In the year 9:38 Dragon, the Free Marches and the rest of the world beyond are feeling the aftermath of the Kirkwall Rebellion that killed the Revered Mother, the First Enchanter, and the Knight-Commander of the city.
One year has passed since the Champion of Kirkwall aided the Mages in their rebellion against the fervent Knight-Commander. The destruction of the Kirkwall Chantry, and the death of so many mages and templars have all contributed to the rising tensions that threatened to tear the Circle apart at the seams.
And now, it is Starkhaven's turn.
The Circle of Magi in Starkhaven has been subject to much difficulty in the years past, having burned down eight years prior in 9:31. It was rebuilt in 9:35 and was placed in the command of two capable people: First Enchanter Safana Pentaghast, a human mage and former Mortalitassi from Nevarra; and Knight-Commander Bhalinar Forender, a surface dwarf exiled from Orzammar and the first dwarven knight-commander in recent memory. The two initially got on well, but with the advent of the Mage rebellions, First Enchanter Pentaghast has had difficulty controlling the more liberal-minded mages within the circle.
Knight-Commander Forender began enforcing stricter rules and curfews on the Circle of Starkhaven, trying to prevent what had happened to Kirkwall from happening to his own Circle. Incentives were offered to mages who turned in rebellious peers, formulating distrust not only between mage and templar, but among mages themselves. First Enchanter Pentaghast's former life as a Mortalitassi and a distant member of the Nevarran royal family have also poisoned her public image, with people on either side of the conflict fearing her motives.
The leader of the dissenting voices of the circle, a Human Senior Enchanter named Gideon Hartnell, has remained vocal in his dissatisfaction with the templars while remaining innocent of crimes and rebellious acts committed by those secretly serving under him. However, he has made a bold move, and has rallied a crowd in the largest market plaza of Starkhaven in the spirit of the Kirkwall Rebellions. The people, and the ruling Prince Goran Vael fear an imminent rebellion in Starkhaven as well, and the templars are on the way to prevent the situation from escalating.
You are a visitor or a resident of Starkhaven, and the rally has caught your ear. You have attended just in time to see the Senior Enchanter deliver his speech for reasons that are you own. Things in Starkhaven are about to change, and you are about to be in the middle of it all.
_____________________________________________
In Dragon Age: Rebellion, you will be playing a citizen of Thedas in the city of Starkhaven. Who your character is and why they are in Starkhaven is up to you; a Grey Warden led to the rally out of curiosity, a visiting mage of another Circle in support (Or opposition) of the rally, a templar of Starkhaven arriving to aid in stopping the rally, or a longtime citizen of Starkhaven arriving to lend your voice; the choice is yours, so long as the setting allows it!
The fragile peace in the city of Starkhaven is about to be shattered, but Starkhaven is not the only location in this roleplay. The story may take you anywhere across Thedas, or perhaps you can choose to ignore to issues of Starkhaven and be on your way. The choice, as it should be, is yours.
This RP assumes you have at least a rudimentary knowledge of the Dragon Age setting. If more information is needed, please let me know and I will elaborate.
Here is the system for the Roleplay; the classic CASPIE system will be used!
Races
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Human - Humans are the most numerous, yet also the most contentious of all the races of Thedas. Only four times have they ever united beneath a single banner, the last being centuries ago. The monotheistic faith of the Chant of Light plays a major role in human society. The majority of humanity in Thedas descended from numerous human tribes.
Elf - A humanoid race, elves are typically shorter than humans (though this has been mitigated slightly since Dragon Age: Origins) and have a slender, lithe build and pointed ears. Long ago, the elves were the dominant race on Thedas, and their advanced civilization was based on nature and magic. After the fall of their great city of Arlathan to the Tevinter Imperium and the subsequent generations of slavery, the elves lost most of their cultural heritage and identity.
The elves attempted to rebuild their society in the Dales, but after four centuries they fell to the Chantry's Exalted Marches. Since then, their few numbers have been scattered all over Thedas in either forests as primitive nomads, the Dalish, or in cities as impoverished outcasts, with little hope of recovery for their culture or their race. They're now a people associated with poverty, crime, barbarism, and are often used as scapegoats for humanity's difficulties.
Dwarf - The dwarves are a humanoid race; Strong, stocky, and shorter than any other humanoid race, the dwarves are skilled builders and boast a long tradition of courage and martial skill that has served them well in their millennia-long battle against the darkspawn.
Unlike elves and humans, dwarves do not naturally enter the Fade, as they do not dream and lack magical ability. This is reflected in their resistance to magic, and accounts for their high tolerance to lyrium exposure. Dwarves who live on the surface for a long time (or who were born there) appear to gradually lose this resistance - however, there is still no recorded exception to their inability to learn spellcasting.
Qunari - The Qunari (literally, "People of the Qun") is the name most commonly known for the white-haired, metallic-skinned, gigantic race and their society that governs the island nations of Par Vollen and Seheron, and the settlements of Kont-Aar and Qundalon in northern Rivain and Anderfels respectively.
Qunari are taller and considered to be more physically robust than humans. They have skin of varying metallic colors (such as gold, bronze, and silver), typically white hair, pointed ears, and vivid eyes with colors like violet, red, silver, or yellow. Most qunari also have horns.
Classes
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In Dragon Age: Rebellion, your class does not determine your ability to wield weapons; a warrior can dual-wield axes, a rogue can haft a greatsword (though it is obviously against their best interests if they desire to remain hidden), and a mage can draw a bow if needed. Still, most members of the three classes typically stick to the expected weapon disciplines of their class.
You can also choose a specialization at character creation, but your character's history must reflect their specialization; an elven keeper would likely not have the knowledge required to become a Knight Enchanter, and an unbloodied, newly conscripted warrior would likely not have the know-how to act effectively as a Champion.
Warrior - Warriors are the front-line fighters, the backbone of any party under assault. They rely on melee and ranged weapons, supplemented by powerful special abilities that draw from deep reserves of stamina. They can withstand and deliver a great deal of punishment, and have a strong understanding of tactics. All races can play as a warrior.
Rogue - Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger. All races can play as a rogue.
Mage - A mage is able to interact with the forces of magic, using different elemental powers. Many mages are members of a Circle of Magi; those who are not are referred to as 'apostates' and are considered criminals nearly everywhere in Thedas. Dwarves cannot play as a mage, since they are unable to connect with the Fade and therefore are unable to control the forces of magic.
Specializations
Hidden:
As stated before: You can also choose a specialization at character creation, but your character's history must reflect their specialization; an elven keeper would likely not have the knowledge required to become a Knight Enchanter, and an unbloodied, newly conscripted warrior would likely not have the know-how to act effectively as a Champion. As long as you justify your character's specialization in a lore-friendly manner, it'll be cool.
You can have one specialization.
Warrior Specializations
Champion - A defense-minded warrior who taunts enemies into attacking them in order to take blows for their allies. They oft combine their skills with a striking, inspiring appearance and are typically the face of a fighting party.
Berserker - Berserkers are warriors who harness their anger in order to acquire tremendous strength and resilience in battle. The discipline of a true berserker is of dwarven origin, but berserkers of other races are not unheard of.
Templar - Mages who refuse the Circle's control become apostates and live in fear of a templar's powers--the ability to dispel and resist magic. Templar's rely on the consumption of Lyrium to supplement their abilities, and thus there are few with the abilities of a Templar outside of the Chantry-controlled Templar order; this is due to the chantry controlling the Lyrium trade.
Reaver - Reavers terrorize their enemies, feast upon the souls of their slain opponents to heal their own flesh, and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths. These abilities are sometimes granted by the drinking of tempered Dragon blood; an extremely rare commodity. It can otherwise be granted through a deal with a demon.
Spirit Warrior - Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the Fade who agree to augment mortal abilities in exchange for a glimpse of the physical world. Naturally, the Chantry's templars rarely acknowledge that distinction.
Rogue Specializations
Assassin - The assassin finds any notion of fairness a quaint ideal that has no place in combat. Poisons are their weapon of choice, as are crippling strikes that inflict persistent wounds on their foes. As killers, assassins are a marvel of stealth and efficiency.
Bard - Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale.
Duelist - Duelists are deadly combatants who focus on face-to-face confrontations and strike with light, but precise attacks. Experienced duelists have preternatural reflexes that allow them to evade their opponents' clumsy blows, as well as strike with remarkable precision.
Ranger - Rangers have an affinity for open country and wilderness. They exploit every advantage of their environment, and can tame wild beasts to attack their foes.
Shadow - There is no order or organization of shadows--they are self-taught elite rogues, masters of concealment and ambush. They strike from darkness, employing personal decoys and hallucinogenic poisons to distract enemies before sliding a dagger between their ribs.
Legionnaire Scout - The dwarven Legion of the Dead are a grim bunch that produce many incredibly tough combatants, and their scouts are no exception. Legionnaire scouts often travel ahead of their companions, and consequently become renowned for unusual hardiness.
Mage Specializations
Spirit Healer - Not all entities of the Fade are demonic. Many are benevolent entities consisting of life energy, which can be called upon to mend flesh and heal disease. Spirit healers focus on channeling the energies granted by these spirits, making them indispensable members of a party of adventurers.
Blood Mage - Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into mana and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice their own blood, or the blood of allies, to fuel these abilities.
Force Mage - A magical discipline common to the Free Marches; Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes.
Shapeshifter - Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such rumors, but this rare art survives in the forgotten corners of Thedas. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies.
Knight-Enchanter - These rare mages received special dispensation from the Chantry to serve in battle. They summon blades from the Fade and are experts in protection and defense. They are also equally able to wield heavy armor and weapons almost on par with a warrior.
Necromancer - These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die.
Keeper - Every Dalish clan has a keeper, a wise mentor dedicated to preserving the elves' ancient lore. It is exceptionally uncommon for a keeper to teach anyone other than a fellow clan member about the unique Dalish understanding of nature magic, which focuses on control of the roots beneath the earth.
CASPIE - Primary Statistics
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Think of CASPIE as SPECIAL without luck.You get 1 point in ever CASPIE and then 29 points to spend in what attributes you want. All stats are capped at 10 or 1. Since the RP does not rely on dice rolls but approximation for combat and other 'skill checks', these scores are more for the approximation of your character's abilities for reference in the RP.
[b]Name[/b]:
[b]Race[/b]:
[b]Class[/b]:
[b]Specialization[/b]:
[b]Affiliation[/b] (Grey Wardens, Circle of Magi, Templars, etc, or none.)
[b]C[/b]:
[b]A[/b]:
[b]S[/b]:
[b]P[/b]:
[b]I[/b]:
[b]E[/b]:
[b]Backstory[/b]:
[b]Personality[/b]:
[b]Weapons, Armor, Equipment[/b]:
[b]Appearance[/b]:
If you don't want to have a backstory listed, then you MUST PM it to me. Personality can be omitted at your leisure.
Sign up at your leisure, a starting date will be announced later.
For the purposes of callbacks, the older roleplay Dragon Age: Journey to Ostagar is considered partially canon. The Grey Wardens Gideon Moonshadow, Airmed, Andias Valentiun, Hali MacKygan, and Ben Maren made their last stand against the Darkspawn at Ostagar, and perished.
World State
The Warden
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-Warden was a Male City Elf Rogue and a devout Andrastian.
-Theron Tabris romanced Leliana.
-All companions survived Origins.
-The Warden tried to save the Circle, but Irving was killed and the Templars aided the Warden instead.
-Redcliffe was saved, Isolde died to save Connor
-Zathrian broke the curse and freed the Werewolves.
-Bhelen is King. Branka committed suicide and destroyed the Anvil of the Void.
-Alistair rules alone as King of Ferelden. Loghain was made a Grey Warden at the Landsmeet.
-Loghain sacrificed himself to stop the Archdemon.
-Theron went on to kill the Architect, and save both Vigil's Keep and Amaranthine.
The Champion of Kirkwall
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-Hawke was a humorous female warrior named Marian.
-Hawke romanced Anders.
-All Companions Survived DA2
-Hawke killed the Arishok in single combat.
-Hawke was committed to defusing the Mage/Templar tensions, but ultimately sided with the Mages
-Bethany became a Grey Warden.
-Hawke was heartbroken and sent Anders away after he blew up the Chantry.
-Hawke sided with Larius in Legacy.
-Sebastian swore revenge and left Kirkwall.
Re: Dragon Age: Rebellion
Posted: Tue Aug 11, 2015 4:18 am
by Unionhack
Player Characters:
Baloth-Kul as Revas, Qunari Bard Hissien as Carhel Idrel, Elven Knight-Enchanter Dirty Spaceman as Cerenna, Elven Spirit Warrior Knight Captain Kerr as Ingrid, Human Ranger Thelastdovah as Mira Brannon, Human Necromancer Rook as Ser August Brannon, Human Templar The-Shadow-One as Solen Nightgust, Elven Necromancer
Re: Dragon Age: Rebellion
Posted: Tue Aug 11, 2015 4:43 am
by Baloth-Kul
Fiiiinally. God. Only took you *forever*. Meaning. A couple weeks.
Weapons, Armor, Equipment: Two dawnstone daggers, leather armor, lockpick set Appearance: 6'8", muscular. Bronze coloured skin, black hair kept in a short, neat ponytail. Clean shaven. Black, tightly curled horns (like a ram's). Brown eyes. A few golden earrings in each ear.
Re: Dragon Age: Rebellion
Posted: Tue Aug 11, 2015 10:19 am
by Kerr
Do we get extra credit if we use Infinity Engine style character portraits on our character sheet?
I'll probably end up making a character. An Avvar most likely.
Re: Dragon Age: Rebellion
Posted: Tue Aug 11, 2015 10:03 pm
by The SheoDovah
For mages, what spells are we allowed? Are you using DA:I's limited magic system or a combination of Origins and 2's magic?
Re: Dragon Age: Rebellion
Posted: Wed Aug 12, 2015 3:41 am
by Unionhack
@Baloth: Don't forget, you owe me a backstory in PM's!
@Kerr: Duh, of course. You're just lucky I didn't make it mandatory :P
@TLD: I wouldn't call it 'limited' but that's just my opinion. You can use whatever magic the series has shown. But be forewarned, spell failure is ALWAYS a thing.
Re: Dragon Age: Rebellion
Posted: Sun Aug 16, 2015 3:25 am
by Dirty Spaceman
So I'm just wondering, if hypothetically a certain someone was planning on playing with the Spirit Warrior specialization, how would you prefer that to work in combat? Like, what funky spirit enhancements and moves can I control versus what you would have to DM?
Also, could I have it so that there's one spirit in particular that the PC generally gets their assistance from? Because having a spirit buddy would be cool.
EDIT: I still think a spirit buddy would be cool, but I'm fine without one if it'd be too difficult to make work knowing what we know about spirits. I have my sheet finished, and I'll post it as soon as I know what your ideas are in answer to my first question. Thanks!
Re: Dragon Age: Rebellion
Posted: Sun Aug 16, 2015 10:42 pm
by Kerr
Still not sure if I'll join but it's probably more likely that I will than I won't.
If we made a ranger could we start out with an animal companion?
Re: Dragon Age: Rebellion
Posted: Mon Aug 17, 2015 3:25 am
by Unionhack
I swear I typed a reply to you, Spacey, but it apparently never went through.
@Spacey: Essentially my attitude towards it is that you've got relatively good control over what you can do in your 'spirit form', which you assume to gain greater resistance to physical damage in exchange for greater susceptibility to the forces of the fade. Your fade-based abilities (dispelling raw fade energies, layering on fade energy on your form like extra 'padding', 'phasing' through solid objects) can only be used in said form, and assuming the form too many times in a day can cause fatigue and all that. The abilities you can pull off are largely up to your imagination, but are always subject to failures, ya know?
As for a spirit companion, yeah, that's kinda almost a necessity if I recall correctly. Your spirit ally will relate to one 'virtue'; the list of such has never been finalized, so I trust you to pick something like 'justice', 'duty', etc.
@Kerr: Sure you can, man. Just know that most people won't take kindly to something like a bear walking around Starkhaven, ya know?
Re: Dragon Age: Rebellion
Posted: Mon Aug 17, 2015 4:51 am
by Hissien
Hidden:
Name: Carhel Idriel Race: Elf Class: Mage Specialization: Knight-Enchanter Affiliation Dalish, Circle of Magi
C: 5 A:5 S:6 P: 5 I: 9 E: 5
Backstory: Carhel was born amongst one of the roving clans of Dalish elves that dot thedas. His mother was the keeper’s first, whilst his father was a hunter in a different clan. The two met by happenstance and fell in love, conceiving a pair of twins. Carhel the boy, and young Anya the female. The happy family lived with their clan for nine summers, but in their tenth winter Carhel had wandered too far from the clan and was captured by a group of Templars. Sensing the innate magical ability of the young mage, they took him to the Starkhaven circle where he was reared and trained in the ways of magic.
Carhel with his distinctive aptitude for the mystic arts quickly distinguished himself as a mage of incredible skill and restraint and the circle noting this trained him as a Knight-Enchanter. He carries out missions for both the Chantry and the Circle of Magi respectively attempting to mend the division between the two groups. Personality: Cautious, Slow to anger but fearsome when wroth, Wise Weapons, Armor, Equipment: A medium set of armor (pictured), a veridium broadsword, a medium quality staff of fire, a shield with the circle of magi’s insignia, a fine black embroidered cloak with hood, 5 sovereigns, a length of charcoal and some parchment for writing. Appearance:
Spoiler:
Carhel has a lithe toned build, average elvish height around a head shorter than most humans, his eyes are bright green and his hair is stark white. He has a tattoo on his face reminiscent of blood writing as a symbol of his heritage.
Cerenna was born into the Lavellan clan of Dalish elves, the group roaming the Free Marches. At a young age she demonstrated an affinity for interacting with the Fade in her dreams, forming connections with certain spirits. However, due to the Dalish tradition of rejecting any magic involving spirits, her elders attempted to turn her away from that nature, training her in martial ways instead. She embraced her new path in earnest, and at the same time learned to keep quiet about the fact that she continued to interact with spirits. She formed a bond in particular with a spirit of Purpose, who would often help to augment her abilities in combat in exchange for the change to enter Renna's mind and experience the mortal plane.
As Renna grew into her teenage years, a new dividing line appeared between her and her clan mates. She became of the opinion that hiding and wandering around in the woods was not the best way to preserve elven tradition and reject human rule. She began to think, with all the elves that now lived across Thedas, why could they not try to actually restore a stable, independent elven civilization? Despite the multiple tempers inflamed by her perspective, her elders gave her the benefit of the doubt that this was just a phase. However, as her adulthood ritual neared, her convictions only grew stronger, and it finally came to a head when her relationship with Purpose was discovered. Not only had she been associating with a spirit, her parents and the Keeper fumed, but its presence was likely the very influence behind her stubborn ideas. There was an angry debate between the sides, at the end of which she and her clan mutually parted ways. The nearest city to their camp at the time was Starkhaven, and so she entered the city and took up residence in its alienage.
This was now two years ago. Cerenna has lived in Starkhaven for all this time, speaking to the alienage elves about her ideas. She is an outcast even among them, seen by many as dangerous and barbaric due to her Dalish upbringing, and radical due to her beliefs. Thus she has met with resistance and disapproval around nearly all corners, but refuses to give up. She is dedicated to finding a way to unite and re-establish the elven people.
Weapons, Armor, Equipment: A set of well-cared-for Dalish armour, leather reinforced in places with ironbark. A good-condition steel [&@%!] sword with a green leather sheath. Appearance: Cerenna has a wiry and lithe frame, packing a lot of power into her deceptively slight physique. She has shoulder-length red hair, which is often tied back in a ponytail as she has come to view her pointed ears as a matter of pride. Her face has a round shape, but more lean than full, and she has a bit of a sharp chin, which complements her knife-thin lips, high cheekbones, and fierce blue eyes.
Re: Dragon Age: Rebellion
Posted: Mon Aug 17, 2015 11:17 pm
by Unionhack
A spirit of Purpose, I love it. Thanks guys, you're both accepted.
Re: Dragon Age: Rebellion
Posted: Mon Aug 17, 2015 11:53 pm
by The-Shadow-One
To join or not to join. Hm.. and if I do join do I do another member of the Nightgust family.
This is a conundrum.
Re: Dragon Age: Rebellion
Posted: Tue Aug 18, 2015 2:37 am
by Unionhack
Feel free. Forgotten Wardens kinda never happened, so even your old mute chick is valid. Forgot her name. Kerin is out though.
Re: Dragon Age: Rebellion
Posted: Tue Aug 18, 2015 2:40 pm
by The-Shadow-One
I can be Sertin Nightgust again? Ooooh what one of her specialisations should I take hm....
Re: Dragon Age: Rebellion
Posted: Tue Aug 18, 2015 4:03 pm
by Hissien
Would it be alright if I changed Carhel's sword to a spell weaver and got rid of the staff? It just seems like he's carrying a lot of junk
Re: Dragon Age: Rebellion
Posted: Tue Aug 18, 2015 7:38 pm
by Kerr
Screw it, don't have anything better to do. I'll make a sheet...
Here you go. The name is in line with the naming conventions of the Avvar. It means Ingrid daughter of Cornelia of Ashhold.
Hidden:
Name: Ingrid An Cornelia O Ashhold (Ingrid) Race: Human Class: Rogue Specialization: Ranger Affiliation (Grey Wardens, Circle of Magi, Templars, etc, or none.) Ashhold
C: 6 A: 7 S: 5 P: 6 I: 6 E: 5
Backstory:
Ingrid was born the only daughter of Cornelia in the Northern Frostback Mountains to Ashhold. She is an Avvar. She follows Avvar polytheistic religious beliefs and is loyal to her clan. From a young age she had an interest in hunting and became quite proficient with a bow. As a teenager she first traveled with her elders to the Dwarven City of Orzammar to trade. She found the city fascinating and since then has desired to see more of the world. In her early 20s she decided to fulfill that desire to explore more of the world for a time, she plans to eventually return to her hold. Just under a year ago she left her hold and began to travel north. A few days after she departed she discovered a Fennec kit who's mother had died and adopted it naming it Rua. Later she booked passage across the Waking Sea and has since been making her way north, supporting herself by hunting and selling what she acquires. She has recently arrived in Starkhaven.
Personality: Ingrid is a spiritual individual revering both greater gods like Korth the Mountain-Father and the lesser gods. The Avvar as a people value non-permanence, despise imprisonment, respect their mage shamans and revere spirits as gods so Ingrid unsurprisingly holds a dim view of the circles. Not believing in the Maker probably plays a role too. Still she recognizes the dangers of magic. Ingrid places great value on freedom and loyalty.
Weapons, Armor, Equipment: Yew Shortbow and arrows. Steel Dagger. Green and brown Hunter's Coat Armour with brown leather boots and brown leather gloves. White and black warpaint. Brown leather satchel. Rope. Mortar and Pastel. A copy of Hard in Hightown. Coin purse containing 2 Silver and 50 Coppers.
Appearance:
Spoiler:
White skinned human. Average build and height. Medium length brown hair and blue-green eyes.
Has white and black face paint she'll adorn only when heading into battle. It consists of covering her face in white paint and putting a streak of black paint across her eyes.
Other:
For just under a year Ingrid has had an animal companion in the form of a male Fennec named Rua.
Ingrid is literate having been thought by other members of her hold. Like seemingly half of Thedas she is a fan of the writings of Varric Tethras and is currently reading Hard in Hightown.
Character art is based on Max from Life is Strange (which I have only played about 15 minutes of because I'm waiting for the whole thing to come out) in case you recognise her. Couldn't find who the original artist is. As an aside, I have basically the same hair style as her in real life.
I hope it's okay that I've all but said Bhelen is King of Orzammar.
Re: Dragon Age: Rebellion
Posted: Wed Aug 19, 2015 10:55 pm
by The SheoDovah
Introducing Sheanders! I am kidding, It's just Anders in a wig.
Hidden:
Name: Mira Brannon Age:22 Race: Human Class: Mage Specialization:Necromancer Affiliation Circle of Magi
C:7
A:5
S:5
P:5
I:8
E:5
Backstory: Mira was fortunate enough to be born into the Brannon family, who's only notable achievement was being a mostly forgotten knight in an ancient lineage and was born just one minute after her sibling, August. They were raised at the Brannon family manor and got along with her brother. They were almost inseperatable and whilst Mira was a bit of a troublemaker, she was mostly harmless. However, fate would dictate that they would not grow up to become adults together for she had the gift of Magic. Her gift was dramatically at the age of 12 after being bullied by one of the local boys. Angry and untrained, she sent a burst of flame at her antagonist, disfiguring the left side of his face. This shocked the entire family and whilst Ser Wallace defended his daughter from the angry mob that formed soon after, Gytha went from being a somewhat reluctant wife but loving mother to treating her like [&@%!].
Fortunately, the local templars intervened before the angry mob decided to test Wallace's sword arm and took the girl from the old knight. She begged for August to come with her and refused to go without her brother. She tried to escape the clutches of the Templars but it was fortunate that the Templars sent to deal with Mira were kind and compassionate. They made her feel safe and whilst the mob threw all kinds of insults at her, [&@%!] being the kindest, they explained that they were just frightened of her because the world did not understand mages.
She was shipped off to the Starkhaven Circle of Magi and throughout the rest of her childhood, she began to enjoy it. However, after being put through the circle's most sacred rite, the harrowing, she started to realise that the circle was a damn prison and slowly began to voice her opinion that mages do not need to be jailed. She wanted the circles to be run by mages and attempted to campaign for her beliefs. She attempted to organize small protests and peition to the Revered Mother for aid, but she never had any success and was thrown into solitary after verbally assaulting and nearly coming to blows with a Cleric after feeling that it was patronising. So the Templars sent her brother to watch over her as leverage and if need be, kill her. When she heard of Kirkwall's rebellion, she was intially thrilled that someone had dealt with the Chantry but upon finding out that a mage called Anders blew up the chantry and caused the deaths of hundreds of innocent mages, she was horrified. She wants freedom for her kind but not if it turns all of Thedas against them. She is torn between loyalty to the circle and loyalty to her kind. However, she has vowed to take down as many templars as possible should the Knight Commander order the Rite of Annulment on her circle.
Personality: Mira is well, Mira. She has a strong passion that has a tendecy to cloud her judgement and is not afraid to make her voice heard even if it means risking the templar's wrath. She hates order with a strong passion due to them being the Chantry's private army and is prone to getting chucked into the circle's prison for various reasons. She views the chantry as cowards that would rather punish mages instead of trust them and wants mage equality for all but not at the expense of others. She loves her brother, August and her deepest fear is being forced to kill him in self defense. She may not be a violent person but Maker help you if you [&@%!] her off. She also makes cakes in her spare time. She believes in using one's mouth as a weapon not magic or sword. She is rather smart and loves spending her spare time reading books, honing her craft, magical projects and baking cakes. She flat out loathes mages that follow the Anders line of thinking and is willing to take their lives if it means preventing another Kirkwall.
Weapons, Armor, Equipment: Light blue Circle of Magi robes that seems to always smell of lavender. She has a standard Circle of Magi ring that she earned after the Harrowing and is kept in top condition. Her staff is dark brown and seems to be very smooth. It stinks of death and has a slightly rotten appearance. It is made out wood and has blue gems embedded along the shaft of it. Her brown leather boots are kept in good condition and she has a small gold amulet with the Magi's insignia inscribed in it. It was given to her by her tutor upon passing her exams as a necromancer. Appearance:
Backstory: August had the fortune of being born the son of Ser Wallace Brannon, a somewhat-forgotten knight of an ancient lineage, who holds a manor in the Northern Free Marches, and Gytha Brannon, a merchant's daughter taken to wife. He did not come into the world alone, however. He was joined by his twin sister, Mira. August was a strong and hardy child, but his sibling displayed a different condition. By the age of twelve, Mira revealed her magical powers in a freak accident, burning and disfiguring a young boy who had angered her. August tried to help the boy, but was driven off by the villagers, who soon formed an angry mob which congregated outside Ser Wallace's manor. Luckily, August and Wallace weren't required to test their steel against the crowd, as the Templars arrived to take Mira to the Starkhaven Circle of Magi.
August, devoted to his twin and lusting for adventure and glory for his family, demanded that he be sent with her. Lacking any magical talent, of course, August was unable to enter the Circle. Instead he was sent two months later to the Chantry, where he studied for nine years and eventually took the vows of knighthood, becoming a full member of the Templar Order and a willing instrument of the Chantry, and by extension, the Maker. Serving under Knight-Commander Forender, August has been exposed to the darker side of the Order. The Templars were not the white knights he had always thought them to be, or so it seemed.
During his first Harrowing, he was forced to kill a mage who had begun to succumb to temptation, an event which has imbued him with a great sense of guilt and regret. Though he takes his oaths of service with utmost seriousness and believes fully in the cause of the Templars, he sympathizes with the plight of the repressed magi and is unsure of the Knight-Commander's policies.
Torn between duty and justice, honor and mercy, August marches with his new brothers and sisters to quell the rally.
Personality: Despite his father's low prestige, August is prideful of his station and of his own rank in the Templar Order, and determined to make a name for himself and to restore the lost renown of the Brannons, contrary to the some of the Order's teachings. He is brash and quick to anger, but nearly as quick to forgive, should the apology prove significant enough to repair his honor. He is rather zealous, but he doesn't only speak in phrases from the Chant of Light, instead regarding his knighthood as a vocation sent by the Maker. He does find himself speaking an appropriate quote every once in a while, however. His youthful zeal is apt to get him into dangerous situations, though his quick tongue or his sword arm can get him out again... or make it worse.
Weapons, Armor, Equipment:
WEAPONS: August carries a hand-and-a-half sword made of Grey Iron and a shield emblazoned with the symbol of the Templars.
ARMOR: August wears the standard Templar armor and helmet issued to lower-ranking members.
EQUIPMENT: Addicted to lyrium as part of his initiation, August is forced to keep a lyrium philter in his quarters for his daily dose of the substance. He carries with him a war horn of polished white bone, a relic and heirloom of his family, passed onto each firstborn son in turn. Carved into the horn is a bleating goat, the symbol of the Brannon family. Wrapped around the instrument are twisting branches and leaves,and Dwarven runes forming the word "Kalna" (Lineage, in the Dwarven tongue).
Appearance:
Spoiler:
Re: Dragon Age: Rebellion
Posted: Wed Aug 19, 2015 11:43 pm
by Unionhack
All accepted. TLD, you're missing 5 CASPIE points if you'd like to distribute more.
Hissien, that's totally fine.
I'm currently whipping up a world state as we speak, to breed as much drive for each side of the Mage/Templar argument as possible, and will be posting a link to the Keep once it's done. Kerr, you're right to assume Bhelen to be King, that's how it'll be for the World State.
Re: Dragon Age: Rebellion
Posted: Wed Aug 19, 2015 11:51 pm
by The SheoDovah
Will add the missing points soon. Most likely just add them to Charisma and Intelligence or Perpection.
Re: Dragon Age: Rebellion
Posted: Thu Aug 20, 2015 12:35 am
by Unionhack
So, I didn't know that you couldn't publicly share World States. So, here's a basic rundown. Will be adding it to the OP as well. Spoilers, obviously.
Hidden:
Origins
-Warden was a Male City Elf Rogue and a devout Andrastian.
-Theron Tabris romanced Leliana.
-All companions survived Origins.
-The Warden tried to save the Circle, but Irving was killed and the Templars aided the Warden instead.
-Redcliffe was saved, Isolde died to save Connor
-Zathrian broke the curse and freed the Werewolves.
-Bhelen is King. Branka committed suicide and destroyed the Anvil of the Void.
-Alistair rules alone as King of Ferelden. Loghain was made a Grey Warden at the Landsmeet.
-Loghain sacrificed himself to stop he Archdemon.
-Theron went on to kill the Architect, and save both Vigil's Keep and Amaranthine.
DA2
-Hawke was a humorous female warrior named Marian.
-Hawke romanced Anders.
-All Companions Survived DA2
-Hawke killed the Arishok in single combat.
-Hawke was committed to defusing the Mage/Templar tensions, but ultimately sided with the Mages
-Bethany became a Grey Warden.
-Hawke was heartbroken and sent Anders away after he blew up the Chantry.
-Hawke sided with Larius in Legacy.
-Sebastian swore revenge and left Kirkwall.
If there's any other minor decisions you'd like to know about, lemme know.
Re: Dragon Age: Rebellion
Posted: Wed Sep 02, 2015 4:12 pm
by Unionhack
I'm thinking of flipping the 'on' switch for this in about a week, what say you guys?
Re: Dragon Age: Rebellion
Posted: Thu Sep 03, 2015 3:35 am
by Baloth-Kul
Sounds good, capitan.
Re: Dragon Age: Rebellion
Posted: Thu Sep 03, 2015 11:19 am
by The-Shadow-One
Hopefully I should have my Nightgust here by then. Hopefully.