recursal/Fanatic-Fandom huggingface dataset:
Free Marcher

North of Ferelden, across the Waking Sea, are the Free Marches. This loose confederation of city-states is known as the breadbasket of Thedas due to its rich farmland and abundant crops. The Free Marches have no central government and most of the time its member cities are embroiled in any number of minor feuds over trade, tariffs, and territory. When threatened by an outside power, however, the Marchers pull together and put armies in the field that rival those of their neighbors. The major cities of the Free Marches are Ansburg, Hercinia, Kirkwall, Markham, Ostwick, Starkhaven, and Tantervale. The Marchers are a dynamic people. They are great traders but also fierce defenders of their home cities. Some practice their martial skills to compete in the Grand Tourney, a traveling tournament and fair that moves from city to city. Roughly once every three years, the Grand Tourney settles down for a year to hold a Contest of Arms. People from all over Thedas travel to the Free Marches to see or compete in this legendary event.
Necromancer

Necromancers specialize in binding spirits drawn to the dead and dying and using them to increase their magic powers. They can cause crippling fear in opponents, summon spirits to fight for them, and can even turn their enemies’ spirits to fight for them. Necromancers are not necessarily evil, though many hate and fear them for their connection to spirits and death.

Novice: If you kill an enemy, your Spellpower increases by +2 for a number of turns equal to your Willpower. Killing another enemy during this time resets the duration but doesn’t add to the Spellpower bonus.

Journeyman: You learn the spell death syphon, regardless of whether you meet the requirement. You can cast it for 4 mp instead of 7.

Master: If you go down to 0 Health during a fight, a spirit appears by your body for a number of turns equal to your Magic or until the fight ends. This simulacrum takes on your form and can cast any spells you know for no mana cost. You are not considered to be dying while the simulacrum is protecting you, but you cannot be healed until the spirit returns to the Fade. The simulacrum cannot be damaged.
Low-Born Dwarf

The dwarves of the Miner, Merchant, and Servant Castes do the hard work, day after day, that keeps Orzammar functioning. The Miner Caste is the most prestigious of these three, particularly those that do the dangerous job of mining lyrium. The Merchant Caste is the next most important, as they bring money into the city and arrange valuable trade deals. The Servant Caste is the lowest, though even they rank above surface dwarves and the casteless. Of this group it is the members of the Merchant Caste who are most likely to leave Orzammar or become adventurers. Trade deals often lead to contact with humans and the surface dwarves were originally part of the Merchant Caste. Sometimes a member of the Merchant Caste will join their kin on the surface despite the loss of status at home. This happens more rarely with members of the Miner and Servant Castes, though it is not unknown for miners to sell their expertise to human nations for gold and other riches.
Blood Mage

The Tevinter Imperium conquered Thedas with Blood Magic. Its magisters, it is said, learned the craft from demons. Every mage feels its allure. There is much power to be gained using blood instead of mana. The Chantry, however, forbids the practice and on this they are unequivocal. The vile practices of the magisters led to the Blights, and to the Maker turning away from his creations. Blood mages are maleficarum (singular maleficar, from the ancient Tevene, “one who is depraved”) and the templars hunt them down. Interestingly, some Grey Wardens have been known to dabble with Blood Magic. Many Wardens believe that any weapon that can be used against the darkspawn should be, and that includes Blood Magic.

Novice: You can use your own blood to power your spells. First, you must use the activate action to enter the Blood Magic mode. When casting a spell in this mode, you can inflict 1d6 penetrating damage on yourself and you gain mana points equal to the damage. The mana points so generated must be used on the spell you are casting this round; any excess are lost. You can use this mana to cast spells from any school but you must be in Blood Mage mode to cast Blood spells. While in this mode, you cannot be healed with potions or Creation spells. You can end Blood Magic mode with another activate action.

Journeyman: You can use the blood of a willing ally to power your spells. This works as per the Novice degree, but your ally takes the damage. The ally must be within 6 yards of you when you cast the spell.

Master: You can use anyone’s blood to power your spells. You can pick a target with 6 yards of you and attempt to use their blood as a minor action. Success requires an opposed test of your Magic (Blood) vs. the target’s Willpower (Faith or Self-Discipline). If you win things work as per the Journeyman degree. If the target is adjacent to you and helpless (unconscious, tied up, etc.), you inflict 2d6 penetrating damage (and perhaps understand why mages of the Tevinter Imperium were not so popular).
Apostate

In those nations outside the Tevinter Imperium (including Ferelden) during much of the history of Thedas, only the members of the Circle of Magi may legally practice magic. Those who defy the law are known as apostates. The Circle of Magi is supposed to find humans and elves with magical power and train them before they endanger themselves and others. All those who practice magic risk demonic possession and could turn into abominations, and there is always the risk that any mage might turn to the same forbidden arts practiced by the magisters of the Tevinter Imperium, dangerous blood magic that relies on ritual sacrifice and subverts the minds of other men. This is why there are Chantry templars in every Circle tower, and why templars hunt down apostates. While the law treats all apostates the same way, the category is a broad one. Some are self-taught mages who discovered how to use magic by trial and error. Some come from magical traditions that pre-date the formation of the Circle of Magi, like hedge mages and Avvar shamans. Others are rebels, opposed to the Circle of Magi, the Chantry, or both. They resent the law and choose to go their own way despite the risks. If you choose to play an apostate, your character will have a disadvantage that those of other backgrounds do not. Namely, your character’s powers must be used carefully lest they draw unwanted attention from the Circle of Magi or the Chantry templars. The upside is that this conflict can lead to some great stories, but you should understand that your character will face challenges others do not.
Orzammar

The dwarven kingdom of Orzammar is the last great bastion of a failing race that once ruled an underground empire that stretched beneath the whole of Thedas. The peoples of the world above count four Blights and some believe a fifth may be in the offing, but to the dwarves, since the coming of the darkspawn there has only ever been one epic campaign without end. In fact, each of the four Blights actually offered a temporary respite to the dwarves as the darkspawn hordes poured onto the surface, away from the dwarves’ beleaguered domain beneath the ground. When most folk think of dwarves they picture the surface dwarves they’ve met and imagine all dwarves to be skilled smiths, greedy merchants, or doughty fighters. They would be surprised to learn that the stout folk they’ve met above the ground are accounted little worth by those below, who are steeped in an ancient culture of caste, honor, excellence, and tremendous pride. Pride, they say, comes before a fall.
Firesprites

Firesprites are a diminutive race of faerie-like creatures that only dwell in the Korcari Wilds. Only a single colony of them remains by the time of the Fifth Blight. Firesprites have no interest in the affairs of other races, and keep to their own company, having no interest in regular food or in shiny objects. The only way to attract Firesprites in the Wilds is by brewing a strange noxious soup with such a great stench that it can make regular men vomit from the smell alone. The Firesprites have no interest in actually eating the soup, but they are attracted by the smell of it, because it smells like Shadowmoss. (DMNPC only)
Combat Rules

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### Combat:

Overall don't be a dick. Behind every player character is a real person, and we are all subject to emotions when tensions get high. If things get too out of hand, or if a dispute arises please open an admin ticket.

* If you drop to 0 health at any point, you are considered down and unconscious. This is unless you have an ability which -specifically- states otherwise.
* Scenes are not locked, meaning if you come upon a battle you may join the fight, or choose to flee if you have no reason to join the fight.

### Consequences:

* Only one consequence can be inflicted on a person of the losing side in a consequence phase or that was downed. No double cons.
* Reach out to the each person you are going to inflict a con against to have clear communication about what they consent to. Respect people's consent sheets and at any point a person is free to fade to black a scene if they become uncomfortable with a consequence. One isn't forced to endure a torture scene just because they lost.

### Robbery/Thievery:

* If a player decides to rob another player in any scenario there are limits to how much they can take. You’re only allowed to take up to 50 Silver or one piece of Armor/weapon from the robbed character. Despite the number of people administering consequences it doesn’t change the total amount of person can be robbed for in that scene.

#### Base robberies:

* If you break into a players housing and loot things from open containers or things that you have lockpicked you are only allowed to take up to three slots of items, and they may not make you over encumbered. This does not count for crafting items made specifically for COtF as they do not have weight, and therefore are restricted to 50 of each material/potion.
Carpentry

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In the diverse and perilous world of Thedas, where civilizations rise and fall amidst the tumultuous currents of magic and conflict, the craft of Carpentry emerges as a silent yet essential foundation. Carpenters, often found in bustling cities or humble villages, are the unsung architects of both practical structures and fantastical wonders. Their mastery of wood, stone, and enchantments transforms mere materials into sturdy fortifications, intricate furniture, weapons and even magical constructs, shaping the physical landscape of Thedas. Whether fashioning a humble wooden chest or crafting the ornate beams of a grand hall, the carpenter's touch is a testament to their skill and dedication.

Adventurers seeking refuge, traders establishing marketplaces, Archers, hunters and mages seeking staves and bows adorned with magical carvings all turn to the craft of Carpentry for solutions. The carpenter's workshop becomes a hub of creativity and ingenuity, where the mundane and the magical converge to shape the tangible world.

As the world of Thedas continues to evolve, Carpentry stands as a silent yet steadfast force, contributing to the construction of societies, the defense against dark forces, and the enhancement of everyday life. The carpenter's art is not merely about building structures; it is a craft that weaves practicality and magic into the very fabric of the world's history and destiny.

## **List of Mastery Tiers and what they unlock:**

### **Novice:**

##### Common:

* Elm
* Ash
* Yew
* nursery seeds

##### Rare:

* red cedar
* black walnut

### **Journeyman:**

##### Common:

* Whitewood
* Ironbark

##### Rare:

* Sylvanwood
* silvered ash

**Master:**

##### Rare:

* Vhenadahl
* Ancestral Heartwood
* gilt beech

## **List of Craftables:**

* Crossbow
* Shortbow
* Long bow
* Quarterstaff
* Arrows (20)
* Bolts (20)
* Spiked buckler
* Club
* Weapon handle
Tevinter Soporati

Commoners in the Tevinter Imperium don’t have it as bad as those in Orlais—slavery is still legal in the Imperium and thus slaves are given the worst jobs. Tevinter commoners, known as Soporati, or more disparagingly as mundanes, work hard but they benefit from the existence of a despised underclass. Many Soporati become soldiers, as the Imperium is in near constant conflict with the Qunari in Seheron. While they do follow Andraste and worship in the Imperial Chantry, the emphasis on magic as a positive force, sometimes even referenced in prayer, can be shocking to people from other parts of Thedas.
Orlesian Noble

Nowhere in Thedas is it better to be a noble than Orlais. There they stand atop the social order, unchallenged by the commoners they rule. It is perhaps a blessing to the common folk that the nobles spend most of their time engaged in the Grand Game—a never-ending battle for power, prestige, and status amongst the nobility. While this sometimes leads to the spilling of blood, the real battlefields of the Game are the ball, the salon, and the court. The nobles of Ferelden find the whole thing ridiculous, but of course Orlesians find Fereldans to be silly country bumpkins whose opinions are as laughable as they are irrelevant.
Tal-Vashoth

The Qunari people follow a philosophy known as the Qun. Before they embraced the Qun, it is said they were barbaric people prone to violent rages. The Qun made these barbarians into thinkers, planners, and technicians, though they also remained warriors. There are those Qunari, however, who reject the Qun. Some of them want to return to the old ways of their people, while others just want to live by their own rules. These rebels are known as vashoth, or “grey ones,” and they must leave Qunari lands before they are detected or face reeducation or punishment. Such exiles are not considered part of the Qunari people any more. In the spirit of defiance, they call themselves Tal-Vashoth, or “true grey ones.” Many of them worship the old, animist gods of their people and see themselves as the real inheritors of their ancestors’ legacy. Tal-Vashoth live in foreign lands and get by as they can. Many work as mercenaries, while others become raiders, pirates, smugglers, or even slavers. Roving bands of Tal-Vashoth are not uncommon in the north and they pose problems for both Qunari and human settlements.
Keeper

A Keeper is the leader of a Dalish clan. They guide the clan, both spiritually and physically. Keepers are respected for their wisdom and their knowledge of the ancient traditions of the elves. Each clan has one Keeper and one First (the chosen successor of the Keeper). A clan may have several apprentices but usually only two full mages (the Keeper and the First). Templars, of course, consider ancient, unregulated magic to be dangerous and hunt Keepers when they can. This is one of the reasons the Dalish clans never stay in one place too long.

Novice: You learn the Keeper spell wrath of the elvhen.

Journeyman: You learn the Keeper spell ensnare.

Master: You can tap into the natural cycle of death and rebirth. When you kill an enemy with the spell wrath of the elvhen, you get back 1d6 Health if you are wounded. If you are already at full Health, you gain no benefit.
Templar

The templars are the militant arm of the Chantry. Their primary functions are to watch over the Circle of Magi and hunt down apostates and maleficarum. For more information about templars, see Chapter 5: Magic. As noted there, templars are given small amounts of lyrium to awaken and maintain their special powers. Hard and fast rules for this are not provided, as tracking such things is tedious. The templars’ use of lyrium makes excellent story fodder, however.

Novice: You have learned mental techniques that help you resist magic. You gain a +2 bonus on tests to resist the effects of spells and other magical attacks. If you have this power already (from the dwarf backgrounds in this book, for example) you must still take this degree of the talent but its effect is to increase your existing bonus by +1.

Journeyman: Your blows can drain mages of their mana. When you do damage to a mage (or any creature that uses mana) with a melee attack, your target loses 1d6 + your Magic mana points in addition to taking normal damage.

Master: You can cleanse an area of ongoing magic. This is a major action and the concentration required is such that you suffer a –2 penalty to Defense until the beginning of your next turn. All ongoing spells within 1 tile of you, whether cast by friends or foes, end immediately. Spells that were only partially cast are also cancelled and actions previously spent on casting them are wasted
Spirit Healer

While demons are the most notorious denizens of the Fade, other spirits reside there as well. These spirits are more benevo�lent and do not have the driving desires that make demons so evil. Spirit healers are those rare mages who learn to communi�cate and summon such spirits. There is danger in this path, as there always is when the Fade is involved. Sometimes demons pretend to be kindly spirits and the spirit healer pays a dreadful price. When the summoning is successful, however, a spirit healer is capable of healing feats beyond the bounds of normal magic. This is why spirit healers believe the risk is worth it.

Novice: You have learned to summon spirits. You learn the Spirit Healer spell group heal. To cast it and other Spirit (that is, spells requiring you to have the Spirit Healer specialization), you must first enter Summoning mode. This requires an activate action and a successful TN 14 Magic (Spirit) test. If you fail and roll triples, you must roll on the Magical Mishaps table (see Chapter 5: Magic). If successful you attract a suitable spirit and can cast Spirit Healer spells for as long as you stay in this mode. You can end the mode with another activate action, which releases the spirit back whence it came.

Journeyman: You learn the Spirit Healer spell revival.

Master: You learn the Spirit Healer spell life ward
Qunari Beresaad

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It is fair to say that the humans of Thedas have little understanding of the Qunari. To outsiders they appear a diabolic race of giants bent on conquest. It is often assumed that Qunari live under a military dictatorship. This is understandable because it is the leader of the military, the Arishok, who handles diplomacy with foreign nations. The Qunari do not have a dedicated group of diplomats, however. Instead they have the Beresaad, the vanguard of the Qunari people. The Beresaad are soldiers first and foremost, and they view the world as such. They are trusted to go into foreign lands and deal with humans, elves, and dwarves. Sometimes these are formal diplomatic missions, but in other instances the Arishok sends the Beresaad to do intelligence work or investigate specific aspects of foreign cultures. The Beresaad always have a mission, even if its nature is not apparent. If you choose this background, you should work out with your GM what brought you to Ferelden and what your orders are. Soldiers of the Beresaad are sometimes gone for years at a time, but they are still part of a military machine and at a certain point they must report in. In a long-running campaign, this is something you’ll have to deal with eventually.
Avvar

The Avvar are a rugged human people who make their homes in the Frostback Mountains. In centuries past they were one of the many barbarian tribes that lived in and around the Fereldan region. When the Alamarri clans united 400 years ago under the first king of Ferelden, the Avvar refused to join them. The Avvar were too independent, too proud, and too stubborn to pay homage to any king. Their continued raiding into the lowlands led to many long and bitter wars, but ultimately they could not stand up to the united forces of Ferelden. The Avvar were driven back into their mountain homes, but no commander dared to fight them on their home ground. Since then there has been an uneasy peace with Ferelden. Today the Avvar are largely isolated in the Frostbacks. They do trade with the dwarves and some Avvar descend to the lowlands to work as mercenaries or adventurers. Most people in Ferelden consider them uncivilized barbarians, while the Avvar think their old foes weak and corrupt. It is thus no great surprise that there are still sporadic raids from the Frostbacks, but the Avvar have learned to strike quickly and retreat to their holds before they are counterattacked.
Backgrounds

## Racial Requirement: Any

Ander Survivor - Rogue/Warrior

Waking Sea Raider - Rogue/Warrior

Chasind Wilder - Rogue/Warrior

Free Marcher - Rogue/Warrior

Nevarran Adventurer - Rogue/Warrior

## Racial Requirement: Human

Avvar - Rogue/Warrior

Tevinter Altus - Mage

Antivan Wayfarer - Rogue/Warrior

Apostate - Mage

Circle Mage - Mage

Fereldan Craftsman - Rogue/Warrior

Fereldan Freeman - Rogue/Warrior

Fereldan Noble - Rogue/Warrior

Orlesian Commoner - Rogue/Warrior

Orlesian Exile - Rogue/Warrior

Orlesian Noble - Rogue/Warrior

Orlesian Student - Rogue/Warrior

Rivaini Merchant - Rogue/Warrior

Seheron Convert - Rogue/Warrior

Tevinter Laetan - Mage

Tevinter Soporati - Rogue/Warrior

## Racial Requirement: Elf

City Elf - Rogue/Warrior

Dalish Elf - Rogue/Warrior

Escaped Elven Slave - Rogue/Warrior/Mage

Antivan Wayfarer - Rogue/Warrior

Apostate - Mage

Circle Mage - Mage

Fereldan Craftsman - Rogue/Warrior

Fereldan Freeman - Rogue/Warrior

Orlesian Commoner - Rogue/Warrior

Orlesian Exile - Rogue/Warrior

Orlesian Student - Rogue/Warrior

Qunari Beresaad - Rogue/Warrior

Rivaini Merchant - Rogue/Warrior

Seheron Convert - Rogue/Warrior

Tevinter Laetan - Mage

Tevinter Soporati - Rogue/Warrior

## Racial Requirement: Dwarf

Dwarf Duster - Rogue

High-Born Dwarf - Rogue/Warrior

Low-Born Dwarf - Rogue/Warrior

Surface Dwarf - Rogue/Warrior

Antivan Wayfarer - Rogue/Warrior

Fereldan Craftsman - Rogue/Warrior

Fereldan Freeman - Rogue/Warrior

Orlesian Commoner - Rogue/Warrior

Orlesian Exile - Rogue/Warrior

Rivaini Merchant - Rogue/Warrior

Tevinter Soporati - Rogue/Warrior

## Racial Requirement: Qunari

Tal-Vashoth - Rogue/Warrior/Mage

Apostate - Mage

Fereldan Craftsman - Rogue/Warrior

Fereldan Freeman - Rogue/Warrior

Qunari Beresaad - Rogue/Warrior

## Racial Requirement: Fex

Antivan Wayfarer - Rogue/Warrior

Apostate - Mage

Circle Mage - Mage

Fereldan Craftsman - Rogue/Warrior

Fereldan Freeman - Rogue/Warrior

Qunari Beresaad - Rogue/Warrior

Rivaini Merchant - Rogue/Warrior

Seheron Convert - Rogue/Warrior

Tevinter Laetan - Mage

Tevinter Soporati - Rogue/Warrior

## Racial Requirement: Scaled-Ones

Qunari Beresaad - Rogue/Warrior

Seheron Convert - Rogue/Warrior
Chevalier

Chevaliers are the elite knights of the Orlesian Empire. They are a powerful force, both militarily and socially. An Orlesian commoner can be executed on the word of a chevalier, a practice that is prone to abuse but rarely challenged. Scions of noble families dominate the chevaliers, and their status is such that the order attracts many nobles without land or an inheritance. In Orlais chevaliers are used to getting their own way. When they travel to other nations, the reception is frostier. Their reputation precedes them. None would deny that they are powerful warriors and unrivaled on horseback, however.

Novice: You learn the Lances Weapon Group. You also learn to unnerve your enemies with well-chosen insults. You can perform the Taunt stunt for 1 SP instead of the usual 2. You may substitute Communication (Etiquette) for Communication (Deception) when making the stunt’s opposed test at your option. This represents the Orlesian art of being polite and insulting at the same time.

Journeyman: Your lance hits with the strength of a golem. When making a mounted charge, you can add 1d6 to your damage if you are wielding a weapon from the Lances Group. If wielding any other melee weapon, you inflict +1 damage instead.

Master: You get the most from your steed. While mounted, you can run as a minor action and add +1 to your Defense when you do
Background

Your character did not spring from nothing. Just like real life, culture and upbringing shaped their personality and attributes. In Dragon Age you pick a background to represent these facets of your character and to determine your race. You should read over the following section and then pick the background you find most appealing or suitable for your character concept. The descriptions of the backgrounds will also give you a better sense of the setting and help you place your character within it. Choosing a background modifies your character in several ways. These are spelled out in each description, but generally include the following: • An increase to one or more of your abilities. • One or more ability focuses. • Determination of your race (dwarf, elf, human, or Qunari). • Determination of your class choices. • The languages you can speak and read.
Mage

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There is magic in all living things, but only a rare few beings can manipulate it. The mage class represents these users of magic. They have been gifted (or cursed, depending on your point of view) with the ability to absorb mana, the life force of living beings, and use it cast magical spells. This sets them apart from normal people. In some times and places, mages have been honored for their power and wisdom. In others they have been feared and hunted, especially once the dangers of demonic possession were understood. Blood magic, as practiced by the mages of Tevinter and the maleficarum, has also made mages widely feared. The mage class represents users of magic in Thedas, most commonly from the Circle of Magi but some - times the renegade apostates or other sources. A mage is capable of amazing feats, but must be wary of demonic attack when using powerful magic. The very gift that allows mages to use magic also makes them vulnerable to possession. As a mage you will be a master of arcane powers. You should stay away from melee combat (let warriors handle that) and use your spells to help your allies and harm your enemies. Mages generally don’t wear armor, so your Defense will be low. You also have limited access to weaponry. Your access to spells makes up for these limitations, though. You get access to many different spells; a mage who masters their use is a powerful character. While mages only start with three spells, they gain more over time. These ever-increasing options require more decision making than other classes during encounters. Like Warriors and Rogues, Mages gain Specializations as they level up, allowing them to focus and increase their powers when dealing with certain situations, elements, or types of magic. There are multiple specializations for mages, including Force Mage and Shapeshifter. Specializations are detailed in Subclasses.

* Primary Abilities: Cunning, Magic, and Willpower.
* Secondary Abilities: Communication, Constitution, Dexterity, Perception, and Strength.
* Starting Health: 20 + Constitution + 1d6.
* Weapon Groups: Brawling and Staves.
Ferelden

The country of Ferelden rests far to the southeast of the continent of Thedas. It is a wide and barbarous nation, populated

by a fiercely proud folk who’ve only just begun to “civilize”

within the last few centuries. The Fereldans are a martial

people who value loyalty and honor far more than mere material goods. They are the descendants of the Alamarri, a warlike

culture of fractious barbarian tribes that lived for battle. The

Alamarri followed powerful warlords known as “banns” into

near constant struggle with their fellow tribes, as each bann

sought to widen their territory and influence. The history of

the Alamarri is written with the blood of great champions who

rose to immense power and wide dominion, only to have their

legacies and tribes torn apart with their deaths.
Guardian

Many warriors fight for personal glory; not so the guardian. They are trained to consider not just their position on the battlefield but that of their allies. They can assess who needs protection and when, and their timely intervention often prevents situations from going out of control. Since shielding others is their first priority, a guardian often leaves themselves to make sure they block an attack on their ally. Those of long service have many scars as badges of their sacrifice. Guardians naturally make excellent bodyguards and are often employed as such. Mages, often vulnerable in hand-to-hand combat, particularly value guardians.

Novice: You can protect an ally with the tactical use of your shield and body. Choose an ally and enter Guardian mode with an activate action. When this ally is adjacent to you, they gain a +2 to their Armor Rating. However, each time your ally takes damage, you take 2 points of penetrating damage. You can choose to switch your protection to a different ally with a free action. You can leave Guardian mode with a free action.

Journeyman: Once you plant yourself, you cannot be moved. While in Guardian mode, the Skirmish and Knock Prone stunts have no effect on you.

Master: Those who attack your charge suffer the consequences. When you are in Guardian mode and an opponent successfully hits or damages your protected ally, you can immediately attack that opponent (moving up to 0.5 tiles to get adjacent if necessary) as a free action, generating stunt points as usual. You may only do this once per round. After the attack, the normal initiative order resumes. This retaliation does not count as your turn.
Seheron Convert

Seheron is a large, jungle-dominated island north of the Tevinter Imperium. It was part of the Imperium for many centuries but the Qunari conquered it in the Steel Age. Since then the Imperial Chantry has launched countless offensives against the Qunari on Seheron and the fighting has been fierce. The Qunari even lost the island in the Storm Age but re-conquered it in the Blessed Age. When part of the Imperium, Seheron had a large population of elven slaves. Many of these (and some humans as well) converted to the Qun and enjoy a much higher status as a result. If you play a Seheron convert, you’ll want to read about Qunari beliefs. You can use the background to represent Rivaini converts as well, since the Qun has had a marked influence there.
Kingdom of Cthonia

The Kingdom of Cthonia (Sgeudian: Kingdaag der Cthonia Cthonian: Federchion za Cthonia-lande) is a country in Europe around Sgeudia, which has the most powerful navy out of every country. Cthonia is known for committing many war crimes and not following humane regulations. The flag is the only flag with a swirl. The country is the only country with Dragon-related animals and dragons are a major part of their history.

## Beliefs

The beliefs of Cthonia is Stalinist and is known to be Anti-LGBT.

## Wars

The Kingdom of Cthonia has spiked fear in Sgeudia due to many power trips caused by the country yet it has stated it has no plans to attack Sgeudia. It is also threatening Russia. It has threatened the Zapphyre Empire before The Three Sun Pact.

Cthonia has a war ongoing with Russia and FDFU.

## Assassinations directed by Cathonia

Cthonia has directed many assassinations, below is a list

John S Karkov - Leader of the Cthonian LGBT movement

Hank W Smith - Fascist leader of Cthonian Nazi Party

Julien S Smith - Leader of the Destroy Vaterstadt Movement by FDFU

Markov J Petrov - Terrorist FDFU Leader (Shot dead by Cthonian SWAT)

Mark J Petrov - Terrorist military captain from Zapphyre Empire (Assassinated with the help of Sgeudia, related to Markov J Petrov)

## Allies and Enemies

Allies: Sgeudia, Zapphyre Empire, Poland, Canada United States, Denmark, Norway, Sweden

Neutral: Ukraine, Russia

Enemies: FDFU, Germany, Vanguard America, CSTO, NATO
Duelist

Heavily armed and armored warriors may dominate the battlefield but duelists rule the streets and alleys of cities like Denerim and Val Royeaux. In such conditions the quick blades and wits of duelists count for more than raw strength. They eschew cumbersome shields and fight with a weapon in each hand instead. They have even developed a weapon set customized for their style of fighting. The classic duelist fights with a rapier and either a main gauche or a spiked buckler in their off-hand, though some pride themselves on fighting with more unusual weapon combinations. Note that while Duelists have their own Weapons Group revolving around their specialized weapons, Light Blades and other Dexterity-based melee weapons can be used by Duelists with this specialization. Note that in formal duels, using unconventional weapons may be forbidden or seen as dishonorable.

Novice: You learn the Dueling Weapon Group, a weapon group unique to Duelists. When fighting in the Dual Weapon Style and using a melee weapon that uses Dexterity, you gain both +1 on your attack rolls and +1 Defense vs. melee attacks. (Normally when fighting in that style, you must choose between these benefits.)

Journeyman: Your precise attacks hit opponents where it hurts. While fighting in the Dual Weapon Style, you inflict +1 damage with melee attacks.

Master: Your pinpoint accuracy can find the gaps in your opponents’ armor. When you perform the Pierce Armor stunt, your damage is penetrating. (That stunt normally halves your opponent’s Armor Rating, but penetrating damage allows you to ignore it altogether.)
Rogue

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The rogue class represents the classic trickster. You can use this class to represent a thief, scoundrel, or conman, or a scout, expert, or spy. While a warrior gets by on brute strength and a mage on arcane power, a rogue relies on quickness and cleverness. Whether engaging in witty repartee or slipping a dagger between an enemy’s ribs, a rogue must be artful to win the day. As a rogue you are the eyes and ears of your adventuring group. You are excellent at ranged combat and can launch devastating melee attacks with your Backstab ability. You are not, however, a true frontline fighter. Your Defense will be good due to your Dexterity, but your light armor means you can’t absorb a lot of damage. Let the warriors go toe to toe with the enemy while you use stealth and surprise to keep them off balance. The rogue is the most open-ended of the classes. If you aren’t sure where you want to go with your character, rogue is a good choice, as the class provides the flexibility to develop in many directions. Like Mages and Warriors, Rogues gain Specializations as they level up, allowing them to focus and increase their powers when dealing with certain situations, elements, or skills. There are multiple specializations for rogues, including Assassin and Shadow. Specializations are detailed in Subclasses.

* Primary Abilities: Communication, Dexterity, and Perception.
* Secondary Abilities: Constitution, Cunning, Magic, Strength, and Willpower.
* Starting Health: 25 + Constitution + 1d6.
* Weapon Groups: Bows, Brawling, Light Blades, Staves
Spirithealer

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While demons are the most notorious denizens of the Fade, other spirits reside there as well. These spirits are more benevolent and do not have the driving desires that make demons so evil. Spirit healers are those rare mages who learn to communicate and summon such spirits. There is danger in this path, as there always is when the Fade is involved. Sometimes demons pretend to be kindly spirits and the spirit healer pays a dreadful price. When the summoning is successful, however, a spirit healer is capable of healing feats beyond the bounds of normal magic. This is why spirit healers believe the risk is worth it. ``` Novice: You have learned to summon spirits. You learn the Spirit Healer spell group heal. To cast it and other Spirit (that is, spells requiring you to have the Spirit Healer specialization), you must first enter Summoning mode. This requires an activate action and a successful TN 14 Magic (Spirit) test. If you fail and roll triples, you must roll on the Magical Mishaps table (TBA). If successful you attract a suitable spirit and can cast Spirit Healer spells for as long as you stay in this mode. You can end the mode with another activate action, which releases the spirit back whence it came. Journeyman: You learn the Spirit Healer spell revival. Master: You learn the Spirit Healer spell life ward
Marksman

Marksmen are crack shots who can take down enemies at a distance. Other than their extraordinary skill with missile weapons, most marksmen have little in common. A marksman might be a Dalish archer, a Fereldan scout, a Chasind raider, or an Antivan street tough. Some are soldiers, others mercenaries for hire, and others wanderers trying to win prize money in shooting competitions. While marksmen are deadly with any ranged weapon, each has a favorite type and often a signature example that they have customized to their liking. To steal such a weapon is to ask for terrible retribution.

Novice: Your missile attacks are so powerful they can fling opponents back and knock them off their feet. You can perform the Knock Prone stunt for 1 SP instead of the usual 2 when making ranged attacks. Additionally, you may push the target straight back 2 yards before applying the knockdown. (This is similar to the Skirmish stunt but more limited).

Journeyman: You can unleash a storm of missiles on your opponents. You can perform the volley stunt for 5 SP. This allows you to make two more ranged attacks, at the same target or at others in sight and within 10 yards. You must have a loaded missile weapon to make a ranged attack, so use of up to two Rapid Reload stunts may be required to use volley. If you roll doubles on either of these attack rolls, you do not generate any additional stunt points.

Master: You can find the vulnerable spot on any opponent. When you perform the Pierce Armor stunt with a ranged attack, your damage is penetrating. (That stunt normally halves your opponent’s Armor Rating, but penetrating damage allows you to ignore it altogether.)
Races

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The races present in Thedas are varying and wide spread, populating every corner with a slew of different shapes, sizes and colors. Be it hoof, horn, tail or none of the above, players have a solid variety to choose from that is certain to help in telling the story they wish to tell.

## Playable Races

Humans

Dwarves

Elves

Qunari

Fex

Scaled Ones
Orlais

The symbol of the Orlesian empire is a golden sun, apt for the nation that hosts Thedas’ shining centers of religion, education, and military excellence. The Orlesian empire sprawls. Where once it ruled nearly all of southern Thedas, today it is bounded by Nevarra to the northeast, the Frostback Mountains and Ferelden beyond to the southeast, and bleak, uncharted lands to the south and west. The empire has won and lost control of Ferelden within living memory and its current Empress, Celene I, is determined to keep the peace with Orlais’ eastern neighbor. Two main traits compose most outsiders’ impressions of Orlais. First, it is a country known for opulence; from fashion to food to furniture, items of Orlesian design are expected to be of the highest quality. Second, its people are renowned for their ambition. In Orlais, if you aren’t born to power— and, truthfully, even if you are—you may spend your life in pursuit of it. Within the noble courts, intrigue is often more highly valued than integrity. In Orlais, the gentry and nobility socially cover their hands with finely crafted gloves and hide treacherous smirks beneath elaborate masks. Fanciful masquerade balls serve to amuse the powerful with diverting social games, to facilitate the pursuit of sometimes impolite ambitions, and to distract with protocol and prestige those who might otherwise take overt action in the nation’s grand schemes. Orlesians, as civilized folk, strive to gild even their dirtiest and most sordid plays, to maintain a veneer of traditional courtesy even as they cut throats. Never mind that the history of Orlais is punctuated by people and actions that defy civility. And yet, for a country so steeped in betrayal and bloodshed, Orlais is also home to the Chantry of Light. In fact, at its founding, Emperor Drakon I dedicated the nation to spreading Andraste’s song and carrying out the Maker’s will. The Orlesian capital of Val Royeaux—bustling, varied, beautiful—sprawls to one side of the stark and glorious Grand Cathedral of the Divine herself. The city’s skyline stands defined by the White Spire, a magically lit tower housing Circle mages and much of the Templar Order’s leadership in Orlais. Thedosians in and out of Orlais prize Val Royeaux as a center of culture and a religious destination… even as they curse the Orlesians for their excesses and hubris.
Orlesian Exile

Orlais is the most powerful and cultured nation in Thedas. The Empress Celene I rules from the glorious city of Val Royeaux. The Andrastian Chantry is also centered in the city. Its leader, the Divine, rules from her seat in the Grand Cathedral, one of the most breathtaking buildings in Thedas. In Orlais secular power and religious power meet and it is not often clear where one ends and the other begins. Despite the power of the empire, however, Orlais has seen serious setbacks in the last 60 years. First, it lost a war with Nevarra over a slice of valuable territory. Then the Orlesians were defeated in Ferelden and their occupation there ended. The situation remained tense for some years, but under King Maric relations with Orlais were eventually normalized and the threat of renewed war receded. Within Orlais, and in Val Royeaux in particular, the nobles play an endless game of status and politics. The gossip of the salons can end a man’s life as quickly as a sword thrust. The fickle nature of factions and fashion can see a family ruined one year only to return triumphant the next. Like any game, this one has losers and sometimes the wisest course of action is to leave Orlais, at least for a time. Some are formally exiled for crimes real or implied, while others choose to wander Thedas until conditions at court change. Such Orlesian exiles can be found all over Thedas.
Force Mage

Force mages love magic’s raw power. While other mages use mana to create fire or electricity, force mages prefer to pummel their foes with barely restrained magical energy. The common spell, mind blast, is but a taste of what a true force mage can do. Their telekinetic spells are much more potent and can toss enemies around like rag dolls. At the same time, Master force mages can stand unmoved on the battlefield.

Novice: You learn the Force Mage spell fist of the maker.

Journeyman: You learn the Force Mage spell .

Master: Your mastery of force magic makes you unshakable. When an opponent uses the Skirmish or Knock Prone stunts on you, you can negate the effect by spending mana points: 1 per use of Skirmish and 2 for Knock Prone
Cooking

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## **List of Mastery Tiers and what they unlock:**

### **Novice:**

* Vegetable Stew
* Roasted Meat
* Bread and Cheese plate
* Ale
* Dwarven ale
* Cheap Wine
* Herbal Tea
* Flour
* Vinegar
* Bread
* Dried meat

### **Journeyman:**

* Spiced Meat
* Fruit Pie
* Campaign Rations
* Medicinal Chicken
* Mead
* Pickled vegetables
* Cheese

### **Master:**

* Candy
* Fine Wine
* Ambrosia Salad
* Rare Cassoulet
* Bread Basket
* Fishy Feast

## **Ingredients:**

##### Common:

* Mixed nuts
* Mixed fruits
* Mixed Grains
* Mixed Beans
* Wild mushrooms
* Mixed Vegetables
* Yeast
* Meat
* Edible Plants

##### Rare:

* Mixed Spices
* Sugar
Smithing

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Smithing is a crucial artisanal skill that allows individuals to craft and modify weapons, armor, and other equipment. Masters of the forge, known as smiths, play a pivotal role in shaping the fate of warriors and adventurers alike. Smithing is a meticulous art that blends metallurgy, enchantment, and skillful craftsmanship. As a skilled smith, one can create formidable weapons, forge resilient armor, and imbue items with magical properties to enhance their efficacy in the face of the various challenges that await in Thedas. Smiths utilize a diverse array of materials, from the common iron and steel to the rare and mystical, each contributing to the unique properties of the crafted items.

The process of Smithing involves more than just hammering metal into shape. It requires an understanding of magical runes, the mastery of ancient techniques, and an intimate connection with the raw materials being used. Through this craft, smiths can tailor weapons and armor to suit the strengths and weaknesses of different foes, providing a strategic edge to those who wield their creations.

Adventurers seeking to maximize their potential often seek out skilled smiths to enhance their gear, whether by reinforcing armor against the onslaught of darkspawn or infusing a blade with the power to cleave through enchanted barriers, and those who master it become indispensable allies on the tumultuous journey through the realms of magic, danger, and destiny.

## **List of Mastery Tiers and what they unlock:**

### **Novice:**

##### Common:

* Iron
* Grey Iron
* Steel
* Blue Vitriol
* Drakestone
* Onyx
* Serpentstone
* Summer Stone

### **Journeyman:**

##### Common:

* Veridium
* Red Steel
* Bloodstone
* Lazurite
* Obsidian
* Paragon's Luster
* Pyrophite
* Serault Infused Glass

### **Master:**

##### Common:

* Dawnstone
* Everite
* Stormheart
* Nevarrite

##### Rare:

* White Steel
* Volcanic Aurum
* Dragon Bone
* Ice Dragon Bone
* Lifestone
* Silverite

## **List of available crafts:**

* Empty Flask
* Metal Fasteners
* Weapon Mold
* Light mail
* Heavy mail
* Light plate
* Heavy plate
* Light shield
* Medium shield
* Heavy Shield
* Battle Axe
* Throwing Axe
* Two-handed Axe
* Mace
* Maul
* Two-handed maul
* Gauntlet
* Improvised weapon
* Main gauche
* Rapier
* Bastard sword
* Longsword
* Two-handed sword
* Heavy lance
* Jousting lance
* Light lance
* Dagger
* Shortsword
* Throwing knife
* Glaive
* Halberd
* Military fork
* Spear
* Throwing spear
* Two-handed spear
* Morningstar
* Fist
High-Born Dwarf

At the top of dwarven society are the noble houses, whose feuds and fights go back many generations. The rest of the population is divided into castes, within the top tier of which are the Warrior Caste, Smith Caste, and Artisan Caste. The Warrior Caste is the most prestigious. The warriors fight a never ending war against the darkspawn in the Deep Roads, as well as providing the rank-and-file soldiers of the noble houses. There are so many warriors that the caste is actually divided into several sub-castes, including those of officers, soldiers, and guardsmen. The Smith Caste is the next most important—how would the warriors fight without arms and armor? Finally, there is the Artisan Caste. They, too, are highly esteemed in dwarf society, for they are the builders and makers that make Orzammar hum. Since upper caste dwarves have privileged positions in Orzammar, it is rare for them to leave for the surface world. Some are exiled for committing crimes or being on the wrong side of a dispute between houses. Others may be sent on missions to the human lands, though this an unusual occurrence. If you want to play an upper caste dwarf who has left Orzammar, you should talk to your GM about the circumstances of your departure and whether this will lead to the loss of your caste should you return home.
Tevinter Altus

The Tevinter Imperium is one of the few places in Thedas where mages are not under the thumb of the Chantry. This, in fact, was a root cause in the Schism within the Chantry. Tevinter has its own Divine and Chantry, though it is a much less powerful institution than the Chantry centered in Orlais. In ancient times the Imperium was ruled by magisters, though it was their hubris that is said to have led to the creation of darkspawn and the Blights. After Andraste freed the elven slaves and brought the Chant of Light north, the mages were in check for a time but no longer. The Altus are the noble mages who rule the Imperium.