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VOLUME 4: ORGANISATIONS
With
Jenni Creagh
Thanks to
Anthony Jurd, Eric Oliver, Kim Reid and Alex Rogers
Dragon Age PnP is Copyright 2000 2010 Green Ronin Publishing, LLC. All Rights Reserved
http://greenronin.com/dragon_age/
Dragon Age: Origins and Dragon Age: Awakenings are Copyright Bioware and EA Games
http://dragonage.bioware.com/
Art
Esoterica Covers by Doug Newton-Walters
Screen Captures and Runes by Jenni Creagh
Griffon by Teleprod
Dragon and item art by Bioware, Paizo Publishing and shamelessly plundered from the internet (used without
permission). If this is cause for concern, let me know and Ill remove them.
The following are additions and amendments to the Dragon Age RPG by Green Ronin. These will help fill out the equipment
available to players as well as provide alternate rules. The materials used are those from the computer game and like that
game should probably be used in concert for all types of equipment as the PCs increase in level. The Fatigue rules give
more realistic consequences to play and open up a new area for spells and abilities to affect. Hopefully this will be the first
amongst many additions to the game.
NOTE: None of these are set in stone. If you want a Veridium +3 Damage sword then you should go for it. These are just
the material levels found in the computer game and are used to make it simple.
D r a g o n A ge
CONTENTS
CONTENTS 2
Beginnings 5
Backgrounds 6
Dalish Mage
Crow Initiate
Thedosian Noble
Red Sister Foundling
Seheron Dissident
Secret societies
6
7
8
9
10
11
Organisations 12
Joining an Organisation
Leaving an Organisation
Breaking the Rules
12
13
13
Ash Warriors
14
Blackstone Irregulars
16
Blood Takers
18
Chevaliers 20
Circle of Magi
22
Dragon Hunters
24
Emerald Brotherhood 26
Legion of the Dead
28
Lowland Bandits
30
Mages Collective
32
Merchant Guild
34
Mist Stalkers
36
Qunari Beresaad
38
Sanguine Ministry
40
Seekers of Truth
42
Templar Order
44
The Carta
46
The Crows of Antiva
48
The Dread Wolfs Gift of
Blood Vengeance
50
The Order of the White
Lotus 52
The Sisterhood
54
Waking Sea Pirates
56
2
Myriad Masteries
58
Specialisations 59
Taking Specialisations
Existing Specialisations
New Specialisations
Mage Specialisations
Rogue Specialisations
Warrior Specialisations
The Populace
New Talents
Additional Enchantments
Additional Spells
NPC Creation
59
60
61
61
64
67
71
72
74
75
76
Starting Attributes
76
Classes and Ranks
76
Civilian 77
Health 79
Mana 79
Rank Increase
80
New Focuses
80
Civilians 81
Advisor 81
Beggar 82
Charcoal Burner
82
Chirurgeon 83
Coachman 83
Crafter 84
Enchanter 84
Farmer 85
Mabari Trainer
85
Merchant 86
Noble 86
Minstrel 87
Mysterious Hermit
88
Ratcatcher 89
Scholar 89
Revered Mother
90
Servant 91
Smith 91
Street Urchin
92
Whore 92
Mages 93
Apostate 93
Apostate Observer
94
Blood Mage
94
Blood Priest
95
Circle Mage
96
Dalish Acolyte
96
Dalish Keeper
97
First Enchanter
98
Hedge Wizard
99
Necromancer 99
Saarebas 100
Shadow Mage
101
Spirit Healer
101
Tevinter Magister
102
Witch 102
Rogues 103
Assassin 103
Beresaad Skirmisher
104
Buccaneer 104
Chasind Stalker
105
Criminal Mastermind
106
Dalish Hunter
107
Deep Watcher
107
Mage Hunter
108
Outlaw 108
Professional Duellist
109
Racketeer 109
Scout 110
Seeker 111
Spy 112
Thief 112
Warriors 113
Ash Warrior
113
Beresaad Warrior
114
Bodyguard 115
Brawler 115
Commander 116
Dalish Warrior
116
Dragon Cultist
117
Guard 117
Knight-Commander 118
Knight 119
Legionnaire 119
Mercenary 120
Templar 120
Thug 121
Warrior Caste
122
D r a g o n A ge
Accoutrements 123
Weapons 124
Gear 125
Loot Tables
137
P art I
BEGINNINGS
O rigins
and
B ackgrounds ...
B ackgrounds
D r a g o n A ge
B ackgrounds
Dragon Age provides a wide variety of origins for
your characters. These help to flesh out a characters
personality, drives and goals. The following are
additional backgrounds that, whilst usable on their
own, are prerequisites for taking some Specialisations
and joining Organisations detailed later.
D alish M age
Amongst the Dalish magic is seen as a blessing rather
than the curse the Chantry decrees it to be. A Dalish
Mage is seen as blessed by the gods and in tune with
the world around them; the life force of everything
flowing through their soul. They can commune with
nature and befriend the wild creatures of the woods,
keeping the Dalish clans from harm. It is thought that
long ago during the warm days of timeless Arlathan
all Elves felt the flow of magic throughout their
eternal lives. This is but one more reason to loathe
the Shemlen invaders.
Every Dalish Clan is led by a Keeper, a mage steeped
in the recovered lore of their people and wise beyond
their years. In most clans there are only every two
mages, the Keeper and their apprentice The First.
Before a Keeper chooses an apprentice there may be
several candidates, each with the spark of magic in
the veins. Should they not be taken as their Keepers
First they are often sent to another clan to join those
candidates. Most often all Dalish Mages find their
place in a clan, but some choose to wander the
world, claiming no clan as their own. They hold true
to the beliefs and traditions of the Dalish and seek
out forgotten knowledge and lost artefacts to further
enrich their people.
P laying
D alish M age
D alish M age
2D6 Roll
2
3-4
5
6
7-8
9
10-11
12
Benefit
+1 Willpower
Focus: Communication (Animal Handling)
Focus: Cunning (Arcane Lore)
Focus: Willpower (Self-Discipline)
+1 Magic
Focus: Perception (Tracking)
Focus: Dexterity (Stealth)
+1 Dexterity
C row I nitiate
P laying
C row I nitiate
D r a g o n A ge
B ackgrounds
C row I nitiate
2D6 Roll
2
3-4
5
6
7-8
9
10-11
12
Elf
Dwarf
Human
+1 Willpower
+1 Strength
+1 Communication
Focus: Perception (Searching)
Focus: Communication (Deception)
Focus: Dexterity (Stealth)
+1 Perception
+1 Willpower
+1 Cunning
Focus: Perception (Tracking)
Focus: Willpower (Self-Discipline)
+1 Dexterity
+1 Constitution +1 Willpower
B ackgrounds
D r a g o n A ge
T hedosian N oble
Thedosian history is awash with blood spilt in the
name of self proclaimed nobility. Almost every
country in the continent is a monarchy with noble
lines established as the rulers of the land.
Members of the Nobility own large amounts of land,
and subsequently become rich off the taxes and rent
they levy against those that work it. They are above
other social classes and enjoy a finer life.
However being a noble can mean different things in
different lands. Some nobles are spineless puppets
controlled by shadowy interests, content to wile
away their days in excess and debauchery. Others
are expected to put their lives on the line in defence
of their people, upholding martial traditions handed
down for centuries. Some are even voted into office
and take on governing responsibilities and the perks
associated with the job.
To secure their status most nobility is hereditary,
simultaneously preventing others from becoming
nobles and ensuring their kith and kin always hold
preeminent power. It is rare but not unheard of for a
commoner to be raised to the peerage for great deeds.
They will often bring an unconventional perspective
to noble circles and are often hated or resented for
their presence and ideas.
P laying
T hedosian N oble
T hedosian N oble
2D6 Roll
2
3-4
5
6
7-8
9
10-11
12
Fop
Schemer
Leader
+1 Constitution
+1 Dexterity
+1 Cunning
Focus:
F
ocus: Strength Focus: Cunning
Communication (Intimidation) (Historical Lore)
(Leadership)
Focus:
Focus: Cunning Focus: Cunning
(Cultural Lore) (Cultural Lore) Communication
(Leadership)
Focus: Dexterity (Riding)
+1 Dexterity +1 Communication +1 Constitution
Focus: Cunning (Heraldry)
Focus:
Focus:
Focus:
Communication Communication Communication
(Persuasion)
(Deception)
(Etiquette)
+1 Cunning
+1 Perception
+1 Dexterity
P laying
F oundling
D r a g o n A ge
B ackgrounds
R ed S ister F oundling
2D6 Roll
2
3-4
5
6
7-8
9
10-11
12
Elf
Dwarf
Human
+1 Perception
+1 Willpower +1 Communication
Focus: Communication (Animal Handling)
Focus: Cunning (Navigation)
Focus: Dexterity (Stealth)
+1 Dexterity
+1 Constitution
+1 Cunning
Focus: Perception (Tracking)
Focus: Willpower (Searching)
+1 Willpower
+1 Perception
+1 Dexterity
B ackgrounds
D r a g o n A ge
S eheron D issident
P laying
Seheron Dissident
You can speak and read the Trade Tongue, Seheron and
Qunari.
S eheron D issident
2D6 Roll
2
3-4
5
6
7-8
9
10-11
12
10
Benefit
+1 Dexterity
Focus: Dexterity (Legerdemain)
Focus: Cunning (Navigation)
Focus: Willpower (Courage)
+1 Perception
Focus: Perception (Tracking)
Focus: Dexterity (Stealth)
+1 Cunning
P art 2
SECRET SOCIETIES
O rganisations
of
T hedas ...
O rganisations
D r a g o n A ge
O rganisations
The peoples and kingdoms of Thedas are as varied
as they are many. With their own unique cultures
and beliefs they divide themselves from one another
and many bitter rivalries have formed as a result.
Ideology, race and nation become labels to identify
and revile, swear vengeance or commit genocide.
Within these societies however exists ideals and
beliefs that go beyond simple community or race.
Concepts of honour, justice, or simple faith and
survival resonate amongst the populace. Such
concepts can cut across social rank and ideology,
bringing together disparate people under a common
cause and tying them together with bonds of
brotherhood. In some cases they can even bridge
the gap between races and religions. This is how the
organisations of Thedas have formed.
Each organisation within Thedas exists as a social
institution under its own specific ideals. They will
inevitably form whether the authorities officially
sanction them or not. The most famous are martial
organisations like the Orlesian Chevaliers and Ash
Warriors, fighting under strict codes of chivalric
behaviour and honourable combat. The romanticism
inherent in these ideals has made them popular
throughout the lands. Some organisations however
are built upon far more prosaic concepts like the
accumulation of wealth. The Free Marches Merchant
Guild is not particularly popular amongst the people
but it is undeniably successful in its endeavours and
is one of the single largest organisations in Thedas
outside the Chantry divisions.
Desperate people have also formed organisations to
help protect and facilitate illegal activities. Criminal
gangs, slave traders and apostates have all formed
their own organisations for mutual protection and the
company of their own. These organisations are either
publicly decried by the authorities and therefore
hated by the populace or are secretive enough to slip
under the notice of those that would harm them.
To join one of these organisations is no simple task.
Organisations are insular and exclusionary, only
accepting those they believe to be suitable and
with the correct disposition. Secretive and illegal
organisations are even harder to get into as they value
their privacy highly in order to avoid unwanted
attention by local authorities. If you do not share at
least a passing similarity in outlook to the group you
intend to join youll very quickly find doors close in
your face, or a knife in the dark...
12
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Enemies
Leaders
Status
J oining
an
O rganisation
PRE-EXISTING ORGANISATIONS
If you wish to incorporate organisations into your
games then there are several notes to take into
account. Under these rules the Grey Wardens
are an organisation and the bonuses they get are
considered to be organisational bonuses as seen
in the following entries. A character with the
Circle Mage or Qunari Beresaad backgrounds
is considered to be a member of those same
organisations unless you specifically wish to have
left those organisations at the beginning of play.
If the GM wishes to incorporate organisations into
play then its important to decide when and how. If
a player wishes to start in an organisation then it is
best for all players to start in one to ensure they are
all on an even footing. As with everything so long
as the players are having fun it doesnt matter what
you ultimately do, especially as you can hold off on
granting organisational bonuses to players until later
in the game (see below).
L eaving
an
O rganisation
D r a g o n A ge
O rganisations
B reaking
the
R ules
13
A sh W arriors
D r a g o n A ge
A sh W arriors
The ancient Alamarri tribesmen have fought each
other for thousands of years. As their cultures grew
distinct they developed their own fighting styles
and traditions. One of the oldest recognised warrior
orders amongst the Fereldeners is the brotherhood
of Ash Warriors. They embody two distinct and
important aspects of Ferelden culture, their historical
love of dogs and their close bond to the dwarves.
During the time of strife between the early Fereldeners
and the Avvars legend says that the adopted son of
a Ferelden chieftain Luthias the Dwarfson became
enamoured with Scaea, the daughter of the king in
Orzammar. He fled back to his tribe with her and it
was from their union that the earliest traditions of
the Ash Warriors began. Scaea taught Luthias the
battle wrath that her people had learned, enabling
them to fight without pain in
a berserker state. With this
powerful battle technique
he rose to the highest levels
of his tribe, eventually
becoming its chief. Since
that time the Ash Warriors
continue the tradition of the
berserker.
In addition to the dwarven
traditions of the berserker,
Ash Warriors have also
adopted
other
ritualistic
philosophies
into
their
warcraft. Before battle as part of
their kaddis marking and berserk
inducing rituals the Ash Warriors
also undergo a symbolic death in a
similar manner to dwarves that join the
legion of the dead. They gash themselves
repeatedly and rub salt into the wounds before
applying ash and kaddis. Thus as they enter battle
they are without fear, for they are already dead.
The importance of dogs can never be overestimated
in Ferelden and so the Ash Warriors incorporated
mabari battle companions into their philosophy.
They utilise a pungent paste known as kaddis to
ritually mark themselves and their hounds, acting
as both an intimidating war paint and to distinguish
themselves from their fellows. A mabaris sense of
smell is wolfkeen and the kaddis helps prevent them
being disoriented in the roar and blood of battle,
marking their allies from their foes. Mabari are highly
valued not only as animals but as companions so the
Ash Warriors will often employ formarii herbalists
to create magical balms mixed into kaddis to protect
them.
14
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Enemies
Leaders
Status
R equirements
To join the Ash Warriors you must have the Animal
Companion Talent (see Section 4) and either have or
are going to take the Berserker Specialisation.
P laying
as an
A sh W arrior
D r a g o n A ge
A sh W arriors
A dventure H ooks
C lasses
Primary Classes
Secondary Classes
Warrior
F avoured S pecialisations
Berserker.
O rganisational B onuses
15
B lackstone I rregulars
D r a g o n A ge
Blackstone Irregulars
Mercenary companies are a common sight in the
strife afflicted lands of Thedas. Fighting for coin
rather than country they are a necessary if unpleasant
part of warfare; until the money runs out. Many
companies are little more than legalised brigands,
undisciplined and violent, given legal dispensation
to vent their aggressive tendencies on enemies of the
state. Once a war has been won these reavers will
almost certainly turn back to a life of banditry having
lost any winnings they may have received on drink
and women.
The Blackstone Irregulars are one of the few
exceptions to this rule. Founded as the Ferelden
Irregulars several generations ago by the younger
son of a Bann whose name has been lost, they have
existed as a cohesive force since then. The Captain
as he is known to history was believed to have been
enamoured with the freedom
and skill of the mercenary and
set about creating his own
company.
Early on his Irregulars
undertook
contracts
for
squabbling Banns, protecting
caravans and small villages.
Later they fought for the crown,
specifically against incursions
by the Korcari Wilders and
Avvaran raids. These skirmishes
solidified their reputation as a
dependable force and soon their
ranks had swollen with new recruits
from the freemen and their purses
overflowed.
However there remained one sticking
point that the leader of the Irregulars could not
overcome, the point of legitimacy. Being as he was
the son of minor nobility it rankled that despite their
clear skill and many successes the Irregulars were
not granted official sanction by the crown. They had
served alongside the state army and had won many
battles, sometimes where the army could not. Yet for
all this the nobles of Ferelden opposed any call for the
irregulars to take their place as an officially sanctioned
warrior brotherhood like the Ash Warriors. They
cited the monetary motives of the mercenary force
as dark and dishonourable; although in truth they
disliked the thought of elevating commoners to a
more esteemed position within Ferelden society.
This ill will eventually led to a conspiracy to destroy
the reputation of the Irregulars permanently. A
minor Bann, rival of the Captains father, was killed
by assassins and his manor burned to the ground
with Irregular heraldry conveniently found within.
The Irregulars were on campaign in the Korcari at
16
the time and the only members in the area were men
on extended leave due to injury. With little ceremony
these soldiers were rounded up and executed for
murder and pillage.
Both the Captains father and the Irregulars were
disgraced in the eyes of the public. Furious at this
betrayal the Captain cut ties with Ferelden, vowing
never to return. He repainted the companys heraldry
black, renaming it the Blackstone Irregulars in
mourning for his men and to represent weight of the
treachery done them.
Over the following decades the Blackstone Irregulars
were seen rarely near the borders of Ferelden, fighting
mostly in the Free Marches along the Orlesian border.
The organisation changed hands during this time and
the Captains vow was forgotten. When news came
of an Orlesian invasion of Ferelden they returned to
find their homeland ruled by Orleisians supported
by the nobility that had vindictively destroyed their
reputation.
They immediately took up
employment with the exiled
King, seeking revenge against
their enemies. However gone
were the days of patriotic
loyalty, now they demanded
a high price for their services
in recompense for the wrongs
of the nobility.
The rebellion against Orlesian
occupation lasted a long time and
the Irregulars passed from leader
to leader. After several generations
the traditions of the founder of the
Irregulars were abandoned and they
began taking money from the highest
bidder, even working for the Orlesians on
more than one occasions. Some whispered they
worked for Tevinter slavers during the occupation
as Ferelden provided a rich hunting ground for the
endless slave markets in Tevinter.
Eventually Ferelden succeeded in expelling their
conquerors and the Blackstone Irregulars lost their
main source of income. Little of the disgrace they
suffered survived this transitional period. Now under
the command of the honourable Raelnor Hawkwind,
the Irregulars have returned to the noble ideals under
which they were founded. His son Taoran however
wished to continue the unscrupulous methods that
had made them rich in the past.
The Blackstone Irregulars currently hire anyone with
a strong backbone willing to take orders. However
the split between Raelnor and Taoran has been
reflected in the composition of the organisation where
honourable warriors rub shoulders with nefarious
rogues one step above thieves.
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Enemies
Leaders
Status
R equirements
To join the Blackstone Irregulars you must have 2
or more in Communication and be willing to follow
orders.
P laying
as an I rregular
D r a g o n A ge
B lackstone I rregulars
A dventure H ooks
C lasses
Primary Classes
Secondary Classes
Warrior
Rogue
F avoured S pecialisations
Champion
Guardian
Ranger
O rganisational B onuses
Gain 1 point in Strength or Constitution to
represent the physical training of the Irregulars.
Gain 1 degree in a talent.
17
B lood T akers
D r a g o n A ge
B lood T akers
Amongst the descendants of the Alamarri tribesmen,
few still hold to the old ways. The coming of Andraste
and the rapid rise of the Chant of Light saw most
tribesmen converted to the worship of the Maker.
Only the Chasind Wilders and the Avvars resisted
conversion and indeed assimilation with their fellow
Alamari into the burgeoning kingdom of Ferelden.
The Avvars maintained their mountainous
strongholds and their equally bleak practices.
Worship of the Mountain Father and Lady of the
Skies remains common amongst these hardy people
even to this day and it is one of many reasons the
Andrastians of Thedas regularly attempt the invasion
of their lands.
The harsh lands breed an equally harsh people, and
the Avvars respect only strength and resourcefulness.
Their gods are equally dispassionate, only showing
favour to the most powerful
warriors and the keenest
craftsmen. The unforgiving
landscape and the gods that
rule it have influence the
Avvars in unique ways. They
have taken to the path of the
Berserker with what some
would call gleeful abandon,
seeing it as the most direct way
to glory in the eyes of the gods.
One of the oldest and darkest
aspects to Avvar culture is bloodletting. Blood is seen as the energy
of life, so to take it from your foe is
to take their very essence from them.
Weapons designed to cut and slice flesh
are favoured as a means to do this. Many
of their warrior traditions revolve around the
sharing of blood to form bonds and this is where the
Blood Takers originated.
During the early years of their violent migration into
the mountains as Ferelden formed, the Avvars came
across the mightiest beasts in Thedas, the dragons.
Their power was breathtaking to behold and many
Avvar warriors wished to gain their power directly.
Many a warrior party set out to challenge the dragons
but none returned. Legend of dragon power and
virility spread throughout the land until it reached
the ears of three sword brothers. Seeking glory like
all those that had gone before they trekked deep into
the mountains to find a dragon. During their journey
they slaughtered many bears and wolves, consuming
their blood in order to fortify their strength against
the coming battle.
Whether through skill, luck or the power of the
blood they had consumed, these brothers brought
down the dragon blightfang in a mighty battle,
18
O rganisational S tructure
Areas
Particulars
Affiliates
Avvar clans
Assets
Expertise
Enemies
Leaders
Status
R equirements
To join the Blood Takers you must be Avvar and
have 2 or more in Constitution to survive the perils
of Blood.
C lasses
Primary Classes
Secondary Classes
Warrior
Rogue
F avoured S pecialisations
Reaver
Reaper
P laying
as a
B lood T aker
D r a g o n A ge
B lood T akers
A dventure H ooks
Crazed warriors assault the party, attempting to
drain their blood.
Whilst adventuring through the Frostbacks the
party must partake in blood rituals to gain the
trust of the local Avaars.
A player Blood Taker decides that the
most powerful NPC ally of the party looks
particularly delicious.
Blood Taker heraldry is found on the drained
corpses of children and the infirm in a massacre
at a Chantry orphanage and hospital.
O rganisational B onuses
Gain 1 point in Constitution or Willpower to
represent fortitude of those seeking Blood.
Gain 1 degree in a talent.
The Blood Taker clan is an ancient and
honoured Avaar organisation. Gain +2 to all
interaction tests with Avaars.
Gain 1 Strength focus.
19
C hevaliers
D r a g o n A ge
C hevaliers
Martial traditions have a long and glorious history
amongst the warlike populations of Thedas.
However there is one brotherhood of warriors that
has stood above all others save perhaps the Grey
Wardens themselves; the Orlesian Chevaliers. The
Chevaliers can trace their history not only to the
earliest days of Orlais but of the Chantry itself. Since
then they have been for good or ill the emblem of
Orlesian power in Thedas.
After the uprising against the Tevinter Imperium
and subsequent victory, a power vacuum was left
in the surrounding areas. Into these spaces many
an ambitious warlord stepped, fighting to carve
out a kingdom alongside dozens of others. It took
the appearance of a truly remarkable man for such
a feat to be accomplished.
When Kordillus Drakon
appeared in Thedas he did
so in great style. He had
converted to the worship
of Andrastes Chant and
rode at the head of a chosen
band of mounted armsmen,
themselves deeply devout.
Their brightly snapping
pennons
and
banners
depicting the symbols of the
Chant were visibly on display,
daring anyone to object. Their
faith in the Maker and belief in
the righteousness of their cause
resulted in sweeping victories across
a great majority of central Thedas.
Loyal Andrastians flocked to his banner
and within a few years Drakon had crowned
himself Emperor Kordillus Drakon I, ruler of the
Orlesian Empire. Only three years after this did he
reorganise the Andrastian faith, host an election to
produce the first Divine and produce a new calendar
that all Andrastian Kingdoms in Thedas use to
this day. At his side through all this were his loyal
armsmen.
During the strife of the time these armsmen became
more than warriors, they became paladins of
Andraste, fighting in her name alongside Drakon.
Their shining armour was seen as a beacon of hope
to all that saw them and they never wavered in their
duties. When Drakon created the Orlesian Empire
and then adopted the reformed Chantry as the state
religion, these armsmen were hailed as champions
of light, given land and titles. They became known
as Chevaliers or The Honourable and they took on
almost a holy aspect amongst the Andrastians. Noble
sons clamoured to join this exclusive brotherhood
and the Chantry delighted in having what amounted
to their own armed force. The order had no time
20
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Total War
Enemies
Leaders
Status
R equirements
To join the Chevaliers you must be of Orlesian
nobility and must have 2 or more in Willpower to
face death head on.
C lasses
Primary Classes
Secondary Classes
Warrior
D r a g o n A ge
C hevaliers
F avoured S pecialisations
Champion
Weapon Master
O rganisational B onuses
Gain 1 point in Strength or Willpower to
represent the strength of mind and body of a
Chevalier.
Gain 1 degree in a talent.
The Chevaliers have complete power over the
masses in Orlais. You gain +2 to any interaction
tests with Orlesians, including intimidation.
Gain 1 Willpower focus.
P laying
as a
C hevalier
A dventure H ooks
An Orlesian emissary requests a player
Chevalier champion him in an honour duel.
A Chevalier is accused of abusing his power
over the people.
An NPC killed by the players turns out to be
a Chevalier and the law is now after them for
their crimes.
A player Chevalier becomes embroiled in an
Orlesian plot due to his distant relationship to
the family.
21
C ircle
D r a g o n A ge
C ircle
of
of
M agi
M agi
22
of
M agi
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Enemies
Leaders
Status
D r a g o n A ge
C ircle
R equirements
To become a Circle Mage you must be a Mage.
C lasses
Primary Classes
Secondary Classes
Mage
F avoured S pecialisations
Battlemage
O rganisational B onuses
Gain 1 point in Magic or Willpower to represent
the strength of mind and power of a Magi.
Gain 1 degree in a talent.
Mages have very little power, but they look
after their own. They gain +2 to interaction tests
with other Circle members.
Gain 1 Magic focus.
P laying
as a
C ircle M age
A dventure H ooks
A runaway child seeks sanctuary with the
players for unknown reasons.
The local Banns anti magic agenda catches up
with the player circle mage.
A local farmer is accused of witchcraft despite
never showing any magical aptitude previously.
Mysterious deaths follow a travelling circle
mage offering miraculous cures to the
desperate.
23
D ragon H unters
D r a g o n A ge
D ragon H unters
Dragons have played an important part in the
history of all Thedosians. The Tevinter Old Gods
were themselves manifest as Dragons and many an
ancient and modern culture worshipped the beasts.
The raw power of a High Dragon outstrips anything
a human might encounter, making them as close to
godliness as possible on the mortal plane. But as is
the way with all things of power, there are those that
crave the chance to prove themselves superior. So it
is that Nevarra produced the famed Dragon Hunters.
To understand the origins of the Dragon Hunters
you must understand the mindset of the Nevarrans
themselves. Nevarra is situated virtually in the centre
of Thedas with Tevinter to the North and Orlais to the
West. It sits at the crossroads of military ambition and
has in the past suffered because of it. When armies
marched they did so most often through Nevarra. It
has been subjugated by its neighbours, specifically
Orlais and has been on an aggressive footing for
most of its existence. This has
bred hardy people, warriors
unafraid to die. Glory in life
is rewarded in death and
the people of Nevarra create
the most lavish tombs and
mausoleums for their dead
heroes. It is no surprise then
that a culture so used to
fighting off the largest forces
in Thedas would produce an
organisation bent on defeating
the mightiest beasts of Thedas.
The origins of the Dragon
Hunters
lie
amongst
the
Pentaghast clan, one of the oldest
noble houses in all of Nevarra. Many
of the countrys most brilliant military
leaders has come from this venerable
lineage and to be related to the Pentaghasts is
to be treated with respect wherever you may go.
Younger sons eager to prove their worth would track
dragon sightings across the land attempting to bring
the beasts to bay. The earliest forays were fraught
with peril; no one knew the behaviour of a dragon,
their capabilities or weaknesses. Many young
Nevarrans were killed in their attempt at glory. But
over time the dragons were seen for what they were,
powerful beasts yes, but beasts none the less.
Brotherhoods of Dragon Hunters formed bound
by blood to bring down the largest dragons they
could find. As their success grew it produced
several unforeseen by-products. On the one hand
the slaughter of all these dragons secured Nevarran
herds and their bounty increased. It also intimidated
the warriors from other kingdoms and granted
Nevarra a limited form of protection by reputation.
24
O rganisational S tructure
Areas
Particulars
Affiliates
Nevarran Nobility/Government
Assets
Expertise
Enemies
Leaders
Status
D r a g o n A ge
D ragon H unters
R equirements
To join the Dragon Hunters you must have 2 or more
in Cunning to outsmart the beasts you hunt.
C lasses
Primary Classes
Secondary Classes
Warrior/ Rogue
Mage
F avoured S pecialisations
Beast Hunter
Trick Shooter
O rganisational B onuses
Gain 1 point in Perception or Dexterity to
represent the skill and control of a Hunter.
Gain 1 degree in a talent.
Hunters are celebrated warriors, adored by the
masses. Gain +1 to interaction tests with any
humans in Thedas.
Gain 1 Cunning focus.
Playing
as a
Dragon Hunter
A dventure H ooks
An NPC claims to know the lair of a dragon.
The local village offers a reward for the slaying
of a mysterious beast killing their herds.
An NPC claiming to be a dragon hunter accuses
a player hunter of being a fraud.
Rumours of smuggled dragonbone heirlooms
reaches the ears of a player hunter.
25
E merald B rotherhood
D r a g o n A ge
E merald
B rotherhood
For hundreds of years the scions of Elvenhan have
been strewn to the winds, broken and despised.
Their second chance at freedom was short-lived as
their erstwhile allies turned on them and drove them
out. Andrastes promise of freedom ringing hollow,
mockingly as her own followers turned on the People.
From the ashes of their second home grew the Dalish,
the descendants of the houses that ruled the Dales.
They would not bow down to the Chantrys barbary,
nor give up their culture to its usurping people. The
Dalish roamed Thedas collecting all that they could
of their birthright and living on their own terms,
not those of the shem. They believe that one day the
shemlin empires will fall and
the elves will take back what
was theirs.
Amongst the Dalish there
exists those with a more
proactive philosophy. They
believe that the elves wont
regain what theyve lost
without active participation
by the Dalish. It isnt good
enough to simply wait for
their heritage to be given back
to them, the Dalish must seek
it out. These forward thinking
Dalish refer to themselves as the
Falonlin Moradhal, the Emerald
Brotherhood (lit. blood friend of the
colour of the trees). They are bound by
common cause under the green light of
Elvenhans trees to rebuild what was lost.
The earliest records of the brotherhood lie just
after the destruction of the Dales by the Chantrys
Exalted March. Angry and bitter refugees staged
daring raids into the Dales in an attempt to save
anything of their heritage that still remained.
Skirmishes between them and remnant Chantry
forces continued for months, the elves using hit and
run tactics to pull the Chantry forces in multiple
directions and distracting them from their true aim.
These guerilla fighters managed to save many of
the precious cultural artefacts reclaimed during the
height of the Dales, taking them back to the Dalish
caravans leaving the area. It was during this time
that the brotherhood was formed and it has endured
for six hundred years. It is the only part of Dalish
culture that crosses Clan boundaries.
The brotherhood comprises hundreds of individuals
from dozens of clans, each putting aside their
clan differences and goals in order to protect the
foundation of the elvish people. They take a blood
oath to Elvenhan of old, to the People of today and to
26
O rganisational S tructure
Areas
Particulars
Affiliates
Dalish Clans
Assets
Expertise
Enemies
Leaders
Status
O rganisational B onuses
Gain 1 point in Cunning or Perception to
represent the drive and awareness of the
brotherhood.
Gain 1 degree in a talent.
Emerald Brothers are respected amongst the
Dalish and acknowledge by the city elves. Gain
+2 to interaction tests with any elves in Thedas.
D r a g o n A ge
E merald B rotherhood
A dventure H ooks
A human excavation uncovers a lost elven
outpost.
The NPC currently employing the players
appears to possess ancient elven artefacts.
A strategy put in place decades ago is about to
come to fruition and a player brother is required
to help.
A player brother has to choose between going
to the aid of his clan or chasing an elven artefact
before it is lost forever.
R equirements
To join the Emerald Brotherhood you must be an Elf
and have 2 or more in Willpower to maintain your
conviction.
C lasses
Primary Classes
Secondary Classes
Warrior/ Rogue
Mage
F avoured S pecialisations
Emerald Knight
Keeper
Ranger
27
L egion
D r a g o n A ge
L egion
of the
D ead
of the
D ead
28
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Enemies
Leaders
Status
R equirements
To join the Legion of the Dead you must be a
disgraced Dwarf, no other requirements are needed.
C lasses
Primary Classes
Secondary Classes
Warrior/ Rogue
F avoured S pecialisations
Legionnaire Scout
Legionnaire Soldier
O rganisational B onuses
Gain 1 point in Willpower or Constitution
to represent the resilience of mind and body
pounded into you.
Gain 1 degree in a talent.
Legionnaires are feared and respected by
Dwarves. Gain +2 to interaction tests with any
Dwarves in Thedas and Ash Warriors.
P laying
of the
as a
D ead
L egionnaire
D r a g o n A ge
L egion
A dventure H ooks
Survivors of a dwarf caravan are encountered,
gibbering about monsters in the woods.
An NPC tells a player Legionnaire that an evil
maleficar is summoning a pride demon to attack
Orzammar.
The Legion is massing for a strike against a
darkspawn stronghold and requires the player
Legionnaire to participate.
NPC raiders are found carrying the weaponry
of the Legion.
29
L owland B andits
D r a g o n A ge
L owland B andits
As long as there has been property there has been
theft. Whether by the desperate or the callous,
banditry is a fact of life in Thedas . As powerful as the
militaries of Thedas are, they cant be everywhere.
There are vast tracks of uncharted wilderness
throughout every kingdom. Even major cities find
themselves surrounded by uninhabited lands full of
dangerous beasts and lawless brigands.
Sometimes normal people must take extraordinary
measures in order to survive. Whether through the
corruption of nobility, destruction of livelihoods
or simple starvation many commoners will turn to
banditry to protect their families. These common
folk are rarely well organised, generally only stealing
what they need to get by and are thus little more
than a nuisance to the authorities. Organised gangs
of professional brigands
on the other hand are an
altogether different matter.
Whenever a conflict or war
disrupts life in a region it
will inevitably drive people
away from their homes and
into a life of desperation.
After the conclusion of
conflicts many soldiers,
now with no employment
or home to go back to, are
left in a similar position and
these individuals are far more
terrifying than any starving
peasant.
The Ferelden lowlands have over
the years played host to dozens of
different bandit groups, brigands and
raiders that have grouped together to
terrorise local towns and villages in order to
keep themselves fed.
During the occupation by Orlais the Ferelden
royal family and loyalist forces themselves became
infamous as bandits from the lowlands, striking
out against Orlesian forces wherever they could
find them. For decades they waged a hit and run
campaign against the occupiers and the image of the
bandit became a far more romanticised one of the
noble warrior fighting for the downtrodden.
Loyalists would offer pardons to any brigand
warbands throughout the land that wished to join
them, using their knowledge of the local areas to
great advantage when striking against Orlesian army
columns. Soon dozens of small bandit parties had
been brought under the Ferelden banner, fighting as
privateers for the crown.
30
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Enemies
Ferelden military
Leaders
Status
Infamous in Ferelden
R equirements
To join the Lowland Bandts you must be a desperate
individual, no other requirements are needed.
C lasses
Primary Classes
Secondary Classes
Rogue
Warrior
F avoured S pecialisations
Ranger
Shadow
Sniper
O rganisational B onuses
Gain 1 point in Perception or Dexterity to
represent the survival instincts needed to
survive in a bandit gang.
P laying
as a
B andit
D r a g o n A ge
L owland B andits
A dventure H ooks
The destruction of a local village precedes an
escalation of bandit raids on a nearby town.
The players are asked to negotiate the return of
stolen items with a local bandit king.
A PC bandit finds out that the law enforcement
they are working for has set up an ambush to
take out their original gang.
A group of bandits arrested for the horrific
murder of an entire family and subsequent
blood rituals claims they have been set up by
the local noble.
31
M ages C ollective
D r a g o n A ge
M ages C ollective
The Chantry has had a stranglehold on Thedosian
magic for centuries. Any mage that has not joined the
Circle of Magi will either be forced to on discovery,
or be considered Apostate and hunted. Over the
centuries Apostate mages have become extremely
good at hiding themselves from Chantry scrutiny,
forming small hedge mage communes to provide
mutual support and multiple escape routes should
the Templars come knocking.
Even amongst the Circle Mages there have always
been those that resented their effective servitude
simply for being born a mage. As the Circles
developed, those Enchanters of specific philosophical
ideologies were naturally drawn to one another and
eventually formed Fraternities. These Enchanters,
especially from the Libertarian and Aequitarian
Fraternities,
chafed
at
their unending Chantry
oversight, especially as they
all followed ethical magical
study in keeping with the
Makers mandate on magic.
Over time these more
independent
thinking
individuals sought research
partners and students of
rhetoric amongst any they
could find, including the
hedge mages found outside
Chantry control. These early
illicit
collaborations
were
seen as harmless for a time,
until the over enthusiasm of
an Enchanter led them to form a
partnership with what later turned out
to be a Maleficarum. The breach of Circle
security that resulted from this alliance
almost revealed the fledgling organisation to
the Templars, had it not been for the sacrifice of the
mage that caused the breach in the first place.
Circle mages partaking in these clandestine
meetings began to question the worth of the research
performed when the potential punishment was so
great. The collective almost perished in its infancy
were it not for the timely discoveries of the hedge
wizard Farlo and her Circle compatriot Etaine.
They had developed a treatment for the unnatural
disease sweeping through the peasantry of south
eastern Orlais. Known as dreaming sickness, it was
caused by the leaking of fade energies through a
tear in the veil. Those exposed for long enough
eventually slipped into a fugue state, seemingly
dreaming themselves into oblivion. The final stages
of the disease manifested as a violent possession, the
weakened mind of the individual a virtual lighthouse
to any demon nearby.
32
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Enemies
Leaders
Status
Hidden
R equirements
To join the Mages Collective you must have a
Cunning of 2 or more and be a Mage or Mage
supporter.
P laying
as a
C ollectivist
D r a g o n A ge
M ages C ollective
A dventure H ooks
A Templar asks the players to investigate
suspected mage activity.
A terrible disease is sweeping the local area,
except for one village near an Elven ruin.
A player Collectivist is told that one of their
number has been captured by Templars and
must be freed or killed before torture loosens
their lips.
A courier company hires the players to
safeguard a package through the mountains.
C lasses
Primary Classes
Secondary Classes
Mage
Warrior/ Rogue
F avoured S pecialisations
Shadowmancer
Guardian
Shaman
O rganisational B onuses
Gain 1 point in Communication or Cunning to
represent the intellectual and collaborative spirit
that drives the Collective.
Gain 1 degree in a talent.
33
M erchant G uild
D r a g o n A ge
M erchant G uild
Despite the hereditary rule of nobility across the
majority of Thedas it is the burgeoning middle
classes that hold much of the wealth. Merchants,
exclusive artisans, bankers and continental caravans
are all encroaching on the hereditary wealth of the
noble families.
This is especially apparent in the Free Marches where
little traditional nobility exists. Into this vacuum
stepped ambitious merchants and brokers and over
the centuries these have become powerful dynasties
with a reach as far as their pockets are deep. In fact the
wealth of these merchant families often exceeds the
nobility in other countries and they have become the
defacto nobility of the Free Marches, often accepting
marriages with foreign noble houses in order to
claim the legitimacy of a noble name to add to the
power of their money.
However this has not been
without
incident.
The
majority of nobles find the
rise of these mercantile
upstarts offensive, daring
to tread where only those
of noble blood should go.
They detest common born
riffraff putting on airs,
but more than anything
they fear the loss of power
they have assumed by right
of birth for centuries. This
has led to more than one
suspicious accident or outright
public assassination to make
visible the power of the nobility.
The friction between noble houses and
the merchants has on several occasions
turned into outright war, albeit war on a
small scale and dismissed as banditry. Because
of this continued threat the wealthy of the Free
Marches decided to pool their resources and form an
organisation for mutual protection and profit.
The Free Marches Merchant Guild works to secure
the wealth if those merchants that can afford its
exorbitant membership fees. A council is voted into
power (which itself requires a running fee) that make
decisions on how money is spent and what projects to
support. Merchants can petition the council for loans
(at a significant interest rate) to develop new business
ventures or even put forward a business venture for
the Guild itself to take part in. Since its inception the
Guild has become more than an affiliation of various
merchants, it has become a powerful institution in
its own right. The money it has accrued rivals that
of most banks and its influence has spread across
Thedas. Members can take out insurance against
loss, damage or theft of their products.
34
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Enemies
Leaders
Status
R equirements
To join the Merchant Guild you must have a
Communication of 2 or more and not be of Noble
birth.
C lasses
Primary Classes
Secondary Classes
Rogue
Warrior
F avoured S pecialisations
Bard
Duellist
Guardian
O rganisational B onuses
Gain 1 point in Perception or Dexterity to
represent the keen hand and eye needed in the
cutthroat world of business.
Gain 1 degree in a talent.
Guilders are excellent traders, capable of
turning almost anything to profit. Gain +2
P laying
as a
G uilder
D r a g o n A ge
M erchant G uild
A dventure H ooks
A Noble finances the party to infiltrate the
Guild in order to get him admittance.
A player Guilder is required to aid in the
insurance mitigation of a caravan.
A Guilder offers to pay the PCs to recover his
property from bandits in order to avoid paying
his insurance premiums.
A courier company hires the players to raid the
warehouse of a prominent merchant.
35
M ist S talkers
D r a g o n A ge
M ist S talkers
Alongside the Avaars, there is only one remnant
group of the original Alamarri tribes that first
populated what is now Ferelden. These tribes, known
as the Chasind or Korcari Wilders are a spiritual
people who still follow the old ways long since lost to
the people of Ferelden. They live amongst the misty
wilds, swamps and forests of the southern reaches,
led by shamans of great power. What buildings they
construct are built atop stilts to keep their possessions
away from flood water and the crawling denizens of
the swamplands.
Amongst the Chasind, warriors are blooded through
a series of hunting trials, stalking wolves and elk
through the dark forests. Tradition holds that they
either come back with their prize, or dont come back
at all. This uncompromising philosophy has shaped
a hard but deadly warrior
tradition
and
ensures
that the Chasind are well
protected from any threat
the Wilds can throw at
them.
However it isnt just the
Wilds that threaten the
Chasind, the soft and
indolent Northerners also
encroach on their lands and
kill their people.
Relations
between
the
Chasind and Ferelden have
always been strained. In the
days before Hafter the Chasind
were a powerful force and
regularly raided the northern lands.
After Hafter broke the Chasind horde
very little was heard from them. But as
the Chantry took hold of Thedas, calls to
march on the heathen barbarians rang out and
border skirmishes became common.
Like the Avaars, the Chasind do not follow
Andrastian teachings and their continued existence
is seen as a blasphemy against the Chant of Light.
Rumours of the worship of dark gods and vile
things are commonplace amongst Fereldans and the
Chasinds association with the Witches of the Wilds
only deepens their image as demon savages.
Without a single leader the Chasind have been
unable to put up a unified front against the sporadic
incursions of aggressive zealots and the suffering has
been great. To combat this new threat a brotherhood
of warriors has appeared, comprised of members
from across all the Tribes. Tribal feuds and loyalties
are temporarily put aside in order to protect the
greater whole. To the Chasind this brotherhood are
heroes protecting their people, to the belligerent
36
O rganisational S tructure
Areas
Particulars
Affiliates
Chasind Tribes
Assets
Expertise
Enemies
Ferelden
Leaders
Status
D r a g o n A ge
M ist S talkers
A dventure H ooks
A mercenary company camped near the Korcari
Wilds is losing men at an alarming rate.
R equirements
To join the Mist Stalkers you must have a Perception
of 2 or more and be a Chasind Wilder.
C lasses
Primary Classes
Secondary Classes
Rogue
Warrior/ Mage
F avoured S pecialisations
Assassin
Beast Hunter
Shaman
O rganisational B onuses
Gain 1 point in Dexterity or Willpower to
represent the speed and single-mindedness
needed to hunt enemies of the Chasind.
Gain 1 degree in a talent.
Mist Stalkers are completely at home in the wild
places of the world. Gain +2 to all interaction
tests involving beasts and tribes from the
wilderness.
Gain 1 Perception focus.
P laying
as a
M ist S talker
37
Q unari B eresaad
D r a g o n A ge
Q unari B eresaad
The Qunari are the newest arrivals in Thedas. They
have only had a presence on the continent for a few
hundred years, but in that time they have made an
unforgettable impact.
The Thedosian Chantries (both Tevinter and
Andrastian) consider all Quanri to be heathens,
followers of blasphemous false ideologies and
dangerous to the spiritual wellbeing of the peoples
of Thedas. As such they have repeatedly declared
Exalted Marches against them with mixed results.
On the part of the Qunari they consider the Chantry
and Thedosians in general as incomplete and to be
pitied. Part of the danger of the Quns ideology is
the belief that only it can help people achieve their
true purpose. Therefore it is the duty of all Qunari
to educate others in the Qun,
or dispose of them if they
refuse. The very concept of
what a Qunari is relies on
this ideology.
The horned giants most
Thedosians consider to
be Qunari are simply the
first race to develop and
embrace the philosophy,
but they consider all
who follow the Qun to be
Qunari. Because of this, any
elf, dwarf of human found
amidst their ranks is also
Qunari and given all the same
rights and responsibilities as any
other child of the Qun.
To accomplish their task of assimilating
other cultures, the Qunari are broken
into multiple branches, each governing a
specific aspect of Qunari culture. As expected
for an overtly militant culture, one entire third of
their social structure is given over to the military
or Ataam. The Ataam is led by the Arishock, one
of the three leaders of the Qunari known as the
Triumvirate. The Arishoks words are law and his
soldiers will obediently follow them to whatever
end. This creates a formidable military force with
morale and discipline matched only by the most
fervent Andrastian knightly orders of Thedas.
Within the Ataam there exists a division whose
purpose is to be the vanguard of the Qunari. They
scout new countries and study their cultures. They
are the most highly trained of the Ataam and their
will is iron. They are the Beresaad.
Like all parts of Qunari society, the Beresaad is a
gender restricted organisation. Qunari efficiency
and philosophy dictates that each individual is
38
intrinsically suited to a specific task and the BenHassrath selective breeding programmes have
further reinforced this. As the sexes differ in many
ways this naturally inclines them towards different
tasks. As a result, all members of the Ataam and
therefore the Beresaad are male.
Qunari naturally grow sweeping horns, growing
larger with age. Combined with their larger size the
Qunari stand out amongst the many races of Thedas
making the work of the Beresaad more difficult. To
mitigate this the Ataam recruit a high percentage of
naturally hornless Qunari to the Beresaad, a physical
difference not unlike the many hair colours amongst
Thedosians.
To a Qunari hornlessness is quite intimidating and
they will not generally remove them voluntarily,
partly as it is an irreversible decision. However
in severe circumstances a
naturally horned Qunari of
the Beresaad will remove
their horns and many TalVashoth will willingly cut
theirs off to intimidate
their former countrymen.
The Beresaad travel far
from Qunari lands to scout
foreign people, to learn
their cultures and assess
their military strength.
Depending on their mission
they may be required to
perform
covert
military
action including the assassin of
foreign dignitaries and theft of
strategic documents.
Like all Qunari the Bersesaad strongly
identify themselves and measure their
worth by their occupation and the tools
used to represent it, which in the case of the
Beresaad is their weapon. This identity is so strong
that loss or theft of their weapon can cause such
shame and loss that they throw themselves into
battle in an attempt to regain their honour in death.
The Beresaad do not possess an emblem unique to
their organisation. The Qunari dont feel the need to
assign such things to the divisions of their society.
Instead they are identified by the symbol for all
Qunari, a white diamond depicting the interlacing
of all parts of the whole together. The black field
represents the darkness and ignorance of the world
and the white of the diamond signifies enlightenment
that only the Qun can provide when all people are
joined as one in its cause.
Unlike the majority of Qunari society the Beresaad
are not assigned their role. They will almost always
be from the Ataam and thus trained as a Qunari
soldier, but they must earn their position in the
O rganisational S tructure
Areas
Particulars
Affiliates
Qunari
Assets
Everything needed
Expertise
Enemies
Non-Qunari
Leaders
Status
R equirements
A dventure H ooks
C lasses
Primary Classes
Secondary Classes
Warrior
Rogue
F avoured S pecialisations
D r a g o n A ge
Q unari B eresaad
Champion
Duellist
Weapon Master
O rganisational B onuses
Gain 1 point in Dexterity or Strength to
represent the peerless training of the Beresaad.
Gain 1 degree in a talent.
Beresaad are considered exceptional warriors
amongst their people. They gain +2 to all
interaction tests with Quanari
Gain 1 Communication focus.
P laying
as a
B eresaad
39
S anguine M inistry
D r a g o n A ge
S anguine M inistry
Let my blood touch the ground,
Let my cries touch their hearts.
Let mine be the last sacrifice.
Andraste 7
For hundreds of years before the coming of Andraste,
the people of Thedas held magic in both fear and
awe and it was an integral part of many ancient
tribal cultures. Shamans and witches communed
with spirits, healed the sick and killed their enemies
with potent if primitive spells. Nowhere was this
more apparent than in Tevinter where powerful and
sophisticated mages controlled a vast Imperium.
Their rule spread across the continent as far as what
would later be Ferelden and their highways are still
present to this day.
The excesses of Tevinter
cast a black shadow over
the use of magic and many
began to fear and hate
this otherworldly power
as it was used to enslave
and torture. With the
appearance of Andraste
and her army of the faithful
the Tevinter Imperium
was broken and the yoke
of magic removed from
Thedas.
Andrastes teaching on the
Maker and the Chant of Light
spread quickly and the core belief
that magic was meant to serve
mankind and never to rule them was
enthusiastically taken up by all that
had suffered at the hands of the Tevinter.
Mages were hunted down and burned for the
apostates they were and any that surrendered were
kept under guard.
As the Chantry developed there were several
factions that appeared, each with a slightly different
interpretation of Andrastes words. The most
powerful was that originating within Tevinter itself
and eventually this faction broke away entirely
from the Thedosian Chantry centred in Orlais. They
believed that to serve mankind the Magisters would
have to rule them, thereby allowing mages to regain
their positions of power.
During the struggle between the Chantry and what
they righteously referred to as the Black Chantry of
Tevinter, another denomination appeared, one that
even the Magisters of Tevinter reviled. This was the
Sanguine Ministry and its origins date back to the
very death of Andraste herself.
40
Those who are not mages may still join the Ministry,
and they become Sanguine Paladins, bloodletters
of ferocious power and ability. Due to Chantrys
misguided hatred of magic and blood the Ministry
requires many Paladins to protect their priests and
ensure the blood work of the Maker is done in the
secret halls and meeting places of the Ministry.
P laying as
M inister
O rganisational S tructure
Areas
Particulars
Affiliates
Blood Mages
Assets
Hidden temples
Expertise
Enemies
Andrastians
Leaders
Status
S anguine
D r a g o n A ge
S anguine M inistry
A dventure H ooks
The players uncover a strange chantry with
symbols of blood.
A blood mage is found amongst some enemy
NPCs and asks for sanctuary from a player
Minister.
Babbling peasants accuse the Chantry of blood
magic.
A religious order seeks aid from the PCs,
claiming that apostate elements of the Chantry
seek to kill them.
R equirements
To join the Ministry you must have a Perception of 2
or more and be an Andrastian.
C lasses
Primary Classes
Secondary Classes
Warrior/Rogue/Mage
F avoured S pecialisations
Blood Mage
Reaper
Reaver
O rganisational B onuses
Gain 1 point in Willpower or Constitution to
represent the fortitude and mental strength
instilled in a minister of blood.
Gain 1 degree in a talent.
Ministers have a strong rapport with the hidden
parts of Thedas . They gain +2 to all interaction
tests with apostates and heretics.
Gain 1 Willpower focus.
41
S eekers
D r a g o n A ge
S eekers
of
of
T ruth
T ruth
42
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Enemies
Leaders
Status
of
T ruth
D r a g o n A ge
S eekers
A dventure H ooks
Templars are being killed in the city.
A PC Seeker must blackmail a noble at a party
to prevent him selling information to Tevinter,
without the devout Andrastians surrounding
him finding out.
A Chantry Mother hires the PCs to investigate
one of her lay-brothers she suspects of
treachery.
A Seeker is found dead in the bed of an
apostate.
R equirements
To join the Seekers you must have a Perception of 2
or more and be an Andrastian.
C lasses
Primary Classes
Secondary Classes
Rogue
Warrior
F avoured S pecialisations
Templar
Shadow
Assassin
O rganisational B onuses
Gain 1 point in Willpower or Cunning to
represent the sure mind needed to be a Seeker.
Gain 1 degree in a talent.
Seekers have a powerful presence. Gain +2 to
all interaction or intimidation tests with those
within the Chantry and Templars.
Gain 1 Perception focus.
P laying
as a
S eeker
43
T emplar O rder
D r a g o n A ge
T emplar O rder
The Templar Order is a military order of the Chantry
that, amongst their duties, hunts apostates and
maleficar and watches over the mages from the
Circle of Magi. While they are officially deemed
a defensive force by the Chantry established to
protect the communities of the faithful from magical
threats, they are in fact an army unto themselves.
Well-equipped, highly disciplined and devoted to
the destruction of non-believers in the name of the
Maker, the Templars are a highly effective force in
Thedas.
Templars maintain a dual role in the Chantry; they
are sworn to protect the world from the dangers of
magic, but at the same time they also protect mages
from a world that fears them because of these dangers.
It is the duty of a Templar
to watch their charges
for any sign of weakness
or corruption and to act
without hesitation should
they find it.
One of the Orders most
important duties occurs
during the Harrowing
where
they
watch
over the mages body,
ready to kill him or her
if
demonic
possession
occurs. Templars are also
responsible for seeking out
mages newly come into their
power and bringing them into
the Circle. Inevitably, the Order
must also pursue mages who escape
but typically can track the fugitives
using a phylactery of blood from their
quarry.
Most Templars are trained in skills to counter magic,
ingesting a considerable amount of lyrium in their
development and as a result become addicted to it.
This grants them a considerable resistance to magic
and the ability to drain the mana from nearby mages,
shutting down their magical capacity entirely.
Ironically, these abilities could be considered a form
of magic in themselves. There are many who believe
the Chantry knows of the addictive properties of
lyrium and uses this to control the Templar order by
controlling the flow of lyrium.
Perhaps the most extreme example of the Templars
power is their ability to decree Right of Annulment
which authorizes them to forcibly tranquil or kill all
mages in a Circle tower. Considered an act of last
resort the fact that the order possesses such power
at all creates great tension between them and their
charges and occasionally leads to charges of tyranny
44
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Enemies
Apostates
Leaders
Knights-Vigiliant, Kinghts-Divine
Status
R equirements
To join the Templars you must have a Constitution of
2 or more and be an Andrastian.
C lasses
Primary Classes
Secondary Classes
Warrior
Rogue
A dventure H ooks
D r a g o n A ge
T emplar O rder
F avoured S pecialisations
Templar
Duellist
Champion
O rganisational B onuses
Gain 1 point in Willpower or Perception to
represent the strength of will and insight
needed to be aTemplar.
Gain 1 degree in a talent.
Templars are celebrated heroes to the common
people. Gain +2 to all interaction tests with nonmage commoners.
Gain 1 Communication focus.
P laying
as a
T emplar
45
T he C arta
D r a g o n A ge
T he C arta
Blood or coin the Carta always gets its cut.
Dwarven society is built on a rigid set of castes. Once
born a dwarfs fate is tied to their caste unless they
manage to marry above their station, an unusual
occurrence but not impossible. Even those dwarves
considered servants belong to a caste and although
they may be looked down upon by their betters, they
are nevertheless considered worthy of a position
amongst Orzammars citizens.
Not so for the casteless. These dwarves are
pariahs amongst their own people, considered the
descendants of criminals and traitors. To dwarven
society they do not exist and the Memories hold no
records of them.
As a result the casteless
dwarves of Orzammar
have
few
prospects.
Consigned to live in a
crumbling ruin on the
social
and
economic
fringes of the dwarven
capital, most resort to
begging,
prostitution,
or crime. Many female
casteless attempt to hunt
the men of the castes in
attempt to beget sons
and thus rise in station by
joining their caste.
The majority of casteless
however turn to crime. Just
as all rivers eventually join the
sea, all casteless who turn to crime
eventually become part of the Carta.
The Carta is a powerful and ancient
dwarven crime syndicate headquartered in
Dust Town near Orzammar, composed entirely of
casteless dwarves. Given no other alternatives in
the grim world of Dust Town, and restricted from
performing legitimate work, few casteless dwarves
can resist joining with the Carta for their livelihood.
In recent years the Carta and its dealings have become
a threat to even Orzammar itself as the dusters
boldly walked the streets of Orzammar during the
Fifth Blight, enacting an extortion and intimidation
racket upon merchants in the Commons.
Carta dwarves specialize in smuggling lyrium,
weapons, and slaves, and they command a
formidable racket in Dust Town, patronizing
prostitutes, beggars, and businesses. Recently they
have extended their activities topside, using groups
of surface-dwelling dwarves to smuggle weapons,
lyrium, surface luxuries, people, and other goods
between Orzammar and human lands.
46
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Enemies
Orzammar
Leaders
Status
Infamous in Orzammar
R equirements
To join the Carta you must have a Dexterity of 2 or
more and be casteless.
C lasses
Primary Classes
Secondary Classes
Rogue
Warrior
F avoured S pecialisations
Berserker
Duellist
Trick Shooter
O rganisational B onuses
Gain 1 point in Cunning or Perception to
represent the deviousness needed to survive in
the Carta.
P laying
C arta
as part of the
D r a g o n A ge
T he C arta
A dventure H ooks
NPC smugglers appear to have connections to
the Carta Lyrium trade.
A PC Carta member is challenged for their
position in the Carta and must defend it without
attracting the attention of the authorities for
whom they currently work.
A noble from Orzammar claims that the Carta
are attempting to assassinate him.
The PCs are hired to help move a mysterious
shipment from a mountain village warehouse
to a nobles estate but they are set upon by
dwarves of the warrior caste claiming the goods
as their own.
47
T he C rows
D r a g o n A ge
T he C rows
of
A ntiva
of
A ntiva
48
O rganisational S tructure
Areas
Particulars
Affiliates
Assets
Expertise
Enemies
Leaders
Guildmaster, masters
Status
R equirements
To join the Crows you must have the Crow Initiate
backgorund.
C lasses
Primary Classes
Secondary Classes
Rogue
Warrior
F avoured S pecialisations
Assassin
Shadow
Sniper
O rganisational B onuses
Gain 1 point in Cunning or Communication to
represent the skills needed to ply the trade of
the Crows.
Gain 1 degree in a talent.
Crows are notorious everywhere. Gain+2 on all
interaction or intimidation tests against anyone.
P laying
as a
of
A ntiva
C row
D r a g o n A ge
T he C rows
A dventure H ooks
A noble hires the PCs to protect him from
assassination attempts.
A PC Crow must undertake an assassionation
against the merchant that just hired the party.
An orphanage in the city has seen children
go missing over the last few months and the
caretakers appear disinterested in finding out
why.
The Crows hire the players to keep watch on a
house while they undertake an unknown task
inside.
49
D r a g o n A ge
T he D read W olf s
G ift of B lood
V engeance
50
O rganisational S tructure
Areas
Particulars
Affiliates
None
Assets
Expertise
Enemies
Shemlin
Leaders
Status
R equirements
To join the Gift you must have a Willpower of 2 or
more and be an elf.
C lasses
Primary Classes
Secondary Classes
Rogue/Mage
Warrior
F avoured S pecialisations
Assassin
P laying
as a
G ift O perative
A dventure H ooks
Someone has hired the adventurers to find the
person responsible for mysterious goings on.
Shadowmancer
O rganisational B onuses
Reaver
D r a g o n A ge
51
D r a g o n A ge
T he O rder of
W hite L otus
the
52
O rganisational S tructure
Areas
Particulars
Affiliates
None
Assets
Expertise
Enemies
Darkspawn
Leaders
Grey Council
Status
Unknown
P laying
I nitiate
as an
O rder
D r a g o n A ge
A dventure H ooks
Someone has hired the adventurers to find the
person responsible for mysterious goings on.
Local villagers are terrified by strange flying
creatures.
A mysterious corpse is found with the symbol
of a lotus on it and a coded scroll.
A PC initiate is asked to steal evidence that
exposes the order and its charges.
R equirements
To join the Order you must have a Communication
of 2 or more.
C lasses
Primary Classes
Secondary Classes
Any
F avoured S pecialisations
Guardian
Shadow
Battlemage
O rganisational B onuses
Gain 1 point in Cunning or Perception to
represent the revelations of the mind needed to
join the Order.
Gain 1 degree in a talent.
Those of the order are unnaturally serene,
making it hard to understand their true
intentions. Gain +2 to all interaction or
deception tests.
Gain 1 Cunning focus.
53
T he S isterhood
D r a g o n A ge
T he S isterhood
Over the centuries Ferelden has seen innumerable
threats, from Orlesian occupation to darkspawn
and blood mages. In each case these have been met
with steel and valour and the people of Ferelden
have emerged victorious. However there was a time
when steel broke and courage flagged, when all
seemed lost and darkness covered the land. A time
when people hid themselves away in their homes
during the night, terrified to leave for fear of the evil
menacing Ferelden. This was a time of despair and a
time for heroes; it was the Black Age and werewolves
stalked the land.
Fear had a stranglehold on all Fereldans and no one
could tell who was a werewolf or where they would
strike. Frenzied mobs of petrified villagers burned
their neighbours in orgies of destruction in an attempt
to save themselves from the
infection and the country
descended into chaos. The
pious prayed constantly for
deliverance but none came.
It is said in the darkest of
times the fiercest lights
shine all the brighter and
Ferelden sorely needed
such a light before it
completely unravelled at
the seams. So it was that the
wolfbane found Ferelden,
clinging to the edge of sanity.
None knew from whence he
came but all would know his
name; beastslayer, akonight,
Dane.
Danes exploits from those dark times
are legendary and countless ballads have
been written in his honour. It was said that a
werewolf would unconsciously cringe in fear at
his very name and the taint of their blood could not
touch him.
It was during his crusade to rid the lands of the
werewolf plague that the sisterhood was formed.
Chasing a werewolf pack into the deep woods he
came across a woodcutters cabin beset by the foul
creatures. With fury he smashed his way through
the pack and into the cottage, but it was too late.
Blood spattered the walls and body parts were
strewn everywhere. Despairing that he had driven
the creatures to their door Dane vowed to avenge
them. He became more of a beast than the creatures
themselves, tearing them apart and roaring with
rage.
It was only the sound of whimpering and defiant
screams that broke through his blood frenzy. Fighting
his way through to the kitchen he discovered a young
54
O rganisational S tructure
Areas
Particulars
Affiliates
The people
Assets
Expertise
Beasthunting
Enemies
Werewolves, monsters
Leaders
First Sisters
Status
R equirements
To join the Sisterhood you must have a Willpower of
2 or more.
C lasses
Primary Classes
Secondary Classes
Rogue
Warrior/Mage
F avoured S pecialisations
Duelist
Ranger
Beasthunter
O rganisational B onuses
P laying
as a
S ister
D r a g o n A ge
T he S isterhood
A dventure H ooks
The Players encounter a solitary scarlet-clad
warrior in the woods, beset on all sides by
werewolves.
A PC sister witnesses a noble become a
werewolf and attack beggars in dark alleys.
A sister confronts the Players, accusing one of
them of being a monster.
The players encounter a demonic disease
sweeping through the children of the local
village, infecting them with inhuman rage. How
do you defend the innocent from themselves?
55
W aking S ea P irates
D r a g o n A ge
W aking S ea P irates
Moving cargo by ship is generally considered much
safer and more importantly faster than moving it
in long winding caravans. Ships can cut around
mountain ranges, sail all day and all night and avoid
most political unrest in a region. However they run
into their own unique problems. While bandits,
Carta and Crows plague the overland businesses
of Thedas, it is the pirate fleets that terrorise their
oceanborne brethren.
Once upon a time these pirates were little more
than opportunists, individual ships based out of the
coastal city of Llomerryn that
preyed on sea traffic and
which were frequently the
target of concerted efforts
by the Orlesians and Free
Marches cities to destroy
them once and for all. After
each such effort, new pirates
would appear to fill the
vacuum and thus the cycle
continued.
In times of war what is
considered a pirate becomes
a grey area as kingdoms grant
letters of marque to disreputable
captains to fight as privateers
alongside the navy. They are given
free rein to plunder enemy ships
and even raid enemy coastal cities. To
their foes they are black pirates intend on
nothing but slaughter and booty, but to their
own people they are heroes fighting against their
enemies with courage and valour.
Wars never last forever and many captains having
gotten a taste for piracy remain privateers and
eventually begin raiding their own kingdom to
increase their wealth. These corsairs are common up
and down the coasts of Thedas but generally only
hunt in ones or twos making them easier to avoid
or scare off. It is rare that the proudly independent
pirate captains would work together but when it
does happen few navies are capable of standing up
to them.
The invasion of the Qunari hundreds of years ago
precipitated a series of events that led to the largest
pirate fleet ever assembled and the consequences of
that formation are still felt to this day. During the
Steel age the Qunari made great inroads into Thedas,
their technological superiority overcoming anything
that could be thrown at them. No ship was spared in
the conquest of Thedas. This came to a head during
the battle of the Nocen Sea, the largest naval battle in
Thedan history.
56
O rganisational S tructure
Areas
Particulars
Affiliates
Smugglers
Assets
Expertise
Enemies
Leaders
Status
P laying
as a
P irate
D r a g o n A ge
W aking S ea P irates
A dventure H ooks
The ship the players are on is attacked by
pirates.
The players are hired to recover stolen
merchandise.
A PC pirate must choose between defending
their captain or joining a mutiny.
R equirements
To join the Pirates you must be able-bodied and
willing to do your captains bidding.
C lasses
Primary Classes
Secondary Classes
Rogue
Warrior
F avoured S pecialisations
Duellist
Shadow
Trickshooter
O rganisational B onuses
Gain 1 point in Dexterity or Perception to
represent the reflexes and instinct needed to sail
the high seas.
Gain 1 degree in a talent.
Pirates are consummate showmen. You gain +2
to any interaction tests whilst at sea.
Gain 1 Communication focus.
57
P art 3
MYRIAD MASTERIES
A dditional S pecialisations ...
S pecialisations
There are countless fighting styles and techniques
available to any adventurer willing to learn. In Dragon
Age these are represented by Specialisations. These
add variety to a character, enabling them to stand out
from their fellows. Each specialisation represents a
specific set of training, a martial tradition or way of
life that may impact profoundly on the characters
life. They should be thought of as more than just a
couple of extra abilities; they give your character
plenty of roleplaying opportunities. What follows
are additional rules for several new specialisations as
well as an alternative way to take them.
T aking S pecialisations
Normally a character can take a specialisation at
level 6. Whether they can take another one at level
11 remains to be seen. Here we provide a way to take
multiple specialisations and to take one from level 1
as well. The table below indicates which levels you
can take an advance in a specialisation. For simplicity
we assume you can only take these specific ranks at
these specific levels for any given specialisation.
S pecialisation L evels
Novice
Journeyman
Master
10
11
13
15
16
18
28
MULTIPLE SPECIALISATIONS
For ease of play we assume that although you
may know multiple specialisations you cannot
use them simultaneously. As many require you to
be in a specific mode it seems difficult to imagine
how you could be in two or more at once. This
also helps avoid any contradictions two different
specialisations might produce.
However for the more adventurous GMs you can
try stacking specialisation effects if you wish. Just
use a single activation action to enter multiple
modes if required. Any contradictions should be
dealt with logically but ultimately the GM decides
what happens.
S pecialisations
Organisation
by
D r a g o n A ge
S pecialisations
O rganisation
Specialisations
Ash Warriors
Blackstone
Irregulars
Blood Takers
Reaper, Reaver
Chevaliers
Circle of Magi
Templar Order
The Carta
The Crows of
Antiva
59
S pecialisations
D r a g o n A ge
E xisting S pecialisations
Dragon Age Set 2 introduced three specialisations
per Class. These were very basic, containing only
a few bonuses to each Class. What follows are
modifications and additions to some of these existing
specialisations. When using the specialisations
introduced later in this section it is recommended
that you also use the modifications to the existing
specialisations found here. Hopefully this helps to
balance all the specialisations against each other.
Additional Modifier: Mages suffer -2 to casting spells
when adjacent to an enemy.
A rcane W arrior
Novice: You learn a new weapon group of your
choice and you can use Magic to satisfy the weapon
minimum Strength recommendation.. You no longer
suffer penalties for casting adjacent to enemies.
You can enter Combat Magic mode by taking an
activate action and spending 5 mana. While in this
mode you add Magic instead of Strength to your
damage with melee weapons (attacks count as
magical) and you can, if you wish, use any Stunt
Points generated by a melee attack on magic stunts
instead of normal ones. You can end Combat Magic
mode with another activate action.
Master: When you activate Combat Magic mode,
you can spend an additional 3 MP per round to shift
yourself so you exist partly in the real world and
partly in the Fade. This is called a Fade Shroud and
it gives you a ghostly countenance that is obvious
and unsettling to many. Fade Shroud increases your
Defence by 3. If you do not spend the mana the effect
ends immediately (though Combat Magic mode
remains active).
Bard
60
D uellist
Novice: You learn the Dueling Weapon Group
and may choose to use the Accurate, Defensive, or
Piercing special rules when attacking with them (see
Volume 1: Valut).
Journeyman: Your precise attacks hit opponents
where it hurts. While fighting in the Dual Weapon
Style, you inflict an additional +1 damage with melee
attacks. Your skill makes it difficult for opponents to
gain the upper hand. You count as two people for the
purposes of outnumbering.
T emplar
Novice: You have developed abilities that help you
resist magic. You gain a +2 bonus on tests to resist
the effects of spells and magical attacks. If you have
this power already (eg from the dwarf backgrounds
in Set 2) increase it by +1. If you roll Stunt Points on
your resistance test equal to or greater than the mana
cost of the spell, it fails to affect you at all.
Journeyman: Your blows can drain mages of their
mana. When you damage a mana-using creature
with a melee attack, they also lose 1d6 + your Magic
in mana. Your attacks also count as magical.
Master: You can cleanse an area of ongoing magic.
This is a major action and inflicts a 2 penalty to
Defence until the beginning of your next turn. All
ongoing spells within 6 yards of you end immediately.
Spells that were only partially cast are also cancelled
and actions previously spent on casting them are
wasted. Mana using creatures within this area must
make a Strength (Might) test or be knocked prone
and suffer 1D6+ your Magic in Penetrating damage.
N ew S pecialisations
The following are new specialisations for use in
Dragon Age. Some of these originate from the
computer games however many of these have no
precedence within the Dragon Age setting and were
created alongside the organisations listed previously.
These were designed as much as possible to fit within
the structure of Dragon Age but they may not be to
everyones taste. Feel free to chop and change them
as you see fit.
Note: The three Dragon Age: Origins specialisations
originally presented in Volume 1: Vault are reprinted
here for convenience.
M age S pecialisations
B attlemage
Some mages specialize in spells that permit them
to engage in combat from afar. Battlemages, by
contrast, prefer to wade into the fray alongside their
blade-wielding companions, close enough to read the
fear in their opponents eyes. Their spells primarily
concern personal preservation as well as control of
the elements in their immediate surroundings.
BATTLEMAGE TALENT
Class: Mage
Requirement: You must have Constitution and
Willpower 3 or higher.
Novice: With focus and determination you fearlessly
wade into melee. As an activate action you can enter
Battlemagic mode. Whilst in this mode you can if
you wish, use any Stunt Points generated by a spell
on standard combat stunts instead of Magical ones.
Increase your basic Defence by +1. You no longer
suffer penalties for casting adjacent to enemies.
Journeyman: You have fine control over your spells
in the heat of battle. Spells you cast that have an area
affect, explode and so on will not affect you if cast
on an enemy. Eg Mindblast cast on a target adjacent
to you wont cause you to test as well, despite being
within the area of effect.
Master: You can manipulate spells at close range,
striking everyone within reach. When casting an
area attack spell you may spend an additional point
of mana to modify its shape. If you do this the spell
must target you and will hit any target adjacent to
you.
D ruid
Alongside Shamans the Druids are an ancient
form of magic practitioner rarely seen in modern
times. Unlike the Shamans who live their lives
amongst spirits, Druids focus on balance between
the Fade and reality. They seek to understand the
spiritual alongside the material, utilising both in a
greater harmonious whole. They spend long days
contemplating and communing with the life of the
forests and the spirits of the Fade. When a druid
is roused they can call on the aid of both and woe
betide any that cross them.
D r a g o n A ge
N ew S pecialisations
DRUID TALENT
Class: Mage
Requirement: You must have Communication and
Cunning 3 or higher.
Novice: You may re-roll any failed Communication
(Animal Handling) tests. You have learned to
summon a familiar to aid you. You must first enter
Summoning mode. This is an activate action and
requires a successful TN 14 Magic (Spirit) test. If you
fail and roll triples, you must roll on the Magical
Mishaps table (see Set 2 Magic). Whilst in Summoning
mode you can summon a spirit Familiar as a minor
action although it must stay within your Magic value
in yards or disappear. Like a spell or light wisp it
cannot be interacted with and is unhindered by
solid barriers. The Familiar can take on the form of
any Typical or Paltry sized animal, albeit spectral in
appearance. It grants +1 to all your Perception tests
and allows you to use its senses as your own, giving
you an additional set of eyes etc.
Journeyman: You use your familiar to talk directly
to beasts around you. When your familiar is present
you may perform a Communication (Animal
Handling) test vs TN 13 as an Activate Action to call
an animal to fight for you. The animal will fight to
the death for you or leave if there are no enemies left.
However the feedback of its death will cause your
familiar to disappear and inflict 1D6 penetrating
damage on you. It is up to the GM to determine what
kind of animal(s) are available (see the table below
for examples). You may only have one animal at a
time, per Encounter. Your familiar may move up to
2x your magic value in yards from you and appears
more substantial.
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N ew S pecialisations
D r a g o n A ge
A nimal A lly
Location
Animal
Towns/Cities
Forests/Plains
Mountains/Hills
Caves/Deep Roads
K eeper
Every Dalish clan has a keeper, a wise mentor
dedicated to preserving the elves ancient lore. It
is exceptionally uncommon for a Keeper to teach
anyone other than a fellow clan member about the
unique Dalish understanding of nature magic, which
focuses on control of the roots beneath the earth.
KEEPER TALENT
Class: Mage
Requirement: You must have Perception and
Magic 3 or higher.
Novice: You gain sustenance from the environment
around you. First you must use an activate action to
enter Keeper mode. Whilst in this mode you regain
2 Health every round. You can detect poisons and
hostile intent in the environment around you with
a successful Perception (Empathy) test vs TN set by
the GM.
Journeyman: Your connection to nature enables you
channel its wrath at your foes. You may expend 8
mana whilst in Keeper mode to generate thornblades.
Any enemy that approaches within your Magic in
yards must take a Strength (Might) test vs your Magic
(Keeper). Failure inflicts 1D3 Penetrating damage.
This lasts until you end Keeper mode.
Master: You are now one with nature, combining
its vitality with your own. Any spell you cast that
damages a target gives you back 2 Health per target.
Your thornblades now do 1D6 Penetrating damage
and knock the target prone.
N ecromancer
A legendary ability rarely seen, necromancy is
an abhorrent art. Even the Tevinter dislike this
practice, not only for its disturbance of the dead,
but because it requires flirting with demons even
more so than blood magic. For necromancy is the
art of demon subjugation and binding and is thus a
rather risky proposition. The necromancer reaches
into the Fade and forcibly tears a demon from its
embrace, imprisoning it in a corpse to act according
to the necromancers will. The more powerful a
necromancer the more powerful the binding; some
are said to be able to raise dread revenants to send
against their foes. Necromancy is however extremely
taxing and drains the users mana very quickly,
which in itself can leave the necromancer with no
protection against their own creations...
NECROMANCER TALENT
Class: Mage
Requirement: You must have Magic and Willpower
3 or higher.
62
D r a g o n A ge
N ew S pecialisations
S hadowmancer
Since time immemorial mages in Thedas have
been feared. Many turn to blood magic as a way to
strengthen themselves against their enemies. Others
develop a mastery of shadowmancy. This subtle
art focuses on obscuring the casting of spells and
making the mage all but invisible to their adversaries.
Experienced Shadowmancers can even make it
appear as though someone else had cast their spells.
Many witch hunts have been confounded when the
leading firebrands appear to throw fireballs at their
erstwhile followers.
SHADOWMANCER TALENT
Class: Mage
Requirement: You must have Dexterity and
Cunning 3 or higher.
Novice: You may enter shadow magic mode as an
activate action. Whilst in this mode you may add your
Shadowmancy focus to any Dexterity (Stealth) tests
you make. In order to determine that you had cast a
spell an observer would have to beat your spellpower
(shadowmancy) with a Perception (Seeing) test.
Failure means that they cannot determine who cast
the spell and wont preferentially attack you as a
result.
Journeyman: Your magical energies make you
disappear effortlessly into the background. You may
add your Shadow magic focus to any Communication
(Disguise) tests you make and if you remain
stationary for an entire round performing no actions
people must take a Perception (Seeing) test vs your
Dexterity (Stealth) to notice you. Otherwise they
become unaware of you. They will become aware
of you if you perform any major actions. Whilst in
shadow magic mode your face is easily forgettable.
Anyone trying to recall you suffers -2 to their tests.
Master: Your skill in misdirection and subterfuge
increases.Your skill is such that you can trick your
foes into attacking each other. If an enemy target of
one of your spells fails their Perception (Seeing) test
to determine if you cast it, you can make them think
someone else did instead. Choose one target (friend
or foe) within 10 yards of you or your target. Your
original target treats the new one as having used the
Threaten stunt on them for that round only.
63
N ew S pecialisations
D r a g o n A ge
S haman
S hapeshifter
SHAMAN TALENT
Class: Mage
Requirement: You must have Communication and
Magic 3 or higher.
Novice: You have learned to summon spirits and the
shades of the dead. To gain some of the power of a
Spirit 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 Set 2 Magic).
Whilst in Summoning mode you can, as a minor
action, question spirits and gain a +2 bonus to tests
about lore, history etc. This can include more specific
questions regarding the events in a certain location,
especially if someone died there and their unquiet
spirit can be contacted, subject to GM approval.
Journeyman: Your experience with the souls of the
dead grows more intimate, sustaining you. You
can ask spirits and shades to aid you more directly.
Whilst in summoning mode you gain +1 to cast spells
and as a minor action can regain your Magic score in
Health.
Master: The souls of the dead and spirits from the
Fade are drawn to your call and will attack any that
cause you harm. Whilst in summoning mode anyone
that inflicts damage on you suffers penetrating spirit
damage equal to your Magic score and must pass a
Willpower (courage) test vs TN 15 (Fear Horrible)
or suffer -2 to tests involving you for the rest of the
encounter as they are attacked and hounded by the
unnatural fury of your allies.
SHAPESHIFTER TALENT
Class: Mage
Requirement: You must have Perception and
Magic 3 or higher.
Novice: As an Activate Action the Shapeshifter may
change shape into any Paltry sized animal and one
specific Typical sized animal chosen when taking
this specialisation. They use all the creatures special
rules, weapons, Speed, Defence as well as their Con,
Dex, Per, and Str attributes and attendant Focuses
and retain every other attribute including Health.
Whilst in another form they cannot use their own
spells (except to cancel the shift) nor Focuses from
Attributes that have been replaced. This expends 8
mana (16 for an Ordinary animal) and 2 per minute
(4 for an Ordinary Animal).
The specific animals chosen must have been studied
and/or observed by the caster beforehand. You may
only shapeshift into untainted Beasts and Dragons
(see Esoterica 2: Bestiary).
Journeyman: The Shapeshifter can now change into
any Typical sized animal and one specific Large
animal. Shifting into a Large animal expends 24
mana and 3 per minute.
Master: The Shapeshifter can now change into any
Large sized animal and one specific Enormous
animal. Shifting into an Enormous animal expends
32 mana and 6 per minute.
R ogue S pecialisations
L egionnaire S cout
Most tales of the dwarven Legion of the Dead
are likely minstrels fabrications, but the trail of
darkspawn corpses that the Legion leaves behind
proves the efficacy of their training. Legionnaire
scouts often travel ahead of their companions,
and consequently become renowned for unusual
hardiness, able to survive battles that would kill any
other rogue.
LEGIONNAIRE SCOUT TALENT
Class: Rogue
Requirement: You must have Constitution and
Dexterity 3 or higher.
Novice: Your training has been harsh and unrelenting.
You gain a permanent +5 bonus to your Health value.
64
R anger
Rangers have an affinity for open country and
wilderness, but as independent scouts and militia,
they are opportunists, not stewards of nature. They
exploit every advantage of their environment, and
can lure wild beasts to attack their foes.
RANGER TALENT
Class: Rogue
Requirement: You must have Perception and
Communication 3 or higher.
Novice: As an Activate Action the ranger can call an
animal to fight its enemies using a Communication
(Animal Handling) test vs TN 13. It will leave if it is
ever reduced to 5 Health or less or when there are
no enemies to fight. It is up to the GM to determine
what kind of animal(s) are available; there is a table
below as a guide - although you can roll 1D3 or 1D2
and count across if you like. You may only have one
A nimal A lly
Location
Towns/Cities
Forests/Plains
Mountains/Hills
Caves/Deep Roads
Animal
Boar, Dog/Mabari, or Donkey
Black Bear, Boar, or Wolf
Giant Spider, Halla, or Wolf
Giant Spider or Bronto
D r a g o n A ge
N ew S pecialisations
R eaper
There are many dark talents one can learn if they
have the stomach. Alongside the reaver, reapers are
demoniacally aided fighters that revel in the kill.
They are bloody dervishes delighting in the arterial
spray and the screams of the dying.
REAPER TALENT
Class: Rogue
Requirement: You must have Dexterity and
Willpower 3 or higher.
Novice: You channel demonic power to speed your
attacks and slaughter your foes. First you must enter
Blood Frenzy mode as an activate action. You gain +2
to Initiative rolls and gain +2 to damage when you
use the charge action.
Journeyman: The mist of blood in the air invigorates
you. You increase your damage by +1 and every time
you damage a target you regain 1 Health.
Master: You are a veritable whirlwind of destruction.
After successfully damaging an enemy in melee you
may spend 3 SP to make a charge action against a
different enemy. The charge does not generate stunt
points. You now regain 2 Health every time you
damage a target.
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N ew S pecialisations
D r a g o n A ge
S hadow
There is no order or organization of shadows - they
are self-taught elite rogues, masters of concealment
and ambush. They strike from darkness, employing
personal decoys and hallucinogenic poisons to
distract enemies before sliding a dagger between
their ribs.
SHADOW TALENT
Class: Rogue
Requirement: You must have Dexterity and
Cunning 3 or higher.
Novice: You may enter Stealth Mode as an activate
action. Whilst in this mode all creatures must
make an opposed Perception (Seeing) test vs your
Dexterity (Stealth) in order to perceive you, so long
as it would be feasible to hide in the area you are
in (this wouldnt be possible in a well lit arena for
example). If they fail they may not interact with you
(whether conversing, fighting etc). This lasts until
the beginning of your next turn so long as you only
perform minor actions. If you perform a major action
then your stealth mode is broken (although an attack
would still count as being made against an unaware
target) until your next turn and you must use an
activate action to enter it again.
Journeyman: Throwing your voice, using billowing
capes, tasselled weapons, and unpredictable
movements you can make your enemies see double,
confusing their senses. Any enemy attempting to
attack you whilst you are in Stealth Mode must make
a Perception (Seeing) test vs your Dexterity (Stealth)
or suffer a 2 to any attack rolls directed at you
(including additional attacks from special abilities
and/or stunts).
Master: Your mastery of stealth and subterfuge
enables you to manoeuvre effortless around the
battlefield. You may now use major actions whilst in
stealth mode, but may only use attack actions if they
are backstabs or ranged. Any other kind of attack
(including special/stunt attacks) breaks Stealth
Mode as normal.
S niper
When you need to eliminate an enemy leader or take
out a target quietly you employ a sniper. These deadly
shots aim for instant kills, piercing vital organs. They
are capable of setting up elaborate ambushes and
remaining motionless for hours at a time in order to
take their shot. In the heat of battle they are a still
point in a chaotic storm, calmly loading, aiming and
loosing in fluid motions, leaving nothing but the
dead in their wake.
66
SNIPER TALENT
Class: Rogue
Requirement: You must have Perception and
Dexterity 3 or higher.
Novice: You can wait for hours for your prey and
stand calmly in battle. Your targets must take a
Perception (Seeing) test vs your Dexterity (Stealth) to
notice you otherwise they are unaware of you and
thus all your attacks gain +3 to hit. You can backstab
with a ranged weapon.
Journeyman: .Snipers can find the weak points on
their enemies and exploit them. Any ranged attack
you make that you have used the aim action on
counts as using the pierce armour stunt. If you use
the pierce armour stunt then it counts as penetrating
damage instead.
Master: If you make an aim action then your ranged
backstabs do an additional 1d6 damage.
S pirit T hief
Although spirit thieves employ magical abilities, they
are not mages; instead, they flirt with inhabitants of
the Fade who agree to augment mortal abilities in
exchange for a glimpse of the physical world. They
use the power of a spirit to strike at the very soul of
their target, draining away their essence.
SPIRIT THIEF TALENT
Class: Rogue
Requirement: You must have Communication and
Perception 3 or higher.
Novice: You have learned to summon spirits. To gain
some of the power of a Spirit 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 Set 2: Magic), even though you arent a
mage. Whilst in Summoning mode you receive +1 to
backstab and bluff tests and gain +1 to resist enemy
spells.
Journeyman: With a deeper connection to the Fade
you can draw more power. When making attacks
in Summoning Mode you drain the targets soul. If
you inflict any damage on the target they must take
a Magic (Spirit) test vs your Perception (Seeing).
Failure inflicts a -2 penalty to all their tests until your
next turn and halves their movement. Your attacks
count as magical for the purposes of doing damage
to spectral/incorporeal targets.
Master: You can shape the energies of the Fade into
impossibly thin blades that cut across dimensions.
The extra damage you inflict in a backstab is increased
by your Magic score. All backstab damage you do is
now penetrating spirit damage.
T rick S hooter
The skills of a trick shooter are amazing to witness.
They can fire in even the most contorted positions,
hit a gnat in mid-flight and fire multiple shots
simultaneously. They have an uncanny knack of
hitting the most difficult targets, finding chinks in
the enemys armour and striking with precision.
TRICK SHOOTER TALENT
Class: Rogue
Requirement: You must have Dexterity and
Perception 3 or higher.
D r a g o n A ge
N ew S pecialisations
W arrior S pecialisations
B east H unter
There are countless fighting styles and techniques
throughout Thedas, each designed around a specific
philosophy or purpose. The Beast Hunters exist for
but one purpose, the slaying of dangerous animals.
They develop a knack for tracking and stalking these
creatures, eventually cornering them and dealing the
deathblow.
Through experience and training the Beast Hunter
will learn a creatures weak spots and behaviours,
ensuring that no prey survives their strike.
BEAST HUNTER TALENT
Class: Warrior
Requirement: You must have Cunning and
Dexterity 3 or higher.
Novice: You have learned to track creatures
through all terrain. Gain +2 to any tests involving
the searching, stalking, tracking etc of creatures.
If you make an Aim action you gain a bonus to
damage equal to your Cunning when attacking any
adversaries up to Typical size.
Journeyman: You gain the damage bonus when
attacking adversaries up to Large size and double
this against Typical sized adversaries. Bonus damage
becomes piercing.
Master: You gain the damage bonus when attacking
adversaries up to Enormous size and double this
against Large sized adversaries. So skilled are you
that this bonus damage becomes penetrating.
67
N ew S pecialisations
D r a g o n A ge
E merald K night
The Moradahl Myal or Protector of the Forests Heart
is an ancient fighting style used by the elves of old.
Briefly revived when the Dales were colonised it has
ever been a part of elven warrior culture and some
say kin to the order of Arcane Warriors. Like that
ancient magical art the Emerald Knight is virtually
extinct in the modern age, though whispers of its
practitioners still survive amongst the Dalish clans.
EMERALD KNIGHT TALENT
Class: Warrior
Requirement: You must have Strength and
Dexterity 3 or higher.
Novice: Vir DarMisaan The Way of the Sword. You
learn to fight with either hand equally. You no longer
have an off hand and suffer no penalties when using
weapons in either hand. You roll an additional D6 for
weapon damage and discard the lowest roll.
Journeyman: Vir DMiadahl The Way of the Lance.
You learn to use the ancient Elvish DMiadahl (see
equipment later) and gain your Cunning in additional
damage when fighting whilst mounted. If available,
the Warrior may substitute a Horse for a Halla once
it has been appropriately trained.
Master: Vir Elvhen Myal The Shield of the People.
Once per round you may make a test pitting your
G uardian
Many warriors foolishly believe that they can control
the tide of a battle on their own, but a Guardian
realises that an allys survival is as important as an
enemys death. Guardians prefer to protect party
members directly, but if necessary, they are prepared
to make personal sacrifices to ensure that their
companions live.
GUARDIAN TALENT
Class: Warrior
Requirement: You must have Constitution and
Willpower 3 or higher.
Novice: You guard an ally, deflecting attacks made
against them. You must select an ally adjacent to
you. Whilst you are adjacent to them they gain 2
extra points of armour. This is treated as armour in
all ways for the purposes of piercing and penetrating
damage etc.
Journeyman: As your skills improve, your sphere of
protection increases. You can guard up to two allies
adjacent to you. Your guarded allies receive the pack
tactics rule allowing you to perform an attack for 3
SP.
Master: You can use an activate action to enter
lure mode, becoming a palpable presence on the
battlefield. Whilst in this mode all enemies suffer -1
to attack rolls against your allies and you can perform
the threaten stunt for 1 SP.
L egionnaire S oldier
The Legion of the Dead has a way of hardening
a person. Those that dont die early after joining
become some of the most fearsomely powerful
grizzled veterans in Thedas. Their stamina is without
equal and they will stand resolutely in the face of
overwhelming odds.
LEGIONNAIRE SOLDIER TALENT
Class: Warrior
Requirement: You must have Strength and
Willpower 3 or higher.
Novice: Your training has been harsh and unrelenting.
You gain a permanent +5 bonus to your Health value.
Journeyman: Your mental fortitude matches your
bodys. Gain +2 to all Willpower tests and you
ignore the first point of damage suffered in every
hit, regardless of any special affects applied to the
damage.
68
R eaver
Demonic spirits teach more than blood magic.
Reavers terrorize their enemies, feast upon the souls
of their slain opponents to heal their own flesh, and
can unleash a blood frenzy that makes them more
powerful as they come nearer to their own deaths.
REAVER TALENT
Class: Warrior
Requirement: You must have Constitution and
Willpower 3 or higher.
Novice: The demonic energies at your command
warp you visage into something unnatural and
horrible. You must use an activate action to enter
Reaver mode. While in Reaver mode every enemy
must take a Willpower (Courage) test with a TN 13
or suffer -2 to all tests against the Reaver for the rest
of the encounter. This is the same as a Fear (13) value
(see Esoterica 2: Bestiary for details).
Journeyman: You can manipulate the dark energy
within you, using it to extract the life from the
recently dead and restore your own body. Whilst
in Reaver mode you will gain 1D6 Health back for
every creature you kill in melee, so long as you can
pass a Magic (Entropy) test VS TN 11.
Master: Your demonic power erupts in a fountain of
violence the closer you come to death. You gain +3
to damage when your Health drops below half and
+6 when it drops below a quarter. However while
Reaver mode is active you cannot receive Healing of
any kind.
S pirit W arrior
Although spirit warriors employ magical abilities,
they are not mages; instead, they flirt with
inhabitants of the Fade who agree to augment mortal
abilities in exchange for a glimpse of the physical
world. Naturally, the Chantrys templars rarely
acknowledge that distinction.
SPIRIT WARRIOR TALENT
Class: Warrior
Requirement: You must have Communication and
Constitution 3 or higher.
D r a g o n A ge
N ew S pecialisations
69
N ew S pecialisations
D r a g o n A ge
W eapon M aster
For some warriors the way of war is more than
a means to an end, it is an art form in itself. They
endeavour to understand and master the many and
varied weapons available to them, treating each as an
extension of themselves. Through ceaseless training
they can manipulate a weapon to its fullest extent,
using it in unconventional but spectacular ways.
GUARDIAN TALENT
Class: Warrior
Requirement: You must have Constitution and
Willpower 3 or higher.
Novice: Choose a melee weapon group to master.
Whenever you wield a weapon from that group
you gain the Accurate rule (see Volume 1 Vault)
which can stack with itself. You may use any melee
weapon talent for your attack, regardless of weapon
(although you can only choose one to use at a time).
70
P art 4
THE POPULACE
NPC s , T alents
and
S pells ...
N ew T alents
D r a g o n A ge
N ew T alents
The following are new or modified talents for Players
and NPCs that represent social aspects of play and
other concepts. As a merchant is unlikely to be a
practiced fighter, they will more likely have a silver
tongue and capacity to sway opinion. Although some
of these are ostensibly NPC talents, players may take
them if the GM allows.
ANIMAL COMPANION
Classes: Mage, Rogue and Warrior
Requirement: You must have Communication 3 or higher.
You have formed a close bond with a specific animal.
This creature becomes your brother in all but blood,
staying by your side out of a sense of loyalty and
affection rather than ingrained training.
Novice: You may take a single (Ordinary Rank)
animal companion from those available (see Volume
2 Bestiary), subject to GM approval. You may have
more pet animals using the Animal Training
talent but only a single animal will be your Animal
Companion. The most common are Mabari, dogs,
war horses, wolves and big cats but can include
birds of prey, halla, wild boar, bears and so on. Your
animal companion acts as another character and will
fight alongside you. The player controls the animals
actions.
If an animal companion is killed then the player
may take a new one at the same level as the previous
one, although this should be after a suitable grieving
period and become a significant event in the
characters life. If a character refuses to take another
one then they can replace the animal companion
talent with another one at the same level instead.
Every time you gain a level you must choose
how to spread the advances between you and
your companion. If you wish you may give your
companion any or all of your health, attribute and
focus advances at every level, representing the
training and nurturing you have invested in your
companion over yourself. Companion animals have
Warrior Primary and Secondary Attributes.
Your companion receives one of the following
abilities chosen at this level:
Through physical intimidation or a dreadful howl
your companion can cow even the strongest foe.
Enemies attacking your companion must take a
Willpower (Courage) test vs TN 13 (Fear Ghastly).
Failure incurs a -2 penalty to tests against your
companion for the rest of the encounter.
Your companions resilience is above average. They
increase their natural armour rating by +2.
72
STREETWISE
Classes: Mage, Rogue and Warrior
Requirement: You must have Perception 3 or higher.
Your contacts and experience on the streets enable
you to avoid or escape their dangers.
Novice: You know how to deal with the seedier parts
of town. You gain a +2 bonus to any tests interacting
with the underbelly of a town, from beggars to
whores and gangs. This includes turning them into
Contacts.
D r a g o n A ge
N ew T alents
SILVER TONGUE
Classes: Mage, Rogue and Warrior
Requirement: You must have Communication 3 or higher.
You know what to say, when to say it and how.
Novice: You can convince others of your position
with a flourish and well placed word. You receive +2
to Communication tests when debating with others.
Journeyman: Your famed ability at rhetoric means
many will stop to listen. If you wish you may choose
to drag others into your discussion even if they
werent the initial target of it. Anyone within a radius
equal to your Communication x10 yards will stop to
listen to what you have to say for a number of rounds
equal to your Communication value. If you score
stunts during this time then they will move in closer
to hear you. If not they will lose interest and leave
unless you specifically try to talk to them.
73
A dditional E nchantments
D r a g o n A ge
A dditional
E nchantments
S under
Journeyman Tier
T ier D ifficulties
Tier
TN
Success Threshold
Novice
11
Journeyman
13
10
Master
15
12
Grandmaster
17
14
Masterpiece
19
16
Paragon
21
18
S erpent S trike
Master Tier
F lesh T earer
Master Tier
Missile and thrown weapons only
The missile stays in the target, preventing them
running whilst its in. They lose 1D3 health every
round while its still in. Removing the missile
requires a Healing test vs TN 15.
S mash
Masterpiece Tier
Targets that suffer more damage than their
Constitution score in one strike are knocked back 2d6
yards and fall over if they fail a Strength might test vs
your attack roll. They also receive the Dragon Die in
penetrating damage.
S hear
Grandmaster Tier
When performing a disarm stunt you can attempt
to break the targets weapon instead. Roll damage
against the weapon vs TN 8 for small weapons, TN
10 for normal weapons and Tn12 for large weapons.
T hird S ight
Paragon Tier
S peed
Paragon Tier
Novice Tier
Gain +2 to your Initiative.
I ntimidate
Grandmaster Tier
Gain +2 to Intimidation tests. A successful tests cause
sthe target to suffer -2 to any tests involving you for
the rest of the encounter.
74
Gain +2 Defence.
R ainbow D ash
You may perform a free move action in addition to
your normal number of actions.
S pite
Grandmaster Tier
If you take damage from an enemys attack you may
immediately make a retaliatory strike, rolling 2D6
instead of 3D6. You cannot score stunt points on this
attack.
A dditional S pells
The following are additional spells, including some
for the Battlemage specialisation.
Spell Type:
Attack
S pellbloom
Magic School:
Creation
B lizzard
Magic School:
Primal
Mana Cost:
10 MP
Target Number: 17
Spell Type:
Utility
Mana Cost:
7 MP
Target Number: 13
Test: None
S tinging S warm
Magic School:
Creation
Spell Type:
Attack
Mana Cost:
9 MP
C hain L ightning
D raining A ura
Magic School:
Primal
Spell Type:
Attack
Mana Cost:
8 MP
Target Number: 16
Target Number: 15
Magic School:
Battlemage
Spell Type:
Utility
Mana Cost:
4 MP
Target Number: 14
T empest
Magic School:
Primal
Spell Type:
Attack
Mana Cost:
10 MP
Target Number: 16
D r a g o n A ge
A dditional S pells
E lemental C haos
Magic School:
Battlemage
Spell Type:
Utility
Mana Cost:
8 MP
Target Number: 16
75
NPC C reation
D r a g o n A ge
NPC C reation
Although the lands of Thedas are teeming with
beasts fair and foul, it is the machinations of man,
elf and dwarf that adventurers will most often come
up against. Whether it be the illegal dealings of
slave traders, simple bandits or the Templars of the
Chantry, there are a myriad of civilised adversaries
standing between you and your goals.
The following works like the Bestiary in Volume
2, albeit of men and other sentient races. As in the
Bestiary each NPC is defined by different features
like Class, Race and affiliation. These differences are
reflected in the following rules. All NPC statistics are
calculated using the following rules, if a discrepancy
appears and no special rule covers it then it will be
a typo.
The rules should be straightforward enough to figure
out what the correct values should be.
IMPORTANT NOTE: These are just guidelines.
Everything in here was calculated comparatively
to retain consistency. However you should not feel
required to slavishly follow all the conventions
written here.
S tarting A ttributes
For simplicity we assume that every NPC starts
with the same set of Attributes, although where the
numbers go will be determined by the type of NPC
in question. These values are as follows:
-1, 0, 0, 0, 1, 1, 2, 2
R acial M odifications
NPCs dont use Backgrounds to define them,
instead they are differentiated based on race. Each
race provides a modification and/or special rule
to the NPCs starting Attributes. In this way NPCs
with the same Class will still appear distinct. Racial
modifications are as follows:
76
C lasses
and
R anks
NPC R anks
Rank
Recommended
for PC Level
Calibrated to
PC Level
Ordinary
1-5
Veteran
6-10
Elite
11-15
13
Lord
16-20
18
L anguages
All NPCs speak the Trade tongue and one language
dependent on their homeland referred to as a mother
tongue in the NPC stat tables. Alternatively you can
just give them a mother tongue and enjoy the hilarity
of the players trying to mime their intentions to
nervous border guards...
S pecialisations
All NPCs can take appropriate specialisations.
Some will be described with them already. Only
NPCs of Veteran Rank or above should be given
specialisations.
Speed 10.
O rganisations
C ivilian
L evel 1
New Talent/Degree
New Talent/Degree
Starting Health
New Talent/Degree
20 + Constitution + 1D6.
Weapon Groups
Brawling and one of the following: Slings, Bows,
Staves
Restricted Talents
A Civilian cannot take the following Talents:
Armour Training.
Any Magic (Primal, Creation etc).
Two-Hander Weapon Style
L evel 8
L evel 9
New Talent/Degree
L evel 10
New Talent/Degree
L evel 11
New Focus: Gain 1 additional Focus, ignoring Level
restrictions.
L evel 12
New Talent/Degree
L evel 13
New Talent/Degree
L evel 14
New Weapon Group: Light Blades, Bludgeons, Slings, Bows,
Staves, or Spears.
L evel 15
New Talent/Degree
Focuses
New Talent/Degree
D r a g o n A ge
NPC C reation
L evel 16
L evel 17
New Talent/Degree
L evel 18
New Talent/Degree
L evel 19
New Talent/Degree
L evel 20
Epic Civilian: You gain a +1 bonus when generating
Roleplaying and Exploration stunts.
77
NPC C reation
D r a g o n A ge
C ivilians
R ogues
C ivilian R anks
Rank
Talents/
Degrees
Focuses Weapon
Class
Groups Abilities
Ordinary
Veteran
Elite
13
15
Lord
17
21
M ages
Thedas has a long and tumultuous history with
magic. From the ancient elves to the Tevinter
Imperium magic has been central to Thedosian
existence. Mages come from all walks of life, some
learn under shamans in the wilds, others are taken in
by the Chantry and raised in the Circle of Magi. All
have access to extraordinary power and consequently
extraordinary risk from the denizens of the Fade.
The following table lists the various things a Mage
NPC has at each Rank.
Class
Abilities
Ordinary
Arcane Lance
Veteran
Spell Lance,
Long Lance
Elite
13
10
Power Lance,
Stunt Bonus
Lord
18
12
78
R ogue R anks
Rank
Ordinary
Backstab,
Rogues Armour,
Stunt Bonus
Veteran
Bluff, Stunt
Bonus, Dirty
Fighting
Elite
13
Lethality,
Slippery, Stunt
Bonus
Lord
18
Perforate,
Quickshot
M age R anks
Rank
W arriors
NPC H ealth
W arrior R anks
Rank
Talents/ Focuses
Degrees
Wpn
Grps
Class
Abilities
Ordinary
Veteran
Stunt Bonus,
Stunt Bonus
Elite
14
Expert Strike,
Veteran
Lord
11
19
Quick Strike,
Stunt Bonus
Levels
Base
Health
Average
1-10
10
1D6+Con
3.5+Con
11-20
Con
Con
M ana
H ealth
NPCs receive Health in a similar manner to PCs,
although they all receive the same starting amount.
The following table lists the type of dice rolled to
determine Health for an NPC when it Ranks up. The
NPCs listed in this document all use the Average dice
roll listed to work out their Health (adding fractions
and then rounding down).
D r a g o n A ge
NPC C reation
NPC M ana
Levels
Base
Health
Average
1-10
10
1D6+WP
3.5+WP
11-20
WP
WP
79
NPC C reation
D r a g o n A ge
R ank I ncrease
The following entries present a wide variety of
different NPC types but you may feel that they arent
powerful enough to go up against your adventurers.
The following are some simple guidelines for
modifying an NPC to a higher Rank.
The table below lists how many additional Attribute
points are added to the base starting Scheme for each
NPC Rank. NPC Classes have a variety of Primary/
Secondary Attribute schemes. Each NPC will display
their specific Attribute separation in their stat table.
N ew F ocuses
The following are new Focuses:
Rank
Primary
Attribute
Secondary
Attribute
Ordinary
Veteran
Elite
Lord
80
C ommunication F ocuses
C onstitution F ocuses
Fortitude: Heightened physical endurance enables
you to carry greater loads. Increase Base Encumbrance
Capacity by +2. Note Dwarves start with this Focus.
D exterity F ocuses
Speed: Increases Base Speed by +2. Note Elves start
with this Focus.
Carpentry: Building with wood.
P erception F ocuses
Tasting: Using your tasting sense.
Touching: Using your touch sense.
S trength F ocuses
Masonry: Building with stone.
C ivilians
The majority of Thedosians are Civilians, going about
their day oblivious to the encroaching darkness.
Civilians are the cooks and merchants, farmers and
scholars on which civilisation rests. It is they that
adventurers protect on their bloody escapades, or at
least thats what they tell themselves...
A dvisor
Every nobleman needs an advisor. Trained in the
ways of etiquette, history and conversation they
provide a valued voice in a nobles court. However
their political nous and ambition can often get them
into hot water with convoluted schemes and risky
negotiations.
D r a g o n A ge
C ivilians
A dventure H ook
The nobles most trusted advisor wishes to bribe the
players into performing an act of espionage.
ADVISOR
Rank
Class
Race
Veteran
Civilian
Human
A bilities ( focuses )
Constitution
Dexterity (Initiative)
Magic
Perception (Empathy)
Strength
Speed
Health
Defence
Armour Rating
11
46
11
A ttacks
Weapon
Attack Roll
Damage
+1
1D6+1
Steel Dagger
F avoured S tunts
The Object of your Attention, And Another Thing.
S pecial R ules
Talents: Lore (Master), Linguistics (Master), Silver
Tongue (Novice), Contacts (Journeyman).
W eapon G roups
L anguages
Brawling, Light
Blades, Staves.
E quipment
Steel Dagger [1], Light clothes [1].
Encumbrance: 2
Capacity: 3
81
C ivilians
D r a g o n A ge
B eggar
C harcoal B urner
A dventure H ook
A dventure H ook
The players stumble upon a charcoal burners hut
surrounded by dozens of dead darkspawn.
BEGGAR
CHARCOAL BURNER
Rank
Class
Race
Rank
Class
Race
Ordinary
Civilian
Human
Ordinary
Civilian
Human
A bilities ( focuses )
A bilities ( focuses )
Communication (Bargaining,
Deception, Gambling)
Constitution
Cunning
Dexterity (Ledgerdemain)
Magic
Perception (Hearing)
Strength
-1
Willpower
Communication
Constitution (Stamina)
Dexterity (Crafting)
Magic
-1
Perception
Strength
Willpower (Self-Discipline)
C ombat R atings
C ombat R atings
Speed
Health
Defence
Armour Rating
12
23
12
A ttacks
Weapon
Attack Roll
Damage
Elm Club
+1
1D6+1 (-2)
F avoured S tunts
Efficient Search and Sway the Crowd.
S pecial R ules
Talents: Contacts (Novice), Thievery (Journeyman),
Streetwise (Journeyman).
W eapon G roups
L anguages
Brawling, Staves.
E quipment
82
Speed
Health
Defence
Armour Rating
11
29
11
A ttacks
Weapon
Attack Roll
Damage
Elm Club
+1
1D6+2 (-2)
F avoured S tunts
That Makes Me Wonder and Resources at Hand.
S pecial R ules
Talents: Trap-Making (Journeyman), Scouting
(Novice), Quick Reflexes (Journeman).
W eapon G roups
L anguages
Brawling, Staves.
E quipment
Encumbrance: 2
Encumbrance: 5
Capacity: 4
Capacity: 6
C hirurgeon
C oachman
A dventure H ook
A chirurgeon is feared by the local people, yet they
do not attempt to run them out of town.
CHIRURGEON
A dventure H ook
Coaches are going missing in a narrow mountain
pass.
COACHMAN
Rank
Class
Race
Veteran
Civilian
Human
A bilities ( focuses )
Communication (Investigation)
Constitution (Drinking)
Dexterity
Magic
Strength
Speed
Health
Defence
Armour Rating
11
46
11
A ttacks
Weapon
Attack Roll
Damage
Steel Dagger
+1
1D6+1
F avoured S tunts
The Object of your Attention, And Another Thing.
S pecial R ules
Talents: Herbalist (Master), Chirurgy (Master),
Silver Tongue (Novice), Lore (Journeyman).
W eapon G roups
L anguages
Brawling, Light
Blades, Staves.
E quipment
Steel Dagger [1], Light clothes [1].
Encumbrance: 2
D r a g o n A ge
C ivilians
Capacity: 3
Rank
Class
Race
Ordinary
Civilian
Dwarf
A bilities ( focuses )
Constitution (Fortitude)
Cunning
Dexterity (Staves)
-1
Magic
Perception
Strength (Drive)
Willpower
C ombat R atings
Speed
Health
Defence
Armour Rating
26
11
A ttacks
Weapon
Attack Roll
Damage
Ironbark Club
+3
1D6+3 (+2)
F avoured S tunts
Advantageous Positioning and Jest.
S pecial R ules
Stalwart
Talents: Animal Training (Novice), Single Weapon
Style (Journeyman), Streetwise (Journeyman).
W eapon G roups
L anguages
Brawling, Staves.
E quipment
Ironbark Club [1], Heavy Clothes [2].
Encumbrance: 3
Capacity: 7 (+2)
83
C ivilians
D r a g o n A ge
C rafter
E nchanter
A dventure H ook
A dventure H ook
ENCHANTER
Rank
Class
Race
Veteran
Civilian
Human
A bilities ( focuses )
CRAFTER
Rank
Class
Race
Ordinary
Civilian
Human
A bilities ( focuses )
0
Communication (Bargaining)
Constitution
Cunning (Evaluation)
Dexterity (Crafting)
-1
Magic
Perception
Strength (Driving)
Willpower
Communication (Bargaining,
Persuasion)
Constitution (stamina)
Magic
Perception (Seeing)
Strength
Speed
Health
Defence
Armour Rating
12
70
12
A ttacks
C ombat R atings
Speed
Health
Defence
Armour Rating
12
23
12
A ttacks
Weapon
Attack Roll
Damage
Sylvanwood
Metal Shod
Staff
+2
1D6+3 (+3)
F avoured S tunts
The Object of Your Attention and Resources at Hand.
Weapon
Attack Roll
Damage
Steel Shortsword
+2
1D6+3
F avoured S tunts
S pecial R ules
Talents: Runecrafting (Master), Enchantment
(Master), Lore (Novice).
W eapon G roups
L anguages
S pecial R ules
Brawling, Staves,
Light Blades.
L anguages
84
Capacity: 4
E quipment
Sylvanwood Metal Shod Staff (Master Lightning
Rune, Masterpiece Paralysis Rune, Journeyman
Lightning Rune) [2], shadowthread heavy clothes
(Evasion Rune, Journeyman Barrier Rune) [2], tools.
Encumbrance: 4
Capacity: 7
F armer
M abari T rainer
A dventure H ook
A dventure H ook
D r a g o n A ge
C ivilians
MABARI TRAINER
FARMER
Class
Race
Veteran
Civilian
Human
A bilities ( focuses )
Rank
Class
Race
Ordinary
Civilian
Human
A bilities ( focuses )
Constitution (Stamina)
Cunning
Dexterity
-1
Magic
Perception (Smelling)
Strength (Might)
Willpower
Rank
Dexterity (Staves)
-1
Magic
Strength (Might)
Willpower (Morale)
C ombat R atings
Speed
Health
Defence
Armour Rating
11
54
11
A ttacks
C ombat R atings
Weapon
Attack Roll
Damage
Ironbark Metal
Shod Staff
+3
1D6+3 (+2)
Veridium Short
Sword
+3
1D6+2 (+1)
Speed
Health
Defence
Armour Rating
11
26
11
A ttacks
Weapon
Attack Roll
Damage
Yew Club
1D6+2
Yew Bow
+1
1D6+4
F avoured S tunts
Mighty Blow and Efficient Search.
S pecial R ules
Talents: Animal Training (Journeyman), Archery
Style (Novice), Horsemanship (Novice), TrapMaking (Novice).
W eapon G roups
L anguages
Brawling, Bows.
E quipment
F avoured S tunts
Lightning Attack and Knock Prone.
S pecial R ules
Talents: Animal Training (Master), Single Weapon
Style (Journeyman), Horsemanship (Journeyman),
Animal Companion (Mabari) (Journeyman).
W eapon G roups
L anguages
Brawling, Staves,
Light Blades.
E quipment
Yew Bow [2], Yew Club [1], Traps (x3) [1], Peasant
clothes [1].
Encumbrance: 5
Encumbrance: 8
Capacity: 6
Capacity: 6 (+2)
85
C ivilians
D r a g o n A ge
M erchant
N oble
A dventure H ook
Merchant caravans are being raided by people
dressed as merchants.
A dventure H ook
The deeds of the players come to the attention of the
local noble, who demands an audience.
NOBLE
Rank
Class
Race
Elite
Civilian
Human
A bilities ( focuses )
MERCHANT
Rank
Class
Race
Ordinary
Civilian
Human
A bilities ( focuses )
Communication (Bargaining,
Leadership, Persuasion)
Constitution
Cunning
Dexterity (Riding)
Magic
Perception
Strength
Constitution (Drinking)
Magic
Perception (Hearing)
Strength
Willpower (Faith)
Speed
Health
14
71
Defence
Armour Rating
14
A ttacks
Willpower
Speed
Health
Defence
Armour Rating
10
20
10
A ttacks
Weapon
Attack Roll
Damage
Magnificent
Silverite Short
Sword
+6 (+2)
1D6+5 (+3)
F avoured S tunts
Weapon
Attack Roll
Damage
Steel shortsword
-2
1D6+2
F avoured S tunts
The Object of your Attention, And Another Thing.
S pecial R ules
Talents: Horsemanship (Novice), Linguistics
(Journeyman), Silver Tongue (Journeyman).
W eapon G roups
L anguages
Brawling, Staves.
E quipment
Steel shortsword [1], Merchant garb [1].
86
C ombat R atings
C ombat R atings
Encumbrance: 2
Capacity: 2
L anguages
Brawling, Light
Blades, Staves.
E quipment
Magnificent Silverite Short Sword (Master Flame
Rune) [1], Inscribed Light Clothes [1], Riding
Horse.
Encumbrance: 2
Capacity: 7
M instrel
One of the most popular forms of entertainment is
music and song. Minstrels ply their trade the length
and breadth of Thedas and are some of the most
culturally knowledgeable people in the land. Most
taverns will boast at least one minstrel, and many
employe minstrels on a permanent basis, so long as
they can get one to stay still for an extended period
of time.
A dventure H ook
A minstrel is declared an Orlesian Bard and sentenced
to hang.
D r a g o n A ge
C ivilians
MINSTREL
Rank
Class
Race
Veteran
Civilian
Human
A bilities ( focuses )
Communication (Performance,
Seduction)
Constitution (Fortitude)
Dexterity (Initiative)
Magic
Perception (Hearing)
Strength (Driving)
Willpower (Courage)
C ombat R atings
Speed
Health
Defence
Armour Rating
13
38
13
A ttacks
Weapon
Attack Roll
Damage
Superior Steel
Short Sword
+3 (+1)
1D6+2
F avoured S tunts
Resources at Hand.
S pecial R ules
Talents: Contacts (Journeyman), Music (Master),
Thievery (Novice), Streetwise (Novice), Silver
Tongue (Journeyman).
W eapon G roups
L anguages
Brawling, Light
Blades, Staves.
E quipment
Superior Steel Short Sword [1], Inscribed Leathers
[3], musical instrument [1].
Encumbrance: 5
Capacity: 3 (+2)
87
C ivilians
D r a g o n A ge
M ysterious H ermit
A dventure H ook
MYSTERIOUS HERMIT
Rank
Class
Race
Lord
Civilian
Human?
A bilities ( focuses )
2
Communication (Disguise)
Magic
C ombat R atings
Speed
Health
Defence
Armour Rating
117
23
15
14
A ttacks
Weapon
Attack Roll
Damage
Iron
Shortsword?
+5
3D6+5 (+4)
Elm Shortbow?
+5
2D6+6 (+4)
F avoured S tunts
Lethal Blow and Advantageous Positioning
S pecial R ules
Talents: Archery Style (Master), Trap-Making
(Master), Single Weapon Style (Master), Chirurgy
(Master), Quick Reflexes (Master), Poison Making
(Journeyman).
W eapon G roups
L anguages
Brawling, Staves,
Bows, Light Blades.
E quipment
Elm Shortbow? [1], Iron shortsword? [1], beggars
rags [1], Traps x6 [2].
Encumbrance: 5
88
Capacity: 11
R atcatcher
S cholar
A dventure H ook
A dventure H ook
D r a g o n A ge
C ivilians
RATCATCHER
Rank
Class
Race
Ordinary
Civilian
Human
SCHOLAR
A bilities ( focuses )
Communication
Constitution (Stamina)
Cunning
Rank
Class
Race
Ordinary
Civilian
Human
A bilities ( focuses )
-1
Magic
Perception (Hearing)
Strength
Willpower
Communication (Persuasion)
3
-1
Constitution
0(-2)
C ombat R atings
Speed
Health
Defence
Armour Rating
12
26
12
A ttacks
Weapon
Attack Roll
Damage
Yew
Ratcrusher*
+2
2D6+3
F avoured S tunts
Efficient Search and Lethal Blow.
S pecial R ules
Dexterity
Magic
Perception
Strength
Speed
Health
Defence
Armour Rating
17
A ttacks
Weapon
Attack Roll
Damage
Ash
+0
1D6+1 (-1)
Quarterstaff
F avoured S tunts
W eapon G roups
L anguages
Brawling, Staves.
E quipment
Yew ratcrusher [2], small but vicious dog, heavy
clothes [2], Traps x3 [1].
Encumbrance: 5
Capacity: 5
S pecial R ules
W eapon G roups
L anguages
Brawling, Staves.
E quipment
Ash quarterstaff [2], academics robes [1].
Encumbrance: 3
Capacity: 1
89
C ivilians
D r a g o n A ge
R evered M other
The Chant of light must be spread across Thedas to
ensure the return of the Maker. Revered Mothers lead
individual Chantries around Thedas overseeing their
duties to the Maker. Revered Mothers are stern yet
compassionate, fierce yet serene. They often mediate
disputes amongst the higher classes and are sought
out for wise counsel.
A dventure H ook
The local Revered Mother takes a keen interest in the
actions of the Players.
REVERED MOTHER
Rank
Class
Race
Elite
Civilian
Human
A bilities ( focuses )
Communication (Bargaining,
Leadership, Persuasion)
Constitution
Magic
Strength (Intimidation)
Speed
Health
11
58
Defence
Armour Rating
11
A ttacks
Weapon
Attack Roll
Damage
F avoured S tunts
The Object of your Attention, And Another Thing.
S pecial R ules
Talents: Lore (Master), Linguistics (Master), Silver
Tongue (Master), Contacts (Journeyman), Command
(Journeyman).
W eapon G roups
L anguages
Brawling, Light
Blades, Staves.
E quipment
Dragonweave Heavy clothes [2].
Encumbrance: 2
90
Capacity: 3
S ervant
S mith
A dventure H ook
A dventure H ook
D r a g o n A ge
C ivilians
SMITH
SERVANT
Rank
Class
Race
Ordinary
Civilian
Elf
A bilities ( focuses )
Constitution (Stamina)
Cunning
Dexterity (Speed)
Magic
Perception
-1
Strength
Willpower
Class
Race
Ordinary
Civilian
Dwarf
A bilities ( focuses )
0
Communication
Cunning
Dexterity
-1
Magic
Perception
Strength (Smithing)
C ombat R atings
C ombat R atings
Speed
Health
Defence
Armour Rating
14
26
12
A ttacks
Weapon
Attack Roll
Damage
Elm Club
+2
1D6+1 (-2)
F avoured S tunts
Speedy Search, Flirt.
S pecial R ules
Talents: Thievery (Novice), Quick Reflexes
(Journeyman), Contacts (Journeyman).
W eapon G roups
L anguages
Brawling, Staves.
E quipment
Elm Club [1], servant garb [1].
Encumbrance: 2
Rank
Capacity: 3
Speed
Health
Defence
Armour Rating
26
11
A ttacks
Weapon
Attack Roll
Damage
+3
1D6+3 (+2)
F avoured S tunts
Knock Prone and Mighty Blow.
S pecial R ules
Stalwart
Talents: Streetwise (Novice), Artisan
(Journeyman), Contacts (Journeyman).
W eapon G roups
L anguages
Brawling, Staves.
E quipment
Red Steel Club [2], Hardened Studded Leather [4].
Encumbrance: 6
Capacity: 7 (+2)
91
C ivilians
D r a g o n A ge
S treet U rchin
W hore
A dventure H ook
A dventure H ook
STREET URCHIN
Rank
Class
Race
Ordinary
Civilian
Elf
WHORE
A bilities ( focuses )
Communication (Deception)
Constitution
Cunning
4
0
1
Perception (Touching)
Strength
Willpower
Rank
Class
Race
Ordinary
Civilian
Human
A bilities ( focuses )
2
Communication (Bargaining,
Persuasion)
Constitution (Stamina)
Magic
Cunning
Dexterity (Acrobatics)
Magic
Perception
C ombat R atings
Speed
Health
Defence
Armour Rating
11
15
14
A ttacks
Weapon
Attack Roll
Damage
Grey Iron
Dagger
+4
1D6+1 (-1)
F avoured S tunts
Efficient Search and Sway the Crowd.
S pecial R ules
Strength
Willpower
C ombat R atings
Speed
Health
Defence
Armour Rating
12
20
12
A ttacks
Weapon
Attack Roll
Damage
Steel Hidden
Dagger
+0
1D6+1
F avoured S tunts
Knock Prone and Mighty Blow.
Paltry Size
Talents: Quick Reflexes (Novice), Thievery
(Journeyman), Streetwise (Journeyman).
W eapon G roups
L anguages
Brawling, Light
Blades.
S pecial R ules
Talents: Streetwise (Journeyman), Quick Reflexes
(Journeyman), Contacts (Novice).
W eapon G roups
L anguages
Brawling, Staves.
E quipment
92
E quipment
Encumbrance: 2
Encumbrance: 2
Capacity: 2
Capacity: 4
M ages
APOSTATE
A postate
A mage outside Circle control or who has actively
fled their rule is known as an apostate. The majority
of mages in Thedas would be considered such for
despite the Chantrys zealousness in uncovering
latent mages, many more slip through their search or
are hidden. The number of those mages dissatisfied
with the restrictions of the Circles has increased over
the years and now an alarming number of them have
actively defied Chantry law, fleeing their erstwhile
protectors.
A dventure H ook
Templars in town claim to be hunting an apostate
recently escaped from the local Circle.
Rank
Class
Race
Ordinary
Field Mage
Human
A bilities ( focuses )
0
Communication (Deception)
Constitution (Running)
Cunning
Dexterity
Perception
Strength (Intimidation)
D r a g o n A ge
M ages
Willpower
C ombat R atings
Speed
Health
Defence
Armour Rating
11
23
11
A ttacks
Weapon
Attack Roll
Damage
Elm Quarterstaff
+1
1D6+3 (-2)
Arcane Lance
+4
1D6+2
F avoured S tunts
Mighty Spell and Mana Shield.
S pecial R ules
Arcane Lance.
Spells: Arcane Bolt, Flame Blast, Drain Life, Mind
Blast.
Mana: 23
Talents: Quick Reflexes (Novice), Entropy Magic
(Novice).
W eapon G roups
L anguages
Brawling, Staves.
E quipment
Yew Metal Shod Staff [2], peasant light clothes [1],
Healing Poultices x6 [0].
Encumbrance: 3
Capacity: 5
93
M ages
D r a g o n A ge
A postate O bserver
B lood M age
A dventure H ook
The local baker seems to keep surviving more and
more improbably dangerous situations.
A dventure H ook
Farmers are showing up drained of blood.
BLOOD MAGE
Rank
Class
Race
Ordinary
Mage Trainer
Human
A bilities ( focuses )
Constitution
Cunning
Dexterity (Initiative)
Race
Elf
Perception
Strength
Willpower
Communication (Deception)
Constitution (Stamina)
Dexterity (Speed)
Perception
Strength (Intimidation)
Willpower (Self-Discipline)
C ombat R atings
Speed
Health
Defence
Armour Rating
12
70
10
A ttacks
C ombat R atings
Speed
Health
Defence
Armour Rating
11
20
11
A ttacks
Weapon
Attack Roll
Damage
Steel Punch
Dagger
+1
1D3+3
Arcane Lance
+3
1D6+1
F avoured S tunts
Mighty Blow and Imposing Spell.
S pecial R ules
Weapon
Attack Roll
Damage
Arcane Lance
+5
1D6+3
+0
1D6+4
F avoured S tunts
Imposing Spell and Mighty Spell.
S pecial R ules
Arcane Lance, Spell Lance, Long Lance.
Spells: Blood Wound, Daze, Death Magic, Drain
Life, Walking Bomb, Weakness, Wrack.
(+1 Spirit Spell).
Arcane Lance.
Mana: 62
Mana: 20
Talents: Contacts (Journeyman).
W eapon G roups
L anguages
Brawling, Staves.
E quipment
Steel Punch Dagger [1], Light Clothes [1].
Encumbrance: 2
94
Class
Mage Experimenter
A bilities ( focuses )
APOSTATE OBSERVER
Rank
Veteran
Capacity: 2
L anguages
Brawling, Staves.
E quipment
Steel Metal Shod Staff [2], Spider silk Heavy Clothes
[2], Fleshrot, Concentrated Crow Poison and
Magebane (x2 each) [0], Lyrium potion x1 [0].
Encumbrance: 4
Capacity: 7
B lood P riest
The appearance of Andraste in Thedas irrevocably
altered the social fabric of its people. In The Dragon
Age the Andrastian Faith is central to most peoples
lives.
The Blood Priests of the Sanguine Ministry see the
blood of Andraste as a potent sign of the Makers
true gift.
They preach their unorthodox views in strictest
secrecy and defend them with horrifying violence.
Blood Priests walk a fine line, gaining power from
the blood they venerate, vindicated by the obvious
favour the Maker has given them.
A dventure H ook
The wealthy elite are visiting the Chantry in ever
decreasing numbers.
BLOOD PRIEST
Rank
Class
Race
Elite
Mage Experimenter
Human
A bilities ( focuses )
Communication (Leadership,
Persuasion)
Constitution (Stamina)
Dexterity (Staves)
Strength
D r a g o n A ge
M ages
C ombat R atings
Speed
Health
Defence
Armour Rating
12
84
12
A ttacks
Weapon
Attack Roll
Damage
Arcane Lance
+7
1D6+5
Sylvanwood
Metal Shod
Staff
+4
1D6+4 (+3)
F avoured S tunts
Puissant Casting and Sway the Crowd.
S pecial R ules
Arcane Lance, Spell Lance, Long Lance, Power
Lance.
Stunt Bonus: Lightning Attack.
Spells: Blood Sacrifice, Blood Wound, Daze, Death
Magic, Drain Life, Dream Sending, Force Shield,
Mind Blast, Walking Bomb, Wrack.
Mana: 84
Specialisation: Blood Mage (Master).
Talents: Blood Priest (Master), Command
(Journeyman), Lore (Novice).
W eapon G roups
L anguages
Brawling, Staves.
Trade, Dalish
E quipment
Sylvanwood Metal Shod Staff (Menacing Rune,
Journeyman Dweomer Rune) [2], Inscribed Heavy
Clothes [2], Lyrium Potion x2 [0], Phial of blood x4
[0].
Encumbrance: 4
Capacity: 6
95
M ages
D r a g o n A ge
C ircle M age
D alish A colyte
A dventure H ook
A dventure H ook
An elf is found surrounded by dead Templars..
CIRCLE MAGE
Rank
Class
Race
Ordinary
Mage
Human
DALISH ACOLYTE
Communication
Constitution
Dexterity (Calligraphy)
Magic (Primal)
-1
Perception
Strength
Willpower (Self-Discipline)
C ombat R atings
Speed
Health
Defence
Armour Rating
11
23
11
A ttacks
Weapon
Attack Roll
Damage
Whitewood
Quarterstaff
+1
1D6+1 (+1)
Arcane Lance
+3
1D6+3
F avoured S tunts
Skilful Casting and Mana Shield.
S pecial R ules
Arcane Lance.
Spells: Arcane Bolt, Flameblast, Rock Armour,
Stonefist.
Class
Race
Veteran
Mage
Elf
A bilities ( focuses )
A bilities ( focuses )
Rank
Constitution (Stamina)
Dexterity (Speed)
Perception (Tracking)
Strength
Willpower (Self-Discipline)
C ombat R atings
Speed
Health
Defence
Armour Rating
13
54
11
A ttacks
Weapon
Attack Roll
Damage
Sylvanwood
Metal Shod Staff
+1
1D6+3 (+3)
Arcane Lance
+3
1D6+3
F avoured S tunts
Mighty Spell and Puissant Casting.
S pecial R ules
Arcane Lance, Spell Lance, Long Lance.
Spells: 1 Keeper Spell, 3 Primal Spells, 3 Creation
Spells.
Mana: 54
Mana: 23
W eapon G roups
L anguages
W eapon G roups
L anguages
Brawling, Staves.
Brawling, Staves.
Trade, Dalish
E quipment
E quipment
96
Encumbrance: 3
Encumbrance: 4
Capacity: 3
Capacity: 5
D alish K eeper
DALISH KEEPER
A dventure H ook
People fleeing from their village claim evil spirits
are killing their hunters, or driving them mad with
terror.
Rank
Class
Race
Elite
Mage
Elf
A bilities ( focuses )
Communication (Animal Handling)
Constitution (Stamina)
Strength
D r a g o n A ge
M ages
C ombat R atings
Speed
Health
Defence
Armour Rating
14
71
12
A ttacks
Weapon
Attack Roll
Damage
Arcane Lance
+4
1D6+4
Superior
Dragonthorne
Metal Shod
Staff
+2 (+1)
1D6+3 (+4)
F avoured S tunts
Mighty Spell, Puissant Casting.
S pecial R ules
Arcane Lance, Spell Lance, Long Lance, Power
Lance.
Stunt Bonus: Lightning Attack.
Spells: Flame Blast, Heal, Heroic Aura, Heroic
Offence, Mind Blast, Natures Vengeance, One with
Nature, Rock Armour, Replenishment, Spell Wisp.
(+1 Creation Spell).
Mana: 84
Specialisation: Keeper (Master).
Talents: Command (Novice), Creation Magic
(Journeyman), Lore (Journeyman), Primal Magic
(Novice).
W eapon G roups
L anguages
Brawling, Staves.
Trade, Dalish
E quipment
Superior Dragonthorne Metal Shod Staff
(Amplification Rune) [2], Dragonweave Heavy
Clothes (Journeyman Barrier Rune, Master Stout
Rune) [2], Lyrium Potion x2 [0].
Encumbrance: 4
Capacity: 5
97
M ages
D r a g o n A ge
F irst E nchanter
The Circles of Magi possess a strict hierarchy to
teach and govern their members. At the top is the
First Enchanter, master of both magic and statecraft.
The First Enchanter liaises with the Templars and
maintains relations with both the First Enchanters of
other Circles and the heads of both the country they
reside in and its Chantry representation.
A dventure H ook
FIRST ENCHANTER
Rank
Class
Race
Lord
Mage
Human
A bilities ( focuses )
Communication (Etiquette, Leadership,
Persuasion)
Constitution (Stamina)
Strength
Speed
Health
Defence
Armour Rating
12
99
12
A ttacks
Weapon
Attack Roll
Damage
Arcane Lance
+7
1D6+5
Magnificent
Dragonthorn
Metal Shod
Staff
+4 (+2)
1D6+3 (+4)
F avoured S tunts
Skilful Casting and Puissant Casting.
S pecial R ules
Arcane Lance, Spell Lance, Long Lance, Power
Lance.
Stunt Bonus: Lightning Attack.
Spells: Arcane Bolt, Flameblast, Fire Ball, Hand of
Winter, Heal, Heroic Aura, Inferno, Mind Blast,
Rock Armour, Rejuvenate, Stonefist, Spell Wisp.
(+1 Primal Spell and +1 Spirit Spell).
Mana: 135
Specialisation: Battle Mage (Master); Spirit Healer
(Master).
Talents: Command (Journeyman), Spirit Magic
(Journeyman), Lore (Novice), Primal Magic
(Journeyman).
W eapon G roups
L anguages
Brawling, Staves.
E quipment
98
Capacity: 5
H edge W izard
N ecromancer
A dventure H ook
A dventure H ook
Coordinated waves of undead are raiding caravans..
NECROMANCER
Class
Race
Veteran
Field Mage
Human
Communication (Deception)
Rank
Class
Race
Constitution (Stamina)
Ordinary
Mage Trainer
Human
Dexterity
A bilities ( focuses )
Rank
A bilities ( focuses )
HEDGE WIZARD
Communication
Constitution
Perception
Strength (Intimidation)
Dexterity
Willpower (Self-Discipline)
Magic (Creation)
C ombat R atings
Perception (Tracking)
Speed
Health
Defence
Armour Rating
-1
Strength
11
62
11
Willpower
A ttacks
C ombat R atings
Speed
Health
10
23
D r a g o n A ge
M ages
Weapon
Attack Roll
Damage
Defence
Armour Rating
Arcane Lance
+6
1D6+4
10
+1
1D6+3
A ttacks
Weapon
Attack Roll
Damage
F avoured S tunts
Yew Quarterstaff
+1
1D6
Arcane Lance
+2
1D6+2
S pecial R ules
F avoured S tunts
Efficient Search and Sway the Crowd.
S pecial R ules
Arcane Lance.
Mana: 62
Mana: 23
Talents: Chirurgy (Journeyman).
W eapon G roups
L anguages
W eapon G roups
L anguages
Brawling, Staves.
Brawling, Staves.
E quipment
E quipment
Yew Quarterstaff [2], peasant light clothes [1],
Healing Poultices x6 [0].
Encumbrance: 3
Encumbrance: 4
Capacity: 2
Capacity: 6
99
M ages
D r a g o n A ge
S aarebas
Magic has a similar place in Qunari society as it does
in Andrastian society. However the practical nature
of the Qunari ensure their broken brethren still
work for the betterment of society as a whole. That
they do so chained and mutilated is just the price
they must pay for being so incomplete...
SAAREBAS
Class
Race
Ordinary
Field Mage
Qunari
A bilities ( focuses )
-1
Communication
Constitution (Stamina)
Cunning (Qun)
Dexterity (Staves)
Magic
Perception
Strength
Willpower (Self-Discipline)
A dventure H ook
A strangely clad Qunari is found wandering the
wilderness alone. He requires purpose.
Rank
C ombat R atings
Speed
Health
Defence
Armour Rating
12
23
12
A ttacks
Weapon
Attack Roll
Damage
Ironbark Metal
Shod Staff
+4
1D6+6 (+2)
Arcane Lance
+1
1D6+1
F avoured S tunts
Mighty Blow and Imposing Spell.
S pecial R ules
Arcane Lance, Child of Qun.
Spells: Arcane Bolt, Drain Life, Flameblast, Walking
Bomb.
Mana: 23
Talents: Primal Magic (Novice), Entropy Magic
(Novice).
W eapon G roups
L anguages
Brawling, Staves.
Trade, Qun
E quipment
Ironbark Metal Shod Staff [2], Spidersilk Heavy
Clothes [2].
Encumbrance: 4
100
Capacity: 5
S hadow M age
S pirit H ealer
A dventure H ook
A nobleson claims charges of apostasy are false.
SHADOW MAGE
Rank
Class
Race
Veteran
Mage Trainer
Elf
A bilities ( focuses )
Constitution (Running)
Cunning
Dexterity (Speed)
Perception (Hearing)
Strength (Jumping)
Willpower
A dventure H ook
A mage, scarred from death and destruction, refuses
to heal the sick.
SPIRIT HEALER
Rank
Class
Race
Veteran
Mage
Elf
A bilities ( focuses )
Communication (Persuasion)
C ombat R atings
Speed
Health
Defence
Armour Rating
16
46
14
A ttacks
Weapon
Attack Roll
Damage
Arcane Lance
+3
1D6+5
Sylvanwood
Metal Shod
Staff
+4
1D6+4 (+3)
F avoured S tunts
Constitution
Dexterity (Speed)
Strength
Willpower (Self-Discipline)
C ombat R atings
Speed
Health
Defence
Armour Rating
13
54
11
A ttacks
Weapon
Attack Roll
Damage
Yew Quarterstaff
+1
1D6+1
Arcane Lance
+5
1D6+3
F avoured S tunts
S pecial R ules
S pecial R ules
Arcane Lance, Spell Lance, Long Lance.
Mana: 46
Mana: 54
W eapon G roups
Brawling, Staves.
L anguages
W eapon G roups
L anguages
Trade, Dalish
Brawling, Staves.
E quipment
E quipment
Sylvanwood Metal Shod Staff [2], Heavy Clothes
[2], Lyrium Potion x2 [0].
Encumbrance: 4
Encumbrance: 4
Capacity: 6
D r a g o n A ge
M ages
Capacity: 4
101
M ages
D r a g o n A ge
T evinter M agister
W itch
A dventure H ook
A dventure H ook
TEVINTER MAGISTER
Rank
Class
Race
Veteran
Mage Experimenter
Human
WITCH
Rank
Class
Race
Ordinary
Mage Experimenter
Human
A bilities ( focuses )
0
Constitution (Stamina)
1
4
0
Perception
Strength
A bilities ( focuses )
0
Communication
Dexterity
Constitution (Stamina)
Dexterity
Magic (Spirit)
Perception (Searching)
Strength
Willpower
C ombat R atings
Speed
Health
Defence
Armour Rating
13
54
11
A ttacks
Weapon
Attack Roll
Damage
Arcane Lance
+6
1D6+4
Magnificent Red
Steel Metal Shod
Staff
+1 (+2)
1D6+3 (+2)
F avoured S tunts
Imposing Spell and Mighty Spell.
S pecial R ules
Arcane Lance, Spell Lance, Long Lance.
Spells: Fire Ball, Flame Blast, Hand of Winter,
Mana Drain, Mass Pull, Pull, Walking Bomb.
Speed
Health
Defence
Armour Rating
11
26
11
A ttacks
Weapon
Attack Roll
Damage
+1
1D3+3 (-1)
Arcane Lance
+2
1D6+2
F avoured S tunts
Puissant Casting and Imposing Spell.
S pecial R ules
Arcane Lance.
Mana: 62
Mana: 23
W eapon G roups
L anguages
Brawling, Staves.
Trade, Tevinter
E quipment
Magnificent Red Steel Metal Shod Staff [2] (Master
Lightning Rune, Grandmaster Paralyse Rune),
Inscribed Heavy Clothes [2], Lyrium Potion x6 [0].
Encumbrance: 4
102
C ombat R atings
Capacity: 5
W eapon G roups
L anguages
Brawling, Staves.
E quipment
Grey Iron Punch Dagger [1], peasant light clothes
[1], Healing Poultices x3 [0], Deathroot Extract x3
[0].
Encumbrance: 2
Capacity: 4
R ogues
Desperados, thieves, raconteurs, all these and more
infest the back alleys and taverns across Thedas. A
quick wit and quicker blade are the only currency
of worth amongst such people; nothing is too
underhanded in the game of survival. To many of
the upper classes these rogues take on a romanticised
image of dashing swash bucklers oozing machismo.
Many a Thedan military order trains regiments in the
arts of the silent kill. They do so both to help them
fit in with such undesirables whilst on mission but
mainly because there is no denying the efficacy of
those skills.
A ssassin
Wherever there is politics and wealth, there is
assassination. What one person has, another wants.
Assassination is often seen almost as a game; a high
stakes game played by the obscenely rich. Assassins
are thus some of the wealthiest murderers in the
world, although youd probably get your throat slit
referring to them as such.
Assassination is an art form and none have mastered
its intricacies more than the Crows of Antiva. Their
assassins are in high demand in the decadent courts
of Thedas and their quality is beyond compare.
A dventure H ook
A coded message with several dates listed on it
is found on the body of a servant, who has died
unnoticed drinking at a local tavern.
ASSASSIN
Rank
Class
Race
Veteran
Rogue
Human
A bilities ( focuses )
Communication (Disguise)
Constitution (Running)
-1
Magic
Strength ( Intimidate)
Willpower
D r a g o n A ge
R ogues
C ombat R atings
Speed
Health
14
46
Defence
Armour Rating
14
A ttacks
Weapon
Attack Roll
Damage
Veridium Short
Sword
+6
1D6+4 (+1)
Superior Steel
Dagger
+6 (+1)
1D6+3
F avoured S tunts
Pierce Armour and Lethal Blow.
S pecial R ules
Backstab, Rogues Armour, Bluff, Dirty Fighting.
Stunt Bonus: Pierce Armour; Stunt Bonus: That Makes
me Wonder.
Specialisation: Assassin (Journeyman).
Talents: Dual Weapon Style (Journeyman), Poison
Making (Novice), Quick Reflexes (Novice).
W eapon G roups
L anguages
E quipment
Veridium Short Sword [1], Reinforced Studded Leathers
[0], Superior Steel Dagger [1], Crow Poison x3 [0].
Encumbrance: 2
Capacity: 5
103
R ogues
D r a g o n A ge
B eresaad S kirmisher
B uccaneer
A dventure H ook
The players encounter a carriage and guards that
have been pursued by an unknown foe for three
days.
A dventure H ook
Local fishermen claim a sinister vessel has been
stalking the night.
BUCCANEER
BERESAAD SKIRMISHER
Rank
Class
Race
Ordinary
Rogue Ruffian
Qunari
Communication
Constitution
Cunning (Qun)
-1
Magic
Perception
Strength (Spears)
Willpower (Self-Discipline)
C ombat R atings
Race
Ordinary
Rogue Shark
Human
Communication
Constitution (Swimming)
-1
Cunning
Magic
Perception (Seeing)
Strength (Climbing)
Willpower
C ombat R atings
Speed
Health
Defence
Armour Rating
Speed
Health
12
29
12
13
26
A ttacks
Defence
Armour Rating
13
A ttacks
Weapon
Attack Roll
Damage
1D6+4
+5
1D6+4 (-1)
1D6+4
Grey Iron
Dagger
+5
1D6+3 (-1)
Weapon
Attack Roll
Damage
Steel Short
Sword
+5
Yew Throwing
Spear
+5
F avoured S tunts
F avoured S tunts
Pierce Armour and Mighty Blow.
S pecial R ules
W eapon G roups
L anguages
Trade, Qun
E quipment
Steel Short Sword [1], Leathers [0], 2 Bandoliers with
a total of 6 Yew Throwing Spears [4].
Encumbrance: 5
104
Class
A bilities ( focuses )
A bilities ( focuses )
Rank
Capacity: 8
W eapon G roups
L anguages
E quipment
Grey Iron Short Sword [1], Grey Iron Dagger [1],
Cured Hide Studded Leathers [0].
Encumbrance: 2
Capacity: 6
C hasind S talker
Alongside the Avar, the Chasind are the only tribe
of the Alamari that have retained their ancient
heritage, remaining apart from the Andrastian
Ferelden people. For centuries they have walked
the frozen fields of the uncharted territories fiercely
independent and intolerant of interlopers.
CHASIND STALKER
Class
Race
Veteran
Rogue Shark
Human
A bilities ( focuses )
A dventure H ook
Rank
Cunning (Healing)
-1
Magic
Strength
Willpower (Faith)
D r a g o n A ge
R ogues
C ombat R atings
Speed
Health
13
46
Defence
Armour Rating
13
A ttacks
Weapon
Attack Roll
Damage
Veridium Short
Sword
+3
1D6+3 (+1)
Red Steel
Throwing Knives
+3
1D6+1 (+2)
F avoured S tunts
Pierce Armour and Mighty Blow.
S pecial R ules
Backstab, Rogues Armour, Bluff, Dirty Fighting.
Stunt Bonus: Pierce Armour; Stunt Bonus: That Makes
me Wonder.
Specialisation: Ranger (Journeyman).
Talents: Dual Weapon Style (Novice), Trap Making
(Novice), Quick Reflexes (Novice).
W eapon G roups
L anguages
E quipment
2 Veridium Short Swords [2], Reinforced Leathers
[0], 10 assorted Trap Components [0], Bandolier with
5 Red Steel Throwing Knives [2].
Encumbrance: 4
Capacity: 4
105
R ogues
D r a g o n A ge
C riminal M astermind
If a thief or hustler lives long enough they often
accrue so much rat-cunning that they become
powerful underworld figures. They pull the strings
of other neer do wells and scum, always taking their
cut and staying in the shadows. However this hasnt
dulled their skills and many a would-be hero has met
their end in dark places thrashing in a masterminds
garotte.
A dventure H ook
What do the kidnapping of the weavers infant son,
theft of an apple cart and three dead cows have in
common? Elementary my dear Player Character...
CRIMINAL MASTERMIND
Rank
Class
Race
Lord
Rogue Scoundrel
Dwarf
A bilities ( focuses )
Communication (Bargaining,
Deception, Disguise, Gambling)
-1
Magic
Speed
Health
11
81
Defence
Armour Rating
13
A ttacks
Weapon
Attack Roll
Damage
Magnificent
Dragonbone Metal
Shod Staff
+5 (+2)
1D6+6 (+4)
Superior
Dragonbone
Stiletto
+5 (+1)
1D6+4 (+4)
Dragonweave
Garotte
+3
1D6+4 (+4)
Superior Silverite
Crossbow
+5 (+1)
2D6+10 (+3)
F avoured S tunts
Pierce Armour and Mighty Blow.
S pecial R ules
Stalwart, Backstab, Rogues Armour, Bluff, Dirty
Fighting, Lethality, Slippery, Perforate, Quickshot.
Stunt Bonus: Pierce Armour; Stunt Bonus: That Makes
me Wonder; Stunt Bonus: With a Flourish.
Specialisations: Shadow (Master); Sniper (Master).
Talents: Contacts (Journeyman), Duel Weapon Style
(Journeyman), Archery Style (Journeyman), Quick
Reflexes (Journeyman), Thievery (Novice).
W eapon G roups
L anguages
E quipment
Magnificent Dragonbone Metal Shod Staff [2], Superior
Dragonbone Stiletto [1], Superior Silverite Crossbow [2]
Drakeskin Brigandine [0], 4 Acid Flasks [2], 4 Fire Bombs [2].
106
Encumbrance: 9
Capacity: 7 (+2)
D alish H unter
D eep W atcher
A dventure H ook
A local thug proudly totes a Dalish bow, although
he becomes very shirty when questioned about its
provenance.
A dventure H ook
As the PCs travel deeper into the Deep Roads, they
find a trail of dismembered Darkspawn.
DEEP WATCHER
DALISH HUNTER
Rank
Ordinary
Class
Race
Rogue Ruffian
Elf
Communication
Constitution
Rank
Class
Race
Ordinary
Rogue Ruffian
Dwarf
A bilities ( focuses )
A bilities ( focuses )
Communication
Constitution (Fortitude)
Cunning (Navigation)
Cunning
-1
Magic
Perception
Strength
-1
Magic
Strength
Willpower
D r a g o n A ge
R ogues
Willpower (Courage)
C ombat R atings
C ombat R atings
Speed
Health
Defence
Armour Rating
29
11
Speed
Health
Defence
Armour Rating
14
20
12
Weapon
Attack Roll
Damage
A ttacks
A ttacks
1D6+5 (+1)
Attack Roll
Damage
Veridium Metal
Shod Staff
+1
Weapon
Steel Short
Sword
+2
1D6+4
+3
1D6+4
Whitewood Bow
+4
1D6+3 (+1)
Grenade
+1
3D6
F avoured S tunts
Pierce Armour and Knock Prone.
S pecial R ules
Backstab, Rogues Armour.
F avoured S tunts
Pierce Armour and Mighty Blow.
S pecial R ules
Stalwart, Backstab, Rogues Armour.
Stunt Bonus: Pierce Armour.
L anguages
Trade, Elven
E quipment
L anguages
Trade, Dwarven
E quipment
Encumbrance: 3
Encumbrance: 6
Capacity: 4
Capacity: 5 (+2)
107
R ogues
D r a g o n A ge
M age H unter
O utlaw
A dventure H ook
A dventure H ook
OUTLAW
MAGE HUNTER
Rank
Class
Race
Veteran
Rogue Ruffian
Human
A bilities ( focuses )
Communication
Magic
Perception (Tracking)
Strength (Intimidation)
Speed
Health
Defence
Armour Rating
13
46
13
A ttacks
Weapon
Attack Roll
Damage
Steel Short
Sword
+6
1D6+5
F avoured S tunts
Pierce Armour and Lethal Blow.
Race
Human
Communication
Constitution (Running)
Cunning
Dexterity (Initiative)
Magic
Perception (Hearing)
Strength (Climbing)
-1
Willpower
C ombat R atings
Speed
Health
Defence
Armour Rating
12
20
12
A ttacks
Weapon
Attack Roll
Damage
Iron Dagger
+2
1D6+3 (-2)
+2
1D6+4
Grey Iron
Throwing Knives
+2
1D6+2 (-1)
S pecial R ules
F avoured S tunts
S pecial R ules
Backstab, Rogues Armour.
W eapon G roups
L anguages
E quipment
108
C ombat R atings
Class
Rogue Ruffian
A bilities ( focuses )
Rank
Ordinary
W eapon G roups
L anguages
E quipment
Encumbrance: 4
Encumbrance: 4
Capacity: 6
Capacity: 4
P rofessional D uellist
R acketeer
If you want it, hes got it. For a price ... or a favour.
Sometimes both.
A dventure H ook
A dventure H ook
PROFESSIONAL DUELLIST
Rank
Class
Race
Elite
Rogue
Elf
RACKETEER
A bilities ( focuses )
Rank
Class
Race
Ordinary
Rogue Shark
Dwarf
A bilities ( focuses )
Communication (Etiquette)
Constitution (Stamina)
Communication
Constitution (Fortitude)
Cunning (Evaluation)
-1
Magic
Dexterity
-1
Magic
Perception (Empathy)
Strength (Intimidation)
Willpower
C ombat R atings
Speed
15
Health
Defence
71
C ombat R atings
Armour Rating
A ttacks
Weapon
Attack Roll
Damage
Magnificent
Silverite Rapier
+7 (+2)
1D6+8 (+3)
+7 (+2)
1D6+6 (+3)
Magnificent
Silverite Main
Gauche
17
Speed
Health
Defence
Armour Rating
23
10
A ttacks
Weapon
Attack Roll
Damage
Hidden Superior
Silverite Dagger
+0 (+1)
1D6+1 (+3)
Magnificent
Red Steel Club
+0 (+2)
1D6+1 (+2)
F avoured S tunts
F avoured S tunts
S pecial R ules
S pecial R ules
W eapon G roups
L anguages
W eapon G roups
L anguages
Trade, Dwarven
E quipment
E quipment
Encumbrance: 2
Encumbrance: 2
Capacity: 9
D r a g o n A ge
R ogues
Capacity: 4 (+2)
109
R ogues
D r a g o n A ge
S cout
Scouts are the eyes and ears of their organisations,
adept at traversing difficult terrain and tracking their
quarry. Some are little better than pickpockets with a
knack for following people, others are professionally
trained soldiers, masters of fieldcraft.
For an army, their effectiveness is reliant on their
knowledge of the surrounding environment making
the humble scout essential to any battle plan.
SCOUT
Class
Race
Ordinary
Rogue Scoundrel
Human
A bilities ( focuses )
A dventure H ook
Scouting forces allied to a mercenary company
are scouring the forests for escaped criminals.
Unfortunately the PCs are the only people amidst the
trees and they have too many things on their plate to
start a fight with these silent stalkers.
Rank
Communication
Constitution (Running)
Dexterity
Magic
Perception (Tracking)
Strength (Climbing)
Willpower
C ombat R atings
Speed
Health
11
26
Defence
Armour Rating
11
A ttacks
Weapon
Attack Roll
Damage
Steel Short
Sword
+1
1D6+2
+1
1D6+1
F avoured S tunts
Pierce Armour and Mighty Blow.
S pecial R ules
Backstab, Rogues Armour.
Stunt Bonus: Pierce Armour.
Talents: Scouting (Journeyman).
W eapon G roups
L anguages
E quipment
Steel Short Sword [1], Leathers [0], Yew Short Bow
[1].
Encumbrance: 2
110
Capacity: 4
S eeker
Amongst the Chantrys most lethal warriors, the
Seekers of Truth are feared across Thedas. No one
is safe from their gaze, especially the Templars who
they police with ruthless efficiency.
SEEKER
Class
Race
Elite
Rogue Scoundrel
Human
A bilities ( focuses )
A dventure H ook
Rank
Constitution
-1
Magic
D r a g o n A ge
R ogues
C ombat R atings
Speed
Health
Defence
Armour Rating
12
71
12
A ttacks
Weapon
Attack Roll
Damage
Superior Red
Steel Short
Sword
+4 (+1)
1D6+4 (+2)
Magnificent
Silverite
Throwing Knife
+4 (+2)
1D6+2 (+3)
F avoured S tunts
Knock Prone and Lethal Blow.
S pecial R ules
Backstab, Rogues Armour, Bluff, Dirty Fighting,
Lethality, Slippery.
Stunt Bonus: Pierce Armour; Stunt Bonus: That Makes
me Wonder; Stunt Bonus: With a Flourish.
Specialisation: Assassin (Master).
Talents: Duel Weapon Style (Master),
Horsemanship (Novice), Quick Reflexes (Novice),
Thrown Weapon Style (Journeyman).
W eapon G roups
L anguages
E quipment
Superior Red Steel Short Sword [1], Bandolier of 5
magnificent Silverite Throwing Knives [2], Inscribed
Studded Leathers [0].
Encumbrance: 3
Capacity: 6
111
R ogues
D r a g o n A ge
S py
T hief
A dventure H ook
Find the spies at the party youve been invited. And
do it in 30 minutes or your cover is blown....
SPY
Rank
Class
Race
Veteran
Rogue Scoundrel
Human
A dventure H ook
The PCs have to break into a nobles residence and
steal a priceless artefact. However the security is
daunting and the locks impregnable. Time to call on
the help of the Cat, master thief. But first you need to
find him.
A bilities ( focuses )
Constitution
Cunning (Cryptography)
-1
Magic
Strength
Willpower (Self-Discipline)
C ombat R atings
Speed
Health
Defence
Armour Rating
13
46
13
Weapon
Attack Roll
Damage
+3
1D6+1 (+2)
Superior
Shadowthread
Garotte
+3 (+1)
1D6 (+2)
F avoured S tunts
Disarm and Sway the Crowd.
S pecial R ules
Backstab, Rogues Armour, Bluff, Dirty Fighting.
Stunt Bonus: Pierce Armour; Stunt Bonus: That
Makes me Wonder.
Specialisation: Bard (Journeyman).
Talents: Thievery (Novice), Contacts (Novice), Silver
Tongue (Journeyman).
W eapon G roups
L anguages
E quipment
Rank
Class
Race
Ordinary
Rogue
Elf
A bilities ( focuses )
A ttacks
112
THIEF
Communication
Constitution (Running)
Cunning
Magic
Perception (Searching)
Strength
-1
Willpower
C ombat R atings
Speed
Health
Defence
Armour Rating
15
20
13
A ttacks
Weapon
Attack Roll
Damage
+3
1D6+2 (-1)
Yew Club
+3
1D6+1
F avoured S tunts
Skirmish and Knock Prone.
S pecial R ules
Backstab, Rogues Armour.
Stunt Bonus: Pierce Armour.
Talents: Thievery (Journeyman).
W eapon G roups
L anguages
E quipment
Grey Iron Dagger [1], Light Clothing [0], Yew Club [1].
Encumbrance: 1
Encumbrance: 2
Capacity: 3
Capacity: 3
W arriors
ASH WARRIOR
A sh W arrior
The Ash Warriors are one of the oldest warrior
traditions in Ferelden. Born from Fereldan relations
with the dwarfs, they uphold strict honour codes.
Their ties to the mabari fighting dogs that run at their
side make them a trusted ally as everyone knows the
mabari are a good judge of character.
A dventure H ook
The howls of mabari are heard echoing in the night.
Rank
Class
Race
Veteran
Warrior Skirmisher
human
A bilities ( focuses )
Constitution (Stamina)
Cunning
Dexterity (Speed)
-1
Magic
Willpower (Morale)
D r a g o n A ge
W arriors
C ombat R atings
Speed
Health
14
54
Defence
Armour Rating
12
A ttacks
Weapon
Attack Roll
Damage
+5
1D6+5
+5
3D6+3
F avoured S tunts
Mighty Blow and Duel Strike.
S pecial R ules
Stunt Bonus: Dual Strike; Stunt Bonus: Threaten
Companion: Mabari hound.
Specialisation: Berserker (Journeyman).
Talents: Armour Training (Journeyman), TwoHander Style (Journeyman), Thrown Weapon Style
(Novice), Animal Companion (Novice - Mabari).
W eapon G roups
L anguages
Axes, Bludgeons,
Brawling, Flails, Light
Blades, Heavy Blades.
Trade
E quipment
Steel Two-Handed Sword [3], Bandolier with 4 Steel
Throwing Axes [2], Leather Brigandine [2].
Encumbrance: 7
Capacity: 7
113
W arriors
D r a g o n A ge
B eresaad W arrior
BERESAAD WARRIOR
Rank
Class
Race
Ordinary
Warrior Brute
Qunari
A bilities ( focuses )
Communication
Cunning (Qun)
Dexterity
-1
Magic
Perception
Willpower (Self-Discipline)
C ombat R atings
Health
11
29
Defence
Armour Rating
11
A ttacks
Weapon
Attack Roll
Damage
+3
1D6+5
+5
3D6+4
F avoured S tunts
Mighty Blow and Dual Strike.
S pecial R ules
Child of the Qun
Talents: Armour Training (Novice), Two-Hander
Style (Journeyman).
W eapon G roups
L anguages
Trade, Qunlat
E quipment
Steel Two-Handed Sword [3], Leather Leathers [1],
Bandolier with 3 Steel Throwing Spears [2].
Encumbrance: 6
114
A dventure H ook
Speed
Capacity: 8
B odyguard
B rawler
A dventure H ook
A noble believes his life is in danger. A curse placed
upon him by a peasant witch will see him dead before
the morning. Unless the PCs can stop it of course.
BODYGUARD
Rank
Class
Race
Veteran
Warrior Brute
Human
A dventure H ook
Infiltrate an underground fighting ring to uncover
the person pulling the strings. A training montage is
mandatory.
BRAWLER
A bilities ( focuses )
Rank
Communication
Constitution (Stamina)
Cunning (Healing)
Magic
1
2
Ordinary
Class
Race
Warrior Brute
Dwarf
A bilities ( focuses )
-1
Communication
Constitution (Fortitude)
Perception (Hearing)
Cunning
Dexterity (Brawling)
Magic
Willpower (Morale)
Perception
Willpower
C ombat R atings
Speed
Health
Defence
Armour Rating
12
70
12 (14)
A ttacks
Weapon
Attack Roll
Damage
Steel Mace
+4
1D6+5
Steel Dagger
+2
1D6+3
C ombat R atings
Speed
Health
11
29
Defence
Armour Rating
13
A ttacks
Weapon
Attack Roll
Damage
F avoured S tunts
Steel Gauntlet
+5
1D6+3
Steel Shortsword
+2
1D6+4
F avoured S tunts
S pecial R ules
Stunt Bonus: Dual Strike; Stunt Bonus: Threaten
Specialisation: Guardian (Journeyman).
Talents: Armour Training (Journeyman), TwoHander Style (Novice), Weapon and Shield Style
(Journeyman), Unarmed Style (Novice).
W eapon G roups
L anguages
Axes, Bludgeons,
Brawling, Spears, Light
Blades, Heavy Blades.
L anguages
Trade, Dwarven
E quipment
E quipment
Steel Mace [2], Steel Medium Shield [2], Steel Chain
Mail [3], Steel Dagger [1].
Encumbrance: 8
Encumbrance: 5
Capacity: 8
D r a g o n A ge
W arriors
Capacity: 7 (+2)
115
W arriors
D r a g o n A ge
C ommander
D alish W arrior
A dventure H ook
The commander says all deserters are shot on sight.
COMMANDER
Rank
Class
Race
Elite
Warrior Leader
Human
A bilities ( focuses )
Constitution (Stamina)
-1
Magic
Perception (Empathy)
Speed
Health
Defence
Armour Rating
12
84
12 (15)
10
A ttacks
Weapon
Attack Roll
Damage
Magnificent Red
Steel Bastard Sword
+6 (+2)
2D6+4 (+2)
Steel Dagger
+2
1D6+6
F avoured S tunts
Mighty Blow and Knock Prone.
S pecial R ules
Stunt Bonus: Dual Strike; Stunt Bonus: Threaten;
Expert Strike; Veteran.
Specialisation: Champion (Master).
Talents: Armour Training (Master), Single Weapon
Style (Novice), Weapon and Shield Style (Novice),
Command (Master), Horsemanship (Novice).
L anguages
116
A dventure H ook
Local villagers have captured half a dozen
Dalish children and are planning to burn them as
witchspawn.
DALISH WARRIOR
Rank
Ordinary
Class
Race
Warrior Skirmisher
Elf
A bilities ( focuses )
C ombat R atings
W eapon G roups
Communication
Constitution
Cunning
Magic
Perception (Seeing)
Strength (Climbing)
Willpower
C ombat R atings
Speed
Health
Defence
Armour Rating
15
23
13
A ttacks
Weapon
Attack Roll
Damage
+5
1D6+4
Ironbark Short
Bow
+3
1D6+5 (+2)
F avoured S tunts
Pierce Armour and Lightning Attack.
S pecial R ules
Talents: Armour Training (Novice), Dual Weapon
Style (Master).
W eapon G roups
L anguages
Trade, Elven
E quipment
Encumbrance: 9
Encumbrance: 5
Capacity: 9
Capacity: 5
D ragon C ultist
G uard
A dventure H ook
A strange crimson drug has hit the black markets.
DRAGON CULTIST
Rank
Class
Race
Ordinary
Warrior Skirmisher
Human
D r a g o n A ge
W arriors
A dventure H ook
It seems as though the guards are rotating unusually
fast and going through a high turn over - not a single
one as come back for another shift.
A bilities ( focuses )
Constitution
-1
Cunning
Magic
Rank
Class
Race
Perception
Ordinary
Warrior
Human
Strength (Intimidation)
Willpower (Faith)
GUARD
A bilities ( focuses )
C ombat R atings
Speed
Health
Defence
Armour Rating
13
23
13
A ttacks
Weapon
Attack Roll
Damage
Iron Dagger
+5
1D6+3 (-2)
+5 (-1)
1D6+4
Communication (Investigation)
Constitution
Cunning
Dexterity (Riding)
Magic
Perception (Searching)
Willpower
C ombat R atings
F avoured S tunts
Speed
Health
Defence
Armour Rating
12
26
12
S pecial R ules
Dragon Blood: As a minor action may drink a vial
of Dragon Blood. Acts as a Swift Salve (see Esoterica
3 Apothecaria), however is extremely addictive and
requires continual addition tests (see Esoterica 1 Vault).
Talents: Armour Training (Novice), Dual Weapon
Style (Journeyman), Two-Hander Style (Novice).
W eapon G roups
L anguages
Axes, Bludgeons,
Trade, (mother tongue)
Brawling, Light Blades.
E quipment
A ttacks
Weapon
Attack Roll
Damage
Steel Mace
+4
1D6+5
F avoured S tunts
Skirmish and Knock Prone.
S pecial R ules
Talents: Armour Training (Journeyman), Single
Weapon Style (Novice), Dual Weapon Style (Novice).
W eapon G roups
L anguages
Brawling, Bludgeons,
Heavy Blades, Spears.
Encumbrance: 5
Encumbrance: 4
Capacity: 5
E quipment
Capacity: 6
117
W arriors
D r a g o n A ge
K night -C ommander
KNIGHT-COMMANDER
Rank
Class
Race
Lord
Warrior Leader
Human
A bilities ( focuses )
Communication (Etiquette,
Investigation, Leadership, Persuasion)
Magic
Speed
Health
13
98
Defence
Armour Rating
13 (18)
13 (14)
A ttacks
Weapon
Attack Roll
Damage
Magnificent Silverite
Two-Handed Sword
+6 (+2)
3D6+3 (+3)
Steel Dagger
+5
1D6+6
F avoured S tunts
Lethal Blow and Knock Prone.
S pecial R ules
Stunt Bonus: Dual Strike; Stunt Bonus: Threaten; Expert
Strike; Veteran; Quick Strike; Stunt Bonus: Dual Strike.
Specialisations: Templar (Master), Weapon Master (Master Heavy Blades, Axes, Light Blades.)
Talents: Armour Training (Master), Single Weapon
Style (Novice), Weapon and Shield Style (Novice),
Command (Master), Horsemanship (Novice).
W eapon G roups
L anguages
118
Capacity: 7 (+2)
At the head of the Templar orders sit the KnightCommanders. These individuals are both mighty
warriors and crafty statesmen, as befits an individual
given complete life or death power over an entire
mage tower.
When the Knight-Commander goes on the warpath,
few have the will to stand and fight.
A dventure H ook
The local Knight-Commander has shown a particular
interest in a specific village and come personally to
inspect it for an unknown reason.
K night
L egionnaire
A dventure H ook
A dventure H ook
Find a Legion outpost in the Deep Roads, or get
swarmed by Darkspawn. Youve got one hour.
LEGIONNAIRE
KNIGHT
Rank
Class
Race
Veteran
Warrior Leader
Human
Dexterity (Riding)
-1
Magic
Perception
Speed
Health
Defence
Armour Rating
13
54
13 (15)
A ttacks
Weapon
Attack Roll
Damage
Steel Lance
+5
2D6+3
Veridium
Longsword
+5
2D6+3 (+1)
Rank
Class
Race
Veteran
Warrior
Dwarf
A bilities ( focuses )
A bilities ( focuses )
D r a g o n A ge
W arriors
Communication
Dexterity (Initiative)
-1
Magic
Perception (Tracking)
Speed
Health
Defence
Armour Rating
10
70
12 (14)
A ttacks
Weapon
Attack Roll
Damage
Superior Red
Steel Longsword
+6 (+1)
2D6+4 (+2)
+6
3D6+4 (+2)
F avoured S tunts
F avoured S tunts
S pecial R ules
S pecial R ules
Stalwart
W eapon G roups
L anguages
Axes, Brawling,
Trade, (mother tongue)
Bludgeons, Light Blades,
Heavy Blades, Spears.
E quipment
W eapon G roups
L anguages
Trade, Dwarven
E quipment
Encumbrance: 11
Encumbrance: 11
Capacity: 7 (+4)
Capacity: 10 (+2)
119
W arriors
D r a g o n A ge
M ercenary
T emplar
A dventure H ook
An uppity mercenary leader has ingratiated himself
with the king and his mighty Hawk warriors have
slain a path to victory. The queen doesnt like this
one bit.
A dventure H ook
A templar seconds the PCs to his command in order
to root out a wanted fugitive who has hidden away
in the caves to the east.
TEMPLAR
MERCENARY
Rank
Class
Race
Ordinary
Warrior
Human
A bilities ( focuses )
Communication (Gambling)
Constitution (Fortitude)
Cunning
Dexterity
Magic
Perception (Searching)
Willpower
C ombat R atings
Health
Defence
Armour Rating
12
23
12 (13)
A ttacks
Race
Human
Communication (Leadership)
Constitution (Stamina)
Magic
Perception (Tracking)
Speed
Health
Defence
Armour Rating
12
54
12 (14)
A ttacks
Weapon
Attack Roll
Damage
+5
2D6+3
Steel Longsword
Weapon
Attack Roll
Damage
Steel Halbard
+5
1/2D6+3
Steel Shortsword
+2
1D6+5
S pecial R ules
F avoured S tunts
Mighty Blow and Knock Prone.
S pecial R ules
Talents: Armour Training (Journeyman), Two-Hander
Style (Novice), Weapon and Shield Style (Novice).
W eapon G roups
120
Speed
Class
Warrior
A bilities ( focuses )
Rank
Veteran
L anguages
F avoured S tunts
L anguages
Axes, Brawling,
Trade, (mother tongue)
Bludgeons, Light Blades,
Heavy Blades, Spears.
E quipment
E quipment
Encumbrance: 6
Encumbrance: 7
Capacity: 6 (+2)
Capacity: 7
T hug
THUG
Rank
Class
Race
Ordinary
Warrior Brute
Human
A bilities ( focuses )
Communication
Constitution (Drinking)
Cunning
Dexterity
Magic
A dventure H ook
D r a g o n A ge
W arriors
Perception
Willpower
C ombat R atings
Speed
Health
12
26
Defence
Armour Rating
12
A ttacks
Weapon
Attack Roll
Damage
Iron Hatchet
+5
1D6+5 (-2)
+3
2D6+6 (-1)
F avoured S tunts
Mighty Blow and Knock Prone.
S pecial R ules
Talents: Armour Training (Novice), Single Weapon
Style (Journeyman), Two-Hander Style (Novice).
W eapon G roups
L anguages
Axes, Brawling,
Bludgeons, Staves.
E quipment
Grey Iron Two-Handed Maul [3], Iron Hatchet [1].
Encumbrance: 4
Capacity: 7
121
W arriors
D r a g o n A ge
W arrior C aste
WARRIOR CASTE
Rank
Class
Race
Ordinary
Warrior
Dwarf
A bilities ( focuses )
Communication
Dexterity
-1
Magic
Perception
Strength (Axes)
Willpower (Morale)
C ombat R atings
Health
29
Defence
Armour Rating
11 (13)
A ttacks
Weapon
Attack Roll
Damage
Superior Steel
Longsword
+3 (+1)
1D6+5
+5
3D6+3 (+1)
F avoured S tunts
Mighty Blow and Knock Prone.
S pecial R ules
Stalwart
Talents: Armour Training (Journeyman), Two-Hander
Style (Novice), Weapon and Shield Style (Novice).
W eapon G roups
L anguages
Axes, Bludgeons,
Brawling, Heavy Blades.
Trade, Dwarven
E quipment
Veridium Two-Handed Axe [3], Superior Steel Longsword
[2], Steel Shield [2], Superior Steel Scale Mail [3].
Encumbrance: 10
122
A dventure H ook
Speed
Capacity: 8 (+2)
P art 5
ACCOUTREMENTS
G ear
and
P araphernalia ...
W eapons
D r a g o n A ge
W eapons
Thedas is awash with countless ways to kill someone.
Given enough time and ingenuity, you can make a
weapon out of virtually anything.
The following are new weapons for Dragon Age.
Despite the exotic appearance of some, they are still
organised into the same weapon groups found in
Volume 1: Vault. All normal melee weapon rules
apply.
M elee W eapons
Weapon
Damage
1d6+3
19 sp
1d6+2
6 sp
4sp
5 sp
1D6
1D6-1
2d6
20 sp
1d6
9 sp
1d6+4
4D6
35sp
1 sp
1d6
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G ear
A sword is fun, but unless you have a nice pack to
carry your ill-gotten gains, it will only get you so far.
Saddlebags, rations and other mundane things are all
integral to keeping an adventurer adventuring.
A house to store all your stuff isnt bad either.
B aggage
The following offer various ways of carrying
equipment and items.
D r a g o n A ge
G ear
Backpack
Q uality
All equipment can come in various qualities (see
Esoterica 1). For simplicity we assume that unless
otherwise stated all equipment listed is of Average
quality and grants no negatives or positives to any
rolls a player may make.
Saddlebags
Tied to a horse, these are used to carry tents, utensils
and other camping supplies. Contains 30 slots and is
4 encumbrance.
Q uality
Crude
-2
Bandolier
Used by assassins and skirmishers, bandoliers allow
you to carry multiple throwing weapons. A bandolier
is 2 encumbrance and can carry 5 throwing daggers,
4 throwing axes or 3 throwing spears.
Poor
-1
Average
0
Superior Magnificent
+1
+2
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G ear
D r a g o n A ge
C ost
Item costs are affected by their rarity and quality.
The more difficult it is to obtain the item, the more
expensive it becomes. Superior and Magnificent
quality items are sought after for their breathtaking
quality.
Note that as per Esoterica 1, the materials used to
construct an item will also affect its cost, although this
is generally only relevant to weapons and armour.
Quality: Crude items cost a quarter whilst Poor
items cost half their Average price. Superior and
Magnificent items are generally not available for
public sale (the most a freeman can expect is average
quality). However a notional cost for these is x8 for
Superior and x16 for Magnificent. Such is the price
of prestige.
Rarity: Every item is listed with its price at a Common
level. Esoterica 5 lists the abundance of botanical and
mineral specimens based on the biomes of Thedas.
The GM can decide on the rarity of items for any
merchants and salespeople encountered by the
players.
These can also be used by the GM to determine the
prices for items the players wish to sell, dependent
on how well they haggle with their prospective
buyers of course...
R arity
Availability
Very Rare
16x
Rare Hard
8x
Unlikely
4x
Uncommon
2x
Common
Very Common
126
Cost multiplier
1x
1/2x
A dditional P urchasables
More stuff to spend your money on.
E mployees
Item
Advisor
Assassin
Bodyguard
Crafter
Enchanter
Hedge Wizard
Mabari Trainer
Mercenary
Minstrel
Servant
Spirit Healer
Spy
Thug
Whore
Cost
30sp
100sp
10sp
5sp
15sp
80cp
5sp
15sp
75cp
25cp
100sp
150sp
80cp
90cp
D r a g o n A ge
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B otanical I ngredients
Item
Cost
Ambrosia
150sp
Andrastes Grace
100sp
185sp
Deathroot
1sp
Deep Mushroom
40cp
Dragonthorn
200sp
Elfroot
40cp
Embrium
10sp
Felandaris
15sp
Foxglove
75cp
90cp
Frostback Felicities
20sp
Hellebore
95cp
Lakrima
5sp
Madcap Bulb
1sp
Mint
80cp
Northern Prickleweed
15cp
Rashvine Nettle
10cp
Spindleweed
10cp
Wolfsbane
22cp
M ineral S pecimens
Item
Cost
Amethyst
40sp
Diamond
300sp
Emerald
100sp
Fire Crystal
10sp
Fluorspar
25sp
Frostrock
10sp
Frozen Lightning
10sp
Garnet
20sp
Glitterdust
40sp
Greenstone
4sp
Jet
25sp
Lifestone
Lyrium
10sp
200-500sp
Malachite
30sp
Opal
250sp
Orichalcum
100sp
Quartz
8sp
Ruby
120sp
Sapphire
60sp
Spirit Shard
10sp
Tainted Lifestone
10sp
Topaz
50sp
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G ear
D r a g o n A ge
O therworldly I tems
Item
C reature E xtracts
Cost
Ash Residue
5sp
Corpse Gall
1cp
Demonic Ichor
15sp
Skeletal Splinters
5cp
10sp
Wisp Essence
80cp
H ealth A ids
5sp
Bear Marrow
40cp
Deepstalker venom
1sp
45sp
35sp
Dragons Blood
1gp
4sp
Halla Horn
50sp
8sp
10sp
Sandwinder venom
90cp
20cp
Wolf Gall
50cp
Cold poultices
30cp
Hot poultice
40cp
Compresses or Fomentations
45cp
Troches
60cp
O ils
Item
128
Cost
Cost
Item
Item
Antivan Whip Tail venom
Cost
Oils
10cp
15cp
20cp
55cp
Ointments
90cp
Fats
5cp
75cp
Tisane Infusions
90cp
Decoctions
80cp
Syrups
85cp
1sp
Tinctures
1sp
5sp
Vinegars
90cp
V ehicles
Item
Cost
Aravel
500sp
Boat
400sp
Carriage
250sp
Cart
20sp
Ship
2000sp
Wagon
150sp
Wagon Train
400sp
B uildings
Item
R ecipes
Cost
Item
Cost
Cottage
100sp
Elixir of Purity
200sp
Fortified Manor
1000sp
Grounding Salve
110sp
Manor
800sp
Hales Mercy
130sp
Townhouse
400sp
Health Poultices
50sp
Warehouse
500sp
Ice Salve
70sp
Incense of Awareness
60sp
Inn
+50%
Injury Kits
20sp
Shop
+10%
Mabari Treats
25sp
Smith
+10%
Spirit Salve
70sp
Tanner
+5%
Swift Salve
80sp
Tavern
+25%
Warmth Salve
70sp
Item
Cost
Distillation Agent
12sp
Corruptor Agent
12sp
Concentrator Agent
30sp
G renades
Item
P oison R ecipes
Item
E ssential A gents
Cost
Shock Grenade
200sp
Freeze Grenade
200sp
Soulrot Grenade
300sp
Flame Grenade
200sp
Acid Grenade
100sp
Fel Grenade
100sp
Tar Bomb
50sp
D r a g o n A ge
G ear
Cost
Adders Kiss
90sp
Arcane Poisons
90sp
Crow Poisons
60sp
Deathroot Toxins
20sp
Demonic Poisons
75sp
200sp
300sp
Fel Poison
90sp
Fleshrot
40sp
Hales Dust
75sp
Magebane
80sp
Marrow Lock
100sp
Quiet Death
120sp
Soldiers Bane
60sp
90sp
Venoms
15sp
These prices are for the basic level of each poison. Each
additional Talent level doubles the cost.
M agical R ecipes
Item
Cost
Elixir of Heroism
150sp
Healing Potions
100sp
Lifeward Potion
110sp
Lyrium Potions
200sp
120sp
Mythals Favour
150sp
Restoration Potion
180sp
160sp
129
G ear
D r a g o n A ge
F ood
Item
Cost
Anderfels
Venison Stew with Trencher
30cp
Honey Cakes
20cp
Antiva
1sp
Pomadoro Sauce
90cp
2sp
Dalish
Elfroot Pesto
40cp
60cp
50cp
Ferelden
40cp
50cp
30cp
Nevarra
Cumberland Jerked Chicken
80cp
Churroz
70cp
Orlais
20sp
Petite Brioche
5sp
Orzammar
1sp
2sp
Par Vollen
4sp
2sp
Rivain
7sp
90cp
1sp
Seheron
Bantang Rendang
2sp
Inarizushi
1sp
Tevinter Imperium
Tiramisu
13sp
Blood Pudding
2sp
The Free Marches
130
Starkhaven Pie
15cp
Planasene Paella
70cp
D rink
Item
S alves
Cost
Item
and
E lixirs
Cost
Ale
30cp
Elixir of Purity
100sp
35cp
Grounding Salve
40sp
Antivan Brandy
2sp
Hales Mercy
40sp
5sp
Health Poultices
20sp
Brandy
1sp
Ice Salve
30sp
10cp
Incense of Awareness
25sp
Dragon Piss
60cp
Injury Kits
10sp
70cp
Mabari Treats
12sp
6sp
Spirit Salve
30sp
3sp
Swift Salve
35sp
2sp
Warmth Salve
30sp
10sp
Moonshine
5cp
Mosswine
20cp
4sp
1sp
50cp
Wine
70cp
D r a g o n A ge
G ear
Single drink. Bottles are 10x cost (~15 drinks) while kegs
are 20x cost (~40 drinks).
131
G ear
D r a g o n A ge
P oisons
Item
P otions
Cost
Cost
90sp
Elixir of Heroism
150sp
Arcane Poisons
90sp
Healing Potions
100sp
Crow Poisons
60sp
Lifeward Potion
110sp
Deathroot Toxins
20sp
Lyrium Potions
200sp
Demonic Poisons
75sp
120sp
200sp
Mythals Favour
150sp
300sp
Restoration Potion
180sp
Fel Poison
90sp
160sp
Fleshrot
40sp
Hales Dust
75sp
Magebane
80sp
Marrow Lock
100sp
Quiet Death
120sp
Soldiers Bane
60sp
90sp
Venoms
15sp
These prices are for the basic level of each poison. Each
additional Talent level doubles the cost.
132
Item
Adders Kiss
L oot T ables
Everything has a story. Sometimes you want more
from your murder sprees than just the weapons and
armour off your enemys back.
Each item can lead to another quest if you think
about it. A fork found on a beggar could belong to a
merchant found dead in an alley where the beggar was
sleeping, which in turn could lead to the discovery
of a grand conspiracy. The Fork Conspiracy. Or why
does a farmer possess an ancient elven artefact?
R ogue
2D6 Roll
2
3-4
5
6
7-8
9
10-11
12
C ivilian
2D6 Roll
2
3-4
5
6
7-8
9
10-11
12
Result
M age
2D6 Roll
2
3-4
5
6
7-8
9
10-11
12
2D6 Roll
2
3-4
5
6
7-8
9
10-11
12
Result
Result
C hild
1D6 Roll
W arrior
Result
D r a g o n A ge
L oot T ables
1
2
3
4
5
6
Doll
Choose
Wooden sword
Sticky treat
Ball of string
Ball/top
Shiny (spoon, key, ribbon etc.)
Toad
Pokin stick
Feather
Mouse trap
Dragon egg
Magic treasure
133
L oot T ables
D r a g o n A ge
H unting T rophies
1D6 Roll
1
2
3
4
5
6
Carved bone
Spider chitin
Beast claw
Pelt
Fangs
Pickled organ
E ffects
1D6 Roll
1
2
3
4
5
6
and
Choose
Mirror
Necklace
Brooch
Choose
134
Whetstone
Oil
Razor
Leather awl
Spare straps
Bandages
Key
Chain
Whistle
A ccoutrements
1
2
3
4
5
6
1D6 Roll
1
2
3
4
5
6
K nick K nacks
Devotional icon
Comb
Earring
1D6 Roll
Snares
Arrows
T ools
and
Choose
B ooze
and I ngots
Choose
Hammer
Wedges
Tomahawk
Nails
String
Saw
T okens
1D6 Roll
1
2
3
4
5
6
Iron
Steel
Copper
Veridium
Red Steel
Silverite
and G ifts
Choose
Ring
Locket
Lock of Hair
Letter
Pressed Flower
Ribbon
Knitted Scarf
Ring
Bronze Sextant / Spyglass
Toy Horse
Soap on a rope
Stone carving
N otes
1D6 Roll
1
2
3
4
5
6
and M aps
Choose
Rune tracing
Recipe
Blank parchment
Love letter
Threat
Coded message
B ooks
Ruin
Shipwreck
Lair
Hideout/Dead Drop
Herb locations
Ambush
1D6 Roll
1
2
3
Subversive pamphlet
Folio of art
Devotional text
Diary
Sordid Poetry
Educational text
P arochial P araphernalia
1D6 Roll
1
2
3
4
5
6
Nails
Basic preparation
Healers kit
Health poultice
Elfroot
Additional herbs
Fetish
L arceny
1D6 Roll
1
2
3
4
5
6
Choose
and
and T exts
Choose
Fancy Scroll
Tattered Notebook
The Rose of Orlais
Illustrated Dane & the
Werewolf
Ines Botanical Companion
Esoterica from Thedas
Complete
D r a g o n A ge
L oot T ables
M agical M aterials
1D6 Roll
1
2
3
4
5
6
Lyrium sand
Gold dust
Choose
Blank runestone
Phial of blood
Elemental rock
Semi-precious stone
Spirit shard
Lifestone
Corpse gall
Lyrium sand
Tear of the fade
Wisp essence
S uperstition
Choose
Climbing spikes
Knucklebones
Pack of cards
Counterfeit coins
Lock picks
Wire
135