🌸   @mahawllan   🌸


 
 INDIE. PRIV. HIGHLY SELECTIVE.  multimuse ft. original & canon muses within the Forgotten Realms, Dragon Age, and Baldur's Gate universes.
   forced into the role of a hero by neph  ; they/them, late 20s, trans lesbian. EST.   

 
 a collaborative exploration of :   running from those that would chase you, accidentally (on purpose) making a difference, putting on a brave face, the line you just won't cross (do you even have one?), and reclaiming the innocence you never had.

Discord: available to mutuals on request   
DM's: open   
INBOX & PLOTTING: open to mutuals   

  neph.     late 20s.     they / them.     EST.  

[       Content Warnings                  Blogroll       ]

TENETS & GUIDELINES

 001    TLDR BASIC RULES.
• 21+ only
• ooc bigotry as a whole is an auto block
• no drama
• mun ≠ muse
• roleplay is meant to be fun, so just don't be a dick
• no personals
• mutuals only
• no overt godmodding / metagaming
• oc friendly (I love oc's please throw them at me!)
• crossover friendly, always open to new verses

 ❗ things that I will NOT roleplay and will hardblock if you do :  pedophilia, incest, bestiality, descriptive/in-depth abuse or bigotry or sexual assault (in replies/threads specifically).I know these rules seem like a lot to read through, however I cover both hard rules and boundaries as well as some info on what you can expect from me as a blog and writing partner. I don't have any passwords or anything like that. We are adults, and I trust that if you follow me you have at the very least skimmed through everything on this page.I will also be very liberal with the block button on this account. This is not personal, I'm just going to be incredibly picky with interactions here.

 002    TRIGGERS & CONTENT WARNINGS.
❗ Common squicks, triggers, and intense topics will always be tagged as #topic //, and any posts that contain descriptive or in-depth scenes with darker topics or acts will be cut with a read more and tagged appropriately.
My blog explores a wide variety of dark and sometimes disturbing and/or morally questionable themes and topics that you would expect to see within Dragon Age, BG3, and D&D canon, so please exercise caution and don't follow if you'd prefer to avoid these. Canon-typical violence, fighting, blood, and injuries will also be present (and tagged accordingly) in some threads. I am a horror writer at heart and this is reflected in a lot of my muses, their backstories, and their themes.Many of my muses have suffered a lot of very heavy shit in their past such as slavery, child trafficking, physical and sexual abuse and assault, torture, brain washing & manipulation, suicidal thoughts/attempts, and grooming. These may be referenced in threads and I am interested in exploring the aftermath of their trauma, however I won't be writing any threads specifically depicting the things they have gone through (or putting them through anything similar in new scenarios).All that said, mun ≠ muse. Trauma and recovery is very rarely pretty, and my muses may sometimes lash out or display toxic and/or questionable coping methods. Please let me know if ever I do genuinely cross a line in a thread, but keep in mind that I am not my muses and I do not inherently condone their behaviour, thoughts, and/or actions.On a related note, I always read about & rules pages for everyone I follow and do my best to tag mentioned triggers (and obviously won't write something in a thread with you that you've expressly mentioned to tag or avoid), but please let me know if I miss something! You can also DM me if there's anything specific you'd like me to tag.

 
 003    ACTIVITY.
This is not my main blog. You will usually find me on chaos--mode as that blog is my priority, with reedification and strange-sapphic being my other two favourites. I'm here when the muse for these guys strikes me, so my presence here will be sporadic at times. If I disappear from here for a while, I can pretty much guarantee you'll find me over on chaos--mode, or at least that's where I'll post any explanation if I'm taking a hiatus.
On the flipside, I'll never pressure anyone to respond or get mad if you're "too slow," so don't feel bad if you take a long time to reply or just aren't feeling a thread we have going, an ask I've sent in, etc. Roleplay is supposed to be fun, not stressful, so I'm not going to hold it against anyone or get mad at slow replies, deleted asks, or dropped threads.

 004    MUTUALS ONLY & FOLLOWING.
If you do not respect this before you start interacting I will hardblock you (an errant like or something similar is fine, I know the dash can be confusing at times with non-mutuals). It usually takes me up to week to check out your blog, read your rules, about, etc.
If you do not have a rules page easily accessible from your pinned (on a linked carrd is fine) as well as your age either on your pinned or an about page then I will not follow you. If you are a new blog and are still setting up I will generally give you 1-2 weeks to get some rules / about written out before I softblock. If you get your rules up at a later time, as long as you aren't hardblocked then you're welcome to follow again so that I can then take a look at your rules / about.If I don't see us interacting, don't vibe with you, etc. then I will softblock to remove you from my followers (I know some people prefer hardblocking, if you have this listed in your rules then I will do so instead). I do sometimes hardblock instead of softblock if I 100% don't see us interacting, I don't see us as muns getting along / our writing doesn't mesh, or my boundaries have been disrespected. This is not personal, I'm just going to be incredibly selective on this blog for my comfort.

 
 005    LET PEOPLE HAVE FUN.
I have a zero-tolerance policy for any sort of nonsense involving shaming or making fun of other writers for doing stuff for fun on their own blogs. If you send anons shaming people / publicly make fun of others for writing self paras, shipping oc's with canon characters, writing oc's at all, or anything else you think is "cringey," just block me now because we will not get along and I don't want that kinda energy anywhere near me.

 
 006    NO DRAMA.
Some people suck, I get that, but the block button exists for a reason. If you have a problem with me or someone that I interact with, feel free to block whoever you need to. My DM's are also always open to have a conversation about any issues you may have, if you're comfortable with that.
If someone is doing something genuinely shitty and/or harmful then I do want to know about it, but we can 100% deal with it without acting like petty teenagers or schoolyard bullies.

 
 007    FORMATTING & LITERACY.
I use icons (sometimes) and basic text formatting, small font, bolded text/dialogue, and I also like to play with grammatical rules for emphasis and style depending on the muse and verse. Let me know if you have trouble reading my replies and I'll adjust as needed!
I don't expect anyone to match my formatting, and I'm fine with different reply lengths. That said, I personally tend to write multi-para to novella length replies.

 008    SMUT & SHIPPING.
I won't be writing smut on this blog, it's just not something that I'm comfortable writing with others generally. Fade to black is fine if we have an established ship, and I'm totally okay with allusions/references to sex, innuendos, etc. Feel free to send in any flirty, suggestive, or nsft memes I reblog! If it's in my memes tag then it's fair game.
I am super open to (and excited about!) most shipping – familial, angsty, enemies, you name it! I just ask that we chat a bit about it beforehand if you have a specific dynamic in mind that's more than just passing friends/acquaintances.That said I will be somewhat picky with romantic shipping here depending on which muse we're talking about, so if you're only looking for romantic ships then I am not the blog for you. Both Zevran and Fenris are my pickiest muses when it comes to shipping as they have a lot of baggage and complicated, messy feelings about both themselves and any potential romantic/non-casual sexual relationships. They are finicky and it takes a lot to get them to truly open up and be vulnerable. They're more likely to engage in casual flings than anything deeper, so it will take some work to get there if you're looking to legitimately ship with them.I have default romances for each of my Dragon Age heroes in-game, but if you're interested in shipping please feel free to reach out about it! I ship based on chemistry and prefer that we as muns know & talk ooc, but otherwise I am multiship and don't do exclusives unless my writing partner does.

 
 009    DEFAULT WORLD STATE (DA).
The default world state for each muse is generally the "best" outcome and siding with mages, with a handful of exceptions. I also assume default PC's (my Warden, Hawke, and Inquisitor) if your muse isn't one. If you are writing a Dragon Age PC then I will assume your world state for our thread(s). We can also work out a custom verse between our muses if you'd like, just hit me up either in dm's or on discord if we're mutuals.

 
 010    ORIGINAL LORE (DA).
This blog features some pretty hefty original lore focused around my beloved DA2 oc, Ashkaari Maraas, as well as my main muse, Ren Harley (specifically her Veilguard verse). Both Ashkaari & Ren and their lore (along with an original faction) are pretty intertwined with my portrayal of both Zevran and Fenris, and Harding to a certain degree. All this to say, unless we establish a custom verse between our muses then I will consider this lore canon to my portrayal.

CONTENT WARNINGS

MUSEFANDOMAPPLICABLE CONTENT WARNINGS
 Memento Mori BG3, Forgotten Realmsgrooming, manipulation, death, murder
 Arachesis BG3, D&D, Critical Role C1cults & indoctrination, torture
 Ashkaari Maraas Dragon Age 2implied abduction, grooming, fatal injuries, death & resurrection
 Ophala Cheldarstorn Forgotten Realmssex work, manipulation
 Zevran Arainai Dragon Age: Originschild trafficking, child abuse, brain washing & manipulation, suicide
 Fenris Dragon Age 2slavery, physical & sexual abuse and assault, torture, body horror

BLOGROLL

MUSEBLOGURLFANDOMACTIVITY
Ren Harley@chaos--modeOriginalMain Blog
Gavin Reed@reedificationRemoved from D:BHMedium, Sporadic
Lizzy Munson@strange-sapphicStranger ThingsLow, Sporadic

PRIMARY MUSES

  MEMENTO MORI       Baldur's Gate 3 Tav 
70-ish years old (half-elf). She/her. Storm sorcerer, pirate, ex-fathomless warlock. fc: Clara Paget

  ARACHESIS MAE'VIR       BG3 / D&D 
Late 40s (drow). They/she/he. Shadow monk, sort of(?) Lolth-sworn, Eilistraee devotee.

  THAMIOR       D&D, BG3 companion 
257 years old (high elf). He/they. Battle master, oath of vengeance paladin. Soldier of betrayal.

SECONDARY MUSES

  ❛ SHILL ❜ MAHARIEL       Dragon Age: Origins 
22-45 years old (Dalish elf). They/them. Rogue, shadow bard. The Warden of Fen'Harel.

  LACE HARDING       Dragon Age series 
25-34 years old (dwarf). She/her. Farmer, scout, hero. ❛ Whatever it takes. ❜

  ASHKAARI MARAAS       Dragon Age 2 
23-46 years old (elf). They/them. Tal-Vashoth raised Dalish elf. Member of The Guild of Hunters.

  OPHALA CHELDARSTORN      Forgotten Realms 
Early 40s (human). She/her. Bladesinger wizard, mastermind rogue. Information broker.

TERTIARY MUSES

  ZEVRAN ARAINAI       Dragon Age: Origins 
25-49 years old (elf). He/they. Assassin, adventurer, Black Shadow. Scourge of the Crows.

  FENRIS       Dragon Age 2 
22-48 years old (elf). He/him. Tevinter Fugitive, no longer a slave. The Blue Wraith.

  JAHEIRA       Baldur's Gate series 
Approx. 150 years old (half-elf). She/her. High Harper and Archdruid, the Oaken Maiden.

  ❛ MAR ❜ HAWKE       Dragon Age 2 
Human, she/her - they/them. Mage, spirit healer. The Champion of Kirkwall.

  ❛ SNOW ❜ LAVELLAN       Dragon Age: Inquisition 
Dalish elf, she/her. Archer and assassin. Kind, patient, soft-spoken. Does not want to be here.

THE KOBOLDS

  POPPER       Baldur's Gate 3 
❝ I die, you die, we all die. Big woof! Have a treato – it'll make it better. ❞

  DEEKIN SCALESINGER       Neverwinter Nights 
❝ Doom doom doom! Doomity-doom-doom! We is all doooomed!

TEST MUSES

  JACKIE       Forgotten Realms 
45 years old (half-orc). She/her. Rune knight fighter. Friendly local barkeep.

  DAN'AI       BG3 companion, Forgotten Realms 
143 years old (wood elf). She/her. Circle of spores druid. The Swamp Witch.

  SOLBELLE       Forgotten Realms 
24 years old (changeling). She/her. Circle of stars druid. Far traveler. Darling of the fae.

  SIRAFELLE       Forgotten Realms 
21 years old (human). She/he/they. Alchemist, artificer. Fantasy college student.

  MYSTLYNN HALFBROW       Forgotten Realms 
36 years old (mountain dwarf). They/she. Ranger, hunter, horde breaker. Clan crafter.


MEMENTO MORI

Memento Mori, a latin phrase meaning "Remember you must die" ; an artistic or symbolic trope reminding of the inevitability of death. 
 ENTERTAINER    →   born in Baldur's Gate.
Born alongside her twin sister – Tavi'leth "Tavi" – in the depths of Baldur's Gate's lower class, Tava'arith "Tava" has a very... unique upbringing. What is first introduced to the twins by their parents as a  "fun game"  soon turns into a grueling, difficult, tiresome routine.For reasons unknown to the girls until much later in their lives, their parents hide the fact that they have two daughters from the world. As far as everyone else is concerned, there is only the one; Tav.And so, the twins grow up forced by their parents to take turns existing in the world. On one day, Tavi is allowed to leave their home. On the next, it is Tava's turn. And they pretend to be the same; at school, in the market, with their friends. So it goes, round and round in circles, for  nearly fourteen years.  Tava takes to performing for crowds, a precocious and charismatic child, natural entertainer. Her sister, Tavi, prefers to keep to the shadows, skulking about and keeping out of sight as much as she possibly can.

 
 
 
 ON THE HIGH SEAS    →   the two-headed calf.
Tava has friends, just like Tavi has friends. Even if their parents make them pretend to be the same, they aren't. And despite what most would likely believe, Tava's friends are a touch more rough around the edges than Tavi's.Pirates. Tava's friends are pirates. And they have a plan. But do plans ever really stay their course?Tava  sets fire to the docks.  It's not a part of the plan, but there isn't really much to be done about it at that point. Time seems to stand still, just for a moment, a heartbeat, as the twins lock eyes through the flickering flames. They were meant to go together, to escape, to find a  life of their own  out of their parents strange, restrictive (and yet still remarkably loving) grasp. Instead, Tava flees Baldur's Gate on a pirate ship, a blazing inferno scorching the earth at their heels; she chooses  her own freedom  over staying with her sister.It's a choice that haunts her for years to come ...

 
 THE FIRST CUT    →   blood of betrayal.
Tava's new crew refuses to return to Baldur's Gate to help her sister. ❝It's too dangerous,❞ they say. ❝We can never go back there,❞ they tell her. Tava is too young to truly understand. She convinces herself that if she stays with them, trains herself and proves how valuable she is, that she could sway their captain's favour; show them why her sister is worth the risk.Instead, Tava spends years plagued by guilty nightmares. She spends years learning the craft, learning to fight, learning to use her tongue as a weapon. She spends years  falling in love. Tava loves her like a child loves a new toy. It is a fickle sort of love. No less genuine, for certain, but always threatened by the prospect of a newer, more interesting love. It's a shame, really. Tava doesn't want to kill her second love. But, well;  her sister comes first.  Always.Which is why Tava  takes the deal,  when a mysterious coven of witches appears and offers her a way back; a century in their service in exchange for power enough to lay waste to the whole of Baldur's Gate, to  get her sister back.  But their deals are not signed in ink; they are signed in blood. Blood borne of betrayal as a proof of loyalty (fucking riddle me that one).She thinks, later, that the person she was died on the ship, that day. Tava slit her throat and left her in the waves to stay with her first love.

 
 BIRTH OF AN OMEN    →   remember you must die.
The coven of witches is not, in fact, a coven of witches; they're fucking hags.But Tava has signed a deal. A pact, as she comes to find out, making her a  warlock to the fathomless;  sea hags. They aren't the strongest, as far as hags go, but as a coven? One powerful enough that they sail the trackless sea aboard a massive ship (their lair), sending their countless warlocks to complete covert and targeted assassinations?  Tava doesn't stand a gods damned chanceAnd so she serves. The years slip by, day by day, week by week, month by month. And then the years slip into decades. Tava counts the time left on her deal, on her pact, biding her time to collect on their ultimate deal, to the day she can see her sister again (she figures they're long past any sort of rescue operation, at this point). The hags know this, of course, keeping her far away from Baldur's Gate. Tava doesn't step foot on the Sword Coast again for nearly fifty years.And by then? Well, by then Tava is no longer Tava. The sea has a habit of hardening even the softest of sailors, and she hasn't exactly had it easy, acting as the sword arm for a coven of sea hags. She becomes cold, calculated, almost brutal. She never fails, never falters, and is never caught. She becomes an omen, a warning, a symbol of death to be delivered wherever she roams.Tava becomes Memento Mori (Storm Siren comes later).

 
 PORT TO BALDUR'S GATE    →   and so it begins ...
Mori's patrons do not want to let her off her leash. They don't want to send her to Baldur's Gate. They don't want to send her to  assassinate Enver Gortash,  to foil the disruptive plot they can sense him (and select others, though they are less easily accessible to the coven) brewing.They do not want to.But, in the end, the hags decide they have no choice. Or, at least, that they have very little choice. They have many capable fighters and assassins among their brood, warlocks that could most likely complete any task the hags would set before them. But not every species lives as long as elves, or can offer as much experience as elves inevitably gather. And, of course, there is the fact that  Mori is special  (though, they haven't let that little secret slip just yet).So Mori is given her next task; go to Baldur's Gate, and  kill Enver Gortash. It should be simple, she thinks. Easy. Murder some haughty noble idiot? She could do it in her sleep. She has done it a hundred times before, in a hundred different ways. It may not be the life she ever would have pictured for herself, but she would be lying if she said she didn't excel at it.Mori doesn't even make it to her target, plucked from the streets that were once her life. The next time she steps foot on the Sword Coast she has a rather unwelcome little visitor.

STATS

  BIRTHNAME    Tava'arith  CHOSEN NAME    Mori  ALIASES    Memento Mori, The Storm Siren  NICKNAMES    Tava , Tav (both only in childhood)  GENDER    cis woman  PRONOUNS    she / her  ORIENTATION    pansexual  AGE    70-ish  SPECIES    high half-elf  CLASS    swashbuckler rogue, fathomless warlock, storm sorcerer

STARTING CLASS

  CLASS    rogue, level 3  PROFICIENCIES    persuasion, thieves' tools, insight expertise, deception expertise  ROGUISH ARCHETYPE    swashbuckler

MULTICLASS #1

  CLASS    warlock, level 8 (broken pact as of mid-Act II)  PROFICIENCIES    arcana, intimidation  OTHERWORLDLY PATRON    the fathomless  ELDRITCH INVOCATIONS    beast speech, eyes of the rune keeper, far scribe, trickster's escape  PACT BOON    pact of the tome (gust, message, vicious mockery)  FEATS    war caster, elemental adept (cold)

MULTICLASS #2

  CLASS    sorcerer, level 9  SORCEROUS ORIGIN    storm sorcery  METAMAGIC    twinned spell, distant spell  FEATS    elemental adept in both lightning & thunder

PHYSICAL

  HEIGHT    5 ft 8  SKIN    tanned, freckled, warm undertone  HAIR    dark auburn-brown, wavy. usually tied in a long tress  EYES    amber brown  SCARS    various scars from battle throughout the years, jagged scar across left cheek that cuts into her tattoo and continues down her neck  PIERCINGS    multiple eyebrow piercings, stacked lobes, triple helix on right ear, outer conch of left ear  TATTOOS    outlines of seagulls flying across left cheekbone  FACECLAIM    Clara Paget
 

STUDY

  POSITIVE TRAITS    loyal, protective  NEUTRAL TRAITS    witty, clever  NEGATIVE TRAITS    manipulative, dishonest, callous  LIKES    honey, mead, peaches, marmalade, chamomile. the sea, the ocean. bees. old wive's tales, sea shanties.  DISLIKES    her parents. sirens, red skies in the morning, storms on open waters. official naval officers.  INTERESTS & HOBBIES    storm magic. navigation, marine biology, sailing, fishing, deep sea diving, map making. jam making, bee keeping. candle making. dueling.  FEARS    hags & hag covens. sea monsters, whirlpools, Umberlee & her worshippers.  ALIGNMENT    chaotic neutral – neutral evil

BACKGROUND

  OCCUPATION    pirate, reluctant adventurer, assassin & mercenary (timeline dependent)  BIRTHPLACE    Baldur's Gate  FAMILY    Tavi'leth, Siren of Death (twin sister)  ENEMIES    Sea Hag Coven (ex-patrons)  LANGUAGES    Elvish, Common, Undercommon, Primordial, Thieves' Cant

JOURNAL UPDATED: ACT I

   Contact your patrons. 
What a fucking mess. I’m alive, which is something I guess, but I’m now stranded on some stupidly picturesque beach in the middle of who-knows-where with a godsdamned tadpole wiggling around behind my eye. Knowing my luck, I’m halfway across the continent from Baldur’s Gate at this point. I need to find a way to get in touch with my patrons before they think I’ve gone and broken my pact.
 

   Tread carefully. 
It’s probably best if I keep the details of my past and pact to myself. It wouldn’t benefit the others to be privy to who I am or what I’ve done, or my business in Baldur’s Gate. I should watch my – and my tadpole’s – steps around them.
 

   Speak with Auntie Ethel. 
My patrons mentioned another hag in the area, and Auntie Ethel certainly fits the bill. She marked her house on my map, and it’s clear she knows something about my… predicament. I should probably pay her a visit.
 

   Make some progress. 
That damned druid is a traitor to her Grove, the hag was of no help, and we still have yet to find this fabled Halsin everyone keeps talking about. I need to figure something out, and soon. We can’t keep stumbling around in the dark like this. Our luck is bound to run out eventually.
 

   Eliminate all distractions. 
There’s too much to do. Lae’zel seems to have run out of patience on the matter of her damned crèche, and Karlach won’t let me forget that she’s being dogged by false paladins. We may as well head north to deal with their distractions, and maybe we can stop by that pitiable hag’s swamp and lop her head off while we’re at it.
 

   Find Halsin. 
Enough is enough. The hag might have been of no use (hells rest her rotten, putrid soul), but this ‘Halsin’ has been talked up enough I’m starting to think he may be Ilmater incarnate. Or just some overblown pansy that gets too much credit. It’s time for us to finally head to this goblin camp and find out for ourselves, once and for all.
 

   Destroy the goblin camp. 
Well, the druid was of no help. Not with the tadpoles, at least. ‘Moonrise Towers’, he says. ‘Kill the goblin leaders’, he says. When did this Grove’s problems become mine? Whatever. May as well deal with this now so that it doesn’t come back to bite us in the ass later.

ARACHESIS MAE'VIR

 ACOLYTE OF LOLTH    →   background.
Born and raised in the Cult of Lolth under a noble drow house, Arachesis always felt as if something was pulling them away, clouding their mind from the brunt of the Cult's indoctrination. As a young child they wandered off on their own, following a trail of glittering lights and beautiful mushroom clusters. In a remote ruin far from their homestead they found an ancient and empty temple of Eilistraee. For the first time in their life they felt at ease ; peaceful ; calm.
In the years following, Arachesis would return to the ruined temple to meditate. Though Eilistraee never spoke to them directly, they would sometimes see visions of life, nature, and beauty during their meditations. While the propaganda of Lolth's Cult and Arachesis' upbringing wasn't quite so easily unraveled, they learned bits Eilistraee's teachings, enough to develop an appreciation for life and beauty that was usually foreign to the Lolth-sworn.But Lolth, goddess of cold cruelty, does not take well to even the possibility of treachery...
 

 BETRAYER OF LOLTH 
Arachesis, barely into their teenage years, was reported as a betrayer to Lolth's high priestesses. They fought viciously, not understanding what it was they had done wrong, but were overwhelmed and outnumbered. When it seemed as if there was no hope, a divine light enveloped them and they could feel a burst of power erupt from them. They barely managed to escape, leaving a trail of blood and corpses in their wake.
Bruised, beaten, and barely clinging to life, Arachesis fled into the depths of the Underdark. They eventually found themselves in a field of glowing mushrooms, collapsing as their strength finally waned. They stared up at the darkness, dotted with the twinkling glow of phosphorescent flora, and felt the fear and anger and unsurety that they were born with begin to fade;  Arachesis was ready to die. There was a strange sense of calm to them, as their consciousness slipped away...

 DEATH IS NO ESCAPE 
Lolth does not take kindly to betrayers, and Lolth does not willingly relinquish Her claim on Her children. Instead of the peaceful embrace that Arachesis expected of death, they woke to nothing but pain and suffering. Their goddess is nothing if not retributive, and for their wandering faith Arachesis was to be punished, even in death.
They awoke to the mortal realm some days later, bandaged and relatively safe. A collective of priestesses from the Church of Eilistraee had been called to them by their shared goddess and brought Arachesis back to their temple, caring for them until they awoke. Feeling a debt to those that saved them from death (and Lolth's clutches), Arachesis remained, relying on the priestesses to protect them from those that might still seek them out in Lolth's name.
 

 ONCE A BETRAYER... 
Several years were spent in this temple. While the priestesses encouraged Arachesis to embrace Eilistraee and Her teachings, they remained distant and aloof, resisting their attempts to integrate them into the temple and Eilistraee's Church. While they grew stronger as a monk and would lend aid to the temple's day-to-day chores and affairs, they grew frustrated and resentful. The head priestess, Rhyl'Im, was strict with them (understandably so, considering the circumstances), limiting their training, access, and privileges in the temple.
While Arachesis was hesitant to truly convert and declare themselves a "follower" of Eilistraee, they still saw value in many of Her tenants. They became enchanted by the idea of Sword Dancers, specialty priests in Her service. Rhyl'Im – a Sword Dancer herself – entertained Arachesis' interest only to a point; eager to discuss details of the order, but unwilling to train Arachesis in any of its talents.Arachesis grew tired of this eventually, wanting more. And while it would be a simple thing to simply leave and pursue the training they sought, their spite beckoned them.  And so they stole away in the middle of the night, carrying more than just their own belongings. 

 A CULTURE OF PAIN    →   homebrew lore.
Note: This lore was written for my personal campaign specifically for Arachesis – if you write a muse that is involved with Underdark drow or Lolth (or is one themselves) then I  will not  assume that this is canon for my portrayal unless you expressely tell me that you'd like to use it. The  same goes for their "Sculpted Features" feat,  since this assumes further lore that we wrote for drow culture in the same campaign.
The drow believe that suffering is a personal right, that pain and torment help forge them into the people they become. They do not necessarily seek it out or intend to inflict it upon others without undue process, but they embrace it when it does come. They see someone stepping in to prevent suffering or pain as an infringement, prevention of the suffering person's growth, a stifling of their potential strength. They are not unlike worshippers of Loviatar in this regard, though most of drow culture focuses on the endurance and overcoming of pain rather than the pain itself or pain simply for pain's sake.The goddess Lolth knows this, sees this, and uses it to her own cruel ends with Her sworn.

 SCULPTED FEATURES    →   custom feat ft. more homebrew lore.As a member of a noble drow house, Arachesis' facial bone structure has been carefully carved to emulate the desired features of their house. While not recognizable to anyone unfamiliar with draw customs and each house's signature features, those that are familiar would know their origins at a glance.
 

 SMALL BUT MIGHTY    →   custom feat.Used to a life of balance, Arachesis is both disciplined and yet not unfamiliar with the luxury of decadence. While they take their training very seriously and are incredibly quick and agile, they don't look particularly muscled or intimidating. They're more worried about their ability and skill than the vain appearance of strength and aren't concerned with either the definition of their muscles or the fullness in their figure.

INVENTORY

 SILVERTHREAD    →   legendary wondrous item, Artifact of Eilistraee (stolen).A set of two cloth hand wraps, the material shimmering with an ethereal purple glow. Upon closer inspection you can see intricate embroidery of silver thread that pulses with arcane energy.While wearing these hand wraps, you gain a +3 bonus to attack rolls and add 2d6 radiant damage to your damage rolls on unarmed attacks.

 CANDLE OF INVOCATION    →   very rare wondrous item (stolen).This slender taper is dedicated to Eilistraee and shares Her alignment, chaotic good.

 RADIANT MOON SILKS    →   rare wondrous item, Artifact of Eilistraee (stolen).Made of sheer blue silk embroidered with silver stars and moons, these robes shimmer with a steady hum of arcane energy. While wearing the robes, you gain resistance to radiant damage and a +2 bonus to your armor class.As an action, you can dispel magical darkness within 30 feet of you. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw (DC 12). A creature takes 2d10 radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. You can use this feature once per long rest.

STATS

  BIRTHNAME    Arachesis Mae'Vir  PRONUNCIATION    arákhesis ; ah-RAK-iss-iss  NICKNAMES    Ara, Ary  GENDER    genderqueer  PRONOUNS    they / she / he  ORIENTATION    asexual sapphic  AGE    late 40s  SPECIES    drow  CLASS    shadow monk

STUDY

  POSITIVE TRAITS    playful, free-spirited, faithful  NEUTRAL TRAITS    decisive, eccentric, blunt  NEGATIVE TRAITS    selfish, spiteful, deceptive  LIKES    candles, perfume, smelling oils. mushrooms. bioluminescence, butterflies. moonlight, stars. glitter & sheen.  DISLIKES    Lolth worshippers. Ghaunadaur, Vhaeraun. slavers & tyrants. (self-righteous) paladins & clerics, "good" individuals leaning more lawful.  INTERESTS & HOBBIES    foraging, botany, surface plants & flora. sewing, embroidery, dye-work. cooking. reading, particularly about surface wildlife & plants.  FEARS    death, Lolth.  ALIGNMENT    neutral evil – lawful neutral

BACKGROUND

  BIRTHPLACE    Lith My'athar  CURRENT RESIDENCE    Sword Coast  DEITY    Eilistraee devotee, former Lolth-sworn  LANGUAGES    Undercommon, Dwarvish, Elvish, Common

PHYSICAL

  HEIGHT    5 ft 0  BUILD    slight, muscular, toned  SKIN    deep purple, freckled  HAIR    silvery with purple-blue sheen, straight, long. usually pulled back and braided  EYES    black sclera, deep red iris  SCARS    burn across left side of face, various scars across torso and arms from necromantic magic, two tiny scars just under the hairline by either temple  PIERCINGS    forward helix cuff & double helix on right ear, stacked lobes, angel bites, microdermal piercings along both collarbones  TATTOOS    stylized crescent moon among clouds with a shooting star on the back of right shoulder  CLOTHING    eccentric monk ; bodysuits, organza, sheer fabric, embroidery, silver thread, moon & stars, wrap belts, circlets, body jewelry

FORGOTTEN REALMS

   LEVELS 3-6 
Late teen to young adult Arachesis, still in the Underdark. Post- death, recovering and then training at the Temple of Eilistraee. Lives in constant fear of Lolth and Lolth-sworn.
 

   LEVELS 7-12 
Arachesis (young adult) is new-ish to the surface, still sort of getting a feel for everything. They are actively on the run from the Temple of Eilistraee.
 

   LEVELS 13-18 
Arachesis (adult) decides they actually do want to follow Eilistraee, and beging trying to make amends. As a person, they are actively trying to be better and understand their new goddess's morals and mandates.
 

   LEVELS 18-20 
Sword Dancer Arachesis.
Working on the details – thanks for your patience!
 

ALTERNATE REALMS

   BALDUR'S GATE 3    Companion.
Can first be recruited  in the Underdark, messing about with the Myconids and duergar.  Arachesis recently fled from the Temple of Eilistraee after having stolen two powerful religious artifacts. On encountering the party, they offer their help in the hopes that fleeing to the surface will help them escape the priestesses.
If the party took the path through the Mountain, Arachesis is  instead encountered at the Last Light Inn,  having been rescued not long before the party arrived. They offer their help despite having very little stake in the specific situation, seeing it as an easy way to obfuscate their whereabouts.
Regardless of how Arachesis is encountered and recruited, they are  not tadpoled. 

ASHKAARI MARAAS

 BACKSTORY    →   c. 9:07-9:24 Dragon
“Found” as a babe by a Tal-Vashoth smuggler who decided to keep them, all Ashkaari knows of their parents is what their “mother” told them; they were Dalish elves, their camp was razed by a rival smuggler operation, and their “mother” could save only them from the blaze.
Ashkaari was used as a tool to help with the smuggler’s various criminal activities. They were trained as a rogue and proved to be very agile. Their mother was always distant, more focused on sculpting Ashkaari into something useful.
 

 INCITING INCIDENT    →   c. 9:24 Dragon
When they were 17, their smuggler’s den was raided by the local guard and almost all within were killed. Ashkaari was struck across the chest and left behind by their mother, who seemingly made it out alive. They were left to bleed out, alone.
A crate of lyrium was knocked over and spilled out over them, seeping into the wound on their chest. Ashkaari passed out from the pain and their soul manifested in the Fade. They met a spirit there who offered its condolences, saying that they could be free from their mother’s hand if they let go, but that it was not yet their time. It introduced itself as "Grace" and told Ashkaari that they’d be okay, that pain was temporary and it would pass, but that they must go back and endure.Pain brought them back to themselves. They awoke to the left side of their face screaming in pain, a container of lyrium having exploded and been embedded in their skin with the force of the fire, which also cauterized the wound across their chest. But the spirit – Grace’s – words echoed in Ashkaari’s mind, and they forced themselves to escape the blaze.

 FORMATIVE YEARS    →   c. 9:24-9:27 Dragon
Betrayed by their “mother” and more curious of their past than ever, along with their newfound abilities and conversation with a spirit, Ashkaari sought advice from Dalish clans. While the clan was wary, they welcomed the elf and taught them what the Dalish believed of magic and the Fade, though they could not help with the question of their true family.
Over the next few years, Ashkaari developed strange abilities owed to the lyrium in their skin and blood. The burn on their face that scarred and half blinded them gave them the ability to see manifestations of the Fade in the waking realm. The lyrium that had seeped into their blood through the gash across their chest gave them resistances and immunity to most poisons, venoms, and diseases, as well as the ability to manipulate or bolster the power of mages. While Ashkaari could not cast magic, they could dispel magic from others, turn it into something different, or make it stronger by the force of their will. The former two were contestations of the original caster’s will, however, and Ashkaari could not overpower those stronger than they.At the Keeper’s behest, Ashkaari began to reach out to Grace in their dreams, eventually managing to find and speak with the spirit again. While it could not provide any answers, it proved to be a friend and helped them understand how to use and manifest their abilities.Ashkaari eventually left the Dalish, wanting to make their own way. They traveled western Thedas near Orlais, drawn to the beauty of the noble and elite. With no real direction they became a nomad, traveling from city to city and scraping together what coin they could.

CONTACTS

+ Marian "Mar" Hawke. Female mage. Purple is her favourite personality trait. Has a red outer shell, but a heart that bleeds blue. + Zevran Arainai. They are close friends, having first met when Zevran came across the Dalish clan that took them in after their death. He introduces them to the Guild of Hunters and often offers tips and leads for their work. + Fenris. They met when Ashkaari (on a tip from Zevran) made their way to Kirkwall in 9:30 Dragon to eliminate a Tevinter Magister rumoured to be chasing an escaped slave. They stick together after Kirkwall as Ashkaari introduces him to the Guild of Hunters. + Renée "Ren" Harley is a fearsome and powerful mage from Tevinter allied with the Friends of Red Jenny in Starkhaven, colloquially known as the "Blighted Mage."

FACTIONS

+ The Guild of Hunters was founded in the northern reaches of Nevarra as an offshoot of the Shadow Dragons. They operate across Thedas, though most are clustered from the Tevinter Imperium’s borders down to the Free Marches. Guild members, also known as “Hunters,” eliminate slavers where they take root and seek to abolish all slaver groups and activity outside of Tevinter's borders. + Shadow Dragons. While not an "official" Dragon, Ashkaari often works fairly closely with them considering their employ with their offshoot organization. In their early days as a Guild Hunter, they often corresponded with Shadow Dragons and carried out smaller jobs involving slavers around the borders of Tevinter that recently fled just outside of the Dragons' network.
 

STATS

  BIRTHNAME    Ashkaari Maraas  GENDER    genderqueer  PRONOUNS    any, prefers they / them  ORIENTATION    bisexual  AGE    23 years old (c. Act I), 27 years old (c. Act II), 30 years old (c. Act III), 34-37 years old (c. Inquisition), 46 years old (c. Veilguard)  BIRTHDATE    9:07 Dragon  BIRTHPLACE    Eastern Thedas  LANGUAGES    Qunlat, Common, Orlesian, bits of Elvish  SPECIES    elf  CLASS    rogue (assassin)

PHYSICAL

  HEIGHT    166 cm / 5 ft 4  BUILD    slight, toned  SKIN    olive, warm toned  HAIR    black, chest-length, wavy  EYES    hazel, left eye is damaged + milky white  SCARS    dark burns across left side of face, various magical burns across body, gash from just above right collarbone to lower left ribs cauterized with burning lyrium  PIERCINGS    stacked lobes, left helix w chain to upper lobe, right orbital conch, medusa, bridge – all gold w garnet and amethyst inlays  TATTOOS    TBD  CLOTHING    dark leathers, black + purple cotton, red velvet, silver threaded embroidery, hidden weapon sheathes  NOTABLE FEATURES    facial scar and lyrium-cauterized gash are both imbued with remnants of lyrium, glowing when Ashkaari uses their lyrium-based abilities  FACECLAIM    Adeline Rudolph

PERSONALITY & MANNERISMS

+ Generally calm and quiet in stature, preferring to observe others than immediately intervene. + Advocates for knowledge and understanding of demons/spirits and blood magic. + Believes they must rely on Grace for ideals, morals, decision-making (self-effacing tendencies). + Offers compassion and understanding to all, even those that oppress others, no matter their transgressions or seeming desire for further cruelty. + Attributes their ideals, morals, and decision-making to Grace and its boon. Does not believe they have true agency in their new “life,” only that which Grace allows. + Sees themselves as an extension of Grace and compassion, not their own entity, since their resurrection. They do not believe their second chance at “life” is their own, and that they must dedicate it wholly to furthering extreme compassion in Thedas. + Believes they do not have the agency to pursue personal happiness and stability as any act to do so would hinder their “sole purpose” in resurrection.
 

STUDY

  POSITIVE TRAITS    merciful, truthful, even-handed  NEUTRAL TRAITS    devoted, understanding, patient  NEGATIVE TRAITS    calculating, harsh, manipulative  LIKES    rosemary, lilacs. warm weather. sweets, fresh-baked bread.  DISLIKES    the cold, wet weather. Ferelden. slavers, Templars.  INTERESTS & HOBBIES    baking. herbology, toxicology, floriculture. the Fade, apostasy, spirits & demons.  SKILLS    knife throwing, stealth, acrobatics, sleight of hand. alchemy. perception, insight, investigation.  FEARS    corruption, possession.

DRAGON AGE VERSES

   9:30 Dragon    DA2 – ACT I.
Ashkaari ventures to the Free Marches in pursuit of a Tevinter Magister rumoured to be chasing after an escaped slave. They can be encountered and subsequently recruited during Bait and Switch as they join the fight against the Arcane Horror in Danarius's mansion. They agree to help Hawke with their expedition into the Deep Roads in the hopes that Fenris's presence might lead their quarry back into their grasp.
 

   9:34 Dragon    DA2 – ACT II.
If Hawke's choices lean towards Templars and aggression, Ashkaari is at odds with them and is on a  rivalry path.  They only remain in Kirkwall in the hopes that Danarius will return and they can finally complete their contract.
If Hawke's choices lean towards mages and diplomacy, Ashkaari is aligned with them and is on a  friendship path.  They remain in Kirkwall as they are genuinely starting to lay down roots, wanting to help improve things as best they can.
Regardless of their relationship with Hawke, if Isabela is given to the Arishok then Ashkaari will  permanently leave Kirkwall,  abandoning their contract on Danarius entirely.
 

   9:37 Dragon    DA2 – ACT III.
Working on the details – thanks for your patience!
 

   9:41-9:44 Dragon    INQUISITION.
Alerted to the suspicious arrival of Tevinter mages in Redcliffe, Ashkaari ventures to Ferelden to investigate.
If the Inquisition seeks the mages for help with the breach,  Ashkaari approaches the Inquisitor before they first enter the village.  They remain with the Inquisition to help seal the Breach and defeat Corypheus after the events in Redcliffe.
If the Inquisition instead seeks the Templars for help,  Ashkaari arrives in Haven alongside Dorian  and offers their help during the attack.
 

   9:44-9:53 Dragon    THE GUILD.
Ashkaari and Fenris continue their work with the Guild of Hunters, removing any and all slaver activity they encounter and strengthening The Guild's presence outside Tevinter.
 

   9:53 Dragon    VEILGUARD.
The Shadow Dragons call Ashkaari to Minrathous to help deal with the renewed threat of the Venatori, accompanied by Fenris. Things just go horribly wrong from there.

OPHALA CHELDARSTORN

 
 Born in the rough streets of Luskan along the northern Sword Coast,  Ophala finds her escape in her early 20s as an apprentice, whisked away to the illustrious city of Waterdeep. She proves to be a rather talented wizard, particularly adept in the study of bladesinging. While she excels in her studies, she also finds time to hone her talent for roguish activities, acting as a spy for various less than savoury contacts she maintains back in Luskan.
Ophala eventually settles in Neverwinter after a brief stint as a rather talented adventurer. Ingratiating herself with the upper echelons of society and the fine art world, she makes a name for herelf (and a rather lot of coin). She joins the Order of the Many-Starred Cloak after just a few short months in the city and cuts ties with her old Luskan contacts, preferring to lend her considerable talents to the Order and their friends, the Harpers.

 
With the breadth of her adventuring and spying days behind her, Ophala settles into the new normalcy of life in Neverwinter. She eventually builds a new establishment in the City Core, slowly transforming it into a staple, a must-see stop for any traveling through the city. The Moonstone Mask might be a brothel by name, but its hallowed halls trade in many other things, too.
Nobles drown their sorrows in a night of companionship, their wedding rings forgotten at home or hidden away in the depths of their pockets. Visiting dignitaries stop in for a taste, just to say that they did. Most of Ophala's courtesans are, in fact, quite skilled in their own right, persuasive and charismatic, the perfect recipient for every precious secret that passes through the brothel's walls. There is more than one way to make coin in the Jewel of the North... 

STATS

  BIRTHNAME    Ophala Cheldarstorn  GENDER    cis woman  PRONOUNS    she / her  ORIENTATION    bisexual, leans towards women  AGE    early 40s  SPECIES    human  CLASS    bladesinger wizard, mastermind rogue

PHYSICAL

  HEIGHT    195 cm / 6 ft 4  BUILD    curvy, plump  SKIN    white, warm undertone, freckled  HAIR    honey blonde  EYES    green  SCARS    TBD  PIERCINGS    TBD  TATTOOS    TBD  CLOTHING    expensive silks & satin, gold jewelry, pearls, dripping in diamonds, sheer fabric, flowing skirts, corsets, tits out, dark lips, lace & leather  VOICE CLAIM    Melodee Spevack

STUDY

  POSITIVE TRAITS    affectionate, empathetic, merciful  NEUTRAL TRAITS    resourceful, playful, charismatic  NEGATIVE TRAITS    manipulative, vain, haughty  LIKES    fine art, sculptures, poetry. oranges, pomegranates, raspberries, coffee, peaches, baked goods. jewelry, gems, glitter. roses, calla lilies.  DISLIKES    TBD  INTERESTS & HOBBIES    art history, art collection, painting. piano, violin. magic history, alchemy. gambling, card games, dice. baking.  SKILLS    arcana (expertise), history. deception (expertise), performance. insight (expertise). sleight of hand (expertise), stealth.  TOOL PROFICIENCIES    alchemist's supplies, poisoner's kit, dart. Dragonchess set, dice set. disguise kit, forgery kit, thieves' tools. painter's supplies.  FEARS    TBD

BACKGROUND

  OCCUPATION    proprietor of The Moonstone Mask, information broker, ex-adventurer  BIRTHPLACE    Luskan, Sword Coast North  CURRENT RESIDENCE    Neverwinter, Sword Coast North  ALLIES    Order of the Many-Starred Cloak, The Harpers  ENEMIES    Arcane Brotherhood  LANGUAGES    Common, Common Sign Language, Draconic, Sylvan, Thieves' Cant, Undercommon

FANTASY VERSES

   D&D – FORGOTTEN REALMS    Main / default.
A ❝ retired ❞ spy and adventurer residing in Neverwinter, Ophala spends her time wheeling & dealing fine art and running the esteemed Moonstone Mask brothel. She is rather settled in her version of normalcy, content to send the odd adventurer to deal with whatever disagreement might be plaguing her.
 

   BALDUR'S GATE 3    Companion.
Ophala does not do favours. Not typically, at least. Her services tend to come at quite the cost. But Elminster is an old friend, and old friends have many favours passed between them. When Mystra tasks him to deliver a message to her old Chosen, Ophala is dragged along and subsequently asked to keep an eye on him.
 

   DRAGON AGE    Kirkwall.
A talented mage and infamous apostate, Ophala was born and raised in the upper courts in The Game of Orlais. She is later present for the mage uprising in Kirkwall, lending her aid to First Enchanter Orsino and helping to organize the remaining mages and willing apostates after the dust settles.
 

   DRAGON AGE    Inquisition.
She finds herself further south just a few years later, lending aid to Ferelden's mages in Redcliffe. While she's concerned at the arrival of the Tevinter mages and their subsequent takeover of the small village, she leaves to seek help with the fledgling Inquisition.
 

   DRAGON AGE    Dreadwolf.
Once the Inquisition's work is done and Solas starts wreaking havoc across Thedas, Ophala can't bring herself to leave. She sticks with Varric and Harding in the hopes to help stop the threat of the Dread Wolf ripping the fabric of reality apart.
 

   DRAGON AGE    Veilguard.
Harding was closer to Varric than Ophala was. She still feels the weight of his absence, even as the weight of the world bears down on them. She sticks around despite her better judgment, unable to leave Harding to deal with the end of the world alone.

LACE HARDING

 BACKSTORY    →   c. 9:16-9:41 Dragon
Born just outside of Redcliffe in the Southern Hinterlands, Harding grew up on farmland, more drawn to wilderness and adventure than the life of a pretty, delicate ❛Young Lady❜ (besides, who ever said there was only one way to be a lady?) Her mother was a seamstress and her father a trader, both surfacers.
 

 THE INQUISITION    →   c. 9:41-9:42 Dragon
Harding was quick to volunteer to help the Inquisition when they first began to build a presence near her home in Redcliffe. Knowledgeable of the area, quick on her feet, and eager to help, she quickly became indispensable to the Inquisition's forces. She eventually became the organization's Lead Scout, coordinating surveillance of locations throughout Southern Thedas and providing their report to the Inquisitor.
 

 TRESPASSER    →   c. 9:44 Dragon
Two years after the Inquisition manages to defeat Corypheus and seal the Breach, they're called to Orlais for the Exalted Council. The Inquisition's fate hangs in the balance, but before the Council can complete their business, the negotiations are interrupted several times over.
The Ben-Hassrath mount a coordinated attack on the proceedings, only just barely thwarted in time by the Inquisitor and their companions. Even worse; Solas returns, revealing himself to the Inquisitor as the feared Fen'Harel, Dread Wolf, ancient elven god of lies, betrayal, and rebellion (depending on who you ask).In the end, the Inquisition is transformed into a peacekeeping organization serving the orders of Divine Victoria. Harding parts ways with all but one of her friends. After all, things aren't over quite yet...

 CHASING THE WOLF    →   c. 9:44-9:53 Dragon
After the events of the Exalted Council, Varric means to pursue Solas and Harding insists on joining. They spend the better part of a decade chasing the Dread Wolf, running all over Thedas as he works to tear down the Veil;
In the Deep Roads they meet Evka Ivo and Antoine, two Grey Wardens that help them discover Venatori involvement on Solas's heels.Vyrantium introduces them to two Antivan Crows, Andarateia "Teia" Cantori and Viago De Riva, as the dwarves discover that both Solas and the Venatori are after an ancient elven artifact lost in the Arlathan Forest.There the two meet Strife and Irelin of the Veil Jumpers, who offer to help them keep the artifact away from Solas and the Venatori. Unfortunately, when the group finally finds where the ancient artifact should be, in its place is a note to Varric from Solas.Harding and Varric then head to Tevinter and meet with famed detective Neve Gallus, who gives them a lead on Solas's recent activity in Minrathous. They rescue some slaves from the Venatori, though this allows Solas to get away. “ Solas knows everything about us. Who we are. How we work. Our strengths and weaknesses. ”  “ Then we find people he doesn’t know. ” 

STATS

  BIRTHNAME    Lace Harding  NICKNAME    Harding  GENDER    cis woman  PRONOUNS    she / her  ORIENTATION    bisexual  AGE    25 years old (c. Inquisition), 28 years old (c. Trespasser), 34 years old (c. Veilguard)  BIRTHDATE    c. 9:16 Dragon  BIRTHPLACE    Ferelden Hinterlands  SPECIES    dwarf  OCCUPATION    farmer, scout, adventurer  FACTIONS    the Inquisition, the Veilguard  LANGUAGES    Common  CLASS    rogue

CONTACTS

+ Amadia "Snow" Lavellan. Female elf, rogue and assassin. Kind, patient, soft-spoken. Also definitely does not want to be here. + Renée "Ren" Harley, a fearsome and powerful mage from Tevinter allied with the Friends of Red Jenny in Starkhaven, colloquially known as the "Blighted Mage." Her and Harding originally met (if very briefly) through the Inquisition, as Ren assisted with scouting efforts post-Haven. They reunite nearly a decade later as Ren has earned quite the reputation, and Harding suggests they recruit her.

PHYSICAL

  HEIGHT    144 cm / 4 ft 8  BUILD    stocky, fit  SKIN    white, heavily freckled, neutral undertone  HAIR    red, shoulder-length, wavy  EYES    green  SCARS    TBD  PIERCINGS    TBD  TATTOOS    TBD

STUDY

  POSITIVE TRAITS    protective, friendly, kind  NEUTRAL TRAITS    cunning, perceptive, daring  NEGATIVE TRAITS    stubborn, impulsive  LIKES    adventure. animals, nature. mead, mabari, "salad" (fish + greens + cheese).  DISLIKES    TBD  INTERESTS & HOBBIES    exploration. archery, dancing. gardening.  FEARS    poison oak.

DRAGON AGE VERSES

   9:41-9:44 Dragon    INQUISITION.
Starting out as a volunteer lending her knowledge of the Hinterlands to the Inquisition as they fought to close the Breach, Harding soon becomes indispensable. After the fall of Haven she takes on the role of Lead Scout, exploring areas of interest ahead of the Inquisitor's intervention.
 

   9:44-9:53 Dragon    DREADWOLF.
After the Inquisition is disbanded and Solas's true nature revealed, Harding and Varric set out to stop him before he tears the world apart. They spend years on his trail, venturing across Thedas from the Deep Roads to Tevinter. Eventually they realize they're going to need some help if they hope to stand a chance against the Dread Wolf.
 

   9:53 Dragon    VEILGUARD.
Chasing Solas couldn't last forever. Harding and Varric – along with Rook, a new recruit lending their help at Varric's behest – get in touch with a contact in Tevinter that offers her help as they finally catch up to him. It all goes sideways, and now Solas is trapped in Rook's head and there are two brand new problems to deal with. According to Solas (questionable at best, but who the hell else are they supposed to ask about this?), Elgar'nan and Ghilan'nain will bring ruin to Thedas unless they can stop them.
They're gonna need some help for this one...

THAMIOR, SOLDIER OF BETRAYAL

 
 Was tricked into serving as a soldier for an army of the Shadowfell as a young fighter.  Upon discovering the true intent of their order, they betrayed their commander and were instrumental in turning the tide of the battle. Became a paladin after the war, swearing an oath of vengeance against his old army and its true leaders.
Vehemently opposes all those that call the Shadowfell home no matter their connection (or lack thereof) to his old army. Despises necromancy and unnatural / magical decay in all forms.

STATS

  BIRTHNAME    Thamior  NICKNAME    Tham  GENDER    genderqueer  PRONOUNS    he / they  ORIENTATION    unlabeled  AGE    257 years old  SPECIES    high elf  CLASS    battle master fighter, oath of vengeance paladin

STUDY

  POSITIVE TRAITS    protective, honourable, passionate.  NEUTRAL TRAITS    ruthless, honest, efficient.  NEGATIVE TRAITS    fussy, judgmental, impatient, gruff.  LIKES    coffee, chamomile tea, cinnamon, banana bread, pumpkin. jasmine, lavender. cats. sunlight, mid-afternoon, sunrise.  DISLIKES    Shar, Raven Queen. unnatural / magical decay.  INTERESTS & HOBBIES    knitting, whittling. sparring. drawing, painting. collecting & drying flora. reading (fantasy, romance, adventure).  FEARS    necromancy.

PHYSICAL

  HEIGHT    188 cm / 6 ft 2  BUILD    broad shouldered, lithe, toned  SKIN    tanned, warm undertone, freckled  HAIR    strawberry blond, wavy, hip length. often tied in a long, loose braid  EYES    pale grey-blue  SCARS    battle scars, slash from right brow to cheekbone  PIERCINGS    TBD  TATTOOS    floral sleeves on both arms (lavender on left, jasmine on right). stained glass tableau over shoulder blades.  CLOTHING    corsets, leather, embroidery, pretty / ornate designs, hoods & cloaks, form-fitting, black, cotton.

BACKGROUND

  BACKGROUND    soldier  OCCUPATION    sword-for-hire, bounty hunter  CURRENT RESIDENCE    nomad  LANGUAGES    Common, Elvish, Shadar-Kai, Undercommon

FANTASY VERSES

   BALDUR'S GATE 3.    Companion.
Can be encountered early in Act II wandering the Shadow-Cursed Lands and fighting its denizens, or in/around the Grand Mausoleum. May be investigating the Mausoleum in an attempt to find a way inside to the Gauntlet of Shar, or will follow the party into the Gauntlet of Shar after they have unlocked it.  Not tadpoled. 
 

   DRAGON AGE. 
Working on the details – thanks for your patience!
 

ALTERNATE VERSES

   MODERN DAY. 
Works three part-time jobs as a florist, barista, and tattoo artist. Is an ex- / retired federal agent who participated in a whistleblowing campaign. Around 35 years old.
Can be set in a  modern fantasy  or  non-magical modern  verse as is most relevant for your muse / verse! Changes very little for Thamior other than whether or not they can do paladin-esque magic.

JAHEIRA

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STATS

  BIRTHNAME    TBD  NICKNAME    TBD  ALIASES    TBD  GENDER    TBD  PRONOUNS    TBD  ORIENTATION    TBD  AGE    TBD  BIRTHDATE    TBD  SPECIES    TBD  CLASS    TBD

PHYSICAL

  HEIGHT    TBD  BUILD    TBD  SKIN    TBD  HAIR    TBD  EYES    TBD  SCARS    TBD  PIERCINGS    TBD  TATTOOS    TBD  CLOTHING    TBD  NOTABLE FEATURES    TBD

STUDY

  POSITIVE TRAITS    TBD  NEUTRAL TRAITS    TBD  NEGATIVE TRAITS    TBD  LIKES    TBD.  DISLIKES    TBD.  INTERESTS & HOBBIES    TBD.  FEARS    TBD.

BACKGROUND

  OCCUPATION    TBD  BIRTHPLACE    TBD  CURRENT RESIDENCE    TBD  LANGUAGES    TBD  ACCENT    TBD

FACTIONS

+ Faction description. + Faction description.

CONTACTS

+ Name relation. + Name relation.

BALDUR'S GATE VERSES

   Timeline    GAME.
Working on the details – thanks for your patience!
 

   Timeline    GAME.
Working on the details – thanks for your patience!
 

   Timeline    GAME.
Working on the details – thanks for your patience!
 

ALTERNATE VERSES

   DRAGON AGE    Game.
Working on the details – thanks for your patience!
 

   MODERN DAY. 
Working on the details – thanks for your patience!

ZEVRAN ARAINAI

 BACKSTORY    →   c. 9:05-9:30 Dragon
Born to a Dalish woman and an elven woodcutter, Zevran's father was killed by an Antivan Crow, leaving his mother to turn to prostitution to pay off his debt. Zevran was raised in the brothel where his mother worked along with other orphans including Taliesin, alongside whom he was purchased by the Antivan Crows when they were less than 10 years old.
The two eventually became a trio of assassins along with Rinna, with whom they also became romantically involved. Rinna was eventually killed by Zevran and Taliesin at the order of the Crows, orchestrated by a member of another House to prevent her from presenting herself as a legitimate heir to the King of Antiva.
 

 ORIGINS    →   c. 9:30-9:31 Dragon
Zevran was heartbroken following these events and accepted a contract to kill the remaining Grey Wardens in Ferelden with no intention to succeed on the contract. He did indeed fail to kill Alistair and Shill, who offered him a chance to defend himself and ended up recruiting him to their cause.
After the team traveled to Denerim for the Landsmeet, Taliesin caught up with them and offered to take Zevran back to Antiva. The assassin refused, and Taliesin was killed along with the other Crows he brought with him. Zevran stayed with Shill and helped defeat the Archdemon to end the Fifth Blight.Anora Mac Tir officially claimed the throne of Ferelden during the Landsmeet. Morrigan and Alistair completed the dark ritual, allowing him and Shill to slay the Archdemon without sacrificing either of their lives.

 DEATH TO THE CROWS    →   c. 9:31-9:37 Dragon
Zevran returns to Antiva with the intention to dismantle the Crows from the inside. He spends years wreaking havoc, managing to kill his and Taliesin's House master, Eoman Arainai, along with four other members of House Arainai, Grandmasters Runn and Availa, Guildmaster of Rialto, as well as having at least two Guildmasters in his pocket.
There is much turmoil and tumult within the Crows as a result of Zevran's vendetta. While some of the Houses remain mostly unchanged or are nearly entirely wiped out (House Arainai is greatly weakened following Zevran's targeted assault over the years), other branches of the organization get the message. While the Crows are not fixed by any means, some of their absolute worst practices are abolished among some cities and Houses. It is slow, and the work is not done,  but it is a start. 
 

 THE FREE MARCHES    →   c. 9:37 Dragon
Zevran encounters Hawke and co. while hiding from Nuncio, a Crow assassin attempting to track him down and kill him. Hawke doesn't turn him in, instead helping him dispatch of his hunters. In return, Zevran assists Hawke during a later battle against Knight-Commander Meredith after an apostate mage destroys the Chantry in Kirkwall.
 Varric remembers the assassin, later. 

STATS

  BIRTHNAME    Zevran Arainai  NICKNAME    Zev (to his friends)  ALIASES    Black Shadow  GENDER    genderqueer  PRONOUNS    he / they  ORIENTATION    bisexual  AGE    25-27 years old (c. Origins), 25-32 years old (c. DA2), 36-38 years old (c. Inquisition), 48-49 years old (c. Veilguard)  BIRTHDATE    c. 9:04-9:05 Dragon  BIRTHPLACE    the Green Dales near Antiva  SPECIES    elf  LANGUAGES    Common, Antivan, Orlesian  OCCUPATION    assassin, adventurer  CLASS    rogue (assassin)  ACCENT    Antivan

PHYSICAL

  HEIGHT    167 cm / 5 ft 5  BUILD    lithe, toned  SKIN    brown, golden, warm undertone  HAIR    blond, shoulder length, wavy. usually pulled out of his face w the top section braided back  EYES    amber  SCARS    TBD  PIERCINGS    yes. where do you think he has them? you are probably correct. and if not yet, he has probably thought about it  TATTOOS    black curved lines from left temple across cheek down to chin  CLOTHING    Antivan leather boots

STUDY

  POSITIVE TRAITS    passionate, steadfast, charming  NEUTRAL TRAITS    competitive, reckless, clever  NEGATIVE TRAITS    cocky, manipulative, catty  LIKES    Antivan leather boots, shiny trinkets, jewelry. flirting, good wine, poetry. chocolate, baked goods, peaches, brandy.  DISLIKES    Antivan Crows. "tacky" romance novels (i.e., bad smut).  INTERESTS & HOBBIES    reading. sewing, embroidery, wirework jewelry. sleight of hand. piano.  FEARS    not being useful, being discarded. emotional vulnerability. being returned to the Crows.

FACTIONS

+ Antivan Crows (former). + The Guild of Hunters was founded in the northern reaches of Nevarra as an offshoot of the Shadow Dragons. They operate across Thedas, though most are clustered from the Tevinter Imperium’s borders down to the Free Marches. Guild members, also known as “Hunters,” eliminate slavers where they take root and seek to abolish all slaver groups and activity outside of Tevinter's borders.

CONTACTS

+ Ashlind "Shill" Mahariel, also known as the Hero of Ferelden. Rogue Dalish elf. Mean, clever as fuck, and incredibly Done With Everyone's Shit. + Ashkaari Maraas is an assassin and slaver hunter working in The Guild of Hunters. Ashkaari is close friends with Zevran, having crossed paths many times over the years doing work to dismantle slavery and trafficking in Thedas. + Renée "Ren" Harley is a fearsome and powerful mage from Tevinter allied with the Friends of Red Jenny in Starkhaven, colloquially known as the "Blighted Mage". They know of each other through Ashkaari as they've never met personally, but have been in contact several times for various jobs.

DRAGON AGE VERSES

   9:30-9:31 Dragon    ORIGINS.
Working on the details – thanks for your patience!
 

   9:31-9:37 Dragon    THE CROWS.
Working on the details – thanks for your patience!
 

   9:37 Dragon    DA2 – ACT III.
Working on the details – thanks for your patience!
 

   9:41-9:42 Dragon    INQUISITION.
Working on the details – thanks for your patience!
 

   9:42-9:53 Dragon    THE INTERIM.
Working on the details – thanks for your patience!
 

   9:53 Dragon    VEILGUARD.
Varric calls on Zevran for aid once it becomes clear that Solas knows him and Harding too well for them to ever hope to catch up to him. The assassin offers his aid, but not to Varric...

FENRIS ; THE BLUE WRAITH

 FACTIONS + Shadow Dragons.
Working on the details – thanks for your patience!
+ The Guild of Hunters was founded in the northern reaches of Nevarra as an offshoot of the Shadow Dragons. They operate across Thedas, though most are clustered from the Tevinter Imperium’s borders down to the Free Marches. Guild members, also known as “Hunters,” eliminate slavers where they take root and seek to abolish all slaver groups and activity outside of Tevinter's borders.

 CONTACTS + Marian "Mar" Hawke. Mage. Purple is her favourite personality trait. Has a red outer shell, but a heart that bleeds blue. + Ashkaari Maraas is an assassin and slaver hunter working in The Guild of Hunters. They met when Ashkaari (on a tip from an old friend) made their way to Kirkwall in 9:30 Dragon to eliminate a Tevinter Magister rumoured to be chasing an escaped slave. Danarius escaped their clutches (for now), and Ashkaari remained in the city, joining Hawke and co. with the intention of waiting out Danarius.

STATS

  BIRTHNAME    Leto  GIVEN NAME    Fenris  NICKNAMES    Fen, Broody, Elf  ALIASES    Little Wolf, Blue Wraith  GENDER    cis man  PRONOUNS    he / him  ORIENTATION    bisexual  AGE    22-25 years old (c. Act I), 26-29 years old (c. Act II), 29-32 years old (c. Act III), 33-37 years old (c. Inquisition), 45-48 years old (c. Veilguard)  BIRTHDATE    c. 9:05-9:08 Dragon  SPECIES    elf  CLASS    warrior (Tevinter Fugitive)

STUDY

  POSITIVE TRAITS    loyal, resourceful, protective  NEUTRAL TRAITS    sarcastic, bold, stoic  NEGATIVE TRAITS    judgmental, stubborn, abrasive  LIKES    apples, wine. dogs. playing cards.  DISLIKES    mages, Tevinter, blood magic, spirits & demons. slavery. being touched. fish.  INTERESTS & HOBBIES    Diamondback, Wicked Grace. climbing, sparring. reading.  FEARS    TBD

BACKGROUND

  OCCUPATION    slaver hunter, adventurer / mercenary  BIRTHPLACE    Seheron  LANGUAGES    Common, Tevene, Qunlat  ACCENT    Tevinter

PHYSICAL

  HEIGHT    180 cm / 5 ft 10  BUILD    athletic, slim  SKIN    brown, olive, cool undertone  HAIR    silver-white, chest length, wavy, undercut. usually tied back  EYES    green  SCARS    lyrium branded into his entire body in lines and swirling patterns ; two lines curve over his chin up to his lower lip, three dots on his forehead in an upside down triangle  PIERCINGS    TBD  TATTOOS    none  CLOTHING    function over form – generally whatever is available / presented to him is what is worn, with a few preferences ; fur-lined clothing (cloaks, armor, coats, etc.), cotton tunics, Red  NOTABLE FEATURES    his lyrium brands glow a silvery blue when he uses his abilities. they also often cause discomfort when touched

DRAGON AGE VERSES

   9:30 Dragon    DA2 – ACT I.
Working on the details – thanks for your patience!
 

   9:34 Dragon    DA2 – ACT II.
Working on the details – thanks for your patience!
 

   9:37 Dragon    DA2 – ACT III.
Working on the details – thanks for your patience!
 

   9:41-9:44 Dragon    INQUISITION.
Working on the details – thanks for your patience!
 

   9:44-9:53 Dragon    THE GUILD.
Fenris and Ashkaari continue their work with the Guild of Hunters, removing any and all slaver activity and strengthening The Guild's presence outside Tevinter.
Further details TBD.
 

   9:53 Dragon    VEILGUARD.
Fenris finds himself in Tevinter alongside Ash, aiding them as they are called to Minrathous by the Shadow Dragons to help deal with the renewed threat of the Venatori. Things just go horribly wrong from there.
 

ALTERNATE VERSES

   BALDUR'S GATE 3    Companion.
Fenris is an escaped slave from the magocratic nation of Thay in east Faerûn. While he has a distaste for magic as a whole, he is particularly biased against necromancy due to its use in Thayan society / culture.

ASHLIND ❛ SHILL ❜ MAHARIEL

 DECISIONS + Redcliffe. Helped the town prepare & fight. Sacrificed Isolde to save Connor. + The Dalish. Killed the werewolves and allied with the clan. + The Urn. Did not poison the Urn of Sacred Ashes. Returned to Redcliffe to save Arl Eamon. + Circle of Magi. Supported the mages. First Enchanter Irving survived. + The Deep Roads. Bhelen rules Orzammar. Allowed Branka to continue her work with the Anvil. + The Landsmeet. Anora rules Ferelden as Queen alone. Alistair killed Loghain in a duel. + Awakening. Allied with the Architect. Protected the Keep and Amaranthine. + Witch Hunt. Allowed Morrigan to leave through the Eluvian, and brought her warning about Flemeth back to the Wardens. + Warden's Keep. Killed Sophia and allowed Avernus to continue his research. Gained the Power of Blood.

 COMPANIONS + Zevran Arainai, Mahariel's vhenan. + Alistair stayed with the Wardens. + Morrigan performed the ritual w Alistair.

 BIOGRAPHYFeeling rather unmoored and directionless after ending the Fifth Blight, Shill works to bolster the Wardens along with Alistair. By any means necessary. While the two Wardens were fairly close throughout their previous journey, their friendship begins to fracture as Shill's decisions become less and less merciful, and their disposition less empathetic.On top of Shill's work with the Wardens, they also aid Zevran in his pursuit to challenge and dismantle the Crows and keep in fairly close touch with Morrigan and Leliana. Thanks to both of these connections, Shill is able to create contacts and network within Orlais, Ferelden, and Antiva.Driven by their loyalty to elves and increasing frustration with their people's oppression, Shill becomes an Agent of Fen'Harel not long after the mage-Templar war breaks out. This is the last straw in their continuingly-strained relationship with Zevran. Despite their adoration for the former assassin, Shill refuses to abandon their convictions. The two part ways, each heartbroken in their own ways.

STATS

  BIRTHNAME    Ashlind Mahariel  PREFERRED NAMES    Mahariel  ALIASES    Warden, Hero of Ferelden, Warden-Commander, Shill  GENDER    non-binary  PRONOUNS    any, tends to prefer they / them  AGE    22-23 years old (c. Origins), 22-29 years old (c. DA2), 33-36 years old (c. Inquisition), 45 years old (c. Veilguard)  BIRTHDATE    9.08 Dragon  SPECIES    Dalish elf  CLASS    rogue (shadow bard)

STUDY

  POSITIVE TRAITS    loyal, bold, resourceful  NEUTRAL TRAITS    clever, playful, sarcastic  NEGATIVE TRAITS    mean, manipulative, obsessive  LIKES    TBD  DISLIKES    being called by their full name.  INTERESTS & HOBBIES    tinkering, trap making, lockpicking. sewing, embroidery. herbalism.  FEARS    the Calling, another blight, the Deep Roads.

PHYSICAL

  HEIGHT    160 cm / 5 ft 2  BUILD    lean, lithe, muscular  SKIN    brown, olive, warm undertone, freckled  HAIR    black, wavy, waist-length. usually braided back and decorated with beads and crimson silk string  EYES    amber-gold  SCARS    burn across face from forehead to left cheek, various battle scars from years of fighting  PIERCINGS    stacked lobes, septum, snake bites  TATTOOS    Dirthamen vallaslin + Dalish designs to ; Andruil on left shoulder and up to their neck, Falon'Din across upper back, Fen'Harel sleeve on right arm and hand

BACKGROUND

  OCCUPATION    Grey Warden, Agent of Fen'Harel  BIRTHPLACE    TBD  CURRENT RESIDENCE    TBD  LANGUAGES    Trade tongue, Elvish, Antivan, bits of Orlesian, Chasind, and Qunlat  ACCENT    TBD

DRAGON AGE VERSES

   9:30 Dragon    ORIGINS.
Takes place during the events of Dragon Age: Origins. Mahariel is a reluctant Warden and an even more reluctant hero, grief-stricken and angry.  Goes by Mahariel
 

   9:31-9:37 Dragon    WARDEN-COMMANDER.
Mahariel joins Alistair in Amaranthine, working to bolster the Wardens, their strength, and their influence. They occasionally take their leave from Vigil's Keep to travel with Zevran and aid his affairs with the Crows.  Goes by Mahariel
 

   9:37 Dragon    DA2 – ACT III.
Accompanying Zevran, Mahariel finds themselves in the Free Marches when the mage-Templar war kicks off. They part ways with the Crow and remain in Kirkwall for the final events of DA2.  Goes by Mahariel
 

   9:41-9:42 Dragon    INQUISITION.
An undercover Agent of Fen'Harel, Shill joins the Inquisition using a false identity.  Goes by Shill
 

   9:42-9:53 Dragon    DREADWOLF.
Shill joins Solas – Fen'Harel – as a spy and informant. They remain a secret member of his followers, using their extensive contacts to further his goals.  Goes by Shill
 

   9:53 Dragon    VEILGUARD.
Still a secret Agent of Fen'Harel, Mahariel finds themselves shadowing Varric and Harding as they head to Minrathous to meet their contact. Shit goes sideways, and they inevitably offer their aid as ancient gods threaten all of Thedas.  Goes by Mahariel

MARIAN ❛ MAR ❜ HAWKE

 DECISIONS + Destruction of Lothering.
Joined Athenril's smugglers to gain entry to Kirkwall.
+ Act I.
Convinced the Templars to leave. Returned Saemus to Viscount. Killed Kelder. Returned Martin's cargo. Killed Danzig. Saved the missing miners at the Bone Pit. Didn't blackmail Ser Thrask. Idunna left alive. Sent Feynriel to the Dalish. Keran reinstated with the Templars. Defend Ketojan from the Qunari. Karras alive and well.
+ Act II. Killed the Arishok.
Didn't kill Gascard. Didn't side with Varnell against the Qunari. Didn't side with Petrice. Discovered looter of Hubert's caravans. Javaris left alive. Fought alongside the guardsmen on the cliffs. Feynriel freed and left for Tevinter.
+ Legacy.
Found Malcolm's will. Sided with Larius to keep the darkspawn imprisoned.
+ Act III. Sided with the mages.
Offered to help Nuncio but let Zevran go. Gave the conspirators to Orsino. Rescued Nathaniel from the Deep Roads. Allowed Emile to go free. Reunited Charade and Gamlen. Let Keran go free. Killed the dragon at the Bone Pit.

 MISFITS + Varric. Friends. Dealt with the hauntings. Did not keep the Red Lyrium idol. Bartrand killed. + Carver. Rivals. Became a Grey Warden. + Isabela. Friends. Returned the tome to Hawke. Was not given to the Arishok. + Fenris. Rivalry romance. Killed Danarius. + Merrill. Friends. Clan survived. Did not destroy the Eluvian. + Aveline. Rivals. Married Donnic. Did not stay with Hawke. + Anders. Friends. Alive. Hawke understood his actions at the Chantry.

STATS

  BIRTHNAME    Marian Hawke  PREFERRED NAME    Mar  ALIASES    The Champion of Kirkwall  GENDER    genderqueer  PRONOUNS    she / her – they / them  ORIENTATION    TBD  AGE    TBD  BIRTHDATE    TBD  SPECIES    human  CLASS    mage, spirit healer

STUDY

  POSITIVE TRAITS    kind, generous  NEUTRAL TRAITS    sarcastic, clever  NEGATIVE TRAITS    abrasive, harsh  LIKES    TBD  DISLIKES    TBD  INTERESTS & HOBBIES    TBD  FEARS    TBD

PHYSICAL

  HEIGHT    180 cm / 5 ft 10  BUILD    broad-shouldered, muscular, solid  SKIN    fair, warm undertone  HAIR    black, wavy, short and choppy  EYES    gunmetal blue  SCARS    TBD  PIERCINGS    TBD  TATTOOS    TBD  CLOTHING    TBD  NOTABLE FEATURES    TBD

BACKGROUND

  OCCUPATION    TBD  BIRTHPLACE    TBD  CURRENT RESIDENCE    TBD  LANGUAGES    TBD  ACCENT    TBD

DRAGON AGE VERSES

   9:30 Dragon    DA2 – ACT I.
Working on the details – thanks for your patience!
 

   9:34 Dragon    DA2 – ACT II.
Working on the details – thanks for your patience!
 

   9:37 Dragon    DA2 – ACT III.
Working on the details – thanks for your patience!
 

   9:41-9:44 Dragon    INQUISITION.
Working on the details – thanks for your patience!
 

   9:44-9:53 Dragon    THE GUILD.
Working on the details – thanks for your patience!
 

   9:53 Dragon    VEILGUARD.
Working on the details – thanks for your patience!

AMADIA ❛ SNOW ❜ LAVELLAN

 DECISIONS + Thing.
 

 FACTIONS + Clan Lavellan. + The Inquisition.

 ADVISORS + Josephine Montilyet. + Leliana. + Cullen Rutherford.
 

 COMPANIONS + Varric Tethras. + Sera. + Cole. + Iron Bull. + Blackwall. + Cassandra Pentaghast. + Dorian Pavus. + Vivienne. + Solas.

STATS

  BIRTHNAME    Amadia Lavellan  PREFERRED NAME    Snow  ALIASES    The Herald, The Inquisitor  GENDER    cis woman  PRONOUNS    she / her  ORIENTATION    TBD  AGE    TBD  BIRTHDATE    TBD  SPECIES    Dalish elf  CLASS    rogue (archer), assassin

STUDY

  POSITIVE TRAITS    kind, patient, soft-spoken  NEUTRAL TRAITS    TBD  NEGATIVE TRAITS    TBD  LIKES    TBD  DISLIKES    TBD  INTERESTS & HOBBIES    TBD  FEARS    TBD

PHYSICAL

  HEIGHT    165 cm / 5 ft 4  BUILD    lithe, wiry, dainty  SKIN    TBD  HAIR    silver-white, curly, thigh-length. usually pulled back and braided and then pinned up  EYES    grey  SCARS    TBD  PIERCINGS    TBD  TATTOOS    TBD  CLOTHING    TBD  NOTABLE FEATURES    TBD

BACKGROUND

  OCCUPATION    TBD  BIRTHPLACE    TBD  CURRENT RESIDENCE    TBD  LANGUAGES    TBD  ACCENT    TBD

DRAGON AGE VERSES

   9:30 Dragon    ORIGINS.
Working on the details – thanks for your patience!
 

   9:31-9:37 Dragon    KIRKWALL.
Working on the details – thanks for your patience!
 

   9:41-9:42 Dragon    INQUISITION.
Working on the details – thanks for your patience!
 

   9:44 Dragon    TRESPASSER.
Working on the details – thanks for your patience!
 

   9:44-9:53 Dragon    DREADWOLF.
Working on the details – thanks for your patience!
 

   9:53 Dragon    VEILGUARD.
Working on the details – thanks for your patience!