recursal/Fanatic-Fandom huggingface dataset:
Five Clans of Ostagar

## Bel'era

**"*Many Stories*"**

Rumoured to have had Somniari (and Somniari lore), but more likely they are well known for their Storytellers and lore gathering.

* + Saerassë Bel'era has been Keeper for thirty-five years and she is sixty-one years old.

## Vir’Melana

**“*Path of Time*”**

A very old Clan who rarely attended previous Arlathvhen's. Possibly connected to the Eluvian, which is what drew them to Ostagar and Ferelden in the first place. They have remained there since they heard about the discovery of the broken Eluvian.

* + Îdhwë Vir’Melana has been Keeper for nine years and he is forty-three years old.

## A'tear

**"*Magic Walkers*"**

A very small clan. They are closely blood-tied to the Dar'Enasal clan, in that they both are known for their production of magical children. They hold many tales and ancient lore of the elvhen and are much more welcoming of non-elvhen than many of their lethallan.

* + Aza'onna A'tear has been Keeper for twelve years and is thirty-eight years old.

## Durgen'Assan

**"*Of the stone arrow*"**

Large clan. Crafts long bows and arrows. Known to take a more aggressive approach with human settlements in their path.

* + Daneth Durgen'Assan has been Keeper for seventeen years and he is forty-eight years old.

## Dar'Enansal

**"*Of the gifted*"**

Small clan. Known to produce a higher than average amount of magical children. Clan constantly evolves due to this but is very spiritual and even non-magical members are sensitive to those ancient artefacts of Elvhenan that are found. They are a tolerant, open-minded clan.

* + Mirthaia Dar'Enansal has been Keeper for forty-nine years and she is seventy-seven years old.
Avvar: War

The Avvar are no strangers to war, both as warmongers and the oppressed, but in truth it is the battles they fight between themselves that cause the most problems for this people in recent times. They have a long history of battles, from their ancient times of warfare against the Clayne and The Chasind, to uniting with these same clans against the Tevinter Imperium, then in more recent centuries their fights with the lowlanders.

Ferocious and sometimes disorganised they excel in the highlands where they have fought for so long, but when faced with more organised troops the Avvar tend to fracture. If there was ever a day when this people had one leader they united under, as they did with Maferath, then the lowlands might have something to fear. As it is, as long as they stay out of the Frostbacks and keep peace with the Holds then they will see fewer Avvar swords in their bellies and barbed arrows in their eyes.

## Battle against the lowlanders

### Templars in Haven and Jader

The main confrontations between the Avvar and The Templar Order came at the height of the war, but more on the western front near Stonehold. Jader was more of a threat than Haven, the latter being more peaceful than the Orlesian city state. There have been significant skirmishes between the templars of Haven and the Avvar of Rifthold in particular, the shamans heavily protected by their people.

## The Avvar and their blood feuds

The sole reason the Avvar have not made any significant forays into the lowlands is because of their fractious and argumentative nature. They fail to work together for the most part, each Hold struggling to have peace when they come together during the winter. Between Holds it is almost impossible to find alliances that will hold. One would think they held common ground regarding their exile into the mountains, but they have lived and thrived in the Frostbacks for so long that most tribes are perfectly happy keeping their mountains and raiding the lowland freeholds when they are in need.

Blood feuds between tribes are common and there are even blood feuds between Holds. Rifthold and Stonehold were at war for over a century, the cause of which is believed to be related to the sacrifice of Rifthold's sacred bear - though the truth of this is unknown.

A blood feud can only be erased by either the two Thane's of the tribes agreeing to end it, or by the shaman or elders of that tribe's Hold demanding and end to the feud. It is not uncommon for truces to be broken only minutes after being agreed to, the most aggressive and violent tribes seemingly always in a blood feud with someone.

## Rules of Engagement

* Brothers and sisters of the same warrior societies
* Members of the same society *do not* fight each other when they are on opposing sides.
Blood Magic

> **Transfigurations 18:10**
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> Foul and corrupt are you
> Who have taken My gift
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> And turned it against My children.
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The ancient Tevinters did not originally consider blood magic a school of its own. Rather, they saw it as a means to achieve greater power in any school of magic. The name, of course, refers to the fact that magic of this type uses life, specifically in the form of blood, instead of mana. It was common practice, at one time, for a magister to keep a number of slaves on hand so that, should he undertake the working of a spell that was physically beyond his abilities, he could use the blood of his slaves to bolster the casting.

Over time, however, the Tevinter Imperium discovered types of spells that could only be worked by blood. Although lyrium will allow a mage to send his conscious mind into The Fade, blood would allow him to find the sleeping minds of others, view their dreams, and even influence or dominate their thoughts. Just as treacherous, blood magic allows The Veil to be opened completely so that demons may physically pass through it into our world.

The rise of The Chant of Light and the subsequent fall of the old Imperium has led to blood magic being all but stamped out. Thus, spells such as those that can influence dreams have been lost in the fall of the Imperium and only the likes of the Somniari have this power (though they do not need blood nor lyrium to enter nor control the Fade nor dreams). It is possible that the knowledge of this blood magic still exists, for instance the old god cult Primoris Incendia uses blood magic in a very different way to modern maleficarum. The elves also used and use blood magic differently, so we cannot assume that all knowledge is lost forever nor that the Chantry's spin on blood magic is entirely accurate.
Towers tavern

On the grounds of Denerim University there is a tavern by the name of Towers, where both magi and templars can stay should they wish. The building was built at the same time as the university, thanks to the quick thinking of an ambitious entrepreneur and the need for both quenching of thirst and immediate access to a bed from those who worked on the construction of the university buildings; as the university was built by a combined effort of city workers, Chantry workers and magi it was thus immediately established that all were welcome, regardless of their affiliation.

A record of those who do stay is kept, as with the barracks and magi quarters which are also a part of the University. The numbers of those staying at Towers are usually made up of mostly the templars but magi numbers can also get pretty high. It is not uncommon to find senior templars holding informal meetings in the common room as well as lower ranked members of the Order using the building as a point to assemble before beginning patrol duty.

Students are frequently present within the tavern, especially those who are further along the line of their education; such older students tend to be more relaxed about their studies and even use the tavern for studying for exams. Both magi and non-magi will socialise with one another under such circumstances. It's a big building, with a pleasant ambiance. The tavern is a point of pride for those leaders of the city who champion the neutral ground that has been established in Denerim between templar and magi, often citing it as an example of how the two opposing factions are more than capable of finding common ground and even integrating with the majority of people who are neutral in their conflict, but affected nonetheless.

Citizens are also free to come and go, with a fair share of merchants finding fertile ground amongst the more impressionable minds of students when it comes to selling their wares. The tavern is known as a hotspot for those who sell weaponry, the templars having established that it is a particularly effective spot for getting their hands on legal yet impressive armaments.

The tavern master is a man by the name of Rin Byson, who stands well over six feet tall and is known for his genial manner, which stands in contrast to his huge figure. Despite this, he allows only a short leash for anti-social behaviour and maintains a healthy relationship with the heads of both the templars and the magi, the Captain of the City Watch, and the King's Prime Consul. Rin has been tavern master since the day Towers opened, and has been an essential component in maintaining the tavern's famed status.
Domäne

Als **Domäne** wird ein Reich, bestehend aus verschiedenen Tochterdomänen und Welten, inklusive deren Tochterreichen, bezeichnet. Diese sind untereinander verbunden und folgen ähnlichen Gesetzmäßigkeiten.

## Bekannte Domänen

* Drakonisches Ruinenreich
	+ Kleiner Himmel
	+ Tiny World

1. ↑ 【TDG】Chapter 449 – Demon God’s Sect
Chasind: Ar Or-bhais

> **It is possible to add to this group through in character actions and RPing.**
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## Ar Or-bhàis - The Gatekeepers

In the darkest recesses of the wilds, in the ancient ruins of the Alamarri tribes and even the elvhen, amongst the broken towers and tombs of Tevinter are the dwelling places of the Gatekeepers. These are what some might call the "necromancers", or in the Chasind tongue, Ar Or-bhàis. This group of Chasind mages are feared and revered by their people, believed to be the Children of Scathach. It is thought that these mages know the secrets of death and of the Void, having been taught by the goddess herself and shown the gates of Twilight. They, as young initiates, were forced to stare into The Void and those who did not go mad were granted the gift of shape-changing. It is believed that they cannot shift into any other creature other than birds.

Those shifters who turn into crows or ravens are so feared and revered they are almost treated as demi-gods, chosen of Scathach and blessed by her. These mages are so heavily connected with death that the Chasind mark their own faces with ravens blood when one of these shape-changers crosses their path. If they do not then the goddess will take their souls to Twilight whether they are dead or not. This belief has arisen because of the association between Ar Or-bhàis and the undead. The Chasind believe that if they fail to honour Scathach then Ar Or-bhàis will come in the night and tear their souls from their bodies, leaving their undead corpses to devour their families. This is not so much feared as expected, for the role of these death mages in their society is to protect them from wayward souls and to serve the will of the goddess.

## Necromancy and Shapechanging

There are levels within this group and depending on the mage's skill they can ascend higher in the hierarchy. As they go up another level they are taught more of the secrets of the goddess.

### Seven Levels of the Gatekeepers

* **Basic mage** (no skill in shifting nor necromancy - these are the initiates)
* **Fledglings** (can shift into a small bird form)
* **Cadh-Catha**: novices (can shift into a crow form)
* **Teathra**: adepts (can shift into crow and raven forms)
* **Tàimh**: Messenger of Death (is taught the basics of death magic)
* **Master** (Knows all the secrets of the bird forms and death magic)
* **Ceann-Eunlainn** - one of the leaders of Ar Or-bhàis
The Fundamental Laws of Magic

You must not be under the misimpression that magic is all-powerful. There are limits, and not even the greatest mages may overcome them.

No one, for instance, has found any means of travelling - either over great distances or small ones - beyond putting one foot in front of the other. The immutable nature of the physical world prevents this. So no, you may not simply pop over to Minrathous to borrow a cup of sugar, nor may you magic the essay you "forgot" in the apprentice dormitory to your desk. You will simply have to be prepared.

Similarly, even when you send your mind into the Fade, your body remains behind. Only once has this barrier been overcome, and reputedly the spell required two-thirds of the lyrium in the Tevinter Imperium as well as the lifeblood of several hundred slaves. The results were utterly disastrous.

Finally, life is finite. A truly great healer may bring someone back from the very precipice of death, when breath and heartbeat have ceased but the spirit still clings to life. Once the spirit has fled the body, it cannot be recalled. That is no failing of your skills or power, it is simple reality.
Contributors

All contributors agree/have agreed that their contribution may be used by any member of this site, Chronicles of Thedas: Revolutions, and that if they leave the site then it may be used in their absence. They do not give up authorship of it, but do forego the right to ask for it to be removed if;

* the lore is a collaborative effort
* the lore has been used for plots, characters and setting IC since it was placed on the wiki.

By contributing you allow for your contributed lore to continue to be a part of the established Revolutions/CoT lore used by members and staffers alike.

The submission of lore and its consequential adding to the wiki is an agreement to the conditions stated above.

* Andy
	+ Dalish magic spec, various other articles as a staffer
* armatta
	+ Country hubs
* Caraine
	+ Wardens
* Chez
	+ Various articles as a staffer
* Chloe
	+ Orlesian fashion, Masks of Orlais, various articles as a staffer
* Duun-Kahn121212
	+ Dalish, Seer Spec, various articles as a staffer
* elnawawi
	+ Hasmal, Wardens, various articles as a core member
* Fae
	+ Various articles as a staffer
* Filanthi
	+ Tevinter, various articles as a staffer
* Flapjack
	+ Spirit Healing, various articles as a staffer
* Gali
	+ Dwarves, Customs Specs (like Sniper), various articles as a core member
* Kai
	+ Spellbreaker Spec, various articles as a core member
* Mat
	+ Country hubs
* Mic
	+ Country hubs, Masks of Orlais, Nobles, Orlesians, various articles as a staffer
* Mimsy
	+ Grimaldi, Wardens, Various articles as a staffer
* Momo
	+ For being awesome.
* Mythie
	+ Grimaldi, Masks of Orlais
* Skorge
	+ Country hubs, Thieves Guild
* Stormborn
	+ Country hubs
* Teru
	+ Various articles as a staffer
* Thesembo
	+ Antivan Crows, various articles as a staffer
* wizurek
	+ Country hubs
* Zerath
	+ Tevinter
* Zhavirah
	+ Frosthold, Mortalitasi
* Zyah
	+ Old Gods Cult, various articles as a core member

Everyone on this list has agreed to let their contributions be on this wiki. Specific page mentions are credited where the author solely wrote the article. If you want your credit amended then please use our Contact Form.
Sword Templar Knights

> *“During the darkest days of the war the templars became rabid in their pursuit of victory, losing all sight of the very philosophy they fought in the name of. They were no longer bound by the conscience of their religion, the Chantry, and so the most devious minds were let loose to inspire the most evil intentions of those who had lost their guidance. These manipulators and those who became loyal to them were soon to be known as Swords; such was the resolve of these men to pursue their goals they freely took narrow interpretations of the Andrastian belief and before long acted of their own will.*
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> *Even since their numbers dwindled and the Chantry took control once more of their dogs the Swords still hold sway amongst those benefactors whose motivations are not so clear, nor trusted by even allies of both the Chantry and Templar Order. They are an order unto themselves, an authority which their own superiors and the Chantry itself struggle to control; to these people a peace agreement means very little indeed.”*
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- From the journal of an Observer of the Seekers

The group of Templar Knights known as the Swords are a group that have in many ways splintered from the Templar Order and now hold their own authority. They are still bound to the Chantry as Templar Knights but have gained enough influence by way of land and money to benefit from a degree of anonymity in their actions. From their base of the harbour city known as Ostwick they maintain Chantry control of southern Free Marches, whilst holding as the first line of defence should the rebel mages strike from their strongholds to the north.

The members of this sub-faction are notorious for their fanatical doctrine that often causes observers to compare them with the magi terrorists known as the Hand of Justice. There are few who would make vocal such an observation where the Swords might discover it.

The political influence of the group cannot be underestimated, the knights having grown their network of support into nobility and people of wealth across the world over the past decade or so. The leaders of the Swords are some of the most devious, intelligent minds in all of Thedas and thus the group has thrived, even in the face of the Weisshaupt Agreement.

The group believes that all magi should be imprisoned so that the world can be kept safe and that any rebellion to this strict interpretation of the Andrastian religion ought to be utterly destroyed. They use the Right of Annulment freely and it said that only the Seekers of Truth have grown powerful enough to keep the group from increasing its influence and re-igniting the war.
The Arlathvhen

* Arlathvhen begins on the 1st August 951

* Day 2: The Aria of Dia'dami is the highlight of the gathering thus far, but there have already been deaths and Templars have arrived.

* Day 2: In the evening sightings are made of a templar force, near the south of the Frostback mountains. The numbers mentioned are so high that the sightings are mostly considered a practical joke.
Kal-Sharok: Sector Specialisations

## Amgarrak

**Sector Specialisation**

* Keeps the Grand Forge alight and regulates its use as well as having primary use of it.
* Only make golems for use outside of the city and help create golem glyph tech

## Barosh

**Sector Specialisation**

* Livestock and everything that comes from them (dairy, skin curing)
* Creation of light glyphs

## Darmallon

**Sector Specialisation**

* Goldsmithing
* Silversmithing
* Perfecting jewels
* Making coins
* Metal specific artisans

## Gundaar

**Sector Specialisation**

* Farms
* Food
* Geo-thermal tech

## Hirol

**Sector Specialisation**

* Smithing
* Experts in defences, walls, doors, traps, halls, architecture
* Golem Glyph tech

## Kobaliman

**Sector Specialisation**

* Tailoring, clothes, etc
* Maintenance etc of the Bronto Express
* Overseers and traders of commerce

## Hormak

**Sector Specialisation**

* Sewer system
* Lava pits and streams

## Heidrun

**Sector Specialisation**

* Clean water (know locations of the underground lakes, and have control of the rivers that run through the city
* Water wheels
* Clocks
* Maintaining the Central Spire (Time Keeper)

## Ortan

**Sector Specialisation**

* Golem tech
* Creation and maintenance of Fel-Sals

## Revann

**Sector Specialisation**

* Ancient thaig translations
* Shaperates, memories, tomes
* Maintaining of ancient cultures
* Dwarva language

## Rousten

**Sector Specialisation**

* Smaller devices
* Ingenious tech, experimental, sometimes dangerous
* Deep mining and lyrium

## Valdasine

**Sector Specialisation**

* Enchantments
* Fantastic weapons and items (their Thaig was found empty, only a staff remained, could be the making of it wiped out the thaig)
* They are the only sector allowed to make weapons and specialise in warcraft
* Close relationship with the Legion

## Varen

**Sector Specialisation**

* Mining
* Building
* Creating and maintaining the high speed mine rails
* In charge of the contents of what comes back from the mines outside of the city - regulate and distribute the rare materials

## Zygmunt

**Sector Specialisation**

* Internal mines, accessible to the city
* Building and maintenance of structures
Elvhen Magic

captionThough both elves and humans magic derive from The Fade there was a time when all elves were born with magic. There was no need for the word "mage" for magic was as much a part of them as breathing. This indicates a special connection with the Fade and we see this in their recently recovered magical lore as well as in the Keeper specialisation. In Arcane Warrior there is a very powerful and ancient talent which uses the Fade as a shield and augmentation of weapons which is nothing like what we see in The Circle of Magi, nor any other human magical culture.

Their lack of a spirit healer specialisation suggests two things - their reverence for the "Beyond" (what they call the Fade) and that it is yet another lost piece of lore. We do know that they do not fear demons in the same way as the Circle, they deal with them but more often than not do not do "deals" with them. Blood magic is not forbidden, in fact the Rite of Vallaslin is a type of blood magic and Keepers and Firsts in the canon series have used this type of magic, but it is not encouraged and more... frowned upon by the Dalish. Spirits are treated, for the most part, the same as demons and any dealings in the Fade are done with caution, wisdom and reverence.

Elves appear to have a more intuitive connection to the Beyond than humans; spirit and creation magic are seemingly intrinsic to Elvhen nature and culture, again hinting at their once immortal and magical lives and ways. This "spirituality" and organic way of using magic is evidenced in Dalish culture and the way that Keepers use magic and teach it. These are precepts being solidified in Ostagar where a new centre of elvhen magic and discovery is being built. They seek to not only reclaim their heritage but forge new lore and evolve.

One thing is certain, the elves treat magic very differently and their abilities and natural talents are unique to their race. Through their Keepers they are rediscovering lost lore and may one day find out what truly happened to Arlathan.

It is possible their connection and beliefs about the Fade are linked to their religious beliefs about the Creators. Spirits and Demons resided in the same realm as the Creators and elves appear to have a greater knowledge of the Beyond and its denizens than humans could ever hope to have. Human mages are like da'len lost in the dark and the elves see them as foolish and dealing with forces they can never hope to comprehend.
Transmutation

## Description

The school of Transmutation governs spells which focus on the alteration of shape and nature of objects, including parts of your own body. The transformation of the objects is not a permanent one and the duration of the alteration tends to last longer for masters of this school. The school of Transmutation is neither a common nor a rare one and its practitioners can be found all around Thedas.

## Limits

* Many years of training are required in order for a mage to become a Master
* Transmutation is not Shapeshifting!
* Only specific parts of one’s body can be altered (skin turning to Stoneskin for example)
* It is impossible to transform a lifeless object to a living creature
* The effects of Transmutation spells are never permanent
* Only masters can alter the shape of big objects.
* One cannot alter living creatures, buildings or anything insanely big

## Origins

The exact origins of the school are unknown for Mages specializing in Transmutation can be found all around Thedas. There is no information as to what occurred first; transmutation or shapeshifting.

## Precepts and how they are taught

Usually it is taught in circles but there are mages who practice its ways outside of circles too. The school of Transmutation can easily be combined with other schools of magic but it has to be noted that it is hard to master and such level of ability usually requires years of training.

## Abilities and Spell Trees

* Novice (limited duration of the spells)
	+ Stoneskin
	+ Warzone (With the warzone spell the mage transforms any object he possesses to a weapon of his liking, ready for him to use or give to others) NOTE: The mage's skill with the weapon does not increase as a result of the spell.
	+ Disarm (The mage turns the weapon of their enemy to an useless object, disarming him for the duration of the spell)

* Adept (duration of the spells increased)
	+ Intoxication (turns liquid to poison. The liquid could be a glass of water for example. Not sea!)
	+ Transformation of bigger objects

* Master (maximum time duration of the spells)
	+ Petrify (the caster turns the skin of an enemy to stone for a limited time, immobilizing them in that way)
	+ The mage can alter the shape of big objects at this point.
Chasind: Death Rites and Rituals

## The Path to Twilight

The Korcari Wilds are no place to bury the dead and the Chasind have no tombs and the swamps are mostly too dense for flocks of carrion, thus The Chasind evolved another way to get rid of their dead. The rites are a passage of flame to return the body to the dust of the mountain of the Father. Then, they carry the urns to a temple on the edge of the wilds where their goddesses carry their souls to Twilight, which is the Alamarri word for The Fade.

This is completely opposed to the Avvar sky burial and seen as heresy by the mountain tribes, but their religious beliefs about death are very similar. The Chasind belief in reincarnation is unique to them and born of their myths of Taultiu, the Mother Goddess, who turned to ashes every one hundred years and then was reborn. It is believed that her twin sister, the Gatekeeper, trades the Lady with the souls of the dead for Taultiu's life energy. Whenever Taultiu is reborn some of the souls of the Chasind return with her and are reborn in the Wilds as animals, humans and sometimes as shapechangers. Those Chasind who are born with the gift for shifting are believed to have been Chasind in a past life and given a new human shape for their next life.

The shaman immolate the corpse with magical fire, which has several purposes. Firstly it is symbolic of Taultiu's death. Secondly, it uses magic and does not waste the scarce wood of the wilds. And finally it is the only way to get rid of a body properly in Korcari, especially when one considers it is the magic of a shaman that does the burning. The corpse is placed upon a stone altar and immolated, the ashes collected and stored in an urn until it is time for the Chasind to go to the temple of the Twins and place the ashes of their dead in the Gatekeeper's Catacombs.

## A Song of Passing

The Chasind Song of Passing is the same as the Avvars - the same song and the same words. It is another thing they share. Just as the Avvar sing while they carry their dead to the towers the Chasind sing as the body is burned and as they carry the urns to the temple.

One of the other Song's sung during the funeral is called, "The Gift".

> We give our body to the flames
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> **Táimid ar ár gcomhlacht a thabhairt do na lasracha**
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> We burn and store our soul in the ashes
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> **Táimid sruthán agus a stóráil ár n-anam sa luaithreach**
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> We give our soul to the Lady
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> **Táimid ár n-anam a thabhairt don Mhuire**
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> And the Mother gives us back our life.
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> **Agus tugann na Máthar dúinn ar ais ár saol.**
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Nightwell Fortress

Since the First Blight in -395 Ancient, Orlais battled back hordes of Darkspawn alongside its fellow countries. After the long battle and defeat of the first Archdemon Dumat, the Grey Wardens were declared heroes. And the Empire of Orlais had been one of the quickest countries in Thedas to welcome the conquerors of the blight into their country. What once had been a military stronghold for the Emperor of Orlais, in the center of the city, had been transformed into the main Keep for the Grey Wardens. It went by a different name back then, one now lost to both Wardens and Orlais. Dwarves flocked to improve the stronghold with their legendary skills in hopes to win favor with the Wardens.

Throughout the years the massive fortress remained standing, any damage done to the central location of the Orlesian Grey Wardens had been quickly fixed by their dwarven allies. Ages passed and the fortress located in the heart of Montsimmard remained standing. Through rebellions, blights, and wars it stood the testament of time. Shortly after the Third Blight began, a large portion of the stronghold took a beating. Walls crumbled from the sheer force of the horde unleashed upon Tevinter and Orlais before spreading into all of Thedas.

After the defeat of the horde, the fortress was in ruins. In the course of several years it was rebuilt better and stronger than before. It needed a new name since the previous stronghold no longer stood except for the Eastern wall. The Commander of the Grey at the time gave it the name of Nightwell Fortress; any significance of the name has been lost to time.

With its new name, Nightwell Fortress fared better than its predecessor. It withstood two blights and countless shifting of Commanders throughout several Ages. It’s the seat of power for the Orlesian Commander of the Grey and will remain that way for as many Ages as the Grey Wardens stand vigilant.

While it is also the seat of power for the Grey Wardens of Orlais, it’s also a crown jewel in the city. Commoners and nobles alike brag about the beautiful Fortress and the army that is amassed within, giving them more protecting should an invasion come. Since Nightwell Fortress is perfectly nestled in the heart of Montsimmard, it often sees a great influx of important people. And even more often it is the safe place to speak between nobles about one’s business. Since the politics of Montsimmard effected the Wardens who lived there, making the reigning Commander present at each meeting.
The Council of Heralds

Established by Emperor Judaciel I in a bid to sate the nobles and quell the political chaos left in the aftermath of his father, Reville the Mad’s tumultuous reign. The Council of Heralds was created to be the final arbiter in all disputes involving titles and inheritance within the Empire. When speaking with one voice the council even had the authority to overrule the Emperor or Empress in such matters. Though a wise council rarely ever refuses a direct order from the Empire’s ruler, with a united voice the council can exert considerable influence on the Empire's throne.

The council was formed from the heads of seven of the oldest and most influential noble families in Orlais, with many of them being able to trace their bloodline all the way back to the time of Emperor Drakon himself. In exchange for their positions on the council, each of the council’s members had to swear an oath of loyalty to the Throne of Orlais - regardless of whom sat upon it.

The creation of the council was met with widespread approval from the nobility and the Imperial court. For it was seen as a more fair and just system, with their peers having control over titles and inheritance, rather than the throne. Though it was also met with envy as the Councillors were raised to lofty positions of power and still are seen as gatekeeper’s of the Game because of the power and influence they wielded. Many a noble aspires to be on the council, but all of the seven seats are hereditary, passing on from generation to generation.

Currently the Council loyally (though some whisper, fearfully) serve Emperor Just La Guerry, a man whom they rose to the throne after the Valmont Dynasty failed. Most notable acts the Council has undertaken at the Emperor's command was the abolishment of the powerful title of Baron, the creation of the Protecteurs of Orlais and reorganising the role of Grand Duke’s in Orlesian society, crafting them into positions of real power, second only to the Emperor.

Now, along with the Emperor and the Grand Duke's, the Council of Heralds are the three pillars that hold aloft the Orlesian nobility.

Aside from their official duties, the Council of Heralds are also the Gatekeepers of the infamous and deadly Game. While each member is a Master player in their own right, the Council is revered as the very pinnacle of the great Orlesian pastime, even setting them above the Empire's Ruler. For it is the Council's decision, who goes up and who goes down. Their word alone can see player may rise through the ranks of the game and society, just as easily as they can crush the ambitious and see them go tumbling down. But such is the capricious will of the Council of Heralds as it is the nature of the Grand Game.

# Current members of the Council of Heralds

* Duchess Adeline de Ghislain - leader of the council of Heralds (Ghislain)
	+ Lord/Lady ???? (Mantillion)
	+ Lord/Lady ???? (Monfort)
	+ Lord August Michel de Louvencourt - then Lady Emmaline Aveline-Revann de Louvencourt (Val Chevin)
	+ Comte Evram Florian Doucy (Monsimmard)
	+ Lord/Lady ???? (Chalons)
	+ Lord/Lady ???? (Montebelliard)
Justin E. Rouse

**Justin E. Rouse**is an designer and web & community support for Age of Empires Series, he is also an animator, technical and dvd technical manager for G.I. Joe: Spy Troops, he is go skateboarding and basketball for Dallas, Texas. Consultrating is the much more before within the power special olympics.
Grey Wardens and the Blight

*"In peace, vigilance.*
*In war, victory.*
*In death, sacrifice."*

## What are the Wardens?

Grey Wardens are an ancient organization of warriors of exceptional ability dedicated to fighting darkspawn in all of Thedas. They are headquartered in the very place of their founding, the Weisshaupt Fortress in the Anderfels, but maintain a presence in most other nations as well. The Grey Wardens are known for ignoring a recruit's racial, social, national, and even criminal background if they deem the person valuable in terms of character or ability.

Despite their small numbers, the Grey Wardens have been instrumental in defeating each Blight so far, and thus are vital to the survival of the world as a whole.

## What is the Blight?

A Blight refers to a period when darkspawn find and corrupt one of the Old Gods, which is transformed into an archdemon and leads the horde to attack the surface world. The world has seen five Blights to date; as Dragon Age: Origins begins, the fifth Blight has just begun.

A Blight is distinct from the occasional darkspawn raids, in which the darkspawn are few, scattered, and disorganized, plaguing only the Deep Roads, underground highway tunnels constructed by the dwarves at the height of their empire. These tunnels—and natural caverns connected to them—extend throughout Ferelden, and possibly elsewhere in Thedas.

When the darkspawn discover one of the Old Gods—ancient draconic creatures slumbering in the depths of the earth—they infect it with their taint, and it rises as an archdemon. Unified by its will, the darkspawn surge up from their tunnels and spread across the surface of the lands, destroying all in their path. Survivors are dragged underground to be eaten or turned into Broodmothers, water sources befouled, crops are spoiled, the land is poisoned and animals sicken. With each passing day, a blight grows. The earth itself withers and dies; the land is leached of moisture, turning everything dry and brown. The sky fills with rolling black clouds that block out the sun, making it easier for the darkspawn to surface. As this wasteland spreads, the disease of the Blight spreads with it, corrupting all in its path.

## How does a Blight end?

The only way to end a Blight is to slay the archdemon, and the only ones who have ever managed such a feat are the Grey Wardens. For this reason, the order holds the respect of most nations, though their presence in Ferelden is the weakest of them all. The chilling thought is that this Blight has begun to spread from Ferelden for precisely that reason.

## What are Darkspawn and Darkspawn Disciples?

Darkspawn are tainted creatures born of broodmothers. Disciples are those Darkspawn who are "awakened" as the Architect was. (The nature of) Darkspawn Disciples at Chronicles of Thedas has been explained in more depth - but little more than this is known and their origins remain somewhat of a mystery at this time, but plots within Chronicles of Thedas and Bioware lore will reveal this in the future. The corruption that is the taint will play a huge part in Thedas' future...
Money

Chantries are where people can "store" money to collect later, the Banks of Thedas.

There are rich people who serve as money lenders as well as loan sharks.

## Average prices of commodities

Whilst the cost of items across Thedas can vary, various organisations balance prices out, be it through elaborate trade agreements or by adjusting in line with two main factors: supply and demand. As such it becomes very difficult for people to attach increased value to their trade, as many citizens looking to buy will often find a cheaper alternative; even if they do not the reputation of the expensive trader will spread by word of mouth and thus most likely damage their future business.

The following is thus a collection of average price across the realm.

### Animal, Mounts, and Vehicles

Cart 500 sp
Dog 15 sp
Draft Horse 750 sp
Falcon 75 sp
Feed (per day) 5 cp
Mule 200 sp
Riding Horse 3 gp
Saddle 20 sp
Saddlebags 10 sp
Stabling (per day) 10 cp
Wagon 2 gp

### Food, Drink, and Lodging

Bottle of Cheap Wine 20 cp
Pint of Ale or Beer 10 cp
Meal at an Inn 25 cp
1 Week of Travel Rations 2 sp
Lodging in the Common Room 50 cp/night
Lodging in a Private Room 2 sp/night

### Adventurer’s Gear

Arrows (20) 2 sp
Bolts (20) 3 sp
Backpack 9 sp
Candle (Pair) 5 cp
Flask 50 cp
Flint and Steel 10 cp
Healer’s Kit 25 sp
Ink (Black, one vial) 20 cp
Lamp 2 sp
Lantern 5 sp
Lock Picks 12 sp
Mountain Garb 10 sp
Musical Instrument 10 sp
Oil, Pint 8 cp
Pouch (Belt) 1 sp
Quiver 2 sp
Rope (20 yards) 2 sp
Spike 5 cp
Tent, Large 35 sp
Tent, Small 10 sp
Torch 10 cp
Traveler’s Garb 15 sp
Waterskin 40 cp
Whetstone 10 cp

## Currency

Every nation in Thedas stamps their own coins. It used to be that they varied in size and purity, but the dwarven merchants used their powerful influence to standardize coins into gold pieces, silver pieces, and copper pieces.

Now, while each nation’s coins look unique and often have different names, their value is generally equivalent. So Ferelden calls a gold piece a sovereign and Orlais calls it a royal, but both have the same value.

A coin’s nation of origin usually doesn’t matter, so in Dragon Age the following terms are used as standard:

* gold piece (gp), silver piece (sp), and copper piece (cp)
* 100 copper pieces equals 1 silver piece, and 100 silver pieces equals 1 gold piece
* 1 gold piece = 100 silver pieces = 10,000 copper pieces

### Value

Prices for most items are given in silver pieces, as that is the most common currency and the one used for day to-day transactions. Gold pieces are much rarer and even one represents a good deal of money.

In Ferelden a gold piece is known as a sovereign, a silver piece is known as a silver, and a copper piece is known as a bit.
Phylacteries

## Before the War

A phylactery is a vessel, often a glass vial, containing the essence of a magical being. The Circle of Magi and the Chantry used small phylacteries filled with blood—taken from apprentice magi—to track down mages that turn apostate, fleeing the wrath of the Templars. In Ferelden, some of these phylacteries were kept in the basement of the Circle Tower behind protective wards, but most were kept at an undisclosed location in Denerim. Phylacteries for first enchanters were stored in the White Spire, an Orlesian Circle and the Templar Order stronghold.

Phylacteries, ironically, are a form of blood magic. When a Templar wishes to track down a fugitive mage they will use the phylactery as a way of honing in on the fugitive by way of a "hot and cold" situation, i.e., the phylactery glows and the glow grows more intense the closer the Templar gets to the mage they are tracking. If the mage dies, the phylactery no longer glows.

## Changes in Phylacteries and their uses since the inception of the War

The Libertarians still use phylacteries, since hunting maleficar is still a job that needs to be done. The difference being it is mages who use the phylacteries, not Templars.

The phylacteries of the First Enchanters in the White Spire in Val Royeaux were destroyed at the beginning of the War. Now, only those who are part of a Loyalist Circle have phylacteries there.

Phylacteries themselves have been upgraded. Those in the Libertarian Circles can only be used by mages. If a Templar was to get a hold of them they could not use them. No non magic user can.

## Iago's "Theory of Enervation" regarding phylacteries

Iago has a theory about phylacteries. It has something to do with "living blood" and creating a source of blood power for blood mages that does not require a blood sacrifice.

*"Why does dead blood not work? Because its DEAD! The source is dead. So its not the blood but the LIFE. Its life demons feed off...*
*blood just contains life, or rather... it is the cord that connects magic to it..."*

*"So, if we can infuse spirit into dead blood... if we can breath life into enervated blood..."*

*"And thus Furia, you have no need for lyrium or messy sacrifice. No more using your own blood either, hahahahah!"*

## Phylactery Research

Phylacteries of Enervated Blood are currently being "investigated" in character.

Spirit infused enervated blood (phylactery with no living source) is being developed in Nueva Libertad.

This is a necromantic theory.
Magical Artefacts and Equipment

As the forum game progresses we will edit in CoT specific artefacts. For now we offer information on staves and staffs and custom items (member made and contributed).

Below is an selection of the types of magical items, materials and mage accessories that you might want to consider or that you might want to fashion something original from.

## Staves

Staves are the two-handed weapons of choice for mages. Each staff has a weak, short range default attack that costs no mana. Staves are usually made from metals (as they are enchanted) though some of the textures for them give them the appearance of wood, such as the Oak Branch. There are non metal staffs though, but the secret of enchanting wood was lost with Arlathan.

## Commonly used materials

Materials commonly used for magical items and weapons are:

* Iron - grey and red
* Grey Iron - yellowish-brown and red
* Steel - white and purple
* Veridium - greenish-grey and yellow
* Red Steel - bright red
* Silverite - shiny white and blue
* Dragonbone - dark red
* Starmetal (meteorite ore)
* White Steel - whitish
* Volcanic Aurum - golden

## Wood for Ancient Elvhen Artefacts

Types of wood that ancient elvhen artefacts may be made of:

* Elm - dark grey
* Ash - beige
* Yew - tan
* Whitewood - white
* Ironbark (a wood crafted by the Dalish; stronger than steel) - olive
* Sylvanwood - tan
* Dragonthorn - dark red
* Vhenadahl
* Ancestral Heartwood

## Custom Items and Artefacts

At CoT, though we do not ask for you to refrain from using the games legendary items and the like we do ask you to consider creating your own or accepting that others list these game items as well. They are not always going to be rare or unique in this setting. Like the Litany of Adralla, or Heartseeker, these are weapons and items you can list in your profile, there are no claims for them.
Honnleath

"A Chantry was established fairly quickly after the War broke out and has grown steadily. It is a stop along the road, so to speak, for Templars. Especially those loyal to the Chantry. Here there has been opportunities for what was left of the locals to have got in good with the Chantry and Templars, thanks to knowledge of the surrounding areas. Some have even joined the church or the army, seeing it as a means to get away from their relatively boring existence. Of course they would eventually return, having realised just how good boring can be when compared to battling magi.

There are few mages here and no Circle. Magic users are not favoured by the residents but have a valuable relationship with the Chantry and a growing one with the Templars."

```
- a letter by the hand of Thomas deBane, who it was intended for is unclear.

```

The village of Honnleath was once the *home* of the Golem, Shale. Activated by the fabled Warden Commander during the Fifth Blight the dwarven creation never returned to where she had stood for so long and such is the obscurity of it's location the village was not affected by the Blight afterwards. The actions of the Warden Commander had saved Honnleath from being as foul and corrupt as other parts of Ferelden and so by the time the mage-templar war had begun rejuvenation had occurred, including re-population and working of the land.

It soon became apparent to the crown that Honnleath was important, however, due its location between the Korcari Wilds and Redcliffe; thankfully for the King's sake the village has been sworn to Redcliffe for a very long time and as such access to it is not so difficult. Not only that but the valuable, uncorrupted land had already forced the hand of the Arl into supplying the region with more guardsmen and soldiers. The region has thus prospered, considering all factors.

However, with war drawing near and the establishment of both Haven and Redcliffe as a sites of pilgrimage the Chantry soon approached the crown about establishing a permanent templar station on site. Thus far the majority of templars within Honnleath were only ever travelling through but both the Chantry and the Templar Order itself became insistent that the safety of the region from dangerous magi could only be insured with a heavier presence of templar knights. Negotiations lead to an agreement whereby the Templar Order would never hold more than half the numbers of Redcliffe guards and thus Honnleath became a village under Chantry influence, a centre for recruitment by both the church and it's militant wing.
Dalish: Rite of Vallaslin

> I asked him about the intricate tattoos on his face; he told me they were called vallaslin--"blood writing." His were symbols of Andruil the Huntress, one of the most highly revered elven goddesses.
> --From Codex entry: Vallaslin: Blood Writing
>
>

caption
When a Dalish Elf comes of age, they are marked with intricate tattoos representing one of the elvhen gods. The tattooing is preceded by meditation on the gods and the ways of the Dalish, and by purifying the body and the skin. Since the lore regarding the worship of the elvhen gods in Arlathan is lost the Dalish used what was saved and discovered and created this Rite. It is therefore a recent development combined with the ancient rites of the elves.

The Rite of Vallaslin is performed by the Keeper and is a form of blood magic - though elvhen blood magic is not the same as that of the shemlen it is still viewed as such by the Chantry. The Rite itself can take days and it is extremely painful, the elf required to be silent throughout. Some clans, in warmer climes in particular, extend the vallaslin to the chest and shoulders and back. Displaying their love and faith of the Creators on their faces is still the dominant and important part of the rite, but the longer process of further markings proves their faith furthermore - at least so it is believed in some clans, but not all.