DA Player Guide 1.1 - No Link to Rulebook

Download as pdf or txt
Download as pdf or txt
You are on page 1of 40

With magic born of mingled blood and lyrium / the Tevinter

broke into the Maker’s House / But the promised power did not
await them there / The moment they entered the city of the
Maker, their sin poisoned it / What had been golden turned black
/ and violently they were flung from the world of dreams back
into the waking world / Twisted and corrupted by their crime and
their magic into monsters / they fled underground / unable to bear
the light of day / the First Darkspawn

Canticle of Threnodies 8:21-27 (portion)

Dragon Age: Origins - Intro Cinematic - YouTube

1
DRAGON AGE PLAYER’S GUIDE
the wind that stirs / their shallow graves / carries their song / across the sands
heed our words / hear our cry / the grey are sworn / in peace we lie
heed our words / hear our cry / our names recalled / we cannot die
when darkness comes / and swallows light / heed our words / and we shall rise

-- From the Ballad of Ayesleigh, post-Fourth Blight, year 5:20 Exalted

Dragon Age is a world of dark, gritty, mature fantasy where happy endings are
rare, prejudices run rampant and bloody, and abuses are oft justified in the name
of the greater good. Humans largely reign, save for the last dwarven city brutally
bound in its caste system, and elves either live as third-class citizens or nomads
blaming humans for the loss of their immortality. Mages are feared and reviled
for their propensity to be possessed by demons and forbidden blood magic –
using the life of others to power their dark craft.

Four hundred years ago, endless hordes of corrupted darkspawn poured from
the bowels of the earth for the fourth time in history, led by an Archdemon,
motivated only by desire to corrupt and render the world infertile.1 At great
sacrifice, nations united and the legendary Grey Wardens, uniquely able to kill
Archdemons, stopped the Fourth Blight. As centuries passed, horrific choices
mollified into bedtime stories with heroic deeds. Unity has been forgotten, and
the threat of darkspawn mostly forgotten except by the dwarves, who face it
daily. For most, joyful moments are now all the sweeter for their rarity.

Your quest begins in the capital city Denerim, in company of new companions
and a Grey Warden named Duncan. He senses a Fifth Blight and believes you
might have some role in stopping it…or maybe he intends to Conscript you into
service. Either way, you have cause to be with the Warden as his presence means
safety and opportunity, whether you are motivated by glory, revenge, or selfish
ambition. Tonight, the Grey Warden has the ear of the young king, and you have
the mud-packed city streets to yourselves when you stumble across some furtive
individuals carrying a bloody child’s body…
1Darkspawn taint is a death sentence. Take any battle with tainted creatures or
encounters with tainted artifacts deadly serious!!

2
3
How to Use this Guide: A good story begins with a character that fits the setting,
theme, and with your fellow adventurers. We will be using the Fantasy Age 2E
(FAGE) system. It’s mostly D&D with 3d6 instead of d20, less rule intensive, and with
less power creep between levels. Nearly everything will be familiar, just renamed.
For example, you’ll see “test number” instead of “difficulty check,” “focused” instead
of “proficient,” “health” instead of “hit points,” and so on. We will make characters
at the table at Session 0, so use this Guide to get some ideas going.

Wh a t d o I n e ed f o r D ra g o n A g e?

• You only need d6. Instead of a d20, you roll 3d6 & add modifiers.
• 3d6, two are identical & the third unique. This will be your “dragon die.”
Anytime you succeed AND roll doubles, you can instantly enhance your
action with “stunts.” The dragon die is how many points you get to spend.
Tip: have dice of the same color solely for damage. Roll those in your other
hand to speed up gameplay.
• Stunts enhance narration. Stunts include things like extra damage,
pushing foes, and making magic shields. This is meant to be narrative: if
you generate a stunt, describe what is happening!
• Fantasy Age 2E. Link to Rules, Character Sheets, & Spell Cards. Tip:
learning stunts initially slows play. Use stunt “cheat sheets” and consider
picking 2 “favored” stunts that you go to by default if you can’t decide.
• The setting will come alive as we play it. If you’ve played the video games
and there is crossover, only act on what your character would know!

Wh a t i s F e re l d e n ?
Picture Dark Age Celtic Britain, ruled by a King or Queen, that borders the vast
Orlesian Empire (France) and is known for strong kinship with war dogs called
mabari. A generation ago, Ferelden ousted an Orlesian occupation and forced a
bloody peace. For the average Ferelden, Orlais is a dirty word. Caste-system
dwarves border Ferelden in their last major city, Orzammar, and a significant
number of nomadic Dalish elves and serving class City elves live with the borders.
The country is also home to a Tower wherein mages are closely supervised by the
Chantry and its mage-hunting templars for demonic possession.

4
C H AR AC T E R C R E AT I O N
“There’s a recipe to a good hero. It’s like alchemy. One part down-to-earth, one
part selfless nobility, two parts crazy, and you season liberally with wild
falsehoods. You let that percolate through a good audience for a while, and when
it’s done, you’ve got your hero.” -Varric

Roll Ability Scores: There are 9 ability scores. Everyone also has a
proficiency bonus (called “focus”) that starts at +2 and goes up to +3 at 11th
level. Like D&D, if you’re trained in something, add your proficiency, er
“focus” bonus. If you make a check, add your modifier.

Choose an Origin Story. Each has a unique campaign tie-in to help


immerse in the campaign that stands alone. You won’t know anyone else to
start unless you want to link backgrounds.

There is no alignment. For roleplay notes, consider a “first impression” visual


(e.g. Logan Nine-Fingers with an angry red mark from hanging on his neck),
an auditory feature (speaks in low whisper after surviving the hanging), a
speaking mannerism (grunts rather than saying yes/no), and a visual
mannerism (clears his nose on the ground when making a point) to
accompany your roleplaying notes (believes spirits talk to him, says “still
alive” after a battle, when spirits stop talking, that’ll be the end of his days.)

Backgrounds: DA 13-31 & online link. Only the options from your Origin
story are available. Backgrounds provide boosts, including to ability scores.

Each background has a 2d6 table. You may randomly roll 2x OR get 3 points
to spend. An ability boost costs 2 points; anything else is 1 point. You
cannot get the same feature twice. The benefit of rolling is a chance, albeit
low, of getting two ability score boosts, though you might roll none at all!

Skills: As you get proficient (“focused”) in a skill, mark it under the ability.

Races: There are 3 core races available, and they are diverse in their kinds:
dwarves, Dalish elves, City elves, & Ferelden humans. Humans and elves
can produce children, but they are always human. For more art, history and
detailed descriptions see the World of Thedas, Volume 1.

Base Classes: Mage, Rogue, and Warrior. Each are highly customizable,
letting you create a near-infinite variety of combos and types (FA p29). If
you want a dual-wielding, poison-using rogue, or a healing mage that

5
dabbles in necromancy, you build and specialize the character as you gain
levels. All have “specializations,” like Berserker or Necromancer, and many
that only the core class can ever get.

Pick Equipment. Everyone starts with a backpack, waterskin, travel


clothes, and 50 + 3d6 silver. In Ferelden, money is converted at 100 copper
(“bits”) = 1 silver, and 100 silver = 1 gold (“sovereign” in Ferelden).

• Mages get a staff and 1 weapon.


• Rogues get light leather and 2 weapons.
• Warriors get heavy leather and 3 weapons.
• If you have weapon/shield training, you start with a medium shield.
• If trained in an ammo weapon, you get a quiver and 20 ammo.

Defense & Speed.

• Defense = 10 + Dexterity + Shield (+1 light or +2 medium). This


functions just like D&D’s Armor Class.

• Armor absorbs kinetic damage, like from weapons. “Penetrating”


attacks bypass armor protection completely.

• Speed = Dexterity + Race speed (8 dwarf, 10 human, 12 elf) + Armor


penalty. This is in yards. To get grid map movement and ranges, just
halve (round up) yards. For example, a Crossbow’s long range is 60
yards, or on the combat map, 30 squares.

Encumbrance. Slot system (handout). Slots = your 3d6 Strength roll.


The sheet tells you how many slots an item takes. You can push, drag, or
dead-lift up to x2 your slots in weight (each slot = 15 pounds), and still
move 1 square (2y).

Talents: custom list for this campaign. This is where you get most of your
abilities, such as magic, fighting styles, and trapmaking.

XP Pace: Milestone-based. Your character will have time to forge


relationships, craft, and even work on a base of operations, on their way to
possibly level 20. Each Primary quest, to be revealed, will give 2 levels of
advancement but may be dangerous if you don’t gain levels and return.

Secondary quests will grant a level after 3 are completed, and tertiary
minor quests and exploration will grant a level after several are completed.

6
ROLL ABILITY SCORES
Roll 3d6, in order, for each score. Instead of the roll, just write the
modifier (aka starting ability, a roll of 16 is +3) on your sheet. You won’t
need the original score again except the STR roll (for encumbrance). Note:
As you gain levels, you can improve these scores.

Once done, if scores


don’t add up to 13,
each point you are
short gives you +1 to
add (once) to any
ability score.

Finally, you may swap


2 ability scores.

Accuracy. Add to attack rolls with ranged & finesse weapons like rapiers, bows, &
mage arcane lance.

Communication. Social skills & animal handling.

Constitution. Fortitude, endurance, increase to hit points per level.

Dexterity. Agility, hand-eye coordination, quickness. Adds to Defense.

Fighting. Add to attack rolls with heavier weapons like axes and spears.

Intelligence. Smarts, knowledge, education. Ability to cast spells successfully.

Perception. Sensory skills. Adds to ranged weapon damage.

Strength. Physical prowess. Adds to melee damage.

Willpower. Mental toughness. Determines magic point pool for mages & extra spell
damage.

7
Skills (Focuses)
Like D&D, skills (focuses) are
tagged to ability scores. Like
D&D, you add your proficiency
bonus to proficient (focused)
skills. These are also your
saving throws! A spell might
require you to make a Willpower
(morale) roll to avoid bad
effects, or Dexterity (acrobatics)
to minimize damage.

At 1st level, the proficiency


bonus is +2.

Untrained weapons: -2 attack,


half damage, half range.

Untrained armor: the armor


penalty also applies to Dexterity
rolls, not just Speed. If
untrained in a shield, the only
Defense it provides is +1, no
matter the shield type.
Note! Dragon Age is the original
edition and FAGE improved a
few features. If you see the
following terms in the character
background choices, adjust as
follows:

• “Cunning.” Is now Intelligence.


• “Dexterity.” On the 2d6 tables, choose either Dexterity or Accuracy.
Any Dexterity (weapon) is now Accuracy (weapon).
• “Strength.” On the 2d6 tables, choose either Strength or Fighting.
Any Strength (weapon) is now Fighting (weapon).
• “Magic.” Is now divided into Intelligence & Willpower. Pick either one
if you see “magic.” Magic focuses are now Intelligence.

8
O RI G I N S T O RI E S
THE BASTARD (HUMAN, NON-MAGE)

You are secretly the bastard child of the late King of Ferelden, Maric. If the current
king were to die, you would have a claim to the throne. You were humbly raised at
Redcliffe Castle as a ward of Arl Eamon Guerrin, uncle to the King, believing you
were a peasant.

At age 10, the Arl secretly told you King Maric was your father, making the current
king your half-brother. Without fanfare, he sent you to the Chantry at Lothering for
education and eventual oaths that would absolve you of any claim to the throne.

The Chantry offered a well-rounded education, including weapon training. It has a


militant branch – Templars – that hunts blood mages, apostates and abominations
(mages who succumb to demons).

Fill in the blanks. How did you feel about the Chantry? On one hand, there were no
more dirty looks from the Arless Isolde, who suspected the Arl doted on you because
you were his bastard. On the other, you were effectively an orphan. Did you develop
any views on mages, templars, or the Maker?

You never got to swear any Oaths and abruptly left the Chantry with a Grey
Warden named Duncan. Why? Did he conscript you? Did you share your heritage?
Did you want to leave the Chantry?

You also have an older half-sister, Goldanna from your mother’s side, who lives in
Denerim. You haven’t seen her since childhood. Your mother Belinda died shortly
after your birth and was a maid at Arl Eamon’s castle. You can change these names
if you wish. These are default.

Pick Ferelden Craftsman, Freeman, or Noble.

9
THE DEPOSED NOBLE (HUMAN, NON-MAGE)

You are from the once-powerful Cousland family, betrayed in the night by a friend
and your father denounced as traitor. Your family is ancient and stewarded the
lands of Highever before Ferelden even had a king, and your father was granted his
title after helping fight off the Orlesian occupation. Your parents were the Teryn
Bryce Cousland and Lady Eleanor. They were killed the night you escaped. You
have an older brother, Fergus.

The betrayal was by the Arl Rendon Howe of Amaranthine, a close friend whose life
your father saved once. There was even talk of marriage between your families.
Your families were to send a joint task force of troops to Ostagar for a routine turn
at guarding the border. Howe arrived and said his troops were late. He encouraged
Fergus to go ahead (the king was rumored to be making a visit to Ostagar!)

Fergus said goodbye to his son, your nephew Oren, who was crying that he never
got to see anything exciting like swords. Howe comforted the boy, telling him “don’t
worry boy, I’m sure you’ll get to see a sword up real close soon, I promise.”

In the middle of the next night, Howe’s troops arrived and in a treacherous move
slaughtered your childhood friends, tutors, your nephew Oren, and anyone else you
see fit to include. Your parents died getting you to safety, making you vow not to
waste your life in vain revenge. Your family was denounced as Orlesian
sympathizers. And while the “sins of the father” were not passed, you were stripped
of formal inheritance. As for Fergus, he disappeared on his first scouting missing
outside Ostagar.

You have no resources, no allies, no heritage to fall back on, little training, and no
true evidence that can bring Arl Howe down. You must tread very carefully.

You ended up with the other players. Who and what connected you? At least one of
them is connected to the Grey Warden Duncan, who used to visit your home to
recruit for the Grey Wardens. He commented you might make a good one. Has he
recognized you? Did he help you in any way? Thus far, how have kept yourself from
a suicidal move against Howe?

Pick Ferelden Craftsman, Freeman, or Noble. Although noble born, you have access
to a variety of options for upbringing and training.

10
THE STRANGER IN A STRANGE LAND (HUMAN, NON-MAGE)

You aren’t originally from Ferelden. Through misfortune, you came to be stranded
as a young person in Denerim, the crowded capital of Ferelden, and often simply
called “the city.” To get by, you often did jobs for some organization you knew
simply as “Friends of Red Jenny.” It had no leaders, no contacts, just messages that
would be left sometimes with sometimes odd missions like snatching a pie or
leaving a bag of dung on a door. In return, you’d get a reward, or you’d slip a name
into a box and something embarrassing would happen to someone that wronged
you. Over time, you learned that the payback would only occur against the haughty,
such as a noble who spit on you for getting in the way of his entourage, never
against the oppressed.

You know several people in Denerim as a result, including:

• Slim Couldry, average as they get man who knows where the goods are.
• Sister Justine, helps run the Chantry museum and authenticate artifacts.
• “The Bartender” at the Gnawed Noble Tavern, good for a job. You don’t know
if he has a real name.
• Adric Baranti, womanizer and dilettante who frequents the Market bars,
grandson of Bann Nicola Baranti, who often helps the poor. Are you
genuinely friends, or do you simply enjoy the coin he tosses around?
You eventually joined the City Guard. Had you left the Red Jenny way of life, or did
you have another reason? Your commanding officer was Sergeant Kylon, usually
assigned to the Market District. Life went well until one day you were investigating
a night-time fire. Thanks to House Baranti guards, who you often work with,
everyone got out safely and the fire was contained. You may not be an expert, but
you thought you found evidence it was arson, not accident. After you said
something, goods from the victim’s burned home were found in your apartment by
an anonymous tip. Although Sergeant Kylon spoke on your behalf and Baranti
guards spoke highly of your work with them, you were drummed out of the guard in
disgrace by higher up commanders and fined enough for your “crime” that you had
little left but what you could carry.

You probably crossed paths with at least one of the other players. Talk with them
about how you might be mutually connected. Who, what, and how? At least one of
them probably knows a Grey Warden named Duncan who recruits for the Grey
Wardens. Did he have anything to do with your life?

Pick a background foreign to Ferelden.

11
Ander Survivor. Anderfels is very far away, home of the Grey Warden’s
headquarters. Much of its lands are blighted. It is a nation of survivors. Think
Scandanavia.

Antivan Wayfarer. Antiva is a neighbor to the north feared for its House of Crows
(assassins), and well known for its trade and leather. Think Italy.

Chasind Wilder. Barbarians to the swampy south who hold to superstitions such as
the Witches of the Wild. Years ago, they united under the Witch of the Wild
Flemeth to raze parts of Ferelden and many fear they will do so again. Physically
they are Ferelden but tend to shorter and stockier. Think English Celtic.

Free Marcher. Confederation of city-states to the north, the breadbasket. Most


known for the Grand Tourney that attracts competitors from all over the world.
Think German.

Nevarran Adventurer. Once a Free March city, it is now a nation that withstood an
attack by the Orlesian empire and is a thorn in their side. Think Greek.

Orlesian Commoner / Exile. Once a resident of the greatest Empire in the world.
Orlesians are oft reviled in Ferelden, which only recently threw off its occupation
through a bloody war led by King Maric. Think France.

Rivaini Merchant. An underdog matriarchal nation that fought off Qunari


occupation, steeped in tattooing and soothsaying. Think north Africa.

12
THE CIRCLE MAGE (DALISH or HUMAN)

You have resisted the tricks of demons attracted to your magic and become a Circle
Mage, free to advance your powers. Mages are considered cursed, possessing a
power that attracts demonic possession. The tower of the Circle of Magi exists to
help teach control, spot those who cannot resist demons or seek blood magic, and to
protect you from outsiders who fear you. Templars (Chantry mage hunters) keep
charge and strike down any mages at the first sign of corruption. The Templars are
led by Knight Commander Greagoir; the mages by First Enchanter Irving.

You passed the Harrowing, a challenge for all aspiring mages. You sleep and enter
the Fade, where a demon seeks to possess your body. If you fail, Templars ensure
you don’t wake up. If you refuse, you’re made Tranquil (cut off from magic and
emotion to avoid possession). If you could run, it’s a death sentence.

The Harrowing is different for everyone. Create a story about how a demon tried to
trick you, if you want to share it someday with others. If it’s too personal, let them
know and don’t worry about it. The DM can help with ideas.

After your Harrowing, your good friend Jowan sought to flee. He had heard from his
secret Chantry lover (an aspirant named Lily) that there was talk of him being
made Tranquil. He wanted your help in getting his “phylactery” (vial of blood used
to track mages). Did you help him, report him, or do nothing?

Jowan escaped regardless, surprising everyone by using forbidden Blood Magic. If


you helped, he’ll see you as friend but you were found guilty along with Lily. If you
reported him, First Enchanter Irving ordered you to “play along” to find out Lily’s
culpability, and Jowan never found out your subterfuge. However, if you were to
invoke Irving’s name now to avoid trouble, he simply could deny any such plan (and
maybe he did). If you did nothing, Jowan denounced you. In all events, the Tower
found you knew his plan.

Your punishment was to serve on the front lines at Ostagar, a lonely post to defend
against the swamp-dwelling Chasind wilders. A Grey Warden named Duncan
redirected you to serve the Wardens at some point. Did he invoke the Rite of
Conscription (a draft that overrides all laws but requires you become a Warden)?
For now, Duncan has removed you from the front lines.

If elf, you can choose to be from Denerim’s alienage (where the city elves live in
poverty), the small town of Lothering, or simply not know. If human, you can be
from anywhere in Ferelden, commoner, merchant, or noble family. In almost all
cases, mages are disowned by family, a symbol of shame.

Pick Circle Mage (elf or human).

13
THE APOSTATE MAGE (DALISH or HUMAN)

You are not a part of the Circle of the Magi, and you must live under constant fear
that if caught by Templars, you might be executed.

If Dalish, you have been cut-off from your people, the Sabrae Clan, and forced to
leave before you could train with your Keeper. The Dalish are the last of the
“elvhenan” who refuse to merge with human societies and fiercely protect their half-
forgotten lore of a time when they ruled Thedas as immortals, until humans came.
Your people spurn the human god and hold to the elven pantheon, marking
themselves with a particular god’s tattoo on their face called a “vallaslin.” Pick a
god and explain what happened that you lost your clan.

If Human, you were born Chasind (the wild folk who live in the swampy south) or
came to live with them, possibly by fleeing or being abandoned before the Tower of
the Magi discovered you had powers.

In both events, gifted with a power considered a dangerous curse by most, you
ended up coming of age and learning your magic from a Chasind “witch of the wild”
named Baba Zorya. She was always coy whether she was one of the daughters of
THE Witch of the Wild, Flemeth. You can consider Dosov Village and its stilt-
houses your home. Zorya made you cognizant of the demons who sought to possess
mages and to never trust their lies, but also to never fear their powers. They are
like storms, a natural and at times destructive part of the world.

Eventually Baba Zorya declared it was time for you to go north to find the Grey
Wardens and offer your services against the darkspawn. They have been attacking
your villages, and Zorya believes a Blight is coming. However, most outsiders don’t
trust the Chasind. They once rose from the south in the name of Flemeth, a bedtime
story to scare children. They ravaged much of Ferelden, and there is a constant fear
they will rapaciously do so again. You know your people present no such danger and
that others look at Chasind bone charms, brusque manners, and self-crafted clothes
as a threat.

You also know it was time to get away from Baba Zorya. It is said the Witches of the
Wild are immortal and maintain that immortality by stealing the youth of others.
You’re not sure if she planned such for you, but the Chasind way is never to be
complacent to danger. Everyone is a threat, always.

You found a Grey Warden named Duncan who agreed to take you on regardless of
your heritage. For him, the ends justify the means. You were surprised there was no
Grey Warden army in Ferelden, just a single man.

Pick Apostate (elf or human).

14
THE DWARF HIGH/LOW BORN

You are either the middle child of House Aeducan (“eye-doo-ken”) or a dwarven low-
born dwarf of House [pick a minor House], both betrayed and banished as a result of
dwarven intrigue. For dwarves, the struggle to prove one’s self worthy is central to
your culture. When dwarves die, their spirits return to the Stone itself, not some
mythological entity. It is the roof over their head, the ground beneath their feet, the
very basis from which all architecture and statues are drawn. Those who are strong
and do their duty make the Stone stronger when they return to it. Those who are
weak or criminal may even be rejected by the Stone altogether. Thus, noble houses
connive and plot to eclipse each other in the Assembly, often resorting to intrigue,
assassination, and blackmail. So long as the appearance of honor is maintained, the
end always justifies the means.

House Aeducan has been prominent since its founding Paragon (a dwarven genius
held in esteem above all others) rose up to lead the defense of Orzammar (the
greatest and last dwarven city) against the darkspawn horde during the First
Blight centuries ago. The current elected king is Endrin Aeducan, but he is old and
the time has come for one of his children to make a move. It is said the halls of
Orzammar run deep, but blood runs deeper.

If House Aeducan, you were just appointed Orzammar’s newest commander with a
quest to retrieve the lost Shield of Aeducan, and a feast was being held in your
honor.

If lower-born, you were the “second” to that Noble (a second is often a good
friend/lover, bodyguard, and the duel partner when the Noble enters the arena).
Wherever the second-child goes, you go.

If Aeducan, your second is Gorim Saelec.

If the “second,” the heir is Duran Aeducan.

After fighting in the Proving Grounds (an arena, big event that day because the
Grey Wardens were in attendance to select some of the best for recruits), you were
approached by Aeducan’s younger brother, Bhelen. Bhelen warned the older
brother, Trian, was plotting to kill the Aeducan because they were favored by the
Assembly to succeed the king. He recommended you strike first to take out Trian
before he made his move and pledged his support. Did you agree/encourage the plot?

You had little chance to plan because of your mission. You were assigned a squad,
second-in-command Frandlin Ivo (a second son from an inconsequential house who
seeks glory in the Proving Grounds). You found the Shield rather easily and
survived an obvious ambush by a weak force of casteless dwarven mercenaries

15
carrying Trian’s signet ring. Ivo commented the ring could have been a fake,
planted, or proof of treachery. Either way, it was evidence. If you didn’t collect it, he
did.

If you told Bhelen you would kill Trian, Trian and a squad of guards met you before
the rendezvous spot and tried to take you out. Your squad killed him in defense. If
you tried to take him alive, one of your scouts “accidentally” killed him.

If you didn’t agree to kill him, you found Trian’s squad already dead near your
rendezvous point.

As if warned in advance, the King arrived just at the right time not to see anything
except you and your squad in a bloody mess. Bhelen told his father you both had a
plot to kill Trian and claim the throne. Members of your own squad testified
Aeducan ordered them to kill Trian, and Bhelen had more witnesses from the
household. Treachery!

If the second protested, they discounted their words as that of a non-noble who
would say anything for their master/lover. Ivo revealed the presence of Trian’s ring,
either saying Aeducan ordered him to take it or you had it on your body. Treachery!

The Assembly voted to have both your names, castes, and deeds stripped from the
Memories (tens of thousands of years of actual memories of events recorded into
lyrium runes by a Shaper, allowing dwarves to access their history as it happened
thousands of years later). Effectively, you’re erased from dwarven history. Since
your squad was only following orders, an honorable service for the lesser caste, they
received no punishment.

If second, you were banished to the surface, a fate as good as death to many.
Aeducan was sent to the Deep Roads to die fighting darkspawn. You were recruited
shortly thereafter by the Grey Warden, impressed with your skill in the Proving
Ground. While it is not his role to play politics, he hinted he did not believe you
were guilty of anything more than being a victim of dwarven intrigue. He could do
nothing for your master/lover except hope they died a good death.

If Aeducan, Gorim whispered to you that the Grey Warden was scouting the Deep
Roads for darkspawn activity and maybe you could seek him out, a chance for life.
You found Duncan and got him to agree to take you along with him to the surface.
Was this because you joined the Grey Wardens (normally an honor, negates
sentence of banishment)? Was it another reason? You are one of the first to meet
Duncan and you may have helped him meet or recruit other characters.

Pick High Born Dwarf (Aeducan) or Low Born Dwarf (Saelec)

16
THE DWARF COMMONER

You have escaped your casteless status in Orzammar. Deep beneath the Frostback
Mountains sits Orzammar, largest and proudest dwarven city. Once the seat of an
underground empire spanning the continent, its “Deep Roads” are cut off by
darkspawn and ruin. Below the vast statues and gilded halls where noble families
play at deadly politics, the lower castes live in their shadows, scurrying to serve like
their Ancestors before. Except for you. You are “casteless,” the dirty secret staining
Orzammar’s perfect society, forced along with your sister to sell your services to a
crime lord, Beraht, to survive. To the rest of Orzammar, you are proof the casteless
deserve their fate, but you know you do what you have to survive.

Your face is tattooed so every good dwarf knows who to spit upon, but if the
darkspawn ever overrun Orzammar, it’ll be the casteless who know how to survive.
You support your family (pick a family name) by serving Beraht. Your mother,
Kalah, is an alcoholic. Your beautiful half-sister Rica has been a major investment
for Beraht as a concubine to Bhelen Aeducan, third-son of the King, possible heir to
the throne. Beraht was clear she’s worth more than your lazy skin, and if you screw
up, maybe he’ll just scar her face and end her quest to better your house. Beraht’s
enforcer, the assassin Jarvia, is always there to back him. Your best pal in crime
was Leske. Things went awry when you were assigned to drug the premier fighters
at the Proving Grounds so Beraht could bet big against his inept opponent. The
Grey Wardens were attending to select worthy recruits, so a lot of attention was on
these matches. The problem was the “winner” Everd was inexperienced, drunk and
incapable of winning any match. You donned his armor, hiding your face behind his
heavy helm, and entered in his place. Thanks to your skill and likely the drugs, you
won your battles.

Unfortunately, the ruse was up when Everd staggered into the arena. Beraht
purchased your prison term (to avoid you talking) and hid you in Dust Town to die.
Leske squirreled away a lockpick and you managed to escape the cell and caverns
below one of Beraht’s shops. You surprised Beraht in the shop, but then his second
Jarvia turned on him. She killed her former master. She then turned you over to the
nobles, who conveniently were waiting outside to arrest you. You were the fall
guy/gal. Jarvia could blame Beraht’s death on you and take over the Carta.

You escaped punishment that day. Was it because the Grey Warden Duncan
recruited you with the Rite of Conscription (commuting your sentence), or
something else? In any case, you got to the surface with ties to Duncan, leaving your
family and Leske behind. Those in Dust Town don’t have a lot anyways. You are the
first to meet Duncan and you may have helped him with other characters.

Pick Dwarf Duster (rogue only) or Surface Dwarf (casteless, your time on the
surface has greater influence than your time below).

17
THE CITY ELF

You have always lived under the thumb of human overlords in the capital city of
Denerim, until a local lord tried to claim “privileges” he had no right to, sparking a
racial explosion that resulted in a rain of vengeance.

Someone planted a tree the elders call the “vhenadahl” (ancient elven for “tree of
the people”) in the middle of the alienage long ago. The elders say as long as the
tree lives, so shall your people. Today, it is tall, healthy and green – in sharp
contrast to the city around it. You are the poorest of the poor, the unwanted and
unwelcome huddled on the side of a wall separating you from the humans. You pass
to work the docks, taverns, and clean, but when dusk comes, you must return or be
mistaken for a thief…and to be honest, the ones out at night probably are.

Once, the elders say, you had your own lands, lived agelessly forever and were
strong, but humans took that all. It sows doubt. Did you fall so far? Even so, you
have a home. The alienage is not a prison. It is home. You dance, sing, and make
merry. You appreciate those moments more than humans who have everything and
appreciate nothing. You only fear for the day when humans come to take more. And,
that day came.

It was wedding day for you as well as your cousin Soris. Your other cousin Shianni
helped organize everything. During the planning, a drunk noble human felt entitled
and groped the ladies. Shianni knocked him senseless with a bottle, but he was
Vaughan Kendells, son of the Arl of Denerim. He came back with soldiers and
attacked your defenseless wedding parties, kidnapping several including your
spouse-to-be and Shianni. You used an elven servant in the Arl’s home to infiltrate
it, found your spouse dead (trying to escape) and confronted Vaughan. He offered a
fortune – 10 gold sovereigns!!! – to leave the city and leave him Shianni.
Did you take the money and abandon your cousin? If so, you managed to stash the
sovereigns in a secret stash in the alienage and can, if you make it back to Denerim,
retrieve it. If not, you had to kill the Arl’s son when he and his lackeys attacked.
Upon return to the alienage, Elder Valendrian and a Grey Warden Duncan were
waiting. The city guard came looking to arrest you and any others who helped you.

Did you take the blame, share the blame, or keep your mouth shut? If you took the
blame, the guards arrested only you. If you shared the blame, the guards arrested
all you named. If you kept your mouth shut, an elven servant ratted you out.

How did you get out of punishment? It should tie you to traveling with Duncan. Did
he invoke the Rite of Conscription (recruiting you and negating punishments?)

Pick City Elf or Escaped Elf Slave (non-mage who settled here from Tevinter).

18
THE DALISH ELF

The Dalish are keepers of the lost lore, walkers of the lonely path, last of the
“elvhenan.” They refused to merge with human societies and seek to preserve their
half-forgotten lore. In ancient times, elves ruled Thedas alone, ageless and
beautiful, until humans came and enslaved them. Free now, the Dalish wander in
small bands, their wagons (“aravels”) welcome nowhere. Much has been lost, but the
Dalish will find what has been lost and keep it safe. They will relearn the elven
tongue, rediscover the ancient crafts and practice the old magics. They spurn the
human god and cleave to the ancient elven pantheon, praying one day their gods
will return in power. To honor the gods, each adult chooses a facial tattoo
representing a god, known as a “vallaslin.” Pick yours based on a type of god.

You are a descendant of the “Maharial” family and hunter of the Sabrae clan. Your
leader is Keeper Maretheri, a powerful mage free of the Circle’s influence, and her
First (apprentice) Merrill (note: if a 3rd elf shows magical power, they are exiled
from the clan). Your people roam freely, unlike the “flat ears” (city elves), and are in
constant dread and conflict with “shem” (short for “shemlen,” human, derogatory).

You were exposed to a darkspawn-tainted artifact while exploring an odd ruin that
appeared built by humans but with statues of elven gods, including Falon-Din (of
the dead). In that ruin was a mirror that bore the image of an underground city. It
entranced you and your childhood friend Tamlen, and only by luck did a Grey
Warden human (named Duncan) rescue you, having sensed the taint from afar.
Although you returned and destroyed the mirror, Tamlen was never found. Scarily
enough, you got your first exposure to darkspawn, horrifically twisted beings with a
taste for war and whose blood can kill. You begin as the only one who has faced a
darkspawn (ones Duncan called “genlocks”) and knows what they look like.

Your Keeper and Duncan were able to save you from the taint by delaying it, but he
suggested to let go of Tamlen as the taint kills within days. Your clan was forced to
move (humans had found the ruins too), and your Keeper explained you would need
to go with Duncan. You were not being banished, but it probably felt like it. She
explained your blood could still infect others, that she’s bought you maybe a year or
two, and only the Grey Wardens, or lost knowledge of the ancient elves, can provide
a true cure. She also explained the Dalish remembered their ancient treaty to aid
the Grey Wardens during a Blight. If there truly was one as Duncan believed, you
would honor the clan in service. Once cured, you hope to find where they would
relocate, likely still somewhere in the vast Brecilian forest.

Did you honor your people, did you find another way to get Duncan to take you
along, did Duncan invoke the Rite of Conscription (a forced draft into the Wardens?)

Pick Dalish Elf.

19
20
Rac e s

DWARVES
Overview. “We are the Children of the Stone. She supports us, shelters us, offers the
most priceless gifts of the earth. The worthy return to her embrace in death,
becoming Ancestors. The unworthy are cast out, unable to rest, that their failings
may not weaken the Stone.

So it has been since the earliest memories. We live by the Stone, guided by the
Ancestors who speak with the voice of the Provings, and whose memories the
Shaperate keeps forever in lyrium.

We do not accept the empty promises of absent gods as do the wild elves and
humans. We follow in the footsteps of our Paragons – greatest examples of our
ancestors. Our Paragons joined with the Stone in life and stand watch at our gate.
There is not greater honor to hope for, no better reward for an excellent life.”

21
Roleplay. Life is politics and the caste-system, which you are raised to believe
makes you strong, and when you die, the strong become one with the Stone.
Assassinations and machinations are to be rewarded if cleverly done. Your people
have suffered the most from darkspawn. Unlike surfacers who only see darkspawn
when a Blight occurs, your people are accosted constantly, and skill in warfare is a
virtue. Thanks to endless darkspawn attacks and a dwindling birth rate, your kind
have abandoned your thaigs (fortified towns) and are now down to one great city:
Orzammar. It is there that families of Paragons (greatest heroes) rule and you keep
history in the organic memory of the Shaperate, letting you have access to
thousands of years of knowledge. Your people prosper by being the only who can
handle raw lyrium, the world’s most valuable commodity, used to manufacture
magical items and the highest quality arms by mages. You don’t dream and
therefore cannot use magic, but this in turn protects you from lyrium.

Appearance and Features. Males have


stocky torsos and large bellies regardless of
fitness level, and females have broad hips.
Average height for either is 4’3” and weight
70 pounds2 (optional: add 1 inch and 4
pounds per starting Strength modifier),
and dwarves almost never reach 5’ tall.
Males can grow facial hair and some
females can grow slight stubble, but there
is no significance to facial hair. Just as
many dwarves are clean-shaven as
bearded. Hair tends to red, brown, and
black. Skin tones range from pale to ruddy.
Dwarves have the same lifespan and
maturity as humans, but currently their
people are not as fertile as in ages past.
Dwarves have sharper sight than humans
in areas of darkness, but they cannot see in
the dark.

Dwarves speak with crisp, clear,


unaccented voices. Their people created
common for a trade language, and they
pride themselves on being easy-to-
understand, wincing at dialects that
corrupt the pure sound.

2 Dragon Magazine #91, “Realistic Vital Statistics” by Stephen Inniss, or why dwarves are way too heavy.

22
Sayings. Dwarves have many derogatory terms for surface and casteless dwarves,
who will never join the Stone: air-touched, cloudgazer, lost to the stone, stone-blind.
Other sayings include remnants from their ancient language.

• Atrast tunsha: formal goodbye.


• Atrast vala: formal greeting (literally “find your tongue”).
• Best of the vein: goodbye.
• Blow off the dust to find the vein of silver: look for the positive
• Dust to dunkels: phrase for great uncertainty.
• Dwarva: how dwarves name themselves.
• Isana: lyrium, also “singing stone”
• Nug humper: Good way to instigate a fight
• Nug’s breath! Curse.
• On loose sand: dangerous footing.
• Salroka: friend, “one at my side.”
• Sod off Go away (vulgar)
• Stone-met: greetings.
• Valos atredum: ancestor’s blessing.
• Wim and wam: whine and plead.

Relations. They get along well with anyone with money to trade. They have little
use for Chantry evangelists, elven terrorists, those who criticize their customs, and
cowards who find reasons to not stand against darkspawn. They see mages like
weapons: useful in the right hands.

Names: The backgrounds take care of some part of your name, but otherwise
dwarven society is made up of Houses, each of which is comprised of families. A
dwarf has a given name and house name, which functions as a last name or title.

One might say “Bhelen Aeducan” (familiar) or “Bhelen of House Aeducan” (formal).

Female names: Ailine, Althild, Dara, Ethelwild, Hildred, Iarvia, Kalin, Klara,
Mora, Orta, Peada, Sigge, Telka, Ulma.

Male names: Bodag, Crag, Doffin, Eadrek, Gorim, Hador, Gurt, Kerdik, Legnar,
Oerik, Oswulf, Roshek, Throrik, Vengest, Witred.

House names (sampling, there are many): Azagale, Cadash, Dunnharg,


Gundaar, Korkill, Kitrik, Moratin, Ortan, Tethras, Varen.

Castes (in order): Noble, Warrior, Smith, Artisan, Miner, Merchant, Servant,
Surface, Casteless.

23
DALISH elves
Overview: “In time, the human empires will crumble. We have seen it happen
countless times. Until then, we wait, we keep to the wild border lands, we raise
halla (revered stag-like beasts), build aravels (mobile homes with sails capable of
flight with Keeper magic), and present a moving target to the humans around us.
We keep hold of the old ways, to relearn what was forgotten.

We call to the ancient gods even if they are silent so that one day they might
remember us: Egar’nan the Eldest of the Sun and He Who Overthrew His Father;
Mythal the Protector; Fen’Harel the Dread Wolf; Andruil the Huntress; Falon’Din
the Friend of the Dead; Dirthamen the Keeper of Secrets; Ghilan’nain the Mother of
Halla; June the Master of Crafts; and Sylaise the Hearthkeeper.

We gather every ten years for the Arlathvhen, to retell the ancient stories and keep
them alive. For when the human kingdoms are gone, we must be ready to teach the
others what it means to be elves.”

Roleplay. Life is freedom. Your people have lost their immortality and homes
because of slavery many centuries ago, and rather than take the charity of the
Chantry and the “right” to live in human cities as second-class citizens, you take to
a nomadic life with your Clan. Your Clan is your home. City elves are to be pitied
but welcomed in if they seek the ancient ways. Not all “shemlen” (humans, literally
“quick children” for the belief human contact made the elvhen age and die) are your
enemy as you trade with some, but you are used to most seeing you as little more
than wild beasts, especially Orlesians. Elves with
magical gifts are to be prized. Your gods are silent,
but you keep faith they will emerge once again.
You call yourself the “elvhen” (the People). The god
Fen’Harel is not to be trusted.

Appearance and Features. Elves tend to tall and


willowy, usually slightly taller than most humans
and weighing less. The average height is 5’6” and
weight 120 pounds (optional: add 2 inches and 5
pounds per starting Strength modifier). Faces are
thin, noses straight, and pointed ears jut out at an
angle. Elves cannot grow facial hair and tend to all
hair and eye colors. They have lifespans of
humans. Each Dalish adult tattoos a chosen god’s
symbol on their face (the “vallaslin”). For roleplay,
Dalish elves speak with a Welsh/Irish accent.

24
Sayings. Much original language has been lost to time, now fragments and lullabies.
Identifying as Dalish is an act of defiance and a display of hope. Think Welsh.

• Abelas Sorry, “sorrow”


• Andaran atish’an Formal greeting, “I dwell in this place of peace”
• Aneth ara Greeting, informal, “my safe place”
• Ar tu na’din I will kill you
• Da’len An elf younger than you, affectionate, “little child”
• Dareth shiral Goodbye, “safe journey”
• Falon Friend
• Fen’Harel ma ghilana Bad choices, “dread wolf guides you”
• Flat ear City elf, derogatory, elves trying to integrate with humans
• Hahren Elder (including city elf leader of alienage)
• Ma halam You are finished, threat
• Ma nuvenin As you wish
• Ma serranas My thanks
• Shem Short for shemlen, “quick child,” derogatory for humans

Relations. Anyone not from your Clan could be an enemy. Humans give and take.

Names: Dalish names correspond typically with a word or phrase regardless of


gender. A first name is generally enough unless dealing with other Dalish elves.
Then, one addresses by Name + Family + Clan. If one can trace heritage to the
original clan founder, then no Family name is needed.

Adahlen – Forest; Aravas – Journey; Assan – Arrow; Atisha – Peaceful;


Bellanaris – Eternity, forever; Elgara – Sun, or respect to Elgar’nan; Enansal –
Gift, blessing; Enasalin – Victory; Glandival – Wish; Hanin – Glory; Mahvir –
Tomorrow; Melana – Time; Mirthadra – Honoured; Revas – Freedom; Theneras –
Dream; Vunin – Day

Elves often combine words to form phrase names, such as “Tulin” (to make blood)
and Innan (“in vengeance). Chat with the DM to figure out more names as the
elven language is extensive: “-len” (child of), “Mir-“(my), “Tu-“(to make), “In-
“(because of).

Clans (Ferelden): Sabrae (Brecilian Forest), Boranehn (western Ferelden)


Families: Istimaethoriel, Mahariel, Talas

25
CITY elves
Overview: “The humans tell tales of Andraste, and to them, she was a prophet. To
us, she was an inspiration. Her rebellion against Tevinter gave our people a window
through which to see the sun, and we reached toward it with all our strength. The
rebellion was brief but successful; even after the death of Andraste, we won freedom
for our new home in the Dales: Halamshiral, the “end of the journey.” Many died on
that journey, and our prior slavery took our immortality, our customs, our gods. But
it never took our sense of belonging to one another.

But as you know, something went wrong. Some elves were angered by Chantry
missionaries and attacked a human village. The Chantry retaliated and conquered
us. Rather than enslave us as before, we were allowed succor in human cities as
second-class citizens, allowed to govern ourselves in our own districts so long as we
gave up the old ways that led us to near-ruin.

When I see the vhenadahl, the “tree of our people,” that is planted in the middle of
our poor alienage, I weep. It is a strong and mighty tree with many branches, but it
bears only bitter fruit.”

Roleplay. Andraste the Prophet freed you, and your greatest strengths are tradition
and the bonds of being one people. Most of your people have adopted the faith of
Andraste and the Maker, though a few secretly (it’s illegal) follow the old elvhen
gods. Those who try to leave the alienage and blend with human culture are “flat
ears” (for trying to hide their ears and pass as human). Marriage is highly
important and a rite of adulthood.
Marriages are generally pre-arranged,
having consulted bloodlines to avoid
intermixing. The worst you could do is breed
with a human, for only humans result from
such unions. Your people cannot bear arms
in a city. Garahel is a heroic name in every
alienage, having given his life as a griffon-
riding Grey Warden to kill the Archdemon
and end the Fourth Blight. Wenna di Ladia
of the Emerald Knights is a rallying cry for
rebellion.

Appearance and Features. Elves tend to tall


and willowy, usually slightly taller than
most humans and weighing less. The
average height is 5’6” and weight 120
pounds (optional: add 2 inches and 8 pounds

26
per starting Strength modifier). Faces are thin, noses straight, and pointed ears jut
out at an angle. Elves cannot grow facial hair and tend to all hair and eye colors.
They have lifespans of humans. For roleplay, City Elves speak the with a Cockney
accent (British dialect), which uses rhyming slang to hide what they are talking
about.

Sayings. City elves speak the Common tongue with Cockney rhyming slang. To hide
what they’re saying, they take a real word like “tea” and rhyme it typically with a
short phrase like “Rosy Lee” that somehow is loosely associated with the real word
(a person named Rosy made a good cup of tea once). These sayings become so
familiar amongst City Elves that they will drop the rhyming word, and over time
the “hidden” feature of words has become lost. If a City Elf asks “You want a cup of
rosy?” they’re offering you a cup of tea (a “rosy lee”). Not every slang is rhyming,
such as a “bag of mystery” (sausage), but many are.

• Cut and carried Married, cut off from parental support


• Duck and dive Hide, when a duck goes beneath the water
• Your “in and out” Snout, where your air goes in and out
• Lump of ice Advice, sometimes leaves you feeling cold
• Lump of school Fool, needs more experience, less book time
• Near and far Bar, sometimes lines keep you from getting a drink
• On the floor Poor
• Once a week Beak, local magistrate that you see once a week
• Penny come quick Trick, a con job
• Rats and mice Dice, they look like mice running
• Short of a sheet Street, homeless
• Tumble down the sink Drink, as it seems
• Weep and wail Tale, ones used by beggars to get money
• Yet to be Free, a situation without cost or restraint

Relations. Dalish elves are savages, wild elf cannibals, though some have curiosity
about the ancient ways. Humans are what they are: some are arrogant in their
wealth, and others are poorer than your people. Most treat you with less dignity
than their mabari (war dogs), especially in Orlais where your people are called
“rabbits” and considered as animals. Your people have little interaction with nor
opinions about dwarves.

Names: Almost every parent names their child using human names, as any Dalish
names that might be remembered will simply make the child a target. Names are of
old English / Irish origin. City elves do not use surnames. To distinguish, one might
call themself “Sera of Denerim Alienage” or “Sera the Washer.” Otherwise, they are
simply “Sera.”

27
Humans, ferelden
Overview: “Dogs are an essential part of Ferelden culture, and none more than the
mabari, a breed as old as myth, said to have been bred from wolves. Prized for their
intelligence and loyalty, these dogs are more than mere weapons or status symbols:
the hounds choose their masters and pair with them for life. To be the master of
mabari anywhere in Ferelden is to be recognized instantly as a person of worth.”

……..

“The occupation by Orlais was a dark blot on Ferelden’s history. Our people, who
from time immemorial valued their freedom over all else, were forced to bow to the
Empire. It declared our elves property and sold them like cattle. Chevaliers
routinely plundered freeholds of coin, food, and even women and children as
“taxation.” For 70 years no Landsmeets were held, for our ancient laws were
declared a form of treason.

The daughter of King Brandel changed this with a midnight attack on the imperial
armory at Lothering, starting a campaign with pilfered arms. A young freeholder
who joined the Rebel Queen’s army, Loghain Mac Tir, showed a remarkable talent
for strategy and quickly became a favorite advisor of young Prince Maric. When the
queen was assassinated by Orlesian sympathizers, Maric and Loghain turned a
ragged band of homeless nobles, malcontents, and displaced rebels into an army,
leading them to bloody victory, culminating in the Battle of River Dane that
crushed the last Chevaliers in Denerim. With the capital retaken, the battle to free
our people was finally over. But, the battle to rebuilt what had been lost had only
just begun.”

- From Ferelden: Folklore and History by Sister Petrine, Chantry scholar

28
Roleplay. “The Fereldens are a puzzle. As a people, they are one bad day away from
reverting to barbarism. They repelled invasions from Tevinter during the height of
the Imperium with nothing but dogs and their own obstinate disposition. They are
the coarse, willful, dirty, disorganized people who somehow gave rise to our
Prophet, ushered in an era of enlightenment, and toppled the greatest empire in
history.

There are a few things you can assume safely in dealing with these people: First
they value loyalty above all things, beyond wealth, beyond power, beyond reason.
Second, although they have nothing in their entire country which you are likely to
think at all remarkable, they are extremely proud of their accomplishments. Third,
if you insult their dogs, they are likely to declare war. And finally, the surest sign
you have underestimated the Fereldens is that you think you have come to
understand them.”

- Empress Celene I of Orlais, letter to newly appointed ambassador to Denerim

Appearance and Features. Ferelden humans resemble old English/Irish, and their
speech is similar. The average human stands 5’6” and weighs 130 pounds (optional:
add 2 inches and 10 pounds per starting Strength modifier).

Sayings. Even if folks are not religious, such sayings are common vernacular.

• Maker’s Breath! Shock, most common


• Maker’s mercy Sympathy, compassion
• Maker watch over you Common farewell
• Maker’s balls! Vulgar
• Andraste’s [body part] Vulgar shock
• Andraste [guide me] Determined invocation to see task done
• Andraste’s tears Sorrow
• Darkspawn take you! Insult
• Sod off Go away (vulgar)
• Knife-ear / rabbit Elf insult
• Abomination Slur, suggests corrupted by a demon

Relations. City elves are the servant class and not to be trusted around your
valuables. Dalish elves are bandits and savages. Dwarven custom is odd; they like
to trade but their traders are outcasts. Orlesians raped and pillaged our lands. The
Chasind may someday rise again in the south. Freeholders choose who they serve,
and their Banns hold the power, not the throne.

Names: Old English / Irish. Nobles or those granted titles have last names.
Commoners use surnames of their town or profession.

29
Mage
Read the description at Dragon Age Rulebook, p33, for flavor. Then, use the class rules
from the FAGE rulebook (pages 32 and 33). Changes are as below:

Health advance: CON +1. Each time you take a Constitution ability advancement, add
1d6 Health. Can reroll a 1, must take 2nd roll.

Specializations. Elementalist, Heritage (rename Fade-Touched, attract something from


the Fade), Miracle Worker (rename Spirit Healer), Necromancer, Sword Mage.

Dragon Age Specializations (quest to discover)


• Arcane Warrior. Ancient elven fighting style (gives options to Sword Mages).
• Blood Magic. Dark art of the maleficarum, oft taught by demons.
• Necromancer (dark). Gives new options to Necromancers.

Talents. If trained in certain synchronous arcana, you gain special abilities (see talents).

Arcane Device: must be staff absent special training in another device.

CASTING SPELLS EXAMPLE


3d6 + INT + focus (if any) to cast

If fail, option to pay the difference


in mana (MP) to make the spell
work, but can’t trigger stunts. If let
spell fail, costs ½ MP (round UP).

Test is the same as a “saving


throw.” Spellpower is 10 + WILL +
focus (if any) in that arcana.

Casting has risks!! If you fail with


a Dragon Die of 1, you must make a Willpower (discipline) test vs. your own Spellpower.
If you fail, something bad happens. You can still pay MP to make the spell work, but the
bad stuff still triggers.

30
Rogue
Read the description at Dragon Age Rulebook, p36, for flavor. Then, use the class rules
from the FAGE rulebook (pages 34 and 35). Changes are as below:

Health advance: CON +1. Each time you take a Constitution ability advancement, add
1d6 Health. Can reroll a 1-2, must take 2nd roll.

Weapon Groups: no black powder

Specializations. Aspect Warrior (not divine, just highly trained), Assassin, Bard,
Duelist, Gladiator, Hunter, Mage Hunter (rename Templar, requires Chantry training and
DM consult), Marked, Razor, Sharpshooter.

Dragon Age Specializations (quest to discover)

• Ranger. Ability to call animals to your side.


• Shadow. Master of stealth.

31
Warrior
Read the description at Dragon Age Rulebook, p38, for flavor. Then, use the class rules
from the FAGE rulebook (pages 36 and 37). Changes are as below:

Health advance: CON + 1. Each time you take a Constitution ability advancement, add
1d6 Health. Can reroll a 1-3, must take 2nd roll and a 1 becomes a 2.

Weapon Groups: no black powder

Specializations. Aspect Warrior (not divine, just highly trained), Berserker, Champion,
Duelist, Gladiator, Guardian, Hunter, Mage Hunter (rename Templar, requires Chantry
training and DM consult), Marked, Sharpshooter.

Dragon Age Specializations (these must be quested to unlock)

• Reaver. Channel blood magic and use death of others to be stronger.


• Spirit Warrior. Intentionally make a deal with denizen of Fade for power.

32
Talent list: universal

This is a customized list of Talents for the campaign along with their prerequisites.
Unless otherwise described, these are p72 of the FAGE rulebook, and if not listed, not
available.

Alchemical Explosives Mage or INT 2 Craft grenades

Animal Training -- Teach animals commands

Chirurgy Mage or Heal focus Heal action improves

Contacts COM 1 NPC loyalty

Great Endurance Warrior or CON 2 Incredible stamina

Inspire COM 3 Drive others to greatness

Linguistics INT 1 Master of language

Lore Mage or INT 2 Master of knowing stuff

Oratory COM (persuasion) Work a crowd

Performance Rogue or COM (perform) Musical influence

Poison Making INT (poison lore) Craft poisons, DA p62

Quick Reflexes Rogue or DEX 2 Always ready, mobile

Runecrafting Tranquil/Dwarf + Put runes into armor/weapon


INT 3 + INT (arcane lore) DA p63

Trap Making DEX (crafting) Craft traps, DA p64

Unarmed Style Trained brawling Punches become nasty

Weapon Training Any Learn more weapons, less value for


warriors

33
Spell talent list: mage
Arcana (19 types) -- Add spells & gain focus

Arcana, Blood Magic Blood Mage specialization Add spells & gain focus
If you go down the path of blood magic, the DM will provide you with notes & spells.

Arcane Training Novice in any arcana Add spells from a trained arcana

Creation Magic. Beast, Healing, Heroic, and Wood arcana. If trained in two Creation
arcana, you gain the ability to summon a light wisp as a free action. It hovers near your
shoulder until freely dismissed, illuminating a one-yard radius around you like a candle.
You can freely move the wisp up to 10 yards away.
If trained in three Creation arcana, gain +1 defense when your light wisp is active.

Entropy Magic. Death, Fate, Mind, and Shadow arcana. If trained in two Entropy
arcana, you gain deathsight. When someone drops to 0 Health, you can tell how many
rounds it will take for them to die.
If trained in three Entropy arcana, the aura of entropy around you is so strong that
your melee attackers suffer -1 to hit and damage.

Primal Magic. Air, Cold, Earth, Fire, Lightning, and Water arcana. If trained in two
Primal arcana, you can, as a free action that cannot be used in combat, use your trained
element to: ignite a fire as if using flint and steel (fire), create brief sparks from your hand
or arcane device (lightning), douse a small flame within one yard such as a campfire (cold),
tell where due north is (earth), avoid getting wet from rain or snow as if wearing a cloak
(water), or move an unattended object within one yard weighing no more than one pound
(air).
If trained in three Primal arcana, when you perform the Mighty Spell stunt with a
Primal spell, inflict that extra damage on other targets for 1 SP per target.

Spirit Magic. Divination, Enchantment, Illusion, Power, and Protection arcana. If


trained in two Spirit arcana, you can sense the mood of an intelligent begin within 6 yards
of you as a minor action. The DM must describe the dominant mood in one word (e.g. angry,
confused, happy).
If trained in three Spirit Arcana, mana flows through you like a river. When you roll
to regain mana points, including potions, you can choose to re-roll the dice but must keep
the results of the second roll.

34
talent list: Rogue
Archery Style Trained bows Master bows

Dual Weapon Style DEX 2 Master of two weapon fighting

Intrigue COM 2 Master communications

Observation -- Fine eye for detail

Scouting -- Recon expert

Single Weapon Style -- Best when one weapon in hand

Thievery -- Master of traditional skills

Thrown Weapon Style Trained axes/light blades/ Expert at tossing weapons


spears

35
talent list: Warrior
Archery Style Trained bows Master bows

Armor Training -- Make most of all armors

Command -- Inspire allies, best with NPCs

Dual Weapon Style DEX 2 Master of two weapon fighting

Mighty Thews STR 1 Make the most of STR

Pole Weapon Style Trained poles/spears Master these weapons

Single Weapon Style -- Best when one weapon in hand

Thrown Weapon Style Trained axes/light blades/ Expert at tossing weapons


spears

Two Hander Style Trained in weapon group Deadlier with two-handers


w/two-handed weapon

Weapon & Shield Style -- Best at using shields

36
HOUSE or optional RULES
Armor. Light mail 60sp; heavy mail AR 6 & 120sp; light plate AR 7 & 750sp; heavy
plate AR 8 & 1500sp.

Damage. If you stunt, add +1d6 to damage, or healing spell. Speeds up combats.

Heal Action. Requires Healer’s Kit. Usable only outside combat unless you have a
Focus Intelligence (healing) or Chirurgy talent.

Health. Altered to speed up combats.

Opportunity Attacks. If an enemy voluntarily moves out of your threat range,


without using a stunt such as skirmish, once per round you can make a free melee
attack that cannot generate stunt points.

Stunt. Removed “Stay Aware” from basic combat stunts. Roleplay and exploration
stunts will be DM discretion and situational, not always in use. If you take a Talent
that improves RP or exploration stunts, we’ll aim to use them more often.

Stunt Pool. At start of each session, we’ll create a stunt bowl of 2 per player.
Whether you roll doubles or not, you can draw up to 2 stunt points from the bowl
and use them after a success, though you can’t use this to exceed 6 stunt points.

If you roll doubles on a FAILURE in combat, you generate 2 stunt points for the
bowl. The bowl resets after each game session unless we stopped in the middle of a
combat.

Stunt, favored, avoiding analysis paralysis. Everyone picks two “favored” stunts.
Put these near your attacks or on a stunt cheat sheet. If you take too long to decide
on a stunt, by default you take one of these if possible (roughly 15 seconds of real
time).

Monsters have this by design, and it helps the DM avoid holding up the game by
picking a stunt rather than perhaps the best stunt. Picking stunts can be the
biggest slow-down in combats, and this is designed to speed up play. You can
change your “favored” stunts anytime. They’re meant to be “quick go-to” options, not
a penalty in any way.

Talents (mage). Modified to provide benefits for focusing in particular areas.

37
Combat Sheet: 1 Major + 1 Minor, or 2 Minor
Initiative (highest goes first). Dexterity (initiative) test.

Major Minor
All-Out Attack Activate something
-2 Defense, option to swap a damage It will say if minor action needed
die with your dragon die
Aim
Charge If next action an attack, +1 hit
½ move for +1 attack (if moved 2)
Guard Up
Defend +1 Defense, not stack w/Defend
+4 Defense, not stack w/Guard Up
Move
Heal *After attack, reduce speed 1 square
* TN11 healing = INT + dragon die * 1 square to leave melee
* Training needed for combat * If move cover to cover, exposed (no
* Healer kit needed benefit to cover) till next turn
* Can’t benefit till take dmg again * ½ speed to get up, fall prone, mount

Melee or Ranged Attack Prepare


If coup de grace, auto kill if melee, Hold your Major action, interrupt
defense 10 ranged. Untrained = -2 hit, another’s turn to take it
½ damage & range.
Press the Attack
Run After hit target melee, if it moves,
Double speed, not stack with Move immediately follow up to your speed

Stunt Attack Ready


If hit, no damage, generate 2 stunt Draw weapon/stowed item, stow item
points or if doubles get the higher #
Stand Fast
Foes trying to use basic stunts or
Cast Spell (variable) stunts to move/hurt you must spend
one (1) SP first
Reload weapon (variable)

38
Stuff you learn as you go
Combat variables such as outnumbering a foe 2 to 1, generally range from +3 to -3.

Facing & Flanking. There are no facing rules in combat. However, as above, being
outnumbered makes you easier to get hit, and if surprised from behind, your shield
is useless.

Dying. At 0 Health, you survive 4 + Constitution rounds, then must make a TN 13


CON (stamina) test or die. Of course, being helpless is ultra dangerous. A coup de
grace is an auto-kill with a melee hit…and there is no raise dead in this setting.
Dead is dead!3

Killing. When a foe hits 0hp, you can opt to knock them unconscious or helpless
(able to talk, crawl), even with ranged or magic attacks.

Resting (3 types).

Breather. 5 minutes immediately after a combat encounter. Must have at


least 1 hp and no Defeated condition. Regain 5 + Level + Constitution Health.
Removes Winded fatigue condition.

Light Rest. 3+ hours of light activity. Reduces Tired to Winded, removes


Winded. Can regain Health if Healer’s kit or proper supplies on hand. A TN
13 Intelligence (healing) test heals 5+ Level + Dragon Die.

Total Rest. 6+ hours of safe and uninterrupted sleep. Recover 10 + Level +


Constitution Health. Remove Tired/Winded. Exhausted becomes Tired.
Recover all Mana.

Mana Regeneration. Each hour of rest/meditation, 1d6 + Willpower.

3 It is said there was once a mage so skilled at healing they could bring back the recently dead,
but does this run afoul of the Maker’s teachings (“there is but…one death” Transfigurations 1:1)?

39
40

You might also like