade and doomed to wander endlessly. Some verses of the Chant of Light hint at reincarnation โ or even of life after death, as the Cult of Spirits suggests." - The Dragon Age Wiki
For more information, please visit the page on the Fade on the wiki, here
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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 15, 2020 0:04:35 GMT -5
โซ โซ RELIGION IN THEDAS โซ โซ
The Chantry "The Chantry is the dominant religious organization in Thedas. It is based on the Chant of Light, a series of teachings written by Andraste, the prophet of the Maker, and was founded by Kordillus Drakon, the first emperor of Orlais. The Chantry's followers are known as Andrastians. "Chantric" is also an acceptable adjective to refer to something or someone that is of the Chantry religion.
The Chantry's goal is to spread the Chant of Light to all four corners of the world and to all races. The view of the Chantry on non-humans is that they need savingโthey have turned even further from the Maker's grace than humanity hasโa view that has lead to much of humanity to look down on them. There are no known Andrastian Qunari. The elves worshipped, and in some cases still worship, the Elven pantheon, and dwarves venerate the Stone. Once all peoples have accepted the Chant and practice its teachings, the Maker will return and restore the world to its former glory. As such, Andrastian religion in Thedas can be described as deistic in that the Maker abandoned the world, and he will not heed prayer or perform any other function until his favor is regained.
The Chantry calendar is used everywhere in Thedas, save for the Imperium, and is the source of the names of the Ages.
The Chantry originated as one of the many cults emerging upon the legend of Andrasteโs martyrdom. Known as the Cult of the Maker, it was without central leadership[3] and its followers were oppressed. The clerics had to hide their lore from Tevinter magisters by way of ciphers and encoded scrolls. In -130 Ancient, cult practitioners organized Andraste's teachings into hymns, creating the Chant of Light and the cult popularity spread.
The cult remained fragmented until it was formalized into the Chantry by Kordillus Drakon, the first Emperor of the newly formed Orlesian Empire, in -3 Ancient. Drakon established Andrastianism as the national religion and was himself a fervent believer in the Maker. Three years later the first Divine, Justinia I, was declared. Drakon's military successes during the Second Blight significantly expanded the borders of Orlais, and soon after, the conquered lands converted to the faith. While these lands would later liberate themselves from Orlesian rule following Drakon's death, the Chantry's practice remained.
The Nevarran Accord signed in 1:20 Divine brought the Inquisition and the newly created Circles of Magi under the Chantry's authority. The Inquisition divided into two new orders: the Templar Order, charged with looking over the Circle and hunting apostates and maleficars, and the Seekers of Truth, overseers of the templars and special agents of the Divine.
The Antivan Crows started as an arm of the Chantry. In the hills north of Treviso, an order of monks used the herbs grown in the gardens of their abbey to oppose the rule of a despotic duke in the only manner the monks could.
During the Towers Age there was debate in the Chantry over whether Andraste was truly divine. It was largely the Imperial Chantry's belief that she was not divine that led to the schism in the Chantry and the eventual founding of the Imperial Chantry as a separate religion in 3:87 Towers.
With so much influence over the people, the Chantry can exert considerable political pressure on the ruling classes in many areas of concern. In extraordinary times, and in deference to Andraste, the Divine may also be moved to declare an Exalted March. These religious crusades have mobilized armies of thousands to destroy the heretical enemies of the Maker. The first March after Andraste's death was against the elves of the Dales. The next four were against Tevinter, and the most recent were against the Qunari. Tevinter also took part in the latest march.
The Chantry's faith is rooted in four core principles:
1. Magic is a corrupting influence in the world. 2. Humankind's sin of pride destroyed the Golden City and created the darkspawn, terrible embodiment of that sin. 3. Andraste was the bride of the Maker, a prophet and martyr whose ultimate sacrifice must be remembered and honored. 4. Humankind has sinned and must seek penance to earn the Maker's forgiveness. When all people unite to praise the Maker, he will return to the world and make it a paradise.
Until the Maker's return, the faithful believe that the Maker watches, a patient observer rather than an absent god. They do not believe the Maker will perform miracles on their behalf, but he will shed a tear for the suffering of those who do not deserve it. The Chantry's interpretation of Andraste's teachings emphasizes death, guilt, and the difference among races and genders.
The sun represents the fundamental goal of the Chantry: if all lands under the sun raise their voices in the Chant, then the Maker's eye will turn back to his Children.
Fire is a symbol of purity in the Chantry, following the example of Andraste, who was cleansed of her sins as she burned at the stake. Each temple maintains a brazier lit with eternal flame in her memory; the most famous of these is the Holy Brazier at the Grand Cathedral in Val Royeaux. Chantry members may also ritually burn themselves, passing their hand over flame or burning a paper upon which their sins are written. In extreme cases, the faithful may undergo branding or self-immolation." - The Dragon Age Wiki
For more information about the Chantry, please visit the wiki, here
Chantry Hierarchy
"The actual priesthood of the Chantry is made up entirely of human women, as official Chantry doctrine stating that elves and dwarves are further from the Maker than humanity, and the Chant holding that men are more vulnerable to anger or passion. At the head of the Chantry is the Divine, who leads from her seat in the Grand Cathedral of Val Royeaux. Below her are the left and right hands of the divine. These are her personal agents and act as her voice if she is not otherwise present. Below them are the Grand Clerics who are the Chantry's highest authority in a country or a region. After a Divine dies, Grand Clerics are required to travel to Val Royeaux for the Grand Consensus, a meeting where Chantry leadership unanimously elect the new leader of the Chantry. Beneath the Grand Clerics are the mothers, who are responsible for administering to the spiritual well-being of their flock. If a mother is in charge of a local Chantry, she is called a Revered Mother. Beneath mothers are the brothers and sisters, consisting of three main groups: affirmed, initiates, and clerics. Brother is the only rank that men are allowed to have. The initiates take vows and receive an academic education. Those who seek to become templars receive a martial education in addition. Clerics are the scholars of the Chantry and the most senior of them receive the title of "elder," which is, however, beneath that of mother.
Men are only able to become true priests in the Imperial Chantry of the Tevinter Imperium; in the rest of Thedas they are judged by the betrayal of Maferath and found too passionate to lead in matters of spirit. Nevertheless, male members of the Chantry can and do play a vital role in its workings.
Though men are generally assumed to be merely templars, chanters or scholars, they also comprise an "invisible army" that keeps the Chantry fed and in good repair, and also sees to the physical well-being of Andrastian faithful. Furthermore, the male role of High Chancellor is one that works directly alongside the Divine and is in many ways her administrator and public gatekeeper. In this way, the Chantry's male acolytes allow their female counterparts to guide the souls of Thedas while seeing to it that small but vital services are rendered to their material lives." - The Dragon Age Wiki
For more information, please visit the page on the Chantry on the wiki, here
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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 15, 2020 0:05:08 GMT -5
โซ โซ THE CIRCLE OF MAGI โซ โซ
The Circle "The Circle of Magi is the dominant organization for the training of mages within nations of Thedas. In the south, it had traditionally been governed and monitored by the Chantry, and also guarded and supervised by the Templar Order. In the Tevinter Imperium, they are governed by high ranking Magisters who utilize the Imperial Templar Order.
The Circle is allowed to take any child (usually age six to twelve) from their families as soon as they show signs of magical ability, including those from royals and nobility. As such, they are taken from their families while still children, and highborn children who are able to use magic will lose all claims to their family's estates and titles when they are taken.
Upon joining a Circle, mages undergo a process as apprentices of having a few drops of their blood taken by the First Enchanter and placed in a phylactery. This ensures the mages' compliance and the ability to track down any mage who decides to run away, since a templar can track anyone through their blood.
If a mage has deliberately caused harm or death to others, it is customary to imprison them when they are first brought to the Circle until an inquiry is made. The investigating templars will determine whether the mage will be made Tranquil, killed, or released to be trained under supervision.
The child is then raised and trained by the Circle until they reach adulthood, at which time they must either undergo the Harrowing or be made Tranquil. In contrast, attendance at a Circle in Tevinter is not mandatory, but a privilege. Tevinter Circles of Magi are prestigious academies, not mage prisons.
The Circles, as Circle fortresses are called, tend to be located in remote and difficult to reach areas, but the Formari have outposts in major cities for the purpose of trade.
The Circle maintains a neutrality policy, since the Chantry might take action against them if they regularly became involved in conflict (a Blight is perhaps the sole exception to this rule). Nonetheless, it isn't unusual to see the Circle ignore at least one or two mages serving either side of a dispute, either as a courtesy or as a way of not creating too much enmity against the Circle on either side.The College of Magi, a council of First Enchanters from all the Circles in Thedas (excluding Tevinter), routinely convenes in the city of Cumberland, Nevarra to discuss Circle policy and to elect a new Grand Enchanter.
The Circle has a very mixed reception among mages and non-mages alike. Despite the restrictions imposed on its members, it is not a system of slavery, and mages themselvesโwhile not "free"โare not owned by the Chantry and not forced into servitude on its behalf. Nevertheless, due to the limitations on personal freedoms, such as the confinement of the mages in a Circle fortress indefinitely, the Circle is tantamount to a prison. By law each Circle is supposed to respect certain rights of the mages. Ambiguity or inadequacy in regulations, however, such as a weak First Enchanter failing to advocate a Circle's rights or the local templars' or priesthoods' penchant for corruption and abuse, can affect how much these laws will be respected.
The daily life of a Circle mage varies by fortress. Many mages come into the Circle with basically nothing since typically, they must leave behind all personal possessions from their previous life. Instead, the Circle provides for the new apprentices with standard issue robes, education, and room and board- the quality of which may vary. In the Kirkwall Circle, some mages, driven mad by their confinement, attempt to end their misery by jumping to their deaths. The Fereldan Circle allowed its inhabitants a weekly period of supervised outdoor exercise, until one mage used the time to stage an escape attempt. Those relatively humane conditions can be sharply contrasted by the Kirkwall Circle, where the Templars are heavily implied to sexually abuse mages and Tranquils.
The apprentices of all Circles, though, live communally and are taught by the Enchanters in small classes. They are allowed no contact with their families or anyone from outside with the exception of mail privileges. They pass the days studying and researching the different schools of magic and alchemy.
The Circle's livelihood is maintained by the selling of Formari goods or magical services they are allowed to provide. The prices of these goods and services are decided by the regional First Enchanter who handles the commerce and finances of the Circle fortress.
Romantic unions with mages are discouraged by the Chantry, but that doesn't stop the mages of a Circle from carrying love affairs in secret. Should such an affair produce children, any child born to a Circle mage belongs to the Chantry. Should that child be born a mage, as is in the case of Rhys, the child would be sent to a Circle different than that of their parents. The Chantry goes to great lengths to prevent mages from having family bonds within the same Circle. Romantic relationships between mages and Templars are explicitly forbidden, but are still known to occur. Tevinter does not work in such way, since family ties and magic are intertwined. Nevertheless, there is a pecking order in Tevinter Circles as one's social status is dependent mainly on belonging to the noble class and secondly accolades granted by one's magical talent.
Some consider the imprisoning of mages to the Circle of Magi unjust persecution and infringements of the mages' Maker given rights; others believe they are necessary sacrifices to protect.
The Tranquil are mages who went through the Rite of Tranquility and belong to the Formari of the Circle. The Rite cuts off the connection to the Fade, and the Tranquil can no longer dream nor draw on the Fade to perform magic. As a side effect, their emotional center is utterly removed, which makes them undesirable to be possessed by demons in the first place. Until 9:40 Dragon, the Tranquil were widely believed to be immune to demonic possession." - The Dragon Age Wiki
For more information, please visit the page on the Circle on the wiki, here
The Templars
"The Templar Order is a military order of the Chantry that hunts abominations, apostates, and maleficar and watches over the mages from the Circle of Magi. Templars are officially deemed a force of defenders by the Chantry. Their advocates claim they are saviors, holy warriors, protectors of the innocent, and champions of all that is good. Others see them as symbols of the Chantry's control over magic with a religious fervor that inspires absolute devotion to their mandate rather than moral principles. Their roles are to protect the communities of the faithful from magical threats, protect mages from themselves or the populace, and subdue any who refuse to submit to the authority of the Circle.
Most people don't remember the Templar Order as it once was. In the days when the Chantry was still young, templars were known as the Inquisition and combed the land in search of all dangers to humanityโwhether they came in the form of blood mages, abominations, cultists or heretics. It was a dark and terrifying time in the history of Thedas, and one that only ended when the Chantry convinced the Inquisition to unite under the banner of their common faith. This agreement, the Nevarran Accord, was struck in 1:20 Divine. The Inquisition was then divided in two groups: the Seekers of Truth and the Templar Order with the purpose of the Order becoming that of guardian and warden rather than hunter.
Templars are considered by the common folk to be the saviors and holy warriors of Thedas, protecting the world from the dangers of magic unchecked. As the Chantryโs military arm, they are recruited primarily for their martial skill and religious dedication to the Maker. Given the difficult choices templars must make in the course of their duty, they must be unswervingly loyal to the Order and maintain an emotional distance from the plight of their charges. It is said that a templarโs obedience is more important to the Chantry than his or her moral center.
Templars go through a rigorous process of recruitment and training, sometimes in monastic refuges segregated from everyday society. While the majority of their members are male, some female templars do exist, having chosen to serve the Maker as a defender of the faith rather than a spiritual guide for the community. Templars take vows upon knighthood, but these do not include vows of chastity (although some elect to take those as well). Templars are nevertheless discouraged from marrying or raising children since it is impractical to live apart from ones' dependents. Such unions are occasionally permitted, provided that the templar's spouse has his or her own means of support, for example, owning land or a title. A templar marrying another templar or a mage within the same Circle would be considered fraternization within the ranks and would seldom receive permission.
Prior to taking their vows templar recruits undergo a vigil. After the vigil, the knight's life is changed. The templar is given a philterโtheir first draught of lyriumโand its power. The Templar Order dictates that templars are not to seek wealth or acknowledgement. Their lives belong to the Maker and the path they have chosen.
Non-human recruits such as elves are not barred from joining the templars, but are not common in their ranks.
Templars are sworn to protect the world from the dangers of magic, but they also protect mages from the outside world, a world that fears these magic users for very good reasons. Outside the Circles, templars are responsible for hunting malificar, apostates, abominations, and demons. In addition, templars are responsible for seeking out mages newly come into their power to bring them into the Circle. Inevitably, the Order must also pursue mages who escape the Circle but typically can track the fugitives using a phylactery of blood from their quarry.
Within the Circles, it is the templars' place to watch their charges for signs of weakness or corruption and, should they find it, to act without hesitation for the good of all. One of the Order's most important duties occurs during a mage's Harrowing. During this ritual, a templar watches over the body of the mage, ready to kill them if demonic possession occurs.
In the extreme event that an entire Circle of mages becomes corrupted, templars can request the Right of Annulment from a Grand Cleric, which authorizes them to purge all of the mages in that Circle. This is meant to be used in the event that total chaos has been unleashed by the mages, with no chance that anyone in the Circle can be saved. The considerable power the Order holds over mages occasionally leads to charges of tyranny and abuse, since the balance between protection and oppression of the mages is precarious. Nevertheless, according to the Chantry, this is the price that must be paid for the security the templars offer.
Templars are the ideal foils for mages, having been trained specifically to counter and deny magic.[14] This is done by a unique method of reinforcing the reality and immutability of the world. When a mageโor a demonโseeks to work magic, they tap into the Fade in order to reshape reality. A templar's ability "declare the world real" and closes off a mage's access to the Fade. Magical effects dissipate and the mage is unable to reshape a suddenly stubborn world. From a mage's perspective, templars reinforce reality, making it so that spells cannot be cast in the first place. The Seekers of Truth share these powers, and some believe their abilities to be gifts from the Maker.
Templar abilities to dispel magic and inhibit spellcasting, as well as develop a considerable immunity to magic, come primarily through ingesting lyrium. The lyrium is prepared by philtersโboxes containing tools that are used by templars to prepare the daily draught of lyrium which consequently allows the denial of magic. If Lyrium ingestion is stopped, Templars will eventually lose their abilities. Though their abilities are mostly used as a foil for mages and fade creatures, some of their talents can have practical uses for the mundane. For example, Holy Smite is an attack that causes magical spirit damage. Abilities such as Silence and Lasting Cleanse can prevent even normal opponents from using their talents for a short time.
When a templar taps into their power, their sword visibly courses with a white power that disrupts mana. This power can also be channeled through their skin and used, for example, to activate plates housed in special dwarf-created doors within the Circle of Magi such as the entrance to the phylactery storeroom, which require the presence of both a templar and a mage working together to open them.
Templars are also specifically trained to fight against demons, which are often summoned by maleficar.
Even without their abilities, templars are among the best warriors in Thedas. Aside from combat training, they are also taught the Chant of Light, history, and how to improve their mental focus." - The Dragon Age Wiki
"Lyrium is a valuable but dangerous mineral-like substance.
According to Bianca Davri the mineral is extremely volatile and sometimes explodes for no reason. Physical contact with raw lyrium ore will cause serious injury and psychological damage for humans, elves, and Qunari, and will kill mages outright.
The Mining caste of the dwarves is the only group capable of safely mining and processing lyrium into a less dangerous and more useful form. How they achieve this is a tightly guarded secret. Generations of proximity to lyrium ore veins have made dwarves naturally resistant, though not completely immune, to its effects. Even their resistance is only skin deep, as open cuts and direct exposure to the eyes leaves them vulnerable. Surface dwarves lose this resistance over time.
Lyrium exists both in the mortal world and in the Fade and somehow bridges the gap between them. It grows even in the Raw Fade unclaimed by spirits where it is always night. Lyrium consumption strengthens a mage's relation to the Fade, thereby boosting mana. The Chantry believes lyrium to be the emerald waters of the Fade, the very substance of creation itself, from whence the Maker fashioned the world. Dagna's research indicates that lyrium and the Fade "are linked"." -The Dragon Age Wiki
For more information, please visit the page on the templars on the wiki, here For more information, please visit the page on lyrium on the wiki, here
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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 15, 2020 0:06:06 GMT -5
โซ โซ THE OLD GOD AND THE ARCHDEMON โซ โซ
The Old Gods
"The Old Gods are sleeping beings that were worshipped in the form of dragons by a significant number of Thedosians, specifically the people of the Tevinter Imperium, thousands of years ago. Legend holds that it was the Old Gods who initially taught mages how to use magic. The Archdemons are awakened Old Gods, tainted by the darkspawn.
The true nature of the Old Gods is unknown. The Old Gods are not creators and even the people of ancient Tevinter attributed the creation of the world to the Maker, although by a different name.
The Chantry teaches that when the Maker turned his back on spirits, some of them grew jealous of the living. Those powerful enough whispered to the living in dreams claiming that they were the true gods, the creators of the world and the living should bow down before them. Eventually, the living summoned them through the Veil. In the mortal realm these spirits took the form of dragons, winged Old Gods that ruled over the land. The living started to worship them instead of the Maker, an act recognized as the "Original Sin." In fury the Maker cursed the Old Gods, imprisoning them in underground tombs where they would slumber eternally.
Some accounts suggest that the Old Gods began whispering to humanity from the Golden City in -2800 Ancient, three hundred years after the arrival of humans in Thedas. They taught the dreamers of the Neromenian tribes magic, and these dreamers became the priests and kings of their people. Originally the Neromenian tribes worshipped fallen heroes reborn as dragons, and with dreamers as their leaders they began to instead worship the dreamers' gods, also as dragons.
Scholars assume that the Old Gods must have been real at one point, but most agree that they were actual dragons of a magnitude not known today, and impressive enough to frighten ancient peoples into worshipping them. Some even claim that these dragons slumber as a form of hibernation, not as a result of the Maker's wrath.
The Tome of Koslun, the sacred Qunari scripture explicitly says that "the Old Gods were like unto dragons, as the first human kings were like unto ordinary men."
Legend maintains that the minds of the Old Gods continued to roam the Fade like any other dreaming individuals' mind would, and they were able to contact Neromenian dreamers once more. Honorary Archon, Thalsian accredited his discovery of blood magic in -1595 Ancient to the Old God Dumat and established the first temples dedicated to the Old Gods to show his gratitude. Dragons became equated everywhere with divine power.
Four centuries later, in -1195 Ancient Darinius founded the Tevinter Imperium and established the magisterium from the priesthood of the Old Gods. In the days of the Tevinter Imperium, the Old Gods were a pantheon of deities widely revered by most citizens, with temples and priesthoods dedicated to their veneration, such as the acolytes of Dumat, who swore oaths of silence in homage to their lord. Each god had a High Priest, and the seven of them were called the Magisters Sidereal. Holidays were popularly celebrated in tribute to the Old Gods, namely the Feast of Urthemiel, which spanned full twelve days.
During this period, the Old Gods communicated directly with their worshippers, issuing explicit commands and instructions. There was also an equivalent of the Chant of Light, for the Old Gods, such as the Verses of Dumat.
In -395 Ancient the Magister's Sidereal physically entered the Golden City, an act recognized as the "Second Sin". The Chantry holds that they did so at the behest of the Old Gods to open "the unreachable gate" in exchange for "power and glory beyond all reckoning". The City turned black and the magisters were cast out as the first darkspawn, inadvertently causing the First Blight.
While the Chantry insists that the darkspawn tainted Old God Dumat and turned him into the first Archdemon, some ancient lore says it was Dumat who created the darkspawn and not the other way around.
No more did the Old Gods whisper in his ear. No more did he hear any voice in his dreams But his own, and the mutterings of jealous spirits, And he knew that this silence boded ill. โFrom Silence 3
In the aftermath of the event, all of the Old Gods suddenly stopped communicating with their followers. The First Blight led to a crisis of faith across the Imperium, shaken at the devastation their own god relentlessly championed. Several temples were razed by betrayed believers, killing priests to the Old Gods as retribution for their unheeded prayers. Finally, during the Transfiguration that followed Archon Hessarian's conversion in -160 Ancient, worship of the Old Gods in Tevinter was forcefully replaced with the monotheistic worship of the Maker. Those remaining faithful to them were slaughtered in a terrible bloodbath." -The Dragon Age Wiki
For more information, please visit the page on Old Gods on the wiki, here
The Archdemon "All darkspawn constantly hear the call of the slumbering Old Gods and search for them. When they find one, they corrupt it and it becomes an Archdemon, proceeding to unite them into a horde and unleash a new Blight. Hence many believe that with the death of all Old Gods the Blights will end.
At some time after their Joining, Grey Wardens also start hearing this call. As known since the First Blight, this is the actual Calling and the moment when Grey Wardens know they must descend into the Deep Roads to find their death in battle.
The call of the Old Gods becomes physically audible when close to one of their prisons.
Bregan describes the call of the Old Gods as a sound of "terrible beauty" and "awful yearning", while the Architect considers darkspawn pursuit for the ancient dragons as a never-ending aspiration towards a perfection they can never have, as it is corrupted in the instant they touch it. A Grey Warden wrote that the music is "almost a voice, at once unearthly and beautiful" that instigates a sense of a "presence watching and calling", if not the Maker.
The Tevinters worshipped seven Old Gods. The firstโand the leader of the othersโwas called Dumat, the Dragon of Silence.
1. Dumat, the Dragon of Silence and the archdemon of the First Blight 2. Zazikel, the Dragon of Chaos and the archdemon of the Second Blight 3. Toth, the Dragon of Fire and the archdemon of the Third Blight 4. Andoral, the Dragon of Slaves and the archdemon of the Fourth Blight 5. Urthemiel, the Dragon of Beauty and the archdemon of the Fifth Blight 6. Razikale, the Dragon of Mystery 7. Lusacan, the Dragon of Night
A Chantry scholar conjectured that there might have been an unknown eighth Old God represented by constellation "Draconis" that was stricken from historical record." -The Dragon Age Wiki
For more information, please visit the wiki page on the Old Gods, here
โซ โซ THE DARKSPAWN โซ โซ
The Darkspawn
"The darkspawn are a race of humanoid tainted creatures that mostly dwell in the underground of Thedas. They are believed to be soulless. When the darkspawn uncover one of the Old Gods, they expose it to the taint, changing it into an Archdemon, which then leads them in an attack against the surface world called a Blight. The darkspawn are perhaps the single greatest threat to all of Thedas; they are bloodthirsty, exceptionally numerous and willing to indiscriminately kill or corrupt all in their path.
According to the Chantry, they were created when the Magisters Sidereal of the Tevinter Imperium opened a portal into the Golden City, tainting the realm of the Maker with their corruption and returning as the first darkspawn, their evil transfiguring them into the monsters they became. The taint they carried infected others, turning them into darkspawn as well.
With their increased numbers, the first darkspawn went underground and dug deeper and deeper into the earth until they found the resting place of the Old God Dumat, where he had been imprisoned. Freed from his prison and warped by the taint the darkspawn bore, Dumat became the first of the Archdemons and led the darkspawn to lay waste to the world in what would become known as the First Blight.
The dwarves give little credit to Chantry beliefs, but they themselves have no known origin story for the darkspawn. As far as the dwarves are concerned, the darkspawn simply appeared underground with some Shapers hypothesizing that there is a queen broodmother โ the first mother. The darkspawn hordes first invaded the Deep Roads ended up crippling the dwarven empire, leaving only Orzammar and Kal-Sharok, the latter was discovered only recently that it survived.
According to Dorian Pavus and Fenris, magisters deny their involvement in starting the Blight. They claim the darkspawn have always existed and the magisters have no connection to them. Slaves are not regaled with a Tevinter version of the Chant of Light, so Fenris could not confirm if there is an official Imperial Chantry stance beyond typical Tevinter opinion.
With the fall of the Golden City and the beginning of the First Blight in -395 Ancient (800 TE), a dark age descended onto Thedas as the darkspawn rampaged across the continent, destroying everything in their path. The Tevinter Imperium suffered greatly, becoming severely weakened and fractured under the strain of the invasion, while the subterranean empire of the dwarves was laid waste, with only their four major kingdoms Orzammar, Gundaar, Hormak and Kal-Sharok surviving. After nearly a century of hopeless, unending war, the Order of the Grey Wardens was established at Weisshaupt Fortress in -305 Ancient (890 TE), and proved instrumental in the defeat of the Archdemon Dumat at the Battle of the Silent Plains. The darkspawn invasion had been beaten, but the darkspawn would retreat underground to rebuild and recover.
Over the centuries, four more Blights would occur, the latest occurring in 9:30 Dragon. Each time, the Blight would be stopped with heavy losses, with the darkspawn destroying entire cities or even kingdoms before being beaten back by the nations of Thedas and the Grey Wardens. With the exception of Anderfels, darkspawn appearances on the surface most frequently promote fears of a Blight, however this does not occur until an Archdemon is awakened by the darkspawn. Without an Archdemon leading them, darkspawn hordes are much smaller and less effective in the raids they often launch, but are still dangerous. However, that is not the case in the underground, as the dwarves have been constantly fighting a losing battle against the darkspawn for more than a millennium. This has resulted in the underground of Thedas being almost entirely controlled by darkspawn with the exception of what remains of the kingdoms of Orzammar and Kal-Sharok. Some thaigs have been recently reclaimed, but at heavy costs to the dwarves.
Darkspawn are described as pale creatures with strange blackness bleeding out of their eyes and mouths. Black ichor flows in their bodies. Darkspawn do not need to eat as the taint sustains them, however they can eat for reasons other than dietary. Furthermore, the taint provides quick healing from wounds which also explains the absence of healing skills among the darkspawn. Thus, ogres can regenerate to full health within a matter of minutes. This healing even allows the re-creation of lost body parts after some time.
The darkspawn have good vision in the darkness but they're weaker at sunlight. Even during the Blights, when the sun is hidden by ominous clouds as a result of blight magic, the darkspawn are still weaker and more timid by daylight than they are at night.
As a species, the darkspawn are asexual and unable to reproduce. This task is left to a specific form of ghoul, referred to as broodmothers. Captured female prisoners are infected with the taint and are force-fed darkspawn tissue and vomit. Those that survive this process undergo a horrific transformation and become massively swollen creatures that exist to breed more darkspawn.
A single broodmother is capable of giving birth to thousands of darkspawn during their lives, and each race produces a different type of darkspawn. Humans produce hurlocks, dwarves produce genlocks, elves produce the sharlocks, popularly known as shrieks, and Qunari produce ogres. Darkspawn feature similar traits to the race their broodmother once was, such as genlocks having magical resistance. Newborn darkspawn look more or less like the Children." -The Dragon Age Wiki
For more information, please visit the darkspawn page on the wiki, here
Hierarchy and Communication
"The newborn darkspawn will inevitably fight amongst themselves and try to kill each other, possibly by instinct. This serves to weed out the weaker darkspawn. Occasionally one young darkspawn will be so much more powerful than the rest that it kills the entire brood. This darkspawn is called an alpha. They are generally taller, stronger and much more intelligent than the rest of their kind. They also wear better armor.
Accordingly, an even more powerful alpha that manages to slay other alphas gains the extremely rare omega rank. Only one omega-ranked darkspawn was ever fought directly, during a random encounter.
Emissaries are highly intelligent darkspawn that draw on the power of the taint to cast spells. They act as "shamans" or spiritual leaders to the darkspawn. Emissary alphas are the most powerful of the magic wielding darkspawn.
Mature darkspawn continue to disfavor each other and tend to group together with their own kind (genlocks with genlocks, etc.) even when traveling in force.
During a Blight only an Archdemon can command the entire darkspawn horde. Alphas serve as the commanders and generals of the darkspawn, while omegas are "second-in-command" to the Archdemon. The strongest alphas and omegas receive direct orders from the Archdemon itself. Emissaries ensure that darkspawn follow the Archdemon's will and that alphas serve the Archdemon's interests and not their own.
Without a Blight, the darkspawn remain underground except for raids. When there isn't an Archdemon to direct the darkspawn, the "chain of command" within the communal mind of the darkspawn breaks down, with individual alphas and omegas assuming a sort of leadership position as "tyrants", splitting the horde amongst themselves and fighting for dominance. Emissaries ensure that darkspawn search for the Archdemons outside of a Blight.
Common knowledge is that the average darkspawn can barely be considered sapient and possesses no intelligence beyond a simple animal cunning. Yet they should not be underestimated. Darkspawn are capable of coordinated action. Shrieks and genlock rogues excel at ambushing and attacking the unwary, they employ poison and demonstrate group tactics. Darkspawn seem to show little fear, and though they will retreat if they begin to lose a fight without an Archdemon guiding them, they will never surrender to their foes and will continue fighting even if countless numbers of their brethren have been slain.
The darkspawn rank and file do not possess any language beyond hissing, roars and grunts. Despite this, they communicate well with one another, and some can be heard laughing cruelly as they attack and slay their foes. All darkspawn are connected through the taint, functioning as a hive-mind. They can even sense Grey Wardens just as the latter sense them. Emissaries and at least some alphas are capable of speech. Thus, emissaries occasionally taunt or deliver ultimatums to their foes.
When not already under the thrall of an Archdemon, and when not engaged in raids (either on each other or other sentients), the darkspawn relentlessly search for the sleeping Old Gods, drawn by what they hear as the "song" of the dragons. This need seems to override nearly anything else; the darkspawn will search without rest for an Old God for centuries if need be.
Darkspawn worship them even in their absence. They constructed strange and macabre idols, banners, and totems from bone, leather, and even flesh, dedicated to their masters and convert statues into their representations. One of the former Archdemon prisons was filled with darkspawn corpses who died praying to their god.
The darkspawn have very little resembling a recognizable form of culture. They do not have names, with The Disciples being a notable exception. Nor do they build homes. A darkspawn nest is an underground chamber overgrown with organic strands, full of black tendrils and sacs of corrupted flesh. Yet hurlocks are known to adorn themselves with roughly-carved tattoos to keep track of their kills and deeds.
Darkspawn possess a certain limited crafting expertise. It is primarily related to the production of crude armor and weaponry, as well as primitive fortifications from the remnants of dwarven supplies found in the Deep Roads. Darkspawn can't swim and don't have ships.
Darkspawn exist solely for one purpose - war against all sentient beings in Thedas. As a rule, they are completely hostile to outsiders. Anyone caught venturing underground will be attacked, and anything caught in their path during a raid or a Blight will be mercilessly slaughtered. Surrendering to darkspawn is generally foolish; even if they spare a prisoner's life, they will still drag them back to the Deep Roads.
Those who come in contact with darkspawn will eventually contract the blight disease and either perish outright or turn into ghouls. Once the taint progresses enough, the darkspawn recognize them as their own kind and ghouls can sense darkspawn. Such people often show signs of insanity and usually work for the darkspawn in order to craft their weapons and armor.
Males are devoured and tortured for entertainment once their effective labour is used up, while females are turned into broodmothers.
Darkspawn constantly wage war with the dwarves outside of the Blights (except the First Blight); this has led many subterranean dwarves to view Blights as a grand and peaceful time, as these are the only occasions when the darkspawn empty the Deep Roads and cease attacking them." -The Dragon Age Wiki
For more information, visit the page about darkspawn on the wiki, here
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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 15, 2020 0:06:36 GMT -5
โซ โซ THE GREY WARDENS โซ โซ
The Grey Wardens
"The Grey Wardens are an Order of warriors of exceptional ability dedicated to fighting darkspawn throughout Thedas. They are headquartered in the very place of their founding, Weisshaupt Fortress in the Anderfels, but maintain a presence in most other nations as well.
The Grey Wardens are known for ignoring a recruit's racial, social, national, and even criminal background if they deem the person valuable in terms of character, ability or skill.
Despite their small numbers, the Grey Wardens have been instrumental in defeating each Blight so far, and thus are vital to the survival of the world as a whole.
The First Blight began in -395 Ancient (800 TE) and lasted 192 years. The Deep Roads, underground highways built by dwarves, were swarmed with monstrous creatures that became known as "darkspawn". These creatures seemed limitless in number, and spread a Taint that infected other living creatures, mutating them into monsters, and corrupted and poisoned the very environment around them. The cult of the Maker claimed this was the result of Tevinter magisters entering the Fade through a ritual and attempting to usurp the throne of the Maker in the Golden City, although this theory has been disputed by others, most notably the dwarves. Nevertheless, this invasion of darkspawn โ named the Blight โ soon destroyed most of the underground kingdoms of the dwarves and spread to the surface world. Thedas was in chaos and entered a dark age. The darkspawn were found to be led by an immensely powerful dragon tainted with the darkspawn corruption; this creature was named an Archdemon and believed to be one of the Old Gods worshiped by Tevinter.
At Weisshaupt fortress in the desolate Anderfels, a meeting transpired. Soldiers of the Imperium, seasoned veterans who had known nothing their entire lifetimes except war, came together. When they left Weisshaupt, they had renounced their oaths to the Imperium. Calling themselves the Grey Wardens, they swore that they would accept anyone, no matter their race or background, without distinction if only deemed suitable to join the Order.
The Wardens began an aggressive campaign against the darkspawn, reclaiming lands that most had given up for lost. They proved to be a desperately needed spark of hope in the darkest of hours, and quickly gained renown. During the next 100 years, humanity slowly managed to stand firm and push back the Blight. Finally, in -203 Ancient (992 TE), the Grey Wardens gathered an allied army composed of soldiers from the Tevinter Imperium, the tribes of the Ciriane (the lands that would become Orlais), and Rivain to confront the main darkspawn horde, led by the Archdemon now identified as Dumat. A massive battle was waged at the Silent Plains, in what is now the border between Tevinter and Nevarra. The legion of darkspawn was defeated and Dumat was slain by the Grey Wardens; with the Archdemon's death, the horde's will to fight on was broken. It took several years to eradicate the remaining darkspawn from the surface, but the Blight was over and the Grey Wardens had carved out their legend. After the Battle of the Silent Plains, they were much celebrated and most nations gave formal promises of support for further darkspawn invasions. They were also given the Right of Conscription, to guarantee sufficient recruits.
Several notable dwarven warriors, led by Paragon Moroc the Maul, were also present at the Grey Wardens' founding and are a key reason why there is no loss of caste associated with becoming a Grey Warden. They shared all they had learned about the darkspawn with their Warden allies. A group of the Orth people from the Wandering Hills and the northern reaches of the Hunterhorn Mountains, who knew how to "tame" griffons, also joined the Grey Wardens ranks and teach them how to ride the beasts in battle. Although there are no written records about it, it is widely believed that the Grey Wardens took their name from the griffons' grey coloration.
In 1:5 Divine, approximately 200 years since the slaying of Dumat, the Archdemon Zazikel rose to lead the Second Blight. The entire city of Nordbotten โ the very place where the Grey Wardens first appeared on the battlefield โ was destroyed before a defense could be organized. The Tevinter Imperium withdrew from the Anderfels, abandoning it in an attempt to protect central Tevinter. The Anderfels region was hard-hit, and even the Grey Warden headquarters in Weisshaupt came under siege by the darkspawn.
Fortunately, the armies of the recently founded Orlesian Empire under the command of Emperor Kordillus Drakon I proved both motivated and capable of standing up to the Blight. After several victories against the darkspawn, Drakon's army lifted the siege of Weisshaupt in 1:33 Divine and proceeded to save the rest of the Anderfels together with the Wardens. The Anderfels joined the Orlesian Empire and the Grey Wardens converted to the Chantry.
In the following decades, the Blight was again slowly pushed back and the Grey Wardens took command of the war. The Archdemon Zazikel was finally confronted and slain by the Grey Warden Corin in 1:95 Divine at Starkhaven in the Free Marches.
The Third Blight began with the awakening of Toth in 3:10 Towers, roughly 115 years after the last Blight. The initial darkspawn attacks occurred in central Thedas in Tevinter and Orlais, but even though the hordes were larger than those previously encountered, a rapidly organized defense led by the Grey Wardens managed to hold them back. The darkspawn attacks started to focus on the more lightly defended Free Marches while Tevinter and Orlais tried to remain neutral, but pressure from the Grey Wardens eventually brought them into the war. The darkspawn horde was crushed at Hunter Fell in the Free Marches in 3:25 Towers, and Toth was slain by the Grey Wardens. The Third Blight remained a relatively short event compared to previous Blights.
There are few records of Grey Warden activity during the next 200 years, until Andoral awakened and the Fourth Blight began in 5:12 Exalted. Most of the damage was to the east of traditional Grey Warden territory, in the Free Marches, Antiva, and Rivain, but the Anderfels was also attacked and Hossberg, not far from Weisshaupt, came under siege. This time, both Tevinter and Orlais were lightly attacked and refused to send aid. The hero of the Fourth Blight was an elven Grey Warden named Garahel, who first led the liberation of Hossberg in 5:20 Exalted and then managed to gather an army from the Free Marches to support the Grey Wardens. After a long and bloody war, Garahel's army marched north and faced the main horde in 5:24 Exalted at Ayesleigh, where Garahel perished after personally slaying Andoral.
After the Fourth Blight, the influence of the Grey Wardens waned considerably. It would be 400 years before the Fifth Blight, and many started to think it would never happen. So many darkspawn were slain during the Fourth Blight that many came to the erroneous conclusion they were defeated permanently. Although remaining an eternal threat to the dwarves, darkspawn were rarely seen by surface people, and the Grey Wardens were slowly dismissed as a relic of a bygone, darker time best left forgotten.
In 7:5 Storm, there was an awkward incident in Ferelden with the local Warden-CommanderโSophia Dryden, previously a rival for the crown of Fereldenโbecoming involved in a planned coup d'รฉtat. The result was fighting between the Grey Wardens and the royal army, the loss of Commander Sophia and her command at Soldier's Peak, and King Arland banishing the Order from Ferelden. The Grey Wardens were allowed back in Ferelden by King Maric in 9:10 Dragon. They were able to begin a slow rebuilding, but by 9:30 Dragon, their presence remained light and the Order was neither well known nor held in high regard by Ferelden's people: there were a bare handful of Wardens in Ferelden at the time, many of whom were non-Fereldans moved there to help rebuild the Fereldan contingent." -The Dragon Age Wiki
The Fifth Blight was defeated by the Hero of Ferelden, along with her allies, in 9:31 Dragon.
For more information, please visit the page about the Grey Wardens on the wiki, here
Organization
"The Order of Grey Wardens is commanded by the First Warden in Weisshaupt, and consists of a system of semi-autonomous national branches lead by a local commander. Though there is a hierarchy, in practice this is frequently defined by seniority (decided by time of Joining) in the Order.
In 9:30 Dragon, the strength of the Grey Wardens is estimated at over 1,000 in the Anderfels, several hundred in Orlais, and around two dozen in Ferelden, with unknown numbers in other nations and the Free Marches.
The official hierarchy of the Grey Wardens, in descending order, is:
1. First Warden: Permanently situated at Weisshaupt fortress. The First Warden is mainly a political figure since the Fourth Blight, and most military command falls to the Warden-Commanders. 2. High Constable: Second-in-command to the First Warden, and the aerial commander during the Wardens' use of griffons. Recently, the High Constable has become the public face of the Order, acting as the ambassador to the High King and leading local recruitment. 3. Chamberlain of the Grey: The senior archivist at Weisshaupt, and to whom Warden-Commanders send yearly reports. The Chamberlain technically outranks the Warden-Commanders. 4. Commander of the Grey: Also known as Warden-Commander. The leader of the Grey Wardens in a given country, and under normal circumstances under little direction by the Order. The dwindling communications between Weisshaupt and the branches leave most Warden-Commanders to run their respective branches as they see fit. They can be summoned to Weisshaupt by the First Warden at any time. 5. Field-Commander: A temporary rank used only in times of Blight. A Field-Commander has the same rank and responsibilities of a Warden-Commander in a given area. 6. Constable of the Grey: A Warden-Commander's second-in-command, the Constable, colloquially called Warden-Constable, acts as the field commander and steps in when the Warden-Commander is away. 7. Senior Warden (or Warden-Lieutenant in Orlais): The formal title given to veteran Wardens who deserve special privilege. When a Constable of the Grey is in command, they usually take a Senior Warden to act as their second-in-command. Senior Wardens may command a small group of Wardens or undertake special missions. 8. Archivist: The archivist of a given national Grey Warden branch. 9. Warden-Ensign: Generally just called Wardens, these are the rank-and-file members of the Order who have survived the Joining ritual. 10. Acolyte: The rank given to the rank-and-file Warden mages. 11. Warden-Recruit: An individual selected to join the Wardens but who has not yet undertaken the Joining ritual. They are given a formal rank just for committing themselves to the Wardens, regardless of whether or not they survive the Joining. Failed recruits' names are kept in the archives of Weisshaupt in honour of their sacrifice." -The Dragon Age Wiki
For more information, please visit the page on Grey Wardens on the wiki, here
โซ โซ THE GREY WARDENS โซ โซ
Recruitment
"The Grey Wardens are open to men and women from every race, nation and background, even criminals. They also accept volunteers, and elves in particular tend to be eager to submit themselves for the Grey Wardens, as they recruit regardless of social standing and serving is considered by many an honor.
One mage in every Circle of Magi is traditionally recruited, usually joining the Order after their Harrowings. The young mage recruit serves as a Warden their entire life from then on. Similar to serving a ruler, yet greatly removed from the degradation they may normally face in society, mage Wardens are given great respect and importance in the Order. Their facilitation of the Joining ritual is essential.
Should they need to, the Grey Wardens possess the Right of Conscription, an authority that dates back to the end of the First Blight and was given to them to ensure they will always have enough members. By using this Right, a Warden may demand that, instantly and irrevocably, any individual from king to criminal be drafted into their ranks, and the conscript cannot refuse being recruited once the Right is invoked. This is specially true in times of Blight.
However, in contemporary times the Right of Conscription is used sparingly for fear of political reprisal, due to the low standing the Order has in some countriesโespecially in Ferelden. The Grey Wardens prefer to not invoke the Right unless there is no other option, and usually is invoked only to quell protest from a recruit's lords or commanders.
To become part of the Grey Wardens, a recruit must first go through a blood magic ritual called the Joining. It is a test of a recruit's physical constitution and spiritual fortitude. One of the reasons for the small number of Grey Wardens is that few can survive this ritual. Those who live become Grey Wardens, forever connected to the darkspawn, and forever tainted by the blood they have consumed.
The Joining ritual was created in the early days of the Order, during the First Blight. It is unknown exactly how the Grey Wardens developed this ritual, although many theories exist.
Regardless of the truth, the ritual that the first Grey Wardens developed proved to be vital to stop the Blights and ensure the survival of Thedas as a whole.
The ritual and the details about it are kept a strict secret by the Grey Wardens, because during the Joining, the recruits drink from a silver chalice containing a mixture of darkspawn blood and often a single drop of blood from an Archdemon, as well as lyrium and rare herbs magically prepared to make the blood at least remotely possible to consume.
Only those who have a decent chance of surviving the Joining will even be made recruits. As a preliminary test, the recruits are sent to retrieve the darkspawn blood that will be used in the ritual to determine if they have the courage and the skill to become Grey Wardens. Usually, the recruits are accompanied by an experienced Grey Warden during this mission.
Becoming a Grey Warden requires a dose of the darkspawn corruption of sufficient potency to have an immediate effect, rather than slowly corrupt the consumer into a ghoul. While Archdemon blood is typically used, since it is one of the rarest substances in all Thedas, blood of other darkspawn creatures can also be magically treated to make it function in the ritual if Archdemon blood isn't available. However, the average darkspawn doesn't have enough of the corruption within it for this to work most of the time. When available, Archdemon blood is granted to veteran Grey Wardens to be used when needed.
The darkspawn corruption wrenches at the very core of a recruit's identity, insinuating forever a sense of wrongness in the new Warden. Most candidates die on the spot because of the corrupted blood they had taken. Some believe that if an individual harbors doubts about the ritual, or even about their commitment, the Joining may fail as well, and the recruit will die in the attempt. The Wardens have a tradition of honoring their sacrifice by carrying them in their hearts, and by wearing specially crafted amulets to remember those who didn't survive the Joining. Some even write down a list of names, adding "I remember you" after each one.
Recruits are given a formal rank within the Order, that of Warden-Recruit, regardless if they survive the Joining or not, just for committing themselves to the Wardens. The names of those recruits who failed their Joinings are kept in the archives of Weisshaupt in honour of their sacrifice.
A recruit to whom the Joining ritual and its ramifications have been explained must go on and continue with the ritual until the end. Those who refuse to drink from the chalice are killed without a doubt by the Grey Wardens overseeing the ceremony to preserve the Orderโs secrets.
The Joining ritual grants Grey Wardens two abilities: they become linked to the darkspawn's hive-mind, which allows them to detect the presence of darkspawn, and they become immune to further corruption by the Blight. However, they suffer from bad (if occasionally prophetic) dreams, decreased fertility, and shortened lifespans (most Wardens have only thirty years at most after their Joining before the taint consumes them). Many of the Wardens also experience ravenous hunger for a period following the Joining, and some become physically more robust. In addition, the link to the darkspawn hive-mind allows the darkspawn to sense them, in turn." -The Dragon Age Wiki
For more information, please visit the page on Grey Wardens, here
The Calling
"Just as they keep many secrets from outsiders, including the Joining, Grey Wardens also keep certain secrets hidden from many of their own members. It is heavily implied that the Callingโalso known as the Long Walkโwas a ritual created by the first Grey Wardens to prevent future members from watching themselves ultimately succumb to the darkspawn taint.
The Calling begins with nightmares and bad omens, and then the Warden begins to hear eerie music and whispers, the same "call" the darkspawn hear to search for the Old Gods. Although some junior Wardens claim that it takes a person about thirty years after their Joining to hear it, the gap varies depending on the willpower of an individual Warden and the level of his or her interaction with the darkspawn. As such, Grey Wardens during a Blight are likely to have shorter lifespans. Otherwise, it is commonly between ten to thirty years that the Wardens hear the Calling.
According to ritual, a Grey Warden who hear the Calling celebrates as he or she see fit before descending underground and entering the Deep Roads to slay as many darkspawn as they can before being overwhelmed and slain. Many within the Order believe that this ritual is done for practical reasons, to take down as many enemies as a Grey Warden can before dying.
It is also implied that even if a Grey Warden would run away, given time all Wardens would find themselves in the Deep Roads, Blight-Lands or pursued by darkspawn, for they all are connected by the taint that draws them to each other. "You'd seek them out... or they'd seek you out." Thus, one can assume that almost every Grey Warden will die at the hands of darkspawn." -The Dragon Age Wiki
For more information, please visit the page on Grey Wardens on the Wiki, here
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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 15, 2020 0:07:41 GMT -5
โซ โซ THE ROLEPLAY โซ โซ
The World State
As stated before, this roleplay will take place in an alternate universe, where the events of Dragon Age: Inquisition did not occur. Instead, the mages and templars carried on their bloody war for a time until the Divine was able to negotiate a fragile peace. The Circles of Magi changed a bit, becoming a bit more autonomous, but the templars remained ever vigilant and continued their duties of watching the mages. Gradually, the templars began to take back some of their power, imposing more and more restrictions onto the Circles. Once again, tensions flare between mages and templars, and it looks as though war is on the horizon again.
In Orlais, Empress Celene won the civil war against her cousin, Grand-Duke Gaspard, although he remained as her heir, until such a time that she could produce a child. Several years after the War of the Lions, Empress Celene married another Orlesian noble and produced a child. Since then, the throne of Orlais has remained in the hands of Celene's line, although there have been a few rebellions over the centuries.
In Ferelden, after the Fifth Blight, the Grey Warden Alistair Theirin was crowned king. Six months later, he married the Hero of Ferelden - another Grey Warden, with whom he'd grown very close as they'd battled the blight. Because the Hero was the youngest child of Teryn Cousland, one of the more powerful noble families in Ferelden, the union between her and Alistair was strong, and saw Ferelden recover rather swiftly from the Blight. A year or so after the death of the archdemon Urthemiel, against all odds, the Hero and Alistair conceived a child, and with the birth of their son the Theirin line was continued. A Theirin had sat on the throne for four hundred years, and a miracle would see a Theirin continue to rule Ferelden for another two hundred.
In the Free Marches, Kirkwall suffered greatly at the hands of the Qunari and the mage-templar war; in fact, it was the actions of one apostate mage in Kirkwall that started the mage-templar war. For several years, tensions in the city were high, and without the Champion, who had been instrumental in repelling the Qunari invasion and containing the mage-templar war in Kirkwall, to maintain some sense of stability, the city-state quickly fell further into chaos. Knight-Commander Cullen, leader of Kirkwall's templars, did his best to maintain order, and he managed to keep Kirkwall from totally imploding. Finally, once the mages and templars reached some form of peace, Kirkwall began to recover. Varric Tethras was appointed viscount, and held the position until his death, where it was then passed on to another of Kirkwall's noble families - the Amells, family of the Champion. Starkhaven, one of the other city-states in the Free Marches, struggled for a time when its throne was in contention. Sebastian Vael, the last surviving Prince of Starkhaven, returned to claim his throne. He worked to stabilize his rule for the next few years, and a lasting peace was formed between Kirkwall and Starkhaven, as Sebastian and Varric were fairly decent friends, considering both had adventured with the Champion of Kirkwall. The Champion had seemingly disappeared after the mage-templar war was ignited, but when peace was reached amongst those two groups she finally returned to Kirkwall and settled down, starting a family to continue the Amell line.
Now, two-hundred years after the events of the Fifth Blight and Kirkwall, Thedas is on the edge of chaos again. Tensions between mages and templars have been ignited again, and it seems that the Circles are becoming war-zones once again. The peace between Kirkwall and Starkhaven seems to have disintegrated, and it appears as though the city-states are preparing for war, as well. In Orlais, the emperor has fallen ill, and no clear successor exists, as he is young and unmarried. Ferelden is the most stable of all the nations, but even its Circles are beginning to crack under the pressure of the templars and the Chantry.
Suddenly, Grey Wardens have begun to appear in cities and villages across Thedas, seeking to recruit more numbers for their cause. No one has seen many darkspawn about, but the sudden increase in Grey Warden numbers can only point to one thing: another Blight. No one knows where the archdemon is, but the Grey Wardens seem certain it's coming. It's just a matter of time.
Little do they know, the Free Marches will be the center of chaos once again.
Lusacan has awoken. The Blight is here.
The Rules
I know this roleplay may seem daunting, considering the pretty wall of text that is on the screen before you, but I implore you - don't be afraid! This roleplay does not require you to be well-versed in the lore of Dragon Age - that's what I am here for. Much of the lore can be further explored in the role-play itself and I am more than happy to answer any questions you may have (give me an excuse to fan-girl over Dragon Age, please). With that out of the way, there are a few rules with this roleplay:
- literacy - I would like this roleplay to be semi-literate to advanced, and therefore ask you supply at least a few detailed, well-written paragraphs. The actual number can vary; if you feel free to write more, then please do! In dialogue, posts may be shorter. I am not a huge stickler on grammar, but would ask that yours pots be as coherent as possible.
- activity - I would ask that you be as active as possible. Because of the nature of my own life currently, I may not be able to post daily, and so I do not expect others to. Instead, I would ask that you keep myself and others updated, and let us know if there is a reason you may be unable to post or roleplay for an extended period of time. With that being said, at least one to two posts a week is ideal.
- LGBTQ+ characters are welcome - Please, be respectful of your fellow roleplayers, and their characters.
- follow the forum rules - violence cannot be avoided with such a topic, but please keep it to a minimum. Please be respectful of sensitive subject matter.
- keep your characters realistic - please no perfect characters! Flaws are what make us (and our characters) human and mortal. We make mistakes and learn from them - and this gives us room to grow! Please make your characters realistic.
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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 15, 2020 0:08:59 GMT -5
โซ โซ THE ROLEPLAY โซ โซ
Joining
I am not a huge fan of forms, so I will not require a long or detailed one. I am only going to ask for basic information. To join, head over to the joining page, which you will find here.
Again, if you have any questions, feel free to ask.
The Characters
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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 15, 2020 15:22:54 GMT -5
{{ save }}
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Post by ๐พ๐๐๐๐๐๐๐๐ on Dec 15, 2020 18:15:53 GMT -5
{{ open! }}
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